Biodata

Feature Value
Name Angell Cecilia (安格尔)
Alias(es) Black Robe; White Robe; Lord Cecilia; Lady of Charm Cecilia
Species/Race Human; later revealed to be the world's consciousness 163
Gender Male; previously inhabited the female body of the Lady of Charm while amnesiac 182 183
Affiliation Magic Gear Alchemy Workshop; Masterless Tower; Mana Network
Occupation/Role Owner of Magic Gear; Intermediate Mage; creator and operator of the Mana Network
Status Active
First Appearance Chapter 1

Power Progression

Stage / Realm / Level Chapter Notes
Intermediate Mage 22 His recognized mage rank; he previously entered the Masterless Tower with intermediate Mana potential.
Mana Network operator 72 79 Uses network data to identify anomalous users and plans large-scale contract-based defenses.
Mana Base Station coordinate travel 99 Can move through shadows by anchoring his soul coordinates within a Mana Base Station's range.
Network-amplified White Robe 119 While possessing the White Robe and drawing on three city networks plus the Royal Capital Mana Well, overwhelms a Lich's attack.
Global Mana Network calibration 182 Connects all Mana Base Stations and begins calibrating the earth's coordinates.

Background / History

Angell was the original heir of Magic Gear, an old Cecilia City alchemy workshop. As a child, he was selected for the Mage Tower because of his magical talent, leaving the family business to a cousin. He spent more than a century isolated within the tower before returning to find Magic Gear burdened by debt and declining against industrial products. 1 30

At fourteen, Angell identified himself as a Mental-system mage intending to become a Psychological Healing White Robe. Despite possessing only intermediate Mana potential, he was chosen by the legendary Masterless Tower, which normally accepts only exceptional apprentices. 30

His childhood was infamous among those who knew him. He blew up sewers, captured a Blood Elf, occupied an abandoned Evil Spirit mansion with other children, experimented on demonic-energy pollution, and used Thornmoon as an assistant in dangerous experiments. After shaving Mithril's fur for an experiment, he chose to enter the Mage Tower for formal magical education. 27

Upon returning, Angell assumed control of Magic Gear and rebuilt it around Game Tables, magical entertainment, recruitment, film production, Mana Base Stations, and the Mana Network. His projects revived business at the workshop while expanding magic infrastructure across cities, remote towns, mines, and the Abyss. 2 27 86 99 161

Appearance

Angell is a youthful-looking man whose appearance has remained largely unchanged for over a century, causing others to suspect that he is a Lich or vampire. He is generally considered handsome when properly groomed. 5 26

  • Usually wears a black robe and is widely identified as a Black Robe mage. 26 161
  • At fourteen, he was pale and thin, with long bangs, dark circles beneath his eyes, and a gloomy appearance. 30
  • His preserved youth and black-robed appearance make ordinary people and magical creatures fear him. 26 27
  • His former Lady of Charm body was described as extraordinarily beautiful; Angell is deeply embarrassed by this past identity. 182 186

Personality

Angell is pragmatic, commercially minded, and shaped by his previous life as a game planner. He approaches magical infrastructure as a management problem: recruiting staff, designing systems, measuring performance, controlling production, and turning magical phenomena into scalable services. 2 11 40 86

He is determined and highly independent, often refusing to be intimidated by officials, non-human races, Mage Towers, or dangerous entities. However, he is also impulsive with money, immediately reinvesting available funds into expansion, staff, and new projects despite Mithril's objections. 30 65

Angell can be manipulative, vindictive, and indifferent to the suffering of enemies or experimental subjects. He nevertheless draws a distinction between exploitation and his own stated limits: he refuses to capture people merely to slice their souls for the Tower of Dreams. 32 55 88 133

He is uncomfortable with attention and celebration, often interpreting others' respect as fear or hidden motives. He considers himself gentle and kind, while nearly everyone around him finds him intimidating. 107 133 146

Abilities & Skills

Mental-System Magic and Black Magic

Angell is an Intermediate Mage specializing in the Mental system, with extensive knowledge of contracts, magical anomalies, possession, and black-magic practices. 22 30 72

  • Identifies malicious magical acts through Mana Network data. 72 79
  • Detects suspicious users, abnormal identities, and potential threats on the network. 73 79
  • Uses contracts to create a Word Spirit force capable of defending against malicious intrusion. 72
  • Can torture information from possessed bodies using White Magic while acting as White Robe. 119

Mana Network and Base Stations

Angell created and expanded a network of Mana Base Stations that collect, distribute, and organize mana across large areas. 30 86 182

  • Establishes Mana Base Stations in cities, remote towns, mines, the Abyss, and other regions. 86 99 161
  • Supports magical services, game systems, transport projects, broadcasting, and large-scale defensive plans. 86 102 111
  • Travels by anchoring soul coordinates within a Base Station's range, eliminating the need for teleportation arrays. 99
  • Connects all stations to calibrate planetary coordinates. 182

Possession and Remote Bodies

Angell can act through alternate bodies and personas, including the White Robe and the King. 75 80 119

  • Possesses the King's body to access the royal treasury and issue orders through the White Robe's authority. 80
  • Uses the White Robe persona to confront the Great Graveyard and its Lich. 119
  • Can travel through a puppet to personally investigate events in Xiesse. 43
  • Avoids exposing the more frightening aspects of these methods to his companions. 53

Design, Planning, and Production

Angell draws on experience from his former life as a game planner and concept artist to build entertainment and infrastructure projects. 2 35 40

  • Designed and commercialized Game Tables, memberships, magical merchandise, and quests. 26 32 56
  • Planned magical films, including Magical Girl★Angie and Magical Girl☆Maya. 35 39 43
  • Creates costume concepts, though his designs may be physically impractical despite their visual quality. 40
  • Develops projects combining magic and industry, including railroads, sky trains, and mineral transport systems. 86 99

Equipment / Weapons / Items

  • Game Tables — Magical game devices used for entertainment, training, assessment, and business expansion. 23 27
  • Mana Base Station seeds — Distributed to agents for building new stations in remote regions. 86
  • Soul Stone False Eye — A dangerous parasitic item from the royal treasury that Angell intends to use to imitate the Emperor's behavior. 80
  • Divinity Fragment of the God of Commerce — Carried to the Masterless Tower to locate the Divine Domain and connect the Mana Network. 146
  • Hero's Sword contract — Commissioned ten thousand Hero's Swords through the Dwarves in exchange for mana and magical materials. 94

Relationships

  • Mithril — Magic Gear's guardian beast and Angell's longtime companion; acts as his financial restraint and frequently remembers his dangerous childhood behavior. 2 27 30
  • Enlise — Adopted girl and valuable Magic Gear employee; Angell protects her safety while relying on her exceptional aptitude with the Alchemy Machine. 32 40 55
  • Thornmoon — Blood Elf childhood acquaintance and former underling; later becomes Angell's agent for Game Table rentals and Mana Base Station expansion. 26 27 86
  • Silverleaf — Subordinate and collaborator in managing the Sky Spring; Angell increasingly delegates responsibilities to him. 39 41
  • Erbi and Nair — High-level Rune Masters employed by Angell; their demon counterparts agree to work for him in the Abyss. 73 102
  • Lady Yanni — City Lord of the City of Academies; works with Angell on Base Stations, school security, the Magic Well, and demonic threats. 65 73 82 102
  • Avelie — Archmage who repeatedly seeks to recruit Angell for the Mage Tower; their relationship remains tense. 102 146
  • Erlaide — Former God of Light who claims to be Angell's “mother”; Angell distrusts him and severs their Thread of Faith. 163
  • Allen — Screenwriter for Angell's Magical Girl films; Angell approves his work but becomes enraged by the unexpected depth of Magical Girl☆Maya. 39 43

Story Role / Major Arcs

Revival of Magic Gear

Angell returns from the Mage Tower, finds Magic Gear in debt, and decides to save it through magic arcade machines and other commercial projects. He recruits workers and Rune Masters, creates a membership business, and hires Thornmoon as an agent for Game Table rentals. 2 11 18 27

Magical Girl Film Project

To sell backlogged magic wands, Angell develops a Magical Girl film and uses Magic Gear's resources to support its production. Magical Girl☆Maya becomes an overnight success, though Angell is furious after discovering Allen's interpretation of the story. 32 40 43

Mana Network Expansion

Angell transforms the Sky Spring into the basis of a broader mana-service system. He expands Base Stations through Cecilia, Xiesse, remote towns, dwarf mines, and the City of Academies while developing transport, broadcasting, and industrial applications. 54 86 94 99 111

City of Academies and the Abyss

In the City of Academies, Angell confronts assassination attempts, controls infiltrated assassins rather than exposing them, and proposes restoring the Magic Well through military training. He later kills the Demon King, discovers the Blood Pool, and turns the Abyss into a managed city with infrastructure and demon labor. 73 82 102 161

Masterless Tower and Cecilia's Legacy

Angell returns to the Masterless Tower to investigate the world's movement toward a magic-less zone. The Cecilia Mage Tower acknowledges him as its master, and a puppet claiming to be Grand Mage Cecilia recognizes Angell before disintegrating. 146 147

Revelation of the Lady of Charm

Angell investigates the Lady of Charm's death and learns that his former self was connected to Grand Mage Cecilia and the Lady of Charm. He eventually recovers the memory that he entered the deity-created female body after transmigrating to the world, an experience he regards as humiliating “black history.” 158 163 182 183 186

Trivia

  • Angell describes his former self as a “harmless Corporate Slave,” despite his reputation as an alarming Black Robe. 26
  • He becomes motion-sick while riding a Flying Broom. 152
  • He finds publishing academic papers satisfying even when few people read or cite them. 99
  • He drank a Luck Potion every morning as a child. 27
  • He refuses to accept that being Grand Mage Cecilia or the Lady of Charm has any value if he cannot inherit their abilities. 120