Salem Pendragon
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Salem Pendragon
Tue Aug 16, 2011 10:44 pm
Human Template
General Information
Name:Salem Pendragon
Age:15
Gender:Male
Overall Appearance
Personality:
Shut out: Salem does not talk much to people. He tends to keep to himself since during his child hood he was picked on a lot because of his demon cat like eyes. This made Salem shut out from all people but his family and those that he truly trust. Since he was always scared that people would pick on him and make fun of him.
Caring: Even though Salem does not care a lot about people he is very caring when a person is in danger or hurt. Going out of his way to try and help them. This is a very big thing of Salem’s. Even though at times when he has tried to help people they have refused his help because they think of him as a demon or the spawn of Satan.
Secretive: Salem is very kept to himself keeping most of his secret’s to himself away from even those that his is very close to. Since he truly does not put all of his trust into one person.
Grateful: Salem is Grateful for all thing’s that he gets in life. Which a lot of people think is weird since Salem is a spoiled rich kid who pretty much got everything he wanted as a child. But the fact that Salem was cursed with his
Generous: Even though Salem Is not very good with people. He is very Generous always trying to help those that need his help. Even offering money from his trust fund that he was left.
Hard Working: Salem is very hard working. He work’s for everything that he get’s as hard as he can. This trait made him one of the best student’s in the Tower of Fang. Since he worked as hard as he could on everything allowing him to master thing’s faster than most student’s.
Responsible: Salem is very responsible taking responsibility over everything he does. Even if something goes wrong and it is his fault. He is very welling to admit his mistakes out in front of everyone. This a trait that his teacher’s at the Academy of fang loved about him. Since it also helped them help him.
Serious: Salem can have a very serious attitude when it comes to thing’s like Magic. Since some people think that Magic is a joke and try to take it as a joke. This is one thing that Salem does not do. He get’s that magic can be a very serious thing and treat’s it as it is his life ant that he should not take it for granted.
Silly: Most times when around Friend’s and People that he can trust Salem is very silly always joking around and trying to make his friends and Family laugh and have fun.
Appearance:
- Spoiler:
Weight:165
Background/Roleplay Sample[/center]
Background:On a dark stormy night Claire Pendragon was in her two three story house in the Miyazaki capital city. She was sitting on her blue and black designer couch. That she had paid about three thousand dollars for. Since she and Carter had a very good amount of money. Since the whole Pendragon family was filthy rich. Though most of them made living as wizard's. Even though Clair did not believe in magic. She did not care that the family practiced magic. So long as her son Salem did not practice magic. She did not care. Like her husband carter. He may have believed in magic. But he did not study and practice it like the rest of his family. He also believed in the family legend that the family was related to the great powerful and famous wizard Merlin. Who was one of the main Pendragon's who made the family traditions and customs.
Such as the one Carter and Sadie Carter's mother had convinced Claire to go through. Since it is a very big tradition in the Pendragon family. That all the children of Pendragon blood. Must be born in a natural birth so that their magic power's are not affected. And this was one of the most biggest tradition's in the Pendragon clan. And so far there had not been a child of Pendragon blood. That has not had a natural birth. And so as she set there in the second floor living room. She started to have pain's in her stomach. And these pain's where not like the normal pain's she had been having. These where much worse. They were like no Pain she had ever felt. And so as she set there watching tv she started to scream out in pain. In a very loud and dramatic scream that hurt the ear's as you heard it. And Carter and his mother Sadie ran down to help Clair. Since Carter and Sadie both decided that it would be could to have his mother Sadie at the house. And help them in the birth. Since not only had she given all three of her child's Carter ,Sam ,and Jake all natural birth's.
But she also helped a lot of the family member's in there birth's. Since she was what they called a healer. A person who specialized in healing magic. And so she helped guide Clair threw the birth. And when the birth was threw. They had a very natural and health baby. Until the very moment he opened his Eyes. Salem had the eye's of the devil. His eye's where just like that of a cat. Something that had been talked about in the Pendragon family for years. But Clair forbid the legend of the cat's eye's to be talked about around her or Salem.
After Salem was born the word of his cat eye's started to spread around the Pendragon family like wild fire that could not be tamed. Every Pendragon clan member tried to come and see Salem and his eyes. They just could not believe that the legend of the baby with the cat eye's was born. Since there was a legend that the boy with the cat eye's would rise to power and be the greatest Sorcerer every. Even more powerful then Merlin. And the whole Pendragon family wanted to be the one to teach Salem. But Clair would not let them go anywhere near Salem. Since she was somewhat sad and scared for her son. She did not know how people would take her son. Even though she loved him she could not make everyone else love and like him. Since some people might think he was a demon because of his eye's. She just hoped he had the chance for a normal life. And so when Salem was to start prekay.
Clair held Salem back. But Carter told her she would not be able to keep him from school. He was going to have to go to a good school. So that he could get a good education. So Clair new she was going to have to let Salem go. But she was not going to let him go until she found a nice and very good school for him. Cause she wanted the best education money could buy. Since she and Carter had the money to send him to any Private school in the country. Maybe even in the world.
After his mother and father. Had searched half of the world they found a nice private school in the capital . Not that far from where they lived. The school was very big and was one of the top schools in the world. So Clair and Carter agreed to the school. Since it would not be hard to get him to and from school. And when he got older he would be able to stat at the school dorm's. And it would not be hard for them to go visit him. So when Salem started the school it was all fine. Or so they thought after about the third week of school. Salem's teacher called them to the school to talk to them about how Salem was doing in the First Grade. She told them how Salem was doing good with all of his grade's. Making A's on everything he did. But Salem had a problem with the other student's. They tended to pick on him and try and fight him. And so she told them she was going to try and fix it but that they should know what is going on. And one day when Clair decided to go to the park with Salem. Salem got into a fight with about six of the kid's that he went to school with. That where also in his class. Clair ended up having to break up the fight and take Salem to the hospital. They said that he was not in bad shape. And so they patched up his cuts and bruises. Then sent him back home with his Mother. And so when Clair talked to Carter about it. He suggested. That they put Salem into a Dojo. So that he can train his skill's. In fighting and be able to handle himself. And so when Carter took Salem to the Dojo. He signed him up for every class. So that he could better his skill's. Even though he was only 5.
This was the start of Salem’s life of combat. And shortly after attending the Dojo for a few year’s Salem was able to hold his own in a fight against at least three boy’s of his age. So after this Kid’s tended not to try and fight Salem in a fight. But they still made fun and did not except him for his demon like cat eyes. This still hurt Salem a little. But he was able to dill with even though he was tired of all the kid’s. And after a while Salem’s mom gave up on trying to stop the family from teaching him magic. So Salem’s grandmother made a application for him to go to the school the Tower of Fang. One of the best Academy’s of magic in the world. Since they way Seraph was he would be able to handle more advance magic then most of the family. After about seven years of training Salem would leave the Tower of fang as a full grown sorcerer who had studied in many different styles and class’s of magic
Roleplay Sample:
- ElendrilEstablished Member
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Re: Salem Pendragon
Wed Aug 17, 2011 2:12 am
Natural Abilities
Powers
Salem's power's revolve around that of magic Powers
Magic
- Spoiler:
MAGIC
Magic is not divided into types or kinds with regard to good or evil, moral or immoral, black and white. Magic is impersonal, open-ended and it is exactly the same no matter where it is practised throughout the world. What makes it good or evil, is not the kind of Magic that you use, but the use to which you put it. For example, one can use a prayer, and invoke the power of the SB in that prayer. Your prayer might be that someone is to be cursed. This means that you have used the power of God for the purposes of practising black magic. It is also possible to invoke a demon, straight out of the abyss, and to get that demon to heal someone. That would, however, be an example of white magic, despite the fact that you are using a demon to assist you. These are obviously two extremes, but it shows us that the essence of magic is not white or black, good or evil but totally and utterly neutral, detached and impersonal. It is a force that one can use for doing good or evil. The way that we use this force will determine whether it is black or white, not the actual magic itself. Therefore, magic as it stands, is not divided. It's use, motives, applications, intent and objectives make Magic black, grey or white. This is because between the two extremes of black and white, are thousands of shades of grey. It is impossible to judge the shades of grey, because if we look at a person from a primitive society, then that which they do, which would be perfectly legitimate for them in a tribal society, would be black magic for a more cultured people. It would probably be in line for them however, and they would call it "good, sensible
living."
Tppes of Magic:
Main school's of Magic
Abjuration - one who specializes in abjuration would be known as an abjurer.
Conjuration - one who specializes in conjuration is known as a conjurer.
Divination - one who specializes in divination would most likely be known as a diviner.
Necromancy (aka necromantic magic)- one who specializes in necromancy is known as a necromancer.
Enchantment - one who specializes in enchanting is known as an enchanter.
Transmutation - one who specilizes in transmutation would be known as a transmuter
Evocation - one who specializes in evocation is known as an evoker.
Illusion - one who specializes in illusion is known as an illusionist.
Universal - Spell falls under all eight categories. Not a true school.
Sub school's of Magic
The main schools split into several subschools. Some of the subschool categories can be found within more than one
school.
Healing
Calling
Charm
Compulsion
Summoning
Creation
Glamer
Figment
Pattern
Phantasm
Scrying
Shadow
Soul
Teleportation
Abjuration
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Search skill drops by 4.
If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
Conjuration
Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell’s range, but it does not have to remain within the range.
Calling
A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled.
Creation
A creation spell manipulates matter to create an object or creature in the place the spellcaster
designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.
Healing
Certain divine conjurations heal creatures or even bring them back to life.
Summoning
A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again. When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells.
Teleportation
A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.
Divination
Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Many divination spells have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.
Scrying
A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment. The sensor can be dispelled as if it were an active spell.
Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked.
Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior.
All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.
Charm
A charm spell changes how the subject views you, typically making it see you as a good friend.
Compulsion
A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject.
Evocation
Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
Figment
A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like.
Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly.
Glamer
A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.
Pattern
Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.
Phantasm
A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells.
Shadow
A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.
Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline. A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others.
Necromancy
Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.( this is a forbiden magic )
Transmutation
Transmutation spells change the properties of some creature, thing, or condition.
Enchanting: Enchanting is the ability to give item's and weapon's magical abilities. This is one of the more complex types of magic. Since this can be very dangerous for those that use the item's. Since the items can become out of control.
Runes
A rune is an arcane symbol inscribed on a creature, surface, or object. Runes exist in groups called
families, which are composed of ten runes. No runes ever require a verbal component. Inscribing a rune requires physical contact with the target Runes are a type of magic that can be used with in enchating and other thing's.There are three kinds of runes: marks, glyphs and sigils. A mark is inscribed upon a creature, and each mark targets a single creature. A glyph is cast upon an object, and each glyph targets a single object. A sigil is placed upon an object or creature in order to create an effect in an area, with that object or creature at the center. Each sigil has an area that it affects.Marks are runes inscribed on a creature. The subject must be still, so marks cannot be inscribed on unwilling creatures, however a mark can be inscribed on any helpless creature. Marks generate their effects immediately upon completion. Some inscribes have the ability to delay mark activation or even to make a mark permanent
Abilities
Abilities are magical effects that are permanently (or nearly permanently) active on Wizard's or sorcerer's or even other people. Abilities can differ from person to person. One might have the ability to read Mind's or empathy to feel emotion's and feeling's. But not all people have Abilities. Some Abilities you can only be born with. While as some can be learned from a person who has that ability. And some you must go threw a ritural to get them.
Item's
Familiar
A familiar (or familiar spirit or familiar animal) is an animal-shaped spirit or minor demon believed to serve a witch or magician as domestic servant, spy and companion, in addition to helping to bewitch enemies or to divine information. The animal was often believed to be possessed of magic powers, such as the ability to change its shapeAnd as the Master grow's so does the Familiar. Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Book of shadow's
The Book of Shadows is a collection of magical and religious texts of of you familly. Mosy high powered magic familly's have a book of shadows. That has all type's of spell's and information that there familly has discovered over time. These are very important to those who are new into magic. Since it tell's them way's to learn and master the ability's. And are not like reguler spell book's. Now some family's have more then one copy of there book of shadow's that is connected to the main one. And so all the infomation is sent to the main book.
Athame
The athame frequently has a steel double-edged blade with a sharp point (although the point may be dulled so as to prevent unintended physical harm during ritual use), and a handle which is often black and which may be inscribed with particular symbols dictated by the tradition, ranging from astrological glyphs to runes to magical symbols indicative of deities, spirits or the element
Wand
A wand is a thin, straight, hand-held stick of wood, ivory or metal, generally with ceremonial and/or magical associations, although historically they have also had other uses, all stemming from the original meaning as a synonym of rod and virge (a stick used as a weapon or for corporal punishment).It is traditionally made from the wood of a sacred tree, such as willow, elder, oak, apple, peach, hazel or cherry, and its length should approximate the crook of the elbow to the middle of the index finger. The wand may be carved or decorated in order to personalize it. These days, metal, crystal or many modern materials may be used instead of wood, and a wand may also be tipped with crystals and gems. A grimoire called “The Great Book of Saint Cyprian” gives step-by-step instructions on how to make a magic wand, although it is now possible to purchase ready-made wands commercially. But the main reason of the Wand is to help focus magic.
Types of Mages
Wizard
Wizard's are master's of magic in the word of mouth. Meaning they have the ability to shape magic by saying thing's. Wizard's mainly use Wand's to control there magic. But very powerful Wizard's can do magic with out wand's and some can even do it nonverbal
Sorcerer's
Unlike Wizard's Sorcerer's can use the magic around them ( magic is in the air like restu is ) as well as the magic in there body. But Sorcerer's control and power over spell's comes from them understanding the spell. But Emotion and felling's are also a big part of Magic for Sorcerer's. Since the more aggresive and up a sorcerer is the more powerful they are.
Warlock
A Warlock's are the children of Demon's most of the time. They tend to look Human most of the time. Though some of them might have a Demonic trait like a tail or ear's of a demon. Though it is possible to become a Warlock by giving ones self over to a Demon or spirit that will then grant you power's.
Class's (styles)
Like there are class's of spell's there are class of mages. These class mainly are to describe certain class's and styles of magic. And some class's even tend to give speical abilites to those that have taken into the way of the class. Though some class's to year's and year's to master. There is truly no limit to the amount of class's that a mage can train in. But to truly master a style of magic takes time. Below are a few class's of magic that Mages are able to take up. (these are mainly just examples but they may be used )
Arcane Warrior
- Spoiler:
History
Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world.
Spell's
Combat Magic
lv 2
Enchant: Combat mode take me.
While this spell is active, the arcane warrior channels magic inward, trading increased fatigue allowing them to do more physical fighting. Since this spell will increase there endurance and the amount of damage that they will be able to take. This spell will only last 3 post. While this spell is active only lv 1 spell's may be used.
Aura of Might
lv 2
Enchant: I summon the Aura of Might
The arcane warrior’s prowess with Combat Magic grows, granting additional bonuses to attack, defense while in the spell is active. This allow's there physical attack's to become stronger up to one tier above there's. This also increase that of the Attack's that they will be able to block.
Shimmering Shield
lv 3
Enchant: Shield protect me
The arcane warrior is surrounded by a shimmering shield of energy that blocks most attack's and grants large bonuses to armor and all resistances. When active, however, the Shimmering Shield consumes mana rapidly. Making the mage run out of energy and power the longer the shield is up. The shield can only be up for a max of 5 post and after those 5 post only spell's of lv 1 can be active for the next 3 post. The shield can only completely block attack's of lower tier. Equal attack's may be able to get threw the shield where as a Attack of a higher tier will most likely destroy the shield.
Blood Mage
- Spoiler:
story:Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into mana and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice his/her own health, or the health of allies, to fuel these abilities
Spell's
Blood Magic
lv 1
Enchant: I give my life force for the power of the damned
For as long as this spell is active, the caster sacrifices health to power spells instead of expending mana(magical energy) This spell can be very dangerous since if left active to long the mage could die or hurt them self's very bad. This can only be active for 3 post with no harm is more then 3 the user will start to completely drain there life. If left active for more then 5 post the user will die if there Tier is that of 3-1 or lower. If not they will pass out. Note this spell increase the power of one's attack to that of one tier above them so a 3-1's attack would become equal to that of a 2-3.
Blood Sacrifice
lv 2
Enchant: i draw the blood of my allies to help my conquest
The blood mage sucks the life-force from an ally that is willing to let the spell take over them, this spell is truly healing the caster but potentially killing the ally. Since the more hurt the castor is the more of the life force that it will need to drain from the ally.
Blood Wound
lv 3
Enchant: Boil the blood of those that appose me
The blood of all hostile targets in the area boils within their veins, inflicting severe damage. Targets stand twitching. This can truly only work if the target's in the range of the castor's eyes have open wound's. And though this is a very powerful spell it is not able to kill a target but only hurt them. Since this can only cause a intense pain maybe burning the skin but nothing else is done from this spell. But in order to cast this spell the mage must give a good part of his power to do so. After casting this spell the mage will fall out from the amount of his life given to do this spell.
Shapeshifter
- Spoiler:
Legend:Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such rumors, but this rare art survives in the forgotten corners of Thedas. Mastery of their bodies allows shapeshifters some protection, even in human form, making them durable opponents and staunch allies
Spell's
Spider Shape
lv 1
Enchant: N/A
When this spell is activated the castor become a giant spider. While in this form all other spell's are not able to be used. But they do gain the abilities of spitting sticky web's that they can use to tangle there target's . While in this form they also get a increase in there physical strength. This form can also only last for 3 post with a 3 post cool down before the mage can shift again
Bear Shape
lv 2
Enchant: N/A
The shapeshifter can transform into a bear, gaining large increase i strength. Though they lose there other abilities. They do gain the great physical strength of the bear and his very sharp claw's and teeth. The appearance of this form truly depend's on that of the castor. Since some might have white fur where as some might have black fur.
Spirit Healer
- Spoiler:
Story:Not all entities of the Fade are demonic. Many are benevolent entities consisting of life energy, which can be called upon to mend flesh and heal disease. Spirit healers focus on channeling the energies granted by these spirits, making them indispensable members of a party of adventurers
Spell's
Group Heal
lv 1
Enchant: heal those that have helped me
The caster bathes allies in benevolent energy, instantly healing there minor wound's. Though the castor is un effected by this spell. So this still leave's all of his wound's un healed.
Revival
lv 2
Enchant: revive the energy of thy ally
This is a very effect spell for healing a friend that has been injured very badly. This spell take's a very good amount of energy though. And it can work only on one ally at a time. And will need a 3 post cool down before it can be done again.
Lifeward
lv 3
Enchant: i give the power of my life to thy ally
The caster places a protective ward on an ally that let's the ally draw energy from the mage to heal them self. When this ward is active there will be a small line on the wrist of the person who has the ward on them. And this line will stay til the ward is used. Since the word can be used at anytime they ally chooses so or if they become close to dying it will activate it self. This ward work's by connecting the mage's and the ally's life force and mana together. And so long as the connection is still active the mage will have a small line on his wrist just like the ally. The mage can put this ward on as many people he want's to. But putting this on a lot of people can be very dangerous to the mage
Cleansing Aura
lv 3
Enchant: Aura cleans
While this spell is active, waves of healing and cleansing energy emanate from the caster, restoring health to all nearby allies with in a meter of the mage. This spell is a very dangerous spell to the mage since it can leave them very tired and almost out of mana if there are 2 many allies to heal.
Keeper
- Spoiler:
Story:Every Dalish clan has a keeper, a wise mentor dedicated to preserving the elves' ancient lore. It is exceptionally uncommon for a keeper to teach anyone other than a fellow clan member about the unique Dalish understanding of nature magic, which focuses on control of the roots beneath the earth
Spell's
One With Nature
lv 1
Enchant: Nature come one with me
The keeper's bond with the earth creates a defensive shield that immobilizes the keeper for as long as this spell is active. This shield is made up of the root's in the ground and that of the tree's around. This shield is easily able to block of those that are a tier weaker then the castor unless they are fire spell's. Then the Keeper will have a hard time to keep the root's from spreading on fire.
Thornblades
lv 2
Enchant: I call the Blade's of Nature
The keeper calls roots from beneath the earth to come ad attack the enemy. These are giant size root's with sharp 3 inch thorn's all over them. The Keeper is able to control the root's as though they where the keeper's arm's and leg's. By moving his body part's as thought they where they thorn's. Keeper's with staff's and wand's may also be able to control them using the wand or staff. Note thses root's can be cut or burned.
Nature's Vengeance
lv 3
Enchant: Nature take i command the to take vengeance on those that oppose me
The keeper summons gigantic roots from within the ground to attack all enemies in the range of 2 meter's. These root are just like the regular root's in all other keeper spell's but in this spell the keeper is able to manage and control more root's tho this spell can only be done once per a topic
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Re: Salem Pendragon
Fri Aug 19, 2011 12:44 pm
Salem's Abilities
As being a sorcerer from a very long line of powerful people. ( he is a great descendant of Merlin) Salem has come to be very good at his magic abilities. Since not only is it in his blood but the fact that he spent 7 year's at the tower of Fang training to be a great mage. He has come to be very found and good at his power's. Since
Nonverbal magic: Since Salem is a Sorcerer and not a Wizard. Salem does not really come from word's. Since he does not really have to use Word's to shape magic unless they are very powerful spell's out of his level. Or those that can only be shaped by the word of mouth. This is a very good thing for Salem and all Sorcerer's. Since most people think that mage have to say enchant's to cast spell's. But this can also be a down fall for Sorcerer's. Since there magic is focused on there feeling's and emotion's. So there magic power level can change at any minute. Depending on how they feel. Emotion's Like Rage tend to increase the power of there magic and emotion's like depression and sadness tend to lower there magic power level
Enchanting: Threw Salem's time at the Tower of Fang he would be taught about Runes and how to put runes on Items to make the stronger and do all different thing's. So this would come to be one of the main thing's Salem would practice at the Academy. Threw all this practice Salem would come to learn how to make and write Runes. And even learn how to combined them with Item's like sword's and armor.
Battle Mage: Threw his time at the Tower of Fang Salem became what they call a Battle mage. A mage that mainly focus's on Fighting spell's. These Mage's also tend to fight with Sword's and shield's making them more of a deadly force to deal with. Since not only are they well trained in Magic but they are also well trained in the art of combat in other way's.
Marital Art's: Since Salem has been trained in different styles of Marital Art's since he was a child he is a very good at hand to hand combat. This makes him a really good fighter and makes him more of a threat. Since not only can he use magic but he is also a good hand to hand fighter being able to take on more then one enemy at a time. Since as a child he was jumped a lot.
Sword's: Salem is very good with a sword since when he was a young child he would take Kendo lesson's at the dojo that he trained at. But also when he went to the Tower of Fang he become a even better user of sword's since he would often take lesson's on sword fighting. And practice for hour's with his friend's
Spell's and abilities
Energy Constructs: Salem is able to craft a numerous variety of desired weapons and tools out of pure solid colored (red)energy. These item's are as though they are made out of still and are able to take on real weapon's like a shinigami's Zanpakuto.
Swords or staves for battle, protection, or intimidation
Armor or shields, for defense
Ram to break through tough defenses
Safe to hold a precious item for a short period of time, often requires the user stay very close.
Keys for picking locks or starting vehicles
Vehicles small craft for protection in dangerous situations, may take riders. (Reentry capsule, war-zone walker)
Psychokinesis: the mental ability that allow the user to control the area with their minds and use them to their advantage. Salem is able to move item's with his mind at any time he so chooses. But using this ability tend's to give him a headache do to the mental force that is required of it. So this tend's to be a Ability that Salem tend's to do less of. Salem as tend's to have a hard time moving heavy object's(100 pound's) .
Energy Ball: Salem can form balls of energy (which resemble electrical discharges) in his hand's, and throw them at targets with varying levels of voltage. They can also dissipate and control the energy ball while still in their hand. These energy ball's of a goo power level but will not really inflect enough damage to kill a target with one hit.
Fire Ball: Fire balls can come in a variety of different shapes, sizes and power depending on the user and are more powerful than energy balls. It can be controlled and dispatched in the hand. looks like are rings around a flare of fire. They also tend to have a concussive effect. So when a target is hit by them it tend's to also get thrown back by the force of the ball.
Optical Thermodynamics: the power to emit a sudden shot of potentially fatal red energy from one or both eyes capable of cutting through the skin of target's. It is even able to go threw solid rock and concrete when being used by a very powerful Mage.
Laser Bolts: are darts of electromagnetic radiation that can burn a target upon contact. They are a blue color and a about 3-5 inches when shot out of the castor's hand or wand. They do not do much damage by them self's but can be a good distraction and very helpful to try and keep people at bay.
Force Field: also known as shields or protective bubbles, are energy barriers or spheres that can protect one from other individuals and powers, by deflecting or absorbing the power's, or causing some form of harm to the enemy. If the shield absorb's a person's attack nothing happen's with the energy of the attack. Shields tend to look exactly like bubbles. These shield's are only able to block the attack's of equal Tier's.
Invisibility; is the power to make yourself unable to be seen, or transparent. Though Salem is only able to do this for short amount of times's it can come in hand when he need's to get away. (3 post max with a 3 post cool down )
Astral Projection: is the ability to project your soul into an astral form outside the body. When a person astral projects, their physical body falls to the floor, slumps over or remains still until they return. While in "astral mode", powers are dormant. This allow's Salem to act like he is at another place while he is not. Though this is dangerous since Salem's real body is unprotected. (With training one may learn to use there power's while they are Projecting themselves )
Healing: is a power possessed by very few people, in which a warm golden light shines from their hands as they heal injuries and wounds on others. Those with this ability are not able to use this to heal themselves or are they able to heal the dead. They are only able to heal other's and those that are still living.
Orbing: is the power to teleport a being with the use of orbs. When someone orbs, they turn into a swarm of blue and white orbs that rise upwards, or sink downwards, depending on the direction the being is going. Using this power Salem is able to travel anywhere he want's to go in a instant. Using this power he can also bring other people with him as long as they are holding on to him when he orb's.
Energy Whip: An energy whip is a similar power to an energy ball, but it can be used for a longer period of time in battle. It basically is and has the function of a whip. The whip is electric and when a target is hit by it. It wheel fill as though they are getting hit bu one hundred thousand's volt's of electricity.
Weather Manipulation: is the ability to control and manipulate the weather in all of its various aspects and forms example thunderstorms, rain, lightning, etc. This power is also combined with
Aerokinesis: is an elemental power used to create and/or manipulate the very air itself.
Electrokinesis: is an extremely powerful ability to create and project electricity or lightning.
Hydrokinesis: also known as Aquakinesis, is the power to create and manipulate water
Pyrokinesis: is the power to create and control fire with the will of one's own mind.
Weather Manipulation can become a very dangerous power to mess with because all its powers are tied to the user's emotions. This is truly Salem's most power ability and his main one.
Item's
Sword: Threw his time at the Academy Salem would come to forge himself a sword
Staff of Parthalan: This is a spear-like staff. That has bee passed down to Salem from his great uncle.
Wand:
Book of shadows: this is Salem's family spell book. It has been passed down threw the Pendragon family for generation's. It is said to be one of the most powerful spell book's in the world containing some of Merlin's most personal spell's in it.
As being a sorcerer from a very long line of powerful people. ( he is a great descendant of Merlin) Salem has come to be very good at his magic abilities. Since not only is it in his blood but the fact that he spent 7 year's at the tower of Fang training to be a great mage. He has come to be very found and good at his power's. Since
Nonverbal magic: Since Salem is a Sorcerer and not a Wizard. Salem does not really come from word's. Since he does not really have to use Word's to shape magic unless they are very powerful spell's out of his level. Or those that can only be shaped by the word of mouth. This is a very good thing for Salem and all Sorcerer's. Since most people think that mage have to say enchant's to cast spell's. But this can also be a down fall for Sorcerer's. Since there magic is focused on there feeling's and emotion's. So there magic power level can change at any minute. Depending on how they feel. Emotion's Like Rage tend to increase the power of there magic and emotion's like depression and sadness tend to lower there magic power level
Enchanting: Threw Salem's time at the Tower of Fang he would be taught about Runes and how to put runes on Items to make the stronger and do all different thing's. So this would come to be one of the main thing's Salem would practice at the Academy. Threw all this practice Salem would come to learn how to make and write Runes. And even learn how to combined them with Item's like sword's and armor.
Battle Mage: Threw his time at the Tower of Fang Salem became what they call a Battle mage. A mage that mainly focus's on Fighting spell's. These Mage's also tend to fight with Sword's and shield's making them more of a deadly force to deal with. Since not only are they well trained in Magic but they are also well trained in the art of combat in other way's.
Marital Art's: Since Salem has been trained in different styles of Marital Art's since he was a child he is a very good at hand to hand combat. This makes him a really good fighter and makes him more of a threat. Since not only can he use magic but he is also a good hand to hand fighter being able to take on more then one enemy at a time. Since as a child he was jumped a lot.
Sword's: Salem is very good with a sword since when he was a young child he would take Kendo lesson's at the dojo that he trained at. But also when he went to the Tower of Fang he become a even better user of sword's since he would often take lesson's on sword fighting. And practice for hour's with his friend's
Spell's and abilities
Energy Constructs: Salem is able to craft a numerous variety of desired weapons and tools out of pure solid colored (red)energy. These item's are as though they are made out of still and are able to take on real weapon's like a shinigami's Zanpakuto.
Swords or staves for battle, protection, or intimidation
Armor or shields, for defense
Ram to break through tough defenses
Safe to hold a precious item for a short period of time, often requires the user stay very close.
Keys for picking locks or starting vehicles
Vehicles small craft for protection in dangerous situations, may take riders. (Reentry capsule, war-zone walker)
Psychokinesis: the mental ability that allow the user to control the area with their minds and use them to their advantage. Salem is able to move item's with his mind at any time he so chooses. But using this ability tend's to give him a headache do to the mental force that is required of it. So this tend's to be a Ability that Salem tend's to do less of. Salem as tend's to have a hard time moving heavy object's(100 pound's) .
Energy Ball: Salem can form balls of energy (which resemble electrical discharges) in his hand's, and throw them at targets with varying levels of voltage. They can also dissipate and control the energy ball while still in their hand. These energy ball's of a goo power level but will not really inflect enough damage to kill a target with one hit.
Fire Ball: Fire balls can come in a variety of different shapes, sizes and power depending on the user and are more powerful than energy balls. It can be controlled and dispatched in the hand. looks like are rings around a flare of fire. They also tend to have a concussive effect. So when a target is hit by them it tend's to also get thrown back by the force of the ball.
Optical Thermodynamics: the power to emit a sudden shot of potentially fatal red energy from one or both eyes capable of cutting through the skin of target's. It is even able to go threw solid rock and concrete when being used by a very powerful Mage.
Laser Bolts: are darts of electromagnetic radiation that can burn a target upon contact. They are a blue color and a about 3-5 inches when shot out of the castor's hand or wand. They do not do much damage by them self's but can be a good distraction and very helpful to try and keep people at bay.
Force Field: also known as shields or protective bubbles, are energy barriers or spheres that can protect one from other individuals and powers, by deflecting or absorbing the power's, or causing some form of harm to the enemy. If the shield absorb's a person's attack nothing happen's with the energy of the attack. Shields tend to look exactly like bubbles. These shield's are only able to block the attack's of equal Tier's.
Invisibility; is the power to make yourself unable to be seen, or transparent. Though Salem is only able to do this for short amount of times's it can come in hand when he need's to get away. (3 post max with a 3 post cool down )
Astral Projection: is the ability to project your soul into an astral form outside the body. When a person astral projects, their physical body falls to the floor, slumps over or remains still until they return. While in "astral mode", powers are dormant. This allow's Salem to act like he is at another place while he is not. Though this is dangerous since Salem's real body is unprotected. (With training one may learn to use there power's while they are Projecting themselves )
Healing: is a power possessed by very few people, in which a warm golden light shines from their hands as they heal injuries and wounds on others. Those with this ability are not able to use this to heal themselves or are they able to heal the dead. They are only able to heal other's and those that are still living.
Orbing: is the power to teleport a being with the use of orbs. When someone orbs, they turn into a swarm of blue and white orbs that rise upwards, or sink downwards, depending on the direction the being is going. Using this power Salem is able to travel anywhere he want's to go in a instant. Using this power he can also bring other people with him as long as they are holding on to him when he orb's.
Energy Whip: An energy whip is a similar power to an energy ball, but it can be used for a longer period of time in battle. It basically is and has the function of a whip. The whip is electric and when a target is hit by it. It wheel fill as though they are getting hit bu one hundred thousand's volt's of electricity.
Weather Manipulation: is the ability to control and manipulate the weather in all of its various aspects and forms example thunderstorms, rain, lightning, etc. This power is also combined with
Aerokinesis: is an elemental power used to create and/or manipulate the very air itself.
Electrokinesis: is an extremely powerful ability to create and project electricity or lightning.
Hydrokinesis: also known as Aquakinesis, is the power to create and manipulate water
Pyrokinesis: is the power to create and control fire with the will of one's own mind.
Weather Manipulation can become a very dangerous power to mess with because all its powers are tied to the user's emotions. This is truly Salem's most power ability and his main one.
Item's
Sword: Threw his time at the Academy Salem would come to forge himself a sword
- Spoiler:
Staff of Parthalan: This is a spear-like staff. That has bee passed down to Salem from his great uncle.
- Spoiler:
Wand:
- Spoiler:
Book of shadows: this is Salem's family spell book. It has been passed down threw the Pendragon family for generation's. It is said to be one of the most powerful spell book's in the world containing some of Merlin's most personal spell's in it.
- Spoiler:
Re: Salem Pendragon
Sun Sep 25, 2011 1:08 am
If this is still WIP You have until the end of September. Inactive WIP is Inactive.
Hon Hon Baguette.
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November COTM 2011 : 1st place Zefonse
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Re: Salem Pendragon
Tue Oct 25, 2011 10:06 pm
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