Magus

> Quick Disclaimer! This wiki page is a **HEAVY WORK IN PROGRESS** while I gather information from others involved and get World Lore finalized, so take everything currently written here with a massive grain of salt, as it can change at any moment. The recent page update was mostly to format the page for later information.
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> Magus
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> Image by AquexTheSeal
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> ### Name
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> Magus Magnus Etherion
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> ### Alias
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> * Guardian of Magecraft
> * Magic Man
> * Maggie
> * Magpie
> * Old Man
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> ### Age
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> 43
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> ### Species
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> Mobian (Goat)
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> ### Gender
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> Male
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> ### Occupation
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> * Guardian of the Master Emerald
> * Headmaster of Sentinel Academy
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> Physical Description
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> ### Height
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> 3'9"
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> ### Eye Color
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> Purple
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> ### Hair Color
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> White
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> Interests
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> ### Likes
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> * Keeping the Master Emerald safe
> * Keeping Sentinel Academy safe
> * Learning
> * Interesting Creatures
> * Reading
> * Music
> * Green Apples
> * Peace
> * Teaching
> * Helping Others
> * Stories based on Fantasy Worlds
> * The Setting Sun
> * Snow
> * Hot Chocolate
> * Puns
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> ### Dislikes
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> * Believing something without good reason
> * Misuse of Artifacts
> * Being called "Old Man"
> * Big Cities
> * Anyone who threatens his friends and students
> * Country Music
> * Loneliness
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> ### Habits
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> * Has a habit of going on long spiels about whatever subject he was talking about at the moment.
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> ### Hobbies
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> * Researching Chaos Energy
> * Reading in the shade
> * Creating new spells
> * Making Dice
> * Hiking
> * Mixing Drinks
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> Relations
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> ### Relatives
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> * Unknown Parents
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> ### Friends
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> * Chasseur (Substitute Wish Teacher)
> * Lily (Top Student, Chaos Emerald Wielder)
> * Misfit (Wish Teacher, Chaos Emerald Wielder)
> * Helten
> * Zane (Student, Chaos Emerald Wielder)
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> ### Affiliates
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> * Luminaria
> * Renek (Potential Student)
> * Vergo (Potential Student, his backstory still up in air atm)
> * Aki (Chaos Researcher)
> * Exility (Student, Unpromoted Chaos Emerald Wielder)
> * Kigen (Student)
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> ### Enemies
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> * Kairos (Prior Student, Chaos Emerald Wielder)
> * Venkrol (Void Terrorist)
> * Zephr
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> "Life has no meaning but what we give it. I wish a few more of you would give it a little." - Magus
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Professor **Magus Magnus Etherion** is an anthropomorphic goat from **Europe** in **Eternium**. He is the Headmaster of **Sentinel Academy**, and the **Guardian of the Master Emerald**, a powerful gemstone kept beneath **Sentinel Academy**. As his name suggests, he is one known as the powerful user of "Magic" in Eternium, being able to manipulate Chaos Energy into a variety of effects. He works to teach the people in Eternium more about **Chaos Energy**, as well as to defend themselves from the growing threats of Eternium.

## Profile

### Appearance

Magus is a grey-furred, anthropomorphic goat with purple eyes, a small black nose and a tan coloured muzzle. He has long hair that he braids together into a warrior's wolf tail, curved ears and small black horns. He wears a black long-sleeved shirt under a red coat with gold trim, dark pants. He also wears grey gloves and black boots with gold trimming and white cuffs.

### Personality

Magus is a warm hearted, wise and disciplined Mobian. In his youth, he was adventurous and determined to have a true journey of his own, like his father before him. He kept the lessons to taught to him by his father close to his heart; including the belief that the strongest people make time to help others, even if you are struggling with your own problems. His meditation and training with the Master Emerald left him with an even greater connection to the world around him, allowing him with a certain awareness of the spirits and energy that flow through the world.

Training with his father in the early years of his life, Magus learned to be open-minded to the people and world around him, and is continuously working to acquire new knowledge, skills and understandings from the people around him. He advocates for learning from others, as demonstrated by implementing others fighting styles into his own, along with basing many of his spells of the innate powers of those he has met. He is incredibly loyal to those he would consider allies, he respects courage, loyalty, and the willingness to learn above all else. He knows that there were things in life he could not control, but one should be held fully responsible for the parts they can.

As a Professor at his own school, he takes a jovial, friendly and proud outlook in teaching those who take the time to learn. He teaches them to defend themselves and others, hoping to implant the same lessons his father had taught him. After learning the truth of the stories he had read when he was young, he used his school as an opportunity to reform the tribe, and extend the defence of the Emeralds to helping others defend themselves. However he also believed that this Knowledge held a great responsibility to it. They should be used to help and protect yourself and others, rather then being used for personal gain.

Beneath his kind and easy-going attitude lays a man who is experienced in the ways of the world, and a seasoned fighter. Experiencing many of the threats of Eternium during the journey of his youth, he knew many throughout the land were unwilling to change in their ways. He wishes to help any he can to change their ways, and act for the better, but is willing to fight and even kill those who are completely unwilling to change their path. Kairos' betrayal in particular hurt him greatly, but he still holds belief that he is misguided, and not truly against the world.

## History

### Early Life

Magus and his family are descendent of the last surviving Solar Tribe member, who battled Senzuishi a thousand years ago. The Solar Tribe was an ancient tribe blessed by the Light Gaia, and their purpose was to defend the Cyan Chaos Emerald one thousand years ago, much like the Lunar Tribe is meant to defend the Crimsonaries. Eventually Senzuishi declared war on the tribes, wishing to purge both. The Solar Tribe fought against Senzuishi, but most fell to him and his followers. using the Cyan Chaos Emerald Magus' ancestor, Stella and the Lunar Tribe made one final stand against Senzuishi; defeating him but with heavy losses to both tribes. The Solar Tribe was thought to only have one member remaining, and the Lunar Tribe, in fear of another like Senzuishi, distanced themselves from the Solar Tribe. Stella hid the Cyan Chaos Emerald away, and travelled west.

Stella's innate power, to manipulate Chaos Energy itself, was a hereditary power. Each first born of the family would inherit it, along with whatever teachings remained of the Solar Tribe and the knowledge collected of the power. Stella decided to keep the true nature of the Chaos Emerald hidden, due to its power and in fear of those who would come after her family if the truth was revealed; and disguised it as a family heirloom. Eventually the true meaning of the Solar Tribe's teachings were lost to time.

Magus lived a humble life in the continent of Eurish, reading stories of mighty battles, defenders of others and the great warrior clans of the past in his youth. His father made a living off of being an adventurer of sorts, and explored many of the ruins left throughout Eternium for whatever remained. Magus was enthralled by the life his father led, and wished to embark on the same adventures. He trained with his father often, learning how to fight and defend himself from a young age. When he grew old enough, he planned his own trip to the Mystic Ruins. Thanks to his research, he had found it had many connections to a long dead race, and wished to learn more about it himself. He began his journey, taking the family heirloom as a good luck charm as his father did on many other adventures.

During his journey, he experienced life as his father had. He met many people from different walks of life, along with those who took the darker paths of life. He didn't win every battle unscathed, but wore the scars with pride; a testament to the tests along the way. He kept his father's teachings in mind along the journey; to be kind, courageous and wise. Helping many along the journey, and making many friends along the way. He worked to acquire knowledge, skills and new understandings about the world around him. Eventually his journey would come to an end, in front of the ruins he had read in his home many moons ago. However, while exploring the ruins he discovered something strange about the land around him and the maps he studied. There was an entire island unmarked, and unexplored. An entire portion to the ruins unknown to the books. Excited, he began to explore the island to discover what was left behind.

### Discovery of Angel Island

The island was large, and took a day to traverse across. It was full of several climates and strange combinations of land, from plains to Mountainous Regions, to icy mountain caps to an entire region populated by Fungi. Within these strange regions, they were covered in ancient ruins of a long forgotten race, the Echidnas. There were giant temples, ruined cities and underground waterways. Exploring the island revealed much of the Echidna's past through the murals on the walls, however many seemed to be damaged in some way by a large creature. Eventually, outside a massive destroyed city stood a decayed altar. On top of the altar rested a large green emerald. Magus slowly approached it, and upon touching it he saw strange visions. The energy that radiated from the emerald felt familiar, similar to the power he and his father held. The strange images he saw around him were strange, almost as if the gem itself was communicating with him.

### Creation of Sentinel Academy

#### Early Years

Creation of the school, and getting the first students

#### Growing Guardians

Make some mention of the early Guardians, perhaps attempts at finding the remaining Chaos Emeralds

### Aftermath

Text about last 2 years before our main story

## Abilities & Powers

### Abilities

**Goat Mobian Physiology:**

* **Surface Scaling:** due to his physiology, Magus can scale and climb walls that are nearly vertical without issue, able to climb a wall that is ninety-two degrees in angle.
* **Enhanced Balance:** Magus has a well-developed natural sense of balance, and is able to keep his balance on ledges that are only a centimeter wide. Additionally, this helps him in keeping his balance in battle, and it is extremely difficult to knock him off his feet.
* **Enhanced Senses:** Magus has naturally enhanced senses, being able to side in a wider range around himself (~280 degrees). Additionally, Magus has a sense of smell that is six times better than a humans, and can even differentiate between the smell of fresh and stale water. Finally, Magus has a greater sense of hearing than that of a human, being able to hear a higher range of sound then a human.
* **Natural Weaponry:** *Hey, horns hurt.* Additionally Magus' skull is thick enough to be able to headbutt someone without serious to himself.

**Superhuman Intellect:** Magus is one of the greatest minds in Eternium, thanks to his years of research and study. Additionally through focus on the energies of the **Master Emerald**, his skill with **Chaos Energy** is unrivalled in Eternium. Magus has developed several of his own techniques using his Innate Power, which includes creating constructs of Pure Chaos Energy, and has opened portals to other zones and dimensions using his knowledge of Chaos Energy. Magus, through interaction with Zane and witnessing his innate power, developed the **Dream Catchers**, allowing Zane to once again access reality. Additionally, due to his sense of Chaos Energy through training with the Master Emerald, he is learn from and help others develop their innate ability further, by using his understanding of Chaos Energy to help them improve.

**Weapon Mastery:** Magus through training others to use various weapons, as well as from the influences from his own fighting style, has experience in using most melee weapons including Swords, Polearms, Staves, Knives, Hammers; and Axes. Magus has more experience in using Polearms and Staves however, due to him mostly using his Staff in combat. Additionally, Magus has familiarised himself with the use of his Wishpon Weapon, *Expulsion*.

**Superhuman Physical Characteristics:** Magus has trained his body over the years of Living on Angel Island to both survive there, and to defend the Master Emerald. He is well-built, fast and agile. His physical strength allows him to bolt through several walls if he uses his horns, and is able to atleast content physically with most Mobians, Although his physical feats are nothing compared to those who have abilities that increase their physical capabilities. His speed and reflexes have been increased due to the Master Emerald's influence, allowing him to reach Subsonic+ speeds(around 600 mph), and recognise fast moving projectiles and allow himself enough time to dodge them. Having experimented with his innate power and Chaos Energy for years, his body has grown resilient enough to survive several "explosive" failures of spells, along with wayward uses of Innate Powers from the Students at Sentinel Academy.

### Powers

**Extrasensory Perception:** As the Guardian of the Master Emerald, Magus has a connection to Chaos Energy itself. He can sense the precise location and usage of Chaos Energy, as well as the presence and location of spirits. This sense extends in all directions from himself, however drops in accuracy beyond 100 meters. This connection also allows Magus to sense the directions of the Chaos Emeralds and Master Emerald in relation to himself. This extends to any shards of the Emeralds as well. This sense of the Emeralds location has near-perfect accuracy when referring to the Master Emerald itself.

#### **The Magician**

Magus' innate ability's origin is that of **Chaos Energy** itself. The ability to shape, absorb or manipulate the force that is said to give energy to all things. He uses this energy to fuel and manifest a wide variety of mystical phenomena, such as *spells*, *practices*, *rituals*, *circles* and *enchanting* *objects*. Using special *incantations* and *hand gestures* allow the user to form Chaos Energy into specified forms, instead of Pure Chaos Energy. Originally needing to figure out the incantations and hand gestures through Trial and Error, and later learning to sense Chaos Energy directly and gain a hint toward what gestures and incantations would be needed for certain effects; Magus has collected a large amount of spells from working with and observing others Innate Abilities in the past. However, these spells will never reach the power that a trained user of the Innate Power would possess, where at Maximum Magus would reach 66% of the potential that the original user of the Innate Ability would retain. However, due to Magus' status as the **Master Emerald Guardian**, the closer he is to the **Master Emerald**, the stronger his spells become; To the point where if he is within 10 KM of the Master Emerald, a spell can approach 95% of the same power as the original's innate power.

Magus can teach others how to manipulate the Chaos Energy normally used to power their unique abilities to use spells like himself, however due to their unique abilities being specified unlike himself, anyone else using a spell would only ever reach 33% of the potential that the original user of the Innate Ability would retain. Additionally, Magus can infuse a item with Chaos Energy, granting it powers akin to his spells, without the need for special Incantations or Gestures. A user would only need to focus their own Chaos Energy into an item like this to use the effect.

Due to relation of Chaos Energy and the **Chaos Emeralds** and **Master Emerald**, Magus has developed two techniques unique to himself. The ability to form the Chaos Energy into Pure Chaos Energy constructs, and the ability to manipulate Space much like the original Emeralds, being able to easily warp space to teleport himself, or open portals to constantly changing mystical dimensions, called the **Special Stages**. These Dimensions seem to have heavy relation to the Chaos Emeralds, and Magus has learned how to open portals to these places without use of a **Chaos Emerald**.

#### Spells/Equipment

* Pure Chaos Energy
* Teleportation/Portal Creation
* Spells
* Rituals
* Enchanted Objects/Other Equipment

**Chaos Energy Constructs**: Magus can directly form the very energy of Chaos into versatile Chaos Energy Constructs, which are limited only by imagination and willpower. He is capable of using his energy constructions defensively by creating durable shields, force-fields, bubbles, and barriers formed from the chaos energy. He can also use his energy constructions offensively as well, allowing him to manifest weapons and battle-armour, as well as powerful produce powerful energy bolts and/or bursts of concussive force, capable of causing large collateral damage. However, it has been shown at times, that the energy constructs can be broken and/or shattered through the use of brute superhuman force. Once summoned, they do not to be physically held, but instead can fly freely and follow his mental command within a 456 meter range. These constructs can pierce the Invulnerability granted by Chaos Energy based effects, and end them entirely with unacquainted users of the power.

* Weapon Creation: Able to conjure Weapons of Pure Magical Energy, wielding power equivalent to the strongest of his spells. These weapons can take the form of any melee weapon/armament. Can summon a max of 10 weapons at once.
* Forcefield Creation: Able to create shields around himself or others. This shield cannot be pierced by any means, and is heavily resistant to Chaos Powers. The Shield can take as much damage as Chaos Energy Magus has remaining.
* Chaos Blaster: Summons a Chaos Energy construct that bears resemblance to the head of a Dragon. The Dragon’s breath attack unleashes a devastating beam of pure Chaos Energy, 6 Meters wide and 456 meters long. The Dragon Head can be ridden on as long as the Blaster Exists. Once the Blaster has been used, the construct ceases to be. Summoning a Blaster requires a bit of Chaos Energy, but is very efficient in keeping in existence once summoned. Last as long as they are within range of the user and not fired.
* Chaos Golem: Instead of summoning a pure Chaos Energy Construct, Magus can instead infuse a suitable vessel with a spark of Chaos Energy. This spark allows the vessel to rise as a Golem under his command, which can communicate with him Telepathically at any range. The Golem has physical capabilities compared to the average mobian wearing armour, and must be given weapons to fight. This is a ritual that takes 1 hour to complete for a new Golem. Each Golem is treated as having a close bond with Magus, and he can summon a portal to any Golem’s location; regardless of range. Each Guard created drains a small amount of Chaos Energy to keep under his control, however they do not drain any Chaos Energy as long as they are nearby the Master Emerald. Magus generally infuses suits of armour with swords, spears, halberds and the like to keep a theme. He uses these knights to Guard the school.

**Pure Chaos Energy:** *Magus is the origin of Chaos Magic within Eternium, and his magic can wield deadly force when needed.* whenever Magus uses a Fire or Chaos Construct spell or magical effect, he may turn the flames Purple/ignite the construct in purple flame, Ethereal Fire. Ethereal Fire assaults a creature’s essence instead of the physical body. This fire burns away the connection between the target and the Chaos Energy they have stored within themselves, allowing Magus to take it for himself. If the user has no Chaos Energy remaining however, the flames find a different target in the user’s spirit. A spirit may be resilient, but when set ablaze the physical body suffers greatly from it, as the very connection between the spirit and the physical form is being burnt away. As the spirit burns, the body shows signs of injury that will not heal via any means, additionally the body itself will weaken and become less responsive to the spirit’s wishes. This effect does not last forever, and the fire will die out after an hour of being unprovoked by more of the flame. Magus himself is immune to these flames.

* Teleportation/Portals
* Special Stage

**Teleportation:** The Chaos Emeralds most known technique is one that allows the user to transport themselves over great distances, and in Magus' case, he can teleport himself short distances without the use of an Emerald. Being used quickly, the spell can be used to teleport oneself up to 356 meters away in any direction.

* **Portals:** Magus can create any number of portals within 356 meters of himself, as long as he the area is open and not occupied by another person or object. Anything may pass through the open face of one of these portals to a location or separate portal pre-determined when the portal is first created. A portal can possibly lead to a separate portal, a pre-marked location set up by Magus in a ritual, or to a **Special Stage**. Each portal has a maximum lifespan of one minute, and has the appearance of a large golden ring of which the inside is a whirling mass of smoke and lights. Attacks may additionally travel through the portals, just like any being would.

**Special Stage:** The Special Stages are a constantly changing dimension, meaning there is no consistent layout. They are empty voids featuring alternating ambiences and flying animals. There is always some sort of terrain contained within, however the terrain can vary from flat solid ground to rotating mazes and half pipes. These stages used to contain artifacts of great power, however most artifacts have been claimed or have left these dimensions for whatever reason. Magus can freely open portals to these Dimensions, and has learned how to traverse the Dimensions easily. Magus can additionally create portals within the Dimensions themselves back to the Material World. These portals back to the material world can appear within 20 KM of the initial enter point used. However, each Dimension has its own "goal(s)" that allow the creature to exit the dimension, usually to a neighbouring zone.

Magus categorises his spells, and how he explains them, into Schools of Effect. They categorise the spells by their effect. There are five schools, **Dimension**, **Elemental**, **Force**, **Incantation**, and **Shadow**. The school of **Dimension** creates effects that manipulate the various dimensions of the world-time and space. **Elemental** spells, quite appropriately, creates some sort of elemental effect, such as a *fireball* or *lightning bolt*. The school of **Force** creates cohesive, tangible effects and objects seemingly from thin air, such as the creation of constructs. The school of **Incantation** is a bit more abstract; relating to spells that manipulate Chaos Energy itself, such as empowering oneself or others. Finally, the school of **Shadow** encapsulates spells that hide the truth from others akin to Illusions or Mental spells, or harness Darkness and Shadows itself.

**DISCLAIMER:** I still have to detail and describe a lot of these spells in itself, these are more the absolute base list I'm going through to make the final product. So a lot of these are subject to change and have limits added to.

* Dimension
* Elemental
* Force
* Incantation
* Shadow

Spells that hold a firm control over the dimensions of space and time.

* **Space Manipulation:**
* **Gravity Manipulation:**
* **Time Manipulation:** The user may slow down, or speed up the relative time of a target, including themselves. Every aspect of the target is either increased in speed, or slowed down. The more Chaos Energy used, the greater the effect to a possible standstill in time, or possibly doubling the speed of a target.

Incantation(s): Tardus(Slow), Expedita(Fast)

Spells that relate to the four elemental energies: water, fire, earth and air; along with the elements they combine into.

* **Fire Manipulation:** Able to conjure and manipulate Fire, including Fire from other sources. What is conjured is dependant on the incantation used, from jets of fire, to fireballs, walls, vertical columns and massive bursts of fire. The amount of fire that is able to be summoned at once depends on one’s amount of Chaos Energy available, and the amount they actually use on the power.

Incantation(s): Radius Adurens(Jets of Fire), Ignis Pila(Fireball), Murus Ignis(Wall of Fire), Flammam Percutiens(Vertical Column), Ignis Erupit(Bursts of Fire)

* **Explosion Manipulation:** Able to summon a small orange orb that burst into 6 M radius spherical explosions. The user can decide to either launch the orb at high speeds, causing it to explode on contact, or to keep the orb in existence and remotely detonate the orb. The small orange orb will explode automatically after 1 minute, however the longer the orb stays in existence, the more powerful the explosion. The user can either summon multiple orbs at once or channel all that power into a singular powerful explosion with a longer cast time and longer range(1 minute, and within sight). Each individual orb has the power of 13 kg of TNT. For Comparison, the main armament of an Abrams Tank holds about 8.5 kg of TNT. The amount of orbs summoned is dependant on the amount of Chaos Energy the user uses.

Incantation(s): Crepitus(Small Orbs), Meteororum(Large Explosion)

* **Earth Manipulation:** Able to manipulate the Earth around the user in various ways, such as digging tunnels, launching rocks at opponents, causing earthquakes in the area, and changing the earth itself to form pillars or spikes to help one move, or to impale opponents. The amount of Earth manipulated is dependant on one’s Chaos Energy.

Incantation(s): Transite Murum(Burrowing), Saxum Lactare(Boulder Toss), Terrae Motus(Earthquake), Fingunt Terram(Pillars and Spikes).

* **Air Manipulation:** Able to manipulate the Air around the user into powerful gusts of wind, shredding whirlwinds, or entire tornadoes. This creates invisible blunt-force attacks or creates strong push or pull forces. The speed of the winds depends on the amount of Chaos Energy the user has.

Incantation(s): Ventus(Blasts of Wind), Imperium Ventis(Bigger gusts of wind), Tempestas(Tornadoes and Whirlwinds)

* **Electricity Manipulation:** Able to channel and manipulate Electricity, but cannot affect other Electricity. The user can create enormous bolts of lightning, firing several small bullets of electricity or channel large amounts of energy over time into a target. The amount of lightning channelled, the range and the voltage of the attack is dependant on the Chaos Energy used.

Incantation(s): Fulmen(Lightning Bolt), Foeda Globulo(Lightning Bullets), Infinita Potentia(Emperor Palpatine Unlimited Power Technique)

* **Plant Manipulation:** The user can grow, wither or create plants on with a simple spell. Creating plants are limited to simple vines and plants however.

Incantation(s): Planta Incrementum(Plant Growth), Arriva la birra(Plant Wither), Vitis Flagellum(Plant Creation)

* **Ice Manipulation:** Can freeze the water or air around oneself into Ice. Ice made from water is stronger then that of air. Otherwise, the user can form the ice into any form they wish as the spell is cast, but cannot manipulate it further unless a further spell is used.

Incantation(s): Glacies Crea(Create Ice), Imperium Glacies(Control Ice akin to Earth Manipulation)

* **Poison Manipulation:** The user can create poisonous gas and expel it in a direction of their choice, or cause their physical strikes to inflict a toxin on the opponent. Due to the inspiration of this spell, Magus can only create a two types of toxin. The first toxin dulls and negates the pain felt by the victim, leaving the target unaware of the wound or any further wounds gained. The second is a more recognised form of poison, one which slowly kills the cells of the physical body. The amount of poisonous gas created depends on the amount of Chaos Energy used.

Incantation(s): Toxicus Percutiens(Physical Strike), Venenum Imbre(Spray of Poison)

* **Water Manipulation:** Able to Conjure and Manipulate Water into various attacks, such as large waves or quick spouts of water. The speeds of the water can be high enough that the liquid is treated as a sharpened blade. The amount of water summoned is dependant on the Chaos Energy of the user.

Incantation(s): Figura Aquae(Small amount of Water), Imperium Aqua(Big amount of Water)

Spells that have a physical manifestation.

* **Dreamscape:**
* **Astral Projection:** The user can project their Spirit, alternatively known as an Astral Form, from their material body, allowing for Perception, Interaction and Travel independent of Mental or Physical limitation. This state is achieved through entering a trance, and while active he is unable to move his physical body. Cannot physically interact with objects or others during this. The user is seen as a ghost during this time, and otherwise has the properties of a spirit. This form drains Chaos Energy over time, and can be sustained as long as there is a source of Chaos Energy nearby.

Incantation: Forma Exspiravit

* **Healing:**
* **Ability Enhancement:** The user can enhance their own abilities, or enhance the abilities of another for a limited time. The user’s own abilities are enhanced as long as they dedicate Chaos Energy toward maintaining the effect, and enhancing another’s lasts until the stop focusing the energy, or an hour has passed. The amount the user’s abilities are increased are also dependant on the Chaos Energy dedicated toward the effect.

Incantation(s): Patientia Ursi(Increases the durability of the target), Taurus Viribus(Increases the physical strength of the target), Gratia Cattus(Increases the reaction speed and dexterity of the target), Erinaceus Celeritas(Increases the pure speed of the target), Lacerta Perseverantia(Increases the target’s natural healing factor).

* **Intangibility:**
* **Metal Mimicry:**
* **Light Manipulation:** Able to conjure small orbs of light that hover over the user, granting light akin to a Flashlight. Or the user can instead weaponize the light and scorch opponents with the unbridled power of the sun.

Incantation(s): Lucem Crea(Flashlight), Sol Trabem(Sun Beam), Sol Rumpitur(Frieza Death Ball made of Sun Energy)

* **Sound Manipulation:**
* **Size Manipulation:**
* **Weather Manipulation:**

A variety of magic that manipulate Chaos Energy itself into varying misc effects.

* **Flight:** Through the use of Chaos Energy, the user can Fly at the same speed they can travel while on foot. This spell does not require Somatic or Verbal components, and otherwise is activated and deactivated as the user wishes to fly.
* **Phasing:**
* **Magnetism:**
* **Speed:**
* **Kinetic Energy:**
* **Limited Telepathy:** User is able to communicate at a limitless distance with any target they share a bond with. Can communicate Telepathically with any target, regardless of willingness, within 120 ft. This takes a minimal amount of Chaos Energy, and may last until a 24 hour period has passed. If recast before the end period, the previous targets may remain as targets.

Incantation: Mens Oratio

* **Divination:**
* **Tracking:**
* **Telekinesis:** Through the use of Chaos Energy, he surrounds an object or creature in the Chaotic Energies, and can move or manipulate the target with a thought. The targets cannot move otherwise unless the spell ends, or concentration is broken. The user’s weight limit is based on how used they are to using the spell, and their mental willpower. The spell has an unlimited number of targets within sight as long as it does not exceed the weight limit.

Incantation(s): Movere Obiectum(Objects), Tenere Hominem(Hold Humanoids), Eum Velim Tibi Monstrare(Hold anything other than Humanoids)

* **Technomagic:**

Spells that manipulate Perception, the Mind or the Darkness itself.

* **Invisibility:** Able to manipulate the Light around oneself, to prevent the user and anything the user was wielding upon cast from being seen by others. Does not cloak from other senses, and ends after 1 minute or after physically interacting with an outside object or person. Can re-cast without verbal components while invisible. The Greater version does not break upon physical interaction.

Incantation: Invisibilitas(Normal), Maior Invisibilitas(Greater)

* **Clones:**
* **Darkness Manipulation:** The user is able to manipulate the darkness and shadows around them in a variety of ways, such as creating areas that cannot be seen through by normal means, or using the shadows and darkness itself to attack an opponent.

Incantation(s): Tenebris(Sphere of shadow that cannot be seen through), Umbra Percutiens(Attacks using Shadows)

* **Mind Trick:** The user suggest a course of activity (limited to a sentence or two) and influence a creature they can see within range that can see and hear the user. This powers' verbal component is the sentence or two suggestion. The suggestion must be worded as to make the course of action sound reasonable, and must not seem obviously harmful. This power lasts as long as the user keeps Chaos Energy focused on the target, and the target does not succeed in fighting the influence.

Incantation: Mentem Dolum

* **Emotion Manipulation:**
* **Illusions:** Can create the image of an object, a creature, or some other visible phenomenon that is no larger than a 6 cube. This illusion can include sound and smell. Physically interacting with the illusion reveals it to be made of smoke, and it dissipates. The number of illusions that a user can control at once depends on the Mental Strength and Chaos Energy the user has.

Incantation: Maior Imago

**Rituals:** Magus can infuse objects and locations with Chaos Energy, allowing a spell to either be preserved or used by others.

* Through a process of infusing Chaos Energy of a certain wavelength within a location or object, Magus can infuse a singular spell within said location or object, to allow anyone within range of the location or object to channel their own Chaos Energy through it to activate the spell. The item or location's spell can be used an unlimited amount of times, as long as the item remains whole, or if the location itself is undamaged. Magus when infusing the initial Chaos Energy can choose any parameters the spell must follow when infusing it, or allow the later users to choose others.
* Instead, Magus can channel more Chaos Energy into the item or location to cause the effect to happen immediately upon being touched by a creature, or upon hearing an activation keyword. Magus may choose creatures to be immune to the activation upon touching it, as long as he knows who the creature is. This uses the infused Chaos Energy within the item or location, making it one use. Otherwise, it follows the earlier rules.

This process takes an additional 10 minutes to create the enchanted item or location.

* Expulsion
* Sentinel's Staff
* Master Emerald
* Extra

**Expulsion:** After convincing from Misfit, Magus gained and learnt how to use a (insert Wispon Name Replacement Here), modelled after a Smith and Wesson Model 69 Magnum. It is a silver six-chambered revolver. It has a overall bulky, brick like shape due to its use on Wishes instead of bullets. Intricate designs were etched onto the slide and grips and light fluorescent red designs were below the barrel and on the cylinder. Magus has learnt how to use Expulsion with both his left and right hands and kept it stored in a holster underneath his jacket. The actual firing of the Magnum uses the Cyan Wishes' energy, and fires precise cyan laser beams, strong enough to take down sizeable threats.

**Cyan Wish**: The fastest and boldest among their species, Cyan Wishes are also rumored to be the first colored species given life by ☆The Wish Granter.

* Upon unleashing their energy they become a living laser that can manipulate its properties. Their most noticeable abilities include moving at the speed of light and channeling their energy to gain the destructive properties of a laser. At max power it's capable of blasting through layered constructions and small buildings made of various materials with ease.
* (Using a standard Wispon, on this case. A gun.) Channeled into a Wispon, their energy manifest into laser bullets which propel themselves at light speed. So with a good aim and steady hand it'd be nearly impossible to miss your target. While they're destructive output is diminished compared to the unleashed version, they are still capable of dealing lethal damage, a single shot burning through materials like stone or steel.
* A lesser known ability unique to the Cyan lasers include limited holographic Projection.
* Their base form has the standard Wish abilities, with their offensive capabilities near nonexistent with the connection to their unique ability cut off. Though their power seems vastly diminished, they still hold a fraction of their speed, which proves to be faster than their brethren and most beings in Eternium, reaching the speed of sound.
* (insert personality, name and stuff about the wish cause I want to but gotta finish other stuff first)

This will go through a whole re-work, but heres the old info for now.

**Sentinel's Staff:** The Sentinel’s Staff is a Staff Magus created after the appearance on the Wall Mural of Angel Island. Always wondering what the purpose of the wall is, but assuming a staff like it would play a large role.
It is an ornate device that resembles a shepard's hook. It possesses a straight and black rod with a spherical gray and yellow orb on both ends, a sharp purple pommel on its bottom sphere, and a purple hook on the other end whose outer side has a blue, yellow, green and violet gem embedded in it. Also, on the inside of the hook, right above the rod's end, is a light blue diamond cut gem.

Magus had designed the staff with a direct connection to the Master Emerald, extending its influence to him further than what would normally possible, allowing Magus to take energy from the Emerald anywhere on Angel Island(So Within 10 KM of the Master Emerald). Additionally wielding the staff allows Magus to use his Chaos Powers without the verbal incantations, due to its direct connection with the Emerald. Only a Guardian of the Master Emerald may use this staff.
**Master Emerald:** As the Guardian of the Master Emerald, Magus is the only being in Eternium able to use the Emerald to its full potential. (More info later lol)

### Ability Weaknesses

**Incantations and Gestures Dependency:** Magus depends on spoken incantations, mystical gesturing, and his artefacts in his duties; likely these can counted as weaknesses.

**Reliance on Chaos Energy:** Despite having a massive amount of Chaos Energy available to him, he can still run out quickly if he is not careful while using spells. The bigger the spell, the more Chaos Energy it drains from him. This energy slowly regenerates overtime. This becomes less of an issue when Magus is near a **Chaos Emerald** or the **Master Emerald**, where he can draw upon the energy from the gem instead.

**Mobian Limits:** Magus, despite all his spells and training, is not that strong physically. Hence, if not taking proper care or defenses, Magus can be overpowered by mere blows, energy attacks or gas.

## Gallery

Image by AquexTheSealImage by Misfittin-Catnip