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Post by aedriakuldair on Jun 17, 2011 18:27:44 GMT -5
Name: Aedria Lenore Kuldair Screen Name: aedriakuldair Current Rank: Abet'zi Defender Current Dice: 2d36 Race: Khronen - Twa'Kh'ron subrace Racial Weakness: Sonic Blast Alignment: Neutral Good Languages: Common, (2 more) Kh'ronish, Ancient
Primary Class: Healer Class Bonus: Healer's Affinity Secondary Class: Mage
Primary Weapon: Epee style rapier Secondary Weapon: N/A
Skills (5 to start, 3 more each gemstone rank which is Rosha to Abet'zi, Abet'zi to Mel'yn, etc) 1. Enchantment Resistance 2. Stitch in Time 3. Combat Medic 4. Timekeeper 5. Healing Circle 6. Lucky Duck 7. Knowledge - History and Magic 8. Alert
Racial Skills: 1. Tempus Fugit 2. Out of the Loop
Any bonus skills for class? (Such as Healing Affinity for being a Cleric, etc) Healing Affinity
What does your character carry in their adventuring gear?
Bedroll, backpack, mirror, oil, lantern, flint and steel, ink, several sheets parchment, sealing wax, waterskin, rope, flute.
Other Information: (You can put age, description, status, children, etc)
Aedria was born in the Republic of Umbra Victus in its capital, Practor Umbra. She was born in Emmarie Kuldair and Trent Kuldair. She had a fairly happy childhood, the middle child with an older brother named William and younger brother named E'jaz. Her father died when she was young but she seemed to do okay without him and remembers him fondly. She had a natural affinity for healing and her mother helped her develop her healing skills, as well as having her take fencing lessons so that she might defend herself if the need ever arise. Her mother moved to Eldon Heath, back where her mother came from, around the time she was 20. She wanted to leave Umbra Victus with her mother, but she wanted her tutors in both fencing and magic to come with her. When they did not want to uproot their families she chose to stay behind until she felt she had learned enough from the two of them. The other reason for staying behind was that she did not want to leave her group of friends. She enjoyed seeing them and would miss them terribly, probably more than she would miss her family. After four years of occasional visits she decided that she was missing too much of them and could probably tutor herself in her chosen arts she packed up and moved "home" to Eldon Heath.
Collected Items:
--"Scroll of Dream Dispersion" : Once you get this spell written in necronian translated, you will know what it does! When read in necronian, this spell gives you the ability to send a dream message to anyone you've physically came in contact with, up to 10 people at one time. --"Scroll of Lily Boat" : Once you get this spell written in necronian translated, you will know what it does! When read in necronian, this spell gives you ability to turn a normal lily pad into a waterborn transport. It can grow per your orders as big as 10 feet in diameter and can carry 6 medium sized creatures. The boat understands simple directions. "go straight" or "follow the river downstream" for instance. --"Black Diamonds" (3)
Gold: 1,000 GP
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Post by aedriakuldair on Jun 27, 2011 21:25:30 GMT -5
Spell Name: Frozen in Time Subclass of Spell: Chronomancy Type of Spell: Effect Components (if necessary): miniature hour glass that measures one minute, somatic motion. Range/area of effect: 50 feet Target: 1 Person Duration: 1 round of combat Saving Throw: (Yes or No) Yes Explanation: By taking the miniature hour glass and turning it over, the target becomes frozen in time. For them, all time will stop and they cannot respond to what is occurring in the normal flow of time. This effect causes them to lose one turn in combat. The target will re-enter the flow of time with no other adverse effects at the end of her next turn. ---- Name of Spell: Ebon Eyes Subclass of Spell: Alteration Type of Spell: Effect Components: Somatic Motion, Vocal Range/ Area of Effect: 50 foot radius per rank. Target: Self Duration: 3 Hours, doubling at each additional rank. Saving Throw: None Required Explanation: The target of this spell gains the ability to see normally within any magically induced darkness or shadowy conditions, normal darkness or shadows. While the spell is in effect, a jet-black film covers the target's eyes. (Only Darkness caused by a higher ranking mage would counter this)
Somatic: Closing one's eyes Vocal: "Duvhresk Vis'z" orEyes of Darkness ---- Spell Name: Comprehend Script Subclass of Spell: Transmutation Type of Spell: Effect Components: Vocal Range/Area of Effect: 50 foot radius Target: Self Duration: 3 hours, doubling per rank. Saving Throw: None Required Explanation: the target of this spell gains the ability to understand written script no matter the language it is written in. The target is able to read and understand the writing as if it were written in common. This also allows the target to use magic scrolls written in arcane languages effectively. Vocal: "Suthen Dressar" or Understanding Knowledge ---- Spell Name: Paradox Subclass of Spell: Chronomancy Type of Spell: Effect Components: Range/area of effect: 50 foot radius Target: self Duration: Up to 3 hours in the past Saving Throw: None Required Explanation: When Paradox is cast, the chronomancer can alter a minor event from his past that may effect the present. Such an event might be exchanging one memorized spell for a more useful one (switching out a spell in the spellbook for another), having bought a cask of ale instead of a cask of oil, or instead of insulting someone who now harbors a grudge and his help is needed, instead someone else was insulted. The event being changed should not be more than three hours in duration, and it must be something personally done by the chronomancer or something the chronomancer could have influenced. (Maybe someone else made the insult, and the chronomancer could explain it away somehow.) Events changed can have happened up to a month beforehand. (The results are up to those being affected. Perhaps the chieftain is now insulted because his chief warrior was insulted. Or the person insulted now bears a grudge.) Changing events in time may have adverse effects in the present, so this spell should be used with major caution. It can only be used once per day as it is upsetting to the fabric of time. Vocal: "T'as lasod oratio zela'dar. Xedra dressar, al'a vadrina."
---- Spell Name: Voices or Visions of the Past Subclass of Spell: Chronomancy, Type of Spell: Effect Components: None Range/area of effect: 50 foot radius Target: self Duration: 3 hours in the past, doubling for each additional rank obtained. Saving Throw: None Required Explanation: The Chronomancer using this ability is able to hear conversations and see events that occurred in the recent past within an area. It can be used individually - i.e. only hearing what happened, or seeing what happened. ---- Spell Name: Walk on Air Subclass of Spell: Auromancy Type of Spell: Effect Components: Somatic, Vocal Range/area of effect: 50 foot radius Target: self or one other creature Duration: 3 hours Saving Throw: None Required Explanation: This spell allows the target to walk on air as if it were a solid surface. By walking normally, either stepping in a horizontal direction or walking up/down stairs the target is able to move around where they normally would not be able to. Somatic Motion: Walking Verbal Component: "Aerie Moto", which means Air Walking ---- Spell Name: Wind Barrier Subclass of Spell: Auromancy Type of Spell: Defense Components: Somatic Motion, Verbal Range/area of effect: 50 foot radius Target: self, or one other creature Duration: 1 round of combat Saving Throw: None Required Explanation: This spell causes wind to be stirred up around the target and help defend the target from mundane damage (such as weapon attack or hand to hand). The wind barrier does not effect magically induced damage. The defense is increased by +1 per rank the casting mage has attained. Somatic Motion: blowing air through the lips Verbal: "Aerie Caarn" or Wind Boundary
---- Spell Name: Wind Burn Subclass of Spell: Aeromancy Type of Spell: Attack Components: Verbal Component Range/area of effect: 50 foot radius Target: One Creature Duration: 1 round of combat Saving Throw: Yes Explanation: This spell causes the wind to stir up and coarsely blow against the target, causing a wind burn sensation over all exposed skin. The wind will die down at the end of the round. The attack deals +1 additional damage per rank that the caster has attained. Verbal: "Aerie Sule" or Wind Flame
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Spell Name: Identify Magic Subclass of Spell: Divination Type of Spell: Effect Components (if necessary): Verbal, Somatic Range/area of effect: 50 foot radius Target: Self Duration: 3 hours Saving Throw: (Yes or No) No Explanation: This spell allows the caster to identify all magical properties of an item. The item must be touched, either held in the hands or simply having both hands placed upon the item if it is too big to hold. The incantation begins the spell. The spell is continuous for 3 hours and can be used on any item touched during that time period that the spell is active. Verbal: "Mela Dressar", or Know Magic
---- Spell Name: Knock Subclass of Spell: Transmutation Type of Spell: Effect Components (if necessary): Verbal, Somatic Range/area of effect: 50 foot radius Target: One Object Duration: Single Use Saving Throw: (Yes or No) Magical Lock only Explanation: This spell opens locks whether they be on a chest or a locked door or any other kind of lock. This spell opens both mundane locks and magical locks. If the lock is magical, then a saving throw is allowed. The somatic motion is knocking on the item. Verbal: "ig an" or Let In
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