John Constantine being quality

 

Name: John Constantine
Origin: DCTV
Gender: Male
Classification: Human mage
Age: Mid-late 30's
Powers and Abilities: dimensional manipulation, elemental manipulation, illusion creation, magic, sealing, soul manipulation, summoning
Weaknesses: Arrogant
Destructive Capacity: Street level, can summon city+ threats, spells and summoned demons often bypasses standard durability
Range: Extended melee with fists and TK, several meters and interdenominational with spells
Speed: Normal human, can likely amp to superhuman+
Durability: Normal human, can create city+ barriers with prep
Lifting 
Strength: Normal human, can likely amp to superhuman+, at least peak human+ with telekinesis
Striking Strength: Class H, can likely amp to to KJ.
Stamina: High.
Standard Equipment: Magic playing card, lighter, bag of assorted ex machina devices   
Intelligence: Excellent analytical and deductive reasoning skills. Well versed in religious dogma and the occult

Notable Attacks/Techniques: 

- Exorcism: John can forcibly extract or banish demons using various combinations of holy relics, evocations, and magic circles.

 

- Glamour Charm: A basic illusion spell that allows John to make an object appear as something completely different, assuming the resulting illusion is about the same shape and size. Notable examples include making a dead chicken look like a living baby, as well as making a walking corpse look and sound like a healthy John Constantine.

 

- Magic Circles: Jon's primary Deus ex Machina. As long as he knows exactly what he is dealing with, he can generally draw a circle to hold it. Has held angles and demons with no effort.

 

- Merlin's Protection Spell: Believed by most mages to be a myth, this spell was designed by Merlin to defend the Knights of the Round Table. The spell would draw the souls of the recently fallen into the protected individual, mending that persons wounds and reviving them for as long as they possessed excess souls. This allowed the deaths of lesser knights to empower those who remained.

Despite not even believing the spell to be real; John, while in a drunken stooper, manages to enchant Chas with the fabled ward as the two part ways one evening. This almost immediately saves Chas' life, as he ends up trapped in a building fire later that night. 47 people die in the blaze, their souls transferred into Chas' body. This granting Chas type-4 immortality via high-mid regeneration for as long as he possess more than one soul.

 

- Necromancy: John can reanimate corpses as undead minions. He is known to combine this with his glamour charm to create life-like decoys of himself.

 

- Six of Diamonds: Magic playing card that transforms into various card-shaped objects at the users behest. Things like identification and credit cards.

 

- Scrying: John can perform a basic scrying ritual using a map, a pendant, and a drop of blood in order to locate potentially dangerous paranormal activity.   

 

- Telekinesis: Really more of a parlor trick than a power, John generally uses this to move light objects about. However, it has been shown to be strong enough to support a full grown adult without much strain. 

 

Notable OBD Victories:  

Notable OBD Losses: 

Other: