Name: Dazaros (Dazz) Thorne
Arcana: Hanged Man (XII)
Weapon(s): A deck of enchanted metal Tarot cards. Nearly indestructible. The cards are psychically linked to their owner and can be manipulated and commanded by their owner. Additionally, these cards are a crucial, physical component in most of his spells (ex. the Sword cards are physically encased in the crystalline blades that they summon, the barriers formed by the Coin cards have the card encased in the center, etc.)
---Stats (Total of 40):
Vitality (Hit Points): 6
Strength (Physical Power): 2
Will (Magic/Mental Power): 9
Agility (Speed/Evasion): 2
Dexterity (Skill/Accuracy) and : 5
Endurance (Physical Defense): 5
Knowledge (Magic Defense): 6
Resolve (Ailment Resistance): 5
Dazz is an Oracle, meaning he can invoke the magical powers of the Major and Minor Arcana of the Tarot. To use his magic, he must select a card or several cards, then infuse them with a bit of his Mana in order to invoke their power. Each Major Arcana has a specific, unique power, whereas the Minor Arcana have scaling power based on their number. The Major Arcana also typically have a "recharge time", where the caster must wait for a period before re-casting any of them.
"The Arcanum": The "Arcanum" is an unseen but very powerful force that is revered and obeyed by the Oracles. Truly, the Arcanum is a celestial being made of pure willpower. It holds immense magical power that the Oracles can tap into in exchange for obeying and enforcing the Arcanum's will. The Arcanum manifests itself in 22 archetypal figures called the Major Arcana, as well as four Suits of Minor Arcana that represent the natural elements (Fire, Water, Air, and Earth). The Arcanum is not a god, and the Oracles do not treat it as one; the Oracles obey the Arcanum because they respect its immense power, and they are rewarded for their service with the ability to manipulate the power of the Arcane.
The Fool: This spell creates a mirrored shield in front of the invoker or their target, allowing them to absorb almost any magic-based attack, then reflect it back at the attacker.
The Magician: Creates a zone of extremely dense Mana, allowing people within the zone to rapidly regain Mana. Also vastly increases the potency of magic cast within this zone.
The High Priestess: This spell reveals the path to what the invoker is currently seeking. It can also be used to pinpoint the weak points in a foe or an obstacle.
The Empress: Heals the invoker's target slowly over a period of time, repairing both physical and psychological damage. Overall, it restores much more life force to a target than a Cups spell does, but it heals in small increments over a long period rather than a decent amount immediately.
The Emperor: The invoker fills their allies with discipline and stabilizes them, greatly increasing their resistance to attacks and their Resolve. While under the effects of The Emperor, allies glow with a golden aura that dampens enemy attacks and improves their ability to resist ailments.
The Hierophant: Calls forth powerful spiritual shackles that impair the movement and sap the strength of the target. The shackles are more effective on those with a wicked heart, becoming stronger and harder to break if the target is more wicked; if the shackles are cast on a person with a noble heart, the shackles will be brittle and easy to destroy.
The Lovers: Causes the target and the invoker to become temporarily linked; both parties will be able to hear one another's thoughts, feel each other's pain, and experience the other's emotions and sensations. The bond will not be effective on someone who has negative emotions or feelings towards the invoker. If the bond is maintained long enough, the Arcana can cause the target to become temporarily infatuated with the invoker, desiring them deeply both emotionally and physically. As such, it is often best to break the spell before this occurs, unless seduction is the invoker's intention.
The Chariot: Sends forth a powerful shockwave that rumbles through the ground in a straight line, with its magnitude increased by the invoker's willpower. Beings struck by the wave are trampled with magical energy, leaving them downed and often crippled. This spell is particularly dangerous to use while near allies, as its trajectory can be erratic.
Strength: Allows the invoker to trade their mental strength for physical strength or vice versa. Can also be cast on a target, forcibly swapping their mental and physical strength, or vice versa. This effect is difficult to maintain for long periods, as it either mentally or physically drains the invoker rather severely.
The Hermit: Causes the invoker's or their target mind to enter a shifted but parallel plane of existence, where they are rendered invisible to the naked eye. They lose the ability to see other living beings, but gain the ability to see and perceive things that would otherwise be invisible, such as raw Mana, ghosts, spirits, and other people under Invisibility spells. The spell breaks instantly if the target moves too far from the invoker, and the spell has a fairly short duration in general.
Justice: This spell causes the Invoker and their target's life force to be equalized. As such, it is most useful for when the Invoker is weakened but their target is still strong. However, it brings both the Invoker and their target's life force to an exactly equal amount (proportional to their total Vitality). This makes it a bit of a tricky spell to make the best of. It is one of the most potent restorative spells at the Oracle's disposal, but also by far the hardest to use correctly.
Hanged Man: Upon being cast, this spell opens a time-rift centered around the invoker. Anything caught within the rift, including the invoker, is put into Suspension, removing it from the timeline temporarily. They are unable to act and are completely unaffected by any events of the timeline they left, until they return. This effect can normally only last a very short time, but because Dazz's innate Arcana is the Hanged Man, he can maintain this effect much longer than a typical Oracle, and also incurs several other effects (see below).
Death: Causes the target (or the invoker, in rare cases) to become sealed in a mystical coffin. This traps the target in a deathlike state, imprisoning them for an extended amount of time. The drawback of this spell is that the target is vastly empowered upon breaking out of the coffin, their power growing exponentially depending on the duration of time spent within the coffin. Additionally, the spell is much less effective against beings who are still young in terms of their natural lifespan; as such, these targets will not be able to be held for long. This spell is also incredibly taxing on the invoker.
Temperance: Balances the physical and mental health of the invoker and their nearby allies, healing them of most physical and magical ailments. Note that this spell does not truly heal those affected, so much as it repairs imbalances caused within their bodies, such as diseases or curses. This spell, much like Cups spells, is strengthened by the invoker's compassion for their allies.
The Devil: This spell acts as a double-edged sword. It deals severe damage to the target, immolating them in cursed Hellfire. Due to the immense power and extremely evil nature of this spell, it has a severe cost on the invoker, often causing them to suffer severe burns and bleeding as a price. Despite its extremely wicked nature, the Arcanum does not frown on the use of this spell, as they believe the cost to the invoker is punishment enough.
The Tower: This spell inflicts the target with a terrible curse, causing them to rapidly decompose and/or wither away. However, this spell's effect is not confined to its target, as this affliction spreads rapidly around the target. A rather unusual spell, The Tower embodies the concept of ruination itself; anything touched by the spell will crumble and wither. Much like Chariot, this spell must be used carefully to avoid inflicting collateral damage.
The Star: This spell causes the invoker and their nearby allies to be suddenly invigorated and full of energy and stamina, effectively acting like a burst of adrenaline. This spell does not last long, but it does not have a "Crash" associated with it like a sugar rush or the like does.
The Moon: If cast without a target, this spell causes the invoker and all nearby allies to become cloaked in darkness, making their movements hard to track, improving their evasive abilities and also providing them with a bit of stealth. If a target under the effect of The Moon is near a shadow or a very dark area, they can move through the shadows undetected by anyone but those with a trained eye. The Moon can also be used as a targeted offense spell, rendering the target(s) temporarily confused and disoriented, as well as inflicting significant mental scrambling.
The Sun: If cast without a target, this spell banishes the darkness and any illusions around the invoker, allowing the invoker and their allies to see as if it was bright as day. Additionally, The Sun's radiance banishes the cold and fills those its light touches with warmth. The Sun can also be used as a targeted offense spell, firing intense rays of light that can inflict burning and magic damage due to their immense heat, as well as blind targets from the sheer brightness.
Judgement: This spell is entirely dependent on the state of its invoker. Judgement cannot be cast by an invoker who does not have an absolutely clear mind; if used with a single doubt in ones mind, the spell with fail. When it is successful, Judgement calls down columns of arcane energy, dealing immense damage to anything the invoker sees as a threat, but healing the invoker's allies. Judgement is so potent, it can even bring someone back from the brink of death. The trade-offs are that Judgement requires a mind absolutely free of all thoughts or doubts, which is quite difficult to achieve. Additionally, it also drains the invoker drastically, often causing them to fall unconscious for days at a time upon finishing the spell.
The World: This spell is one that cannot be cast under any normal circumstances. Upon casting this spell, the invoker can have a single wish of theirs fulfilled (except for more wishes, because that would be silly). The World can only be cast if the Arcanum decides the invoker has earned this reward; often, this is granted as a reward for the invoker finishing a quest or adventure as a representative of the Arcanum, effectively giving them a good name. Additionally, an individual cannot have more than a single wish granted by The World during their lifetime. Little else is known about this enigmatic card, as it seems that the Arcanum can be extremely arbitrary with whom they allow the privilege of using it.
Legends say that if an Oracle successfully invokes The World, the card will no longer be able to grant wishes, but will instead grant its owner the ability to teleport, with the distance traveled depending on the Oracle's power.
Swords: The invoker summons a blade of crystalline light made solid, the blade being sharper but more more brittle depending on how high the number of the card is (Ace-King). The sharpness of the blades is increased by the level of the invoker's mental focus and clarity of thought.
Cups: The invoker summons globes of healing water, being smaller but more concentrated depending on how high the number of the card is (Ace-King). The water's healing properties are enhanced by the invoker's compassion and devotion to their allies.
Wands: The invoker summons forth enchanted wands that stab into the ground, serving as automatic turrets. They shoot balls of flame at whatever enemy the invoker is focused on. The fireballs are larger but launched less frequently depending on how high the number of the card is (Ace-King). The heat of the flames is increased by the invoker's passion and anger.
Coins: The invoker summons mystic discs that serve as shields that will follow the invoker and their allies, the shield being stronger but smaller in size depending on how high the number of the card is (Ace-King). The durability of the shields is increased by the courage and determination of the invoker.
Hanged Man Arcana Powers:
Dazz holds the power of the Hanged Man Arcana. As a devout discipline of the Arcanum, he has received tattoos to match his Arcana (XII, along with 12 stripes). His Arcana's innate ability is Suspension. Suspension allows the wielder to open a rift in the timeline. Dazz and anyone else who comes in contact with the rift is suspended in between timelines until Dazz chooses to end the Suspension. However, Dazz himself must always be within the rift, so he can't use it without trapping himself as well.
Dazz and all other people trapped in the rift are intangible and cannot be moved. When Suspension ends, all people within the Rift return to the exact location they were at when the rift opened. Due to his natural Arcana, Dazz's body and mind rapidly heal while in Suspension, and he does not age or feel hunger during Suspension. Normal people continue to age normally during Suspension, and they will feel hunger and thirst upon the Suspension ending. Additionally, any lingering physical or magical ailments will continue to affect them in Suspension. Depending on the strength of the user, Suspension can be maintained for different amounts of time. Dazz is only strong enough to maintain a rift for a maximum of exactly 12 hours. Upon ending his Suspension, He cannot open a new rift for an amount of time equal to the time the rift was open.