Klarion's Memory Chart |
Key: R = Redeemed Memory / X = Experienced Memory |
|
- |
1. Emerging from "Nothing" into Being |
- |
|
R |
2. Playing with Magic as a "Child" |
X |
|
- |
3. A Lord of Chaos is a God |
- |
|
- |
4. Shifting Planes of Existence |
- |
|
R |
5. Discovering Teekl |
X |
|
R |
6. Developing Abilities |
- |
|
- |
7. Tapping into the Plane of Reality |
- |
|
- |
8. Becoming the Witch Boy |
- |
|
- |
9. Catching Attention |
- |
|
- |
10. Approached to join The Light |
- |
|
- |
11. Chasing the Helmet of Nabu |
- |
|
R |
12. Killing Kent Nelson |
X |
|
- |
13. Losing to Doctor Fate/Nabu |
- |
|
- |
14. Recovering with Teekl |
- |
|
- |
14. Casting a Spell to Break Dimensions |
- |
|
R |
15. Fighting the Young Justice League |
X |
|
- |
16. Fighting Doctor Fate AGAIN |
- |
|
- |
17. Escaping Arrest |
- |
|
- |
18. Working on the Echinoderm |
- |
|
- |
19. Escaping Capture Again |
- |
|
- |
20. Overwatching the Starro-tech Chips |
- |
|
- |
21. Petty Squabbles Among The Light |
- |
|
- |
22. The Reach |
- |
|
- |
23. Escaping with Vandal Savage |
- |
|
- |
24. Project Rutabega |
- |
|
- |
25. Transported by Zatanna to the Tower of Fate |
- |
|
Current level of Power redeemed: 20%
At this level, Clarence/Klarion can create a red ball of "flame" (just the general shape of his magic) in his hand and affect very small things, like sticks, rubber balls, buttons, etc. It he uses magic that doesn't require him to bend things, like speaking backwards, he can affect things a little more but not enough to make permanent changes or do more than move stuff a few feet.