Stats*: Magic:18 years of rigorous training has left him highly capable but not a master. He has finally became competent to comprehend the preparation and signing of Level 6 spells but does not yet know how to accurately control them. {Level0|||||Level1|||||Level2|||||Level3|||||Level4|||||Level5|||||Level6|||||Level7|||||Level8|||||Level9|||||Grandmaster}
Melee weaponry:10 years of military service in a magocracy didn't give him much weapons training as it did with magic but he was trained to become proficient with daggers, staves and shortblades. {Level0|||||Level1|||||Level2|||||Level3|||||Level4|||||Level5|||||Level6|||||Level7|||||Level8|||||Level9|||||Grandmaster}
Firearm: During his military career, he was trained how to use a firearm, specifically a pistol. He's no Alec Smith but he's proficent enough to reload and fire the thing. {Level0|||||Level1|||||Level2|||||Level3|||||Level4|||||Level5|||||Level6|||||Level7|||||Level8|||||Level9|||||Grandmaster}
*Explanation of Statbar: I've based it on the magic level, the higher it is the harder and dangerous the spells are to cast and this difficulty increasing exponentially, requiring lots of practice as it goes on. His Magic level is approaching journeymen level and it won't go up anytime soon. His swordsmanship is apprentice level and Firearm is novice.
Current equipment Tailored Robe to have lots of small pockets for regiments and materials. Satchel, backpack to carry things Spelltome to help memorize spells. Mahogany staff Small backup knife
Spells: Currently 40 slots: Competent up to Level 6
Spoiler:
Level 0 with 15-6 slots:Rudimentary spells
Spoiler:
Mage Hand:Abjuration Range: Close (25 ft.) Target: One nonmagical, unattended object weighing up to 5 lb. Duration: Concentration You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
Create Jelly: Evocation Duration: Instantaneous You create enough jelly to feed one person, the jelly can have any flavor that you want.
Detect Magic: Divination Range: 15 ft. Area: Cone-shaped emanation Duration: Concentration You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Apprentice' Fireball: Evocation Casting time: 1 standard action Range: Close (25 ft) Effect: 1-ft.-radius spread Duration: Instantaneous This spell is a tiny version of the famous Fireball spell, but the explosion is much smaller and only does 1/3 the damage. Evokers teach this spell to their young apprentices to test their skills and make them learn to target spells. In battle, it can be used as a bluff, because the gestures and effect before the explosion are very similar to the real fireball. Material Component: Sulphur and Bat Guano
Firesnap: Evocation Casting time: see text Range: personal/touch Duration: 1 minute or until discharged Conjure a small flame at your fingertip that can be violently discharged. With a single word and a small flick of your wrist (swift action) you make a small candle sized flame appear at your fingertip. This flame burns for a minute or so but can be discharged (standard action) in a bright flash of fire and cinders that deal minute fire damage if directed at a target within the caster's reach.
Halt: Abjuration Range: Close (5 ft. ) Target: Single creature Duration: 1 round A sheet of invisible force materializes between the caster and the target creature, preventing it from drawing closer. If the target can react fast enough, they can slip around the force and get by only hindered for a moment.
Magic bolt: Evocation Casting time: 1 Standard Action Range: Close (25 ft) Effect: One missile of force Duration: Instantaneous A concentrated bolt of magical energy shoots out of your finger dealing a small force of damage.
Zap: Evocation Casting time: 1 standard action Range: Close (10ft) Effect: Ray Duration: Instantaneous You fire a thin orange-colored ray at your target. This spell deals minute electricity and fire damage to the target.
Repel projectile: Abjuration Casting time: 1 action Target: Caster Duration: 1 minute or until triggered. This spell stops an incoming projectile. When cast, it appears as a tiny disc of light blue or white energy, spinning slowly around the caster. The next time the caster is attacked by a ranged weapon, the projectile flies away. If its a bigger projectile like a giant rock, it will only help deflect it.
Level 1 with 9+2 slots:Minor level spells
Spoiler:
Shocking Grasp: Evocation Casting time: 1 standard action Range: Touch Target: Creature or object touched Duration: Instantaneous A touch attack that deals minor electric damage, if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like) then it conducts and increases the damage.
Burning Hands: Evocation Casting time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes minor fire damage.
Color Spray: Evocation Casting time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious depending on the constitution of the subject.
Lightning Bolt, Lesser: Evocation Casting time: 1 standard action Range: 30 ft Area: 30 ft line Duration: Instantaneous You unleash a line of electricity from your fingertips. Any creature in the electric line is dealt conductive minor electric damage.
Naïlo's Bolt: Evocation Casting time: 1 standard action Range: 5ft Target: 1 object or creature Duration: Instantaneous This spell releases a bolt of electricity that immediately strikes a target. The electricity deals minute damage and it can stun the target for a couple moments. Material Component: Tiny ball of Iron
Arcane Bolt: Evocation Casting time: 1 standard action Range: Medium (50 ft) Area: Up to five creatures, no two of which can be more than 30 ft. apart Duration: Instantaneous A bolt of magical energy shoots forth from your fingertips at its target, dealing minor force damage. With more experience with this spell you you additional bolts, which you fire at the same time. You may shoot them at different targets but they must not be 30ft apart. This spell counts as magic missile for spell, items, or special qualities that protect a target from magic missile, such as a brooch of shielding and shield.
Ackbar's Voltage Arc: Evocation Casting time: See Below Range: 100 ft Targets: any 2 points in space Duration: See Below By concentrating on two points, you can build the potential energy between them until you release a surge of electricity. Such a discharge deals minor damage for every moment spent concentrating. During the first moment, the caster must take a standard action to select two points. The surge will ignite anything flammable. If either target has any metal, both targets get conductive minor damage. If either target comes in contact with water, the spell is grounded and has no effect.
Focus: Though the caster is concentrating on this spell, they can still take other actions, even cast other spells.
Endure Elements: Abjuration Casting time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit. The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Force Skin: Abjuration Casting time: 1 standard action Range: Personal Effect: Caster Duration: 10 min Force Skin weaves a protective layer of invisible force around the casters skin granting minor Damage Reduction.
Shield: Abjuration Casting time: 1 standard action Range: Personal Target: You Duration: 5 min Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a minor protection against other attacks but does not negate it completely. This does not give you cover from ranged attacks like a regular towershield.
Mage Armor: Abjuration Casting time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a minor protection of armour. Unlike mundane armor, mage armor entails no encumbrance, arcane spell failure chance, or speed reduction.
Level 2 with 8 slots:Lesser level spells
Spoiler:
Flame from Beyond: Evocation+Abjuration Casting time: 1 standard action Range: Self Target:: Caster Duration: 10 minutes, can be stopped by a mere command word chosen by the caster With a few incantations and short, ambidextrous movements, the Caster erupts in a ghastly pale blue flames. The flames illuminate the area around him and distort the air as well, causing projectiles to flutter off course. If the flames protect against up to a lesser amount of damage then it will discharge. While active the caster is vulnerable to frost attacks taking double damage. Material Component: 1 piece of Candle, a pinch of Sulphur.
Blur:Abjuration Casting time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min The subject’s outline appears blurred, shifting and wavering.
Static Field: Evocation Casting time: 1 standard action Range: Personal Duration: 30 seconds You create a pulsating field of electrical energy. Each creature in the area takes a lesser electrical damage and minor force damage every 5 seconds they remain in the area. Focus: One or more topaz gems worth a total of at least 100 shilings.
Eyebeams: Evocation Casting time: 1 swift action Range: 30 ft. Target: One target. Duration: Instantaneous With a steely glare you fire laser beams from your eyes that deals medium magic damage. Material Component: Salt grain from a sun-dried tear.
Lightning Ray: Evocation Casting time: 1 standard action Range: 50 ft Effect: Ray Duration: Instantaneous You unleash a powerful stroke of electricity from your finger that deals medium electric damage.
Burst of Force: Evocation Casting time: Instantaneous Range: 7' raidus AOE Area: the spell hits all those in range and damages any inanimate object that will not move or weigh over 20lbs Duration: the round activated As your character snaps his fingers, you throw a small burst of force hitting all those in range that deals minor damage and pushes effected targets.
Protection from Arrows: Abjuration Casting time: 1 standard action Range: Touch Target: Creature touched Duration: 10min until discharged The Caster is surrounded by a distorted air, completely warding off arrows and bolts or a couple bullets. If it gets hit by alot of projectiles, it will discharge. Focus: A piece of shell from a tortoise or a turtle.
Bouncy Jelly Boots: Abjuration Casting time: 1 Action Range: Touch Target: Willing touched creature Duration: 30 minutes This spell covers the touched creature's feet with a layer of jelly. The jelly boots allow the creature to make great jumps, not limited by its height and weight. Also, the targeted creature's movement speed increases a bit.
Level 3 with 6*-1 slots:Normal level spells
Spoiler:
Ray of Exhaustion: Evocation Casting time: 1 standard action Range: 15 ft Effect: Ray Duration: 1 min A black ray projects from your pointing finger. The subject is immediately exhausted for the spell’s duration. A high endurance means the creature is only fatigued. A character that is already fatigued instead becomes exhausted. Material Component: A drop of sweat.
Ray of Dizziness: Evocation Casting time: 1 Standard Action Range: Medium (100 ft. + 10 ft./level) Duration: 15 seconds You release a drab violet ray from your palm. The ray shoots toward your target in a spiraling corkscrew. A struck subject experiences strong feelings of vertigo and can only either move or attack, not both.
Lightning Bolt* repeatable at cost of 1/2 slot: Evocation Casting time: 1 standard action Range: 120 ft. Area: 120-ft. line Duration: Instantaneous You release a powerful stroke of electrical energy that deals lesser electric damage from your fingertips. Material Component: A bit of fur and an amber, crystal, or glass rod.
Explosive Runes: Inscription+Evocation Casting time: 1 standard action Range: Touch Target: One touched object weighing no more than 10 lb. Duration: Permanent until discharged You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing critical force damage to anyone close enough to read it. NOTE: You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. It can be removed with a successful dispel magic but attempting to dispel or erase the runes and failing to do so triggers the explosion.
Fireball* repeatable at cost of 1/2 slot:Evocation Casting time: 1 standard action Range: 100 ft Area: 20-ft.-radius spread Duration: Instantaneous A fireball spell is an explosion of flame that detonates with a low roar and deals lesser fire damage.
Level 4 with 4 slots:Significant level spells
Spoiler:
Missile Storm: Evocation Casting time: 1 standard action Range: 50 Duration: Instantaneous Missiles of force energy fly out from your fingertips, each dealing lesser points of force damage. You start out with 2 missiles and with more experience you will gain more missiles with a maximum of 15. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature.
Solar Flare: Ilusion Casting time: 1 standard action Range: 30-ft.-radius burst, centered on you Area: 30 ft. blinding burst, 60 ft. illuminating burst Duration: Instantaneous/7 seconds A bright flash of light erupts from your body, causing everyone in a 30 ft burst around you to be momentarily blinded and 60 ft away causes a dizziness. Material Component: A pinch of phosphorous.
Ice Darts: Evocation Casting time: 1 standard action Range: 25 ft Duration: Instantaneous You create multiple rays of freezing cold. Each bolt deals critical damage. One must be really experienced enough in order to shoot more than one bolt. You cannot direct more than half your bolts at one target.
Incendiary Jelly: Abjuration Casting time: 1 standard action Range: Up to 5 feet/level Area: Up to 5 foot-radius/level emanation centered on you Duration: 6 seconds All jelly within the spell's area turns into gelatinous fire. The fire cannot be extinguished by nonmagical means. Any creature or object that comes in contact with the jelly takes minor damage and risks catching fire. When the spell ends, the jelly returns to its previous state. Material Component: a bit of pitch and quicklime.
Level 5 with 2 slots:High level spells
Spoiler:
Mind Fog: Ilusion Casting time: 1 standard action Range: 20ft Effect: Fog spreads in 20-ft. radius, 20 ft. high Duration: 30 minutes Mind fog produces a bank of thin mist that weakens the mental concentration of those caught in it with distorted sounds and images. Unless the person has an extraordinary concentration abilities, he won't be able to cast any spells and will have to resort to scrolls and the such.
Telekinesis: Abjuration Casting time: 1 standard action Range: 100 ft. + 10ft/power Duration: Concentration (up to 1 round/ level) or instantaneous; see text You move objects or creatures by concentrating on them. Sustained Force: A sustained force that moves/manipulates an objects, weight dampens the finesse. Combat Maneuver: You can use telekinesis to perform a bull rush(push back), disarm, grapple, or trip. Violent Thrust: Alternatively, the spell energy can be spent in a single round, if the target is bigger than you, you must anchor your self with half of the spell or be prepared to be pushed back.
Level 6 with 1 slots:Critical level spells
Spoiler:
Disintegrate: Evocation Casting time: 1 standard action Range: 30 ft Effect: Ray Duration: Instantaneous A thin, green ray springs from your pointing finger; Any creature struck by the ray takes critical damage. When used against an object, the ray simply disintegrates. Though Armour may combat this to an extent, the hardness and quality of said Armour will absorb the ray and disintegrate, leaving only a weaker ray for the target. Note: This spell requires a high concentration and stamina use leaving the caster exposed.
Biography:
Spoiler:
Milsantos Mediocros hails from a land named Tirnan; a peninsula riddled with fortified reclusive magocracy city states where one's station was appointed by power and respect, and achieving those by any means.
Milsantos was born into a rather reputable and powerful family that had high exceptions for him. The youngest out of 5 children, his older siblings being all girls, though that didn't stop him from being the one to be picked on. The cabal of kids he befriend as a kid picked on him, his nick name was Mediocre Martha.
Despite being picked on by his sisters, his father took a shineing to him after Milsantos decided to steal one of his father's mage friend's cloak and tie it around his neck and walk around proudly of his action during a meeting. Ever since that stunt Milsantos took it upon him self to display power and demand respect from everyone though by doing so he disregarded common sense, usually getting him self into trouble or making him self look like a fool. Despite all the trouble or how much of a fool, his father encouraged his son to command respect and control power no matter what, no matter the means.
Apart from that, Milsantos was a good student, dedicated to become a realm noted spellsage. When he became 12, he took his training in magic seriously, spending only a little time causing trouble and lots of time practicing. He focused mainly in Fortimancy and Inscription, while marshaling some time in illusion. When he became 20 years old, his training was over and he had to take the last test; A inscription test then 3v3 mage brawl with no restriction. With luck Milsantos did well in the inscription and literally blasted his way through the brawl. Afterwards he was conscripted into his city-state's military for a service of 10 years. He was rather glad he got pressed into it, it meant more hands on practice.
After his service his father told him that he was to go out in the realm and get some experience out side the city-state and prove himself or he would be sent to the slave stockades. With that he left the city and took a ship to Aekhan.
Current Tasks: Acquire money Obtain artifacts Create an artifact
Completed Tasks:Travel to Aekhan Failed Tasks: Kill Tarvol and his goons Eternal Tasks: Obtain enough power and respect and conquering his home city state.
Activity log:
Last edited by Cakebread on Sun Dec 02, 2012 7:03 pm; edited 8 times in total (Reason for editing : Added theme)
Subject: Re: Milsantos 'Manshoon' Marthammor Mediocros[V1.0beta] Sun Nov 25, 2012 10:59 am
wizered153 wrote:
Unless he does something to F*** this up royal, I'll probably give my accept.
inb4 becomes a rapper called Triple M.
Dominator046 Senior Wizard
Posts : 458 Join date : 2012-08-09 Age : 29 Location : 'Murica.
Subject: Re: Milsantos 'Manshoon' Marthammor Mediocros[V1.0beta] Sun Nov 25, 2012 8:17 pm
Definitely Kosher canon-wise, if powerful, but I am willing to see another mage in our midst, as well as another player in the forum roleplay. I've been slow in getting my application up, but it will be up soon. I would like to see, however, what schools of magic your character's spells tie into. This might just be me, but DnD magic always rustles my jimmies.
The reason for this being some of the lapses in physics and chemistry; having said that, I realize this is not specifically the real world, and that perhaps magic can provide some forces to which I am not as apt to understand. Also, i don't understand all the rigid formality of the DnD system; I won't lie, a good amount of your biography is in another language for me.
Oh, but, to put it specifically: I approve. Even though I am a little on edge about it, i trust your ability to handle the character... and my ability to half understand the system by which you used to describe your magic.
Cakebread Vengaboy
Posts : 198 Join date : 2012-02-04
Subject: Re: Milsantos 'Manshoon' Marthammor Mediocros[V1.0beta] Mon Nov 26, 2012 7:53 am
Dominator046 wrote:
I would like to see, however, what schools of magic your character's spells tie into.
Added secular school next to each spell, though i don't really know what to class Create Jelly as but I listed it as evocation. Anyway I tried to balance his list of spells so he'd be able to have offensive dart magic and defensive warding spells. Also I won't op play Manshoon, He won't have all his defensive spells on him in a flash, he's a glass cannon just like how the term is used in WoW for mages.
Anyway, feel free to comment guys, I'd rather get this koshered out sooner than later and note, he does have to weave and spells have a straight trajectory so you can dodge them or have time to block them.
J. Jordan Almost-Member
Posts : 93 Join date : 2012-08-23 Age : 29 Location : Las Vegas
The spells seem to balance out with the drawbacks and the straight trajectory mentioned. I've read everything and don't have a problem with it, because I know I could trust him with this. For whatever it's worth, I approve.
Cakebread Vengaboy
Posts : 198 Join date : 2012-02-04
Subject: Re: Milsantos 'Manshoon' Marthammor Mediocros[V1.0beta] Sat Dec 01, 2012 4:45 pm
Eyo, mods, veterans, adminevez, check out the page, I want to partake in the Forum rp as soon as possible.
Venom OPS Administrator
Posts : 504 Join date : 2012-08-17 Location : America
Subject: Re: Milsantos 'Manshoon' Marthammor Mediocros[V1.0beta] Tue Dec 04, 2012 9:42 am
J. Jordan Almost-Member
Posts : 93 Join date : 2012-08-23 Age : 29 Location : Las Vegas
Subject: Re: Milsantos 'Manshoon' Marthammor Mediocros[V1.0beta] Tue Dec 04, 2012 10:18 am