[center][hider=Meruin Hazy]"Place Holder For Actual Picture" Meruin is short, standing at 4'10'' in height, with short black hair that curls inwardly at the tips. She's very slim-looking and doesn't weigh very much. Her eyes are a grey-green color, and naturally droops at the sides, giving her a fittingly sleepy look. Her skin is very pale and white.[/hider][/center][center][color=a187be][h3]". . . [i]yawn~[/i]"[/h3][/color][/center][hr] [center][i][h2][color=a187be]Meruin Hazy[/color][/h2][/i] [b]Nicknames/Titles:[/b] [color=a187be]"That Weird Nudist Girl?" "Miss Sleeps A Lot" [i]"Who?"[/i][/color] [b]Age:[/b] [color=a187be][i]14[/i][/color] [b]Gender:[/b] [color=a187be][i]Female[/i][/color] [b]Race:[/b] [color=a187be][i]Human[/i][/color] [b]Sexuality:[/b] [i][color=a187be]Magicsexual? No? Never mind then. Asexual it is.[/color][/i] [b]Year:[/b] [color=a187be][i]5[/i][/color][/center] Temporarily the Familiar(?) of Iravis . . . well this is weird xD[hr] [b]Ranking Class:[/b] [color=a187be][i]Enchantress Class - Presitgae[/i] [i]Sorceress Class - Alchemia[/i] [i]Witch Class - Pythones[/i][/color] [b]Magic:[/b] [color=a187be]Presitgae: [i]Hazy Moon[/i][/color] [color=a187be][i]Meruin is primarily a follower Presitgae school of magic, and as such is most proficient in it use. Her main magic in this school is the aptly named [i]Hazy Moon[/i]. Simply put, Meruin create's a field and within that field is a 'beacon'. The beacon, though lacking in substance, can take any form Meruin wishes it to take - in other words, it can look like a person, object, or animal - and can move anywhere inside the field. This beacon interacts with the mind to create 'phantom sensations', sensations that feel real, however only distantly, such as if it was something remembered from a long time ago or something experienced from a particularly vivid dream. The longer one interacts with the beacon, however, the more these phantom sensations become 'real', to the point that what it does and its effects on the body are irrelevant to the actual reality of the situation. [/i] [color=a187be]Presitgae: [i]Theoretical Dysphoria/Euphoria[/i][/color] [i]Dysphoria/Euphoria is a magic that creates an illusion of 'feeling', by controlling the feeling of fatigue, joy, anger, disappointment and triumph. By manipulating these feelings, Meruin creates conditions of confidence (or overconfidence) or disappointment (or depression) and can also manipulate the feeling of 'effort' in an action.[/i] [color=a187be]Presitgae: [i]Light Queen's Cradle[/i][/color] [i]Light Queens Cradle is a field type magic that allows Meruin to twist a persons perception of light within that field, making objects disappear from vision, seem closer or farther, or larger than usual. [/i] Alchimia: [i]Basic - although quick and good quality - transmutations, usually used to supplement her illusions. Nothing special, asides from the fact that she can do transmutations from a distance. Part of her alchemy is the ability to sense the components and structure of objects - including living things - that give her an in-depth analysis on it, making her high-speed transmutations possible. She cannot transmute objects with souls[/i] unless [i]their magic resistance is lowered to a point where they cannot prevent her magic from entering the body.[/i] Pythones: Elemental Spirit Summons [i]A very basic use of the school of magic, however, Meruin is able to quickly cycle through her summons in order to facilitate faster effects. As with her Alchemy, Meruin mostly uses Necromancy to enhance her illusions.[/i][/color] [b]Strengths:[/b] [color=a187be]There are two great strengths to Meruin's magic: subtly, and absoluteness. The effects or Meruin's spells generally do not have an overt, noticeable effect until the moment where something is off, but by that point the 'absoluteness' kicks in. It's effects cannot be counteracted even if one knows that it is an illusion. The best bet you have of defeating them by this point is outside help or flailing around until you hit Meruin. Specifics: Hazy Moon: it's greatest strength is the fact that the beacon can mimic the action of whatever form Meruin chooses it to take - including the action of casting a spell. Once the hold on its victims mind grows strong enough, the spells that it 'casts' will do the same damage - at least mentally - on its target as if an actual spell were cast. Dysphoria/Euphoria: Control is one of the greatest tools of a mage; without it, every spell is potentially fatal. Meruin, by subtly influencing the efforts it takes to cast spells, and the confidence of its caster, can completely eliminate the control of any spell caster caught in its influence. Meruin can also cast it on herself to boost her next spell despite the consequences. Light Queens Cradle: Manipulating light at any level is a powerful skill, especially to those dependent on it. It determines the distance of objects for us, keeps us conspicuous, and too much of it too quickly blinds or nauseates people - sometimes even knocking them out. [/color] [b]Weaknesses:[/b] [color=a187be]A major weakness [i]almost all[/i] of Meruin's magic shares is their cumbersome cast time. It takes a long period to set up the field - and this has to be done by physically marking the place - and then getting the magic itself to activate. Moreover, plenty of her spells rely on a 'field' to work. Meaning that if one were outside the field, they will remain completely unaffected. A second major weakness is the fact that all of Meruin's spells have a specific number of targets; in other words, from the moment the magic is casted, Meruin has chosen a number of targets and [i]only[/i] that number can be affected. If an additional target is added, then that target is unaffected until Meruin can recast the spell to include the newcomer into the field of effect. Specifics: Hazy Moon: it's greatest weakness is the fact that it takes a long time to cast and more time to greatly affect its targets. Also, if Meruin cannot be outside of the field when Hazy Moon is cast - if she were to step out or was forced out, the beacon disappears and the spell breaks. Dysphoria/Euphoria: Though the effect are almost always as Meruin intend them to be, what those effects lead to are in question - sometimes, a little overconfidence is exactly what her target needs, or otherwise her target needed some caution to succeed in their next spell. Light Queens Cradle: Meruin is also subject to the illusions and visual errors her light manipulation creates. [/color] [b]Catalyst:[/b] [color=a187be]A silver ring on her right finger, and a golden ring on her left. Also, there are runes inscribed across the length of her back, shoulders, and down to her ankles.[/color] [b]Inventory:[/b] [color=a187be]Potions (usually for doping her concentration for spells), Books, notebooks, recording devices (magical or mundane), a staff (her extra catalyst) [/color] [b]Familiar:[/b] N/A [b]Squad Name:[/b] [i][color=a187be]"If I had one, I would name it the *unintelligible language* Hunters"[/color][/i] [b]Are They The Leader Of The Squad?:[/b] [color=a187be][i]"I am the leader of my own squad of one. Does that count?"[/i][/color][hr][b]Pesonality:[/b] [color=a187be]Meruin does not get 'social ques' or social interaction in general. She is introverted, taciturn, blunt and observant. Meruin feels very little in the way of shame, and unless given a logical reason, will generally not think on halting her course of action despite the social violations it causes. Meruin is rather drowsy for the most part, usually not bothering to exert energy into things she thinks is not worth the effort, moreover, Meruin is usually only interested in anything regarding magic, being practically addicted to studying. Meruin, despite her silent exterior, is insanely driven towards her goal of becoming 'special' and will use any method, no matter how dangerous or painful to achieve that goal. [/color] [b]Backstory:[/B] [color=a187be]Meruin's family, much to her surprise, came from a long family of mages. Once, they were quickly on the fast track to becoming a powerful and renowned family in the world of magic, however, the birth of a certain man in the family quickly crushed that rise. Among the family, he was black-sheep, unable to cast even the most basic of magics. Rather than give up quietly or try some other method, the man decided to start a revolution within the family - that is to say, he managed to somehow convince half of the family that magic was unnecessary to them and a simple detriment to finding a happy life, and that it should be forgotten entirely if they wanted to be truly happy. His radical notions started a civil war within Meruin's family, causing its most gifted and magically capable members to die out rapidly. By the time the conflict was over, the remaining members were either inept or disinterested with magic. Such as Meruin's father. He grew up mediocre and encouraged his kids to be the same, telling them that being great was just simply cause for conflict. And Meruin hated the man that she called father to her core. Meruin hated her father more than anyone in her entire life - he was the first and [i]only[/i] person she could actually say she [i]hated[/i] - and cursed him and her mother and siblings for buying into his ideology of leading a mediocre life. Meruin felt that if she really tried, she could become great - no, not just great, but [i]singular[/i]. A [i]special[/i] existence. And that was when she discovered she was magic. Her father was aghast of course, but Meruin was ecstatic. More than just being magic, it seemed Meruin was a throwback to when the family still had mages with prodigious magic reserves. Despite her fathers efforts to stamp out her magic, to dissuade her from practicing it, Meruin still managed to contact her uncle - the only one she knew was still an active mage, even if he wasn't very skilled. The uncle managed to secure her a place in Liseranna Academy via a contact of his, and Meruin said goodbye to her family on board a boat to the Academy's island. She has not looked back since.[/color]