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- Name: Beryl
- Age: I mean who the fuck even knows with my characters anymore
- STATISTICS: base stats
- Level: 1
- HP/Aura: 10000
- Physical Strength: 7
- Magical Strength: 10
- Physical Defence: 6
- Magical Defence: 4
- Mana Power: 5000
- Wisdom: 2
- Intelligence: 3
- Stamina: 5
- Movement Speed: 6
- Stealth: 4
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- Physical Appearance: While her true shape is that of a dragon wyrmling, Beryl has the innate draconic ability to change her shape into that of a humanoid with only a few draconic traits. In her humanoid form, she appears as a teen girl with light skin, short-ish blonde hair, and glowing cyan eyes with sharp pupils. She still has draconic horns, sharp teeth and claws in this form, along with glowing cyan markings and lines of power running across her skin.
- In her true form, Beryl initially is a rather small dragon wyrmling. Her scales are black to dark blue, with glowing cyan markings and lines running across her entire form, similar to in her human form. Otherwise she has the usual traits of a small dragon whelp, with horns, claws, wings and a tail.
- Strengths: Is a literal dragon, powerful spells
- Weaknesses: Naive, no control over own magic
- Hobbies: Doing pranks
- Professions: None
- Likes: Learning and growing, magic, chaos and change, pranks
- Dislikes: Order
- Personality: Beryl is a curious prankster that loves to play tricks and learn new things about the world. Though she has a tendency to seem shy at first, it usually won't take long for her to become completely used to anything and anyone.
- Place of hatching: Unknown
- MAGIC: Wild
- PASSIVE: An effect that's always there, unless in a magicless environment
- Passive - Uncontrollable Power
- E: Whenever the user casts a spell, they must roll a D10. On a 1, they must then roll 1d20 to determine which of the following effects happen:
- 1) Roll two more times, get both effects.
- 2) Everything within 1d5 meters of the user turns invisible for 1d4 minutes.
- 3) The user literally explodes, causing damage to themselves and everyone close to them depending on the spell used for it (x Magical strength): Basic = 50, Secret = 100 Forbidden = 200.
- 4) Roll a 1d2. On a 1, the user's height is multiplied by 1/1d4; on a 2, it is multiplied by 1d4.
- 5) Everyone within a 1d10 * 10 meters are healed by an amount depending on the spell used (x Magical strength). They are healed by: Basic = 50, Secret = 100 Forbidden = 200.
- 6) The user turns completely into stone for 1d4 minutes times a number based on the spell used. Basic = x1, Secret = x2, Forbidden = x4.
- 7) The user teleports exactly 1d10 * 10 meters to a random unoccupied space.
- 8) The user recasts the spell they just cast. This bonus cast doesn't cost mana, and will never provoke this passive, even when stated otherwise.
- 9) An dome in which no magic spells can be used is created around the user. The radius of said dome is 1d10 meters times a number based on the spell used, and it lasts for 1d6 minutes times the same number. Basic = x1, Secret = x2, Forbidden = x4.
- 10) Everything within 1d10 meters (times a number based on the spell used) of the user loses their gravity and just begins to float for 1d4 minutes. Basic = x1, Secret = x3, Forbidden = x6.
- 11) The user can't speak for the next 1d4 minutes. Whenever they try, pink bubbles float out of their mouth.
- 12) The users hair falls out but grows back within 1d10 * 10 minutes.
- 13) For the 1d4 minute, any flammable object the user touches bursts into flame.
- 14) Lightning strikes three other people that the user chooses within 100 meters of them, taking damage depending on the spell used for it (x Magical strength): Basic = 50, Secret = 100 Forbidden = 200.
- 15) A random person including the user within 100 meters of the user becomes very sick for 1d4 hours.
- 16) The user glows with bright light for the next minute. Anyone within 5 meters of the user is blinded.
- 17) The user turns into a sheep for 1d4 minutes times a number based on the spell used. Basic = x1, Secret = x2, Forbidden = x4.
- 18) Well-smelling butterflies and flower petals flutter in the air within 5 meters of the user, as they are surrounded by faint, ethereal music for the next minute.
- 19) Everyone within a number of meters depending on the spell used is suddenly cloned and split into two, becoming one again after 1d10 minutes. Basic = 10 m, Secret = 30 m, Forbidden = 100 m.
- 20) Everyone within a number of meters depending on the spell used randomly switch bodies for 1d10 minutes, afterwards returning to their original bodies. They still regain their old magic, even in their new body. Basic = 10 m, Secret = 30 m, Forbidden = 100 m.
- BASIC SPELLS: Five if you do not wield weapons, four if you do.
- Basic Spell One: Chaos Bolt
- E(Effect): The user shoots forth a bolt of pure arcane magic at a single target. This spell will always trigger the user's passive.
- D(Damage): 500
- C(Cost): 200
- R(Recoil/Drawback): 3 minute cooldown
- Basic Spell Two: Powerwave
- E(Effect): The user charges and releases a strong wave of pure magic power from themself, pushing back anyone close to them by 10 meters. If the user has Overcharge going, there is no need to charge the spell, and everyone nearby is pushed back 20 meters instead.
- D(Damage): None
- C(Cost): 400
- R(Recoil/Drawback): 4 minute cooldown.
- Basic Spell Three: Surging Pulse
- E(Effect): By physically touching another person, the user can choose to release their own raw magical power into the target, more magical power than a body can normally take, thereby damaging them.
- D(Damage): 500
- C(Cost): 200
- R(Recoil/Drawback): 2 minute cooldown
- Basic Spell Four: Mark of Power
- E(Effect): The user infuses a given target with magical power, giving the target's Magical Strength by +1.
- D(Damage): None
- C(Cost): 150
- R(Recoil): 2 minute cooldown once the buff fades. The magical strength bonus fades away after a person cast’s 3 spells. Cannot be used on self.
- Basic Spell Five: Identify
- E(Effect): The user senses someone else's magic to learn what type of magic the target has and how much mana they have left.
- D(Damage): None
- C(Cost): 100
- R(Recoil): 3 minute cooldown. Can only learn how much mana they have left if they have 6 or less intelligence
- SECRET ARTS: Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
- Secret Art One: Overcharge
- E(Effect): The user spends a minute to charge their entire body up with a high amount of magical energy. While overcharged, the user's Magical Strength stat increases by 1d4, and spells will trigger the user's passive ability if they roll a 2 and 3 too. The user can also choose to freely provoke their passive, after which the overcharge will be able to stay for yet another minute. Using this spell initially does not provoke the passive.
- D(Damage): None
- C(Cost): 400
- R(Recoil/Drawback): If a spell has been used and it doesn't provoke the passive ability, the overcharge will fade. If no spells are cast within a minute of each other, the charge fades too. Afterwards, this spell cannot be used for 10 minutes.
- Secret Art Two: Arcane Missiles
- E(Effect): The user shoots forth 1d4 homing missiles of arcane power at a single target within 100 meters.
- D(Damage): 500 per shot
- C(Cost): 600
- R(Recoil/Drawback): 5 minute cooldown.
- Secret Art Three: Blink
- E(Effect): The user teleports exactly 1d10 * 10 meters to an unoccupied space of their choice at that exact distance to them. Rolling the distance for this spell can be chosen to be done with the same d10 that is used to roll for the passive.
- D(Damage): None
- C(Cost): 350
- R(Recoil/Drawback): 3 minute cooldown. Must arrive at a point that the user can stand on.
- Secret Art Four: Consume Mana
- E(Effect): The user picks a target within 50 meters to begin draining raw mana from for 1d4 minutes. Whenever said target casts a spell in that duration, the mana cost of the spell is doubled, and the user of this spell will regain 100 mana.
- D(Damage): None
- C(Cost): 500
- R(Recoil/Drawback): 5 minute cooldown. While the drain is active, the user will have to concentrate on keeping it up, and can neither get further than 50 meters away from the target nor cast any of their own spells without actively nullifying the spell early.
- FORBIDDEN ARTS: Extremely hard to master and cost a lot of mana, but are the strongest spells that require mana.
- Forbidden Art One: Dome of Alteration
- E(Effect): A 30 meter radius dome is created, centered around the user. To determine the effect of the dome, roll 1d2. On a 1, the dome becomes an anti-magic field that nullifies all attempt of using magical spells within it. Passive effects and creatures that depend on magic to exist still persist. On a 2, the dome becomes a magic-enhancing field, making all damaging and healing spells within it do twice the damage or healing that it would normally do, or simply make nondamaging spells more effective than usually, depending on what the players may find fitting.
- D(Damage): None
- C(Cost): 700
- R(Recoil/Drawback): 10 minute cooldown. While the dome is active, the user will have to concentrate on keeping it up, and can neither leave nor cast any of their own spells in there without actively nullifying the dome. After 5 minutes, the dome fades by itself.
- Forbidden Art Two: Arcane Explosion
- E(Effect): The user releases a high amount of wild arcane energy at a single point within 50 meters of themself, causing damage to everyone and everything within a couple meters.
- D(Damage): 1000 (100 * Magical strength) per person
- C(Cost): 700
- R(Recoil/Drawback): 7 Minute cooldown. Will also catch the user in the explosion.
- Forbidden Art Three: Compel Invocation
- E(Effect): The user can choose to fill a single target within 50 meters with a sudden burst of magical power, forcing them to release one spell or ability from their own sheet of the user's choice. The target and specifications is chosen by the user of this spell, though the forced spell will originate from the target, and also cost them the amount of mana the spell would usually take.
- D(Damage): None
- C(Cost): Same as forced spell
- R(Recoil/Drawback): 5 minute cooldown. Only works on targets with 9 or less intelligence
- Forbidden Art Four: Inverse Magic
- E(Effect): For the next 1d4 minutes around the user, all spells that heal or create HP Shields, now deal damage. Similarly, all spells that normally deal damage now heal. Regarding spells that neither heal nor harm, try and figure out what the logical opposite of that spell would be. Spells that would let one fly would increase gravity, spells that would give a positive buff would give the opposite debuff, etc. If no obvious inverse effect can be thought of, the spell will function as normally.
- D(Damage): None
- C(Cost): 750
- R(Recoil/Drawback): 10 minute cooldown.
- ULTIMATE MOVE: The “finishing” spell of a battle. When used, you use all of your power and force it into one attack. If this spell hits, it is an instant KO on the target. If it misses, however, you are left with no mana power and 25% of your original stats.
- BANNED-As of normal fights, only story line fights may use Ultimate arts.
- Ultimate Move-
- E(Effect):
- D(Damage):
- C(Cost):
- R(Recoil/Drawback):
- TAKEOVER: A special form only accessible after you have met certain conditions. These cost little to no mana and usually transform you into a powerful entity, such as a dragon, giant, naga, etc.
- Takeover: Arcane Dragon
- E(Effect): Beryl reverts to her true dragon form, except it appears slightly larger and with glowing cyan spikes and crystals growing out from the scales. In this shape, Beryl now can cast spells without having to roll to provoke her passive, instead being able to freely choose when she wishes to make use of their passive. When the passive is activated by choice this way, she does not have to roll to determine the effect either, and can instead freely pick which of the effects to use.
- D(Damage): None
- C(Cost): 350
- R(Recoil/Drawback): This form can only be upheld for a very short amount of time (5 Minutes), with Beryl going unconscious afterwards.
- Overdrive - Overcharge chaos
- E: The user's Magical Strength and Magical Defense stats goes up by 4d4 and will now trigger their passive effect on a 1 through 5. They also gain the ability to float and fly.
- R: The overdrive will end if she doesn't cast a spell within a Minute of casting a spell.
- Overdrive Art - Pure Chaos
- E: The user rolls 4d4 times on the Passive random table, at forbidden level.
- D: ???
- C: 2000 mana or all remaining
- R: Will be automatically cast if they don't cast a spell whilst in Overdrive.
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