Aether-Walkers (COB)

Territorial Features
Residing in the Aetherworld, as they call it.

Culture

 * Really light armor clothing for both males and females
 * they find really clothed people odd, as if they are cold
 * capes are for royalty only
 * they refer to universes and planes as "Worlds". Their home is the Aetherworld, the main universe is the Balanceworld, the nether as the Netherworld, cyberspace as Cyberworld, their personal dimension as their Arcaneworld, etc.
 * They are the guardians their heaven.
 * They mainly have a black-and-white viewpoint on good and evil: the Aether-Walkers and angels are good, and the Nether-Walkers and demons are evil. It's when they come to

Physiology
Aether-Walkers have some interesting aspects of them, the first most noticeable aspect being their eyes. Lacking pupils and glowing a sparkly blue, this allows them to see in dark areas better, and they can control the brightness of this to be either a dim glow, or a blinding light.

Aether-Walkers are much tougher than they look.... because being toned is the equivalent to being muscular for them. They're not to the extremity of being extraordinarily skinny, but the average Aether-Walker is thinner than the average mobian nonetheless. .

Abilities
Aether-Walkers have four main abilities: the ability to cast magic, the ability to have mastered control over one's personal domain, access and control over multiple planes of existence, and the ability to manipulate aether energy.

Aetherwalker Physiology
The eyes of an aether walker see the world differently. This allows her to overcome illusions, see the concept of truth and lie, see what would normally be imperceptible.

Their blood stream

Plane Existence/Access
Aether-Walkers exist/can access multiple planes of existence.

Astral Plane
Existing in part of the astral plane gives Aether-Walkers immunity to possession (unless the opponent can somehow possess spirits) due to the fact that they are their spirit, body, and mind simultaneously.

They can interact with others both on the physical and spiritual level. This is also helpful for exorcism, by forcing souls and spirits out of other's bodies if need be, and fight them on the astral plane.

Akashic Plane
This plane governs knowledge and everything related to it. Aether-Walkers can use divination in order to gain access to knowledge of the unknown in the present, past, and future.

Causal Plane
With access to this plane, Aether-Walkers can affect their own memories and other's memories. They can implant, alter, and even erase memories. Should their own memory be removed/altered from her somehow, it will be restored to optimal condition within a short period of time.

Mental Plane
With this access, Aether-Walkers can read and control the thoughts and minds of others. This is a heavily used ability, as telepathy is usually preferred rather than verbal speech to communicate majority of the time in combat, due to it costing less energy, saving time in talking, and lowering the chance of something being a lie, as a mental block would be pretty obvious that they are hiding something.

Teamwork Empowerment
When near people whom they consider as allies, the overall group increase in their stats by 5 percent per additional person. For example, in an a trio, the team's overall stats would increase by 10%. In a group of 5, this ends up with the group being 20% stronger.

Magic
Aether-Walkers have a VERY large variety of magic on their side, as magic is a very versatile ability in general.
 * size manipulation - can change their own and others'
 * elemental powers - fire, water, electricity, earth, wind, ice, light, and darkness.
 * Magical blasts and rays - These blasts are very versatile, each able to be controlled and/or seek its target.
 * Magic circles: their main offensive choice, it can use these as razors, shields, an umoving platform, as gateways to other areas, dimensions, and planes, etc.
 * spatial manipulation - the manipulation of space and gravity
 * Antipathy- used to deflect or repel attacks back to opponents. While most commonly used against energy blasts, it may also be used for more subtle abilities, such as telekinesis or teleportation abilities.
 * time manipulation - Aether-Walkers can slow down time to a crawl, stop it entirely, and even reverse it, either to everything within range, or merely to specific objects (To repair a drop glass cup for instant).
 * Medusa's light- casting a bright light on the field, if one is to be surrounded by said light, this would immobilize the target.
 * Imperceptibility - Aether-Walkers can change their existence to be ignored, though this causes concentration. This could be viewed as a superior version of invisibility, due to her presence being ignored rather than trying to mask her presence.
 * Enhanced Form Removal - Aether-Walkers can create a field where attackers using any type of ascended form will have it negated.
 * Duplication - Clones of Aether-Walkers can be produce to confuse the enemy and attack them from all sides.
 * Illusions - Aether-Walkers can create false images and senses in an environment to distort an enemy's ability to understand false from true.
 * Item enchantment - Aether-Walkers may increase the use of an item by enchanting it. A pistol can prove the most powerful gun on the planet, a backpack may contain a hammerspace dimension inside, etc.
 * Sickness inducement - Aether-Walkers can cause all forms of disease to enemies, from small things such as the flu, to major things such as cancer. It's normally rare to see an Aether-Walker use this as an offensive, most often seen being used to heal undead allies like Soul-Walkers.
 * telekinesis - Aether-Walkers can matter around them, and they has very large range with this.
 * Anti Magic - Viewed as transparent energy, Aether-Walkers can create shields, lasers, and spheres of anti magic. Anti magic deals no damage and phases through everything but magic and magical properties, in which it would instead destroy any form of magic on contact.
 * Conjuration- Aether-Walkers' magical abilities allows them to summon almost anything at whim, a useful ability for magicians to have.
 * Abjuration - Aether-Walkers's main defensive tactics involve making a powerful forcefield. They can heal all forms of wounds and purify negative ailments, in which they use to heal allies, including the negative effect of anti-healing curses. The restoration technique only requires the subject to be alive and their soul still in their body (if they had one to begin with). If the conditions are met, they can successfully return themselves or others to optimal condition.
 * Reflection Magic - An extremely versatile ability, they can access the Mirror Dimension through reflections, such as water reflections, shiny armor, and mirrors (obviously). Within this place, Aether-Walkers can possess the reflection of others, duplicate objects, deflect just about everything, imprison others within mirrors, etc.
 * Escape artistry - a classic magician trick, Aether-Walkers can get themselves out of tight situations. Unlike classic magic acts, this goes as far as freeing themselves from magical concealment and imprisonment as well.
 * Vanish - another classic magician trick, Aether-Walkers can make things disappear into thin air.
 * Power Absorption - when their hands glow an eerie white glow (which is usually surrounded by a black aura), Aether-Walkers making contact with her enemy can began to drain them of supernatural powers, weakening their maximum potential. If held long enough, she can temporarily leave them completely powerless.
 * Immunity Bypassing - as long as they are noticeably superior to their opponent, the magical abilities of Aether-Walkers can bypass the immunity defenses of others.
 * A fire-immune opponent that is noticeably weaker than them would be affected by their fire spells like any other nonresistant being. If said character was around the same level of power, an Aether-Walkers' abilities would only turn their immunity into resistance. If the opponent is noticeably superior to them, the Aether-Walkers' ability will not have any effect.

Personal Arcane Zone
All Aether-Walkers can control their own dimension and force people into it. At the cost of most of their energy, they can force people in an universal sized realm, empty for everything but the abundance of Aether energy. Here, they exists as an omnipresent being, and the foe is constantly battered with negative effects while they are in there. An Aether-Walker's stamina limitation makes it so they can't usually hold this dimension active for long.