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Elijah Reed, the Archmagus
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Elijah Reed, the Archmagus
REAL NAME: Elijah Reed
CODENAME/ALIAS: Archmagus
ALTERNATE NAME(S)/NICKNAME(S)/TITLE(S): Eli, Magus, Archmage, Mage, Magician, Warlock, Wizard, Magister Magus.
CREATOR: Ihendrenos
PHYSICAL DESCRIPTION
HEIGHT: 6 feet, 5 inches (196 centimetres)
WEIGHT: 243 pounds (110 kilograms)
EYE COLOR: Blue
HAIR COLOR: Brown
SPECIES: Homo sapiens magi
ETHNICITY: Caucasian
GENDER: Male
PHENOTYPICAL AGE: Late-Twenties
ACTUAL AGE: 29
APPEARANCE:
Eli has a tall, athletic build that comes from regular exercise. His face is handsome and appears to be in his late-twenties. His hair is short and brown and he usually possesses a small amount of facial hair around the mouth and jaw, while his eyes are a piercing sapphire blue. Typically, he wears various modern Earth clothing but when outdoors he is often found wearing a long brown coat that has been enchanted to serve as a means of magical defense. He is rarely seen without the platinum amulet he bears on a chain around his neck, a family keepsake. Eli has various magical foci which he utilizes in order to perform certain spells and feats of magic without the normally long, prerequisite incantations, gestures and ritual procedures— these are usually in the form of various enchanted and spell engraved rods, staves or small metallic devices and magical constructs worn upon his person, disguised as ordinary articles of clothing.
GENERAL INFORMATION
CITIZENSHIP: United States of America, Earth
PLACE OF BIRTH: Colorado Springs, Colorado, Earth
MARITAL STATUS: Single
SEXUAL ORIENTATION: Heterosexual
GROUP AFFILIATION(S): None
OCCUPATION(S): Magus, Antiques Store Owner
PLACE OF RESIDENCE: Chicago, Illinois
MORAL ALIGNMENT: Good
PERSONALITY:
Eli is a kind-hearted, thoughtful and well-meaning individual, but usually comes across as something of an intellectual thug and a sarcastic wise-ass— it probably comes as no surprise that most of those who meet him and fail to see past his gruff, mocking exterior usually end up wanting to kill him—or at least shut him up. He doesn’t think of himself as particularly heroic, just as a guy doing what he should. Despite this, he actively keeps an eye out for the safety of his city and its inhabitants by searching out magical and mundane threats and keeping them at bay. He is unable to sit on his backside when he becomes aware of people in danger or in need of urgent assistance. He often travels a lot across the world for his thaumaturgical research, extending the boundaries of his knowledge and skill in magecraft. If he happens to come across a potential quest or some other incident in which he can possibly provide assistance he usually won’t hesitate to lend a hand— once his conscience guilt-trips him into action that is.
HISTORY:
Eli Reed was born to Ayden and Erin Reed, both powerful and independent archmagi in the early months of 1995. His father disappeared before Eli was old enough to remember his face, whilst his mother perished in a plane crash incident in which Eli was the only known survivor. Eli was rescued and adopted by Nadeshiko Tachihara of the Magi Conclave— a trans-national, amoral and self-preservative organization originally created by western magi for the purpose of controlling, concealing and developing magecraft. The Conclave has many laboratories and research bodies that seek to advance the progress of Thaumaturgy and also seeks to increase its own military strength so it can defend itself against those that might threaten it, such as religious groups, other mystic organizations and supernatural forces seeking punish mankind for meddling with areas that should not be touched. The Conclave also imposes and enforces laws over the use of magecraft. However, on that aspect the Conclave is mainly concerned with the preservation and concealment of Magecraft. So, as long as a magus does not becomes a threat that might reveal the existence of magic to the common public, the Conclave will not interfere with him, even if said magus causes the most hideous crimes.
In his late teens, Eli stumbled upon the fact that Nadeshiko herself was responsible for the plane crash and death of his mother. Also, that she was planning to kill him as part of a powerful magical ritual towards some unknown purpose. When he confronted Nadeshiko, they fought and Eli seemingly managed to win, though he barely survived the inferno that enveloped their shared home, leaving him with burn scars across his upper left arm and shoulder-blade. Investigators from the Magi Conclave later captured Eli and interrogated him about the supposed death of his guardian. While they didn’t really care about Nadeshiko’s actions or intention to kill Eli, they were surprised a teenage boy can been able to defeat a magus with so much more experience that him. It was eventually decided that he would be ‘monitored’, by one of the agents of the Conclave, a creature known as Aethyr. Apart from this, Eli has mostly cut ties with the Conclave and has pursued his goals independently for the last decade.
Eli has since set up shop in the city of Chicago, publicly running an antiques shop but actually performing magical jobs for various members of the supernatural and heroic community— whether it be for the supply of supernatural advice, equipment, potions, healing etc. If there is a need, he also lends a hand during combat situations.
POWERS
MAGECRAFT:
Those who utilize magecraft, which is also known simply as magic, the art or the craft, generally refer to themselves as a magus (plural: magi); though some practitioners also go by other common titles such as mage, magician, wizard, witch, warlock etc. as well as more specialized titles such as necromancer, enchanter and geomancer depending on their schools of training or their particular magical affinity. An archmagus or archmage such as Eli is an extremely skilled and powerful practiser of magecraft, with expertise stretching across multiple fields of study. Magecraft is at its core the artificial re-enactment of what could be considered a mystery or a miracle.
The use of magecraft is dependent on three major factors; 1. available mana/prana to empower a spell, 2. the application of the spell in the form of the incantations, physical gestures, reagents, rituals and drawn symbolism needed to be performed, 3. the mages understanding of the forces involved in the spell, his strength of will driving the spell and his ability to focus upon the task at hand emotionally.
For a more in-depth explanation of magecraft, read the following spoiler (WARNING: Very explanatory):
- Spoiler:
- The performance of magecraft however is dependent on three major factors:
1. Available mana / prana. The primary source of energy that drives magic spells and allows for the seemingly miraculous abilities of a magus is known as mana. Mana is an exotic energy particle generated at a weak-point between the fabric of this reality and several other barely understood spatial dimensions, known as a nexus or a node. Fields of mana stretch out for tens or even hundreds of miles around a nexus depending on its size and potency, becoming weaker until the field disappears entirely or the field of another nexus is encountered. These nexuses usually occur in subterranean locations hundreds of yards below the surface beneath locations of geographic significance such as large mountains, great lakes, powerful waterfalls and rivers etc. There are thousands of nexuses of varying sizes across the planet, which are seemingly interconnected in some fashion through various conduits of energy— existing both in this reality and in other dimensional planes. The most powerful of these conduits of energy— linking the greatest nexuses— are most commonly known as ley lines.
A magus gathers the energy needed for magecraft by converting ambient mana from his environment into prana; the energy present within a mages own body. Most magi create prana sometime during the day for later use by entering a meditative state and slowly drawing in mana from the local field over the course of an hour or more. The ability to store energy within ones own body is finite and varies between magi. The available energy in the local fields also has a limit, though that recovers over time as the field is replenished by the nexus at its centre. Surpassing the body’s natural limit for storing prana runs the risk of causing serious damage, illness or injury to the magus, possibly burning the ability for magecraft out entirely or causing spontaneous combustion. Excessive spell casting can also have negative repercussions, beginning with dizziness and nausea and increasing in severity up to strokes, heart-attacks, brain damage or organ failure.
The ambient energy found in the fields around a nexus is quite small in comparison to that which can be found closer to and at the nexus itself. Prana can be obtained far more rapidly the closer a mage is to a nexus, and powerful spells can be performed much more readily in such places of great ambient power where one does not need to store and carry all the required energy in oneself.
Gathered mana can be stored inside specially altered gemstones, known as Awakened jewels, for later use by a magus. The amount stored varies upon the size and quality of the stone in question. Such stones are often components in magical devices that run on the stored magical energy. A few rare varieties of awakened jewels are even capable of drawing power from the field on their own.
2. Application. Spells usually require an Aria— that is a chant or an incantation – of varying length in order to activate. More powerful and complicated spells and rituals often also require various physical gestures, reagents and or drawn symbology in the form of runes and magic circles. The language of the Aria varies depending on the personal taste of the magus, though Eli generally uses Latin or English himself.
Aria are for the preparation of the magus mind and body to perform a spell by placing it in a state where he or she can effectively control their internal prana energy and have their body utilize it in the correct fashion for the spell— this is usually accomplished by means of a self-induced hypnosis using a specific phrase or series of phrases. Spells of a specific school of magic usually have predetermined upper limits; so the maximum potential effect of a spell will always remain the same no matter who utilizes it. The Aria however, may differ. A regular Aria is chanted not towards the world around the magus, but to their own inner world; they are words spoken to activate the required thaumaturgical processes inside their body and as such, reflect the nature of the magus in question. Usually, as long as the aria of a spell possesses a specific meaning and the required set of keywords included within it, the particulars of the incantation are up to the spell-caster’s personal tastes. Therefore, it is only natural that spell incantations often differ from magus to magus. It probably comes as no surprise that magi with oversized ego utilize unnecessarily long incantations during the application process of a spell.
The greater the meaning behind the contents of an aria for the caster, the better the final result will be and the stronger the self-hypnosis; resulting in a more efficient use of their prana, with less detrimental physical drawbacks upon their bodies. Simply changing the words of an incantation does not mean much; what matter’s is the meaning behind the words to the magus. Incantations spoken to the outer world are usually reserved for use in ritual magic, where the forces involved are greater than what can be contained within the body of a single magus alone. The greater rituals often require groups of magi working in tandem to complete a ritual successfully, but there are certain ways around this limitation usually requiring specific magical tools and reagents in order to augment the abilities of a single magus, and to manipulate magical forces externally to a magus which would otherwise be far too great and burn his body into ashes.
Some examples of aria length are:
Single-action – Instantaneous spells. The requirements for such a spell is merely to gather enough energy in the body, no other special bodily or mental preparation is needed. These spells are set loose by a conscious act of will by the caster. Such spells are usually small, harmless or inconsequential effects with little-to-no effort required, or else the forces involved are directed almost entirely within the mages own body. Opening a magi’s awareness, ‘Other Sight’ or ‘Sixth Sense’ to nearby magical forces and energies is an example of such a process.
One-Line – Spells with an incantation that is made of a single phrase composed by one word at the very least. Such a thaumaturgical process is usually very well stabilized, easily activated. These are often used to activate magical tools and devices that have enchantments placed upon them, making them instantly run through a more complicated magical process or ritual on their own without any significant contribution from a magus save supplying needed prana energy to produce the desired effect.
Five-Line – Spells with an incantation made of five separate phrases, usually accomplished in about 20-30 seconds depending how practiced a magus is with that particular aria.
Ten-Line or Ten-Count – A minor ritual and the minimum requirement necessary to activate most complicated spells such as healing, physical alterations etc. A fully trained magus can usually perform one of these in about fifty seconds to a minute.
3. Focus, Intelligence and strength of Will are the sovereign of magecraft. Those possessing these traits will be able to manipulate their energy to their best advantage. The emotional state of a magus is very important to their magic, and is able to help or hinder their abilities significantly depending on their present state of mind. Anger, for example, can help or hinder a magus depending on whether the emotion is properly channelled. If they are unable to properly focus or channel their emotions, a mage’s power can backslash, killing them and every one around them, or at the least burning out a significant portion of their ability— possibly permanently. In order to manipulate the forces around them, they must properly understand them. Attempting magic without understanding the forces involved will either result in a dismal failure or possibly even death for the magus. The will of a mage is necessary to drive a spell through its course of action— without adequate motivation behind the spell, it will fizzle or not perform up to its full potential.
Eli Reed, as an archmagus is well versed in numerous areas of magic. He is able to produce numerous magical effects, divided across several separate schools of magic, each associated with a specific branch of skills such as defensive spells, offensive spells, conjuring items, empowering items, etc. Each different area of magic not only has different capabilities and results, they also have different limitations and requirements in order to be successfully performed by a magus.
For a more in-depth explanation of each school of magic and their nature, read the following spoiler (WARNING: Also very explanatory):
- Spoiler:
- School of Abjuration
Abjuration magic is the performance of spells, arts, rituals and the creation of magical constructs that specialize in defence, mainly against other magical workings, supernatural forces and mundane forces. It frequently involves sigils, seals, chants, and gestures intended to deflect or dissipate magical energies or forces. In Eli’s case, he often combines Abjuration magic with Enchanting to create various wearable foci that serve as means of protection against physical and magical harm directed towards himself, such as his shield bracer and enchanted coat. Wards are a kind of abjuration magic, intended to prevent or alert a magus to unwanted intrusion by others, either physically or through supernatural means such as Divination or telepathy.
-------------------------------------------------------
- School of Alteration
Alteration magic is the performance of spells, arts, rituals and the creation of magical constructs that specialize in the change of physical properties of some already existing thing, creature or condition. It often requires close proximity or physical contact to allow maximum penetration of the casters magical energies into the target and usually involves lengthy rituals and significant amounts of prana energy. A combination of Alteration and Necromancy is used in order to heal the wounds of one-self and others. Alteration is predominantly used by Eli to create and Awaken various jewels and crystalline stones to the ability to store prana for later use in spells and rituals that exceed his natural capacity for magic. Alchemy, the magic of transmuting one thing into something else, is also considered a sub-school of Alteration.
-------------------------------------------------------
- School of Conjuration
Conjuration spells, rituals and devices alternatively produce physical phantasms made of ectoplasm that mimic the properties of real objects so long as energy is maintained within the phantasm. Otherwise, conjuration is used to summon real matter and items from some other place, assuming one knows the position of the item relative to oneself or else first uses Divination magic to ‘scout’ out its location. Conjuring real items is exhaustive and requires significant energy, whilst phantasms which eventually fade away are generally more practical. Creating real matter from prana or mana energy alone requires prodigious amounts— in the nuclear scale— and is possible only through major rituals at a place of great power such as a nexus.
-------------------------------------------------------
- School of Summoning
Predominately, the School of Summoning is comprised of complex ritual magics that enable the caster to compel living creatures and Entities to appear in his presence or else to channel extra-planar energies into his or herself. This type of magic must be used almost exclusively in areas with large concentrations of ambient power, such as ley-lines and nexuses. Summoning is most commonly used to bring forth demonic beings and elemental spirits by magi, provided one knows their True Name. Even if the summoning is successful, the magus must still successfully negotiate the terms of such a creatures service, if possible, or else Bind or Compel the creature summoned to the will of the magus.
NOTE: The creation of Gates or Portals to other locations is also technically aspect of summoning as they involve many of the same principals. They also involve the same power limitations; Gates can only be created in the vicinity of a nexus and only to another nexus or similar power. On a side note, Gates have a tendency to corrupt the magics upon enchanted items so that they behave in bizarre or dangerous ways.
-------------------------------------------------------
- School of Enchantment
Enchantments are spells or rituals that cause a change in the quality of an item, bestowing mystical powers, abilities or properties that otherwise cannot occur naturally. This is predominantly used for the creation of magical Constructs and devices that perform a specific magical task, like a ring of invisibility or a staff that produces fire magic. Such enchanted items usually are activated by specific key words and phrases and most are only able to be used by magi as the needed prana to empower the devices still needs to be supplied— unless the enchanted item is equipped with one of the few Awakened jewels or stones that are capable of drawing small amounts of power on their own. Some creatures and magi use a variation of Enchantment and Alteration to Charm, Bind or Compel others against their will, though Eli himself has no affinity or desire for this area of Enchantment magic.
-------------------------------------------------------
- School of Divination
Divination spells, rituals and scrying devices enable the caster to see things far distant, secrets long forgotten. For those with great proficiency for divination, this area of magic can be used to uncover things hidden or cloaked by spells. Often, in order to seek out the truth with such spells the magus performing the divination needs something linking him to the target of the divination, like a piece of the target, such as in the case of a human a lock of their hair, or their True Name.
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- School of Illusion
Spells, rituals and glamour’s meant to deceive the senses or minds of others, often used for spells of invisibility, distractions or disguises meant to reshape ones appearance to another’s eyes. Changing ones appearance is relatively easy to accomplish, but changing a persons perception of their whole environment takes incredible skill, attention to detail and power, beyond what Eli is capable of in this area of magic.
-------------------------------------------------------
- School of Invocation
Invocation spells and rituals are for channeling magical energy to create various specific effects and materials, normally relying on the intervention of some higher agency or planar force, such as gods, powerful spirits or other semi-divine or demonic beings. Magic calling upon holy powers for divine healing or the exorcising of demons fall into this category.
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- School of Evocation
Evocation spells, rituals and devices that channel magical energy to create specific effects and materials where the caster directly shapes the energy through incantation and force of will. Evocation spells are diverse magics, such as simple elemental manipulation spells of fire, earth, light and darkness as well as the physical translocation of objects through directed telekinesis. Most combat related spells are an aspect of Evocation, and thus magi often utilize enchanted magical foci specializing in the production of specific evocation spells.
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- School of Necromancy
The necromantic arts deal with all things associated with death, spirits and the restoration of life, limbs or vitality to living creatures. Healing magic is thus partly an aspect of necromancy. Raising ghosts is a mixture of Summoning and Necromancy.
-------------------------------------------------------
- School of Abjuration
Click on the spoiler to see some examples of Eli’s powerful or commonly used spells:
- Spoiler:
- Rejection of Fate
Classification: Abjuration – Defensive Barrier
Difficulty: Minor prana expenditure unless under hostile attack. In such situations Eli must expend roughly half as much energy as within the enemy attack in order to divert or disperse it.
Description: This spell causes a mages prana energy to wrap around as a translucent blue orb-shaped sheath, protecting the caster and those in close proximity from hostile actions and forces directed towards him and those he might be shielding, attempting to redirect its course or dissipate the force of the attack. The energy of an enemies attack is converted into light by the barrier and thus is accompanied by a brief flash varying in intensity based on the power of the attack deflected. This particularly ability does not protect against poison clouds, or other gaseous based attacks.
Because of the length of the incantation, Eli uses an enchanted bracer focus on his right wrist that produces this same spell instantly after a single key word is spoken.
Limitations:
Range: 1-3 yards (depends on amount of prana expended)
Area of Effect: Area around the caster
Casting/Creation Time: Eight-Line Aria (40-50 seconds), a few minor hand gestures
Repercussions:
The protective properties of Rejection of Fate are not infallible against hostile magics or forces. The strength of the spell is roughly equivalent to Level 5 endurance on the power grid and protects against most forms of direct physical attack such as fire, heat, projectiles, directed energy etc.
-------------------------------------------------- - Circle of Renewal
Classification: Alteration / Abjuration / Necromancy – Ritual Healing Spell
Difficulty: Moderate to extreme; requires large amounts of prana which increases depending on the severity of the wounds or ailments to be removed. Regeneration of limbs also requires access to building materials with which to replace lost body parts, otherwise material for the healing must be taken from the injured persons own body. Healing of severe injuries or powerful magical ailments or curses exceeds Eli’s capacity to store energy in his body alone, requiring the aid of a mana nexus or of one or more awakened jewels.
Description: An incredibly powerful, difficult and extremely dangerous magic that utilizes large quantities of prana energy to completely restore a person to prime physical condition, including the regrowth of limbs or if so desired a reduction of ones apparent physical age. It can also completely remove most ongoing mundane defects or ailments and all but the most powerful divine magical effects, enchantments or curses that aren't part of the targets true, original nature. The spell is unable to generate extra mass to replace lost limbs, material must be supplied for the limbs to be replaced.
NOTE: It is extremely unwise to attempt this spell except in the most ideal circumstances with the proper tools. It can be attempted in extreme emergencies but the changes of success are significantly reduced and the chances of lethal consequences go up drastically.
Limitations:
Range: 0 requires physical contact.
Area of Effect: 1 creature or the caster
Casting/Creation Time: 1-2 Hours, long Aria, numerous gestures and a large magic circle required
Penalty: Varies, minor to lethal: restoration of an entire limb or the removal of a extremely powerful spell has the chance of lethal stroke for the caster without the aid of at least a fully charged, perfect quality Awakened gemstone the size of Eli’s fist.
Duration: 30 minutes for healing to run its course
Repercussions:
The Renewal spell is, though potentially fatal or detrimental for the caster and the target, an extremely beneficial art capable of rendering the user immune to the aging process or reversing any physical ailment when the appropriate precautions are taken and the correct equipment is prepared.
-------------------------------------------------- - Manifestation of Thought
Classification: Conjuration – Phantasm creation
Difficulty: Prana requirement is relatively minor as converting prana into ectoplasm to form phantasms is an almost effortless task. The biggest difficultly in this spell is that the magus performing it must completely comprehend the object being conjured into existence— organic things are usually too complex for a human mind, but simple objects and weapons like swords, shields etc are relatively easy.
Description: This spell causes a mages prana energy to change into ectoplasm, a type of matter that mimics real substances so long as it is energized. Objects created must usually be simple tools, such as a sword or a knife, and will fade away and evaporate once the energy within them is used up— usually a couple of hours, unless kept constantly charged by the magus.
Limitations:
Range: 0 (Must be adjacent to the caster)
Casting/Creation Time: One-Line Aria (5-10 seconds)
Repercussions:
Creates a simple object that has all the same properties of a real one, save that it will fade from existence eventually; however, such an object is vulnerable to attacks designed to dispel or drain its energies.
-------------------------------------------------- - Beckoning to the Water Spirit
Classification: Summoning – Ritual Elemental Spirit Summoning
Difficulty: Very difficult. Prana requirement is approximately Eli’s entire capacity, but this can be overcome with the use of a moderately sized awakened jewel that is in his possession. Also requires the performance of a lengthy ritual and the construction of a magic circle.
Description: This spell brings forth the water spirit Avendeyei with which Eli has established a magical contract. Avendeyei takes the form of an eight foot feminine figure that is comprised entirely of liquid water surrounding a white pearl-like core, usually located in the centre of the chest. The body of this elemental is in fact primarily composed of ectoplasm which only mimics the properties of real water. The creature is able to reshape its body at need and assume direct control of any bodies of water in the vicinity, up to the size of home swimming pool, when it comes into direct contact with them. Only when the core— which is approximately as strong as granite and the size of a human head— is destroyed, will the elemental actually be killed. Once summoned the water elemental is capable of maintaining its own existence and by drawing mana from its environment the creature is able to slowly heal its wounds and regain lost mass.
STRENGTH: 3 (Can lift up to two tons)
SPEED: 2 (Can move faster than the average human)
ENDURANCE: 3 (Can be killed by destroying its core which is only about as strong as granite.)
INTELLIGENCE: 1 (Slightly less intelligent than the average human)
ENERGY PROJECTION: 5 (Able to reshape body and absorb or control a fair quantity of adjacent water.)
FIGHTING SKILLS: 2 (Awareness of ones own capabilities and how to use them well in a fight)
Limitations:
Range: 0 (Must be adjacent to the caster)
Casting/Creation Time: 1 hour ritual, including numerous physical gestures and a magic circle.
Repercussions:
Water elementals are generally loyal creatures that pursue their duties relentlessly. Their forms, however, are vulnerable to evaporation when in the presence of great amounts of heat. It is also possible for another magus of sufficient power to dispel an elemental— though that would require an understanding of the summoning magic involved in bringing it forth in the first place.
--------------------------------------------------
- Gateway
Classification: Summoning – Long-distance Transportation Ritual
Difficulty: Very difficult. Prana requirement exceeds Eli’s physical capacity, but this can be overcome because this particular spell can only be perform in the vicinity of a mana nexus, where ambient mana energy is in great abundance. Also requires the performance of a lengthy ritual and the construction of a magic circle.
Eli is in possession of a Gateway device, a kind of enchanted focus that allows the rapid creation of a portal to a distant nexus or great power without the usually prerequisite long ritual— the mana of a nexus is still required at the point or origin, however.
Description: Creates a rift in space/time— specifically a kind of tesseract— that bridges one nexus with another. Gates vary in size and color, but Eli’s are usually an incandescent blue, circular or oval-shaped vortex. A Gate leads directly to its intended destination and when opening or closing have razor-sharp rotating edges that can instantly rend apart whatever touches them into sub-atomic particles and energy. When a Gate is fully opened the edge solidifies into a stable form that is safe to touch. Eli can create a Gate large enough to accommodate a car sized vehicle. Once a Gate is opened it is usually self-sustaining and will remain in existence until the counter-spell is performed.
Limitations:
Range: Must be within 500 yards of a mana nexus
Casting/Creation Time: 2 hour ritual, including numerous physical gestures and a magic circle.
Repercussions:
Gates can prove dangerous to enchanted items, as they have a tendency to sometimes change in bizarre ways, becoming corrupted or developing a strange sort of will of their own.
-------------------------------------------------- - Fire Strike
Classification: Evocation – Fire Element Attack Spell
Difficulty: Relatively easy with a modest requirement in terms of prana. The only real difficulty is the length of the aria makes it hard to use in fast-paced combat. Eli’s fire staff allows for the rapid performance of this spell using a single key-word without needing to perform the usual incantation.
Description: Creates an explosive beach-ball sized fireball with a temperature over 5,000 degree’s Celsius that moves towards a target at high speed.
Limitations:
Range: Sight of the caster
Area of Effect: 1 object or creature, 2 yard blast radius.
Casting/Creation Time: Seven-Line Aria (35-45 seconds).
Repercussions:
Can be blocked or withstood depending on the endurance of the target. Can also be outrun, dodged or outmanoeuvred as the spell is unable to redirect its course in mid-flight.
-------------------------------------------------- - Wrath of Helios
Classification: Evocation / Invocation – Fire Element Attack Spell
Difficulty: A difficult and large scale combat spell, requiring more prana than Eli can contain in his body unaided as well as a very lengthy incantation. Eli usually makes use of his fire staff focus in order to perform this spell if needed. This is Eli’s most powerful fire element evocation.
Description: Creates a bus-sized wall of intense flame with a temperature over 10,000 degree’s Celsius that moves towards a target at high speed.
Limitations:
Range: Sight of the caster
Area of Effect: 1 object or creature, 10 yard blast radius.
Casting/Creation Time: Fifteen-Count Aria (120-130 seconds), several hand gestures
Repercussions:
Can be blocked or withstood depending on the endurance of the target. Can also be outrun, dodged or outmanoeuvred as the spell is unable to redirect its course in mid-flight. Impossible to use in close quarters without injuring oneself.
-------------------------------------------------- - Force Strike
Classification: Evocation – Kinetic Force Attack Spell
Difficulty: Relatively easy with a modest requirement in terms of prana. The only real difficulty is the length of the aria makes it hard to use in fast-paced combat. Eli’s force rod allows for the rapid performance of this spell using a single key-word without needing to perform the usual incantation.
Description: Creates a wave of kinetic force that drives through the air in a single direction, capable of flipping a car over and smash it flat against a building.
Limitations:
Range: Sight of the caster
Area of Effect: 1 object or creature, 2 yard blast radius.
Casting/Creation Time: Six-Line Aria (30-40 seconds).
Repercussions:
Can be blocked or withstood depending on the endurance of the target. Can also be outrun, dodged or outmanoeuvred as the spell is unable to redirect its course in mid-flight.
-------------------------------------------------- - Stun Strike
Classification: Evocation / Alteration – Stunning spell
Difficulty: Relatively easy with a modest requirement in terms of prana. The only real difficulty is the length of the aria makes it hard to use in fast-paced combat. Eli’s force rod allows for the rapid performance of this spell using a single key-word without needing to perform the usual incantation.
Description: Creates a visible fist-sized bolt of blue incandescent energy that flies rapidly towards a chosen target. For use against ordinary human opponents where the intent is to capture or disable and not to kill— usually renders an adult unconscious for about an hour.
Limitations:
Range: Sight of the caster
Area of Effect: 1 object or creature
Casting/Creation Time: Four-Line Aria (15-25 seconds).
Repercussions:
Can be blocked or withstood depending on the endurance of the target. Can also be outrun, dodged or outmanoeuvred as the spell is unable to redirect its course in mid-flight.
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- Rejection of Fate
ENCHANTED FOCI:
Because most of the spells— especially chose designed for combat— require long incantations, generally a magus uses a specially created magical focus (plural: foci) to offset this disadvantage. One of these tools is enchanted to perform certain spells or aid in the use of a specific school of magic, without the need to perform the usually prerequisite incantations, gestures and rituals, and is instead activated with a single key word or phrase, with minimal guidance needed by the mage to direct the spells course through its intended set of actions. The energy for the spell effects must still somehow be supplied by the magus, unless the foci employs an Awakened jewel capable of drawing its own energy.
For a list of the foci that Eli presently has at his disposal, click on the following spoiler:
- Spoiler:
- Incendia balacus, the fire staff
Abilities: The generation and manipulation of fire elemental evocations of varying types. This can range from small, simple effects such as lighting a candle flame up to generating and manipulating regions of fire the size of a bus with heat approaching several thousand degrees Celsius at its most powerful. Each specific fire spell has a corresponding activation key word or phrase in Latin. To power the spell, energy must be supplied to the staff from the magus, or from a nearby storage gemstone.
Description: The fire stave is approximately six feet in length and has an uneven surface. It is comprised of carved oak with numerous spiralling spell-forms and sigils engraved across its length from its knob-like head the pointed tip on the bottom. When active, crimson red energy becomes visible and envelops its surface.
------------------------------------------------------- - Vis virga, the force rod
Abilities: The generation and manipulation of kinetic force evocations of varying types. This can ranges from small, simple effects such as a mildly stunning strike up to bursts of kinetic energy that can flip a car and send it flying. Each specific force-strike has a corresponding activation key word or phrase in Latin. To power the spell, energy must be supplied to the staff from the magus, or from a nearby storage gemstone.
Description: The rod is one foot in length and has an uneven surface. It is comprised of carved oak with numerous spiralling spell-forms and sigils engraved across its length from the bottom up to its pointed tip. When active, sapphire blue energy becomes visible and envelops its surface.
------------------------------------------------------- - Congelo tela, the hardened cloth
Abilities: The coat is resistant to kinetic forces such as punches and bullet-fire that impact its surface— roughly equivalent in protection to a soldiers combat armour or kevlar. Only the areas covered by the coat are protected. The defense provided by the coat is constantly active, as the enchantment is designed to automatically draw energy from Eli while it is worn. If worn by someone else without prana for the enchantment to draw upon, the coat usually has enough charge to block 3-4 bullets before being fully drained.
Description: A long brown coat that reaches to Eli’s ankles, with six pockets— four on the outside and two on the inside.
------------------------------------------------------- - Scutum galbeum, the shield bracer
Abilities: Eli’s shield bracer, when activated by a specific key word performs the spell Rejection of Fate instantaneously, so long as Eli provides the necessary prana energy needed by the bracer to maintain the spell. This effectively raises Eli’s resistance to injury up to level 5 endurance on the power grid in terms of physical abuse he can withstand.
Description: A metallic armband roughly half the length of Eli’s forearm which locks around his right wrist when in use. The surface of the bracer is covered completely in magical spell patterns, sigils and glyphs. When active, the bracer glows a brilliant whitish-blue, radiating energy outwards to form a defensive barrier around Eli’s body.
------------------------------------------------------- - Porta fabrica, the gateway device
Abilities: Allows the rapid creation of a portal to a distant nexus or great power without the usually prerequisite long ritual— the mana of a nexus is still required at the point or origin, however, in order to open a portal.
Description: A spherical machine, somewhat similar in appearance to a hand-grenade.
- Incendia balacus, the fire staff
AWAKENED CRYSTALS:
Because of the limitations of a mages body, only so much energy can be stored within it before damage will be incurred. This is overcome through the use of crystals that have been through a magical alteration process that grants them the ability to store considerable amounts of mana for a mages use – the exact amount varies upon the size and quality of the stone in question. A flawless stone the size of a human fist has equivalent energy capacity to a powerful magus.
Eli owns about a half dozen such stones of varying sizes, all of which have been structurally altered to be physically perfect for their size. He possesses four quartz stones, each about the size of a thumb or finger and two diamonds about the size of his fist that he created himself by transmuting large amounts of carbon with alchemy.
POWER GRID
STRENGTH: 1 (Average, able to lift own bodyweight)
SPEED: 2 (Above average, prone to running like hell)
ENDURANCE: 5 (Natural Level 3 resistance to physical injury, with Level 5 immune response and slow aging, Level 5 physical injury resistance with spell protection)
INTELLIGENCE: 5 (Magical prodigy, with an extensive knowledge of magic spells across various schools of magic)
ENERGY PROJECTION: 6 (Potentially capable of laying waste to whole buildings, but rarely reaches potential due to energy limitations.)
FIGHTING SKILLS: 3 (Specializing in magic-based fighting, with some training. Mostly self-taught)
ROLEPLAY SAMPLE
Click on spoiler to view role-play sample:
- Spoiler:
- Sea of the Shadow; Void and Oblivion
I knew we had to keep moving, the lady had told me to keep moving many times; however my limbs were throbbing painfully from the all consuming cold of the snowstorm despite my thick clothing, as well as from the deep ache in my muscles which had now been subjected to what seemed like an eternity of non-stop running from the now distant crash.
The hand of the lady ahead of me who despite the fact she was wearing a large brown jacket, felt just as cold as the snow surrounding us, and she could barely be seen or heard in the howling blizzard. She constantly pulled me forward, my hand in hers dragging me onward so hard that more than once I fell face-first into the wet snowfall.
‘Keep running Eli,’ she yelled back to me over the howling of the winds, ‘You have to keep running.’ I could not often clearly see her face in the snowdrift; however, from time to time I could catch a glimpse of her long silver hair waving in the blizzard or when she turned to coax me onwards, the deep pools of her green eyes.
A sudden gust again caused me to lose my footing and fall to the ground, this time the fall wrenched my hand from the lady’s before I fell backwards. She turned around to help me then, and for a second between the gusts of wind I caught the worried expression on her stunningly beautiful face and the fear in her eyes. She walked behind me, tugging off the brown jacket and wrapping it about my shoulders. The lady then bent down to my height and whispering soothingly into my ear saying, ‘we have to keep moving, Dear Heart, if it catches –‘
A deafening explosion and blast wave of snow interrupted her kind words, sending the lady and again myself hurtling towards the ground.
It took me a few moments before I fulling regained my senses and found the strength to lift myself up from the snow; I caught a heavy coppery smell in the wind and saw that my clothing was now drenched in red. I turned back towards the source of the explosion, seeking to catch a glimpse of the lady through the snow. I didn’t need to look hard.
Strewn across the snow around me in chunks was now the lower half of the ladies body, the top half now dangled in the hand of a huge metallic giant, dripping large quantities of blood which pooled beneath it. The giants face was featureless, excepting a single glowing blue eye, which turned to stare down at me.
I screamed as its bloody hand reached for me.
-----
Eli Reed jerked forward from beneath the covering of his sweat-slicked bedsheet, face flushed crimson red and dripping as though from fever. His brilliant and piercing blue-grey eyes were now perceivable only through a misty red haze in the dim rays of morning sunlight that had managed to creep through the blinds of the window. For a brief moment, as his mind ran once more through the final moments of his nightmare, Eli had the urge to vomit. Narrowly, he managed somehow to force the bile back down his throat and shuddered visibly from the sickening taste.
“Bad dreams again, Magus?” came a small, young-sounding voice from the doorway. Eli looked across the mattress to the opening on the far side of the room, taking stock of the diminutive figure standing there. Leaning against the door frame was what appeared to be a young girl, barely a teenager in looks and easily mistaken for a prepubescent considering her small stature and tomboyish figure, were it not for a couple glaring inconsistencies that flushed that possibility down the toilet. For one, she had a lit cigarette in her mouth, the grey smoke of which was curling through the room with its reeking odour. Her clothes were also blatantly adult; torn blue jeans, and a black tube-top that revealed her entire midriff and arms up to the shoulder. Her knowing golden-eyed gaze, filled utterly to the brim with thinly veiled condescension was a look that no girl under thirteen on this Earth could possibly duplicate.
Despite her appearance, however, this was no true girl— she wasn’t even human. Beneath the illusory glamour of a pale, perfect human face and shock of silver-white hair was a reptilian creature that would probably be right at home in the deepest bowels of a volcanic hell. Not to mention she was, quite literally, older than dirt.
Eli glared first at the cigarette smoke, before he turned his gaze upon the ‘girl’. “How long have you been standing there, Aethyr?”
”Long enough to line your lungs with carcinogenic gas, monkey-boy” she issued a small, dismissive shrug. “Up and at ’em, Reed. Coffee doesn’t brew itself y’know.”
The half-asleep magus glared menacingly at the cigarette in Aethyr’s mouth. ”I’d hoped you would quit smoking in the apartment… It’s not like you’re addicted and can’t bloody wait until you’re outside to have a smoke.”
”You can hope all you like… you could also %)%$#)(% yourself with a rusty garden-spade if your so inclined— both are about as likely to occur.” she said dismissively, taking the thin cylinder from her mouth and tapping it gently so that the dissolving tip of burnt ash fell to the wooden floor.
”You’re such a poet, Aeth.”
The silver-haired girl smirked, then sighed theatrically. ”Ahh, all this talent and yet I can’t brew a decent cup of coffee… so get your ass in gear Magus.”
”Remind me later to hunt down whoever decided to appoint you as my ‘parole’ officer, tie them to a chair and then beat them with freaking oranges until their skin is yellow and green, scary little dragon girl.” Eli dragged himself out from beneath the heavy covers and made for the dresser situated against the wall.
What a wonderful way to start the day…
Last edited by Ihendrenos on January 21st 2011, 9:48 am; edited 11 times in total
Ihendrenos- Status :
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Re: Elijah Reed, the Archmagus
Just out of curiousity, is what I've done so far acceptable... or have I gone overboard with detail...
... or do I need more detail, such as describing every single spell he has like this or something:
I will if I have to, but that's going to take awhile...
By-the-way, do you think he's too overpowered? I was going for a wizard character so I tried giving the kinds of powers wizards tend to have in most settings....
i'd greatly appreciate some friendly constructive input, thanks
... or do I need more detail, such as describing every single spell he has like this or something:
- Blight of the Beholder
Nature: Abjuration
Rank: E-Rank
Cost: 5 prana
Description: By directing and manipulating small amounts of the bodies prana energy to disperse around a target in a certain manner, one may create a Blight in the etheric and other hyper-dimensional planes to occlude the target from divination magic such as Clairaudience, Clairvoyance, Scrying, as well as from other forces such as Extra Sensory Perception and Telepathy.
Limitations:
Range: Sight of caster
Area of Effect: 1 creature or the caster
Casting/Creation: Two-Line Aria, One hand gesture
Duration: 2 hours
Repercussions:
This magic is not infallible against penetration, but its effectiveness is determined by the potency of the individual attempting to breach the spell. Assuming they have one of the powers the Blight is intended to defend against, they will successfully penetrate the spell if both their intelligence and energy projection is equal to or greater than the caster of the spell.
I will if I have to, but that's going to take awhile...
By-the-way, do you think he's too overpowered? I was going for a wizard character so I tried giving the kinds of powers wizards tend to have in most settings....
i'd greatly appreciate some friendly constructive input, thanks
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Re: Elijah Reed, the Archmagus
Couldn't have made things a little more simple? I don't even want to start reading all that magic stuff. XD I'm too tired at the moment, 5:30 am.
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Re: Elijah Reed, the Archmagus
*grin* I do have a tendency to get overly descriptive don't I?
... this isn't even the most detailed RP character sheet I've ever done. In some places this level of detail is freaking prerequisite...
*shudders from horrible flashbacks of x-men roleplay's*
... this isn't even the most detailed RP character sheet I've ever done. In some places this level of detail is freaking prerequisite...
*shudders from horrible flashbacks of x-men roleplay's*
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Re: Elijah Reed, the Archmagus
You don't really need an RP sample IMO, unless you want to write one. The app is thoroughly informative and shows you have a good grasp of what you're doing. I do like that I understood a lot of the magic stuff, thanks to years of D&D and M:TG. Maybe put your strongest spells, just so we know what your limits are, other than that I'm calling this approved.
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Re: Elijah Reed, the Archmagus
I'll put in his more powerful combat spells and some of his more commonly used spells from other areas of magic, just for reference.
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Re: Elijah Reed, the Archmagus
Alright sounds good. PM me when you're done and I'll move it to the Approved Section for you.
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Re: Elijah Reed, the Archmagus
Ihendrenos wrote:I'll put in his more powerful combat spells and some of his more commonly used spells from other areas of magic, just for reference.
Try making it a sort of summary. The whole app is a bit TL;DR, though I prefer that over really short applications.
Great Char, by the way.
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Re: Elijah Reed, the Archmagus
I know it's specifically stated when it really should be, but summons and the like I believe have either 16 or 18 points, don't recall which. If the Water Spirit is your only real summon I could probably let you get away with 20 since most of the other minions/pets are multiple in number. I also don't recall if they fall under the "no level 7 stat" though I'm pretty sure its tied directly to your EP. Let's get another opinion before final approval.
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Re: Elijah Reed, the Archmagus
Altered the stats so that the elemental is slower, and when its core is destroyed it is killed permanently rather than just banished. The score now is 16.
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Re: Elijah Reed, the Archmagus
Approved.
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Re: Elijah Reed, the Archmagus
Movin' yo ass to da approved section. Man, aint no niggas be movin apps no moh.
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Re: Elijah Reed, the Archmagus
trashed
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