PHANTOM LORD GUILD LEADER
GUILD STATUS: CLOSED
CHARACTER STATUS: RESERVED FOR GUILD OPENING
GUILD STATUS: CLOSED
CHARACTER STATUS: RESERVED FOR GUILD OPENING

_____________[│║║█║▌][ρ є я ѕ σ η α ℓ - ∂ α т α]
Full Name: Lethe Tionysus
Nickname: Black Widow
Age: 40
Guild: Phantom Lord
Rank: Guild Leader
Gender: Female
Sexual Orientation: Heterosexual
Height: 5'6 "
Weight: 128 lbs
Guild Mark Location: Abdomen
Guild Mark Color: Peach
Tattoos/scars/birthmarks: Flawless
Appearance: The seductress wears a one piece outfit which just barely covers her body, leaving much of her stomach, abdomen, and chest exposed. The outfit also consists of long sleeves with gloves sewn into them and a pair of tights. All of this being tied together by two unique articles of clothing. A pair of heels which were long and orange in color, the heel of the shoes themselves were simply sharp blades which could double as weapons. Also putting the outfit together was a set of ornery flowers on each hip. Her eyes are dark in color, however the void-like shading seem more gentle than one might believe. Her hair the color of ripe peaches, bright and florescent, as well as beautiful. Despite her being four decades old she didn't look a year over twenty five, and her appearance was something so innocent and bright that it'd be impossible to believe her a dark guild member, let alone a feared leader.
Personality: Lethe can be best described as a true spider at heart, capturing those she meets in her web and manipulating them to her will. Depending on where she is, and who she is with her personality can shift drastically. Containing what could be seen as a split personality, she has Lethe and Black Widow, her two selves. Black Widow is the ruthless ruler of the dark guild Phantom Lord which she governs over, a merciless woman with deep dark roots, horrible and cruel. However as Lethe when she is seen publicly she is much more sincere and sweet, able to win over the heart of just about anybody she comes across with the kindness she displays. Whether or not she truly carries two personalities or this is all just a giant game to the powerful mage has yet to be seen or exposed, but it seems she can be best described as two sides of a spectrum.
Personal Skill: Contortionist
Favorite Food: Onigiri
Favorite Drink: Booze
Least Favorite Food: Anything Sour
Likes: Power & Status
Dislikes: Arrogance & Authority
Hates: Heroes
_____________[│║║█║▌][¢ σ м в α т - ∂ α т α]
Magic
Primary Magic: Dancer
Magic Type: Support
Spells:
1. Sign of the Triumphant (C)
A very straightforward dance that encompasses powerful, flashy movements in order to empower allies. With the use of this spell all physical strength of surrounding allies is increased by [40] so long as the dance stays in effect. The users must stay within a ten meter radius of Lethe while this dance is active in order to reap its effects properly.
2. Crash of the Rapid, Fall of the Waterfall (C)
An eccentric dance which revolves mostly around sporadic and unpredictable movement which still calls for a great deal of coordination and fluidity. When this dance is in effect all allies have their mobility increased by [40] until the dance has been stopped, however they must remain within a ten meter radius of the user during this dance in order to reap its effects properly.
3. Bridal's Grace (B)
A very slow and charming dance which is built in order to pull on the heart strings of opponents. With use of this dance enemies become mesmerized by the sight, the beautiful movement along with the beauty of its user causes the enemy to doubt themselves. Those of weak will and low intelligence might find themselves falling madly in love with Lethe over the course of her dance, capturing the hearts of those around her in a ten meter radius and making them unable to harm her. This dance may have lasting effects depending on a love-struck opponent. (75 INT or lower effected)
4. Evasive Step of the Trickster (A)
With use of this dancing magic Lethe is able to greatly increase her chance at dodging her opponent by mirroring the opposite of their movements in order to better read them and avoid any sort of spell or physical attack coming at her. This spell has no effect on those around her and is solely based on survival and reading an opponent's movements, muscles, eyes, and heart rate in order to counter them. As for all other dances it lasts until the Lethe ceases her dance.
5. Spider's Waltz (A)
An aggressive forthright dance which focuses on elasticity and fluidity to its upmost. By incorporating her bladed heels into her movement Lethe uses a dance mostly comprised of acrobatics, somersaults, parkour, and kicking techniques. While this dance is being performed the blades on her heels increase in sharpness and cutting power allowing them to strike through spells of the same rank with ease.
1. Sign of the Triumphant (C)
A very straightforward dance that encompasses powerful, flashy movements in order to empower allies. With the use of this spell all physical strength of surrounding allies is increased by [40] so long as the dance stays in effect. The users must stay within a ten meter radius of Lethe while this dance is active in order to reap its effects properly.
2. Crash of the Rapid, Fall of the Waterfall (C)
An eccentric dance which revolves mostly around sporadic and unpredictable movement which still calls for a great deal of coordination and fluidity. When this dance is in effect all allies have their mobility increased by [40] until the dance has been stopped, however they must remain within a ten meter radius of the user during this dance in order to reap its effects properly.
3. Bridal's Grace (B)
A very slow and charming dance which is built in order to pull on the heart strings of opponents. With use of this dance enemies become mesmerized by the sight, the beautiful movement along with the beauty of its user causes the enemy to doubt themselves. Those of weak will and low intelligence might find themselves falling madly in love with Lethe over the course of her dance, capturing the hearts of those around her in a ten meter radius and making them unable to harm her. This dance may have lasting effects depending on a love-struck opponent. (75 INT or lower effected)
4. Evasive Step of the Trickster (A)
With use of this dancing magic Lethe is able to greatly increase her chance at dodging her opponent by mirroring the opposite of their movements in order to better read them and avoid any sort of spell or physical attack coming at her. This spell has no effect on those around her and is solely based on survival and reading an opponent's movements, muscles, eyes, and heart rate in order to counter them. As for all other dances it lasts until the Lethe ceases her dance.
5. Spider's Waltz (A)
An aggressive forthright dance which focuses on elasticity and fluidity to its upmost. By incorporating her bladed heels into her movement Lethe uses a dance mostly comprised of acrobatics, somersaults, parkour, and kicking techniques. While this dance is being performed the blades on her heels increase in sharpness and cutting power allowing them to strike through spells of the same rank with ease.
Secondary Magic: Perfume
Magic Type: Accessory
Spells:
1. The Stunner (D)
A mist will surround the user if the opponent enters they will see two copies of the user. These copies will move just as the user does. They cannot cause physical harm but any attack used will be duplicated. This is meant to make it seem like the user has successfully created clones or duplicates to use in battle. However these clones will fade through any attack used on them, also their attacks will seemingly have no effect either. As long as the spell is active the positions of the copies will change. [3 Post Duration / 2 Post Cooldown]
2. Life Essence (C)
This perfume increases the bodies healing properties, this heals small wounds and stops bleeding. This cannot reattach a limb or revive someone however it can make the pain go away and as long as it is in effect any small wounds heal instantly and all pain received will be nullified. Constantly showering the body in healing magics it is as if they are completely rejuvenating themselves for a set period of time. [3 Post Duration / 3 Post Cooldown]
3. Scent of Struggle (C)
Once inhaled this perfume has a unique ability that gradually reduces physical strength and speed over time. For each post under the effects of this perfume the opponent will lose [10] points from both their physical offense and mobility stats. Once the effects of the perfume wear off the opponent will feel rejuvenated and at full power once more, as if struck with a sudden burst of energy. [4 Post Duration / 4 Post Cooldown]
4. Desert Mirage (B)
After the user sprays a perfume in the air, if the opponent is caught in the attack they will begin to see illusions. These hallucinations encompass the opponents deepest fears, preying upon them and causing them to see everything they are frightened or insecure of. However they are mere illusions and have no real physical effect on the opponent serving more of an intimidation tactic or distraction. [4 Post Duration / 3 Post Cooldown]
5. Desirable Sensations (S)
A mist will shoot out around or in front of the user. If inhaled (posting you are in the mist or fail to avoid it) the effects of the perfume kick in. At first the slight difference will cause no noticeable effects, however after a single post the opponents senses will be distorted. Reactions will be slower due to the seeing the opponent in a slower motion meaning the attacks will land and yet the opponent will still see the user attacking which will make it difficult to defend. This also delays the sense of pain, so if the attack lands it will only be felt as the attack they are seeing lands or is blocked making it seem as though the user is unblockable. Their hearing is muffled and delayed rendering their noses useless. [5 Post Duration / 3 Post Cooldown]
1. The Stunner (D)
A mist will surround the user if the opponent enters they will see two copies of the user. These copies will move just as the user does. They cannot cause physical harm but any attack used will be duplicated. This is meant to make it seem like the user has successfully created clones or duplicates to use in battle. However these clones will fade through any attack used on them, also their attacks will seemingly have no effect either. As long as the spell is active the positions of the copies will change. [3 Post Duration / 2 Post Cooldown]
2. Life Essence (C)
This perfume increases the bodies healing properties, this heals small wounds and stops bleeding. This cannot reattach a limb or revive someone however it can make the pain go away and as long as it is in effect any small wounds heal instantly and all pain received will be nullified. Constantly showering the body in healing magics it is as if they are completely rejuvenating themselves for a set period of time. [3 Post Duration / 3 Post Cooldown]
3. Scent of Struggle (C)
Once inhaled this perfume has a unique ability that gradually reduces physical strength and speed over time. For each post under the effects of this perfume the opponent will lose [10] points from both their physical offense and mobility stats. Once the effects of the perfume wear off the opponent will feel rejuvenated and at full power once more, as if struck with a sudden burst of energy. [4 Post Duration / 4 Post Cooldown]
4. Desert Mirage (B)
After the user sprays a perfume in the air, if the opponent is caught in the attack they will begin to see illusions. These hallucinations encompass the opponents deepest fears, preying upon them and causing them to see everything they are frightened or insecure of. However they are mere illusions and have no real physical effect on the opponent serving more of an intimidation tactic or distraction. [4 Post Duration / 3 Post Cooldown]
5. Desirable Sensations (S)
A mist will shoot out around or in front of the user. If inhaled (posting you are in the mist or fail to avoid it) the effects of the perfume kick in. At first the slight difference will cause no noticeable effects, however after a single post the opponents senses will be distorted. Reactions will be slower due to the seeing the opponent in a slower motion meaning the attacks will land and yet the opponent will still see the user attacking which will make it difficult to defend. This also delays the sense of pain, so if the attack lands it will only be felt as the attack they are seeing lands or is blocked making it seem as though the user is unblockable. Their hearing is muffled and delayed rendering their noses useless. [5 Post Duration / 3 Post Cooldown]
Tertiary Magic: Teleportation
Magic Type: Support
Spells:
1. Direct Line (D)
With this spell Lethe teleports to any location in a direct line straight tot he target location set. As long as contact is made with another person or object they can carry them along with them so long as contact is held between the medium. No more than two people not including the user can be teleported at any given time due to the limit of two hands having to make contact with the beings, one for each person making any more than two impossible to transport. [2 Post Cooldown, 1 Post Preparation]
2. Redirect (C)
By making a rift of teleportation area within the radius of an incoming spell or attack Lethe is able to redirect it by teleporting the opponents very own attack behind them for a surprise attack. Lethe must first make this field and place it in the area where the spell will cross paths with the attack in some way as minimal as it may be in order to successfully transport the attack behind the opponent. This attack can only work on spells which are not directly connected to the opponent, for example a fire ball could be sucked up and teleported but a sword which is being carried by Lethe and is an extension of their body would not be able to be teleported unless thrown, dropped, or taken by Lethe first. [3 Post Cooldown]
3. Phase (C)
Literally the step up or final stage of the direct line, a teleportation of Lethe's self which is not bound by going in a straight line but instead available to travel anywhere. With this Lethe is able to teleport from the ground, to the sky, to underground, to water, literally anywhere they wish themselves to be they can go there if there is a way to do so. This teleportation also unlike direct line is not limited to two people but instead as long as those being teleported and Lethe have some sort of bodily contact she can bring as many people along as he wishes. Despite being able to travel anywhere when transporting while in battle Lethe is limited to a certain area as to not leave or run away from the battle. [3 Post Cooldown, 1 Post Preparation]
4. Shift (B)
Using her magical power Lethe is able to teleport solid objects on a larger scale giving them the ability to teleport walls, trees, entire buildings, boulders, as long as it is not truly connected to the earth. This ordinary teleportation makes up for its straightforwardness in sheer power, its ability to bring up large items such as whole buildings and large buildings and re-animating them where ever Lethe so pleased made it rather dangerous if used by the correct mind. The spell itself is still simple nonetheless, take a large object, teleport it to the desired destination whether it be sky, land, water, where ever Lethe so wished it to go then there it would be found. [4 Post Cooldown]
5. Blackhole (A)
Lethe creates a wide range teleportation of sorts which works as a vaccuum in one area sucking up anything it can find, this has the ability to uproot trees and suck up large rocks and boulders, small items as well such as stones and weapons which may be scattered in the area. Once all of the items have been sucked into the vacuum of sorts a second hole appears in the sky above where ever Lethe wishes to place it, this vacuum instead of sucking things in blows them away. The first field pulls in all the itmes while the second field rains them down upon the battlefield making a survival course of sorts as the items would rain down attempting to kill or injure anyone in the vicinity. The mass amount of items being sucked up makes it almost impossible to avoid being hit by everything especially the large hail of stones and rocks which would pour down on to the people below. [5 Post Cooldown]
1. Direct Line (D)
With this spell Lethe teleports to any location in a direct line straight tot he target location set. As long as contact is made with another person or object they can carry them along with them so long as contact is held between the medium. No more than two people not including the user can be teleported at any given time due to the limit of two hands having to make contact with the beings, one for each person making any more than two impossible to transport. [2 Post Cooldown, 1 Post Preparation]
2. Redirect (C)
By making a rift of teleportation area within the radius of an incoming spell or attack Lethe is able to redirect it by teleporting the opponents very own attack behind them for a surprise attack. Lethe must first make this field and place it in the area where the spell will cross paths with the attack in some way as minimal as it may be in order to successfully transport the attack behind the opponent. This attack can only work on spells which are not directly connected to the opponent, for example a fire ball could be sucked up and teleported but a sword which is being carried by Lethe and is an extension of their body would not be able to be teleported unless thrown, dropped, or taken by Lethe first. [3 Post Cooldown]
3. Phase (C)
Literally the step up or final stage of the direct line, a teleportation of Lethe's self which is not bound by going in a straight line but instead available to travel anywhere. With this Lethe is able to teleport from the ground, to the sky, to underground, to water, literally anywhere they wish themselves to be they can go there if there is a way to do so. This teleportation also unlike direct line is not limited to two people but instead as long as those being teleported and Lethe have some sort of bodily contact she can bring as many people along as he wishes. Despite being able to travel anywhere when transporting while in battle Lethe is limited to a certain area as to not leave or run away from the battle. [3 Post Cooldown, 1 Post Preparation]
4. Shift (B)
Using her magical power Lethe is able to teleport solid objects on a larger scale giving them the ability to teleport walls, trees, entire buildings, boulders, as long as it is not truly connected to the earth. This ordinary teleportation makes up for its straightforwardness in sheer power, its ability to bring up large items such as whole buildings and large buildings and re-animating them where ever Lethe so pleased made it rather dangerous if used by the correct mind. The spell itself is still simple nonetheless, take a large object, teleport it to the desired destination whether it be sky, land, water, where ever Lethe so wished it to go then there it would be found. [4 Post Cooldown]
5. Blackhole (A)
Lethe creates a wide range teleportation of sorts which works as a vaccuum in one area sucking up anything it can find, this has the ability to uproot trees and suck up large rocks and boulders, small items as well such as stones and weapons which may be scattered in the area. Once all of the items have been sucked into the vacuum of sorts a second hole appears in the sky above where ever Lethe wishes to place it, this vacuum instead of sucking things in blows them away. The first field pulls in all the itmes while the second field rains them down upon the battlefield making a survival course of sorts as the items would rain down attempting to kill or injure anyone in the vicinity. The mass amount of items being sucked up makes it almost impossible to avoid being hit by everything especially the large hail of stones and rocks which would pour down on to the people below. [5 Post Cooldown]
Motto: "There's a throne at the pinnacle of the world, and it looks befitting of a queen"
Battle Strength:
• Flexibility
Battle Weakness:
• Lack of Offense
_____________[│║║█║▌][ѕ т α т ι ѕ т ι ¢ α ℓ - ∂ α т α]
ƒ ι g н т ѕ - ω σ η : 0
ƒ ι g н т ѕ - ℓ σ ѕ т : 0
Mana: 850
Physical Offense: 50
Magical Offense: 150
Physical Defense: 70
Magical Defense: 150
Mobility: 150
Intelligence: 150
Missions Attempted:
Missions Successful:
Missions Failed:
_____________[│║║█║▌][є q υ ι ρ - ∂ α т α ]
Magic Equipment List
Head:
•
Arms:
•
Hands:
•
Fingers:
•
•
•
•
•
Chest:
•
Waist:
•
Legs:
•
Feet:
•
Eyes:
•
Ears:
•
•
Jewels: 000
Extra Magic Equipment:
•
•
•
•
•
_____________[│║║█║▌][H ι s т σ я y - ∂ α т α]
Family:
• Ennio Tionysus: Deceased
• Altegra Tionysus: Deceased
Background History:
• Lethe's past is one of hardship and strife since birth, as far as she can remember she has been mistreated and abused by those around her, molding her into something terrible. Born into the country of Minstrel on its vast shores, when she was a young girl her village was raided by pirates and destroyed, herself captured by the ruffians. Growing up in the care of pirates was no easy task, she was beaten, forced into labor, brought to do unspeakable acts and undergo terrifying torture for many years. The little blossom managed to endure it physically however her mental fortitude was not so lucky, losing her grasp on sanity at a young age and growing up completely void of empathy and true happiness. She stayed with the brigands for many years, taking all their punishments and workload step by step, learning to just pull through each day, doing the best she could to survive these harsh circumstances she'd found herself enslaved in.
Unluckily for the pirates at age eighteen the young Lethe's magical powers had awakened fully, and even further misfortune was bestowed upon them as she was not only a powerful mage, but likely one of the most powerful in the world. After learning to control her newfound power she enacted her revenge quickly and purged the entire crew before docking upon the shores of Minstrel once again, free of her chains. However this offered nothing to Lethe who had no home to return to, nothing waiting for her to come back to. Her warped mind brought her to do the only thing she knew how, she plundered, killed, stole, destroyed. Soon her immense prowess brought forth a number of follows, it seemed strong mages brought other strong mages flocking in and before she knew it she was leading a mass of them, eradicating their sense of right or wrong, teaching them that all that mattered was doing whatever they pleased, they were the lords of the land if they so choose to be.
The pirate vessel she was raised upon became her base of operation, she rose the flag of her new family, and the Phantom Lord was born. A group of dark mages who did as they pleased, disregarding the law, a new era of mages which would walk all over the masses. For decades this dangerous group of criminals went rampant upon Minstrel and conquered it as their own, the strength they carried and their numbers too vast to be contained. However their leader grew bored of it all, wanted to escape the depravity and rotten core of her birthplace as it had done nothing but breed misfortune for her. In the dead of night she set off on the Phantom Lord without her merry crew of dark members, leaving them to rule over Minstrel as she set her sights on new more bountiful lands. Fiore was to be her first target, and she wouldn't rest until it was a new addition to her ever expanding domain.
Theme Song: Apashe "Sandstorm"

