Rastlyn Elms 

Family: None

Time 6
Hit points 1300
Recover .5
Dice 8
sides 8
Spell level 9

Rastlyn Elms 

Family: None

Occupation: High Instructor in the Tower of Wizardry in Palatia, Capital City of the Chronan Empire

Age: 3973 total 968 current (originally made 5/93 for AD&D, entered tavern 9/97)

 

Background:  Rastlyn Elms has lived several lives due to the God's meddling.  It all started when he was a young adventurer.  He rose to power fairly quickly, but lived for balance, choosing neither wholly good, nor wholly evil.  He made his offerings to Chronos, the God of Time.  By the time Rastlyn passed his prime, he was a successful Wizard who made his living by creating magical items and potions for the new generation of dungeon crawlers.  When not making something enchanted, he would be found tinkering with mechanical gadgets far before their time.  A war erupted with the Gods, and the world seemed to be caught in the middle of their pettiness.  Both the Good and the Evil Gods wished Rastlyn to come to their side, and share his weaponry and magic with them, but he would not be swayed.  The Gods of Evil took this as a weakness and chose to let him be, however the Gods of Good saw black and white.  If Rastlyn would not side with Good, then he himself must be Evil.  They slaughtered his family, laid waste to his home, and stripped him of his magical knowledge.  Rastlyn pleaded to his patron deity, but Chronos

records time, not interferes with it.  Stripped of his magic talents, Rastlyn spent years relearning what he had lost, vowing to get even against all the Gods.  The Evil Gods saw him as a threat finally and cast him into a Dimensional Wormhole before he could exact his vengeance.

            Rastlyn awoke, youthful and anew, and once again stripped of his magical knowledge in a foreign world.  He realized that he'd need strong allies who could be used to help him in his cause.  He befriended a wood elf ninja, Kenji Sanada, and a dwarven weaponsmith, Woden Ironfist, quite an odd pair, but they were nearly invincible together.  Rastlyn's re-emerging magical talents seemed to only compliment and round off the group.  After several adventures they aquired the Airship Vanguard.  With some modifications, the ship was made to navigate Dimensional Wormholes and travel to alternate worlds.  It was during one of these portal trips that the old Gods from his homeworld sensed him and sent chaos his way.  A portal storm broke out and threatened to fling them all through the vastness of netherspace.  The crew of the Vanguard kept the ship from despair, but not before a bolt of aetherlightning struck, bonding the ninja and the mage as well as their magical artifacts into one being.  This was the birth of what was called the Daemonelf.  The fusion was the God's last hope at defeating the resilient mage. 

            More time passed and in order to find a way to reverse the fusion, Rastlyn began to teach at the Tower of Wizardry.  With no such luck, he's wondered if it's even possible to free his trapped companion.  It was from this school that he accidently tuned in on WOLF Radio from The Island, and traced the signal.  This led to several temporary visits and the creation of many new friends.  He hopes to learn more about the island and especially the Soul Net.  He believes that the Soul Net may contain the secret to dividing his current body.

 

Mental Breakdown:  Rastlyn is very intelligent and well-mannered.  If anything he's paranoid because his life was filled with strange accounts of tragedy.  At the slightest sign of danger he'll move to safety, preffering to let others do the heavy work for him.  He can be manipulative once he's found something that he needs.  He shares his mind and memories with the Ninja, Kenji Sanada, though he has the dominant personality.  His spells are strong since he's had to relearn them his entire life and are enhanced by the staff he carries.  Rastlyn feels that he has become a monster due to the many people showing fear of his demonic appearance and will often keep his true feelings hidden.

 

Physical Appearance:  Rastlyn stands 5' 8" and has an 18' wingspan with his red dragon wings.  His skin is a slightly dark shade of blue, with icy blue eyes and long scarlet hair.  Rastlyn's bones are hollow and can be broken easily, so he avoids physical contact and roughplay.  He wears a unique robe that shows his dual nature, a sleaveless blue robe, with black pants, then under that he has a red chainmesh shirt with only the left sleave.  He wears two different bracers, the right one in a mystical pattern, which actually has his spells written in the fabric so he doesn't need his spellbook, and the left one is armored.  Around his waist he has a belt with large buckling pouches, where he keeps his important tools or items.

Items:

            Draconic Staff: A rather unimaginatively named staff, but very useful.  It's a 10' oak pole with a dragon shaped blade on the top.  It can be used like a spear or a partisan, but it's real power lies in it's ability to double spell effect times and create moonlight.  It can be shrunk down to the size of a wand to be stored on the small of his back when he flies.  (when casting spell, you must declare whether using the staff's ability prior) (Double effect requires a roll of 24 and lasts 3 turns)

             Tinkering Tools: A set of tools from multiple ages, used in the creation or tinkering of nonmagical items.

             Spell Book:  Written in a language not of this world so that no one else would be able to learn his magic without him teaching it.  Contains the spells listed further below.

             Sanada's Katana: A gold sword with a red handle and red sheathe.  This sword is usually worn on his side when he adventures.

 Abilities:

            Flight: Rastlyn can fly with his wings and can carry an additional 180lbs with him, any heavier and he has difficulty with lift off.

             Teleport: A master at portal manipulation, it's become a reflex to teleport out of harm's way.  This is particularly useful when in a crowded room that he cannot simply spread his wings and fly away.  He can only teleport to places he can see or knows is clear of obstruction ie: 100' straight up. (two lines min one to open one to enter)

 Magic Spells: These spells cannot be cast more than once unless he takes the time to relearn a spell.  This takes 5 rolls above 16, and 10 minutes of real time.  They appear in no particular order.  Rastlyn cannot learn any spells or magical abilities from this world because it uses a different magic system than his own world. (locked more explanation)

 Alter Form: Rastlyn can change his form or another's form for 1d6 X 10 minutes.  Cannot be cast during combat on another person if they're unwilling.  (higher roll)

Repairus: Repairs anything nonmagical that has been broken.  Cannot be used for healing. (roll of 12 for simple breaks, 16 for more creative, 20 for small mechanical problems, 24 for major mechanical )

 Physibarrier: Creates a shield to defend the caster from physical attacks.  This also includes any elemental based attacks.  Duration is 1d6 X 10 minutes.  Cannot be combined with Magishield. (out roll target)

 Magishield: Creates a shield to defend against magical based attacks.  It will nullify a magical weapon's ability, but not the damage.  Duration is 1d6 X 10 minutes.  Cannot be combined with Physibarrier. (out roll target)

 Forget: makes the target forget a specific memory.  (roll 8 higher than target, lasts one scene 12higher lasts 3 rl days roll 15 higher lasts one week roll 18 higher is perm loss )

 Recall: recalls a memory vividly that a person has forgotten or repressed. (roll 8 higher than target, Non magical or brainwash memory loss that target desires returned,  12higher lasts returns pieces of memory that was erased by brain washing, magical memory loss requires to out roll path used to cause by 20 percent )

 Solaris: Creates sunshine (perfect roll lasts one scene for a 15 ft radius on island of island 1/2)

 Lunaris: Creates moonlight (roll of 12)

 Searchivus: locates a specific target (known person who wishes to be found roll of 15 unknown or not wishing to be found double roll)

 Shatteral: breaks a target nonmagical item, cannot work on living tissue.  (need more info)

 Enhance: gives a target an extra die in combat for 1d6 X 10 minutes (locked)

 Web: entangles target in a strong web, immobile unless they outroll by 5, or for 10 minutes (roll higher by 8 and fails if attack after webbed)

 Weakness: gives a target one less die in combat for 1d6 X 10 minutes (locked)

 Blind: Blinds a target (out roll target by 10, lasts one scene, out roll by 19 lasts one week, out roll by 24 lasts perm)

Teleport: teleports an target to a specific place, target area must be clear of obstructions (roll 10 higher if target is unwilling)

 Illusion: creates a visual illusion that smells, feels, and sounds real (locked more def)

 Mezmeric Illusion: creates a wholly believable illusionary environment that smells, feels, and sounds real (roll 20 higher if target is unwilling)

 Counterspell: nullifies a target spell (locked)

 Force Spear: fires an non elemental energy spear at the target (acts like normal physical attack so just roll higher)

 Meteor Rain: pulls debris from the atmosphere to attack (locked more info)

 Explodia: fires a fireball that explodes on contact with anything into a 10' radius (roll higher by 10)

 Chain Lightning: Can hit multiple targets and is attracted to metal. (min roll of 16 must out roll all targets)

 Call Elemental: summons an elemental to assist in combat.  Source for the elemental must be nearby.  Elemental can Roll 2 and takes 5 hits before breaking down and cannot be healed. (locked more more more )

 Antideceivus: target either shows true nature, or must tell truth for 1d6 X 10 minutes.  (roll 14 higher)

 Assemblia: repairs target magical item (roll of 24)

 Creatica: creates a non magical item from raw materials (not weapons) (need more info)

 Permanency: enchantment cannot expire, must be removed (lasts only one day, roll higher if target is unwilling) (locked more Info)

Dispellius: disspells an enchantment made by the caster (no roll necessary) (locked)

Fork Magic: copies someone else's spell (roll 2 higher) (locked)

Defender: target gains an extra die roll for defensive purposes, and cannot use it with a counterattack.  Duration is 1d6 X 10 minutes (roll higher if target is unwilling) (locked)

 Weakness: Rastlyn has very few actually aggressive spells, plus his bones are hollow, so he can take major damage easier than most.  He has fear of enclosed areas and cannot handle physical contact or restraints of any kind.  He's also not much of a fighter, preferring to let others fight while he assists.  Also because his magic is based by a different system, he can find himself without options quickly, while others seem to be able to reuse their magic multiple times.

   


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