LeOshaUruolki Dragon
BackGround
LeOsha is the true born Daughter of Queen Kementari and King Kith-Karranoth
of the Uruolki clan of Dragons in Arvonia. upon the day that she was to
be betrothed to another Dragon and given the crown of the Kingdome she
ran away. her feelings where that she should marry whom she felt in
heart to marry, not whom she was ordered to. LeOsha ran for many months
from realm to realm before she found the Vampire Tavern and stayed
there, thinking that maybe her Father and Mother wound not think to look
for her in a place with so many evils within them. when LeOsha came here
she was found and adopted by SilverHawkMasters and TonyMasters(deceased)
and has been with that family ever since. you can always recognize her
by the white Druids robe with gold trimming and the black cloak with
hood that hides her face. there are times when she will walk around
without the hood being up showing her red shimmering hair, that seeming
to glisten in sunlight that is not there. 5'7" tall, Red eyes, Ruby
Red Lips and a hourglass figure , LeOsha can call upon her will to
call up the magic that she may need for any type of job, like healing,
or other things. LeOsha is a kind hearted soul whom would help anyone if
they ask. if you ever see her in her Dragon form (which is rare) she
looks like she has scales that look like red diamonds, she can shift to
anything but mainly uses Human and Dragon forms unless she is being
attacked then she shifts to a mist form,
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Disciplines/Spells ================================================================ Red Diamond Dragon Disciplines
A Red Diamond Dragon's breath weapon is of two types. Type one is a
searing cone of fire 90' long, 5' wide at the mouth and 30' wide at
the base. Type two is a cone of glowing shards 60' long, 5' wide
at the mouth and 25' wide at the base, creatures caught in this blast
run a 50% chance of permanent blindness along with suffering normal fire
damage. Red Diamond Dragons are immune to light based attacks,
fire and normal cold. They are able to cast charm person at will
from birth. As they age they gain the following abilities: (roll
of 29)
Young: Affect Normal Fires 3 times per day
Juvenile: Pyrotechnics 3 times per day Color Spray 3 times per day
Adult: Heat metal
Mature Adult: suggestion Old: melt metal
Very Old: Luck Scale (this allows the dragon to enchant one of its
scales to act as a stone of good luck. Such scales are often given
to friendly visitors) Hypnotism:::: Venerable: Detect gems, kind and
number in a 100' radius
Wyrm: Control winds
Red Diamond Dragons also have physic abilities that vary from dragon to
dragon. Typically clairaudience, clairvoyance, precognition.
Spells Granted: Draconic Mind Meld (all) Divination (all) Elemental
Earth (all) Freeze time (all) Healing (all) Guardian (all) Necromantic
(all) Mind shield (all) Protection (all) Sun (all) Power (all) Teleport
(all) Shadow Blast (all) Shadow Meld (all) Aura of Negation (all) Globe
of Daylight (all) Absolute Darkness (all) Melting Point (all) Healing
Circle (all) Splittin Image (all) Invisibility (all) Dragon's Breath
(all)
Power Descriptions
Teleport =
Self explanatory, you disappear from one place, appear in another, but there is a distinct possibility that the spell will go haywire (45 % every time)
Shadow Blast =
This spell calls into being a sphere of pure magic energy, allowing the wielder to unleash the power in beams, or blast with a mere thought (roll higher then target)
Shadow Meld =
The caster completely disappears while in shadows, can only move slowly without giving away his position, is invisible when standing still (roll 4)
Aura of Negation =
creates an 8ft sphere that stops all actions/reactions working on projectiles, energy,even physical attacks, stopping attacks coming into the sphere, also reduces psi, but magic is unaffected. Is two-sided, no attacks can come from inside the sphere either, only movement. (roll 5 higher then targets or 27 for entire room)
Globe of Daylight =
a sphere of pure daylight hovers just over the hand of the caster, shedding pure light in a circle around him (if used to attack 4 higher then target)
Absolute Darkness =
exact opposite of Globe of Daylight, creates a sphere of pure darkness around the caster, the caster can see perfectly fine (if used to attack 4 higher then target)
Melting Point =
brings an item, or items to their melting point, superheating them, if used on metal, will cause the metal to become molten. (if used to destroy, or in battle 5 higher then target)
Healing Circle =
When cast, the recipient must be settling, and the caster must be touching them. The damage from the recipient is replaced with energy from the caster, replenishing strength and healing wounds. In keeping with the circle, the energy from the recipient flows into the caster, mirroring the damage(albeit slightly less) but healing, in full, the recipient. (healer must be at full energy and looses energy of theirs by doing so making them venerable and need time to restore loss is 1/2 of healed.) Splittin Image = This spell creates a shadow of the caster. The shadow looks exactly like the caster, mimics his movements and will fool all but the most observant, it vanishes when struck or hit in anyway (roll 6)
Invisibility =
As the name implies, the caster becomes invisible, but he can take no actions such as violence, or he will be revealed instantly, he may walk, talk and listen, but nothing else, he still leaves foot prints and can be heard, just not seen. (roll 6)
Granted Powers:
Continual Light once per day. Receive d10 Hit Points per level instead of d8 Receive exceptional Con and Str bonuses as a fighter Aquire the languages of Dragon-kin (or Human-kin for Dragons) at the rate of one per level. Cast Know Alignment once per day. Cast Polymorph Self and Shape change as if they were normal priest spells. (locked)
Banishing spell
Spell of protection (there are two ways she can use this one)
Binding spell for use against an attacker (roll higher then Target)
Binding spell to stop an attacking creature (last 1 turn per number
higher)
Flight spell for transportation (roll 6)
Flight spell to stop falling (roll 6)
Spell to put out Fires (minor 6, mid 10, large 15, major 20 Total dice
number)
Healing Circle (can be big or small, depending on how many needs healing
or how much healing is needed) ( roll of 9 per person for minor, 16 per
person, of med 20 per person for major)
Weaknesses:
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