Aress, Hand of the Arcane

Aress, Hand of the Arcane is the God of Energy and the Arcane. He was a Traxian entity due to his hunger for power which he believed the Dark Royal may have had the ability to grant, however his lust for the sphere of Magic belonging to Sollix resulted in his death, as well as the death of Sollix and Zukra.

## History

### **Forsaken Era:**

These many years, Aress has spent researching and perfecting an arcane ritual to temporarily turn his body into that of an enormous thing of immense magical power. He seeks even greater power with the sphere of Magic and all other magical spheres, and was readied to join either side to obtain such spheres. Eventually he joined forces with Traxis, and finally located Sollix, whom he immediately attacked, however Aress was suddenly killed by Zukra and Arghmor, ending his life finally and causing him to become a mere phantom.

## Personality

A god obsessed with power, Aress has never been satisfied with his own tiny slice of the pie. Aress has always been jealous of the god of Magic, and is willing to take the sphere of Magic, along with other magical spheres, at nearly any price. Uncontrollable desire for power riddles his mind, and overthrows any other emotions preceding it. Selfish and greedy, he merely cares for fulfilling what he most wants to acquire, paying no heed to the conflict of other Gods.

## Appearance

With a central, glowing diamond shape of bright blue energy operating or powering his form, Aress wears slightly darkened silver armor with several rigid spikes jutting from certain parts, including from the backward portion of his helmet, from which he sees through six vent-like slits.

## Powers

**Spheres of Influence:** Energy and the Arcane

### Energy

*Twisting Currents:* Every turn Aress is able to take action, roll a D4. A roll of 1 results in a -1 to all of Aress's actions that turn. A roll of 2 has no effect. A roll of 3 results in Aress or a random ally receiving a +1. A roll of 4 gives Aress a +1.

*Servitude:* Aress calls up the ghosts of the defeated demigod warriors, willing them in from his Archpalace. Roll a D6 for how many ghosts appear. On a roll of 1, no ghosts appear. On rolls of 2, 3, 4, or 5, one less than that number of ghosts will appear. On a roll of 6, 4 ghosts appear and all of them get a +1 until they are destroyed. Aress can direct the ghosts to attack a specific enemy, but if he does not, each ghost will attack a random enemy. Each ghost rolls a D12 for attack and defense. Can only be used once per battle.

*Power Spike:* After charging for two turns, Aress blasts an enemy with magical power, dealing damage and applying an effect. If it hits, roll a D4. If a 1 is rolled, the enemy is dazed for one turn. If a 2 is rolled, the enemy is stripped of 1 random buff. If a 3 is rolled, the enemy is silenced for that turn. If a 4 is rolled, the enemy is stunned for one turn. Can only be used once every 6 turns.

### The Arcane

*Ascension:* Aress prepares to ascend to a greater form. He is considered stunned for two turns, and can be interrupted from completing the transformation during this turn, then considered in stasis for the turn after that, and cannot be interrupted by any abilities. On the next turn, Aress assumes his ascended form, gaining a +1 to all rolls for every two spheres he has, healing him fully and reducing the duration of all buffs, debuffs, and statuses that last two turns or longer by one turn. He gains access to an alternate set of abilities to use while in Ascended form.

Aress is able to cause energy flows to be disturbed, causing currents to twist and loyally provide a buff to Aress if done correctly. These energy readings will constantly shift during battle, however, and occasionally will give Aress no boons or penalties. His sphere of energy allows him also to call upon several spirits to assist his form in battle. Summoning amount will depend on the amount of exerted energy, effort, and success of attack in order to spawn the easily obstructed ghosts.