Mage: Santhreas
Posted: Sun Nov 14, 2004 5:00 am
Name: Santhreas Ghiran
Age: 25
Sex: Male
Level: 1
XP: 0
HP: 25/25 (+5) |MP: 30
Str: 1 |Spd: 5 |Dex: 4
Int: 6 |Res: 5 |Focus: 8 (10) |Will: 3 |Mana: 3
Magical Schools:
Solar: 2 |Dawn: 2 |Dusk: 2 |Heaven: 1 |Elemental: 5
Spells:
Solar Spells: 5/5
-Ancient Earth (7/3mp) Deals (Int - Res) + 8 earth dmg.
-First Fire (7/3mp) Deals (Int - Res) + 8 fire damage.
-Frozen Era (7/3mp) Deals (Int - Res) + 8 ice damage.
-Winds of Change (7/3mp) Deals (Int - Res) + 8 water damage.
-Future Force (9/5mp) Deals (Int - Res) + 10 non-elemental damage.
Dawn Spells: 5/5
-Reverse Erosion (7/3mp for Int rounds) heals Int hp every round.
-Cauterize Wound: (5/1mp) Heals Int +5 hp.
-Holy Spring (8/4mp) Heals all status effects.
-Distant Zephyr (6/2mp) Heals Int + 8hp after two turns have passed from casting. Caster may take other actions during effect.
-Restoration (9/5mp) Heals Int + 10 damage.
Dusk Spells: 5/5
-Entomb (11/7mp) Auto-kills all undead; 20% kill 1 enemy, enemy lose fly.
-Combustion en Masse (12/8mp) 20% kill all opponents; 40% vs. water/ice creatures.
-Covenant Broken: (15/11mp) 20% kill all enemies; even if it fails, still deals Int - Res + 10 water damage.
-Shrieking Apocalypse: (14/10mp) 20% kill all enemies; even if it fails, may daze (30%, -25% to hit), stun (20%, 1 turn), paralyze (10%, 2-4 turns), or altogether blow them away from battle (5%)
-Impossible Truth (14/10mp) Kills one enemy. When that enemy dies, all other enemies take 2-5 random status effects as well as small non-elemental damage.
Heaven Spells: 4/4
-Summon Earth Elemental (18/14mp) Lasts Int x 2 rounds or until takes max hp. Deals (Int - Res + 10 earth damage up close or at a distance. It takes half damage from magic attacks.
-Summon Fire Elemental (18/14mp) Lasts Int x 2 rounds or until takes max hp. Deals (Int - Res + 10 fire damage up close or at a distance. Whenever it takes physical damage, damage is also dealt to the one who attacked the demon.
-Summon Water Elemental (18/14mp) Lasts Int x 2 rounds or until takes max hp. Deals (Int - Res + 10 water damage up close or at a distance. It is immune to status effects.
-Summon Air Elemental (18/14mp) Lasts Int x 2 rounds or until takes max hp. Deals (Int - Res + 10 air damage up close or at a distance. It takes no damage from physical attacks.
Elemental Spells: 8/8
-Geogenesis (Xmp) Creates earth in any shape desired; can be used to span chasms, make instant walls, cover passages or tracks, etc.
-Tremor Split: Rends the ground asunder (XMP) Creates a chasm in the earth, into which things can fall, or to retreat behind, or entrap people. Stuff like that. If someone has fallen in, increases the chance of Entomb working.
-Pyrogenesis (Xmp) Sets something on fire as long as the caster can see it. Deals a small amount of fire damage in battle.
- Fuel Jack (5mp/1mp) Causes a fire to go out almost immediately.
-Hydrogenesis (xmp) Creates a certain amount of water.
-Control Water (xmp) Controls the movements of a certain amount of water.
-Aerogenesis (xmp) Changes the weather of the surrounding area to anything desired (climate permitting-- no snowstorms in a volcano.)
-Heaven's Cord (xmp) Increases, slows, or stops the wind in the area.
*For all Dusk magic spells, those immune to insta-kills take high earth, fire, water, air, or non-elemental damage, respectively
**For all Elemental spells except Fuel Jack, MP cost depends on magnitude of spell-- it can be chosen
Equipment
Money: 55gp
Right: Wood Wand |Left: none |Body: Tr. Cloak (-2dmg, +5hp) |Acc: Focus Amulet (+2 Foc)
Items
Return Potion (2/2)
Invisibility Ring (15RCP)
Casting Wand (uncharged)
Regen Ring (5?/hour)
-------
Alright, before the game starts, do you want to be a travelling mage, do you want to be part of a mage guild (you can live there) or do you want your own small home?
Age: 25
Sex: Male
Level: 1
XP: 0
HP: 25/25 (+5) |MP: 30
Str: 1 |Spd: 5 |Dex: 4
Int: 6 |Res: 5 |Focus: 8 (10) |Will: 3 |Mana: 3
Magical Schools:
Solar: 2 |Dawn: 2 |Dusk: 2 |Heaven: 1 |Elemental: 5
Spells:
Solar Spells: 5/5
-Ancient Earth (7/3mp) Deals (Int - Res) + 8 earth dmg.
-First Fire (7/3mp) Deals (Int - Res) + 8 fire damage.
-Frozen Era (7/3mp) Deals (Int - Res) + 8 ice damage.
-Winds of Change (7/3mp) Deals (Int - Res) + 8 water damage.
-Future Force (9/5mp) Deals (Int - Res) + 10 non-elemental damage.
Dawn Spells: 5/5
-Reverse Erosion (7/3mp for Int rounds) heals Int hp every round.
-Cauterize Wound: (5/1mp) Heals Int +5 hp.
-Holy Spring (8/4mp) Heals all status effects.
-Distant Zephyr (6/2mp) Heals Int + 8hp after two turns have passed from casting. Caster may take other actions during effect.
-Restoration (9/5mp) Heals Int + 10 damage.
Dusk Spells: 5/5
-Entomb (11/7mp) Auto-kills all undead; 20% kill 1 enemy, enemy lose fly.
-Combustion en Masse (12/8mp) 20% kill all opponents; 40% vs. water/ice creatures.
-Covenant Broken: (15/11mp) 20% kill all enemies; even if it fails, still deals Int - Res + 10 water damage.
-Shrieking Apocalypse: (14/10mp) 20% kill all enemies; even if it fails, may daze (30%, -25% to hit), stun (20%, 1 turn), paralyze (10%, 2-4 turns), or altogether blow them away from battle (5%)
-Impossible Truth (14/10mp) Kills one enemy. When that enemy dies, all other enemies take 2-5 random status effects as well as small non-elemental damage.
Heaven Spells: 4/4
-Summon Earth Elemental (18/14mp) Lasts Int x 2 rounds or until takes max hp. Deals (Int - Res + 10 earth damage up close or at a distance. It takes half damage from magic attacks.
-Summon Fire Elemental (18/14mp) Lasts Int x 2 rounds or until takes max hp. Deals (Int - Res + 10 fire damage up close or at a distance. Whenever it takes physical damage, damage is also dealt to the one who attacked the demon.
-Summon Water Elemental (18/14mp) Lasts Int x 2 rounds or until takes max hp. Deals (Int - Res + 10 water damage up close or at a distance. It is immune to status effects.
-Summon Air Elemental (18/14mp) Lasts Int x 2 rounds or until takes max hp. Deals (Int - Res + 10 air damage up close or at a distance. It takes no damage from physical attacks.
Elemental Spells: 8/8
-Geogenesis (Xmp) Creates earth in any shape desired; can be used to span chasms, make instant walls, cover passages or tracks, etc.
-Tremor Split: Rends the ground asunder (XMP) Creates a chasm in the earth, into which things can fall, or to retreat behind, or entrap people. Stuff like that. If someone has fallen in, increases the chance of Entomb working.
-Pyrogenesis (Xmp) Sets something on fire as long as the caster can see it. Deals a small amount of fire damage in battle.
- Fuel Jack (5mp/1mp) Causes a fire to go out almost immediately.
-Hydrogenesis (xmp) Creates a certain amount of water.
-Control Water (xmp) Controls the movements of a certain amount of water.
-Aerogenesis (xmp) Changes the weather of the surrounding area to anything desired (climate permitting-- no snowstorms in a volcano.)
-Heaven's Cord (xmp) Increases, slows, or stops the wind in the area.
*For all Dusk magic spells, those immune to insta-kills take high earth, fire, water, air, or non-elemental damage, respectively
**For all Elemental spells except Fuel Jack, MP cost depends on magnitude of spell-- it can be chosen
Equipment
Money: 55gp
Right: Wood Wand |Left: none |Body: Tr. Cloak (-2dmg, +5hp) |Acc: Focus Amulet (+2 Foc)
Items
Return Potion (2/2)
Invisibility Ring (15RCP)
Casting Wand (uncharged)
Regen Ring (5?/hour)
-------
Alright, before the game starts, do you want to be a travelling mage, do you want to be part of a mage guild (you can live there) or do you want your own small home?