Brief Description
Young mage artificer turned ex-soldier of The Red Tide turned agent. With vast passion for knowledge and learning, she has an intensity unrivaled and complemented by a good heart. Perfect for utility work, reinforcing others and protecting, but also decent enough on the battlefield.
Weapons & Abilities
Chorus Feram - a scythe modified to be a bit more practical in battle scenarios, the blade leaking an icy mist when wielded. It has been magically enhanced to be used as a magical conduit for her spells, and holds the attribute of ice to both augment her attacks as well as allow her to cast ice-based magic easier.
Canace - a shortbow of exceptional make, it has been enchanted with the power of the wind, concentrated amounts allowing for arrows fired from this bow to pierce more armor than it would normally.
Srebro - a longbow of exceptional make and decor, it has been enchanted to grant the wielder incredible perceptive abilities, allowing them to effectively spot and snipe an individual from up to a mile away with the naked eye alone. Any arrow fired from this weapon is considered to be of a superior quality and holds a light aspect, making it highly effective against creatures of the darker persuasion.
Beretta u22 Exélixi - a 22 Long Rifle semi-automatic pistol. The magazine has been enchanted to refill itself using ambient magical energy, as well as give the ammunition fired from it a debilitating stun effect. Made to handle non-supernatural opposition in as non-lethal a way as possible.
Magic Node - Sibylla's existence generates a plethora of magical energy, allowing those within a wide proximity of her to enjoy increased reserves for the sake of spell casting and the use of magical items. Sibylla is able to bolster magical units and magical devices by being within roughly a 50' radius of them. Being within her area of influence also appears to have the secondary effect of strengthening positive emotions (hope, peace, joy, etc.). Sibylla is unable to stop the flow of energy from herself, and as such can potentially strengthen enemies as well as allies. It's hypothesized that, if something were to somehow stem or cut off the flow of magical energy within her, her body may overload from the sheer amount and cause her great injury, if not death. Something similar could happen if she were to ever have a vast amount of her magical energy used up at once, as it's theorized it would place her into a state of shock.
Magus - Using theorem and formulae, incantations and gestures, Sibylla is able to weave magical energy to cause various effects. Sibylla is highly adept at spell casting. Aside from generalized utility spells and a few singular picks here and there, Sibylla's shown to specialize in areas that have been labeled "Illusion", "Literature" and "Blood".
- Sibylla at the very least needs to be able to recite her incantations in order to cast, though being able to gesture is nice too. As per many things that involve suggestion and sensory trickery, those of a stronger will can see through the illusions and/or ignore the commands given. Once interacted with and disbelieved a person cannot be fooled by the same illusion again, and become harder to trick for some time afterwards. Some of her Blood spells involve the sacrifice of her own blood, and when used in this manner it makes it impossible to heal back by supernatural means, only by the natural processes of her body.
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Illusion - These spells focus on deceiving the five senses of an individual. Whether it's creating a sound down the hall, phantom scents in a room, manifesting a creature of myth in the center of town square, trapping someone in a box of eternal space, or convincing someone that they've taken more damage than they've actually sustained, this all falls under what Sibylla is capable of doing. This section also leans onto the deception aspect of illusions by including spells that make someone more convincing, even if they might be blatantly lying.
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Literature - Using writing as a medium, the spells in this area involve a mixture of creation and manipulation in regards to reality. From transporting letters to known individuals, to imposing suggestions upon others in written form, to manifesting a shield of words; all these fall under this category of what Sibylla is capable of.
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Creation - By using her magical energy, Sibylla can manifest and sustain objects, as well as create small familiar-like creatues with their own traits and abilities. This form of magic also includes some healing aspects, such as mending wounds and enhancing one's natural healing capabilities.
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Blood - Forced to learn this during her time in the ranks of the RedTide, Sibylla has the capability of using blood to cause various effects. She can slow one's blood to calm a person, help stop bleeding and heal wounds, aggravate wounds further, drain life from those she attacks, and even create items from her own blood.
Sanctum Sanctorium - Upon dedicating a portion of her magical power, Sibylla has created what has been equated to a special dimension the size of a town, where her abilities as a magic caster are increased exponentially. She can gain access to it through a ring that's connected to the Sanctum Sanctorium, thus creating a doorway, and can both open and close this doorway mostly where she would like. She tends to create a more permanent link to the location within the Magic & Occult branch of the INVICTUS HQ she finds herself in.
- While within her Sanctum Sanctorium, Sibylla enjoys a multitude of perks that enhance her magical prowess. Spells that she uses while within this area are naturally stronger, and is able to suppress the magical capabilities of others who enter the Sanctum Sanctorium. She can even deny entry to supernatural creatures, and the location is imperceptible as a supernatural area to anyone that Sibylla does not wish to know of it. Sibylla is able to recover from fatigue at an exponentially increased rate, as well as negate her need for sleep, allowing her to continue with her studies and work for extended amounts of time without needing to break. Sibylla is also able to teleport anything around the area of the Sanctum Sanctorium as she wills it. The Sanctum Sanctorium is a stationary location, and as such she must be within the location in order to enjoy the perks it gives. People within the Sanctum Sanctorium can be teleported as well, though more willful individuals can resist it if they so wish. Though she doesn't require sleep she does require food and water.
Artificer - Sibylla is capable of enchanting objects, giving them abilities far beyond what they would normally have. By spending time imbuing an item (weapon, armor, toothbrush, etc.) with magic and intent, Sibylla is able to grant effects to said item. Perhaps she could make a sword be capable of cutting incorporeal creatures, or make a gun generate its own ammunition, or cause a scarf to make others more apt to heed one's word.
- Components. Aside from the item she wishes to enchant she needs components that hold some level of magic within them. This could be anything from fairy dust to oni horns, and the more powerful the effect she wants to create the more magical the components must be. The longer she spends on enchanting an object the better, a week appearing to be a good baseline for success, as any faster has shown to increase the risk of failure. While minor failures can cause simple mishaps, such as a magic container to slowly leak magic or an item needing a charge of some sort before activating, larger mishaps can cause anything from small explosions to the creation of powerful but malevolent cursed objects.