The Player (Wizard101)

<tabber widths="375">
|-|Fire Wizard=
|-|Storm Wizard=
|-|Ice Wizard=
|-|Myth Wizard=
|-|Life Wizard=
|-|Death Wizard=
|-|PvP Warlord=
|-|Shadow Shrike=
|-|Shadow Seraph=
|-|Divine Paradox=
</tabber>
==Summary==
The Player is the primary protagonist of the MMORPG Wizard101. Originating from a world outside the Spiral, where people don't believe magic exists, he was brought into the Ravenwood School of Magical Arts by Headmaster Ambrose. The wizard was later revealed to be the Child of Light and Shadow, who would one day oppose the Shadow and bring hope throughout the Spiral. At the end of Arc 3, it was revealed that the Player is the Scion of Bartleby, and while Bartleby was weakened, he took over Bartleby's role as the mortar that binds the concepts of Shadow and Chaos with Light and Order, otherwise known as the Divine Paradox.
==Powers and Stats==
Tier:  | At least , possibly higher; with absorption |  |  | 
Key: Arc I | Arc II | Arc III/With Scion Spells | Divine Paradox | Arc IV
Name: Player determined
Origin: Wizard101
Gender: Player determined
Age: 16 years old during Arc 1. 16-18 during Arc 2. 26 during Arc 3 (Came into the Spiral as a teenager, and has been there for 10 years now)
Classification: Human, Wizard, Child of Light and Shadow, Scion of Bartleby, The Divine Paradox
Powers and Abilities:
<tabber>
|-|Arc 1=
 
|-|Arc 2=
|-|Arc 3=
|-|With the Paradox Essence=All the same enhanced to an immense degree (Gained full mastery of all Schools of Magic, including 
*Enhanced Shadow Magic as well as the power of the Song of Creation. Infused with Mellori's Light and Order and the Bat's Chaos and Shadow, allowing him to easily defeat the Aethyr Titan), 
*Regeneration (High-Godly)
*Regeneration Negation (High-Godly) 
*Immortality Negation (Types 3, 4, 5 and 9) 
*Large Size (Type 1) 
*Sealing 
*Space-Time Manipulation (Tore a hole through reality as a result of battling the Aethyr Titan)
*Increased Resistance to Magic
|-|Arc 4=
|-|Castle Magic=
*Invisibility (Can make objects and people invisible)
*BFR (Can force people to teleport away from their castles)
*Size Manipulation (Can increase or decrease the size of objects)
*Portal Creation (Can create portals which can teleport people into other parts of their castle or even entirely different castles that the Wizard owns. Can create Spiral Doors to place inside their castle)
*Teleportation (Can cause nearby objects or people to teleport to a specified location)
*Technology Manipulation (Can cast spells that are used to interact with various forms of technology, such as computers)
*Weather Manipulation (Can create rain)
*Illusion Creation (Can summon various illusions of monsters into their homes to attack people with)
*Sound Manipulation (Can cast spells that are used to replicate the sounds made by certain creatures or objects)
*Glyph Creation/Law Manipulation (Can remove Duel Sigils from their castle)
*Possibly Perception Manipulation and Power Nullification
|-|Cantrips=
*Magic
*Invisibility (Can cast spells which make themselves invisible for varying amounts of time)
*Power Nullification (Can dispel invisibility)
*Telekinesis
*Teleportation (Can teleport to and from various locations throughout the Spiral)
*Energy Manipulation (Can send a particle of energy towards a target)
*Perception Manipulation (Can cast a spell which allows them to "briefly sneak past enemies")
*Statistics Amplification (Can use Cantrips to create "radiance", which can increase health, mana, luck, etc.)
*Limited Creation (Can use Cantrips to conjure forth various objects for a limited time, including paper, rock, scissors, dice, etc.), 
*Flight
</tabber>
Attack Potency: Universe level+ (Has fought and summoned lesser Titans which helped destroy the First World and its concept of time) | At least Universe level+, possibly higher (Defeated Shadow Morganthe); Multiverse level+ with absorption (Absorbed Morganthe's stolen power, which was a combination of The Song of Creation and Shadow Magic) | Low Complex Multiverse level (Defeated a weakened Grandfather Spider and could hold off The Storm Titan for quite some time, although the Titan was battling against the Titanic Lullaby at the time, which previously put him into an eternal sleep).  | Low Complex Multiverse level (Sang the Song of Creation to reweave the threads of reality and reset existence to its rightful order. Easily defeated the Aeythr Titan. The Divine Paradox has taken over the role of Bartleby and binds Grandfather Spider and Grandmother's dualities together. In this form, The Player is at the peak of their power) | Low Complex Multiverse level (Although most of the Paradox Essence was infused back into the Chaos Heart, a portion of that power remains with the Wizard and they should at least be as strong as if not stronger than they were in their Arc III key)
Speed: At least Massively Hypersonic+ (From the very start of the game, The Player could strike as fast as lightning)  | At least Massively Hypersonic+, likely higher | Immeasurable (Superior to a weakened Grandfather Spider and somewhat held his own against the Storm Titan) | Immeasurable (Stands at a similar hierarchy to Bartleby, Raven, and Spider, ascending to godhood and becoming the Divine Paradox) | Immeasurable
Lifting Strength: Unknown
Striking Strength: Universe level+ | At least Universe level+, possibly higher; Multiverse level+ with absorption |  Low Complex Multiverse level | Low Complex Multiverse level | Low Complex Multiverse level
Durability: Universe level+ | At least Universe level+, possibly higher; Multiverse level+ with absorption | Low Complex Multiverse level | Low Complex Multiverse level | Low Complex Multiverse level
Stamina: Unknown (Due to the nature of the game, determining stamina for the characters is difficult)
Range: Standard Melee Range, Universal+ with magic, Low Complex Multiversal by Arc III
Standard Equipment: The Sword Of Kings (Arcs II, III, and IV only), Spell Deck, Treasure Cards, Potions (Mana and Health), Backpack, the Eye of Truth, Quagga Blade (Arcs II, III, & IV only), Sky Iron Hasta, Shadow's Point (Arcs II, III, and IV only)
Intelligence: Extraordinary Genius (The Player has assisted the inhabitants of Celestia, a world dedicated to science and research, in fixing many complex pieces of equipment. Can forge weapons capable of manipulating magic and craft weapons that warp reality from things he picks up from the ground. Has learned about the history of the universe from the likes of Grandmother Raven and Bartleby and has formed many plans to outsmart the likes of Medulla, a sentient brain who can create weapons to attack souls. The Player has also created teleporters that they can use to cross short distances, and forged keys and doorways to enter other space-times. The Player also picks up information extremely quickly and has been able to fulfill any duties related to science and general needs to completion after being told what to do once. Comparable to Spark who is fully adept at quantum physics and nanotech. As The Divine Paradox, he should be somewhat comparable to Raven and Spider)
Weaknesses: None notable | Shadow Magic can harm the Player through backlash | The Titanic Lullaby is less effective on mortals | None notable
Notable Attacks/Techniques:
Life Magic:
*Creation: Life Magic's source is The Song Of Creation, which wove the Spiral. Mellori had stated that with Life Magic, a being could create entire worlds. It can also create life from nothing.
*Morality Corruption: With too much Life Magic, it was stated that an entire jungle went from peaceful to vile.
*King Artorius (Life): Summons the power of the Sword of Kings to damage the target through Life magic, heals the Player over time, and applies a 10% piercing charm on the Player. (Arcs 2, 3 and Divine Paradox keys only) (Arcs 2, 3 and Divine Paradox keys only)
*Gnomes!: Gnomes is one of the Life school's most powerful attacking spells. With this, the Player can attack his opponent with the power of Life and Nature. Once hit with this spell, the opponent will have their next two attempts at using abilities linked with Life nullified. (Arcs II, IV and Divine Paradox keys only)
*Life Prism: This spell allows the Player to convert the power of Life Magic to Death Magic, acting as a way to fight against resistance to Life Magic.
*Scion of Life: The Scion of Life is the best healing spell in the entire game. With a single cast of this spell, the Player can return to full health no matter how much damage he has taken. (Arc 3 and Divine Paradox keys only)
*Guardian Spirit: Guardian Spirit allows the Player to have a second chance at life after death. If cast in time, The Player will regenerate his physical body after he is killed. (Arcs 2, 3 and Divine Paradox keys only)
*Hungry Caterpillar: This is one of Life Magic's most powerful attacking spells. This attacks the opponent with Life magic that is infused in Shadow Magic.
*Triage: With this spell, the Player can remove any damage over time spells that are cast on him. This can even be used to remove poisons.
Death Magic:
*Death Inducement: At its core, Death Magic is about granting death to living things.
*King Artorius (Death): Summons the power of the Sword of Kings to damage the target through Death Magic, applies a -30% healing charm on the target and applies a 10% piercing charm on the Player. (Arcs 2, 3 and Divine Paradox keys only)
*Beguile: The most basic form of Mind Manipulation. With this spell, the Player can force their enemy to work for them for about 1 minute.
*Doom and Gloom: Doom and Gloom is a powerful death aura. With it in play, it will passively reduce the effectiveness of healing and regenerative spells by 85% as long as the healing or regenerative process didn't begin before the spell was cast. This has an effect on spells like Guardian Spirit.
*Death Prism: This spell allows the Player to convert the power of Death Magic to Life Magic, acting as a way to fight against resistance to Death Magic.
*Pacify: With this spell cast, the Player can choose a target and the opponent will naturally not want to harm them.
*Scion of Death: This is the most powerful Life-Force Absorption spell in the Player's usage. This allows him to absorb a large amount, sometimes all of his opponent's life-force and use it to heal himself. The spell is especially powerful since it is infused in Bartleby's magic. (Arc 3 and Divine Paradox keys only)
*Call of Khrulhu: This spell drains life-force with the power of Death infused with Shadow Magic as part of an AOE attack.
*Bad Juju: By dealing a small amount of damage to himself, the Player can reduce the damage of his opponent's next attack by 90%, effectively making sure he will survive it.
*Empower: By using this spell, the Player can take some Death damage, and in return, gain PIPs to cast spells quicker
Myth Magic:
*Blinding Light: The Blinding Light spell puts the user's enemy under paralysis for 30 seconds.
*Illusion Creation: Myth Magic focuses on the power of imagination. In its natural state, Myth Magic can bring illusions into the real world.
*King Artorius (Myth): Summons the power of the Sword of Kings to damage the target through Myth Magic over time, removes one defensive buff from the target and applies a 10% piercing charm on the Player. (Arcs 2, 3 and Divine Paradox keys only)
*Medusa: Attacks the opponent with the power of Myth Magic and puts them under paralysis for 1 minute if they manage to survive Medusa's gaze.
*Celestial Calander: A very powerful spell of Myth. According to the professor of Myth Magic, Cyrus Drake, this spell attacks with the force of time across the universe. We also see that it attacks with the force of the sun, and the countless planets in the universe.
*Scion of Myth: This spell attacks the opponent with the power of imagination, and is infused in Bartleby's Magic. (Arc 3 and Divine Paradox keys only)
*Dimension Shift: By manipulating the duel circle, the Player can trade buffs with minions that he has summoned.
*Shatter: As soon as the spell is cast, it will shatter any defense or armor the opponent has cast on themselves.
*Myth Prism: This spell allows the Player to convert the power of Myth magic to Storm magic, acting as a way to fight against resistance to Myth Magic.
Storm Magic:
*Hypnosis: Storm Magic uses Verses to charm, enthrall or hypnotize creatures to help them.
*Energy Manipulation: Storm Wizards use verses to charm and shape sentient energy.
*King Artorius (Storm): Summons the power of the Sword of Kings to damage the target through Storm Magic, and applies a 10% piercing and 10% accuracy charm on the Player. (Arcs 2, 3 and Divine Paradox keys only)
*Storm Prism: This spell allows the Player to convert the power of Storm Magic to Myth Magic, acting as a way to fight against resistance to Storm Magic.
*Scion of Storm: In terms of physical damage, Scion of Storm is the most powerful attacking spell the Player has. This attacks the opponent with the full force of Storm Magic, infused with the Might of Bartleby. (Arc 3 and Divine Paradox keys only)
*Glowbug Squall: A powerful Storm spell that attacks the enemy with bugs that manipulate electricity, and is infused in Shadow Magic.
*Insane Bolt: A last resort of sorts. While it is a Storm spell, it deals damage through the Moon school. It has an 80% chance of dealing insane damage to the opponent, however, it has a 20% chance of backfiring and potentially killing the one who casts it.
*Cleanse Charm: With this spell, the Player can remove any negative charms (debuffs) that were cast on him.
*Sirens: A very powerful and versatile spell.  Once summoned, the Sirens will sing a deadly song, causing damage to the Player's enemies.  Then, they will reduce the opponents' accuracy by 50%, remove two damage buffs, and calm the Player's opponents.
*Storm Lord: The Storm Lord is a well-known Storm spell that summons a lesser Storm Titan which deals damage through the storms and induces paralysis on the opponent for 30 seconds.
*Storm Owl: Summons an aspect of the Storm Owl to the battlefield.
Fire Magic:
*Burning Rampage: A very important spell to Fire Magic. With this, the caster starts by dealing a small amount of damage and creates a DoT effect on the opponent. After 1 minute, if not removed through unconventional means, the spell will explode and deal large amounts of Fire damage to the victim.
*King Artorius (Fire): Summons the power of the Sword of Kings to damage the target through Fire Magic, stuns the target for 30 seconds, and applies a 10% piercing charm on the Player. (Arcs 2, 3 and Divine Paradox keys only)
*Fire Prism: This spell allows the Player to convert the power of Fire Magic to Ice Magic, acting as a way to fight against resistance to Fire Magic.
*Efreet: The Efreet is a treasured spell of the Fire school. With this, The Player can deal large amounts of Fire damage to the enemy, and passively weaken their next attack by 90%.
*Scion of Fire: The Scion of Fire deals the most physical form of Fire damage possible, and is further amplified by the fact that it is infused in Bartleby's magic. It should be comparable in hotness to the Fire Titan that can burn the universe and likely the entirety of existence down. (Arc 3 and Divine Paradox keys only)
*Raging Bull: The Raging Bull is an effective spell that attacks the Player's opponent, and everyone in the opponent's team. It will also reduce the probability of the opponents next spell working by 25%. It is also induced in Shadow Magic.
*Backdraft: Depending on how many PIPs The Player has, the Player can use this spell to increase the damage of the next Fire spell he uses by over 200%.
*SmokeScreen: A very easy spell to use that allows the Player to reduce his opponents' probability of using techniques by 40%.
*Heckhound: With the maximum amount of pips, the Player can put a DoT on his opponent that deals possibly near death damage for a minute and a half.
Ice Magic:
*Steal Ward: With Steal Ward, the Player can steal an opponent's defensive wards (buffs) for themselves.
*King Artorius (Ice): Summons the power of the Sword of Kings to damage the target through Ice magic, grants the Player one additional PIP, and applies a 10% piercing charm on the Player. (Arcs 2, 3 and Divine Paradox keys only)
*Winter Moon: Deals a significant amount of Ice damage to the opponent and freezes the opponent for 30 seconds, not allowing them to do anything.
*Frost Giant: Summons an Ice Titan to the field and deals a large amount of Ice damage, freezing opponents for 30 seconds.
*Ice Prism: This spell allows the Player to convert the power of Ice Magic to Fire Magic, acting as a way to fight against resistance to Ice Magic.
*Scion of Ice: Another Scion spell in the Player's arsenal that deals chilling damage to the opponent, and is infused in Bartleby's Magic. The ice should be comparable in coldness to the Ice Titan, whose ice can freeze the entire universe. (Arc3 and Divine Paradox keys only)
*Abominable Weaver: A very powerful beast of Ice, that deals large amounts of Ice damage to the opponent while shielding the Player, and is infused in Shadow Magic.
*Lord of Winter: The Lord of Winter is an ancient spell that deals significant amounts of Ice damage to the opponent and steals their PIPs.
*Snow Angel: The Snow Angel is a spell that attacks with the non-corporeal personification of Ice Magic and deals DoT.
Balance Magic:
*Transmutation: Balance Magic focuses on the power of Transmutation, allowing for the blending of magic.
*King Artorius (Balance): Summons the power of the Sword of Kings to damage the target through Balance magic, passively weakens the target's next attack by 40%, and applies a 10% piercing charm on the Player.
*Loremaster: The Loremaster is one of the most versatile spells the Player has. It deals a significant amount of damage, reduces probability by 25% and reduces the damage the opponent can deal by 15%. The Divine Paradox can use this spell to reduce probability and damage by 100%.
*Reshuffle: If the Player somehow loses all of his magical spells, he can use Reshuffle to redraw all of his spells.
*Mana Burn: Burns the opponent's PIPs, making it difficult for them to cast powerful magic spells.
*Scion of Balance: The Scion of Balance is the most powerful Balance spell in terms of damage. Attacking with the power of all Balance Magic combined. It is also infused in Bartleby's Magic. (Arc 3 and Divine Paradox keys only)
*Gaze of Fate: The Gaze of Fate attacks with Balance Magic and one of the other 6 Schools of Magic, adds a +25% damage increase aura to all Balance Magic spells, and is infused with Shadow Magic.
*Sabertooth: Summons a Sabertooth to attack the opponent with the power of Balance Magic, which then shields the Player from Life, Death, and Myth based attacks.
*Nested Fury: Attacks the enemy and his teammates with one of the three Elemental Schools of Magic through Balance infused with Shadow Magic.
*Ra: Summons an aspect of Ra to the battlefield.
Shadow Magic:
*Shadow Shrike: Allows the Player to transform into a creature that can reduce resistance to magic by 50% and increase the Player's damage by 10%.
*Shadow Seraph: The Player transforms into a Seraph infused with Shadow, significantly increasing his healing skills.
*Shadow Sentinel: Significantly increases the Player's defense, making it almost impossible to damage, and practically impossible to kill him.
*Dark Nova: Summons a creature of Shadow to attack a single opponent with AP comparable to (though slightly weaker than) the Storm Owl.
*Dark Shepherd: Summons a creature of Shadow to drain the life-force of the Player's opponents and heal him with half of it.  AP should be comparable to (though slightly weaker than) the Call of Khrulhu spell.
*Dark Fiend: Summons a creature of Shadow to attack multiple opponents with AP comparable to (though slightly weaker than) the Raging Bull.
Astral Magic:
*Moon Magic: Allows the Player to Polymorph/Shapeshift into a different creature, with different spells, strengths, and weaknesses. The Player can also use this to polymorph back into their human form if forcefully transformed.
*Sun Magic: Allows the Player to enchant spells, making them more powerful than they were previously. This can range from increasing damage, increasing how much resistance the Player can pierce, increasing probability on a spell and increasing the healing capabilities of a spell.  The Player can even use this to change the magical affinity of a creature he has summoned.
*Star Magic: Allows the Player to cast auras that grant the Player passive effects for a limited amount of time. ranging from increasing the amount of damage he can deal, how much damage he can take, and other things.
Strongest Abilities:
*The Titanic Lullaby: By Arc 3, the Player is capable of using the Titanic Lullaby, and while it isn't as powerful as Bartleby's version, it was on the verge of putting the Storm Titan back into its slumber. The Titanic Lullaby is a powerful song that once sung, will put the opponent into an eternal sleep. The Lullaby is more powerful on gods and can affect abstract beings.
*The Song of Creation: As the Divine Paradox, the Player can sing the Song of Creation to reweave reality and reset existence to how it is supposed to be.
*Omnegation: The Divine Paradox, much like Bartleby, can dispel any spells associated with the seven primary schools, Shadow Magic, and more conceptual techniques. 
*Debilitate: Debilitate has the ability to passively nullify all damage to 100%, reduce probability by 100% and reduce regenerative abilities by 100%. Debilitate also works on conceptual abilities.
*Divine Protection: The Player during Arc 3 becomes Bartleby's Scion, and thus has gained immortality for as long as Bartleby exists.
Note #1: For a summary of how magic works in Wizard101, click here.
Note #2: For a full list of The Player's spells, click here.
Note #3: The King Artorius spells, Shadow Magic and the Guardian Spirit spell are only available to the Player in their Arcs II, III, IV and Divine Paradox keys.  The Scion spells are only available to the Player in their Arc 3 and Divine Paradox keys.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
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