User:ExarioUpper

Overlord:

I would take fallen 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 be 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. Their other main weakness comes from their alignment, due to their special race traits, angels are very strong against creatures with a different alignment than theirs, but in exchange also receive more damage, while they do reduced damaged with creatures with a similar alignment, but also take reduced damage equivalently.

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 to be of any karma, for this race, karma points are a strong element of gameplay). This allows me to support more efficiently by taking less damage from my passives and supporting all equally, regardless of their karma values. But I frequently change this value with the super-tier magic [Judgement of Osiris] before combat, when I need a specific strategy or I know of the enemy's karmic value.

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 (lv5) --> 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/thaumaturgy and Inflict Wound spells --> can be cast at lower tiers, while heal/resurection spells need tier above "normal" (does not affect their power), also gives no acess to most of priest elemental spells but gives acess to spiritual/psychic spells as well as some job-exclusive spells) If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
 * Guidance (Cantrip at will): Touch cantrip. A skill specific to Divine magic casters (Priests, Clerics, Druids...). Temporarily buffs a single stat of the caster's choice of the target ability score (intelligence, strength, wisdom, dexterity...), only applies once, when the target uses the buff for an action and then disapears. Can be cast on self or others. Divine spellcasters in Yggdrasil always had this skill activated as it cost nothing, had a low cooldown and was fairly useful to initiate.
 * Thaumaturgy (Cantrip at will):You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
 * Your voice booms up to three times as loud as normal for 1 minute.
 * You cause flames to flicker, brighten, dim, or change color for 1 minute.
 * You cause harmless tremors in the ground for 1 minute.
 * You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
 * You instantaneously cause an unlocked door or window to fly open or slam shut.
 * You alter the appearance of your eyes for 1 minute.

Regardless of its current hit points, a celestial, an elemental, a fey, or a demon that fails to resist this spell is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a [Wish] super-tier magic spell or equivalent.
 * Spare the Dying (Cantrip at will): Touch cantrip. You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
 * Light (Cantrip at will): Touch cantrip. You touch one object that is no larger than 3 meters in any dimension. Until the spell ends, the object sheds bright light in a 6-meters radius and dim light for an additional 6 meters. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. This cantrip's power is equivalent to a tier1 spell.
 * Mending (Cantrip at will): Touch cantrip. This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 30 centimeters in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. This cantrip's power is equivalent to a tier1 spell.
 * Resistance (Cantrip at will): You touch one willing creature. Once before the spell ends, the target can add a defense value (physical, magical, resistance..) when needed, once. Can be cast on self or others. Divine spellcasters in Yggdrasil always had this skill activated as it cost nothing, had a low cooldown and was fairly useful.
 * Inflict Moderate Wounds (tier1)
 * Command (tier1)
 * Lion's Heart (tier2)
 * Turn Undead (tier2)
 * Telekinesis (tier3)
 * Inflict Critical Wounds (tier3)
 * Dispel Magic (tier 3)
 * Purge (tier 3): Removes a single abnormal status from a target comming from a spell of up to the 4th tier.
 * 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. Raises concentration, focus and spellcasting ability.
 * Eldritch Blast (tier4)
 * Greater Command (tier5)
 * Repair (tier5): Restores hitpoints to a structure or object. No effect on organic beings.
 * Slay Living (tier5)
 * 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)
 * 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): Consecrate 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.
 * Prying Eyes (tier5): You create a number of semi-tangible, visible magical orbs (called 'eyes') equal to up your caster level per cast. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see in all directions (normal vision only) . While in individual eyes are quite fragile, they're small, concealed and difficult to spot.
 * Invade (tier6): Mentally invade the target, if the target fails this spell wisdom resistance check, relative the the caster's wisdom, the target is disoriented, stuned, suffers a wisdom drain and some of its recent memories can be taken. If the wisdom difference is too important, the target is also mind controlled.
 * Harm (tier6): You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
 * Raise Dead (tier6) --> Available at tier5 for standard priests
 * Greater Purge (tier6): Removes up to 4 abnormal statuses from a single target, comming from spells of up to the 8th tier.
 * Mass Purge (tier6): Removes a single abnormal status from a group of creatures, comming from spells of up to the 8th tier.
 * 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.
 * Heroes' Feast (tier6): You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and gains bonus Wisdom. Its hit point maximum also increased by a slight amount, and it gains the same number of hit points. These benefits last for 24 hours. While Yggdrasil didn't allow for a sense of taster or smell, it is unknown how this affected this spell as magically created food seems to have a bad reputation in the new world.
 * Create Undead (tier6-up to 9): While not as proficient as a necromancer, a priest can create low-level undeads if needed. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control for 24 hours, after which control is lost (but the undead remains). A recast of this spell, reinstate control for 24 more hours. The number of created undeads increases when the spell is cast as a higher tiered spell. When you cast this spell as a 7th-tiered spell, you can animate or reassert control over four ghouls. When you cast this spell as a 8th-tiered spell, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell as a 9th-tiered spell, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
 * 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.
 * Divine Word (tier7): You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
 * 50 hit points or fewer: deafened for 1 minute
 * 40 hit points or fewer: deafened and blinded for 10 minutes
 * 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
 * 20 hit points or fewer: killed instantly


 * Etherealness (tier7-variable): You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 20 meters away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage. This spell has no effect if you cast it while you are on the Ethereal Plane. You can cast this spell as a higher tiered spell, if so, for each tier above 7 that this spell is cast, you can apply its effects on 3 additional creatures of your choice (Max 9 people + the caster at tier 10).


 * 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): Shields the target against even high level mental statuses (fear, stun, disorient...) and raises their resistance to psychic based spells and skill.
 * 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, highly raises concentration, focus and spellcasting ability. Also slightly raises dexterity.
 * 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)
 * Symbol (tier7): When you cast this spell, you inscribe a harmful glyph either on any surface or objectthat can contain a spell (a wall, floor, book, chest ect...). If you choose a surface, the glyph can cover an area of the surface no larger than 3 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 3 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check to notice it. You decide what triggers the glyph when you cast the spell (touching the glyph, moving at certain speeds, casting a spell, weight ect...). Each creature in the sphere when the glyph activates is targeted by its effect.
 * Death. Each target must make a Constitution saving throw, taking necrotic damage on a failed save, or half as much damage on a successful save.
 * Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
 * Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 7 meters away from the glyph on each of its turns, if able.
 * Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
 * Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. Its movements are erratic.
 * Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
 * Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
 * Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
 * Plane Shift (tier7): 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...)
 * Regenerate (tier8): --> Availabe as a tier7 spell for standard priests. You touch a creature and stimulate its natural healing ability. The target regains hit points propentional to the caster's Divine spellcasting ability at intervals each minute. The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
 * Banish All Summon (tier8): Banish a single summoned creature of any kind.
 * 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.
 * Holy Aura (tier8): Divine light washes out from you and coalesces in a soft radiance in a 9-meters radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 1.5-meters radius and have advantage on defense and resistances, and other creatures have disadvantage on attack against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
 * Wave of Pain (tier8)
 * Insanity (tier8)
 * Greater Restoration (tier8)
 * Distord Moral (tier8)
 * Astral Smite (tier8)
 * Far Sight (tier8): You view a creatures reflection on the plane of shadow This spell functions as the spell [Scrying], except that you know their alignment, general mood, and can understand anything they say or write, regardless of whether you understand their language


 * Holy Superova (tier9)
 * Mass Invade (tier9): Same as the [Invade] spell but on a large group of creatures simultaneously.
 * Seven Tools of the Devil (tier9): This spell can only be cast by a caster with a non-good alignment and inflicts more damage the more the targets are far from an extremely evil alignment. First summons 6 medium-sized demonic weapons (a pair of kamas, nunchakus, a pair of daggers, a pair of sais, a pair of claws and a blade whip) that encircle themselves around the target and constricts it with a sealing effect. Then summons a titanic demonic broadblade above the target that impales it and sends it crashing to the ground. Inflicts composite slashing and chaos damage.
 * 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 become stupefied or stuned.
 * Mass Dispel (tier9)
 * Gate (tier9): 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.
 * Mass Heal (tier10): Available at tier9 for standard priests.
 * Dark Ichor (tier10): Conjures a giant flower brimming with negative energy, the flower acts as an artillery of concentrated negative energy, bombarding targets at long range. When destroyed the flower explode liberating their stored negative energy upon close targets. Inflict negative-elemental damage. Each minute, the flower will cast itself another [Dark Ichor], doubling the number of flowers. Only 16 [Dark Ichor] can be active at the same time per party (or by character in the new world, if there is any restriction at all).
 * Eclesias (tier10): The strongest form of the [Purge] spell. Removes any abnormal effects from a single target and renders it momentarily immune to abnormal statuses after cast.
 * Greater Reflect (tier10): This spell flexes space and sends back a single spell or attack of the 10th tier or bellow toward its caster with stronger power. Only attacks directed at the caster of this spell as skill shots and that do not auto-aim can be affected by the reflect effect, other attacks are simply negated. A very situational spell, that required skill to sucessfully return a spell toward the attacker as reflected attacks could be easily dodged.
 * Barricade Access (tier10): This spells produces a ward that could be applied to a door, entrance or access to a given location. The ward prevented enemies from passing through and could repel attacks bellow the 10th tier. The access and ward could be masked with illusion magic to give the feeling of a wall that had physical presence. If the ward is attacked or dispelled, its caster is immediately made aware of it.
 * 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.
 * Control Amnesia (tier10): A 10th tier spell that grants the user some degree of control over the target's memories.
 * All Status Apraisal (tier10): Allows the priest to know of all the statuses and effects affecting a creature, area, or object in detail and irrespective of their level or effects.
 * 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.
 * 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 place after a longer time, proportional to how big is the affected area and requires continuous channeling. 1 cubic meter, takes 6 seconds, 10 cubic meters, 60 seconds... up to 600 cubic meters, 1 hour 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 to no use however in combat due to its long channeling time.
 * Right of Puppet (tier10): A single creature that the caster has vision of must make a wisdom resistance check against this spell, if it fails it it falls unconscious and the caster immediatly takes control of its body. The caster cannot move or take any action with his original body while channeling this spell. The caster has full access to any of the controlled creature abilities as well as its memories but not its inventory and its allies hardly notice any difference (aside from behaviour potentially). The spell ends automatically after 20 minutes (can be extended with metamagical effects) or if dispelled or stoped (interruption of channeling work on both the caster and the target). A highly perceptive character might notice that the creature is being controlled. Does not work on undeads or mind-immune beings. Was more of a fun or flavour spell in Yggdrasil as the controlled character became noticeably vulnerable to friendly fire and its owner (the player) could always warn his guildmates from the real world. However none of that is a problem in the new world and even the inventory can be accessed.
 * True Boundary (tier10):--> Not available for traditional priests. Bearing similarities to the effects of Depiction of Nature and Society.undefinedIt 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], [Dark High Priest], [Hierophant], [Holy Banisher], [Saint] and [Deity] jobs as well as the angel race on turn resistances as a divine spell.l
 * Greater Mass Resistance: Massive
 * Greater Mass Strength: Massive
 * Greater Mass Wisdom: Massive
 * Greater Mass Intelligence: Massive
 * Greater Mass Dexterity: Massive
 * Mass Infinity Wall
 * Holy Smite: Inflicts heavy Holy damage to the target. Bonus damage based on the Karmic alignment difference between the caster and the target.
 * 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)
 * Improved Invisibility (tier4): The invisibility is harder to detect and now even projectiles and spells of the caster are affected by the effects of invisibility as well. The effects, of [Improved Invisibility] could be applied as a metamagical effect, in exchange of an increased mana cost (similar to dual casting). The latter effect was very useful against enemies without [See Through/Arcane Sight] or [True Sight], as when combined with silent casting in addition to the spell [Silence], the target had no idea where the damage was comming from and allowed a perfect hit and run strategy with [Perfectely Unknowable]. A downside however was that this strategy consumed a lot of mana on utility spells instead of damaging the enemy.
 * Alter Form (tier5): An improved [Color Spray]. A creature or object, including spells and projectiles, has its shape altered to one of the caster's choice. The changes may include the visual appearance as well as the sound, the smell or the sense of touch (generate a feeling of heat, cold..), although most of the latter were not implemented in Yggdrasil. Those changes also affect their immediate environment (ex: leaving a shadow under light, reflection on mirror...), making them harder to detect but does not confer the illusion concrete physical presence. The effects, of [Alter Form] could be applied as a metamagical effect, in exchange of an increased mana cost (similar to dual casting). This latter effect was very interesting when combined with silent casting as the target had no way to know what spell was truly comming toward it, an acid wave could be masked as a fireball ect... However it also cost more mana.
 * 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.
 * Everything that Shines isn't Gold (tier6): 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.
 * Shape of Despair (tier6): 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.
 * 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
 * Feeblemind (tier8): You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes psychic damage and if it fails to resist this spell's intelligence check, its intelligence and wisdom stat temporarily becomes 1. If so, the creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, Identify its Friends, follow them, and even protect them.
 * 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

 * Sacred Flame (Cantrip at will): Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take radiant damage. This cantrip's damage increases with the level of the caster.
 * Echo of Light (at will): Your healing spells and skills on targets other than yourself, heal you too by 10% of the heal amount. Can toggle On/Off
 * Divine Metamagic (permanent passive): Extended metamagic possibilities for Divine spells.

In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.
 * 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 sticky 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 5 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 5 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 5 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.
 * Dictum (tier 8): 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 Osiris].
 * 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.
 * Lightbringer (tier8): Conjures a long 2-handed hammer of holy fire, upon contact with an enemy the head of the hammer expands rapidly as if a sun, burning brightly all it touches. Inflicts holy and radiant damage.
 * 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.
 * Dome of Light (tier9): Creates an unmovable barrier that can withstand heavy attacks, beings within the barrier are progressively healed.
 * Brillant Radiance (tier9): Offensive spell, purifying the target with holy light.
 * Holy Rain (tier9): Conjures hundreds of blades of light upon a large area and make them fall to impale enemies. Inflicts composite slashing and radiant damage. The number of conjured blades and the area of effect of the spell can be exponentially increased with the maximise magic and widden magic metamagical effects.
 * 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.
 * Absolute Revival (tier10): A very strong healing spell with positive energy, also invigorates, cures abnormal statuses and imparts the target with temporary stat and resistance buffs. Has reverse effects on undeads or other negative-energy creatures.
 * 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.
 * 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 upon 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.
 * The End of Light (tier10): This spell can only be learned by angels or light elementals upon maxing their divine spellcasting ability. It is the most powerfull light-elemental spell, on par with overrank magic and leaves its caster unable to cast light elemental spells for a day after casting it. Summons 7 blade of light that crown the caster, after which a massive ray of blinding light is summoned from one of the caster's arms, this ray extends far into the skies and allows one swing as if a blade to the caster. Upon contact the ray disolves into an extremely powerfull wide omnidirectional explosion of radiance that extends in a column in the skies. It stuns, disorients, leaves all enemies permanently blinded and inflicts a very high amount of radiant damage, it also ignites with holy fire flammable creatures, objects or structures and dispels any form of darkness/shadows. The affected area is scorched, discoloured, remains brightly lit and emits weak radiance waves at intervals for 24 hours. It also becomes a holy consecrated area and no darkness/shadow spell or skill may affect or be cast on its premises for that duration.
 * Sacred Pillar: Fire descends from the heavens, and form a pillar of red light. Inflicts composite Crushing, Fire and Holy damage.
 * Mass Resurection

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.
 * Shackle Undead (tier6): Can only affect undead creatures. Undeads affected by this spell are hexshackled, unable to move or take any action for 2 minutes, alternatively upon taking too much damage the spell is undone. Hex-statuses bypass immunities and resistances alike.
 * Sigil of Undeath (tier7): Enchantment that could be applied to weapons. Said weapons do considerably more damage to undead creatures and a portion of their damage is treated as true damage to undeads.
 * 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.
 * Undeath to Death (tier9): Ritual spell that required chanelling. 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.
 * Return to Life (tier10): A special spell that could resurect dead undead creatures as random humanoid organic beings. Had no effect on players in Yggdrasil as that would mean the loss of race levels, however it is unsure if such restrictions were maintained in the new world. In Yggdrasil it was mostly a quest/objective oriented spell but also one that was learned to validate the requirements of the super-job [Deity].
 * Banishment of Creation (tier10): A ritual spell that required chanelling. Banish all summoned creature over a large area, irrespective of their level.

Saint

 * Martyrdom and Retribution (skill): This skill can only be activated with the caster offering his life as a sacrifice. Targets a wide area of effect, creatures within the area are hexfrozen, hexsilenced, hexsealed, hexshackled, hexparalysed and heximmobilised for a certain duration relative to the caster's level (100 seconds for a level 100 caster). Hex-statuses bypass immunities and resistances alike.

Deity

 * Samsara (superskill): Waves of energy automatically and instantly resurects allies, including the caster, (I guess in the New World everyone and anything is affected) in a 33m radius around the caster for 7 minutes or up to 7 times each, whenever a creature dies (or is 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.

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 without prior debuff.
 * Write Contract (tier3-variable): Write a contract with any wording you choose (In Yggdrasil there was a set of conditions to choose from). Specify at least one negative consequence that will affect any participants of the spell who break the contract. Specify the time limit of the spell, if applicable. The negative consequence cannot involve effects of a higher tier than 3 unless this spell is cast with a 4th (or higher) tier spell slot. Up to 7 effects/spells can be stored in a single contract and they are considered as cast upon being integrated into the contract. Multiple contracts can be active simultaneously. The stored effects/spells do not come into effect unless each participant signs their name on the paper. The participant does not need to know or understand the actual contents of the paper, and any form of editing or obscuring the writing temporarily will not affect the contract in any way. If the contract is destroyed, it reappears in the caster's hand, however a contract can be dispelled if its physical form is directly targeted by a higher-tiered (than the contract ) magic dispelling effect (ex: overrank magic for a tier10 contract). If so the caster of the contract spell is immediately made aware of it. The caster of the contract is immediately made aware if the contract is breached.
 * Impart Knowledge (tier2): Touch spell. A way to quickly and silently communicate complex ideas that cannot be sent via the [Message] spell. This spell allows you to communicate complex thoughts (such as maps, diagrams, memories, videos, explanatory images – which may move in a sequence to show a procedure – and the like) silently to a willing recipient upon touch. Uses for this spell include showing the target a creature's likeness to aid in recognition or a clear route to an unfamiliar place.
 * Detect Magic: The spell is used to detect magical traps or magic items that are hidden in the midst of the user's presence.
 * Cure Poison
 * Delay Teleportation: A spell that can briefly hinder teleportation effects that had their destination near the caster, buying them several seconds of time, which the caster would typically use to flee or prepare an attack. In addition, the spell also informed the caster of how many beings would be teleporting into their vicinity. Its effective against Greater Teleportation.
 * Draconic Power
 * 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 Osiris].
 * 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.
 * False Data: Life: Gives the user the ability to fake his/her HP.
 * Field of Force
 * Focus Magic: A 7th tier spell that can be used on an ally.
 * Freedom
 * Greater Break Item: This spell is seemingly capable of destroying a magical item.
 * Greater Full Potential
 * Greater Hardening
 * Greater Luck
 * Greater Magic Seal
 * Greater Magic Shield
 * Greater Magic Vision
 * Greater Rejection: A 9th tier spell that cancels the target's attempt to use Greater Summon.
 * Greater Resistance
 * Mass Fly
 * Haste
 * Heavenly Aura
 * Indomitability
 * Infinity Wall
 * Lead of Yatagarasu: A 9th tier spell that created a three-legged crow. The Yatagarasu guided players along the shortest path to the heart of the dungeon.
 * Magic Boost
 * Magic Caster's Blessing
 * Magic Ward: Negative
 * Mantle of Chaos
 * Message: Able to talk to a targeted person through telepathy.
 * Paralysis
 * Paranormal Intuition
 * Penetrate Up
 * Rabbit Ears: A 1st tier spell used to enhance the user's hearing sense.
 * Remote Viewing
 * Repel Undeath: A spell that creates a barrier to ward off the low-level undead.
 * Sense Enemy
 * Sensor Boost
 * Slow
 * All Apraisal Magic Item

Super-Tier Magic

 * Judgement of Osiris: A super-tier spell which allows the user to manipulate karma values. By doing so, it is capable of reducing negative values and increasing positive ones.
 * Creation: It is a super-tier spell that could change the terrain itself. In YGGDRASIL, it was used to guard against the heat of volcanoes or the cold of freezing lands.
 * Hall of the Valkyries: Summons Valkyries that revive fallen allies temporarily as Einherjar undeads (levels are untouched for this special spell) and grant them buffs as well as special skills for the reminder of the spell. Not particularily useful for a level 100 character and very situational, there is better super-tier magic, this was mostly learned to fulfill the requirements of the super-job Deity.
 * Change The World: Similar to Depiction of Nature and Society, it could also seal a target into a closed-off space.

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, Immunity to biological statuses (haste, slow, paralysis, fatigue, exhaustion, sleep, blind, disease, poison, decay, necrotic...), mind related statuses (charm, stun, fear, disorient, confused...) and instant death. Permanent arcane vision. Recovers with holy, positive and light elements (radiant and holy damage turns into healing). High vulnerability to evil, dark and negative element, vulnerability to non-primal elemental magic (pure arcane, chaos or none for instance) and anti-magic related spells and skills, vulnerability to evil or negative places. Damage bonus on Karmic difference, Resistance bonus and malus on Karmic difference.

Seraph bonus traits: Immunity to time related statuses, air/electric and fire damages, permanent True Sight (replaces Arcane Vision), Enhanced status affecting skills and spells (buffs and debuffs), Minor resistance to primal elemental magic (ice and acid--> Already immune to fire and electricity), Further enhanced holy, light, positive element spells and skills, Damage and status immunity to low level spells, skills and attacks. Medium Bonus ability damage. High Damage bonus on Karmic difference, High Resistance bonus and malus on Karmic difference. High turn resistance on Divine spells.

Angel and Archangel traits and skills:

 * Levitation (at will): Similar to the spell [Fly] but with reduced speed and limitations on the maximum reachable altitude.
 * Truespeech (permanent passive): 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.
 * The Guidance of Light (permanent passive): Your angel race levels increase your ability to cast Divine spells and you receive bonuses on damage dealt through holy, light or positive elemental spells.
 * Holy (at will): All Angels may choose to make any and all of their elemental damage of the Holy Subtype.
 * Astral Projection (at will): Angels may project and ethereal copy of themselves to a given location of their choice that they already visited. They can move, communicate and see through the projection but cannot take any action.
 * 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 (at will): Becomes incorporeal and can pass through surfaces for a limited duration.
 * Alter Self (at will): 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 most of your original ones, in case of conflict, the original angel traits prevail).
 * Arcane Vision/See Invisibility (permanent passive): See Through.
 * Alignment Versus Damage (permanent passive): The character deals bonus damage that scales with the difference in karmic alignment of the character and the target
 * Alignment Versus Resistance (permanent passive): 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 (at will): 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.
 * Commune (1 use per level per day): 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 day 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.
 * Hope aura I (at will): Gives slight buffs to base stats (strength, agility, intelligence, wisdom)
 * Hope aura II (at will): Gives slight buffs to base stats (strength, agility, intelligence, wisdom), including ability power and speed
 * Hope aura III (at will): Gives medium buffs to base stats (strength, agility, intelligence, wisdom) including ability power and speed
 * Holy Halo (permanent passive)
 * Detect Karma (at will): detection based on Karmic values
 * Recover by Holy, Positive and Light (permanent passive)
 * Biological Penalties' immunity (permanent passive)
 * Eating, Drinking, and Breathing are Unnecessary (permanent passive)
 * Instant Death Immunity (permanent passive)
 * Disease Immunity (permanent passive)
 * Poisoning Immunity (permanent passive)
 * Paralysis Immunity (permanent passive)
 * Sleep Immunity (permanent passive)
 * Evil, Negative and Dark Vulnerability IV (permanent passive)
 * Evil and Negative Consecrated Areas' Vulnerability II (permanent passive)
 * Non-Primal Magic and Anti-Magic Vulnerability II (permanent passive)
 * Mind-affecting Immunity (permanent passive)
 * Electric and Fire Damage Resistance II (permanent passive)
 * Speak Enochian (permanent passive)

Seraph and Ascended Seraph bonus traits and skills:

 * Super Flight (at will): a high speed levitation, considered to be superior to the spell [Fly] on all aspects.
 * Divine Manifestation (at will): A higher form of the [Thaumarturgy] cantrip, only available for an angel that has ascended to Seraph. You can manifest several major wonders at once, signs of supernatural power, within range. You create any of the following magical effects within range:
 * Your voice booms up to three times as loud as normal for 1 minute and thunder and lightning is emited from your mouth and eyes. Your voice also gains an effect that increases you charisma and forces affected creatures to stop combat or any action they are undertaking if they fail a charisma check against this spell.
 * You cause flames to errupt, vanish and/or change colour for 1 minute. You can also alternatively make them take specific shapes and/or change them to an element of your choice (electricity, water, light, darkness, acid....).
 * You cause tremors in the ground for 1 minute that can do minor damage structures on the caster's choice.
 * You create an instantaneous sounds, lights and clouds that originates from points of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers accompanied with harmless thunderous clouds, coloured smoke ect...
 * You instantaneously cause doors and windows within the area of effect to fly open or slam shut several times. Can break open normal non-magical locked doors and windows.
 * You are enveloped in a harmless aura of your choice (light, lightning, darkness ect...) that flickers, makes you float and partially translucid as if a spirit. Gives bonuses toward Threatening or Persuading a creature.
 * Ability Damage III (permanent passive)
 * The Exaltation of Light (permanent passive): Replaces the angel trait [The Guidance of Light]. Your angel and Seraph race levels increase your ability to cast Divine spells and you receive greatly increased bonuses on damage dealt through holy, light or positive elemental spells. Furthermore the buffs and debuffs you cast through Divine spellcasting have their duration increased by 20%.
 * Alignment Versus Damage IV (permanent passive): The character deals bonus damage that scales with the difference in karmic alignment of the character and the target
 * Alignment Versus Resistance IV (permanent passive): 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 (at will): 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 (at will): 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 (at will): 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 (at will): 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 (permanent passive): 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, a Colossal object as 32 and a Titanic object as 64. (Titanic is the size of a small mountain range) 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 (at will): 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 (at will)
 * Waves of Fatigue (at will): 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 (at will): 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 Holy Fire (at will): Generates waves of holy fire around the angel that deal moderate composite fire and holy elemental damage to enemies standing nearby. Can toggle On/Off
 * 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.
 * Promethean Ire (3 per day): Similar to the angel ability [Holy] for holy elemental damage, the Seraph learned to turn all of his elemental damage for one spell or skill to the heat/fire subtype. However contrarily to the [Holy] ability, [Promethean Ire] permits only a limited number of uses per day.
 * 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.
 * Holy Gift (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.
 * Shooting Star of Legends (3 per day): The seraph gains a massive momentary burst of movement speed, using his own body as a projective to throw himself at an enemy or at any given direction. The speed increases with the distance and deals more damage the more speed gained up to a cap. On contact, the buff ends with a shockwave that deals crushing damage and knockbacks enemies. Can be used offensively or to escape.
 * Holy Protection (permanent passive)
 * Divine Soul (permanent passive)
 * Divine Wisdom (permanent passive): Divine spells and skills do not count in the 300 allocated space and thus an unlimited number of them can be learned
 * Air/Electric Immunity (permanent passive)
 * Heat/Fire Immunity (permanent passive)
 * Time-affecting Immunity (permanent passive)
 * Ice, Ground and Water Elemental Damage Reduction I (permanent passive)
 * Divine Spellcasting: Status-affecting V (permanent passive)
 * Divine Spellcasting: Turn Resistance V (permanent passive)
 * High Tier Magic and Status Immunity III (at will): Nullifies all low tier spells, skills and their effects. Can toggle on/off
 * High Tier Physical and Status Immunity III (at will): Nullifies all low level attacks and their effects (below level 60). Can toggle on/off
 * Positive Energy Touch (at will): 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 (1 per day): 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.

Main Equipment
The main purpose of the equipement is to give a high resistance toward negative energies, as well as to enhance the power of divine spellcasting, as well as give some arcane versatility. (Angels can't wear headgear).
 * Robe [Divine class: Herald of Darkness]: A sober black robe that radiates darkness, contrasted a shimering holy pattern that appears at irregular intervals. It gave a feeling of mystery and sanctity. It gave a high resistance to negative energy and a slightly lower one to evil and chaos energies, in addition to strenghtening divine spellcasting. A very popular equipment for priest or cleric angels in Yggdrasil. It was part of a set with the cloak [Shroud of Night] and gave set bonuses.
 * Boots [Divine class: World at Dawn]: My character design was without feet, consequently the boots appeared instead as 2 bands cross-encircling the base of the torso. Their appearance was of 2 holy golden bands of radiating light with magical patterns drawn on them. They were part of a set together with the gloves [Divine's Grasp] and gave set bonuses.
 * Belt [Divine class: Gadget Belt MX3400]: The belt was unseeable under the robe, however it contrasted with the rest of the equipment. It gave a very futuristic vibe, made out of silvery metal with holograms and screens all over the belt. It came with integrated mini games, tunes, web searching, voice A.I ect... as a cosmetic bonus, however those functions would be lost if the belt was transmogrified. Gave plenty of storage room as well as a special ability. This piece of equipment had a reputation for "trolling" due to its functions. The web searching function doesn't work in the new world.


 * Cloak [Divine class: Shroud of Night]: Part of the set with [Herald of Darkness], it gave the same feeling and appearance as the said robe and gave some set bonuses. It gave a high resistance to negative energy and a slightly lower one to evil and chaos energies, it also had a special ability that made the character harder to detect as well making the character automatically invisible when in low-light areas. This last ability was disliked by parties due to its automatic effect, but the quality of the equipment, especially with its set compensated for that.


 * Gauntlet [Divine class: Divine's Grasp]: A white glove interwoven with gold patterns radiating light, was part of a set with the boots [World at Dawn] and gave set bonuses. Greatly enhanced divine spellcasting and moreso light, holy and positive/healing spells. Also had a special effect that made each 4th divine spell cast by the character cost no mana.


 * Necklace [Divine class: The Eyes of Noi Elihoreph]: This special item gave diverse abilities outside of class restrictions, allowing greater freedom and versatility, it also enhanced illusion and divination magic. Its appearance was a necklace of several eyes radiating with arcane energy, held together by a gold fluid-like material.
 * One-Handed Mace [Divine class: Weight of a World]: The weapons could be stored away when a spell conjured certain weapons for use, or when hands where needed to be free, alternatively they could be held with telekinesis. A mace which head was a stylised representation of the earth and the moon (real world) encircled with 3 transparant halos of light. A cosmetic effect made the moon revolve around the Earth in real time, the effect continued in the new world.
 * Orb [Divine class: The Sun and Stars]: The weapons could be stored away when a spell conjured certain weapons for use, alternatively they could be held with telekinesis, or when hands where needed to be free, the orb was always floating anyway. This orb was made to ressemble the inside of a planetarium with the sun at its center, the solar system with the planets as well the constellations and stars that could be seen over the milky way.

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 Osiris] 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+@