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EVIL QUEEN

STORY

The Evil Queen, also called the Evil Queen, is a fictional character and the main antagonist of "Snow White", a German fairy tale recorded by the Brothers Grimm; Similar stories also exist in other countries. Other versions of the Queen appear in derivative works of "Snow White", and the character has also become an archetype for unrelated works of fiction. The Evil Queen is Snow White's vengeful stepmother, obsessed with being "the most beautiful on earth". The beautiful young princess Snow White evokes the Queen's feeling of envy, so the Queen outlines a series of plans to kill Snow White through the use of witchcraft. A driving force in history is the Queen's Magic Mirror. In the traditional resolution of history, the Queen is grotesquely executed for her crimes. The tale is a lesson for children, warning them against the dangers of narcissism, pride and arrogance. Several other versions of the Queen appear in subsequent adaptations and continuations of the fairy tale, including novels and films. In these, the Queen is often reinvented and sometimes portrayed in a more sympathetic way, as being morally conflicted or suffering from madness rather than simply being mean. In some of the revisionist stories, she was even portrayed as an anti - hero or a tragic hero. In some cases, she acts as the protagonist of the story; a particularly notable version is that of Disney, also known as Queen Grimhilde. The Queen also became an archetype that inspired several characters featured in the works that are not directly based on the original tale.

SONS OF THE BAD QUEEN

Appearance: The sons of the Evil Queen appear with various types of appearance both in sons and daughters, usually blond or brown and with light or dark eyes. There is no specific standard.

Personality: The sons and daughters of the Evil Queen are obligingly vain and self-centered, always enjoying attracting the attention of the people around them to themselves, also having an imperative personality where they do not like it when they contradict or try to give orders, in the same way they like to give orders to others, they are the most beautiful of all the divine continent. They are not to take shit home, being all vengeful and spiteful, they do not usually get along very well with children of deities related to vanity, lust and love.

SKILLS

Passive Powers

Mirror of Truth

 

In the fairy tale of the Evil Queen, the presence of the magic mirror is always present in her story, always answering her questions, even those involving the beauty of the whole kingdom. Their offspring also have a replica of the magic mirror that give them knowledge about various things, always taking the doubts off the offspring.

 

Level 1-20: The Mirror is usually the size that the offspring prefer, and can be compared to a face mirror, even a hand mirror, or a huge mirror. Initially he answers only the simple questions of the offspring, usually who is really more beautiful within that kingdom or even the location of a certain place within the planet where he is.

 

Level 21-40: The mirror now answers questions, about things related to riddles, puzzles and can also tell you what happened in a certain place where you are, such as when you find someone dead, the mirror can tell you what happened there.

 

Level 41-60: The Mirror can now show you the location of any being you are looking for, or even inform you about past events that occurred up to 3 years ago. It can also give you information about divine things, like items, armor, pets and transformations for example.

 

Level 61-80: The Mirror now shows you other places, such as personal dimensions of other demigods, the astral plane, other planets. It can also give you information about your opponents, your preferences, your tastes, your beauty, your powers, thus knowing the best way to deal with them.

 

Level 81-100: The Mirror now acts as a map informing you (within a radius of 100 meters) of your location and practically everything in that location, making visible protections, barriers, traps of beings with at least 50 more levels than offspring. It can also inform you when someone is trying to manipulate your body, mind and soul.

 

Level 101-150: The Mirror will now clear all your doubts in the best possible way, even managing to inform you what your opponents are thinking or doing (if they have any psychic protection they will not be able to inform), even when they are invisible (they are revealed in the mirror), it allows the offspring to see the astral plane through the mirror.

 

Level 151-200: It already provides you with information about events that will happen in up to 1 round ahead.

 

Level 201-250: It already provides you with information about events that will happen in up to 2 rounds ahead. Being able to practically remove any type of doubt that the offspring has, even if the mirror does not know the answer, it will at least be able to give you clues or even some information.

 

Level 251-300: It already provides you with information about events that will happen in up to 3 rounds ahead.

 

NOTE: It is necessary to ask the mirror, the prediction of the future is only 2 times per combat.

Levitation

 

A magical ability quite common for the children of the Evil Queen, almost subconsciously they can float in the air through their magic, which allows them to fly and move in the air freely as if there was no gravity for them (although this does not prevent them from being affected by attacks involving gravity) and may even fight while he is floating, his body is adapted to be able to float at high altitudes.

 

Level 1-10: They can fly at a speed of 150 km / h. They can float up to 10 meters in altitudes.

 

Level 11-25: They can fly at a speed of 300 km / h. They can float up to 25 meters in altitude.

 

Level 26-35: They can fly at a speed of up to 450 km / h. They can float up to 35 meters in altitude.

 

Level 36-50: They can fly at a speed of up to 600 km / h. They can float up to 45 meters in altitude.

 

Level 51-99: They can fly at speeds up to 750 km / h. They can float up to 55 meters in altitude.

 

Level 100-150: Can fly at speeds up to 900 km / h. They can float up to 75 meters in altitude.

 

Level 151-200: They can fly at a speed of up to 1050 km / h. They can float up to 95 meters in altitude.

 

Level 201-250: They can fly at speeds up to 1200 km / h. They can float up to 115 meters in altitude.

 

Level 251-300: They can fly at a speed of up to 1350 km / h. They can float up to 130 meters in altitude.

Hereditary Witchcraft

 

It is a magical technique used in itself, in its blood and passed on hereditarily to its offspring and which will continue to be passed on to other descendants.

 

Level 1-100: Initially, this magic only makes the knowledge of its techniques of magical origin unrestricted, only the sons of the Evil Queen know how they work, their magic blood has provided them with all the knowledge about them, such knowledge is strongly protected in the uppermost layer. deep of your subconsciousness.

 

Level 101-200: At this level, the spell cast by your mother is stronger than before, managing to protect the magic from the offspring of your opponents, especially against other mages. Your spells cannot now be absorbed or canceled by those who do not carry your blood. The spell acts directly on the blood, where only relatives and half brothers of the offspring can cancel or absorb each other's spell.

 

Level 201-300: The spell is further strengthened where it protects the magic of these offspring by granting a certain resistance to cancellations of their magic, whenever it is affected by attacks related to these, their blood will boil and their eyes will glow a dark purple. , allowing the offspring to resist for 2 whole rounds against the effects of losing, canceling and denying their magic.

 

Note: The ability becomes ineffective in relation to higher tier beings.

 

 

The Coven

 

Similar to a werewolf, wizards have always been stronger in numbers rather than individually as vampires. The daughters of the Evil Queen when together or with the support of other wizards / wizards / sorcerers they are able to benefit similar to a Witches' Convention.

 

Level 1-30: Magic Link - When magicians are together they can talk telepathically among themselves, and can even share their memories.

 

Level 31-60: High Senses - The Coven starts to share its five senses with each other, so that they can help each other in battle, being able to fight enemies in several directions.

 

Level 61-90: Magic Channeling - The Coven can passively channel each other's magic power thus earning a 2x passive increase (for each magician in the Coven) in their magic deeds.

 

Level 91-120: Magic Binding - The Coven is always close to each other or even in the same place as they, as wizards rarely have very strong defenses, whenever they receive damage that seeks to affect only their physical body, it will be divided into 20% for each member of the Coven allowing them not to die easily.

 

Level 121-150: Perfect Magic Binding - This is a stronger form of Binding, it allows the Coven to split fatal damage among his own, upon receiving an attack that can physically decimate him, the damage will be divided by 25% for each of the members of the Coven so that they can survive the attack, although there are consequences, since the Coven will lose a part of its body that could be a member, internal organs, appendages and so on. (2 times per fight)

 

Level 151-200: Ancestral Connection - When a member of the Coven dies during the event they are in, the essence of it will strengthen the others by manifesting a part of their spirit in each of them, thus acquiring an astral perception.

 

Level 201-250: Coven Union - The Coven's magical achievements now suffer a 5% decrease in their energy expenditure (for each Coven member) allowing it to continue the fight without further difficulties.

 

Level 251-300: The Power of the Union - Coven members can share up to 3 of their spells with their fellowmen who belong to the same Coven.

 

Note: To have a Coven it is necessary to have at least 3 beings related to magic in the same place as the offspring.

 

 

Magic Telekinesis

 

The son of the Evil Queen is able to move, repel and attract the matter around him, simulating a Telekinesis based on his magic.

 

Level 01-10: Can control inanimate objects up to 20 kilos with your Telekinesis.

 

Level 11-25: Can control objects and living beings weighing up to 40 kilos with his Telekinesis.

 

Level 261-35: Can control objects and living beings weighing up to 60 kilos with his Telekinesis.

 

Level 36-50: Can control objects and living beings weighing up to 80 kilos with his Telekinesis.

 

Level 51-99: Can control objects and living beings weighing up to 100 kilos with your Telekinesis.

 

Level 100-150: Can control objects and living beings weighing up to 140 kilos with his Telekinesis. It can break immunities.

 

Level 151-200: Can control objects and living beings weighing up to 180 kilos with his Telekinesis.

 

Level 201-250: Can control objects and living beings weighing up to 250 kilos with his Telekinesis.

 

Level 251-300: Can control objects and living beings weighing up to 400 kilos with his Telekinesis.

 

 

Magic Trap

 

Queen Evil's children are able to deposit part of their energy, whether in objects or even in a certain space, this energy comes with a predetermined command. As, for example, after someone comes into physical contact with this object, it will not work, or may even turn against its bearer trying to kill it.

 

Level 1-50: Magic Object - Initially it can only deposit these energies on an object, be it a blade, or even a firearm. Or even equipment that can prevent them from working, for example. It takes a few seconds to complete the trap.

 

Level 51-100: Explosive Mine - The trap now affects an area of ​​up to 10 meters. Once the victim steps into the trap it will create an explosion that will destroy everything in range, like a kind of explosive mine made of magical energy. It takes a few seconds to complete the trap.

 

Level 101-150: Natural Armament - It can now deposit part of this energy in an area of ​​up to 10 meters, those within range can generally be hit by natural weapons from that environment, for example when in a forest, the branches, vines will stretch and started trying to trap you and even choke you for example. It takes a scene to complete the trap.

 

Level 151-200: Magic Loop - When stepping inside the trap that now covers 20 meters it will now enter a time loop which will make the same action repeat endlessly endlessly, until someone disarms the trap (needs to be someone who was not affected by the trap). It takes two scenes to complete the trap.

 

Level 201-250: Magic Prison - The trap now affects an area of ​​25 meters, if someone enters it will automatically activate it by being trapped inside the affected area, having their powers neutralized within it, incapacitating them from being able to use their powers. As it is a more complex trap it requires three scenes to be created.

 

Level 251-300: Deadly Trap - The Trap now affects an area of ​​up to 30 meters, those within range simply cause their victims to continually lose their energy, in addition to being unable to get out of the trap, a mental command in their minds they act affecting mainly their body and their energy, forcing them to attack those who are trapped with them until they kill them. It takes 3 scenes to prepare the trap.

 

Note: Those who have the ability to feel magical energy can easily avoid the trap. Traps have no effect on magical beings of a higher power level than offspring.

 

 

Skill with Scepter

 

Queen Evil's son has a high handling with the scepter, being it of wood or metal. In addition, he is totally adept at making incredible and unusual spells with him, and can even stake him against his opponents. The evil Queen's children are always carrying one.

 

Levels 1-10: Even though he is new to the camp, the fable has a high skill that lets him know the basic use of a scepter in relation to his movements that require precision.

 

Levels 11-25: Now the son of the Evil Queen is able to make more difficult movements with the adaptation of brusquality already with the scepter, even if they are still initial.

 

Levels 26-35: Your character can now stake the scepter like a club on his opponent, with certain skill, in addition to obtaining high control with it, being able to perform all the necessary movements without spending part of his energy in the face of his spells.

 

Levels 36-50: Now the demigod has discovered all the tricks and privileges exercised by the skill with the scepter, being able to control it perfectly, as well as having the ability to make impossible movements with it to perform his spells perfectly.

 

Level 51-100: Channeling your magic in an unconscious way and from your will the same can rotate your scepter to form a kind of wind shield that creates a mini tornado which repels elements and matter.

 

Level 101-150: The fable succeeds in channeling firing beams and bursts of pure mystical energy at his opponents who can range from causing serious damage to even killing them.

 

Level 151-200: You can now use your scepter with total handling and can use it as a source of your powers, being able to cast your spells using it as a target during your attacks.

 

Level 201-250: By sticking the scepter in the ground it can create a barrier in front of you that repels attacks present on the physical plane, whether of energy or mystical. (attacks by beings with at least 100 levels of difference that the offspring break the barrier). It cannot attack or move while using the shield.

 

 

Creating Magic Potions

 

Level 100: The sons of the Evil Queen as masters in magic and also masters in the use of poisons and toxins they are also able to create magic potions through simple utensils and a little of their blood, once created automatically they are enchanted with your magic. Such potions have medicinal properties, healing simple wounds and even the most serious ones.

 

 

Warlock's Familiar

 

All wizards and sorcerers have a family member who is a small to large animal that can help you with your spells or tasks.

 

Level 1-10: Initially the familiar is just an ordinary animal, which can be invisible.

 

Level 11-25: The relative allows the offspring to see through the senses.

 

Level 26-35: The familiar can now grow up to 5 meters, assuming a monstrous appearance to assist the warlock in combat.

 

Level 36-50: The familiar can detect magical beings through their senses.

 

Level 51-99: The familiar can sacrifice his life in exchange for his master's, allowing him to live in exchange for his life. (the family member only returns after the end of the event).
 

Active Powers

Curse of Oblivion

 

A magic that manifests itself from the will of the offspring, within a predetermined space all those who are within it will be affected by the curse which can break immunities.

 

Level 100-150: Initially those in a radius of up to 30 meters have their minds messed up and shaken, initially they just completely forget who they are, their powers and even those around them become strangers to it. The curse at this level prevents them from using their powers until they completely recover their memories and memories from external agents (those who were not affected by the curse).

 

Level 151-200: Affects an area of ​​up to 50 meters. At this level, the offspring is able to change the minds of their victims by giving them false memories, and even false feelings, as if they found someone or even familiar places for example.

 

Level 201-250: Affects an area of ​​up to 70 meters. The offspring are now able to give them false goals, by casting the curse they are able to change their personalities, memories, memories, and even allow them to use their powers by giving them false explanations (of how they use their powers) although the same will find everything to be true.

 

Level 251-300: Affects an area of ​​up to 100 meters. At its peak it now comes to exercise authority over its curse specifying even how someone can break it, establishing some rules, such as the cursed ones will not be able to use a certain power until the curse ends, or even even preventing them from using divine powers of items for example (even if the item is not theirs or has not been affected by the curse previously) in addition to their previous capabilities.

 

Note: Once hit by the curse it is not necessary to stay within the radius of influence anymore. Naturally, to break the Curse it is necessary to kiss true love involving one of the cursed (although the offspring may change this during the curse's release)

 

 

Magic Pheromone Control

 

Her mother was practically one of the most beautiful women in the kingdom, having a beauty envied by many, no one in the kingdom was as beautiful as she was, even before the birth of Snow White. The sons of the Evil Queen are able to manipulate their pheromones and those around them through their own magic, allowing them to change and manipulate them freely. Allowing them to release pheromones that induce attraction between subjects (or within a subject by themselves), to exude pheromones strong enough to induce sleep, change / influence emotions, attract crowds, etc.

 

Levels 1-30: They are able to manipulate pheromones on a basic scale affecting an entire area of ​​10 meters radius.

 

Levels 31-60: Now they can manipulate on a median scale already managing to affect an entire area of ​​30 meters in radius.

 

Levels 61-90: With high control over the technique, it can affect an entire area of ​​60 meters in radius.

 

Levels 91-120: With perfect control it can affect an entire area of ​​100 meters in radius.

 

Levels 121-150: The sons of the Evil Queen can now affect an entire area of ​​200 meters, which can make illusions a little more complex. Your pheromones now break immunities.

 

Levels 151-200: The illusions are now extremely complex, thus opening up a range of possibilities to do whatever you want with targets. Affects a radius of up to 350 meters.

 

Levels 201-250: Affects an area of ​​up to 400 meters.

 

Levels 251-300: Affect an area of ​​up to 500 meters.

 

Note: Pheromones (invisible to the naked eye) enter all parts of the targets' body.

 

 

Magic Poison Control

 

After her first attempt to eliminate Snow White through a hunter had failed, she then decided to try through mystical means by delving into the dark arts by developing potent poisons of magical origin in order to kill the woman once and for all. Their offspring also inherited their knowledge of poisons, managing to create, shape and control them.

 

Level 1-10: Initially, it controls poisons on a basic scale, managing only to generate small amounts of poison from its hands or mouth, for example, being able to enchant a weapon with such toxins making it acquire such abilities, or even spit out lobs of poison through the mouth towards your opponents in a liquid form. Both attacks are composed of a corrosive liquid poison that causes paralysis of the nerves and melts the victims at the same time.

 

Level 11-25: The Evil Queen's offspring are now able to understand other forms of poisons and toxins around them, managing to magically prepare antidotes for them from their hand. Their control is still basic, managing at this level to release the poison from their mouth or hands in the form of mist or even a toxic smoke or miasma, they are also capable of creating a thick layer of liquid poison around their bodies. as a kind of armor, including its high resistance (steel), it has an advantage against close combatants who depend on physical contact, its poisons still have the same effects as the previous level. Queen Evil's offspring are immune to the effects of all types of poison created by her, presenting a slight resistance to external poisons created by other sources or beings.

 

Level 26-35: It already shows average control, managing to generate in liquid form its poison in the form of a gigantic beast, of skeletal appearance, at this level the poison used is powerful enough to "destroy" what comes in contact similar to acid. Not only is the poison more lethal and caustic than the previous ones, but it also spreads from any surface it touches, literally "infecting" everything, including stones. It is not known if there is any antidote for this poison, but since it kills the afflicted for a few seconds as soon as the infection completely covers the victim, only the sons of the Evil Queen know the antidote to cure their victims.

 

Level 36-50: Now it absorbs poisons into your body making its effects useless, now managing to mold its poison, managing to induce them already inside the organism of its victims, despite being limited to its radius of vision, it can also change the properties of its poison which makes the creation of the antidote even more complex. At this level, their paralysis is effective both on the nerves and on the target's own energy, paralyzing their transport, compromising the energy pathways, and can create poisons that start to cause pain in their victims, whether physical or mental pain, or even cause necrosis. and bankruptcies in the body.

 

Level 51-99: The sons of the Evil Queen now achieve large-scale control over their poisons, managing to cover an area of ​​up to 100 meters with their poison, and now their magical properties are more visible than ever, managing to affect mainly beings related to magic that causes a magical failure in them, corroding their bodies and mind continuously if they try to use their magic, draining 10% of their vital energy. You can now control and generate your poison in almost any state and you can create constructs, whether they are liquids, solids or even in the form of gases or mists.

 

Level 100-150: The Evil Queen's offspring is now able to shape the poison to create new poisons or even replicate the properties of existing poisons; their created poisons are usually focused mainly on their symptoms, managing to corrode the skin, decrease their divine / physical / magical / cognitive potential (at this level it has decreased by up to 10%)

 

Level 151-200: They already have perfect control over the poison simply by being virtually immune to poisons, managing to absorb them and even ignore their negative effects, their magic poisons now allow them to break immunities. They are already able to affect an area of ​​up to 250 meters, being able to decrease their physical / divine / magical and cognitive capacities by up to 20%; their poisons are now lethal and may even kill their victims or destroy their minds.

 

Level 201-250: They are already able to affect an area of ​​up to 350 meters, being able to decrease their physical / divine / magical / cognitive abilities by up to 30%

 

Level 251-300: They are already able to affect an area of ​​up to 450 meters, being able to decrease their physical / divine / magical and cognitive capacities by up to 40%.

 

 

Magic Aura

 

The Evil Queen's son manages to channel the mystical energy in order to externalize it by molding it in the form of a magical aura that surrounds his body, it starts to increase his physical attributes (strength and durability). It can also extend this magical aura to your items in order to fortify them.

 

Level 1-10: The aura increases its physical attributes allowing it to destroy rocks, bones and also wood.

 

Level 11-25: You can now bend and break iron bars.

 

Level 26-35: You can now bend and break steel bars.

 

Level 36-50: You can now bend and break titanium bars.

 

Level 51-99: You can now bend and break diamond bars.

 

Level 100-150: You can now bend and break adamant bars.

 

Level 151-200: You can now bend and break vibranium bars.

 

Level 201-250: You can now bend and break divine iron bars.

Magic Circle

 

The offspring of the Evil Queen can create magic circles below it and also in their allies, these circles have great defensive capabilities, although while inside the circle it cannot come to attack.

 

Level 1-20: Initially, the circle acts as a space that cannot be crossed, repelling those who try to cross, and can repel small projectiles such as energy threads for example. The barrier is not very resistant at this level and can easily break.

 

Level 21-40: Can now repel medium projectiles such as blades, spears, stakes and even certain area attacks such as flames, they simply cannot break through the barrier.

 

Level 41-60: The Circle now prevents other weaker beings from attempting to enter, and by forcing an entrance they suffer serious burns.

 

Level 61-80: The Circle is now able to repel larger projectiles like bursts of energy, elements for example.

 

Level 81-100: The wizard is now able to fortify the circle so that skill shot attacks in general are reflected back to his spellcasters, the circle now has enormous resistance where only attacks by beings with at least 50 more levels than the offspring they can destroy the same.

 

Level 101-150: The barrier now prevents fog, gases, invasive agents such as bacteria from entering, protecting the offspring, and it can also protect them from intangible beings, even spirits on the astral plane.

 

Level 151-200: The Circle now partially protects you from psychic attacks like mental invasions, telepathy, mind control and manipulation of illusions and energy drainage.

 

Level 201-250: The Circle now acts as a time-space lock, protecting the space where the offspring is from time-space manipulations.

Illusion of Love

 

It is an illusory magic that allows the offspring to control not only the five senses of their victim but also their conscience, managing to make them perceive exactly what they want. The spell does not have a trigger to be activated and can be activated when the offspring wishes.

 

Level 1-20: First, it does not show much expertise with its illusory magic, managing to affect only one of his senses, this being that of vision. The same happens to see exactly what he loves, or nurtures some affective or loving emotion which alters the appearance of the offspring during the illusion. Combining with the language of the offspring it manages to deceive its victims.

 

Level 21-40: The offspring are now able to reach two of the victim's senses, these being the vision and their hearing, managing to make the illusion much more defined and can even copy the sounds and the voice of that chosen one, be it the heartbeat, practically any sound, noise, noise that the victim made the offspring is now able to make naturally. At this level, it is able to drain the target's memories, in order to have knowledge about events that have occurred.

 

Level 41-60: It can now affect three of its victims' senses, these being Vision, Hearing, and Smell; now managing to replicate even the target's smell and odor, making it almost identical, strengthening more and more the illusion. At this level it already starts to drain the personality of the chosen target from the memories of its target.

 

Level 61-80: The same now manages to reach all five senses (Vision, Hearing, Taste, Touch and Smell) of his victim making the illusion completely potent, being able to manipulate the victim so that he simply cannot say no, after all it deals with the one or the one he loves most. At this level, the offspring are able to completely reincarnate the victim, be it personality, body, mind.

 

Level 81-100: The illusion reaches an even greater potential now being able to fully embody the target, acquiring all the traits and characteristics of the same or the same, from the body, the mind, the energy, the soul and any other characteristic making it practically impossible for one who is affected by the illusion to recognize the attack. A curiosity that at this level the offspring is able to "increase" their beauty in order to simply greatly influence the sensations of the target managing to make an impression of "better than the original".

 

Level 101-150: Your illusion reaches its maximum (perfect) potential and can now even break immunities, and at this level it can now not only affect the senses but the whole consciousness, managing to change the reality within the illusion, being able to change the landscape where it is, materialize things and dematerialize and etc. It becomes impossible for the affected person to escape the illusion, being necessary that someone from the outside frees him; while being trapped in illusion the victim's body is vulnerable to attack.

 

Level 151-200: Offspring can now affect up to 2 people at the same time, with the illusion getting a little weaker if you try to do this, allowing the target to recognize the illusion.

 

Level 201-250: Can now affect up to 3 people at the same time, with the illusion only weakening in the affected third party. Allowing the target to recognize the illusion

 

Level 251-300: Can now affect up to 4 people at the same time, with the illusion only weakening in the affected room. Allowing the target to recognize the illusion.

 

Note: If you use it against a person there will not be much wear and tear, you can use the illusion without a specific time, but if you use it against more than one individual at the same time it causes psychological wear and tear, thereby only being able to keep the illusion active for 4 rounds, only then does he need to wait up to 4 rounds to be able to use the illusion again.

Magic Link

 

It is the magical ability of the offspring through physical contact with their victims to link their lives to that of someone, allowing them to continue to live indefinitely during an event.

 

Level 100: Initially, magic allows the Evil Queen's son to link his life to his target, where any physical damage that affects or damages his body, the linked will also suffer this damage equally (if she loses an arm, he will also lose one arm). This ends up helping the offspring, if it has some regeneration, it will also benefit.

 

Level 200: Magic now acts allowing any damage that the offspring receives to be physical, mental or spiritual the linked also receives equally.

 

Level 300: The offspring can now perfectly link their life to that someone, after the mystical transfer of part of their energy, the offspring can remain "immortal" during the event, as long as the linked is alive, the offspring will also remain, even if it will suffer serious damage, although if the linked is killed, it will die.

Mirror Magic

 

The sons of the Evil Queen are able to physically manifest fragments and even pieces of the magic mirror by means of magic to help them in their battles, the Queen's offspring being masters of mirror magic.

 

Level 1-10: Initially the Queen's children are able to manifest small pointed pieces and even fragments of the magic mirror that she can use to build strong, solid defenses. It can also be used offensively to attack its victims.

 

Level 11-25: The same at this level is still unable to conjure the complete mirror being still fragments and pieces that he can use to create constructs, such as bladed weapons. One difference is that the magic of the Mirrors makes these weapons dangerous, because once they reach their victims, the affected region breaks like the glass of a mirror. The same can focus and reflect the light through these mirrors managing to imitate the properties of a magnifying glass making the area where the reflected light reaches burn.

 

Level 26-35: The Queen's children can now create mirrors not only of glass, but also of crystals, salts, ice and metals (it does not manipulate these, it only transmutes such materials into mirrors). Its ice constructions are more resistant. Its mirrors when built allow it to travel to the world of Mirrors, which is a dimension similar to that of physical reality, but everything inside it is composed of mirrors that the offspring can manipulate.

 

Level 36-50: The offspring are now able to create complete mirrors easily and can use such mirrors as portals to other places they wish to go, and they can also create these mirrors in front of their victims and once their reflection is reflected in the mirror they they are trapped within the mirrored dimension.

 

Level 51-99: Your mirrored weapons are capable of causing a breakdown of the victim's entire organism as if it were pure glass. At this level they manage to create several mirrors in front of their targets similar to a dome of mirrors, such objects reflect the image of the offspring in each of them, allowing it to migrate from one to the other continuously while attacking those inside the dome of mirrors continuously. It also starts to cancel the effects of other mirrors and reflective surfaces.

 

Level 100-150: The mirrors now act with shields perfect for the offspring protecting them from attacks (skill shot) managing to reflect them against their opponents again, with these attacks returning 2x stronger than their target. (Beings with at least 50 levels more than the offspring can break the mirrors).

 

Level 151-200: The offspring are now better able to control the reflection properties of their mirrors, initially managing only to mirror the physical movements of their opponents and their attacks (skill shot), allowing them to launch them again at their targets. the same way they used it previously.

 

Level 201-250: The offspring can now mimic their shape in a mirrored form, acquiring the properties of the magic mirror which will allow their physical attacks to break their opponents so that the affected area simply falls apart like glass, and can also reflect attacks (skill shot) and even trap your targets in your mirrors by reflecting them.

 

Level 251-300: At its peak, mirrors are now able to create a kind of "save" in attacks (skill shot) that was previously mirrored, allowing that whenever the offspring want during the event in which he is, he can launch such attacks continuously in your opponents (although you cannot change the way the attack was carried out).

Magic touch

 

The Evil Queen's children are able to seal or even steal their targets' Magic from physical contact.

 

Level 100: From physical contact, the Evil Queen's offspring can seal their opponents' Magic, preventing them from using any ability that has a magical relationship.

 

Level 200: The same can now from the physical touch can transfer his magic or even someone else's into an object either to keep strength or even to remove someone's magical powers.

 

Level 300: You can now steal someone's Magic through physical contact. All the victim's magical power is stolen and passed on to the offspring so that it increases their energies and even grants them that someone's magical powers.

 

Note: Beings with at least 100 levels of difference that the offspring are not affected.

Magic Grimoire

 

The Evil Queen became a powerful witch of the black arts having developed and created several spells which she wrote in her grimoire which in the future came to be passed on to her offspring. The Grimoire whenever the son of the Evil Queen comes to use it will emanate a magical aura which will make him float, while the pages are opened, the language of the book is unique and only the son of the Evil Queen understands what is written, the library if destroyed during an event it will simply be rebuilt in a few seconds.

 

Level 1-10:

 

Edadilibignatni: The spell allows the offspring to channel the mystical energy in their body becoming intangible.

 

Edadilibisivni: The spell makes you invisible.

 

Setnem Rel: The spell allows you to read your opponents' minds, seeing their memories and thoughts.

 

Level 11-25:

 

Esofromatem: The spell allows it to change and deform its physical shape, managing to change it partially or completely and can even acquire characteristics of other animals and creatures.

 

Aisilarap: The spell allows you from restricting to even paralyzing the body and soul of your victims.

 

Latnem Elortnoc: The spell allows it to control the minds of its targets.

 

Transition: The spell allows you to turn your targets into animals.

 

Acitégrene Megaledom: The spell allows you to channel magical energy into powerful energy attacks through your hands.

 

Sacigám Sebro: The spell allows you to create several orbs of energy that surround the offspring by firing rays of magical energy at their targets.

 

Level 26-35:

 

Latnemelearap: The spell allows you to generate and model elements, and even through them you can create other elements, such as using water to create ice, land to create magma, etc.

 

Orancarujnoc: The spell allows you to summon animals and creatures under your command to help you.

 

Rotnemele: He can summon an elemental being to help him, he is closely linked to the element that was used, allowing him to absorb attacks related to the element or even to turn him against his own caster.

 

Level 36-50:

 

Lativ Onerd: The spell allows you to drain up to 15% of your victims' vitality continuously.

 

Etros Aob: The spell allows you to change the odds and increase the chances of your attacks getting right and that of your opponents not (beings with 20 levels above the offspring don't work)

 

Etneibma: The Spell allows you to affect space geographically, making changes and even controlling it to attack your opponent, and you can also use it to change someone's geographic space.

 

Level 51 - 99

 

Edatsepmet: The spell allows it to create storms and cast lightning.

 

Ocigám Oiar: A spell that allows him to cast a magic ray from the sky that when in contact with his victim, if he is an enemy he has 50% of his vitality removed from his body and 30% of his energy as well. If it affects an ally, it will receive a 30% increase in its energy and 50% in its vital force.

 

Laropmet Oigóler: The sorcerer materializes above himself a huge magic clock, through the magic command of the offspring the clock can flow clockwise, letting the time around it flow normally, or if she decides to go counterclockwise making things regress, if she chooses to keep the hands still, time will stop.

 

Level 100-150:

 

Ocigám Ohlo: The spell acts through the wizard's eyes, causing them to glow in a purple tone. Once he looks at an attack that has a physical form whether it is matter, element or energy he can magically decrease its destructive potential and size, so that it fails even to reach its offspring or even cause damage. (limited only to your field of view, in addition to concentration and fixing your gaze on the attack)

 

Acigám Arieslup: The spell creates on its target a bracelet that nullifies all its powers magically.

 

Aicnamorcen: The spell allows the same to revive the dead, and can also partially grant an intellect to them so that they can use their powers if they have them.

 

Level 151-200:

 

Oãçierrusser: The spell must be active during an event or even a saga, this will protect the offspring from fatal damage or even death. Can be used on any ally. Once the bewitched dies or is disintegrated his body will be remade and the offspring will come back to life in a few hours. (2 times per event or saga)

 

Occult Redop: The Spell temporarily unlocks its magic power by breaking pre-established limits on it allowing its magic powers and attributes to increase up to 20 times. (2 times in combat, lasts 5 rounds)

 

Oçaçairc ad Oiar: The spell conjures a magic ray from the skies and when hitting its targets it is able to restore its energies, it is also able to undo previous manipulations. (1 time per fight)

 

Etrom ad Oãçudni: The spell allows the warlock when it is between life and death (receiving an attack that can lead to death or being erased) the spell will protect the offspring by causing the damage she would receive to be passed on to the one who is at your side, making him suffer all the damage, like a magic shield. The spell tends to be random and can affect even allies and enemies. (1 time per fight)

 

Level 201-250:

 

Acigám Iel: The spell allows the offspring to externalize their magic in an area of ​​up to 300 meters creating a magic law in that location.

 

Otnemales: A spell that allows the offspring to seal and release things and beings, one of the most common ways of using this spell is to seal your soul, for example, preventing someone from trying to absorb or remove it from your body, or even seal your body. within a place, preventing someone from banishing you to other dimensions, and also being able to seal dimensions preventing someone from entering, despite the opposite also working.

 

Arrom: The spell once cast affects all those that the offspring want in their sight, causing them to have their bodies broken into dust, dying soon after.

 

Level 251-300:

 

Otneve ed Oãçagen: The spell allows you to deny effects and damage to your body (limited to body and mind). (1 time per fight)

 

Otnemiceuqarfne: The spell acts directly on the offspring's body and on those she touched physically, she manages to delay effect abilities on her body causing them to take 3 whole rounds to be able to really affect the offspring. (2 times per fight)

 

 

Transformation of the King / Queen Maga

 

Upon activating this transformation, the sons of the Evil Queen will be equipped with a magical armor that is magically attached to her body and if it is destroyed it will be recreated in a few seconds, her eyes will glow in a magical purple tone, starting to float continuously. Your armor will start to strengthen your spells allowing you to break immunities when using them.

 

During this transformation he acquires a 30x increase in his magical attributes, he also has a purple aura around his body that protects him from having his energies canceled or denied. He is also able to absorb within 200 meters the magical energies (25% continuously) of his victims in order to strengthen his powers.

 

During this form, the Evil Queen's offspring acquire absolute control over their Magic Poison, and also over Mirror Magic, and can now break immunities and protections of other beings.

 

Levels 180-200: Lasts 2 rounds.

 

Levels 201-220: Lasts 3 rounds.

 

Levels 221-240: Lasts 4 rounds.

 

Levels 241-260: Lasts 5 rounds.

 

Levels 260-280: Lasts 6 Rounds.

 

Level 300: Can remain indefinitely.

 

Obs; Three times per event, but upon reaching level three hundred such limitation is removed.

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