Title: Brann The EverflameFull Name: Brann Lohgtroen (Pronounced Brawn Low-true-in)
Age/DOB: 22 Prior To Slumber / March 15th
Height/Weight: 5'5" / 146 lbs
Sex/Gender: AMAB / Agender (Still uses he/him pronouns)
Appearance/Physical Description:Personality: Faith... What is Faith really?
The belief in others, in a higher power, humility, and trust.
You must be willing to accept that someone may be stronger than you.
You follow these bright individuals, LIKE MOTHS TO A FLAMEBrann was the youngest of the Seven, and was one of the last to join them. Before his recruitment, he looked up to the others has heroes that had his utmost faith. Once he joined, he followed their every step until he followed them into a trap. But even then, he called out to his allies to have faith. Faith that this would not be the end, faith that they would escape the fate they were given
Now, with his reawakening, Brann has become deeply resentful of the people who betrayed him. Deeming the council to be blasphemers who deserve to grovel at the Seven's heels and beg for forgiveness. He is deeply critical of others, and holds them to their ideals and demands perfection of adherence to them. Those that don't are hypocrites and traitors to themselves that don't deserve to have their problems solved. He views the weak as those that need to give in more to their faiths if they want to become stronger, and the strong as prideful assholes that have no faith in others. Brann himself has lost faith in everyone but the Seven and there is no longer any winning his favor.
Core Focus: Soul
Applications: Brann has had faith in his simplistic fire magic his entire life. Unable to afford an education, he never learned the ways of Heat, Glow, or Spark and thus didn't have the foundations to understand the Celestial Texts on Passion, Ferocity, and Rebirth. Instead, he refined Soul into heightened forms until its power, and the drawbacks that come with it, rivaled Celestial Magic.
Brann does not minor in Shape, Fluid, or Breath. More accurately, he is unable to use earth, water, or air magic but instead utilizes the concepts within the three other traditions to alter how he interprets Soul and his stronger spells rely on multiple of these changes to function. Through Shape, he can give form and structure to his flames allowing him to ignore the typical physics that fire answers to. Through Blood, he can give his flames a mind of their own causing them to move independently like a beating heart. Through Breath, he can give substance to his flames and detach them from himself allowing them to sustain themselves as opposed to continuing to drain his Vitanima. With a Pure Soul, he can ignore even the Carnal aspect, Fire, and instead interact with a being's soul directly to damage or manipulate it.
The following are staples within his arsenal, but barely describes what he is capable of. His Contingent-equivalent spells ignore the notes, and his Celestial-equivalent spells ignore the abstracts. It is pure soul, strengthened by pure faith.
Cardinal Level:Soul Given Shape: Brann summons hardened fire that takes on a crystalline appearance, but unlike crystal does not have shatter lines and instead has the rigidness of metal. This fire can be melded into weapons or shields that still burn with the full intensity of fire. Thus, only those who have a core of soul can wield them without having to withstand the heat.
Soul Given Blood: Flames extend along the floor around Brann, creeping over an substance it comes into contact with. Brann can also use this spell to throw a flame-blob that will cause a similar, put smaller-area, effect at a distance.
Soul Given Breath: A breathing flame self sustains itself, and Brann uses this to light never-ending fires. They can still be put out as normal, but otherwise they no longer need a fuel source to keep burning.
SoulBurn: Soul refined by soul, Brann's sends a firebolt out towards an enemy. Instead of igniting their flesh or clothes, it burns their soul. Only another mage with capable healing can relieve the pain, and those who die from its effects can only be revived if their soul is extinguished, as the burning keeps them dead. Brann developed this technique to combat the endless waves of dark entities that seemed to only return to the void and come back healed up or even stronger than before. This spell was meant to be a final end to the deathless dark.
Contingent Level:The Tears of Cassiel: Soul given Shape to form piercing needles of fire, and Blood to act independently, Brann assaults his enemies with seeking projectiles that he must still sustain with his Vitanima but doesn't need to direct or command. The flames pierce through targets and continue on to further enemies, leaving those with lacking magical defenses no rest as they must keep moving to avoid them.
The Storm Of Barachiel: Soul given Blood and Breath, Brann superheats his fire, separating the breath between air and creating a vacuum directly around the flame, he then extends this space outwards like veins extending from a heart until it makes contact with something. The heat and energy looking for somewhere to go, quickly races across this line and becomes plasma. Not quite lightning, but similar, the plasma ball slams into his enemies and explodes.
The Armies Of Michael: A Soul, given a Shape and the ability to Breath, is almost equivalent to a living creature. No Fluidity to think, Flame Elementals are summoned to fight alongside Brann but he must command them in order for them to act.
The Judgement Of Azrael: Soul itself. No flames, no heat, no glow, no spark. Brann grips another beings soul and rends it from their body. This doesn't kill, but will leave the target unconscious until their soul can recover. Brann must make physical, skin-to-skin, contact with his target to use this ability. Directly connecting his soul to theirs.
Celestial Level:The Flames Of Jophiel: The prime Soul spell, given Shape, Blood, Breath, and refined with Brann's own soul, this spell represents the aspects of a true knight. Protection and Justice:
- The Gates of Eden: Brann conjures a dome that moves on its own with a desire to protect as many of his allies as possible. Enemies will need to expend substantial Vitanima simply to enter the Gates, but will immediately ignite and continue to burn from the flames intended to protect even God.
- The Flaming Sword: Brann conjures a two sided blade at the end of his staff, made of the strongest flames that Brann can produce. The ultimate weapon of Justice, the blade thinks for itself and will extend to whatever range is necessary to strike his enemies.
The Fall Of Samael: A new spell created during the 50-year entrapment, this spell infuses Soul not with Shape, Blood, or Breath but instead with the dark void itself. Black Flames coat Brann's body, slowly consuming his flesh and infusing all of his spells while active with Hellfire. These flames do not go out, inflict SoulBurn, and cause those on fire to feel any pain that Brann experiences. As the target's soul is damaged, so is there Vitanima, restricting their ability to cast spells. In the case of SoulBurn itself, those who perish from a Hellfire SoulBurn have their soul consumed by the void, lost forever to empower Daemonium. Those that are under the effects of both his virtue key and hellfire experience both the drawbacks that Brann does and feel the pain doubled due to experiencing Brann's pain. With a loss of Vitanima, and suffering enough drawbacks to not want to use spells anyways, this spell is intended to be used as a final stand. Either the target is dying if they cannot withstand the suffering, or Brann will die as his own spell consumes him.
Virtue Key: The Blade Of UrielLooking much more like a Mage's staff than a sword, this blade served Brann faithfully as his standard through which he gathered other's belief in him and his abilities. The more the people loved him and cheered for him, the stronger he would become and the hotter his flames would burn. As long as the people had faith, Brann could borrow their Vitanima to charge the staff. By doing so, his magic could be empowered into their stronger forms with significantly less risk as the burden of any drawbacks would be shared by hundreds.
However, the void has demented this power and removed its demand for consent. The more you disdain him, hate him, blasphemy against him; the more you subconsciously feed him your own might. Similarly, his enemies' pride will ultimately be there downfall, as to think you're better than him is blasphemy in and of itself. The blade now draws power from fewer targets and no longer shares the burdens of magic, but instead increases them and forces both him and the target of his Vitanima vampirism to suffer these greater effects.