User:ExarioUpper

Overlord:

I would take fallen/evil angel as race and a (dark?) priest job.

I would like something like a dark deity superjob and max my race level. Otherwise for jobs I would be a full magic caster that focuses on support and disruption with spells such as illusion, resurection, heals, barrier, status effects (silence, bind, stun...), buffs and debuffs...

Here is the character I would like to have if such a game was real (due to the lack of information on angel races and dark powers for priests currently, I improvised a bit) :

Total level: 100

Race
Base race: Angel;

I would prefer playing as a corrupted angel for roleplay but angel by default. The difference to me is that (normal) angel race skills provide buffs to allies and strenghten priest/cleric type spells/skills, while fallen angel do the same but provide debuffs to enemies instead of buffing allies and are therefore a more offensive/disruption oriented build.

An Ascended Seraph is beyond the pinnacle for the angel evolution line. This is the final form of the Angel evolution line. This is an Angel that had gained Divinity. More specifically for the Ascended Dark Seraph, it is an angel that aims at becoming its own deity, typically vowing to not serve anyone but himself as chief Deity.

Race levels: Fallen Angel (lv15)--> Dark Archangel (lv10) --> Dark Power (lv10) --> -Dark Seraph (lv5)-> Ascended Dark Seraph (lv5)

Angels are a strong heteromorphic race that specialises in control abilities, divine spellcasiting and holy elemental damage and comes with several resistances, immunities and divine spellcasting enhancements, especially toward their higher racial levels, however they also come with several downsides. One of which is a severe weakeness toward negative and dark energy and a slightly lower one to anti-magic, void or chaos energies. They also have equipement restrictions due to their shape (they cannot wear headgear and receive maluses when wearing normal chest armor--> cannot use wings for instance) and they cannot take any job they want (necromancy, demonist, rogue, ninja, beastamer and others alike are off limits) also they notoriously cannot summon demons with any spell or skill (even with super-tier magic)--> the spell/skill fails in that case.

As for appearance angels come in all shapes and sizes that can be customised, however the conditions above still hold even if one decides to give them a humanoid appearance (ex: on equipement). I would like mine to be human sized (1m75) with floating disconnected members that radiate light. No feet but a single floating curved torso with a metalic appearance, intricate magical paterns and a separate grand magical halo on the back. As for the head, there would be no face or hair which are replaced by a shimmering patern of interwoven circles that radiate light. Concerning the wings, they would not be visible unless used/manifested, when they appear it is as if being made of solid light with an extremely bright appearance. Twelve of them appear in total, 6 on each sides disconnected, floating and encircling the main body and the halo giving a majestic appearance (normally seraphs have 6 wings but while were at customisation, might as well do as we please, also this is a nice Satan/Paradise lost reference to my fallen angel)

Karmic Alignment: Neutral -1 (Victim is neutral so that should be possible for angels, otherwise an Evil Karma should be possible for fallen angels, plus for this race, karma points are a strong element of gameplay)

Jobs

 * Dark Priest (lv10) : A priest devoted to the powers of shadow and mental manipulation. The Divine spellcasting equivalent of a Thaumaturge. Most of his magic can't be seen but is more susceptible to taking melee damage with lowered HP but magic buffable AC. Works well as an offensive strategist in distance and can come in handy in infiltration.
 * Dark High priest (lv10)
 * Illusionist (lv10)
 * Hierophant (lv10): --> Adds more buffs andd elemental spells that [Dark Priest] and [Dark High Priest] slightly lack compared to standard [Priest] and [High Priest].
 * Holy Banisher (lv10) --> Without this job, the build is a bit lacking in terms of counters toward undeads or structures for a priest (due to [Dark Priest] spells being mainly mind controls and psychokinesis), with this it is on par or even above the others. Plus since the Divine spells are reinforced by the Angel race, it becomes even stronger that normal.
 * Saint (lv5) --> Same job as Victim, see playstyle for more information.
 * Deity (lv5) --> This is a superjob, see bellow

(For the Deity superjob, I invented that part) You get the Deity superjob at level 95 by maxing the different angel race levels and taking only jobs with resurection spells/skills in them. With it, you gain the skill [Samsara] that automatically and instantly resurects allies, including you, (I guess in the New World everyone and anything is affected) in a 33m radius around you for 7 minutes or up to 7 times each, whenever they die or are dead with no maluses whatsoever in addition those resurections cannot be resisted or prevented/countered. It also generates buffs to allies and/or great debuffs to surrounding enemies in addition to the buff/debuffs that come from the angel race. This skill can only be used once each 100h.

I am not completly sure of this build as all the jobs need to have at least some kind of [Resurection] spell. I would need to be able to cast tier 10 Divine spells and ideally also reach a high tier in arcane for versatility and balance. If maintaining a high level of Arcane is possible, I would like to have the [Illusionist] job as it has a resurection spell (on tier 10) and it complements well the a pain in the neck to battle/disruption character design. Also as non-damage focused job, there is less drawbacks for using lower-tier [Illusionist] spells as compared to others.

Dark Priest & Dark High Priest
Dark Priest & Dark High Priest: (Same as a priest but specialised in mind control/psychokinesis and Inflict Wound spells --> can be cast at lower tiers, while heal/resurection spells need tier above "normal", also has no acess to hydromancy)
 * Inflict Moderate Wounds (tier1)
 * Command (tier1)
 * Lion's Heart (tier2)
 * Turn Undead (tier2)
 * Telekinesis (tier3)
 * Inflict Critical Wounds (tier3)
 * Dispel Magic (tier 3)
 * Cure Moderate Wounds (tier4)
 * Blank State (tier4): A buff that gives a blank state of mind, where the user is uninfluenced by outside forces, increases concentration and limits emotions.
 * Eldritch Blast (tier4)
 * Holy Power (tier4)
 * Greater Command (tier5)
 * Repair (tier5): Restores hitpoints to a structure or object. No effect on organic beings.
 * Slay Living (tier5)
 * Crushing Grip (tier5): The caster encloses a target in a collapsing cage of telekinetic force inflicting crushing damage for the duration.
 * Draining Ward (tier 5): Creatures within the area of effect of this trap have their mana and life continuously drained.
 * Zone of Truth (tier5): Bless an area, beings within the area cannot use deception or lie. Can be resisted with high enough willpower, however the caster will know if the target is telling the truth or not.
 * Raise Dead (tier6) --> Available at tier5 for standard priests
 * Mass Dominate (tier6)
 * Space Destruction (tier6): This spell works in 2 times, first in encases an area in a cubic unmovable barrier that creatures in and out cannot trespass, incuding ethereal beings, then it proceeds to collapse the space within the barrier, instantly shrinking the barrier until it and the space within it disapear from existence, creatures and structures caught in the collapse take composite crushing and none damage. If the barrier is destroyed before the collapse takes place, the spell ends. A barrier of 1 cubic meter appears instantly, however bigger barriers take more time. The collapse takes place shortly after, depending on the speed and skill of the caster. Difficult to use in combat, but can impede enemy movements by making a barrier appear on (or inside with [True Sight]) their body parts.
 * Eight Headed Barrier (tier 6): Creates a barrier around the target that shields it from attacks. The barrier has dragon-like heads which can be used as an offensive attack.
 * Gravity Ring (Tier6): Creates a telekinetic field of high gravity around the caster that moves with him. Enemy attack speed and movement speed reduced based on distance from the caster.
 * Glyph of Repulsion (tier 6): Objects and creatures that touches the glyph are violently knocked back. Deals moderate crushing type damage. The knockback effect be resisted with high enough strength.
 * Antimagic Field (tier7): A 4 meter-radius invisible sphere of antimagic surrounds the caster. Spells and other magical effects, except those created by an object or generated from divine spellcasting, are suppressed in the sphere and can’t protrude into it.
 * Pull of the Abyss (tier7): Conjures a maelstrom of telekinetic pressure that draws enemies to its center while slowing them to a crawl. Deals crushing damage that scales up with how near one is toward the epicenter of the spell.
 * Entropic Cloud (tier7): Summons a cloud of negative energy over a large area. Beings within the cloud are afflicted with Disease, Blind, Poison, Necrosis and several curses.
 * Impervious Sanctity of Mind (tier7)
 * True Blank State (tier7): The ultimate form of the blank state buff. Affected beings become able to use their pure power without being influenced by things like emotions or outside forces at all.
 * Virulent Walking Bomb (tier 7): Creatures affected by this spell receive damage over time and a timer of 6 seconds, at the end of the timer the damage over time cease and an explosion takes place that deals damage proportional to their mana pool. If the target dies from he damage over time, the explosion immediatly takes place. Other creatures caught in the explosion have the effects of [Virulent Walking Bomb] applied on them. The damage over time is treated as Spirit damage (can be changed to Holy with certain angel abilities). The explosion Deals mixed Spirit and Crushing damage.
 * Absolute Boundary (tier7): --> Available at tier8 for standard priests. This spell produces a powerful spherical barrier which surrounds and shields the user. The barrier has the appearance of a dark, flame-like aura. This spell has considerable offensive and defensive capabilities: it corrosively destroys any object foreign to the user, and can repel all but the strongest attacks.
 * Blasphemy (tier7)
 * Greater Repair (tier7)
 * Resurection (tier8): --> Available at Tier 7 for standard priests. Lessen the level loss and the debuffs upon resurection compared to its lower tier variant. Also harder to counter and can work even if the remains are in an advanced deteriorating shape.
 * Wave of Pain (tier8)
 * Insanity (tier8)
 * Greater Restoration (tier8)
 * Distord Moral (tier8)
 * Astral Smite (tier8)


 * Holy Superova (tier9)
 * Greater Mass Dominate (tier9): Wider range and ignores most resistances (except natural immunities)
 * Hammer of the Gods (tier9): A colossal shimmering hammer appears floating next to the caster in an unoccupied space. The hammer is treated as a summoned creature and can be commanded to swing in a given direction up to 3 times, disapearing once done so. The swing of the hammer is accompanied by an extremely powerful shockwave and knockback effect, creatures hit by the hammer receive crushing damage and becomes become stupefied or stuned.
 * Absolute Cancel (tier10): Dispels any magical effect in an area without restriction and interrupt spellcasting of enemies upon cast. Creatures in the area of effect of the spell, have for 10 seconds their spellcasting ability momentarily reduced and their magical resistance increased, can stack.
 * True Resurection (tier10): --> Normally a tier 9 spell for traditional priests. In exchange of 1 level worth of experience the caster can resurect anything and anyone with no maluses and without any remains necessary. This spell cannot be countered.
 * Space Anhilation (tier10):--> Not available for traditional priests. Similar spell to [Space Destruction] tier6 spell, however, now the creation of the barrier takes 4 seconds irrespective of its size, however the collapse takes longer, the bigger the affected area, 1 cubic meter, takes 6 seconds, 10 cubic meters, 60 seconds ect... and the collapse instantly kills/destroys anything without restriction, bypassing immunities and resistances alike. If the barrier is destroyed, the spell ends, the barrier's hitpoints are proportional to the caster's level and can only be damaged with direct magical attacks, but it has no resistances or armor. Most efficient spell in the removal of great quantities of debris/unwanted items/structures, limited use however in combat.
 * True Boundary (tier10):--> Not available for traditional priests. It is the highest level of the Dark High Priest spells. It produces a massive, spherical aura of light. [True Boundary] initializes everything, in other words, it is essentially a technique to create a new world. However, [True Boundary] consumes much more mana than normal Tier10 spells. Within the created dimension, the user is able to manipulate virtually anything: creating that which he desires, and rejecting that which he does not desire. Things or beings created via this spell cannot however exit the new dimension (they disapear if so). After 10 minutes, the created dimension phases out to a separated outer plane. A precedently created dimension can be accessed again with a transportation spell. Each casting of this spell creates a new dimension. This is mostly a cosmetic or utility spell, in combat its mana cost is too high to be strategically wise to use, however it can offer respise in critical situations by momentarily breaking combat as it is too dangerous for an enemy to fight within the area of effect of the spell. --> This spell is much more usefull in the new world, compared to Yggdrasil where choosing what to put in the world is limited to game assets and takes time to choose and put them which gives time for enemies to think of counterstrategies.
 * Greater Lethal (tier?):A very powerful divine spell which involves channeling vast quantities of negative energy. Enhanced by the [Dark Priest] and [Dark High Priest] jobs as well as the angel race on turn resistances as a divine spell.
 * Summon Angel (all 1-10th tier)

Illusionist

 * Color spray (tier1)
 * Minor Mirror Image (tier1)
 * Sleep (tier2)
 * Blindness (tier2)
 * Mirror Image (tier3)
 * Invisibility (tier3)
 * Sleep (tier3)
 * Horror (tier3)
 * Shape of Despair (tier4): Illusions cover all 5 senses and shapes into one's greatest fears. Debuffs in a wide area of effect. Affects mind-immune beings, albeit with limited effects.
 * Improved Invisibility (tier4): Now even projectiles and spells of the caster are affected by the effects of invisibility as well.
 * Shadow Conjuration (tier5): The spell shapes shadows into the shape of the target, the shadow has the same abilities as the original (save for super-tier magic or super-job skills) but much lower stats. Stronger shadows are summoned with higher tier spells and depending on the level of the caster.
 * Feeblemind (tier5)
 * Everything that shines isn't gold (tier5): Conjures a small ball of shadows and then proceeds to shape them into an item of similar size of the caster's choice (among game assets). If another creature tries to take the conjured item or put it in their inventory, the item disapears and the creature receive the following status effects: Insanity, Petrify, Blind, Deafened and Staggered in addition to taking moderate negative energy damage.
 * Greater Shadow Conjuration (tier6)
 * Phantom Blades (tier6): The spell creates phantom-like blades that the caster can wield or control through telekinesis. They trick the target's reality and inflict damage, however they do not affect structures or mind-immune beings. They can phase through structures/people.
 * Silence (tier7)
 * Mass Invisibility (tier7)
 * Mirage Arcane (tier7): You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with truesight can see through the illusion to the terrain’s true form however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
 * Black Blade of Disaster (tier8): This spell tricks the world and creates a blade shaped planar destabilisation about 1 meter long that the caster can wield or control through telekinesis. It inflicts high physical damage on contact and can instantly disintegrate targets if their physical defenses are too low.
 * Mass True Blind (tier8): Ignores most resistances except immunities
 * Perfectly Unknowable (tier8)
 * Demiplane (tier8): You combine your shadow conjuration and manipulation of reality to create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 10 meters in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead. If the created room is destroyed, its content is ejected in the last location it was accessed.
 * Maddening Darkness (tier8): Magical darkness spreads from a point you choose within range to fill a 18—meters—radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th rank or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking psychic damage on a failed save, or half as much damage on a successful one.
 * Illusory Dragon (tier8): By gathering threads of shadow material, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature. When the illusion appears, any of your enemies that can see it must succeed on a Wisdom resist or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can move the illusion up to 18 meters. At any point during its movement, you can cause it to exhale a blast of energy in a 18 meters cone originating from its space. When you create the dragon you choose the damage type. Each creature in the cone must make an Intelligence saving throw, taking '7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one. The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.


 * Mass Silence (tier9)
 * Perception Negation (tier9): This spell cuts the target from reality to the point where it cannot even notice if it is taking damage or if it is still alive. Does not affect mind-immune beings.
 * Alter Reality (tier10): This spell completly tricks the very fabric of space and time and can be used to resurect targets that recently perished.
 * Mirror World (tier10): The [Mirror World] spell, creates a hemispherical screen which enclosed several creatures of the caster choice. One could observe the outside world from inside the bubble without any problems, but from the outside, the inhabitants of the barrier were invisible, and people outside would only see the background. Aside from making the user harder to detect, the spell could also deflect a certain proportion of attacks directed at the occupants within.
 * Perfect Illusion (tier?): Could cover all 5 senses
 * Multiple Vision (tier?): Could make multiple copies of a creature or an object
 * Fox Sleep (tier?): An illusion spell that activates after being injured, tricking the target into thinking the user is out of commission.

Hierophant
In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.
 * Planar Binding (tier5): This spell, binds a planar entity (angel, demon, elemental...) to the caster's service. Only weak willed entities or of 20 levels bellow the caster are affected (max level 80 for a level 100 caster)
 * Acid Rain (tier5): You create a downpour of acid that douses the area for dealing acid damage to every creature in the area. The ground within the area becomes muddy and/or slick from the downpour. Movement in the area is impaired, though a creature can move at normal speed with enough dexterity.
 * Control Weather (tier 6): You change the weather in the local area. It takes 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather–where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. You can expend two uses of the spell to create weather of any type regardless of the season, and the weather changes after 10 minutes.
 * Heal (tier6): A 6th tier spell that could restore a great deal of health in addition to healing various diseases and other abnormal status conditions.
 * Temple of the Gods (tier7): Causes a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. The temple opposes types of creatures you choose when you cast this spell. A creature of the chosen type cannot enter the temple. Even if the creature can enter the temple, the magic there hinders it; its speed, attacks, spells and abilities have their potency reduced by 20% while inside.
 * Plane Shift (tier 7): The caster and up to eight willing creatures who physically touch the caster are transported to a different plane of existence of the caster's choosing (hell, heaven, elemental planes ect...)
 * Dictum (tier 7): Touch spell. Creatures with a Karmic alignment different from over 100 points of the one of the the caster are afflicted by the following effects each and respectively for each 100 points difference: Deafened, Staggered, Slow, Paralysed, Instant Death, Stop, Lower resistances, Temporary Level Down. Above 800 points difference (max is 1000), the status effects turn resistances on higher levels proportionate to the difference. A very powerfull conditional debuff spell but hard to use for a caster due to it requiring contact. With 1000 karmic points difference, this spell can make even level 60 characters threatening to level 100 due its gained penetration effect. For me, a neutral character, I can only get the lower effects though (as well be affected by), but this can be changed with the overrank magic [Judgement of Oisiris].
 * Fire Storm (tier 8): When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, or any plant creatures in the area that you wish to exclude from damage.
 * Sunflare (tier8): Brilliant wave of radiant elemental magic flashes in a 18-meters radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.
 * Tsunami (tier8): A large amount of water rapidly expands behind the caster until enough water to flood a city is gathered. When unleashed, it takes the form of a giant tsunami. The shape the tsunami can take, permits some freedom to the caster, for instance it can be turned into a giant spear. Inflicts physical damage, makes affected creatures wet, suffocate and has a knockback effect that can be resisted with enough strength also douses off fires from the 8th tier or bellow. Could negate a fire spell of the 9th tier at the expense of negating the [Tsunami], resulting in the creation of a considerable amount of steam over the area.
 * Storm of Vengeance (tier 9): The spell conjures a giant storm cloud 1 km radius that stays 10 minutes and gains additional effects the longer it stays in the first 2 minutes duration. On cast: Creatures affected are Deafened and have their sight obstructed as if in a smoke screen. After 30 seconds: Acid rain pours in the area of the spell that deals acid damage. After 1 minute: Bolts of lightnings strike any creature in the area of effect dealing high electricity damage. After 1.30 minute: Hailstones rain down in the area, dealing composite bludgeoning and ice damage. After 2 minutes: Violent rain and wind gusts hit the area, dealing slashing damage and greatly increasing Acid, Electricity and Ice damage the affected creatures take.
 * Meteor Swarm (tier9): Blazing orbs of fire plummet to the ground at four different points you can see within range.Each creature in a 12-meters-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes heavy fire damage and heavy bludgeoning damage on a failed save, or half as much damage on a sucessful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.
 * Brillant Radiance (tier9): Offensive spell, purifying the target with holy light.
 * Nature's Shelter (tier10): It is a 10th tier divine spell which can summon forth a bunker from the earth. The inside of the shelter gives the illusion of an endless sky.
 * Stream of Lava (tier10): A 10th tier, divine spell that deals fire-type damage.
 * Acid Tsunami (tier10): Similar to the tier8 [Tsunami] divine spell, except flammable, toxic, corosive acid is used instead of water. Inficts high acid elemental damage, corrodes structures and makes affected creatures suffocate, poisoned, diseased and blighted that cannot be cured except with high-tier magic or skills. It also has a knockback effect that can be resisted with enough strength. This spell leaves pools of acid that explode when ignited dealing composite acid and fire damage, furthermore creatures affected with this spell temporarily receive extra fire elemental damage from all sources. While Yggdrasil didn't have a sense of smell, in the new world, this spell leaves a horrendous pungent smell that can only be best described as a mix between hot tar, vinegar and sulfur.
 * Thousand Flashes (tier10): An extremely powerfull piercing light is emited from the caster that dispel all forms of shadows on a wide area. In addition enemies standing closer than 20 meters from the caster, take radiance damage. After the spell ends, the affected area remains brightly lit and no shadow spell effect bellow the 10th tier can affect it for a day.
 * Armageddon - Good (tier10): A 10th tier spell that summons an army of angels. According to the standards of YGGDRASIL players, said angels are not considered to be strong. Mostly used as swarm and folder to block certain attacks while casting.
 * Light of Extinction (tier10): When this spell is used, an enormous blade of concentrated light is released from above to impale anything below it, inflicting composite slashing and radiant damage. It had enough power to pierce clean through the strongest armours. A relatively weak tier10 spell in terms of damage dealing, however had an extremely powerfull penetration effect.
 * The 10 Plagues (tier10): This spell rains cursed blood, hail and thunder from the sky that aim toward enemies, emits darkness that block any light bellow the 10th tier and continuously summons a variety of low-level creatures from random races that target said enemies. Affected enemies are poisoned, diseased and blighted that cannot be cured except with high tier magic, in addition they received ice elemental damage and electric elemental damage from the hail and thunder respectively, while the cursed rain also inflicted Instant Death on low hp enemies, relative to the caster's level. A very weak 10th tier spell, more a flavour spell than anything else, however it had a strong darkness effect that could affect any creature that didn't have [True Sight] or couldn't cast 10th tier light spells, which combined with its random summoning and damage, created chaos on the battlefield and gave enough window for a surprise attack or an escape.
 * Sacred Pillar: Fire descends from the heavens, and form a pillar of red light. Inflicts composite Crushing, Fire and Holy damage.
 * Mass Heal
 * Mass Dispel
 * Shackle Undead: Undeads affected by this spell are unable to move or take any action (similar status to "Frozen") for 5 minutes.
 * Holy Smite: Inflicts heavy Holy damage to the target. Bonus damage based on the Karmic alignment difference between the caster and the target.
 * Echo of Light: Your healing spells and skills on targets other than yourself, heal you too by 10% of the heal amount. Can toggle On/Off
 * Mass Resurection
 * Dome of Light: Creates an unmovable barrier that can withstand heavy attacks, beings within the barrier are progressively healed.
 * Gate to the Heavens: Divine magic equivalent of the [Gate] Arcane magic spell. Summons a portal, allowing travel of a large number of people over great distances. It is considered to be the highest tier of teleportation magic.
 * Divine Metamagic: Extended metamagic possibilities for Divine spells.

Holy Banisher

 * Silver Lance (tier4): A physical spell of the 4th tier, that carried the silver element for great damage to any enemy vulnerable to silver. It also had a piercing special effect that dealt even more damage to targets not wearing any armor. A drawback was that armor could decrease its damage.
 * Undeath to Death (tier7): Nuffs out the negative energy life force of undead creatures 50 meters around the caster, bypassing their drain resistance and has a chance of killing them instantly.
 * Longinus (tier8): A physical spell of the 8th tier that dealt extra damage to extraplanar heteropmorph creatures (angels, demons, elementals...) and could banish summoned creatures on hit. Summons a pike that could aim itself toward a target before propelling itself at very high speed, its trajectory could not be changed after being released. Alternatively it could be also used as a melee weapon. It also had a piercing special effect that dealt even more damage to targets not wearing any armor. A drawback was that armor could decrease its damage.

Misc

 * Idiocy Bane: Inflict moderate true damage to a target that fails this spell's intelligence check. Works best when following a sucessful [Feeblemind], or other intelligence draining, spells or skills. Normally, fully sentient beings always resist this spell, however it does also take into consideration the level and intelligence of the caster. While a level 100 priest is not specialised in the intelligence stat, it is still a secondary one and so even low-level (bellow 60) sentient beings, not specialised in intelligence, can be affected by it.
 * True Dark: Deals none-type damage with darkness.
 * Greater Teleportation: Allows instantaneous transition without restriction to distance.
 * Implosion: 10th tier magic. Causes the target to collapse or burst inward.
 * Ultimate Disturb: A 10th tier spell that increases an ally's magic resistance rapidly, at the price of wrecking their ability to cast spells.
 * Time Stop: A 10th tier spell that stops the enemy for a specific amount of time.
 * Impure Shockwave Shield: A skill that knocks back the target from close distance
 * Life Essence
 * Uriel: A 10th tier spell that deals fire-type damage. It was the kind of spell that could be learned by a magic caster of any type as long as the requirements to learn it were met. However, this spell only did its listed damage when cast by a magic caster with a maxed-out positive karma value. Its damage decreased as one’s karma value decreased. For Exacrion with neutral karma value, it would do about as much damage as sixth-tier spell. However this can be changed with the overrank magic [Judgement of Oisiris].
 * Magic Destruction: Destroys an object made by magic. The success rate of this spell was directly dependent on the spell-casting ability of its caster.
 * Mana Essence: Allows the user to learn enemy's remaining MP.
 * Mass Hold Species : Constricts a large number of creatures, rendering them unable to move.
 * Mystic Eyes of Charms: It's a type of mind control that charms an opponent who looks into their eyes. It works on targets of any sex (or lack thereof), not just the opposite of the caster. Does not affect mind-immune beings.
 * Negative Impact Shield: Sends a dark red shockwave around the user. Can be used both as an offensive and defensive spell. Can be used two times a day.
 * Summon Monster 10th: 10th tier magic; summon a high tier monster.
 * Vermilion Nova: Attack the target with a pillar of flame. Deals Fire-based type of damage.
 * Wall of Stone: Surrounds the user with stone walls, protecting them from damage.
 * All Apraisal Magic Item

Racial traits
In Overlord, angels are the physical manifestation of (holy) magical beings.

Base Angel & Archangel traits: Enhanced holy, light, positive element spells and skills, Does not need to eat, breath or rest (does not gain any bonus/malus from food, including potions), Does not age, Damage Immunity to holy, positive and light elements (can be healed with them) and weakness to evil, dark and negative element, Immunity to decay/necrotic damage (but not to negative-evil-dark), Damage vulnerability to non-primal magic (pure arcane or void for instance) and anti-magic related spells and skills, Immunity to biological statuses (stun, haste, slow, paralysis, fatigue, sleep, blind...), mind related statuses, instant death, disease and poison, Arcane vision, vulnerability to evil or negative places.

Seraph bonus traits: Immunity to time related statuses and air/electric damage, True Sight, Enhanced status affecting skills and spells (buffs and debuffs), Enhanced elemental resistance to water, earth, fire and ice, Further enhanced holy, light, positive element spells and skills, Damage and status immunity from low level spells, skills and attacks.

Angel base skills: Archangel and Seraph bonus skills: Note that Evil-Good can be reversed in the case of fallen angels, but not negative/dark energy as I am afraid that would make them too similar to skeletons, I think Karma should be the only value that changes between normal angels and fallen ones. Negative energy should still be deadly for both.
 * Levitation
 * Truespeech: Angels are able to converse with any creature, irrespective of the language they speak. This ability is however useless in the new world, as seemingly all creatures had a permanent Truespeech cast on them.
 * Holy: All Angels may choose to make any and all of their elemental damage of the Holy Subtype.
 * Power Word: Stun (6 per day): You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not.
 * Power Word: Blind (6 per day): You utter a single word of power that causes a creature to become blinded, whether the creature can hear the word or not.
 * Light form: Becomes incorporeal and can pass through surfaces for a limited duration.
 * Alter Self: When you cast this skill, you can assume the form of any Small or Medium creature, in addition you gain the base racial traits and skills of the assumed creature for the duration of the skill (while keeping your original ones).
 * Arcane Vision/See Invisibility: See Through.
 * Alignment Versus Damage: The character deals bonus damage that scales with the difference in karmic alignment of the character and the target
 * Alignment Versus Resistance: The character receives reduced damages from characters with a similar karmic alignment but also more damages from characters with a different karmic alignment, the reduction and damage scales with the difference.
 * Continual Flame: A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched. Light spells/skills counter and dispel darkness spells/skills of an equal or lower level.
 * Hope aura I: Gives slight buffs to base stats (strength, agility, intelligence, wisdom); This could have a debuff version instead for Fallen Angels
 * Hope aura II: Gives slight buffs to base stats (strength, agility, intelligence, wisdom), including ability power and speed; This could have a debuff version instead for Fallen Angels
 * Hope aura III: Gives medium buffs to base stats (strength, agility, intelligence, wisdom) including ability power and speed; This could have a debuff version instead for Fallen Angels
 * Holy Halo
 * Detect Good and Evil (detection based on Karmic values)
 * Recover by Holy, Positive and Light
 * Biological Penalties' immunity
 * Eating, Drinking, and Breathing are Unnecessary
 * Death Immunity
 * Disease Immunity
 * Poisoning Immunity
 * Paralysis Immunity
 * Sleep Immunity
 * Evil, Negative and Dark Vulnerability IV
 * Evil and Negative Consecrated Areas' Vulnerability II
 * Non-Primal Magic and Anti-Magic Vulnerability II
 * Mind-affecting Immunity
 * Electric and Fire Damage Resistance II
 * Speak Holy Tongues/Enochian
 * Super Flight (a high speed levitation)
 * Ability Damage III
 * Alignment Versus Damage IV: The character deals bonus damage that scales with the difference in karmic alignment of the character and the target
 * Alignment Versus Resistance IV: The character receives reduced damages from characters with a similar karmic alignment but also more damages from characters with a different karmic alignment, the reduction and damage scales with the difference.
 * Angelic Slave Sight: A spell used on a summoned Angel. A small window appears in the corner of the caster field of vision, allowing him to see through the angel’s sight.
 * Create High Tier Angel (2/day): Cherubim Gatekeeper
 * Create Middle Tier Angel (6/day): Dominion Authority
 * Create Low Tier Angel (10/day): Principality Observation or Peace
 * Hope Aura IV: Gives medium buffs to all stats, including resistances, also automatically dispels low tier (bellow level 60) malignent effects. ; This could have a debuff version instead for Fallen Angels
 * Hope Aura V: Gives major buffs to all stats, including resistances, also slowly regenerates the health of any being in the vicinity and automatically dispels low to mid tier (bellow level 80) malignent effects. ; This could have a debuff version instead for Fallen Angels
 * Dimensional lock: This is a type of skill which can only be specifically used by the highest ranking devils or angels. It renders teleportation and transfer magic unusable.
 * True Sight: Perfect visibility in any condition (no light, object obstructing sight, invisibility ect...) and on long distances.
 * Animate Object (1 use per level per day): You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate. An animated object can be of any non-magical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. (Colossal is the size of a great pyramid or a tall scryscrapper) You can change the designated target or targets as a move action, as if directing an active spell. This skill cannot affect objects carried or worn by a creature. Animated objects can be made permanent with a permanency skill.
 * Overwhelming Presence: Your presence inspires incredible awe in those nearby. A creature that fails to resist against this skill falls to the ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable of hovering must land immediately in order to prostrate itself. These creatures are considered to be helpless for the duration of the skill. Can be resisted with high enough willpower. A creature that recovers from this skill early after being affected by it receive a temporary Wisdom drain and is staggered for a time proportional to the one it was affected by the skill. Combining this skill with the [Waves of Ecstasy] skill leads to affected creatures that fail to resist both skills to become permanently afflicted with insanity that cannot be cured except via magical means. This combination also has a chance to permanently charm low-level affected creatures.
 * Greater Dispel Magic
 * Commune: You contact a deity–or agents thereof–and ask questions that can be answered by a simple yes or no. The skill allows one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.
 * Waves of Fatigue: Waves of energy render all living creatures in the skill’s area fatigued. This skill has no effect on a creature that is already fatigued.
 * Waves of Ecstasy: You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are first stunned and are then staggered for the remainder of the skill. A creature that resist the skill is staggered first and can act normally thereafter. Combining this skill with the [Overwhelming Presence] skill leads to affected creatures that fail to resist both skills to become permanently afflicted with insanity that cannot be cured except via magical means. This combination also has a chance to permanently charm affected low-level creatures.
 * Waves of Exhaustion (6 per day): Waves of energy render all living creatures in the skill’s area exhausted. This skill has no effect on a creature that is already exhausted.
 * Blade Barrier (6 per day): An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature that touches the wall takes slashing damage.
 * Resurection (6 per day)
 * Earthquake (6 per day): When you cast earthquake, an intense but highly localized tremor rips the ground. The powerful shockwave created by this skill knocks creatures down, collapses structures, opens cracks in the ground, and more. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake skill depends on the nature of the terrain where it is cast.
 * Mass Charm Monster (6 per day)
 * Permanency (6 per day): This skill makes the duration of other spells or skills permanent. You first cast the desired spell or skill and then follow it with the permanency skill.
 * Prismatic Beam (3 per day): A shinmering rainbow beam of light spray from the caster's hand. Creatures hit with the beam are afflicted with Blind, Insanity, Petrify, Disease and Poison that cannot be cured except by higer-tiered magic or skills and in addition they take composite fire, acid, electricity and ice damage.
 * Power Word: Kill (3 per day): An instant death skill. You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Can be resisted with high enough current hitpoints, relative to the caster's level.
 * Wish (3 per day): A skill similar to the Wish overank magic spell, although with reduced effects and possibilities, it let's however the caster choose the effect of the skill. Cost 1 level worth of experience or an equivalent amount of gold.
 * Holy Protection
 * Divine Soul
 * Divine Wisdom (Divine spells and skills do not count in the 300 allocated space and thus an unlimited number of them can be learned)
 * Electric Immunity
 * Time-affecting Immunity
 * Ice, Ground and Water Elemental Damage Reduction I
 * Fire Damage Reduction IV
 * Divine Spellcasting: Status-affecting V
 * Divine Spellcasting: Turn Resistance V
 * High Tier Magic and Status Immunity III: Nullifies all low tier spells, skills and their effects.
 * High Tier Physical and Status Immunity III: Nullifies all low level attacks and their effects (below level 60).
 * Positive Energy Touch: Heals the object being touched, attacked, or skill-attacked by the character. A prolonged contact with a corpse may lead to a resurection if the corpse is in good shape. Can toggle On/Off.
 * Phoenix Breath: Seraph self-resurection skill, that triggers upon death of the character. Does not have xp/item loss maluses but momentarily leaves with lowered defenses and resistances after use. Can be used only once per 24 hours.

Playstyle (Healer & Wild Card)
This build aims at being a pickle to any enemy I face and by that I mean a serious pain in the neck, with dozens of resurection skills/spells, barriers, heals and such in addition to various buffs and debuffs (plus illusions, commands and controls), it only gets worse when joined by an ally as this build unleashes its full potential. On the downside, it offers limited protection to high level physical attacks and negative-evil-dark elements, except through buffs and barriers and it seriously lacks firepower variety and extra long range (which might leave you exposed) as the only way this build can do serious damage is through positive or negative elemental attacks and resistance to such would turn things into a (VERY) long attrition battle.

Toward lesser level oponents however this is not a problem as it can rely on its decent summoning ability to summon other angels with different type of attacks (physical or elemental) to cover this problem. Also the summons can be further boosted by the buffs the build has at its disposal to make even low level summons annoying for a same level character. However as an angel, summons are affected by the karmic alignment of the character and this should be kept in mind as to what to summon. (Considering that the build is a bit sadistic toward opponents and their exasperation, it might easily gain negative karma or on the opposite easily gain positive karma due to its limited lethality (except toward undeads and evil beings which do not incur negative karma) and high support capacity (heals, buffs and resurections)). I chose a neutral Karma, as this build main role is to support other characters and as such, neutral Karma offers the best overall defenses to Karma based spell and skills, however this also makes some angel skills and priest spells less effective (but not useless as with negative Karma). This can be changed however with the overrank magic [Judgement of Oisiris] when in need to conduct specific tactics.

The job [Saint] at level 5 is a secret card, which can be used right before dying (and being resurected) to create serious mayhem on the battlefield through its op effects in exchange to one's life. This is extremely powerful when combined with the skill [Samsara] of the superjob [Deity] that allows [Saint] skills to be used in repetition for a certain duration or number of times with virtually no cost. This combination might even be used to reset one's cooldown timer on basic spells and super-tier magic through controlled death and resurection. The superjob [Deity], is an antithetical counterpart of the superjob [Eclipse] that Ainz Ooal Gown has, altough their playstyle are different as we can see above and [Eclipse] has more flexibility on how to use its skill [The Goal of All Life is Death], not being restricted by range or format.

The Jobs [Dark Priest], [Dark High Priest] and [Illusionist] on their part, add some infiltration/stealth potential with silenced spells, invisibility and other deception abilities, although lesser than a specialised rogue, this aims mainly at carrying out mindgames during a fight, setting traps, harassing enemy (hit an run) and improving survival without relying too much on secret resurection skills and spells as we cannot really tank and our damage output is a bit low, meaning we need to strategise to take down an opponent when alone.

Approximate status:
I inspired myself from Ainz stats, although I reduced mag.atk from 90 to 85 while I increased mag.def, resistance and HP to reflect more the priest jobs and angel race (vs skeletons that are more glass cannons

HP: 70

MP: Exceeds limit

'''Phy. Atk:''' 35

'''Phy. Def''': 70

Agility: 40

Mag.Atk: 85

Mag.Def: 98

Resistance: 100

Special ability: 100

Total: 698+@