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HALLOWEEN DEMON

HISTORY

Samhain (pronounced "sou-en"), also called Halloween, Hallowmas, Eve of All Saints, Eve of All Saints, Festival of the Dead and Third Harvest Festival, is the most important of the eight Witches Sabbats . Like Halloween, it is one of the best known of all Sabbats outside the Wiccan community and the most misunderstood and feared.
Samhain celebrates the end of the summer, ruled by the Goddess. (The name Samhain means "Late Summer".)
Samhain is also the old Celtic / Druid New Year, the beginning of the cider season, a solemn rite and the festival of the dead. it is the time when the spirits of loved ones and friends who have passed away must be honored. There was a time in history when many believed it was the night when the dead returned to walk among the living. Samhain's night is the ideal time to make contact and receive messages from the spirit world.
The Christian version of Samhain is All Saints' Day (November 1), which was introduced by Pope Boniface IV in the 7th century to replace the pagan festival. The Day of the Dead (which falls on November 2) is another Christian adaptation to the old Festival of the Dead. it is observed by the Roman Catholic Church as a holy day of prayers for the souls in purgatory.
In various parts of England it is believed that the ghosts of all those destined to die that year can be seen walking between Samhain's midnight graves. It was thought that some ghosts were of a bad nature and, for protection, pumpkin lanterns were made with horrendous and illuminated faces, which were carried like lanterns to ward off evil spirits. In Scotland, traditional Hallows lanterns were carved from turnips.
An old Samhain custom in Belgium was the preparation of special "Cakes for the Dead" (white or small cakes or cookies). One cake was eaten for each spirit according to the belief that the more cakes someone ate, the more the dead would bless him.
Another old Samhain custom was to light a fire in the home oven, which was supposed to burn continuously until the first day of the following spring. Great fires were also lit at sunset at the top of the hills in honor of the ancient gods and goddesses, and to guide the souls of the dead to their relatives.
It was in Samhain that the Druids branded their cattle and mated the sheep for the following spring. Excess of creation was sacrificed to the fertility deities, and effigies of wicker of people and horses were burned as sacrificial offerings. It is said that lighting an orange candle at midnight in Samhain and letting it burn until sunrise brings good luck; however, according to an old legend, bad luck will fall on anyone who makes bread on that day or travels after sunset.
Divinatory arts, such as crystal ball watching and rune play, on Samhain's magical night, are Wiccan traditions, as is standing in front of a mirror and making a secret request.
Sabbat Samhain's traditional pagan foods are apples, pumpkin pies, hazelnuts, Cakes for the Dead, corn, blackberry dreams and cakes, beer, cider and herbal teas.

SONS OF SAMHAIN

Appearance: They do not have a specific standard appearance and may vary.

Personality: They are the children of one of the most powerful demons that ever existed, they are totally proud and tend to despise their opponents and make fun of them.

SKILLS

PASSIVE SKILLS

 

Advanced unpredictability

 

Naturally Samhain was not timeless, so he always looked for a way to carry out his tasks in a way that it was impossible to foresee, creating a method that would allow him to do so, such a method had been passed on in a hereditary way to his children, which he had his offspring inherit a pumpkin-shaped mark (the character decides where the mark is). This mark provides no power; the power comes from Samhain's own son, the brand is only a consequence of the skill. Both Samhain and his offspring have powerful unpredictability.

 

Level 51-100: The adversary develops an uncertainty about the whereabouts of these offspring, as he cannot detect it without knowing where it is or will appear, and its victims will not be able to count on their powers or abilities for such deeds; and that Samhain's offspring is able to be behind the victim without the victim being able to perceive, managing to deceive even the senses of his victims.

 

Level 101-150: Reaches a greater level of unpredictability, even managing to make your mind unpredictable, preventing telepathic beings from being able to read your mind and really know your next movements, since once you try this the victim will not be able to see or hear completely nothing, just a deep silence. Skills such as mental controls do not work very well with the offspring, as they are naturally unpredictable and are capable of breaking the mental control since they do not necessarily need to follow what was ordered and can do it in an optional way. They even become masters at pretending and lying, managing to do it perfectly.

 

Level 151-200: At this level the offspring goes on to transcend the concept of "predestination", becoming a destiny-free being, no longer having a predefined future for themselves, even almost omniscient, those who try will not be able to see it in the future, as if it simply did not exist, but seeing the future of the rest perfectly.

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Level 300; It affects even omniscient with power / level below the offspring.

 

Ps: This ability cannot be copied or even replicated by other beings. It is exclusive to the sons of Samhain.


 

The Sabbath

 

Also considered the Witches' Sabbath, being Samhain considered one of the great Sabbath, his offspring acquire certain privileges on this exclusive date.
 
Level 01-50: At this level passively all the dead return to life in states of resuscitation (zombies), witches appear, creatures that are usually hidden are also revealed and etc; each of them will be attracted to the offspring of Samhain as if it were a beacon for these beings, but they did not try to kill him, but would obey him faithfully.

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Level 51-100: Samhain's offspring during Saturdays acquire a great increase in their capacities and especially in their energies, receiving the magic energy of all wizards and witches, including even demigods within a radius of 100m from you ( Only lower level). Their regenerative powers are strengthened by recovering from damage that would normally be fatal to their offspring in a matter of seconds.
 
Level 101-150: At this level the children of the Sabbath acquire the ability to return to life regardless of what has happened to their body (Once a Saturday), as long as their soul is intact. For on this day the link or veil that prevents one plan from interacting with the other weakens completely allowing the dead to return to life.

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Level 151-200: Samhain's offspring on this day have quasi-infinite magical energy, using the magical energy in an almost unlimited way.
 
Ps: This skill only works only on Saturdays.


 

Demonic Physiology

 

Being descendants of a larger demon, these offspring have a high degree of connection with the demons having an extremely improved body than that of the other semi-demons. They have 7 hearts spread across their chest and abdomen. (Even if his powers are nullified, denied or neutralized it will still work)
 
Level 1-10: Samhain's offspring has a different body than that of an ordinary human, being never tired of having practically infinite vigor, having a certain resistance to pain and running up to 500 km / h, also managing to fly through its wings that will always appear when it jumps towards the sky to fly. Because they are part of the demon, they naturally have the ability to perceive and interact with the spiritual plane.
 
Level 11-25: Samhain's offspring have extremely high physical capacities compared to other semi-demons, having a force capable of destroying steel and even running at 1000 km / h. During their combats the offspring exhibits the ability to adapt to different types and forms of combat, being able to easily learn how to wield and use them easily, managing to suppress pain and ignore their wounds focusing only on combat, being immune to climate changes, as the body demonic of these beings do not show much vulnerability that demigods most show, having their physiological needs so reduced that the offspring can choose when they really want to feed, rest and not need to breathe unless they want to.
 
Level 26-35: The offspring now demonstrate resistance against external damage, being durable in combat, managing to destroy titanium with their strength and also running at 1500 km / h, having the ability to survive in foreign territories, due to the body of the offspring being demonic it is not affected by invaders who try to enter your body, such as bacteria and viruses, and these things are automatically destroyed when they enter the body, the demonic blood of these blood means is bad for other beings that have no relationship with demons.
 
Level 36-50: They manage to destroy diamond with their strength and also run at 2000 km / h, the offspring at this level acquire a great resistance against external and internal attacks, due to the Demonic energy present in their entire body that serves as a species of protection in the form of armor, protecting not only the external part, the skin, but also the bones, the organs, even the atoms present in each part of the offspring so that it is not destroyed; also managing to gather their own demonic energy passively when their fist is closed, creating an aura of demonic energy around their fist that whenever they touch their victims' bodies, a black mark will be created that begins to "kill" that area to the victims. few, corroding not only the skin, but organs, organs and even body systems and blood, these attacks also affect the souls of their victims. (The damage does not fully spread, they spread little by little so it is necessary for the offspring to carry out continuous damage to become lethal).
 
Level 51-99: They manage to destroy adamantium with their strength and also run at 2500 km / h, and can now resist mental, spiritual and dark damage. At this level the offspring inherit some benefits from the demonic race, such as resistance against energy and elemental. Samhain's son also inherits the sixth demonic sense, one of the very common senses in hell used by demons in their tortures. They allow the semi-demon to discover the weaknesses of his opponents, just by looking at him, and can also perceive the approach of other beings close by without necessarily looking at them.
 
Level 100-150: They manage to destroy vibranium with their strength and also run at 3000 km / h, now awakening the seventh demonic sense, a sense that only average demons can show, which allows Samhain's offspring to enter the minds of his victims as a kind of real hallucination, allowing the offspring to communicate with them, and it can also cause changes in their mind and manipulate it, however, constant eye contact is necessary.
 
Level 151-200: They are able to destroy divine iron with their strength and also run at 3500 km / h, these offspring suffer an increase in power when they are in places like cemeteries, crypts, in hell or even in places where disasters, catastrophes and massacres that had many deaths, receiving a great increase of power that can vary between 2x or even 10x.
 
Level 201-250: They can run at up to 4000 km / h, as well as destroy heavenly iron.

 

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Regeneration

 

Being a demonic part, your body has an excellent healing factor.

 

Level 1-10: Proves to be able to regenerate from simple damage and minor injuries.

 

Level 11-25: It shows itself capable of regenerating itself from greater damage and also from wounds and deeper cuts.

 

Level 26-35: Can recover easily from burns and even extensive damage including bleeding and bleeding.

 

Level 36-50: Samhain's offspring are able to regenerate from limb losses and also from large-scale attacks at a slower speed.

 

Level 51-99: The offspring can recover from internal and mental damage easily (depending on the type of damage it can fail), managing to regenerate organs, bones and etc. and even repair damage to the brain or vital areas such as the lung by example.

 

Level 100-150: It can heal itself from spiritual damage, depending on the amount of damage the soul receives, it will not be able to heal very well.


 

Diabolical Grimoire

 

A very common thing for wizards is their grimoires where their various spells and enchantments are written, however this book is completely different from these because it was created exclusively in hell, having all the knowledge that hell has acquired for millennia over the world, including the knowledge of demons and wandering souls. The Grimoire is interconnected with the Halloween's own son, the book is always in a specific translation that only the bearer can read.

 

Level 200: These offspring have the diabolical grimoire with them, which has the necessary information to solve almost all the existing problems of those who read it, teaching the offspring step by step how to create things, weapons or beings or even discover how to kill, destroy or seal beings, creatures or things, and among other things.

 

Note: It is necessary to inform the narrator.


 

Wheel of the Year

 

Level 1: Just as your father indicates the death of the sun god, your offspring will also indicate, and no matter where they are the sun cannot be, being covered by countless clouds, even the brightness of other stars will not be able to come into contact. contact with the territory where the offspring are. It all depends on your mood, that if you are extremely angry you can cover the place as if it were a tense night. For this reason, children of gods related to the sun do not feel very close to them.


 

Mystical Essence

 

Level 50: Samhain is the great Sabbat of witches which has some of its mystical energy within each existing magic practitioner (sorcerers, wizards, wizards, etc.) (either through magical powers or specific forms / types of spells). Thanks to this, Samhain's offspring acquire a great strengthening in their capacities, receiving passively and steadily some of the magical energy (30% per round) of these beings when they are gathered in some kind of witch convention.
 
Level 100: Acquire access to all spells.

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Ps: Not only of wizards, wizards, sorcerers, but also of lower blood levels.


 

Curse of the Demon Pumpkin

 

On the eve of Samhain, the mundanes used pumpkins as a way of worshiping the Halloween demon.

 

Level 100: All your opponents are subject to this power, affecting not only your body but your soul. With each blow to the victims' bodies, the victim undergoes an involuntary transformation, making the right parts into a plant (if you hit the head, the head will be transformed into a Halloween pumpkin. The altered body parts become useless (cannot use powers, abilities or even serve to attack) and cannot be regenerated (even if cut and regenerated it will grow the body part in the shape of a plant). After the same death the victim turns into a big Halloween pumpkin and your soul is sucked into the offspring.


 

Special Demon

 

Samhain was a very peculiar demon being considered different among the others, since he can resist most of the things that ordinary demons could not; likewise your offspring will also be able.

 

Level 51-100: Can withstand attacks involving the four elements of nature; earth, water, fire and air, not being affected by them or even working against it.

 

Level 101-150: Samhain's children acquire resistance against abilities that aim to alter the reality around them, not being affected by the same coming from beings of lower levels than the offspring.

 

Level 151-200: They are very resistant to energy attacks or magical abilities.

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Magic Perception

 

Level 01-40: Samhain's son can feel the energy that exudes from any half blood or being empowered. This ability allows you to know when a physical, kinetic, magical, mental, spiritual or demonic attack will be made from any location within a radius of 30 meters around the offspring, thus preventing surprise attacks.

 

Level 41-80: From birth, Samhain's children can sense any mystical aura of any gender from miles away. This ability is very useful as it serves as a warning, showing you whether you are about to see someone good or bad. Getting to know what he is (demigod, creature, monster, demon, etc.) and also knowing his intentions, even intuitively knowing that something will happen, whether good or bad.

 

Level 81-120: Samhain's son can automatically locate himself without any difficulty (thus knowing where he is). Using the winds and the earth to his advantage, the demidemon will be able to find any being easily, often also knowing which way to go, since he can see his magical signature (every being has a magical signature, however powerful it may be, and Samhain's offspring can see this mystical signature in the air).

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Level 121-160: It is the ability to perceive things before they happen, as an advance. It is like a strong premonition. Magically, your opponent's movement is reproduced in your mind before it happens, thus giving you the right way to defend yourself.

 

Level 161-200: When Samhain's son reaches that level, he knows exactly what powers his opponent will be using against you. (How the power works, what it will do to your body and how to react to it) It's like a book, he gets to see each ability before his opponent releases it. This ability cannot be contained, as it simply happens in the blink of an eye.

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ACTIVE SKILLS

 

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Divine Conduit

 

With an extreme willpower, determination and magical power, the Halloween demon son can use his body to be the conduit for another mystical entity. You can use your body as a conductor of energy for other mystical beings, as if you were "possessed" by the being in question, but maintaining your consciousness. The conduit cannot use this ability for long, as it weakens both your mind and your physical body. Samhain's son will NEVER use this skill without really having extreme need and catastrophic danger, as the consequences of using the skill are often disastrous.

 

Level 200-250: Your body accepts any mystical being that is released to "enter", elevating its powers to almost complete magic. During "possession", the demon demon possesses all the abilities of the force that possessed it. You cannot exceed three shifts, and your mind may be devastated by the entity's energy.


 

Emissary's Pact

 

Samhain's son acquires the ability to make a single pact with another supernatural being. It is necessary for the semi-demon to make a cut in the shape of a pentagram in your right hand; in the left hand of the pactmaker, the same thing must be done. When joining the "drawn" hands the pact will be sealed and can only be broken through the semi-demon. Both receive a mark that is exposed on the skin, somewhere that both wish. The mark is a pentagram, with the name of the other written. Example: Maria made a pact with João, Maria receives a pentagram written "João" while João receives a pentagram written "Maria".

 

Level 100: He who makes the semidemon deal can be summoned whenever necessary, as well as gains two semidemon skills (except chaos skills) and vice versa. They also have a mental connection, being able to communicate telepathically independently if they are empowered or not, or even if they are in different dimensions / realities. If one of the two dies, the other will feel it. It is a pact sealed with blood, and it is necessary that both speak simultaneously: “Et oblinito hoc est pactum meum sanguinem. Accipio. ” If either of you gets into a situation that you consider difficult, or something like that, the other will feel it. The link also provides the ability to know the feelings and emotions of the other.

 

Level 250: Now both can share each other's mystical synergy. Once per battle, they can only summon their ally's energy by receiving all their passive OR active abilities for five turns. In saga while they are together they receive an incomparable buff of physical and mystical strength, being able to surpass even demons or pure gods.

 

Observations: You can only have one pact at a time. Both the semi-demon receives two abilities from the Emissary, and the Emissary receives two abilities from the semi-demon. (It is not valid for exclusive abilities; divine / demonic forms; "chaos".) Just as both can be summoned at any time.


 

Mark of Hell

 

When marking a target with a magic mark, the target receives a special curse on its body. The curse amplifies all the damage you would normally receive, increasing it by + 10x depending on the level of the Halloween child. All damage that the opponent takes is transformed into mystical energy for Samhain's brood; amplifying your mystical powers.

 

Level 1-20: Damage is amplified by + 2x, just as a small part of it is transformed into mystical energy for the user. It lasts two shifts.

 

Level 21-40: Now increases to + 4x, as well as making the opponent's entire body sensitive to touch. A cut, however small, will make it feel like an amputation. It lasts four shifts.

 

Levels 41-60: The damage increases to + 6x, as well as making the opponent's mind weak; mentally resilient beings are now susceptible to mental damage; as well as psychic abilities in general.

 

Levels 61-80: Beings immune to mental attacks completely lose their immunity. Damage is increased by up to + 8x.

 

Levels 81-100: The damage increases to + 10x. He also curses the opponent with the curse of inferiority, making him depressed and super slow. His speed slows below the speed of Samhain's son, just as his bones all break. Your skin starts to fray, just as the body boils up to 50 °. The opponent feels dizzy, nauseated, and the constant desire to die. It is as if it were a loop of infinite pain, which although it seems just an illusion: it is real.

 

Level 101-150: Combining demonic powers with such a mark, the semi-demon is able to make it even stronger. While the opponent's Immunities are active, they remain until they receive the first hit. After receiving the first blow from Samhain's son, Immunities simply cease to function, taking damage directly. It lasts until the end of the battle, but is not able to "ignore" Immunities of beings with more level or power than you.


 

Total Denial

 

The semi-demon can activate this ability to counteract even two enemy attacks during battle. Denial can be on stand-by to deny only the attacks that the semi-demon wants. You can negate any kind of ability as well, making the semi-demon instinctively know the effect of the ability to come.

 

Level 50: When activating Total Denial, a black cloak surrounds your body. The mantle is only visible to the semi-demon, being totally invisible. When an attack is launched against the demon, it can choose which attacks to deny while protecting itself from attacks. It can deny even an attack, but only works with beings of a lower level / power. 

 

Level 100: Now you are able to convert the attacks launched towards you into magical energy or turning it against the one who launched it. Now you can do this at most twice during the battle, it can reflect attacks from beings with more levels / power, but failing to convert the attacks of beings of higher level / power.

 

Level 150: Denies effects, that is, effects whose consequences are of some ability. For example: If someone tries to deny, absorb, hide, etc., it is possible to deny (Only beings of lower level / power). The skill works up to three times in combat.


 

Corruption by Vilesa

 

Vilesa is a power considered to be a disease among demons, but unfortunately it only affects Samhain's children thanks to a blood curse inherited by his father. Vilesa attacks the strongest semi-demons, for this reason, the youngest do not show any traces of it. The eyes of the demigods emanate a green, strong light, and by keeping the hand turned towards a target, their vital energy and their soul are sucked in the direction of the demon demon. The enemy cannot escape this ability, and ends up losing half of all its attributes. The target's body begins to wilt as if it were aging for years in a matter of seconds, if by chance the semi-demon does not cease sucking, in a matter of two turns the target is killed completely.

 

Level 50: Begins to demonstrate small traits of Vilesa, being able to suck the mystical and vital energy on a small scale. Whenever you suck, your eyes temporarily take on a greenish color. Unable to kill.

 

Level 100: Now the semi-demon is able to suck the vital and mystical energy of creatures, being able to take advantage of its physical attributes. It can be used to corrupt other beings, such as corrupting lesser demigods; infecting them. The disease in those infected has no cure, unless it is passed on to another son of Samhain who will have virtually no effect on him. The demigod disease works as follows: Your vital energy is draining in even 78 hours: in the first 24 hours you suffer from nausea and muscle pain, then in 48 hours you start to suffer from the loss of control of some abilities and the body begins to become feverish, and finally, when the demigod is 78 hours old, he starts to get greedy, to want power,

 

Level 150: To infect an opponent using Vilesa, it is necessary for Samhain's son to suck his vital energy for at least two turns, infecting him. Those infected by Vilesa after 48 hours will have the same symptoms as the previous level, except that they will not become statues, but rather a kind of “servant” of the person who infected him. If Samhain's son doesn't want him anymore, he can either turn him into a statue that will soon turn into sand ... or he can suck the disease for himself, freeing his opponent.

 

Level 200: Anyone touched by ANY Vil ability is infected by Vilesa (Vilfire, Vilesa, etc.) in less than five minutes the affected person's entire body will begin to emanate greenish energy, becoming a servant of Samhain's son. It also acquires the ability to control Fel Fire: a green Fire that burns anything existing, even intangible beings. It is able to expand and up to 30 meters around the demon demon, and when hitting an enemy it is on fire until its body crumbles to dust.

 

Level 250: When the Fel fire emanates from the body, any place where the son of Samhain points his hand, will instantly absorb the soul and its vital energy; drying the victim's body to the point of turning them into dust. His magical energy increases, managing to do unimaginable things.


 

Spectral Arms

 

Several dark and purple spectral arms emerge from the ground below the target, grabbing the opponent's legs, waist, arms, etc. The touch of the spectral arms is like thousands of needles crossing and piercing the opponent's body; making him paralyzed. The arms cannot be cut by physical things, prevented, drilled or manipulated. They are arms made of energy, so they are practically impossible to defend. It does not prevent teleports, but accompanies it if the opponent teleports.

 

Levels 1-50: Takes a turn, and holds the opponent on the ground. A land base is required. It holds demigods of a lower level than you. The spectral arms can cause severe burns in the places touched by them. Only one target at a time.

 

Levels 51-100: Lasts two shifts. A land base is required. It holds even higher level demigods and demigods. Now the place touched by the arms is dark while the opponent's soul is worn out; preventing passive regenerations. It is not yet possible to kill someone just by wearing out their soul, however, in lower level campers they are more susceptible to fainting because of the pain.

 

Levels 101-150: Lasts three shifts, the pain increases as if it were almost dying. It even holds children of Lucifer and fallen angels. The arms now, in addition to forcing the opponent to remain immobile, pull them into the ground leaving only the head exposed.

 

Levels 151-200: Lasts four shifts, and an earthly base is not required. It can even be invoked in the air. The arms inject a magical substance into the opponent, which rots and necrops the body. If the opponent fails to defend himself in time, his body rots to death after three rounds.

 

Levels 201-250: Lasts five shifts. Now the spectral arms when touching their fangs ignore any type of Immunity forcing them to be trapped. The victim's soul burns until his death, just as he can now arrest numerous enemies at once, "sprouting" them under each opponent.


 

Flame Demon Mode

 

The offspring will undergo a transformation. Your body will be totally transformed into green flames, which will be covered by black armor with a red cape, having on the head, instead of a common helmet, a pumpkin helmet with a hideous face, from which the flames escape. In his hands there will be a black scythe with a green glow and he will be mounted on a horse completely dressed in black armor like his own, to hide his body made of the same green flames as his offspring.

 

Level 1-50: When transforming, the offspring will emit a strong demonic aura that intimidates enemies of their level, which can be placed on their weapons, thus making them as strong and resistant as the offspring itself. The offspring acquire a great healing capacity, causing medium wounds on their body to heal in seconds, in addition to making their attributes 3 times greater. Her scythe is covered by her demonic energy, so when she cuts an enemy, it will inhibit her ability to heal for the rest of the event. The horse will have twice the speed of the offspring in this form. At this level you can control the Demonic energy that is released around your body, providing you with great physical abilities,

 

Level 51-100: When transforming, the offspring can send part of their demonic energy towards enemies up to their level, thus being able to possess their bodies and being able to control them for the time of their transformation as if they were part of their body, getting enveloped in a green aura that burns as much as hellfire. The offspring also acquire perfect control of the fire that makes up their body, and can even burn a forest with the use of it. The offspring is able to create a red aura around their scythe, since the offspring cut off their opponents, they are able to suck a little of their soul. and turns it into a skull identical to that of the victim, which allows the offspring to perceive the scene through their victim’s senses, control the body,

 

Level 101-150: When transforming, the offspring can freely change their shape, acquiring the appearance of any living being, with their eyes shining, as if part of the flames that make up their body escape from them. The offspring can now, with the scythe, cut the space in front of them, thus creating portals for the most diverse places. Its attributes are now 5 times greater and deep wounds are healed in seconds, being able to control, generate and shape demonic elements, these being far beyond hellfire.

 

Level 151-200: When transforming, the offspring will be able to absorb the energy of their enemies, thus restoring their health and their energies, also managing to create demons by transferring some of their demonic energy into the body of their victims, a Once this is done, the victim's body undergoes a horrendous mutation and soon he becomes a common demon loyal to his offspring, possessing the basic skills of demons, and can also summon demons directly from hell, all of whom are loyal to their offspring, and can create interdimensional portals. not only for hell but for other places or dimensions.

 

Level 201-250: At its peak, the demon can only bring chaos in its most vivid forms, changing the probabilities and even making the beings around him commit or do bad and negative things; the dead begin to appear not only from the scene itself, but invoked naturally from other places, typical Halloween creatures are summoned, as wizards, monsters and even inanimate things begin to come to life and humanoid forms. The offspring becomes a Halloween demon and can also affect even the astral / spiritual plane, which weakens the link that separates it from the physical world, allowing spirits to interact easily with the physical world, all of whom are loyal to the offspring.


 

Samhain's Enchantments and Spells

 

As a descendant of a witchcraft-related demon, these offspring have some spells / enchantments they can use during their combat. 

 

Level 1-30:

 

The Scarlet Sashes: You can create scarlet sashes around the victims, which immobilized you. If caught, you will not be able to use your powers and will not be able to escape.

 

The Flames of the Phoenix: Can generate scarlet flames capable of burning the soul and even the physical body of the opponent.

 

After Images: It is capable of creating duplicate post images of itself to confuse the enemy, while moving.

 

Level 31-60:

 

Disintegrating Ray: The offspring can throw cosmic and guided rays from their fingers or eyes against their victims, capable of easily disintegrating it.

 

Mystical Orbs: The offspring are able to create various magical orbs and spread them throughout the territory, being able to absorb energy attacks and then launch against the one who conjured them directly (any type of energy). Depending on the opponent's power, the orbs will not be able to absorb if destroyed.

 

Satan's Eyes: The offspring's eyes change, becoming black and obscure, allowing them to have a perfect vision, being able to see everything even through skills such as illusion, energy, matter and etc.

 

Level 61-90:

 

The Mystical Ball: Can create an almost indestructible mystical crystal ball, through this magical artifact the offspring can see what the individual most desires, no matter what it is or who the mystical ball will reveal its location and may be in other realities, dimensions or even spread across the universe.

 

Banishment: Manages to banish other beings below the level of offspring to another reality, dimension or to another place in the universe.

 

The Infernal Mist: Those exposed to this fog are tormented by their greatest fears, regrets and also by all beings that he betrayed, killed or destroyed.

 

Level 91-120:

 

The Chaos Rays: Able to conjure rays capable of erasing the opponent's existence, the same can also transform these rays into even gigantic spheres with the same effect.

 

The Mystical Shield: Can cast a protective barrier around you or even your companions, managing to control the size, width and etc. It is capable of reflecting any attacks from inferior beings that affect the offspring externally.

 

The Mystic Handcuffs: They are unique handcuffs created to imprison any type of being, except creations of angels easily. Having their powers totally neutralized.

 

Level 121-150:

 

The Witches' Hat: A purple hat capable of conjuring portals that can take offspring anywhere.

 

The Sorcerer's Staff: A staff that allows you to subdue demons and absorb the mystical energies of the environment.

 

The Primordial Forces: Samhain's offspring can absorb energies from mystical, non-mystical entities and even lesser beings from other realities to increase the strength of their spells or abilities. (If the entity is very powerful, it can die from absorbing so much power, the same goes if it absorbs too much power)

 

Level 151-180:

 

Forbidden Spell I: A forbidden spell, as it requires a large part of the offspring's energy, as it allows the semi-demon to paralyze time completely, being able to rewind time up to 2 past rounds.

 

The Limbo: A mark is created on the victims and after that the whole body of the marked began to fall apart in magical energy, it is necessary that what is sent is unconscious, sending them to a prison world that only the one who sent them there has access. The spell is so powerful that it can trap even angel creations, depending on the strength level of the user it can even exceed the imposed limit.


 

The harvest

 

Samhain was also called the Harvest Festival so his offspring inherit from their father a ritual that allows them to strengthen themselves through the strength of their enemies.

 

Level 150: Samhain's offspring, reaching out to their victims, is able to create a magical mark on each person's body, symbolizing that they will be the sacrifices for the harvest. Once this is done, the brand will begin to consume the victim's body until it completely consumes it, resulting in their death. with biblical plagues each round. After five rounds, the victims will be consumed and all their energy will be transferred to the offspring of Samhain, who will have his powers strengthened with that energy.

 

Ps: The energy acquired lasts 4 rounds, being able to use this ability with as many beings that the offspring wishes.


 

Abyssal Magic

 

Among the demons in terms of magic Samhain was the one that stood out the most, being one of the main reasons for being considered one of the several greatest demons of hell, and he acquired knowledge about a different type of magic, this being one of the most powerful existing , which is the abyssal magic, that the devil himself wished that his offspring would become as strong as the same gave him that same magic.

 

Level 01-50: This magic, due to its peculiar way of functioning, ends up granting the semi-demon semi-cosmic consciousness, allowing him to perceive everything on a country scale, with the offspring acquiring from this magic a dimensional link over the various dimensions and realities that it once was. Both your mind, your body and soul are driven to a kind of corruption becoming more and more insane and overwhelmed by negative emotions and feelings each time they use this type of magic, strengthening themselves through negative emotions, in part due at his demonic side, managing to passively cause corruption in the beings around him, making them crazy and insane as if gradually their souls were corrupted, also managing to block psychic powers,

 

Level 51-99: With a better mastery of his magic, Samhaim's offspring has a protection that prevents other beings from trying to look at him if he doesn't want to, and the daring ones have their eyes burned by hellish flames, possessing the ability to alter your body, making your enemies look at you, visualize a being so monstrous that they are horrified to the point of wanting death. It can also absorb the souls of its opponents and even invoke innumerable types of creatures coming from innumerable parts of the universe, these beings being from another reality, dimension or from other planets, etc. It starts to affect magic even immune.

 

Level 100-150: Samhaim's offspring acquire at this level a great increase in their power, allowing them to corrupt their victims to a more intense level, making them creatures as dangerous as an ordinary demon, being that they are submissive to offspring, succeeding also attacking the victims 'minds, causing mental collapses in their victims, even accessing the magic of dreams which allows them not only to affect the victims' dreams but also to control oneirokinesis and others. It also acquires vast psychic powers, including access to psionic magic and also the ability to distort the reality of its opponents through its psychic powers that prove to be extremely strong.

 

Level 201-250: The offspring acquire the ability to absorb the magical energy of their enemies, or even deny it, only with their presence and can also manipulate the spiritual plane freely, being able to control, banish, conjure spirits, phantom and among other types of powers, managing to generate, shape and control spiritual energy. At this level, Samhaim's offspring attain control over ancestral magic which allows them to control, shape and generate supernatural energies and matter that are so strange in nature that they defy the laws of the perceptions of the reality of lesser beings, being able to create weapons capable of canceling or undoing energy and matter, through their cosmic attacks.

 

Level 251-300: At its peak with this magic, the offspring acquire the ability to cast and utter the most powerful types of spells and enchantments, and they do not even need to pronounce the spell, being able to conjure them just by thinking about them. , having knowledge about the abyssal runes, which allow him to create them, since they have both offensive, defensive and support purposes. Now cosmic consciousness arrives, reaching an entire planet.

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Demonic Form of Magic

 

Samhain being the most powerful not only among the sabbaths, but with all the magical gods and demons, he has magical sovereignty. The color of your skin becomes either lighter or darker, depending on the gender of the skin. His eyes shine a bright purple, just as his body takes on demonic traits; like horns, demon wings and a hoarse voice. In this form, the demon receives a legion of demons faithful to it, as well as acquiring Hecáte's spells up to level 150. Its abyssal magic becomes absolute, being able to destroy or create, and countless others done with it, such as cursing or even creating spells and spells just by thinking. The same in this form is like a real demon.

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Levels 180-200: Lasts 2 rounds.

 

Levels 201-220: Lasts 3 rounds.

 

Levels 221-240: Lasts 4 rounds.

 

Levels 241-260: Lasts 5 rounds.

 

NOTE: Can be used 3 times per event.

       ITEM DE RECLAMAÇÃO       

Grilhão de Mara

 

O grilhão se parece com uma pulseira feita em metal escuro, e no momento em que usado de forma ativa, diversos símbolos brilham em um tom avermelhado, adornando a estética do utensílio. Quando utilizado, o grilhão se expande como correntes etéreas não visível ao plano físico ou mental, na direção de seu inimigo, o seguindo independente da distância ou plano que este esteja no momento do uso. Quando capturado pelo grilhão, o alvo terá sua existência envolvida pelas correntes negras, as quais irão o induzir a um estado de alucinação realística, onde serão utilizados contra ele seus maiores medos, ficando totalmente estático por cinco rodadas, ou até os grilhões serem desfeitos. Além disso, o artefato oferece proteção mental, imunizando seu usuário contra ataques psíquicos ou ilusórios. Se o artefato for utilizado por mais de sete rodadas seguidas, o semideus portador do artefato passará a ser alvo das mesmas ilusões que acometem seus oponentes.

       MASCOTE       

Maraksha

 

Inspirado no conceito de Mãra no budismo, Maraksha representa o ciclo das ilusões e tentações. Este ser reflete a luta contra desejos, medo e incertezas, conseguindo materializar dúvidas e criando ilusões para confundir seus inimigos. Ainda que sendo um mascote que serve a uma semi entidade, a criatura possui consciência própria e está intimamente ligada aos desejos de seu mestre, sendo necessário um único pensamento para que este surja onde seu dono está.

 

Nível 01-30: Neste nível, Maraksha surge como uma silhueta indefinida constituída por sombras pulsantes. A criatura de aparência indefinida, pode criar clones ilusórios de seu mestre, o qual possui todas as suas características, sejam elas físicas a até energéticas, isto é, poderão apenas simular ataques. Além disso, Maraksha pode implantar desejos conflitantes em seus inimigos Ex: Transformar amor em ódio e vice-versa. Os efeitos de tal habilidade duram apenas 10 segundos, e possuem velocidade de 5 mach.

 

Nível 31-60: A forma de Maraksha se torna mais definida, se assemelhando a um lobo com garras grandes e olhos brilhantes. Agora as ilusões criadas pelo ser, atuam como uma camuflagem ao seu mestre, o ocultando do campo de visão e percepção de seus inimigos. E também, podem fazer com que aliados se vejam como inimigos e vise versa. Os efeitos atingem um total de dez pessoas, e duram por uma rodada inteira, e passam a ter a incrível velocidade de 110 mach.

 

Nível 61-90: As ilusões ganham maiores proporções, onde seus efeitos sobre determinados alvos passam a afetar sua percepção, retardando a velocidade destes em 2%. Assim como, suas ilusões são capazes de imobilizar seus inimigos por míseros 5 segundos, sendo este o tempo que ele levará para distinguir o que é real e o que não é. 

 

Nível 91-120: Sendo capaz de replicar não somente ilusões de acordo com a vontade de seu mestre, Maraksha exibe um sútil controle sobre as emoções de seu alvo, podendo o fazer sentir medo perante seu mestre, e até mesmo ter uma crise de pânico, oque causará um mal funcionamento totalmente inesperado em seus poderes. Este efeito dura apenas duas rodadas, e se aplica na velocidade de percepção de seu mestre.

 

Nível 121-150: Ao atingir este patamar Maraksha se torna mais útil em batalha, onde sua habilidade se desenvolve em torno da proteção de seu dono. Agora ele consegue absorver os efeitos de manipulação mental, manipulação dos sentimentos, e qualquer outro feito que tenha como objetivo induzir um controle em seu dono, funciona por uma rodada. Após utilizar desta capacidade, o mascote ficara inerte por duas rodadas inteiras.

 

Nível 151-200: Poderosos, este ser agora mostra a intrigante capacidade de se infiltrar na consciência de seu oponente, tal como um vermezinho. Quando feito isso, todas as ilusões se tornam mais realistas a ponto de tirar todo o foco do oponente na batalha, isso porquê Maraksha irá trazer a tona os maiores medos de seu alvo. Enquanto estiver sobre influência do mascote, a percepção de seu alvo entrará em um estado de fluxo constante Ex: determinado personagem é sentido a sua direita, más logo ele o sente na esquerda, e em simultâneo o sente abaixo de seus pés. Os efeitos duram cinco rodadas, sendo necessário aguardar mais duas após o uso. Velocidade acrescida a 250 mach.

 

Nível 201-250: Maraksha agora pode criar uma conexão tão forte entre a realidade e as ilusões, que todos os efeitos dos níveis anteriores podem ser replicados nos que estão presentes no campo de batalha, não havendo distinção entre aliados e inimigos.

 

Nível 251-300: Maraksha pode agora livrar seu mestre de um ataque fatal (Skill Shot), em uma velocidade igual a de reação de seu dono, o ser cria uma ilusão tão poderosa, que faz o alvo alterar a direção de seu golpe acreditando ter visto ele escapando na direção oposta.

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