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Gender:
Male
Type of Character: Mage
Character Description: 6'2 solid not large built. Long hair, has a large Phoenix on his back then can be called for to aid him .
Mental: Seems on occasion to get lost in the daily thing. His mind wondering off into a different reality. Seeing things around him from many different realities.
History: An orphaned Child, who's parents were killed by an attack on the land. Found by the Mage, starving and near death, he took the young Airik to their Keep to be raised as an apprentice. In the time he served in the keep, he learned the arts of Correspondence, Mind, Matter, Time, also Herbology and and protection both the light and the dark to understand how these spells and herbs worked so he would be better prepared to counter them. He became very powerful and his spells marveled many due to this, he grew with in the Keep. Always helping those in need , yet not truly caring about the lines.
As he grew older he gave up meat and things that come from flesh deciding Karma was just to high a price for taste. The last 30 years he found work in Monte Carlo as a magician, with a heavy sense of humor. Soon too many questioned his act. It always seemed overly real and a few started to question his long standing youth. Deciding maybe he should get away for at least a 100 years or so until, he was just a long lost poster on some old wall. Maybe then he could make his way back.
Calling the Isle as his new home for at least the next 100 years.
Mage Spells
Unlike other, lesser creatures, Magi have the power of the cosmos at their fingertips. They tug and pull at the very fabric of creation. Their powers are derived from Reality's very essence. Their powers are limited only by their imagination, and their understanding of Reality. Mage powers derive from their knowledge of the Nine Elements of the Universe, those which make up all of Reality. Mage spells are crafted by the Magi, in their minds eye, and incorporate at least one of these Universal Elements.
Spheres Spells & Abilities:
Correspondence:
Conjuration: With a small amount of practice if his/her mind can see it he/her can create it. If this does not effect others in an adverse manner it requires no dice roll if it is used in battle he would have roll a higher number then the attacker to throw it or force it at him. He can not create entire cities, he could not create a huge building with out a very large roll of over 40.
Distortion: Using this can cause things to seem to change as if it were in a fun house mirror. Auto
Scrying: Using this they must have a stone or gem. An item of the person or thing they looking for. (auto, if they want to be found or if it is a non magickal creature. Magickal creatures who have the ability to cloak them selves must out roll the caster to stop him from locating you.
Shielding: Using this they can block a blanket spell or some majik that is in the room to over come it they would have to (out roll him by 4 is in place auto unless challenged)
Teleportation: Using this the caster simply opens a portal in reality and moves to their choice of place. If some where of the Isle they must roll at least a 18. If on the other side of the Isle it is automatic unless the other side is hidden then must out roll the target. no roll needed if known place on either side of Isle.
Warding: Using this the caster the caster can ward a place, when doing so they must use a spell and then cast at least a 200 to set the warding in place. Then each place that is warded must be noted and to over come that ward you must out roll the spot to move on or else the wall would not let you through. This also must be RP'd not just rolled on either side. To cast or to overcome.
Mind
Astral Travel: Using this the caster can move through time and space with his mind. He does leave his physical body so it is at danger while he is away. (auto)
Communication: Using this the caster can talk with anyone mental who wishes to chat with him, if they wish to resist then he would have to out roll them to speak to them.
Illusions: Using this the caster can create Illusion that seem real in almost manners. The higher the dice roll the more realistic it appears. (roll of 10 or less not very, 10 to 15 looks real with out examinations lasts 5 min, 15 to 20 can pass as real as long as it is not very closely scrutinized (lasts 30min). 20-25 can pass for real to anyone except an expert (lasts for an Hour), 25 to 30 it now will pass most any test. last 4 hours) over 35 will last for 1 day, over 45 will last a week.
Mind-Shielding, Using this the caster he can block his mind from probes or others attempting to locate him. To reach his mind you must out roll him by 4
Self-Empowerment : With this you can add reach into another mind tossing thought and ideas inside with out them knowing it comes from anyone but them selves. Example: You do not want to hurt him, your hungry and you want to drink. You would walk away and go have a drink wondering why you were ever bothering him (only can be used in a non attack manner, must out roll target)
Matter,
Complex Patterns, Using this the caster can create higher levels of items such as working engines cars etc.
Shaping, Using this the caster with visualization can reshape something to look like something eles (this can not be used on living things)
Transmutations Using this the caster can cause animals and even creatures to mutate. (if used on another player will have to out roll by 10 each number over that last 1 hour longer)
Time
Alternate Timelines Using this the caster Can move himself from this time line to another (not sure how this will be used in chat so as long as it effects no one else it is ok, if it effects others they must agree and a ritual of 500 with no less then 70 percent 3 times and a roll of 80 percent to ignite)
Divination : Using this the caster can tell the future or events about to unfold (not sure how this will be used in chat so as long as it effects no one else it is ok, if it effects others they must agree and a ritual of 500 with no less then 70 percent 3 times and a roll of 80 percent to ignite)
Time Travel : Using this the caster can step backwards or forward in time (again not sure how you can use this but a roll of 70 percent to enact if it effects others along with a ritual of 500 for each realm hour that has passed, all parties must know in advance and agree to it.)
Wards, Items to scare and ban evil : Can bless a home or place to
keep evil from it. Can create items that ward away evil (this is done by
rituals, a sheet must be turned in showing the rolls no roll under 18
counts, if less then 100 total points is very weak a roll over 10
could break it. 500 total would require a roll over 15 to break it. total
of 1000 a roll of over 20 to break it , roll over 1500 with at least three
rolls that have no less then 1 point per dice off. example rolling 5 6
sides, would need at least a roll of 25. would require a roll of 24 to
break it, Roll of 2000 with at least 3 perfect rolls. would require a
perfect roll to break and if not the other party would feel damage.