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May 21st, 2019
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  2. Steam Name: Raptop
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  6. Character Name: Kalith Deinregih
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  10. What is being applied for:
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  12. First and foremost, he is a dark elf which comes with the benefits and drawbacks of it that are listed on the race profile. However, with some effort he has managed to remove the horns and wings from his person to disassociate himself from most other dark elves and it's unlikely these features would return unless done so with the help of a mage specialized with the rejuvenation element.
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  16. As a dark elf, he's quite talented in magic, he's come to utilize necromancy and void magic and has trained those two specifically to the best of his abilities. However, at his current level he has twenty mana and six spell slots as of now. His capabilities as a mage do not end with magic only, as he has a wide array of knowledge especially when it comes to undead and monsters, his knowledge in the Arcane not lacking in any way. Aside from that, he has worked and still works on alchemy and enchantment, two arts that he does in his free time and what has allowed him to more easy integrate into human towns, as alchemists are rarely turned down, even if they are a dark elf.
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  20. His first spell is called Raise Dead. Creative, I know. It's not a perfected spell yet like many before and as such he requires to have a drawn pentagram to activate it. He most often does it with chalk but a scroll with the pentagram drawn may suffice for quicker activation if the situation demands it. If the pentagram is placed under a recently deceased person and a drop of blood from the necromancer falls on the corpse along with the proper incantations (it'd take a bit for this to be prepared, so unless someone can hold off an enemy for a minute he's not rising anyone up in the middle of combat), it rises back to life as a zombie with some limited motor functions (such as using the weapon it was using when it died). If there is no body present however, he may utilize this spell in an area where blood was shed and people were buried, which triggers a skeleton to rise up from it's grave to serve him.
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  24. Mana usage varies depending on what is being revived and utilized, with 4 being for dog sized creatures while eight for human sized beings while larger ones may take more than he has at the moment (I'd ask an admin on larger creatures to make sure it's fair and makes sense).
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  28. Bind Undead is his second spell of necromancy. This spell allows him to use his own will to wrestle with undead or spirits and bind them to his control and as such may require less preparation. This ability otherwise can be used to hold the spirit/undead in place and heavily emburden it as he wrestles with it, allowing others to dispose of it more easily if that is the intention. Regardless, this does not mean he can just go to any undead and make it his own, as the tougher spirits and undead creatures may put up too much of a fight, but there are a few things which help him take tougher undead/spirits for himself. First, invocation is always necessary. For spirits, surrounding them with a circle of salt and the undead with a pentagram is a second way to weaken their power and allow him to more easily take over them, which is necessary for mid-tier ones while more drastic measures may be required for the most potent undead/spirits involving animal or human sacrifices. Mana cost is dependent on the spirit he is trying to subdue, with simple spirits and undead not requiring more than four while more powerful ones may take from eight and up. (I'd give a more detailed list but I imagine all the undead/spirits are not listed yet.)
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  34. Third ability is mend flesh and it's still within necromancy, which may seem odd. It is primarily used on the undead, where the practitioner can utilize it to mend the flesh of his undead creations so if they're still together after a fight he may somewhat restore their health for the fights to come, which has no drawbacks.
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  36. A more interesting use is on humans which tends to be alot less favorable. It temporarily forces their flesh to close together which provides quite good temporary healing which can even take care of large gashes and the like. Unfortunately, as this is necromancy, this is a temporary healing and the flesh will once more open up in thirty to forty minutes, so a good use for it is for stabilizing people before they get help from someone else. Another unfortunate side-effect, for large wounds the area around the wound may grow necrotic after the spell's duration ends and may end up costing more flesh from the person than the original wound would as additional flesh has to be cut out. It costs four mana per cast.
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  42. Fourth ability and last of his necromancy abilities that he knows at the moment. It's the only actually offensive ability that he has. He fires a spear of necrotic energy with a tether which he can magically attach to himself or someone else. This magical tether is invisible to normal people and translucent to most others. What this ability does is that it drains 30% of the person's life force over thirty seconds while at the same tranferring it over to the other person, healing them. It's good for long, drawn out battles. Obviously it's not THAT great for most battles as he'd need to cast the spell four times to actually kill someone and even then it'd take near two minutes which is enough to kill the caster.
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  48. Fifth ability is one of the void element. This is a rather straightforward and simple one which allows him to phase objects in and out of existence, almost as if leaving them in another location until he requires their use. This allows him to carry more items and do so discretely, albeit the use of this ability has to be wise as it may drain him quickly if he's in combat.
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  50. Usage for smaller objects costs two mana points to store it away and two to make it re-appear again while larger objects such as crates and such take four for both storage and withdrawal.
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  54. Sixth is the last one within his capabilities, and it uses the void magic to make him temporarily incorporeal. The downsides are that it's short lasted, lasting only six seconds which is a single round of combat and the fact that it drains eight mana per usage, not to mention he cannot attack or cast spells during this time. The upside is that attacks simply pass through him for the while and he can pass through solid objects, even if magically sealed areas still are out of his reach.
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  60. The fifth and second spells are burned into the Foci of his tattoos, both of which are located on either of his arms. Bind undead being on the left while the right one has the fifth spell.
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  64. Aside from that, he'd have a pretty intricate silver dagger that otherwise has no qualities aside from being pretty well-made.
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  68. A staff upon which he uses as a foci for the sixth, fourth and first spells.
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  72. And finally a ring which he uses as a foci for the third spell.
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  76. Furthermore, he has some nice robes with no true protective qualities, which include a mask to hide his identity if he wants it.
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  80. And the last of his belongings is a magical trinket of prevent scrying. What this does is that it conceals the aura he'd normally give off as a necromancer as well as prevent divination on himself, allowing him to operate with less fear of being caught.
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  85. A horse to use for transferring herbs and other materials necessary for alchemy.
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  87. Some funds to start a business.
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