Purity Spirits

*The polar opposites of Hellions. Purity Spirits bask in their own holiness and light.*

### **Seraphs**

* Angelic entities born to purge life of evil and darkness. Often called on to exterminate a hell born, or ward off dark magic of any sort. ***Extremely powerful***, however, they are very dangerous to deal with.
* Seraphs actively avoid pacts with magicians, except the Pure at Heart. If done, however, the power they grant will be tremendous. Beams of light, holy protection, killing of Hell-Born. Although not directly linked to religion, they are drawn to places of worship.

As Seraphs are very powerful beings, forming a pact with one will bring on two potentially heavy sacrifices: (1) the magician will have to spend up all accrued positive karma regardless of amount. Negative karma magicians are unable to call on a Seraph. (2) If the magician has had any interactions with dark Spirits or persons, they will be accordingly punished by the Seraph prior to the pact, the severity of which depending on what interactions were had.

OFFERING - The inverse of Hell-Born, Seraphs will only come to those affluent in karma. Best done in a church or dedicated sacred ground, or holy place.

### **Sprites**

* Spirits of light. Often seen assuming or inhabiting the forms of children or things that give off light. Fireflies, candles, etc.
* Common Spirit to make pacts with. Offer abilities relating to light, special sight, or revealing something sometimes even healing. Sprites are very impressionable and are often employed to light up buildings in Wisteria.

Sprites are easy Spirits to make pacts with. They mostly ask that a magician ward off darkness or evil Spirits from certain places, people, or the Sprite’s dwelling place.

OFFERING - A source of light. Like moths, they are drawn to it. The more natural, like a candle over a phone screen or flashlight, works better.

### **Cherubim**

* Cherubim are lesser seraphs, a cherubim is to a seraph like an imp is to a hellborn. Cherubims carry lesser “holy” powers like light, protection, purifying things etc. They appear to the world at large as children with whited out glowing eyes and other glowing features.
* Quite the opposite of seraphs, Cherubim actively seek out pacts with magicians as long as they don’t have negative karma. All Cherubim seek to do in the world is good, and once they have completed a significant act of good, they will become a seraph.

Cherubim actively seek pacts with magicians that have positive karma. They will ask in return that the Magician in question does something good for the world which varies from case to case.

OFFERING - An act of kindness with the intent to attract one.

### Notable Spirits

***The Judgements Choir*** - A trio of Seraph who bring about divine judgement on those who truly deserve it across the world. Spend very little time in one place, and only answer to the officials of any given territory.

* ***Ramiel*** (Seraph): First member, adorned with white flowing garments and wields a marble gavel. Decides on who deserves judgement.
* ***Anahel*** (Seraph): Second member, adorned in light blue clothing including a blindfold, and carries a balancing scale. Decides on the fate of those judged.
* ***Araton*** (Seraph): Third member, adorned in red armor and wields a two-sided axe. Swift executioner of the decided fate.

***St. Edith*** (Pure at Heart): Immortal Catholic magician born over 300 years ago, curating the library to provide both wisdom and safe haven to all that come. Played a pivotal role in founding Wisteria.

***Pan*** (Sprite): Spirit of healing light, whose  light can bring upon healing, purification, and cleansing. Their home lies in the westernmost parts of Ash Hills, away from humans. Tends to avoid humans overall.