Augustus Archibald

Summary
Augustus Archibald is a member of the Archibald family, and is a recurring antagonist through much of Tales of the Red Wings. As the heir to the Archibald Family, Augustus has had high expectations placed on him from the moment he was born, constantly pushed towards excellence. Though this led to him becoming a deceptively-strong magus, it also led to him turning into a deeply disturbed and angry youth, who takes his anger out on those less fortunate than him, often Beastkin and Commoners.

Powers and Stats
Tier: Low 7-C, 7-B with Runes

Name: Augustus Archibald

Origin: Tales of the Red Wings

Gender: Male

Age: 15

Classification: Human, Mage, Heir to the Archibald Family

Powers and Abilities: Superhuman Physical Characteristics, Weapon Mastery (Has shown significant usage of both a crossbow and a sword), Magic, Non-Physical Interaction (Magic can harm non-physical entities such as ghosts and elementals), Reality Warping and Information Manipulation (In essence, the art of magic allows the user to enforce their will onto reality, altering the world and its information), limited Power Nullification (Mages can nullify each other's spells through possessing greater magic, and it's considered to be difficult for a weaker mage to harm a stronger one), Reactive Evolution, Reactive Power Level (Second Wind restores a mage's mana in a near-death state, causing them to come back stronger than before and gain new abilities), Word Manipulation, Conceptual Manipulation (Type 4; Runes are a primal form of the script that the gods write in, allowing them to influence the concepts of the world itself), Heat Manipulation, Radiation Manipulation

Attack Potency: Small Town Level (An incredibly gifted and physically fit mage, who completely humiliated Nellen Orlend), City Level with Runes (Was able to overpower Michael Ellend's nephilim wing, though he ultimately lost the fight)

Speed: Massively Hypersonic+ (Humiliated Nellen Orlend and kept up with Michael after the latter activated his Nephilim Wing)

Lifting Strength: Unknown

Durability: Small Town Level (Took multiple hits from Ryn before being knocked out), City Level with Rune Shields (Withstood a full blast of Michael's Nephilim Wing with a Rune Shield)

Stamina: High (Participated in the Astirian Royale Tourney, fighting four matches in rapid succession)

Range: Dozens of Meters with Rune Magic

Standard Equipment: A crossbow and a Sword inlaid with inactive Runes.

Intelligence: A skilled magus and a devious schemer, who isn't above using underhanded tactics to rig an entire tournament in his favor. Despite how he acts, he is also incredibly physically trained, and can dominate most foes in hand-to-hand combat.

Weaknesses: Incredibly arrogant, and views beastkin as inherently beneath him.

Notable Attacks and Techniques
Rune Magic: Runes are a powerful branch of magic developed on the continent of Jotunheim during the age of the gods. Theorized to be a watered-down version of godly script, these words have the power to alter reality just by writing on them. There are 24 runes in total, each with multiple meanings that can be applied to them. Second Wind: When a Mage is reduced to near-death, or put into an incredibly stressful or emotional situation, their soul can undergo a shift known as a Second Wind. Second Winds typically grant the user new abilities, unlocking latent power and increasing the total amount of magic and aura that they possess. Contrary to the name, a mage can undergo multiple Second Winds during their lifetime.
 * Radiant Sun: Combining ᛋ (Sowilo, the Sun), ᛞ (Degaz, Breakthrough), and ᚱ (Raidho, Travel). Augustus creates a miniature sun that engulfs his opponent, inflicting heavy damage with heat and radiation. This was able to one-shot Nellen, reducing him to a state where a single punch was able to knock him out.

Saving Throw: In a battle of magic, many mages possess abilities that could instantly end the life of hundreds of people through heinous methods like sucking them into a dimensional rift, attacking their soul, or destroying them with solar heat. Against such powerful spells, Saving Throws prevent battles from being over in seconds. This natural defense mechanism of magic, accentuated by willpower, protects against enemy magic, saving the body from harm that natural durability simply can't defend against.

Others
Notable Victories:

Notable Losses:

Inconclusive Matches: