D.O.B X768·12 · 12 | Age 25 y.o | Guild Fenix Tear | Type Independent | Race Mildian

𝕴𝖉𝖊𝖓𝖙𝖎𝖙𝖞
A mage educated from the Court of Merlin, a former Magic Knight, and rumored to be a future prospect for the Roundtable Knights. Ifrit had it all. Extreme talent, notable progeny, even a seat next to the king himself. It seemed Ifrit's destiny was dead-set, but the funny thing about fate is that it can take turns no one would expect. Seven years ago, he resigned from his position as a Magic Knight, forever killing any chance of becoming a Roundtable Knight. Instead, he and a young Azuria helped form a new guild. One independent from any outside influence or organization. One that would surely cement itself into legend. This would end up being the birth of Fenix Tear, with Azuria as its first (and only) Guildmaster.
𝕱𝖆𝖎𝖗𝖞𝖙𝖆𝖑𝖊
Ifrit was born in near Bargrovyzaria to an otherwise un-notable family. In truth, he doesn't have many memories of his mother and father. At a very young age, when his profound affinity for magic was found out, his parents sent him into Bargrovyzaria proper to study in the Court of Merlin. He never cared much for the teachings themselves. To him, the fundamentals of magic were as natural to him as breathing. He quickly excelled through the ranks and years, on track to graduating early.
Ifrit needed something to challenge him. He showed great aptitude in all the basic magics taught to him, but they bored him greatly. To Ifrit, he wanted a challenge. A spellcraft to learn that no others would dare touch. A magic of this caliber could only be a Lost Magic. Knowing this Ifrit soon joined the White Creed. AN organization of Whiteout Mages with an affinity to studying Lost Magic (alongside setting magical regulations_ So, throughout the nights, he would go out into the city. Visiting decrepid libraries, following whims and stories of ancient texts and forbidden information, and often setting out for days on end to follow tales and rumors.
These sleepless nights and dangerous journeys paid off in the end. By the time his final year at the White Creed came around, he discovered, practiced, and become proficient in a lost art, time magic. Keeping much of the stories of where he found the information about time magic to himself, his fame only grew wider. After his departure from the Creed, he was immediately slotted as a member of the Magic Knights, a group of mages entrusted by the king to uphold his law and order. He was 13 at the time.
Four years passed, and Ifrit's power only grew. He knew much knowledge of his time magic was, well, lost to time. So discovering new techniques and practicing the magic art was difficult. But when he turned seventeen he was at a master's level. This achievment, alongside the rumors of him possibly being scouted to become a Roundtable Knight, Ifrit was extremely content with his life and future. A few months after his seventeenth birthday, though, fate would decide to change course.
He found himself bored. dissatisfied with his work. Ifrit was a man of determination and drive, constantly wanting to challenge himself to learn new things and achieve greater heights. But here he was, at the precipice of greatness. And when he looked back on his journey, he found it... easy. He didn't like that one bit. Where was the challenge that was promised? The prestige and laurels were lost on him, he felt dissatisfied with it all. Not knowing where to go next, he sought out the king for counsel. When he told the king his woes and worries, the king couldn't help but chuckle at Ifrit's plight. He told Ifrit that "one of the greatest challenges one can face in life is helping lead others to their greatness."
Ifrit sat on these words for some time. And a few weeks later, he asked the king to resign from his position. If leading people and guiding them was truly one of the most difficult things a man can do, than he will do it. He will master it, become one of the greatest leaders of this generation. Only when he does that, he can truly feel satisfied about his journey. The king accepted his request, and entrusted Ifrit to create a knew Mages Guild. Ifrit knew nothing about creating such an organization, but he knew where to find help. From his connections in the White Creed, he heard of a young girl named Azuria. A child prodigy and well renowned mage. After some time talking with her, they both agreed to set out and make this guild.
There were many trials and tribulations with creating an organization at the level Fenix Tear would be. He had to learn to work with others, tolerate their immaturity (this one came especially handy when working with Azuria), and more importantly he had to learn to set his ego aside. It was very tough for Ifrit, but he persevered. He kept improving day in and day out. Than, the fateful day came. The Fenix Tear Guild could officially open her halls to the wider world. When it came time to decide who would be the guild master, Ifrit insisted that Azuria take the position. He truly believed that he still had much to learn, and that Azuria was already molded to bear the title. Though he still holds a position of authority within the guild, it's largely in reverence of him being a co-founder (among other things).
𝕬𝖙𝖙𝖗𝖎𝖇𝖚𝖙𝖊𝖘
Class: Magus | Origin: 3rd | Deck: Ether | Ethos: God
Glazing
Rankd: S
Grade: S+
Affinities
Abyss
Magecraft
Esoteric Art: Time Magic, a lost magic that allows for temporal manipulation and cohersion. Ifrit believes that the magic art could possibly extend to paracausal manipulation, but this is only theory. Ifrit also have access to Mystic Eyes Magic, something he learned while in the White Creed.
Eye of God
An Ether Gear that enhances sensory observation by peering into the literal temporal flow of time, when in use, his eyes change to a golden hue with time arrows skin to a grandfather clock.
Advancery
Jutsushiki | Projection | Telekinesis | Telepathy | Teleportation | Bullet | Chain | Speed | Heal
Holder Type
· With Jutsushiki, Ifrit can conjure chronorunic runes of letter-based solid script magic as word enchantments, the ingredients for his pen is from an elder tree bark of Drasil, tears of a Phoenix and a Philosopher Stone of Aja, from his heirloom ancestral Mildian Tribes.
Caster Type
· Ifrit can summon two Thought Projections of himself at the cost of having ¼ each of his magic evenly split into said projections, leaving him halved, rendering him unable to use Time Magic.
· Telekinesis at an advanced level, allows Ifrit to play with magical rubix cubes, mentally control pens to do the paper work, and temporal flight.
· Telepathy is for comms-based, Ifrit can choose to omit information as what any S-Class can do.
· Teleportation allows Ifrit a total of 3 times in a row long distance burst travel, which takes half of his magic power.
· Ifrit can shoot magic bullets, at his level it is magic beams.
· Ifrit can restrain with basic chains only.
· Ifrit can Heal himself by reversing time, however he loses 75% of his magic power.
Talentstree
Three Nonmagic things you're good at.
𝕸𝖊𝖉𝖑𝖊𝖞
Your theme songs.
