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Old August 31, 2005, 07:09 PM   #1 (permalink)

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[top]Straylor Felix Leonard


Straylor Leonard, the Lion of Carmelyn
"What happened in the mortal realm when the gods themselves were at war? ... how did one kill an immortal being? Then again, the inversion of Diana-Didis had changed everything. In a very real way, Aerysia had lost her innocence. The world itself seemed somehow older, wiser... harder. Just like one Straylor Felix Thaddean Leonard."
-- GM Mimesis, Lions Among Wolves '

His Exalted Excellency and Grace, the Lord Baron Straylor Felix Thaddean Leonard is a Medonian whose ancestors immigrated from Eunesia. He is known as Stray or Felix to family and friends. A major figure during the Coronation of the Prince of the Aelyrian Kingdom, he debuted in the summer of 2005 as an alternate character. During the reign of Prince Milo the First, he was given a barony and lordship over all the lands owned by House Leonardes'. He has sworn vengeance upon Haya and the Xet and is a known loyalist to the Throne of Eternity'. Since the ascension' of Empress Rhysatra the First, he has fought alongside Imperial, Lysandrian, and Provincial armies in the Western Realms to suppress the Xet invaders.

While he is generous and loyal to his friends and eagerly seeks to defend the people and the Empire, he is also intelligent, calculating, and ruthless. One of the wealthiest men in the Empire, he is effectively also one of the most powerful due to his position among the Peerage and his powers as an former Archmage prior to his transformation into a Grandmaster Spellbreaker. His driving force is to secure a place in history and to live the rest of his brightenings in a united Empire. Straylor is often at odds with other factions, including House de Lylles and her vassals.

He is stands just above six feet or 184 centimeters with broad shoulders and a medium build. Straylor's has almond-colored hair though he sported auburn locks as a boy and teenager. While he prefers to keep mane of hair and beard somewhat unruly, formalities generally force him to keep it short and neat. His bright hazel eyes are lightly lined by the worries and concerns of much older men. Following his quest in the Golden Glade, the scars that once marred his body were washed away leaving only the twin runes on his palms: that of a skeletal tree and a half-eaten leaf. They are constant reminders of Straylor's failings as a follower of Carmelya and ascension at the hand of Xinarius'.

[top]Biography

"The weariness of centuries of woe undue his young age was plainly evident on Straylor Leonard's face, standing in stark contrast to the brightness of his eyes and the strength of his human form. He had thought himself to be a protector, the last and greatest line of defense, but fate, it seemed, had taught him that courage could only get him so far and that the struggle he fought would be never-ending."
-- Tiyribi Andares'


Lord Straylor Leonard is the son of Felix Leonard, a merchant, and Thelma Thaddean, a professor of Arcana at the Maeveon Collegio De Enamora. He was born and raised in Medonia, in the Province of Enamoria. His father's business allowed him to travel throughout the Western Realms. Along with his father's wealth and boyish good looks, he was quite the heart breaker in his youth. His boyhood was filled with various activities ranging from enforced dance lessons, to the occasional singing he took up in the Church. But while he traveled with his father, Straylor amused himself by singing and composing his own tunes that he'd perform at the taverns along the way.

But things were not always so colorful. Straylor's father moved to Medonia with an infant in his arms. The babe's mother was too sick to carry on and decided to return home to her beloved Eunesia not too long after bearing their son. With his heart broken, Felix Leonard sought a fresh start, a new beginning for himself and young Ci'aran.

Brutal winters led to bitter springs as the two struggled to survive. Poverty was always an unwelcome guest, but when it knocked one could never deny it room and board. Yet as father and son carried on, Felix fell in love with a young instructor at the local academy.

The two courted for a few eras and in the end got married. Having come from a lively and wealthy stock, Thelma's parents paid for much of the young couple's expenses. It was a the happiest times of Felix's life, but perhaps only a prelude to his half-elven son's suffering. By then, Ci'aran was nearing the end of his Schola training. And by the time Felix's eldest son neared his 12th Summer, Straylor Felix Leonard was born.

Though Thelma usually admitted to having fostered a half elf by marrying Felix, she attempted to hide that fact just as much. Whenever her friends or family visited, she would somehow send Ci'aran off to do some chores or to the town square for errands. And when she could not hide him, Thelma simply ignored him along with any questions or concerns that pertained to him. Nothing would take everyone focus off her tiny glimpse of heaven in the form of her healthy baby boy. One brightening, Ci'aran was sent to run more false errands while his stepmother mingled with some old friends. He never returned. Felix was made aware of this but it bothered him little -- if at all.

Straylor never knew of all these things, of course. As a boy, he was raised with all care and luxury that his parents could afford. Strangely enough, his father's business steadily grew and prospered after Ci'aran's departure. From then on, he made no effort to keep his eldest son's memory alive and even made strict orders to clear the house of any possessions he may have left.

Eras ebbed onward, patterns passed and Straylor grew into the man his mother always dreamed he would become. He was headstrong, a little bit too sure of himself, and was definitely a favorite among the ladies. He had a stomach fit for an emperor and a taste for wine that ran his father's accounts to astonishing amounts. Still, they endorsed him. He was their favorite, their 'only son' as they often claimed. But secrets had a way of coming to light. When or how that would come to pass was left to Fate and the gods.

After over forty eras business all around the Empire, Straylor's father decided to retire in the pleasant shore-side city of Iefferon. So Stray was given a choice: take up the family business and become a merchant, or set out and find his own calling. It took a lot of thinking, and perhaps a bit more drink at the Suns (a local tavern by the Eunesian seaside). But after several candlemarks' worth of contemplation, Straylor decided that it would be best to find his calling back home in Medonia.

He was a twenty summers young when he set off on his own -- with his parents' blessings of course. And with that, his journey began.

Last edited by Straylor Leonard; June 15, 2016 at 11:03 AM. Reason: Updating!
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Old August 31, 2005, 07:17 PM   #2 (permalink)

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[top]In-Game History

Era XI - XIV
After spending most of his coin on booze and wenches, a very young Straylor Leonard is sober long enough to realize that he needs a job. Naively thinking that soldiers got all the fame and glory, he signs up with the Medonian Guard. His first patrol ends up with him fending off a gnomish contraption to save a few mousai children. Other patrols were much more exciting, with one in particular that could have turned much more deadly if not for Straylor’s talent with the sword and shield. After trying to keep a caravan from being raided by orcs, Straylor was forced to team up with an initiate sorcerer. This was how he met Ceniel during one of these unlucky outings. And the pair have been good friends since. Near the end of the following year, Straylor joined the festivities at NIa’s where he first meets the saurid Pescado Branch, then-Lord Governor of Enamoria, and Rougenoe who would later become Lord Thane of Medonia, Lord Consul of the Enamorian Province, and Straylor’s best man at his wedding. Straylor thought about applying for a permanent position with the Guards. But wanderlust took him farther into the Western Realms. Later that same winter, he arrives in Natura and is awestruck by the beauty and serenity afforded by its Enchanted Glade. While there, Straylor frequented the gardens and temples of the forest sanctuary. He extends his knowledge in the healing arts and even gains an audience with the Archdruidess Dhwae the following springtime. Straylor did not allow his swordsmanship to rust, however, frequently practicing and sparring with other travelers like himself. During the Prima Vera festivals, he meets the ranger S’Lon, Venn, and Asial, whom he drunkenly flirts with until they spar. All around the Empire, astronomers and professors debate the meaning of the new constellations in the heavens. Straylor couldn’t care less, though, as he sought his own destiny in the fields of the Carmelyn.

Era XV - XVI
He arrives in the township formerly called “Tearsfall” mid-spring of Era XV. Inspired by Dhwae and the druids in Natura, Straylor immediately seeks counsel from the Druids Copse after securing a homestead along the northern roads. Within a span of a few months, Straylor’s life would change. His newfound abilities as a druid and talents as a merchant would earn him fortune and prestige seemingly overnight. Still, Straylor’s passion to serve the people of Trysvale spurred him to take the post of Chief Constable. This inevitably earned him a few powerful enemies as well as a lifelong friendship with the Tinks. Between his time with the constabulary, managing his growing fields, and honing his skills with both might and magic, Straylor met Iseult and his half-brother Ci’aran. While he would eventually grow apart with the latter again, Straylor, Izzy, and Rougenoe would go on to become very good friends. The trio even managed to get into a bit of trouble aboard Jorel’s Barracuda, earning Rougenoe a djinn familiar and Straylor the nickname “Monsieur Banana” in the process.

(Continued)

Era XVII - XXI
Straylor now has a scale, about the size of a crown, on his neck, back, and arm. He also has several battle scars from the various conflicts he's managed to stumble into. In the middle of his abdomen is also a crater-like scar of blackened flesh.Passionately protective to begin with, Straylor's morals were tested when a thief attempted to mug Elmaryia in Frigid River and accidentally stabbed her during her first pregnancy. This led Straylor to torture and maim the female thief in a bitter act of revenge. In the end, however, Elmaryia discovers the mutilated female thief on her deathbed, rescues her from her captors, and promises to care for her baby daughter. This baby girl is, in turn, adopted into Straylor and Elmaryia's home.

The Longest Winter also seemed to age the young politician considerably, giving him additional lines along his forehead and increased his generosity and passion for the poor and suffering.

Prior to becoming Governor, Straylor was kidnapped by Mer during a season of violence between the islanders and the underwater race. Since then, Stray has developed a deep prejudice against the race, and is always seeking a means to avenge the wrongs done on Ieffreonians during their raids.

The Tempris Ball caused much drama for the new Governor. He was detained and Duncan Scythe was asked to use Mysticism to determine Straylor's innocence. Even though Straylor views Duncan as a decent enough man, his dislike for Mysticism only grew exponentially after the experience. He's also developed a startling dislike for the self-righteous Serion D'Rinishad.

The development of Straylor's grandmaster spell, Symbiosis, effectively removed the need for the aspiring Arch Druid to eat, drink, and sleep in the mundane sense. The spell is used to be absorb major nutrients from any nearby woodland or garden without significantly harming flora and fauna of the location. To reduce the parasitic attributes of the complex spell, Straylor usually consumes meat or fish before the three to five candlemarks required for him to fully 'sleep'. Additional uses of the spell allows the Baron to fully replenish his Vis by absorbing it from his environment or unwitting foes.

His travels to Kel'rondar and Fae'rel allowed Straylor to ascend to the rank of Archmage ... but at what cost? After sensing the nefarious motives behind the Kel'rondarians' actions, Straylor made his way to Fae'rel and subsequently escaped -- but not before he was warned by a woman's voice whom he assumed was Carmelya that redemption can only be found there.

The end of Summer Era XVIII taught Straylor a lesson in cruelty and deceit. The Plague Queen Haya tricked Straylor and Fizden into stealing the Scepter of Orod and subsequently aided their endeavors into delivering the artifact into her hands at the Pantheon. To "reward" her heroes, Straylor Vis was Branded. This allows him to summon powerful Plague Griffins. The ordeal inflicted scars throughout his body, particularly his cherished face making him look strikingly different. Following the traumatizing event, Straylor remained secluded and refused even the company of his wife and children. He blamed his naivety for the catastrophic mistake that allowed Haya to remove the Scepter of Orod from the protection of the Ancient Aelyrians. As the Age of Heroes began, so too did a new chapter open for Straylor.

The desertion of the legions from Carmelya was trivial compared to the outbreak of conflicts throughout the Eastern Realm. The Eunesian Crisis left Straylor exiled as Governor of Eunesia and left the isles isolated from the mainland again. The Ariumite Blockade, seemingly aided by Jaedaxia, led to the first summoning of the Ariumite Estates -- but those signs of progress were shadowed by the Director General's apparent suicide not long after. Straylor eventually met with his old friend Alexis again, and the Regent was reminded that the people needed to be led. These developments forged Straylor into a much more relentless creature of action and he now embraces an his role as the Shield of Carmelya. This was only reinforced by his experiences in the Dollwoods after meeting with the Queen of the Fae.

During the same trip to the Dollwoods, Straylor also gained wisdom from the Council of Treants of the Golden Glade. There, he learned the source of his doubts and fears, as well as knowledge regarding an Archmage Level spell and the techniques and reagent required to cast it. Upon casting it on himself, Straylor erased all the scarring, blemishes, and other 'imperfections' up to Spring of Era XIX excluding the mysterious silver scales. His body has also been permanently renewed by the spell, removing at least five ordinations from his apparent and physical age. His now moves with a youthful vigor he has not felt since the Longest Winter.

Following the Battle of Aelyria Prime, Straylor was infused with the power of the new Crown of Eternity. This grants him the Glory of the Emperor, a passive ability that gives him significant battlefield, combat, and tactical prowess.

It would appear that these wartime abilities would soon be of frequent use. Following the rise of the Empress came the invasion of the Xet. The Fog dissipated from the Western Realms to reveal the terrors laying in wait behind the malicious curtain of death. Lauryl fell first and the swarm soon looked to Enamoria and Centipax. By the time Straylor and the other forces form the Carmelyn arrived, Medonia had already fallen. With a heavy heart, Straylor and other defenders of the Empire saved Port Alyxandrya and Arium's last stand in Aslangrad. Near the end of Spring XXI, the Lady Governor of Enamoria summoned all the heroes of the land to retake Medonia once and for all. As expected, Straylor and Rougenoe were in the vanguard.

(Continued)

Last edited by Straylor Leonard; February 15, 2016 at 03:05 AM. Reason: Updates!
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Old August 31, 2005, 07:19 PM   #3 (permalink)

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[top]The House of Lions


The twin lions or griffins of House Léonardés
"There must be lion in your blood."
-- Straylor Leonard, to his cousin Tirion

House Léonardés is one of the greatest Houses in the modern Aelyrian Empire. The Barony of House Léonardés rules over thousands of acres throughout the North, the Refuge of Medonia, Crown Province, and Arium. Its seat of power is in the Trade Republic of Northumbria among the misty pastures of Trysvale. Its castle-seat currently remains in Jaedaxia's Château de Lumière' after the Little Red Island, a private piece of paradise off the coast of Secyclion, was unlawfully confiscated following Eunesia's blockade. House Léonardés is currently led by Lord Baron Straylor Felix Leonard. He is married to the Baroness Elmaryia Grey Leonard and they have several adopted children.

The Léonardés sigil is a gold shield with two black lions or griffins, depending on the banner's principle location. Their motto is: "The meek may inherit the earth, but the lionhearted rule it for now."

[top]History

Background
Before its true prominence during the Regency of Milo the First and His Royal Excellency's rise to the rank of Prince of the New Kingdom of Aelyria, House Léonardés was a minor merchant House of immigrants in Eunesia. A Medonian by the name of Richard Lyon Leonarde traveled from his native city in Enamoria to the sunny isles of Eunesia to begin what would become the bread and butter of his long list of profitable ventures.

On his fiftieth ordination, Richard and Anabelle was blessed with their youngest son whom they named Maximilian. Raised by his mother and his three sisters after Richard passed, the young Maximilian possessed a hurricane of talents ranging from a keen sense with numbers and enjoyed a myriad of sports -- rivaling even the local Eunesians. And by the time Max was a young man, he enlisted in the Eunesian Navy and quickly rose in its ranks. But at this time he also grew to love another -- his bride-to-be, Elizabeth. The two were married a few eras later, and Maximilian received an honorary discharge from the navy. Maximilian and Elizabeth were to bear six sons, and most family friends and relatives joked that Max succeeded in compensating for his father's lack of male heirs.

From the time his sons were able to walk, Maximilian drilled them in the methods he learned and mastered in the military. Each of his sons quickly took to the regiment and grew up to become excellent athletes and prominent figures in Olympia's premiere naval academy -- that is, all of his sons save for one: Felix. While his brothers ceaselessly challenged their peers and superiors in spars and sports, the young Felix avoided every possible militaristic pursuit he could in a naval academy. It was a feat, to say the least, which frustrated and disappointed his father.

But no more than Elizabeth. Some say that her heart broke every time her baby boys were turned from stumbling toddlers into bold, fierce soldiers. And it was no surprise to many when she passed after her son Felix fled their home on darkening after a heated argument with his father. It would only be later that Felix's father and brothers would discover that he actually eloped that same darkening, marrying his beloved Aylelle D'Astaryn.

Ironically, it was young Felix who was the first among his brothers to ever bear legitimate heirs. Maximilian died after witnessing the talents he worked so hard to hone and nurture revert to abominations: his firstborn, Alphonse, was sent to the Goal for killing two sailors in a drunken brawl; Bartram, the lady's man of the six, was dishonorably discharged from the military pending further disciplinary action after his 'relations' with several of his commanding officers' wives surfaced; Clarence turned mercenary and began to seek his future elsewhere, away from the dishonor of his brothers; Darius managed to pawn what remaining assets the House previously owned, and eventually disappeared as well; Edward, however, joined an order of priests and was thought to have changed his name in an effort to finally move on.

Military Strength
While the nobility have historically been barred from raising their own armies for fear of treason, many major houses typically employ footmen and guards of their own which can often times number in the many hundreds. As a merchant house with enormous tracts of land, ships, and wagons, House Leonardes could easily raise men-at-arms in times of crisis with coin alone. In the meantime, Leonardes have less than a hundred servants, footmen, and guards including the handful of legionnaires from the Empress' Own who serve at the pleasure of the exiled Governor.

Trysvale's position at the edge of the Eastern Realms give it great security and abundance while the Western Realms begin the long road to recovery after the Xet Invasion. House Leonardes also has fortresses and keeps that maintain the roads between Arium and Northumbria. These include the West Phoenix Keep and Lions Keep. Their castle-seat is a massive compound seated on a private island called the Crimson Citadel.

[top]Relationships

Members
  • Lord Felix Leonard (retired, NPC)
  • Lady Thelma Leonard (retired, NPC)
  • Lord Straylor Felix Leonard, Baron of the North, Knight Commander of the New Order, former Thane of Trysvale, former Consul of Eunesia, exiled Governor, and the head of the family
  • Lady Elmaryia Grey Leonard, Baroness, former Consul to the Carmelyn

Sworn to House Leonardes
  • House of Ceniel en Silrosia (Lord)
  • House Asunder (Earl)
  • House Blake (Lord)
  • House Calida (Lord)
  • House Weiss (Lady)
  • House Ross (Lord)
  • House Stormwolf (Lord)
  • House Artrien (Squire)
  • House Uzziel of Minatos (Knight)
  • House Malinconico (Count and Countess)
  • House Sprall (Squire)
  • House Nardaquilli (Squire)

Allies
  • His Royal Highness, Prince Milo L'Evienne the First (Overlord)
  • Her Majesty, the Empress Rhysatra the First (reigning Sovereign)
  • Rougenoe, Lord Thane of Medonia and Lord Consul to Enamoria
  • Lord Alexis Sapienta, former Triumvirate, Archduke, Governor of Arium
  • Lord Faust D'Rinishad, Duke of Vortex
  • Lord Keldon Elsdragon, Duke of Northumbria
  • Lord Riconus Xind'ell, Earl of Portshire (survived by his wife and children)
  • Lord Veleraen, Count, Champion of Aslan
  • Lady Larien Gil'dae, Arwen of House Gil'dae
  • Lord Shei'yein Neydremi, of the House Moonstone

[top]Titles & Relationships

As head of House Leonardes, Baron of the North, former Thane of Trysvale, former Consul and exiled Governor of Eunesia, Knight Commander of the New Order, and Hunter of Immortals, Straylor has plenty of enemies and allies alike.

The most stalwart of his friends are among those who fought alongside him in the eras of war during his lifetime. These include longtime comrades such as Ceniel, Rougenoe, Veleraen, Faust D'Rinishad, among others.

There are also those who would have his head on a pike. Chief among them is House de Lylles' little errand boy, Roscranis de Lylles and his cronies. The Lysandrians were only able to keep their titles and power because of their vast wealth and private armies. Not even outright treason could keep the Lysandrians from maintaining their dynasty, a fact that Straylor despises.

For additional information about allies and vassals, see House Leonardes.

Last edited by Straylor Leonard; May 19, 2016 at 01:50 AM.
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Old September 7, 2005, 07:07 PM   #4 (permalink)

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[top]Behind the Scenes

In the January 2013 edition of the Aelyrian Chronicle', the writer behind Straylor Leonard describes this character's original concept. For starters, Straylor was suppose to be a bard and an entertainer of sorts. His childhood was never meant to be dark but uplifting, a stark contrast to most PCs' background and personal histories. Both his parents are still alive (happily retired) and his path was suppose to be a carefree existence. Not unexpectedly, the character changed through roleplaying and actively writing with other PCs and moderators.

Actors Charlie Cox, Henry Cavil, and Michael Huisman have all represented Straylor Leonard in avatar form. In flashbacks, Charlie Cox generally plays the happy-go-lucky Straylor as seen in Stardust (2005)while Henry Cavil plays this character post-Eclipse, inspired by the movie Immortals (2011).

The correct way to pronounce 'Leonard' is "Lay-nard", even though the accent is typically absent in written form. Therefore, 'House Leonardes' is actually pronounced 'Lay-nar-dess'. This mispronunciation has been incorporated into the writer's roleplaying. It was also revealed that 'Straylor Felix' was the character's first name. As a child, he preferred to be called 'Felix' (his father's given name). This is evident in Straylor's later interactions with NPCs and PCs. In information situations, he always never introduces himself as 'Straylor' and prefers 'Felix' instead. Only his wife, Elmaryia, and old friends, including Rougenoe and Iseult, call him 'Stray', presumably as an endearment.

[top]Character Awards

  • Best Male PC (2009)
  • Best Couple (with Elmaryia, 2009)
  • Best Looking Male PC (2010)
  • Best "Oh, Crud" Moment (With Amalthea & Fizden 2011)
  • Best Fight Scene (With Whisper & Rougenoe, 2012)
  • Most Charismatic PC (Runner-up to Roslynn, 2012)
  • Best Male PC (Runner-up, 2014)
  • Greatest Grasp of Arcana (Runner-up, 2014)
  • Greatest Grasp of Arcana (First Place, 2015)

[top]Other Awards

  • Honorable Mentions (2011)
  • Greatest Grasp of Arcana (2011)
  • Most Charismatic PC (2011)
  • Best Good PC (2011)
  • Best Peer Moderator (2012)
  • Fave Peer Moderator (2014)
  • Friendliest (Runner-up, 2014)
  • Goes Above & Beyond (2014)
  • Inspiring (2014)
  • Best Death Scene' (2014)
  • Best Character Information Sheet (Third Place, 2015)
  • Most Aelyria Addicted (Third Place, 2015)
  • Most Helpful Member (Third Place, 2015)
  • Most Inspiring Staff Member (Second Place, 2015)

Last edited by Straylor Leonard; June 15, 2016 at 10:54 AM.
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Old September 12, 2005, 11:07 PM   #5 (permalink)

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[top]Powers & Abilities


MasterAn individual with a master combat skill can perform unnatural feats of physical prowess and skill. Furthermore, they are widely considered experts and trend-setters in their chosen weapon. SwordsmanBladed weapons include those that are used to thrust, slice or accomplish both. These weapons include daggers, swords and axes (50+ Experience Points)'
"The fiend tried to swat at Straylor with its other arm, but as it brought its hand to bear, the nimble warrior somersaulted forward, tucking his knees in and stabbing his sword out behind him as he vaulted over the beast and towards the ground again. His aim struck true, Vampyre scoring a precise hit in between the back of the beast’s skull and neck. Green ooze started to pour out of the freshly-cut laceration, but unlike the slashes to the ram-headed monster’s legs, this one got it screaming . . . in pain... The creature fell to its knees in a deafening thud! Emerald blood continued to leak from its neck."
-- GM Striker, What Shall a Man Profit ...'

Straylor's favored fighting style is derived from the classical forms of Lauryl and Enamoria. During the initial stages of his career as a soldier, he learned how to wield the sword and buckler which balanced offensive and defensive capabilities. This was developed further as he advanced in training and experience during his travels. As Chief Constable, he mastered the Kemite styles of swordplay that emphasized speed and agility above brute strength. This achievement was solidified by his frequent use of masteries, one-of-a-kind maneuvers or special techniques developed by elite warriors of Zinn'Sunn.

Following the Eclipse of Chaos, however, Straylor turned to a more brutal style of swordplay. The Hydra Form emphasized a kill-or-be-killed mentality, which turned Straylor into a weapon rather than a soldier of peace. The masteries involved in the Hydra Form focused on using any and all advantages and tools to secure victory. In the past, he has familiarized himself with various other martial arts including the Imperial Spear', javelin, archery, and unarmed combat'.

Former Archmage of Druidism (200+ Experience Points)
"The elf watched through the eyes of the archdruid, peering into his mind – the labyrinths and catacombs, the branches of creation, and the spires of magical creation. So, this was a fragment of creation. It was perhaps the sphere most directly opposed to his; this brightening, he saw how true that was. The archdruid had taken the first step in realizing the need for change. And now, he realized the will to excise that change. But will alone would not be enough."
-- Shei'yein Neydremi, on the Archdruid Leonard '

While Straylor's swordsmanship is impressive in its own right, his greatest talent lay in the Arcane. He ranks among the most gifted mages in history, having ascended to the rank of Archmage in his early twenties. As an Adept, he sought the secrets of Druidism from the mysterious glades and battled evil magi and countless minions of Aeternia. His masterpiece allowed him to assume the form of a mighty Treant and earned him a place among the masters and mistresses of his sphere. But it was his time in Kel'rondar that earned him the highest rank of Archmage -- for a great price. Since fleeing Xenarius' domain, he has been cursed by the touch of Anti-Nature. It was not until the summer of Era XXI that he dared confront the corruption in his soul.

Straylor's mastery over Druidism draw a great amount of suspicion and criticism from Druids and non-druids alike. As a merchant and agricultural mogul, his business endeavors expanded and prospered due to his access to Arcana. This inevitably caused great conflict among the wild things and the denizens of the forests and oceans. So while gold flowed freely into the coffers of House Leonardes, many Mer folk, fish, and beasts starved and died by his hand. This terrible deed is something Straylor still regrets to this day and it is the reason he vowed to protect what remained of the realm.


GrandmasterGrandmasters of the trade defy reality in their execution, making their endeavors mythical and fantastical in nature. Crafters are capable of flouting physical expectations of their materials to create such things as tattoos that take on lives of their own, capable of holding conversations with the individual upon which they are inked. Performers can so entrance a crowd that their dancing transports the audience into the very scene crafted by their body movements. Vocational tradesmen such as healers are rumored to be able to heal at a touch or application of pressure. The grandmaster's only limitations are what his own imagination sets. SpellbreakerGrandmaster Spellbreakers possess an unequalled mastery of their craft. Their creations are legends in their own right, their swords and armor as well known as the heroes or villains who carry them. They are able to harness the most powerful sources of arcane contamination in the Material Plane and do so while under extreme duress. (HDTConverted from Level 5 Druidism in 2013/2014 after the Arcana Revamp) ' "
"As the ritual began, there was a feeling that struck Straylor Leonard that he was standing on a precipice and that it was a very, very long way down. Not that it was the fall that would kill him, but rather the inevitable, eventual landing. The Heart of the World was far, far greater than the expanse of the Medonian Continent – tethered throughout continents all throughout Telath and linked to both the Astral and a number of Demi-Planes such as that of Fae’rel and Kel’rondar ...And Straylor was infusing it with Anti-Magical properties ...Leaves and bark, vines and brambles, flora that altered before Straylor’s eyes (and those far and wide) as the greenery, as the gold and silver of the Enchanted Glades of Enamoria and the District of Maeve. Of the entirety of the Dolwoods itself didn’t so much wither and die as it crystalized. White as snow and bearing all the consistency of glass, the latent magics of the Dolwoods remained, even as it died ...The Heart of the World, wounded. The death of the Enchanted Glade of the Dolwoods and the Dolwoods itself altered irrevocably ...The beacon of Anti-Magic was lit, and Straylor was the knife at Carmelya’s throat.
-- GD Maddyn, Cleansing Medonia'

On his birth-brightening in Era XXI Post Fractum, Straylor's powers inverted and transformed'. Since then, he retained all his prowess in magic but was shut out from the Astral Plane. Instead the newborn grandmaster had to relearn the secrets of his craft whilst modifying and improvising unique methods and rituals to augment his spellbreaking abilities.

His first act as a grandmaster was to cleanse the Solace Isle and harvest the contamination he wrought there. Straylor learned that magic produced poisonous clouds that mundane and magi call arcane contamination. While harmful in excess, the cancerous byproducts of magecraft can also be turned into a utility by skilled hands and keen minds. He learned to craft magical items, armor, and weapons in this manner to augment his arsenal against the dark gods.

Returning to Medonia, Straylor took to cleansing the Unicorn Plaza and the Enamorian Midlands and discovered that a massive mysticism-sorcery spell was responsible for the initial devastation alongside his unintended use of Anti-Nature. By sacrificing his former Staff of Arcana, Straylor was able to cleanse all the waterways, wells, and streams within and around Medonia -- but at great cost. The Anti-Nature and other contaminants were instead transferred to the Medonian Glade. There, strange creatures and sentient animals began to rise up and refused to allow the rebuilding efforts to continue. With a heavy heart, the Spellbreaker attempted to remove the Anti-Nature Contamination with a ritual. By connecting the contaminated Midlands with the Glade, Straylor inevitably tethered himself to the Heart of the World as well, permanently sealing the Glades in Medonia and forever altering the Dollwoods -- the trees, leaves, and undergrowth become glass-like.

VeteranA fighter with a veteran combat skill is considered experienced in his chosen weapon. Instead of focusing on rote mechanics, he can begin exploring combat lore and defining his chosen style for the weapon. With assistance from a more experienced fighter, they may begin executing special maneuvers. Examples of veteran weapon skills include a battle-hardened legionnaire or an experienced mercenary in the service of a major noble family like House Lylles or House Maeve. Firearms (**** ** *)
"Lastly, once the weapon was put together, an artful collection of steel, copper and bronze, Klue attached and ordinary sight, and put the weapon down before picking up a nearby leather case. "This one is yours," he said and opened up the case. There was a spot where the weapon would rest inside it, of course. But along with it was an additional sight, this one a magnifying scope unlike the simpler one. there were two dozen slugs as well, half the lead ones, the other dozen the steel artichoke style. As for the weapon itself, Straylor would realize that the mark of his own house had been artfully worked into the polished walnut stock, while Klue's own trademark was more subtly stamped on the underside of the barrel. Handing it over, Klue encouraged him to get a feel for it."
-- Klue Malinconico'

On the springtime of the 22nd Era, the Count of House Malinconico gifted Straylor with a revolutionary ranged weapon. The master gadgeteer designed the hybrid between a crossbow and a flintlock to be operated without the use of blackpowder, making it exceptionally rare and many times more useful. Straylor is familiar with its operating mechanisms, construction, and designs having put it together alongside the designer and creator more than once. He regularly cleans the mechanisms to ensure that it continues to be at optimal condition.

NoviceA tradesman at the novice level has only the basic knowledge of his craft. He usually works as an apprentice to someone of greater skill, such as a professional or an artisan. The novice's work is passable with simple pieces or work sellable to the public but a living off of novice skills is difficult without the support of someone already established in the field. Gadgeteering (*)
Since the rebuilding of Medonia', Straylor has been learning bits and pieces of gadgeteering alongside Klue Malinconico. His interests primarily lay in improving current design standards in weapons, armor, and transport systems. As such, he is constantly experimenting with blending engineering with spellbreaking.

Novice Blacksmithing (**)

Novice Traditional Healing (**)

Last edited by Straylor Leonard; September 1, 2016 at 05:29 PM. Reason: Updates :)
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Old July 4, 2007, 03:17 AM   #6 (permalink)

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| Exotic - grand masterpieces | Legendary - masterpieces | Rare - artisan crafted | Uncommon - specialty ordered and purchased |

[top]Weaponry


Leviathan
The legendary short sword was magically forged and tempered in Primus Gaudeo. It is highly durable and is perfectly-fitted for Straylor's style and fighting form. The black sapphire embedded in its hilt was enchanted with a Druidism spell that Banishes summoned creatures. After Straylor's transformation, he has turned the sword into a creature in its own right. It now devours and consumes anything, which makes it stronger. As it continues to slay its foes, so it will grow more deadly and cunning still.
Vampyre
Straylor's first Damascus steel short sword was transformed into a demon blade that emitted corrosive black flames. It easily melts through leather, flesh, and softer metals. Though steel might take several strong blows to compromise. Foes afflicted by the demon fire are stunned -- more than enough time to be dealt a killing blow. Its metal sheath is specially designed to contain the weapon's sinister secret. The blade and scabbard are still emblazoned with the colors and sigils of the Medonian Guard.
Secyclion Shield
This exotic piece armor piece appears to be two crescent moons fused together. It provides excellent protection and is made from the highest quality materials available to Eunesian armor-smiths. The design is intended to hide the wielder's movements while specific maneuvers can 'catch' the weapon of unwary foes while giving the user unusual openings to counterattack.
The Count's Cannon
A masterfully designed firearm by the famous gadgeteer Klue Malinconico. It is custom-fitted to be fired one-handed and comes with a detachable scope sight. It can fire several different types of slugs, each meant for different types of targets ranging from normal steel slugs to artichoke-shaped bullets with razor tips to pierce tough hide and armor. Its firing mechanism is quiet, emitting just a hiss of air instead of the standard boom of lesser designs that employed blackpowder and other volatile substances.
Dread (Hidden)
This first knight's dagger has been reified to contain the entropic power of fright and fear. When free of its sheath, it emits an entropic aura that will affect those close to the wielder. When touching a person, those entropic energies will focus in on that one person and breathe unfathomable fear into them that can weaken or even cause them to flee in terror.
Leech (Hidden)
This second knight dagger's dagger was twisted to embody gluttony. It appears like a normal blade with dark, barely visible patterns that look like teeth and an unnaturally dark sheen. If it draws blood, it will begin to sap the strength and life force of its prey, transferring those energies to its master. These effects increase in duration and strength based on how much blood it drinks.

[top]Armor


Mosiac
This full suit of exotic spidersilk is derived from the extremely deadly and notorious Giant Demiosian Spiders of the Fire Isles. This set was crafted specifically for Straylor's physique and is considered highly flexible but also a durable material similar to hard leather. It is often worn under everyday garb for added protection. After the rebuilding of Medonia, the spider silk armor was transformed. Like living things, Mosaic has its own wild instincts that allows the full set of armor to react and adapt to its surroundings. By forming a symbiotic relationship with the wearer, though, the armor can also respond to its master's reactions in exchange for a small amount of energy drawn from the user.

[top]Accessories


Silver Lion Bracelet
Shiftwood Scepter
  • Enchanted with Shiftwood (Tourmaline on tip of scepter)
  • Enchanted with Animation (Tourmaline hidden inside scepter's shaft)

Black Sapphire Necklace
This amulet is imbued with Druidism, which summons a griffin to the user.

Gunther's Gadgets (purchased)
  • Stink Bombs (A small clay marble filled with a foul-smelling chemical. When flung on the ground, the marble shatters, releasing the chemical and creating a foul odor. *Note: Odor may cause nausea) – x10
  • “Tool Box” (This leather armor is reinforced with Elvish Steel bands and contains various pockets, loops, catches and snaps, allowing the wearer to have small tools and items ready at hand.)
  • Waterproof Torches (Torches that are treated with a special chemical, these torches will not go out when dampened. Dipping them in water will, however, put the flames out.)
  • Hand Sparker (A device made of steel wire. Squeezing the wire handle rubs the steel wire tip against the flint base, creating sparks much quicker than regular flint and steel.)
  • Telescope (Using mirrors and lenses, this device allows the user to see objects at a distance with clarity as though they were much closer.)
  • Night Goggles (A chemical spread on the lenses magnifies minute amounts of light, permitting the wearer to see in almost total darkness.)
  • Snap Web (Made of very fine wire woven into a small ball about the size of an adult fist, a snap web quickly expands when thrown, forming into a wall of fine mesh wire about twenty feet by twenty feet or smaller, depending on the size of the area.)

[top]Mounts:


Sabre
Born and raised on the Carmelyn Hinterlands, this steed was bred for one purpose: war. Arrogant but noble, Sabre prefers a certain excitement when galloping and abhors anything more than a single rider. He will refuse to pull carts or perform tasks considered beneath his bloodline. Straylor has ridden him in countless battles and campaigns.
Night Drake
The enormous horned male is large enough to subdue lesser males and hunt anything else. They were bonded during a rescue mission with the Fire Keepers. Named Behemoth, the alpha had massive spikes and bony ridges along its limbs, neck and back. Crimson streaks marked its wings to contrast its obsidian scales and bright amber eyes.
Secrets :
Quote:
Eventually he would see a shadow rise above the others. It was large, and seemed to cast an unlikely darkness around it.

As Straylor moved forward, his vision would fall upon an incredibly large drake. It howled from one side and then to the other. The other drakes quickly moved away. This drake was large, and there was no arguing the fact that this drake was the largest of any in attendance.

Upon seeing Straylor, the eyes of the drake became focused, as if the human were prey. It ran forward and engulfed the man, and all of the other drakes shrunk away in fear.

The creature stopped in front of Straylor, and dipped its head to match the human's height. He looked inquisitively at the human, and then without warning, screeched into his face. Straylor's hair moved back by the wind of the drake's cry, but eventually it died down. It's wings bellowed up in a show of superiority, and it shook its hoven head. Smoke trailed up from its nostrils. Throughout it all, it maintained eye contact with Straylor, assessing the human's resolve.

Eventually it appeared that the drake was appeased, and turned and took a few steps in order to stand beside the man. Its wings billowed out once more and unleashed a mighty roar, and the other drakes took notice. This one was taken.

--

This enormous male was likely the bull of the herd, easily larger and older than the other dragonlings. Straylor remained composed during the ordeal, his eyes fixed at the behemoth’s amber orbs. The screech nearly punctured his eardrums, but his familiarity with drakes gave him a measure of understanding for this ritual. It was not entirely a choosing, perhaps not in the way these acolytes thought. The drakes were not selecting their equal.

These monsters were selecting a challenger.

Straylor could sense the pride in the beast before him. He sought not a rider, or a brother-at-arms. He was looking for someone to best him. So Straylor was not surprised when it took some time to saddle the massive drake. He bristled visibly under his scarred palms, clearly displeased with the prospect of becoming some kind of beast of burden.

“You do not know me and I do not know you”, Straylor said in a low voice. “But know this: you are not some ridge pony or pack mule. You are a hunter.” He let those words settle for a moment before adding, “So am I.” Upon closer inspection, Straylor could see the dark crimson patterns along the drake’s scaled hide. He could not yet tell under firelight how deep these markings were, for they were an indication of maturity.


Last edited by Straylor Leonard; June 23, 2016 at 07:32 PM.
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Old July 28, 2007, 03:43 AM   #7 (permalink)

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Straylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious Superhero


Navigation: In-Game | Powers & Abilities | Weaponry & Armor | Collection | Wealth | History | Behind the Scenes |

[top]The Vault

List of treasure, loot, and other rare items collected through adventures and quests.

Last edited by Straylor Leonard; April 15, 2016 at 05:53 PM.
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Old July 28, 2007, 03:44 AM   #8 (permalink)

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Straylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious SuperheroStraylor Leonard is a glorious Superhero


Navigation: In-Game | Powers & Abilities | Weaponry & Armor | Collection | Wealth | History | Behind the Scenes |

[top]Wealth Tier:

Straylor Leonard, and by extension members of House Leonardes, are in the Fifth Tier per HDT.
Quote:
Adamantite Player (Tier 5): These top tier characters are big earners that can afford almost anything they put their minds to buying. Whole herds of horses? Large manor houses with wide tracks of land? Both are no trouble for adamantite players! These characters tend to be the heavy-weight politicians and empire-renowned business gurus or even adventurers who have mastered the trick of finding the greatest, largest treasures on a near regular basis. Finances are not an issue for these players, who can spend frivolously without a care in the world.

[top]Mercantilism


Accounting Archives:
Secrets :
Secrets :
Autumn, Era XI
+ 900 > sold house
- 150 > basic short sword
- 500 > Damascus steel short sword
- 100 > buckler
- 150 > basic healing
- 100 > for month's worth of food
- 160 > month's worth of room @ Inn
+ 300 > reinbursed for training after joining Medonian Guard
+ 310 > Salary for the month (35 crowns per cycle as a recruit)


Winter, Era XII
+ 310 > salary for Immanis
+ 310 > salary for Ponutis
+ 310 > salary for Melora
+ 310 > salary for Cryxatum
+ 310 > salary for Aperitus
- 500 > for five months' worth of food

MYSTERIOUS ABSENCE
(assume that all of salary was spent)


Autumn, Era XIII
+ 310 > salary for Juncticor
- 100 > one month worth of food
- 60 > misc spending


Winter, Era XIIV
+ 310 > salaray for Kalendryas
- 100 > travel expenses
- 300 > food & lodging in Natura
- 100 > misc expenses

Spring, Era XIV
- x > journeyman healing training & equipment
- 100 > random expenses
- 100 > travel expenses
- 80 > food & lodging @ Tirisfal Inn
- 1780 > equipment & misc spending for farm
- FREE, volunteer work > Initiate and apprentice druidism
- 950 > Carmelyn Warsteed w/ equipment @ Stables
- 1100 > custom armour (hard leather w/ chainmail), dwarven steel shortsword, reinforced buckler @ Rage Forge
- 30 > ten hens
- 32 > clothes in Natura
- 45 > 150 page bound book, quills, crimson & black ink
+ 10,000 > loan @ Land Broker
- 750 > 10 cycles worth of wages for 3 workers (25gc / cycle/ worker)
- 1,800 > equipment, 2 work horses, 18 hens, 2 roosters, wooden box cages, cart, animal feed, misc supplies
- 875 > 5 cycles worth of wages for 7 new workers (25gc / cycle/ worker)
+ 3000 > Rotten Wood & Tattered Sails (adventure, fetch)


Summer Era, XIV
+ 14,500 > HARVEST #1 !!!
+ 125 / Cycle > Salary, Chief Constable; starting Ioannes.
+ 14,000 > HARVEST #2 !!!
+ 20,000 > BUSINESS LOAN (5% over 5 Eras)
+ 500 > killing demon in Zinn'Sunn

- 2500 > 10 cycles wages for 10 workers (25gc / cycle)
- 500 > 4 months expenses for 10 men (farm already has chicken and various animals to cook and eat)
- 2000 > Harvest Bonus for 10 workers (200 each worker)
- 100 > traveling expenses to Archdoon and Kriskinstat (Inns, food)
- 1,874 > herbs purchases at Herb shoppe
- 170 > weapons purchased at Urthworks
- 925 > items purchased at Gunthar's Gadgets
- 5500 > Loan repayment, 1/2 of it; Land Broker
- 350 > Riparian Warhound, Ariumite Highland Hound, 4 puppies
- 800 > male wryvern, 3 female wryverns
- 13 > per cycle of animal feed / delivered to farmlands
- 100 > per Era for animal care services
- 150 > Elmaryia's new journals, pens, inkpots
- 100 > random, misc expenses (occasional tavern meal, drink, etc)
- 2000 > Harvest 2 bonus for 10 workers
- 5500 > last half of loan payment
- 2500 > elixers and chemicals
- 3500 > barns (2) and repairs (old barn)
- 1200 > 100 goats plus shipping and handling
- 500 > Hay stacks for goats (many)
- 200 > 20 large, wooden feeding trays
- 8500 > Buckle of Alacrity (enchanted, magical, Mysticism-based)
- 100 > hunting fees for Seth
- 100 > Roses
- 1000 > Ring
- 300 > Rhingorda training


Autumn, Era XIV

+ 200 > basic food, living expenses
+ 2500 > 10 NPC workers for 2 months or 10 cycles (25/cycle)
+ 100> traveling expenses (Prime, Diana)
+ 100 > Ralf sends message to Zinn'Sunn
+ 220 > more chicken + cages
+ 400 > Adjurator services from Zinn'Sunn
+ 100 > room and board for Ceniel and Ravathyra @ High Tides
+ 200 > for farm
+ 820 > for farm



Winter, Era XV

+ 1,500 > cut from Tidewater Glass (Pontius to Melora)
+ 18,000 > salary as Consul from Immanis to Melora, Winter Era XV (1500 / cycle)
+ 15,000 >
Consular living stipend from Immanis to Melora, Winter Era XV (1,000 / cycle)
- 6000 > salary for workers for 4 months + extra for supplies

- 8000 > wedding expenses
- 1000 > honeymoon to Iefferon, traveling
- 1000 > extra food / messenger fees
- 2000 > shopping in Iefferon
- 12,000 > ship payments from Immanis to Melora (4,000 per month x 3 months)
- 1,000 > Dragon's initial salary
- 1,000 > Dragon's extra funds
- 2,000> bonus for farmhands + clothes, etc for them.
- 1,675 > Mail-in order Naturan Craftsman Guild
- 800 > Spider Silk Armor, Vial of Giant Spider Venom + tips
- 3000> yellow cabbit (transforming, "Pikachu")
- X> description

Spring, Era XV

+ 22,500 > Cryxatum thru Optia, Salary as Consul
+ 15,000 > Cryxatum thru Optia, Living Stipend as Consul
+ 30,220 > Aperitus thru Optia, profits Ieffreon Fishing Business (temporary boost)
+ 3,375 > Profits from Magical Globes business (with Iseult, Arconis)
+ 7425 > Demios Fishing Business (with Dante) ~ sum not added to total, reinvested.
+ 15,000 > GOAT SALES!
+ 15,000 > SPRING HARVEST!!
+ 100,000 > Ship Moving Business (50,000 per month, Aperitus - Optia ONLY)

- 1700 > Seeds, feed, equipment, chicken, etc (for farm) + tip
- 12,000 > Ship payments (4,000 x 3 months; 4 months remaining until payment is complete)
- 500 > Messengers + supplies, wages, tips
- 500 > Mercenary advance pay (one cycle for 10 @ 50 / cycle)
- 7,500 > Stone Guard Mercenary pay for 3 months (Cryx - Optia)
- 5,000 > Eventide Home for Children (Medonia) Patron donation
- 5,000 > Bonus for Dante; starting money for his own business
- 10,000 > down payment for 12 carracks
- 12,000 > 4,000 per month for 12 carracks
- 6,000 > purchase of a beachside mansion in Olympia
- 2,200 > purchase of 5 repeating crossbows; 500 bolts in Olympia
- 20,000 > Deal with Olympian Shipwright (downpayment)
- 7,000 > Monthly payment for 12 carracks being built (beginning Optia, Spring XV)
- 3,000 > furnishing for beachside manor in Olympia (Badb)
- 6,000 > downpayment for the shoreline mansion in Ieffreon (5,000 per month after that until 33,100 is paid)
- 750 > furnishing for two guestrooms and a dance hall (Nimh)
- 9,000 > purchase of additional 900 acres of farmland (Snake Eye; Trysvale)
- 18,000 > repairs, furnishing, equipment for structures on new farmland (2,000 per 100 acre set)
- 11,000 > seeds for 500 acres (corn) and 400 acres (wheat)
- 52,500 > 17,500 per month for 100 farmhands' salary plus food / general supplies
- 12,370> supplies, animals, equipment at Nimune's
- 8,600 > large purchase @ Zerdargian Jeweler
- 20,500 > Airboats + delivery fee
- 1,000 > for Leon Kraus' 100 acres, a gift
- x > custom order from Arkamat
- 1,000 > Misc expenses (taverns, interactions, etc)
- x > insert


Summer, Era XV

+ 15,000 > Junctior, Salary as Consul
+ 10,000 >Ioannes and Imperos, living stipend
+ 2,950 >Fishing Business
+ 2,250 >Spellspheres
+ 150,000 >Summer Harvest (1,000 acres)
+ pending >Trysvale Lottery
+ pending >Zerdargian Lottery
+ 0 >desc


- 8,000 >ship payments (Iefferon), 2 month remaining
- 8,000 >ship payments (Trysvale), 80,000 crowns remaining
- 14,000 >ship payments (Olympia), 79,000 crowns remaining
- 10,000 >mortgage for Shoreline Mansion, 17,000 crowns remaining
- 35,000 >Salary for 100 farmhands @ Trysvale C&W
- 9,000 >Salary for Airboat crews of Elloria and Victoria's Secret
- 1,000 > Sawyl's salary
- 1,000 > Dante's salary

- 1,000 >misc expenses (taverns, interactions, etc)
- 1,000 >messenger fees, tips, etc
- 0 >desc


Autumn, Era XV

+ 7,500 > Ioannes and Imperos, Salary as Consul
+ 5,000 >Ioannes and Imperos, living stipend
+ 1,475 > Fishing Business (Demios)
+ 218,600 > Fishing Business (Trysvale)
+ 1,200 > Spellspheres
+ 150,000 > Last Harvest (1,000 acres)
+ 336,337 >Trysvale Lottery
+ 100,000 > Reward for Hunting Faux Eyvind from HRH Prince-Regent

- 4,000 > ship payments (Iefferon), 1 month remaining
- 4,000 > ship payments (Trysvale), 76,000 crowns remaining
- 7,000 > ship payments (Olympia), 72,000 crowns remaining
- 5,000 >mortgage for Shoreline Mansion, 12,000 crowns remaining
- 17,500 > Salary for 100 farmhands @ Trysvale C&W
- 4,500 > Salary for Airboat crews of Elloria and Victoria's Secret
- 1,000 > Sawyl's salary
- 1,000 > Dante's salary
- 1,000 > misc traveling expenses

Winter, Era XVI

+ 1,200 > cut from Tidewater Glass (Pontius to Melora)
+ 7,500 > salary as Consul from Immanis to Melora, Winter Era XV (1500 / cycle)
+ 5,000 >Consular living stipend from Immanis to Melora, Winter Era XV (1,000 / cycle)
+ 1,450 > Fishing business (Demios)
+ 56,700 > Fishing business (Trysvale)
+ pending > Lottery (Trysvale)

- 4,000 > ship payments (Ieffreon, complete!)
- 4,000 > ship payments (Trysvale, 72,000 remaining)
- 4,000 > ship payments (Olympia, 68,000 remaining)
- 17,500 > farmhands x 100
- 4,500 > Airship crew for Elloria & Victoria's Secret
- 1,000 > Sawyl's Salary
- 1,000 > Dante's Salary
- 1,000 > misc expenses

Longest Winter, Era XVI

+ 0 > no cut from Tidewater Glass (Immanis - Cryxatum)
+ 30,000 > salary as Consul from Immanis to Cryxatum, Longest Winter Era XVI (1500 / cycle)
+ 20,000 > Consular living stipend from Immanis to Cryxatum, Longest Winter Era XVI (1,000 / cycle)
+ 0 > Fishing business (Demios, inactive due to weather)
+ o > Fishing business (Trysvale, inactive due to weather)


- 20,000 > ship payments (Trysvale, 52,000 remaining)
- 20,000 > ship payments (Olympia, 48,000 remaining)
- 50,000 > farmhands x 100 (assuming they don't die)
- 9,000 > Airship crew for Elloria & Victoria's Secret
- 0 > Sawyl's Salary (inactive)
- 4,000 > Dante's Salary
- 4,000 > misc expenses

Longest Winter Part 2, Era XVI

+ 0 > no cut from Tidewater Glass (Immanis - Cryxatum)
+ 22,500 > salary as Consul from Immanis to Cryxatum, Longest Winter Era XVI (1500 / cycle)
+ 15,000 > Consular living stipend from Immanis to Cryxatum, Longest Winter Era XVI (1,000 / cycle)


- 15,000 > ship payments (Trysvale, 37,000 remaining)
- 15,000 > ship payments (Olympia, 32,000 remaining)
- 37,500 > farmhands x 100 (assuming they don't die)
- 6,750 > Airship crew for Elloria & Victoria's Secret
- 0 > Sawyl's Salary (inactive)
- 3,000 > Dante's Salary
- 3,000 > misc expenses

Autumn, Era XVI

+ pending > cut from Tidewater Glass (Imperos - Kalendryas)
+ 20,000 > salary as Governor from Imperos - Kalendryas (5,000 / month)
+ 15,000 > Governor's living stipend from Imperos - Kalendryas (1,000 / cycle)
+ 338,100 > Fishing business (Imperia)
+ 187,150 > Fishing business (Eunesia)
+ 12,084 > Rage Forge (share of profits, Trysvale)

- 20,000 > ship payments (Trysvale, 17,000 remaining)
- 20,000 > ship payments (Olympia, 12,000 remaining)
- 50,000 >farmhands x 100
- 9,000 > Airship crew for Elloria & Victoria's Secret
- 0 > Sawyl's Salary (inactive)
- 4,000 > Dante's Salary
- 4,000 > misc expenses
- 140,200 > private island northwest Secyclion, plus tip
- 48,000 > buildings, including a small manor and a tower on the Little Red Island
- 55,000 > Mansion in Imperia
- 75,000 >Renovations, repairs, furnishing for Baron
- 6,000 >Stay at the Blue Laurel in Secyclion
- 580 >Mask at the Masquerade (Imperia)
- 10,000 >Purchases at the Amethyst Orchid (Imperia)
- 2,000 >Purchase at the House of Fashion (Secyclion)
- 50,000 > mass purchase in Demios Autumn Festival (fire side sale, see SOF)
- 00,000 >description

Winter, Era XVI - XVII

+ 30,000 > Salary as Governor & Living stipend (Immanis thru Melora)
+ 12,084 > Rage Forge (share of profits, Trysvale)

- 17,000 > ship payments (Trysvale, complete!)
- 12,000 > ship payments (Olympia, complete!)
- 37,500 > farmhands x 100 (three months' pay, 25/cycle each)
- 7725 > servant staff for Baron's Estates (three months, see SOF)
- 10,000 > Wassailing in Trysvale (donations)
- 6750 > Airship crew pay (Elloria & Victoria's Secret)
- 3000 > Dante's Salary (1,000 per month, Chief of Security)
- 3000 > Misc. expenses for Winter (food, drink, tips, etc)
- 25,000 > Purchase of expensive, tailored clothes in Abestat (elite collection)
- x > 5,000 (chocolates from Abestat)

Spring, Era XVII PF ~

+ 30,000 > Salary as Governor & Living stipend (Cryxatum thru Optia)
+ 4,000,000 > assistance from the Royal Government
+ 539, 583.33 > Trysvale C&W (profits after expenses and taxes; 2 months' harvest)
+ 32, 700 > Trysvale Lottery
+ 12,084 > Rage Forge (share of profits, Trysvale)

- 37,500 > farmhands x 100 (three months' pay)
- pending > farm expenses, etc
- 7,725 > servant staff at Baron's Estates
- 6,750 > airship crew (Victoria's Secret & Elloria)
- 350,000 > construction of acropolis (castle) on the Little Red Island + furnishing
- 3000 > misc expenses for Spring
- 569 > order of gems for enchantments


Summer, Era XVII PF ~

+ 30,000 > Salary as Governor & Living stipend (Ulyris thru Imperos)
+ 809,375 > Trysvale C&W (profits after expenses & taxes; 3 months' harvest)
+ pending > Trysvale Shipping Company
+ 32,700 > Trysvale Lottery
+ 12,084 > Rage Forge (profits share, Trysvale)

- 7,725 > servant staff at Baron's Estates
- 6,750 > airship crew (Victoria's Secret & Elloria)
- 2,000,000 > Government assistance repayment (50%)
- 200,000 > gifts for friends (Maddyn, SOF)
- 120,000 > private luxury carriage fleet (Trysvale, Tonguez)
- x > description (more info)
- 3000 > misc expenses for Summer

Autumn, Era XVII PF ~


+ 30,000 > Salary as Governor & Living stipend (Tempris thru Kalendryas)
+ 809,375 > Trysvale C&W (profits after expenses & taxes; 3 months' harvest)
+ 32,700 > Trysvale Lottery
+ 12,084 > Rage Forge (profit shares, Trysvale)

- 7,725 > servant staff at Baron's Estates
- 6,750 > airship crew (Victoria's Secret & Elloria)
- 3,000 > misc expenses
- 35,000 > Stuart Manor purchased in PA
- 5,000 > food/drinks/goodies for the crew in PA
- 1,000 > processing fee for Jaedaxian Aedile (property inquiry)
- 5,500 > servant staff at Stuart's Manor (PA, one month)
- 40,000 > deed to 30 acre plot northwest of Terenshire; down payment for construction work
- 10,000 > order from the White Ox Winery of Secyclion
- 3,000 > additional misc spending



Winter Era XVII - XVII PF ~

+ 30,000 > Salary as Governor & Living stipend (Immanis thrus Melora)
+ 809,375 > Trysvale C&W (profits after expenses & taxes; 3 months' harvest - final business plan based profits, approved by GM Tonguez)
+ 12,084 > Rage Forge (profit shares, Trysvale)

- 7,725 > servant staff at Baron's Estates
- 6,750 > airship crew (Victoria's Secret & Elloria)
- 3,000 > misc expenses
- 16,500 > servant staff at Stuart's Manor
- 7,500 > carriage fleet staff
- x > description

Spring Era XVIII PF ~

+ 30,000 > Salary as Governor & Living stipend (Cryxatum - Optia)
+ pending > Trysvale C&W (GM & MT approval required)
+ pending > Forges and Wainwright (GM & MT approval required)

- 7,725 > servant staff at Baron's Estates
- 6,750 > airship crew (Victoria's Secret & Elloria)
- 20, 100 > Lions Keep Upkeep
- 16,500 > servant staff at Stuart's Manor
- 7,500 > carriage fleet staff
- 250,000 > Jaedaxian Mansion
- 187,500 > x250 Hovels (4 rooms, 350 square feet avg)
- 279,500 > x430 Hovels (3 rooms, 330 square feet avg)
- 19,000 > order from Warsteed Downs

- 2,640 > Souvenirs from Aslangrad
- 3,000 > misc expenses

Summer Era XVIII PF ~

+ 30,000 > Salary as Governor & Living stipend (Ulyris - Imperos)
+ pending > Trysvale C&W (GM & MT approval required)
+ pending > Forges and Wainwrights (GM & MT approval required)

- 7,725 > servant staff at Baron's Estates
- 6,750 > airship crew (Victoria's Secret & Elloria)
- 20, 100 > Lions Keep Upkeep
- 16,500 > servant staff at Stuart's Manor
- 7,500 > carriage fleet staff
- 100,000 > Second annual Kestral Tourney in Trysvale (sponsored by House Leonardes)
- 15,000 > salary of property managers in Jaedaxia (x10 managers, commission not included yet)
- 2,500 > purchase of medium-sized commercial building in Trysvale (for Antonius' printing house)
- 7,000 > manor in Arkamat (back-payment from Era XV)
- 1,500 > manor repairs after three eras of non-use
- 2,000,000 > Municipal Bonds (Trysvale, 10% interest per era / payable in five eras)
- 3,000 > misc expenses



Autumn Era XVIII PF ~

+ 30,000 > Salary as Governor & Living stipend (Ulyris - Imperos)
+ pending > Trysvale C&W (GM & MT approval required)
+ pending > Forges / Wainwright (GM & MT approval required)

- 7,725 > servant staff at Baron's Estates
- 6,750 > airship crew (Victoria's Secret & Elloria)
- 20, 100 > Lions Keep Upkeep
- 16,500 > servant staff at Stuart's Manor
- 7,500 > carriage fleet staff
- 15,000 > salary of property managers in Jaedaxia (x10 managers, commission not included yet)
- 3,000 > misc expenses



Winter, Era XIX
Income:
  • 1,500 crowns/ cycle (Governor of Eunesia)
  • 1,000 crowns/cycle living stipend (Governor of Eunesia)

Purchases:

Upkeep:
  • 3,000 > misc expenses throughout the season
  • 7,725 > servant staff at Baron's Estates
  • 6,750 > airship crew (Victoria's Secret & Elloria)
  • 20, 100 > Lions Keep Upkeep
  • 16,500 > servant staff at Stuart's Manor
  • 7,500 > carriage fleet staff
  • 15,000 > salary of property managers in Jaedaxia (x10 managers, commission not included yet)


Spring, Era XIX
Income:
  • 1,500 crowns/ cycle (Governor of Eunesia)
  • 1,000 crowns/cycle living stipend (Governor of Eunesia)

Purchases:

Upkeep:
  • 3,000 > misc expenses throughout the season
  • 7,725 > servant staff at Baron's Estates
  • 6,750 > airship crew (Victoria's Secret & Elloria)
  • 20, 100 > Lions Keep Upkeep
  • 16,500 > servant staff at Stuart's Manor
  • 7,500 > carriage fleet staff
  • 15,000 > salary of property managers in Jaedaxia (x10 managers, commission not included yet)

Summer, Era XIX
Income:
  • 1,500 crowns/ cycle (Governor of Eunesia)
  • 1,000 crowns/cycle living stipend (Governor of Eunesia)
  • Harvest from Trysvale C&W - 40,343 crowns (GM Steve, GD Maddyn)

Purchases:

Upkeep:
  • 3,000 > misc expenses throughout the season
  • 7,725 > servant staff at Baron's Estates
  • 6,750 > airship crew (Victoria's Secret & Elloria)
  • 20, 100 > Lions Keep Upkeep
  • 16,500 > servant staff at Stuart's Manor
  • 7,500 > carriage fleet staff
  • 15,000 > salary of property managers in Jaedaxia (x10 managers, commission not included yet)

Autumn, Era XIX
Income:
  • 1,500 crowns/ cycle (Governor of Eunesia)
  • 1,000 crowns/cycle living stipend (Governor of Eunesia)

Purchases:
  • Nexus Prime ('Wet' Phoenix Keep, Eagle Foot Tor, 260 acres prime farmland) - 250,000

Upkeep:
  • 3,000 > misc expenses throughout the season
  • 7,725 > servant staff at Baron's Estates
  • 6,750 > airship crew (Victoria's Secret & Elloria)
  • 20, 100 > Lions Keep Upkeep
  • 16,500 > servant staff at Stuart's Manor
  • 7,500 > carriage fleet staff
  • 15,000 > salary of property managers in Jaedaxia (x10 managers, commission not included yet)
~ 2 , 2 7 2 , 8 0 8 and 3 2


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Secrets :
DRUIDISM SPELLS

Introduction

Guardians of Nature, the druids are one of the most mysterious but greatly admired spellcasters in Aelyria. Druids are intimately involved in a perpetual commune with Nature, and as such have befriended flora and fauna alike. With an intimate understanding of life, druids are capable of healing themselves and others. Though the protection of life is part of their core ideology, druids will not hesitate to summon the wrath of Nature and weather against those who would oppose them. In their arcane arsenal, they can command natural agents to rise in battle, assume the forms of trees and beasts, and even use Nature to teleport to different locations. While before druids took power from Carmelya, after the Aetherfracture druidic power is derived from the Essence of Nature and the Nature Plane alone. However, most of the druids still pray to Carmelya, Goddess of Fertility, one of the most benevolent caretakers of life, embodiment of Hope, she who is often portrayed as Nature itself.
Power

Flora and Fauna

These two aspects are the thing that druids are involved with the most and have most power over. They are able to command and summon animals, to assume their forms, body parts or abilities at greater levels. Druids can grow and shape plants in any way they desire, using them to their will. Unfortunately, any summoned beings, plants or objects return to the Nature Plane when the spell ends.
Healing

Druids are able to use healing powers to a smaller extent. They can accelerate natural healing processes and use plants or their properties to heal greater wounds or cure diseases. However, druids are usually unable to cure that which Nature could not, such as congenital blindness.
Weather

Druids can command weather to an extent, in most cases only strengthening the effect and modifying existing weather conditions. Therefore a druid can summon a storm in a cloudy sky with a bit of time, but he’d fail completely when attempting that over a desert, he could summon a hail during a winter season, but shall have the spell bring no or only minimal effects during the summer.
Natural Elements

Druids have almost complete power over natural elements such as wood, skin, scales, wool and the like. However they cannot control elements like steel, glass, stone, clay and others.
Essence Plane of Nature

Found in the Astral Plane, lies one of the Essence Planes that is the Nature Plane. Origin of all mortal life, the Essence Plane of Nature is built upon the foundation of a finite but beautiful and expressive existence. Druids are bound to this plane and from there draw the Essence of Nature to form their spells.
Techniques

Abjuration

This technique is used to give energy into or through an object, person, location or environment. The energy is given in a slower, but more detailed way. Therefore it is usually used where energy is needed for creation or healing. It is usually used to create a long lasting effect rather than an instant one. Abjuration is most commonly used with spells that shape plants by giving them energy to grow or change, heal wounds by giving them power to recover or change weather, such as strengthening rain into a storm for a longer duration.
Alteration

This technique is used for shaping, changing and giving form or when creating a texture, volume, distribution, scope, focus or dispersion of energy. It is usually used when plants or body parts are forced to change into a different form or shape, when bending a branch, hardening the skin or when spreading energy into a certain field.
Conjuration

This technique is primary used for creation, where energy is turned into something material, when energy changes complexity of form or when summoning things from the Astral Plane. It is usually used when an object changes completely, skin gets scales or fur, mana changes into poison or when a creature such as fireflies or an object like pollen are called from the Nature Plane to appear in the Material.
Divination

This technique is used when interfacing with the mind, the senses, perception, thoughts and mental concentration. It is usually used when communicating with animals by giving them certain feelings or even direct commands, going into their minds or acquiring their senses. Due to sentient beings having too little Essence of Nature or a mind which is too strong, the previous does not seem to work on them. Since the technique is used when dealing with senses and perception, it is also used for spells, when spotting or locating beings or when connecting something to the mind.
Evocation

This technique is used, when bringing energy into the Material, immediately creating an effect, without the need for greater detail. Usually it causes damaging effects, where the energy simply explodes or destroys. It is usually used to create an instant effect rather than a long lasting one. It is used with such spells that create poisons or diseases, where it does not matter that it hurts ‘correctly’ or how the wound turns out, just that it does happen, the faster and the more powerful the better. It is also used with weather spells to give them more, but less predetermined and more instant power.
Initiate

Bark Skin
Duration: Temporary
Targets: Single - Self and Other
Range: Touch or Close Proximity
Description: The druid Alters his skin into that of bark or Conjures bark around his skin. That will thicken the target's skin and cause it to break out into wood so as to provide durability, armour and defence in combat. If the spell is shaped badly, it can have negative effects such as: slowing down movement, making the person too heavy, stopping organs, such as eyes or internal ones, from working properly.


Befriend Animal
Duration: Temporary
Targets: Single - Animal
Range: Close or Medium Proximity
Description: Using Divination druids can call upon the spirits of warmth and reassurance, that animals have (for example mothers with their cubs), to dispel fear and distrust in animals, immediately gaining their friendship and affection. The spell gets a higher chance of fizzling on sentient animals like unicorns.


Create Water
Duration: Instant
Targets: Any
Range: Close Proximity
Description: Using Alteration druids can call upon small mists, which are already in the environment, to gather about in the chosen area and provide a small amount of fresh water. The spell will work better in a damp environment and shall barely work in dry areas like deserts.


Detect
Duration: Temporary
Targets: Single – Self or Other
Range: Close or Medium Proximity
Description: Because every living creature radiates an aura of spirituality, a druid can detect the presence of others in the immediate vicinity as if it were an innate instinct by Divining the Mana. When it comes to invisible, undead or otherwise hidden creatures, the mage might be able to detect these creatures and know the direction where they are, but not actually see them. If shaped badly the spell can have negative effects such as: detecting inanimate things, having a very confused mind or being unable to see properly.


Globe of the Fireflies
Duration: Temporary
Targets: Any
Range: Close Proximity
Description: The druid can call upon the fireflies that are in the area using Divination or summon them from the Nature Plane with Conjuration to provide light. After the summoning, the globe of fireflies shall follow the mage or stay where summoned or called.


Growth
Duration: Instant
Targets: Single - Plant or Seedling
Range: Touch or Close Proximity
Description: With a seed and water, the mage can encourage the growth of plants or accelerate the growth of an existing plant or its part, by Abjuring the mana and giving energy from the Nature Plane to the plant. The effect of this spell is based largely upon the skill and experience with it. If shaped badly or if there’s too little water for the plant, the spell can have negative effects such as: the plant withering or even dying when the spell’s effect ends or it can be unable to hold its new form or weight and break, overgrow or become damaged otherwise.


Heal
Duration: Instant
Targets: Single - Self and Other
Range: Close Proximity
Description: Using Evocation the mage is able to heal minor wounds, such as bruises, scratches and cuts by accelerating the organism's natural healing speed. A cut shall heal in a few minutes, however the spell shall have only minimal effects on a deep wound or where a limb was lost. If shaped badly the spell can have negative effects such as: making the wound heal up badly or leave troublesome scars.


Forest Calm
Duration:Temporary
Targets: Self and Others
Range: Touch or Close Proximity
Description: Using Divination, the mage is able to help others feel the calming effects of Nature. Under the spell people shall find it easier to fall asleep, meditate or calm down after a stressful brightening. People shall experience random effects in their mind, such as hearing peaceful bird chirping or smelling forest scents.


Panic Animal
Duration: Temporary
Targets: Single - Animal
Range: Close or Medium Proximity
Description: Using Divination the mage will instill natural fears, such as fear of predators or fire, into the heart of an animal, forcing it to flee and run away. The spell can have negative effects, where the animal can try to attack instead of to flee when feeling fear. Just as well the animal may feel fear, but not necessary coming from the druid, therefore it might not know where to run. Just like with the Befriend Animal spell, this one too has a greater chance of fizzling on sentient animals like unicorns.


Pollen
Duration: Temporary
Targets: Any
Range: Close or Medium Proximity
Description: The mage is able to summon a small cloud of pollen by using Conjuration. The spell has a very high chance to make the target sneeze and get other allergy effects for a certain duration. It does not deal true damage and might even have no effect upon a target if he has a good immunity, however pollen still have a high chance to at least get in the eyes and make them sore.
Apprentice

Ally with Animal
Duration:Temporary
Targets: Single - Animal
Range: Close or Medium Proximity
Description: Using Divination a druid is capable of calling upon an animal in the immediate vicinity to temporarily ally itself to the mage. However not all animals take kindly to being mind-controlled in such a way, and when the spell wears off, the animal regains free will and may get hostile with the druid. Just like with other animal spells, this one too has a higher chance of failing on sentient animals.


Entwine
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Description: Plants in the area can be made to entangle targeted creatures by casting Altered and Abjured mana upon them. Natural objects, such as weeds, vines, bushes and even trees will twist and entwine about the targets. They will be held in place for a period of time determined by the experience of the druid.


Gust of Wind
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Description: Calling upon the power of the weather, the druid commands a burst of wind to attack a group of foes, dealing minor damage and halting them in their progression. The mage Abjures the mana for it to move into the environment, giving strength to the wind and then Alters the direction and size of the wind. In higher proficiencies, the Gust of Wind will deal more damage and actually reverse enemies' paths. However, the spell does not create wind out of nowhere, instead like with other weather spells, it only strengthens it and therefore the spell shall have basically no effect in places where no wind is present, such as indoors.


Obscurement
Duration: Temporary
Targets: Single – Self or Other
Range: Close Proximity
Description: Using plants in the area, the mage accelerates the growth of the foliage to conceal his own whereabouts, using Alteration and Abjuration. The plants shall twist and grow around the druid, hiding him completely, making him look like a part of an environment.


Patriling
Duration: Temporary
Targets: Single - Self
Range: Close Proximity
Description: Named after Patrius, the Nature Tree-Spirit, this spell enables the druid to assume the form of a tree for a limited duration through Alteration and Conjuration of the mana. The shape and size of the tree can greatly vary through each casting if the druid is inexperienced with the spell. In the tree form the druid is able to understand the environment by sensing, hearing and feeling, however he is unable to actually see anything.


Purify
Duration: Instant
Targets: Single - Food or Drink
Range: Touch or Close Proximity
Description: Altering the natural particles from which food and drink are made, the druid can purify rotten, spoiled and even poisonous food and drinks, usually by using Evocation and Alteration.


Tough Skin
Duration: Temporary
Targets: Single - Self or Other
Range: Touch or Close Proximity
Description: The druid can stimulate the skin, causing it to harden as much as rock and provide deflective armouring and defensive capabilities for a period of time by Altering and then Conjuring the Mana. If the spell is shaped badly, it can have negative effects like: slowing down movement, making the person heavier, stopping organs, such as eyes or internal ones, from working properly.


Trip
Duration: Instant
Targets: Single - Other
Range: Close or Medium Proximity
Description: Using Alteration and Abjuration a druid forces a vine, branch, or similar natural object to project itself in the path of the targeted creature the moment it comes close to it.


Warp Wood
Duration: Instant
Targets: Single - Wood
Range: Touch or Close Proximity
Description: Using Alteration and Abjuration the druid will bend and warp the intended piece of wood permanently into a predetermined shape. The detail of the shape is based largely upon the druid’s skill and experience with the spell.
Adept

Animal Form
Duration: Temporary
Targets: Single - Self
Range: Touch or Close Proximity
Description: The mage can transform himself into an animal, assuming the shape of that creature and deriving its benefits. Common choices are often bears, which provide increased strength and stamina for engaging in combat; wolves, which provide increased reflexes, endurance and speed, for travelling distances; and birds, for the power of flight. The mage will have to get accustomed to the form and learn its abilities such as flight. The druid may transform only into animals with which he has come into contact at a close proximity. Usually the spell is formed using Alteration, Divination and Conjuration. The spell might use more energy for forms that are greatly different in size to that of the mage.


Animal Skin
Duration: Temporary
Targets: Single - Self or Other
Range: Touch or Close Proximity
Description: The mage Conjures hide, fur or scales of a wolf, a bear, a seal, a drake or any other animal and Alters it around his body to provide warmth, protection from water or increase defence. The mage may Conjure skin only of the animals with which he has come into contact at a close proximity.


Aura
Duration: Temporary
Targets: Area of Effect
Range: Medium or Far Proximity
Description: Using Divination and Alteration the mage can make the spiritual auras of any creatures in a wide area brightened, making them visible from further distances. This is particularly useful for uncovering hidden, obscured, camouflaged or invisible beings.


Blinding Eyes
Duration: Temporary
Targets: Others
Range: Close or Medium Proximity
Description: The mage can change the eyes of the enemy targets, using Alteration, Conjuration and Abjuration, by changing them into those of animals which cannot see in daylight, so that the eyes accept an overdose of light, blinding them for a duration of time. However during the darkening the mage can do an opposite effect by changing the eyes into those of animals which can’t see in the night, that way leaving enemies in the dark.


Camouflage
Duration: Temporary
Targets: Single – Self or Other
Range: Touch or Close Proximity
Description: The druid can acquire an ability of a chameleon to merge with the chosen substance, blending into his surroundings by using Alteration and Conjuration. The spell however works better in natural environments, where the mage is able to move remaining concealed, his appearance constantly adapting to keep hiding the mage. However, greater speed shall reduce the effect. On the other hand the druid will have to remain still in unnatural environments to remain camouflaged.


Disease
Duration: Temporary
Targets: Others
Range: Close or Medium Proximity
Description: The druid can summon forth a pestilence from the bogs of nature to deal slow, deadly poisonous damage to an enemy. In a few cases the pestilence has to be cured or dispelled to stop taking effect, just as well other people have a chance to catch the disease from the cursed one. The mage usually creates the spell using Conjuration, Evocation and Abjuration.


Night Sight
Duration: Temporary
Targets: Single - Self or Other
Range: Touch or Close Proximity
Description: The mage is able to empower the eyes of a target by giving them sight of night time animals, using Alteration, Abjuration and Conjuration. A side effect may occur, where the eyes shall change into ones of an animal, however some druids believe that to be the proper way.


Paralyse
Duration: Temporary
Targets: Single - Other
Range: Close or Medium Proximity
Description: The mage is able to summon poisons with paralysing effects that animals and plants posses, by using Conjuration and Evocation, and Abjuration to direct the spell into the body of the target. This will cause a muscle spasm which renders that person or creature temporarily immobile.


Spikes
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Description: Ground-covering vegetation or roots suddenly become rigid and sharply pointed. The affected vegetation seems unchanged to the sight. The mage changes vegetation using Alteration and Abjuration and then adds Divination to keep it unchanged to the sight.


Swarm
Duration: Temporary
Targets: Others
Range: Close or Medium Proximity
Description: Summons forth a swarm of angry insects to attack an enemy using Conjuration and Divination. The type of the insects depends greatly by the druid who Imparts the spell. The size of the swarm is based largely upon the skill and experience of the druid with the spell.


Temporal Rain
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Description: The druid can call upon clouds to deliver a rain that is either boiling hot or freezing cold upon his enemies for a duration, using Abjuration, Alteration and Evocation. However the spell does not create rain out of nowhere, instead like with other weather spells, it only strengthens it, therefore the spell shall have basically no effect in places where no clouds are present.


Transience
Duration: Instant
Targets: Single - Self
Range: Enchanted Glades
Description: Enables the use of enchanted glades, whereupon a druid may teleport himself from one enchanted glade to another, regardless of the distance. Enchanted Glades may not be artificially constructed, as they are naturally occurring phenomena. The best known glades can be found in the Forests of Silrosia, the Medonian Woods and the Tirisfal Silvae.
Master

Banish Summoned
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
Description: The mage can banish any summoned creatures, returning them to the plane or locale whence they came and restoring the natural order that had existed previously. The spell uses a vast amount of mana as well as Evocation, Conjuration and Alteration to force the being back.


Chloroplast
Duration: Temporary
Targets: Single – Self or Other
Range: Touch or Close Proximity
Description: When someone is seriously injured or in pain, the mage can summon the growth of a healing fungus that will cover the body and assist in regeneration, using Conjuration, Alteration and Abjuration. Within a medium gap of time the spell shall heal serious wounds and weaker poisons.


Nature's Cure
Duration: Instant
Targets: Single – Self or Other
Range: Touch or Close Proximity
Description: Using Abjuration and Alteration, the mage can annihilate the remnants of unnatural disease and poison, by calling upon the core manifestation of nature to take control of the body's immune system and purge the body of the poison or disease that infects it.


Nature's Path
Duration: Temporary
Targets: Single – Self
Range: Close or Medium Proximity
Description: Shaping the spell with Divination and Alteration the mage gains heightened spirituality and sense of nature and thus can determine the terrain in any given direction. For example, if the chosen direction contains lakes and forests, he will know before reaching that area.


Nature's Sentinel
Duration: Temporary
Targets: Single – Self or Other
Range: Touch or Close Proximity
Description: The mage can summon the forces of nature to instill themselves within a person in order to increase their defences against disease, poison, fire, ice, and some forms of magic. This spell also increases the defensive properties of the body's immune system and creates a light regenerative aura about the affected person. The spell is shaped using Abjuration, Alteration and Conjuration.


Serpent Source
Duration: Instant
Targets: Area of Effect – Branches
Range: Close or Medium Proximity
Description: Using Alteration, Abjuration and Divination, the mage can transform rod-like objects, such as sticks, branches or even larger columns into snakes of roughly the same size.


Storm
Duration: Temporary
Targets: Area of Effect
Range: Medium Proximity
Description: The mage can call upon weather in damper or cloudy areas to form a powerful storm within a small gap of time, usually occurring with great rain, powerful lightning and wind. The spell is formed using Abjuration, Alteration and Evocation. Like with other weather spells, the spell shall have little effect in places where no clouds are present or in extremely dry areas such as deserts.


Summon Treant
Duration: Temporary
Targets: Single – Self
Range: Close Proximity
Description: Using Conjuration and Divination, the mage can summon forth a treant – an immense, magical tree-being that will engage in combat to defend nature and the druid.


Whirlwind
Duration: Temporary
Targets: Area of Effect
Range: Medium Proximity
Description: Using Abjuration, Alteration and Evocation, within a small gap of time the mage can summon forth a funnel cloud of twisting air to wreak havoc upon a desired target area. Like with other weather spells, the spell shall have little effect in places where no wind is present such as indoors.


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Old November 8, 2007, 03:25 PM   #13 (permalink)

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Secrets :
SORCERY SPELLS

The Power of Energy and Force is the dominion of the Sorcerer. Sorcery has been one of the oldest schools of arcane spellcraft in the Aelyrian Empire, believed to have been derived from older more ancient magics, and predates the emergence of the first magic academies. Harnessing the power of Energy, the Sorcerer can cast a wide variety of spells that directly interface with the fabric of space and time, causing arcalytic, or magical, reactions as if through inherent will. Sorcerers use Energy in the form of force to push or pull, causing motion and repelling in a variety of creative ways, best seen in the offensive and defensive spells of their craft. Sorcerers are also noted for their teleportation spells; the ability of the Sorcerer to bend space and matter makes him a very fast traveler. It is this very same, keen awareness of the nature of matter that enables the Sorcerer to breach the fabric of this reality and pierce the veil of other planes of alternate existence.
Initiate

Deflect
Duration: Instant
Targets: Single – Other
Range: Close Proximity
The Sorcerer can bend the fabric of space so as to cause a projectile – either physical or magical – to veer off to the side of its original path. This spell becomes increasingly useful to deflect a single, oncoming danger. At greater proficiencies, larger items can be successfully deflected.


Force Bolt
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Harnessing the power of force, the Sorcerer can construct a spherical mass of repelling force to send hurling towards an opponent. The force generates light to moderate damage, and at greater proficiencies, a larger bolt may be used to cause greater damage.


Gate
Duration: Instant
Targets: Single – Self
Range: Close Proximity
Students of Sorcery learn early on how to charge their homes, or a single place of permanent dwelling, with the essence of energy. When a Sorcerer casts the Gate spell, the field of space breaks open to form an instantaneous and momentary aura that teleports the caster back to the home. The destination of the Gate spell, the Anchor, can only ever exist in a single place that is completely secured and controlled by the caster.


Lock
Duration: Instant
Targets: Single – Other
Range: Close Proximity
Fashioning a restraining device of his own making, the Sorcerer can place upon a door, chest or other closing object a magical lock that will prevent opening by others using conventional means. The lock can be taken down by either magic or other very creative means beyond the scope of this description. At greater proficiencies, the Lock spell is more difficult to bypass.


Open
Duration: Instant
Targets: Single – Closed or Locked
Range: Close or Medium Proximity
Being intimately familiar with the binary state of movable objects, the Sorcerer can cause a closed or locked item to give way and open, breaking through simple locking mechanisms. At greater proficiencies, the Open spell may be used to break through more difficult locks or magical restraints.


Sphere of Light
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
Reshaping the essence of matter, the Sorcerer can imbue an area with a glowing sphere of cool light which will provide illumination over the immediate near range. The Sphere of Light dissipates either when the spellcaster decided to close down the spell in order to have additional energy for more involved casting, or if the Sorcerer loses his concentration. At greater proficiencies, larger spheres of different colors may be conjured for a greater duration.


Star of Force
Duration: Instant
Targets: Single – Other
Range: Close Proximity
The Sorcerer can conjure forth a refined blade of penetrating energy that can both pierce and slash. By releasing the force blade, it will be sent spiralling towards the designated opponent and cause light to medium damage. At greater proficiencies, the Star of Force can spin at a faster rate and thus cause more damage.
Apprentice

Force Shock
Duration: Instant
Targets: Single – Other
Range: Close Proximity
The Sorcerer can deliver a thrust of damaging force in the form of projectile energy towards a single opponent, causing moderate damage, while also repelling the target backwards. At greater proficiencies, this spell causes greater damage and repels the target further.


Force Lariat
Duration: Temporary
Targets: Single – Object
Range: Close or Medium Proximity
Through a bending and careful shaping of energy, the Sorcerer can fashion a small loop of energy and cause it to move outward to a target and attempt to move, or otherwise fetch, that target hither to the caster. Though initially, only small sized objects can be fetched by the Force Lariat, at greater proficiency, larger objects can be brought closer.


Force Shield
Duration: Temporary
Targets: Single – Self
Range: Touch or Close Proximity
The Sorcerer can call forth energy to be constructed as a skin-tight barrier around the caster's body. Naturally comfortable and weightless, the force shield will absorb repeated moderate damage, either physical or magical, or a single powerful attack before dissipating. At greater proficiencies, the Force Shield has a longer duration and can absorb additional damage.


Gather the Fellowship
Duration: Instant
Targets: Area of Effect
Range: Any Proximity
A Sorcerer who has obtained the partnership of companions in a common pursuit may call them forth using the spell, Gather the Fellowship. In casting, the Sorcerer will summon the individuals that have pledged fellowship to the Sorcerer's cause to his location in a single vortex of teleportative magic, regardless of their location. The Sorcerer has the option of selectively summoning any number of companions aligned through fellowship.


Rebound
Duration: Instant
Targets: Single – Projectile
Range: Close Proximity
Using the same principles of force repulsion, the Sorcerer can cast a spell that will generate an instantaneous occurrence of a strong arc of deflective energy. When a projectile reaches the periphery of the single arc, the force within the arc will disperse and cause the object to travel in the opposite direction of its path.


Relocate
Duration: Instant
Targets: Single – Self
Range: Close or Medium Proximity
The Sorcerer can quickly evade peril by folding space upon itself with his arcane will, using it as a personal sling, and thereby be teleported in a close or medium proximity in any, single random direction.


Repel
Duration: Instant
Targets: Single – Other
Range: Touch or Close Proximity
With a light circular motion of the hand, the Sorcerer can gather a mass of local force and energy, and in a single violent thrust, force a physical displacement of small size to generate moderate damage in the direction in the immediate range of the spell.


Stellation of Force
Duration: Instant
Targets: Single – Other
Range: Close Proximity
Fashioning a nexus of refined blades of energy, the Sorcerer can release a string of stars of force in the direction of a single opponent causing moderate damage, while sending the opponent into a stunned shock. At greater proficiencies, the Stellation of Force can cause a prolonged period of stun, disabling the target from reacting for a brief duration.


Vision
Duration: Instant
Targets: Single – Self
Range: Close, Medium or Far Proximity
Infusing his essence into the very nature of space, the Sorcerer can call forth energy to move his senses abroad to another location within a broad range. While in the meditative trance of the Vision, the Sorcerer will lose his awareness of his actual surroundings and instead become aware of the occurrences transpiring in another location, in real-time, as if he were actually there.
Adept

Force Blast
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Attracting a large core of force, the Sorcerer can launch a violent thrust of a repelling energy field that will displace all matter in its path and deal moderate damage in its wake. With greater proficiency, the Force Blast can deal greater damage and displace at a further distance.


Force Field
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
Whereas most spellcasters must construct the cumbersome Circle of Magic in order to errect a one-way barrier for the movement of matter and energy, the Sorcerer may errect a field of energy at will by constructing a Force Field. The Force Field can surround the immediate proximity of an environment and envelop it in pure force, absorbing damage dealt to it. The Force Field will dissipate after it has received considerable damage, or once the Sorcerer closes it down.


Group Relocate
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
As in the Relocation spell, the Sorcerer is able to fold space upon itself and use it as a crude slingshot to quickly evade trouble by randomly teleporting himself and a group of companions in any single, random given direction over a close or medium proximity.


Immobilize
Duration: Temporary
Targets: Single – Other
Range: Close or Medium Proximity
By loosening the cords of matter into a vibrant energy pattern, the Sorcerer can retie this energy around a target and direct light damage while more importantly preventing motion and holding the target in place. The spell immobilizes the target for a duration. At greater proficiencies, the duration of immobilization is lengthened.


Phase Shield
Duration: Temporary
Targets: Single – Self
Range: Touch or Close Proximity
Imbuing a skin-tight shield with teleportative energy, the Sorcerer can create a defensive mechanism that can enhance his circumstances in melee combat. When struck, the Phase Shield will teleport the spellcaster in any random direction of close proximity. The Phase Shield remains until it receives excessive moderate blows to weaken its integrity, or it is dissipated by the Sorcerer.


Reflect
Duration: Instant
Targets: Single – Magic
Range: Close or Medium Proximity
The Sorcerer can concentrate a force of reflective energy that will rebound power and fashion it into a single arc directly before him at an instant. When a magical spell is cast in the direction of the Sorcerer, the arc will absorb the spell's energy and then reflect it upon the caster of the offending spell before dissipating. This useful defensive mechanism works only on spells whose primary effects are upon the caster, and not the secondary effects of the results of a spell.


Stellar Burst
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
By conjuring forth a twisting vortex of pure energy, the Sorcerer can unleash this massive yet unruly power upon an unsuspecting cluster of opponents or in an area of effect. Once the vortex is beyond the Sorcerer's containment, it will explode and send forth numerous sharp, refined blades of pure energy that will deal moderate damage each.


Summon
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
The Sorcerer can energetically summon a target within close or medium range to his location, or any space in between, by folding space into an inverted sling. This extremely useful spell has numerous creative utilizations, and can be used both to aid companions as well as to prevent an opponent from evading the caster.


Telekinesis
Duration: Temporary
Targets: Single – Object
Range: Close or Medium Proximity
Having obtained greater control over the ability to move, push and pull, the Sorcerer can now cast a spell that will move objects from a distance through the pure will of energy. The telekinetic field lasts for a temporary duration, and will enable the skilled spellcaster to move a distant object as if he were there moving it himself.


Teleport
Duration: Instant
Targets: Single – Self
Range: Close or Medium Proximity
Through proficiency in self-movement, the Sorcerer is able to bend the fabric of space and use it as a slingshot with greater control, this time being able to teleport himself an immediate or moderate range in any direction of his choosing. Repeated casting of this spell tends to make somewhat tedious travel much shorter, but the considerable drain of bending space prevents the Sorcerer from casting more than a handful of teleports in any given moment.
Master

Denature
Duration: Permanent
Targets: Single – Other
Range: Touch or Close Proximity
The Sorcerer has now become familiar with the potential, latent energy bound within a material object and can reshape this energy through pure will in order to create spaces between energy nodes, and thereby weaken and soften, the item or surface. This spell has an immediate and permanent effect and is most useful against armor, weapons, walls, and a wide variety of structures.


Expel
Duration: Instant
Targets: Area of Effect
Range: Close, Medium or Far Proximity
By imbuing an area with repelling energy, the Sorcerer can force a massive displacement to occur and deal moderate damage while moving the opponents in the targetted area of effect outward, away from the spellcaster.


Flight
Duration: Temporary
Targets: Single – Self
Range: Touch or Close Proximity
By fashioning a personal field of energy that envelops his body and is under his control, the Sorcerer can levitate himself into the air and enable him to travel by way of flight for a duration, as this spell constantly drains energy.


Force Retribution
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
The Sorcerer can unleash the fury of energy upon an individual by breaking the bounds of space and matter about the target and allowing energy to in effect, snap down upon itself. The result is a devastating attack of repelling forces that deal heavy damage to the enemy, rending his skin, stunning him in place and leaving him helpless for a brief duration.


Group Teleport
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
As in Teleportation, the Sorcerer is capable of bending the fabric of space and using it as a slingshot over an area of effect to teleport himself and a group of companions in the direction that the caster designates over a close or medium proximity.


Integrate
Duration: Permanent
Targets: Single – Object
Range: Touch or Close Proximity
By unifying and reorganizing the strands of energy, the Sorcerer can cause an inanimate object to elevate one phase of matter; a gas would turn into a liquid, the liquid would become a solid. The effect of the spell is permanent.


Portal
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
A Master Sorcerer knows the inherent energy compositions of areas to which he has personally travelled, and thus is able to open a temporary portal that bends space to the destination location. The Portal remains open for a brief duration before space rebounds upon itself, and closes the portal, but it remains sufficient to allow the caster and several companions to travel through with him.


Reflective Shield
Duration: Temporary
Targets: Single – Self
Range: Touch or Close Proximity
The Sorcerer can imbue a skin-tight shield with reflective energy, that when a spell is cast at it will absorb the spell and rebound it upon the original caster. The Reflective Shield will dissipate after numerous successive spells have been rebound, or when the spellcaster so chooses to close down the spell. Like the Reflective arc, the Reflective Shield does not rebound physical attacks.


Super Nova
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
This devastating magical attack is caused by the Sorcerer gathering an immense amount of bound energy within a personal nexus directly under his control. Through careful mastery, the Sorcerer can then burst the nexus causing a field of Stars of Force to be unleashed in a ring of explosive energy that both deals considerably high damage, repels all targets about him, and stuns them for a lengthy duration.


Last edited by Straylor Leonard; August 4, 2015 at 08:08 PM.
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Old November 8, 2007, 03:27 PM   #14 (permalink)

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Secrets :
ELEMENTALISM SPELLS

The Power of the Elements are harnessed by a fierce group of spellcasters called Elementalists. Arguably one of the oldest schools of arcane spellcraft in Aelyria, Elementalism is the use of elemental energy from Fire, Air, Earth and Water to create offensive spells and some defensive capabilities. For the purposes of Elementalism, each element has a counter-element (but not necessarily vice-a-versa): Fire is countered by Water, Water is countered by Air, Air is countered by Earth, and Earth is countered by Fire. Elementalists are militant about their craft and fiercely dedicated to the preservation of the elements. Additionally, Elementalists are able to interface with the parallel Planes of Fire, Air, Earth and Water to summon elemental beings to do their bidding. The combination of tactical spellcasting with conjured creatures makes the power of the Elementalist something to fear and admire.
Initiate

Earth Spike
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
Description: The Elementalist will call forth the essence of Earth and target the ground where the desired effect shall occur. From that position shall there arise long pikes of Earth. This mechanism proves effective in providing obstacles for enemies and, if timed properly, dealing considerable damage to an unsuspecting foe.


Elemental Grasp
Duration: Temporary
Targets: Single – Self
Range: Touch
Description: Elementalists can envelop their hands in the aura of an element (such as a field of fire, a coat of ice, etc.) with no harm to the caster. This is particularly useful for hand-to-hand combat, or to deliver a single decisive blow. At higher proficiencies, the elemental aura has greater intensity and persists for greater duration.


Elemental Orb
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Description: An Elementalist can conjure forth a sphere of elemental energy and launch it at an opponent. Fire emerges as a flame of mass, Air as a collection of electrical energy, Earth as stone, and Water as a shard of ice. Though initially small, through practice and at higher proficiencies, the Elemental Orb can become a considerably effective weapon.


Elemental Shock
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Description: Most typically used with Fire or Ice, the Elementalist can channel a sudden surge of elemental energy into the being of a foe delivering direct damage.


Glowing Sphere
Duration: Instant
Targets: Area of Effect
Range: Close Proximity
Description: One of the first spells most Elementalists master is this one wherein they summon forth a small manifestation of either fire or reflective ice to provide a floating sphere of light that provides cool illumination. The light remains so long as minimal concentration can be retained by the spellcaster, and the sphere can be moved at will.


Inner Radiance
Duration: Temporary
Targets: Single – Self
Range: Touch
Description: This spell will evoke the essence of Fire from within the Elementalist's body, creating a scolding hot aura that surrounds him for a brief period of time. When an enemy comes in contact with the field, the fire deals light damage. At higher profiencies, this spell will have a greater duration and the fire will persist for a greater duration.
Apprentice

Blade of Fire
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Description: Conjuring forth the essence of fire, the Elementalist can launch a spiralling scythe of flame in the direction of his opponent for damage.


Column of Flame
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Description: Part of the Column series of spells, the Column of Flame spell enables an Elementalist to summon forth a mass of fire and shape it into an immense rod, driving it through the ground and into the skies repeatedly for a duration at a specified target. The column incinerates and deals considerable repeated damage, but is immobile at the position conjured.


Column of Frost
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Part of the Column series of spells, the Column of Frost spell enables an Elementalist to summon forth a mass of ice and shape it into a long, thick column, driving it from the ground into the sky and back again, repeatedly for a duration at the specified area. The column deals chilling damage repeatedly, but it is immobile.


Imbue Element
Duration: Temporary
Targets: Object – Inanimate, Inorganic
Range: Touch
Description: Used principally on weapons of friendly party members, the Elementalist can instill the essence of an element into an item for a period of time enabling it to release elemental damage when it strikes a foe. Fire generates an incinerative blast, Water produces an icy chill, Air creates an electrical spark, and Earth sends an energetic stun.


Project Element
Duration: Temporary
Targets: Single – Self
Range: Touch
Description: The Elementalist can conjure the essence of an element and shape it into an aura that surrounds the caster and is temporarily powered and sustained by his own physical energies. When the caster comes into physical contact, the instilled elemental energy lashes out violently and strikes for moderate damage.


Sandstorm
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Description: Causing the earth to rise up into countless minute particles, the Elementalist can command the forces of Earth and Air to conspire against a foe by creating a vicious storm wherein tiny blades of Earth threaten to impale themselves upon the enemy. Needless to say, damage potential is considerable. At higher proficiencies, this spell has greater duration and denser volume.


Shard of Ice
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Description: Summoning the essence of water in solid form, ice, the Elementalist will hastily shape the ice into a spear and hurl it in the direction of a foe.


Summon Elemental
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
Description: In attaining meditative equilibrium with the Elemental Planes, the Elementalist can summon forth an Elemental – the sentient supernatural manifestation of an element, whether Air, Fire, Earth or Water – to do his bidding. Usually done in the controlled environment of a Circle of Magic (cf. Primer to Arcana), the summoned elemental exists in this world for a brief period of time and can be allowed to wander free if trusted. The Elementalist has but to dismiss the Elemental when done with its services if before the expiration of the spell. Summoning an Elemental requires a great deal of concentration and will power. While initially a small elemental, at higher proficiencies the elemental is stronger, more effective and remains for a higher duration.


Wind Blast
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Gathering the forces of air, the Elementalist launches forth a flurry of a sharp wind at an enemy dealing moderate damage and halting progression. At higher proficiencies, the wind is more intense, deals greater damage and can reverse the enemy's progress.
Adept

Augment Elemental
Duration: Temporary
Targets: Single – Summoned Elemental
Range: Touch or Close Proximity
Description: Tapping into his personal energy reserves, the Elementalist can extend the power of a summoned elemental by conjuring forth the same elemental essence of which the summoned creature is composed. This temporary mechanism often extends the usually brief duration of a summoned elemental considerably.


Bitter Wind
Duration: Instant
Targets: Area of Effect
Range: Touch or Close Proximity
Description: Enticing the power of icy cold wind, the Elementalist can send forth a single, violent blast of freezing air in the direction of his choosing, hurting his enemies, and expelling them backwards.


Conjure Elementals
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
Description: A proficient Elementalist is able to tap into the alternate Elemental Planes and conjure forth a group of Elementals to do his bidding for a brief period of time. With greater proficiency, the Elementalist is able to conjure forth a greater number of Elementals of greater variety, and sustain them in this plane for a longer duration.


Dismiss Elemental
Duration: Instant
Targets: Single – Elemental
Range: Close or Medium Proximity
Description: Elementalists can dismiss summoned Elementals back to the plane whence they came.


Elemental Immunity
Duration: Temporary
Targets: Single – Self
Range: Touch or Close Proximity
Description: The Elementalist can infuse his spiritual essence with the power of a single element – Fire, Earth, Air or Water – and become temporarily immune to the effects that such an element has. This becomes useful for walking through Fire, passing through Earth, resisting strong Winds, and being able to breathe Water, for example, but its uses are quite diverse.


Hurricane
Duration: Temporary
Targets: Area of Effect
Range: Close, Medium or Far Proximity
Description: Commanding the essence of Air to follow his order, the Elementalist can sent forth a convergence of cool and hot air masses to generate a temporary but tremendous storm that can cover a large area and devastate the region with high winds, massive lightning, and torrential down-pour. At greater proficiencies, the hurricane is larger, more powerful and lasts longer.


Ice Storm
Duration: Temporary
Targets: Area of Effect
Range: Close, Medium or Far Proximity
Description: The Elementalist can conjure forth a powerful ice storm that will blanket an area in heavy snow for a period and then begin to drop ice shards upon the region.


Lightning Strike
Duration: Instant
Targets: Single – Other
Range: Touch or Close Proximity
Description: Summoning forth the essence of Air, the Elementalist can harness the power of electricity and send a single, strong, devastating bolt of lightning towards an enemy.


Pillars of Lightning
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Description: An extension of the Column series of spells, this spell will enable the Elementalist to create several long, thick strands of electrical energy to pummel vertically through a designated area. Though once cast it is immobile, it repeatedly does damage at multiple locations in the same area acting as both barrier and devastating counter-attack.


Stoning
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Description: The Elementalist has the power to call upon Earth to send forth a stream of small but painful stones hailing down upon a location for a brief period of time.
Master

Conflagration
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
The Elementalist can energize the essence of Fire and start a devastating flame that will rise and burst over a given location.


Crushing Boulder
Duration: Instant
Targets: Area of Effect
Range: Close, Medium or Far Proximity
An Elementalist can call upon the power of the Earth and send forth a huge, bulking boulder crushing down upon a location of his choosing.


Elemental Shield
Duration: Instant
Targets: Single – Self or Other
Range: Touch or Close Proximity
The Elementalist, when anticipating an attack or an imminent danger, can call forth a very brief but effective manifestation of an element in the form of a large shield that will cover most of the body and come into contact with whatever is aggressing.


Fireball
Duration: Instant
Targets: Area of Effect
Range: Close or Medium Proximity
Description: Commanding the essence of Fire, the Elementalist can create a fireball of immense size and proportions, sending it spiralling towards a group of enemies or a designated location.


Freeze
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
Description: The Elementalist can send forth a sharp burst of frost that will encase a group of enemies in solid ice, rendering them immobile for a duration of time.


Star Fire
Duration: Instant
Targets: Area of Effect
Range: Medium or Far Proximity
Description: The Elementalist can call forth the astral fire of outer space and send forth a single flaming comet down towards the planet at a given location of medium or far proximity. The burst is devastating and depending upon the skill level, can cause massive destruction.


Summon Elemental Lord
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
Description: Gifted Elementalists are capable of touching the heart of an alternate elemental plane and calling forth the aid of an Elemental Lord. Elemental Lords are fierce spirits that have the ability to summon usually a couple of their own elementals while casting devastating elementalist attacks in combat. The spell is usually quite temporary, but at greater proficiencies, longer duration and more skillful elemental lords can be summoned.


Tornado
Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity
Calling forth the essence of air, the Elementalist can energize a region with a twisting vortex of wind creating a massive funnel that will descend upon a location for a period of time, rending its way towards total destruction.


Last edited by Straylor Leonard; August 4, 2015 at 08:08 PM.
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Old November 8, 2007, 04:58 PM   #15 (permalink)

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Secrets :
NECROMANCY SPELLS



Part I: Initiate spells


Acid Sphere

Duration: Instant
Targets: Single – Other
Range: Medium Proximity

Channelling the energy of corrosive acid-like substance, the Necromancer can Conjure forth a thick globule of the substance hurling at an enemy that will eat away and disintegrate what it comes in contact with. This works especially well on organic matter and can do significant damage to iron and steel. Stone and glass on the other hand are more resistant.
The Conjured Acid takes the form of a single sphere, giving the spell it’s name. At later levels its possible for the mage to define the shape and density, including creating multiple shapes. In a way, Acid Cloud is an extreme example of this.


Blindness

Duration: Temporary
Targets: Single – Other
Range: Close Proximity

The Necromancer Conjures shadows and darkness to overwhelm the target's eye sight with, leaving the enemy blinded.


Cloak of Shadows

Duration: Temporary
Targets: Single - Self
Range: Close Proximity

The necromancers Alters the shadows available around him in such a way that the mage disappears into them. Anywhere where there are shadows available he can stay hidden from the naked eye, even in broad day light. In such cases anyone paying attention to his environment would notice the shifting of the shadows when the mage moves however. In dark environments this is lessened and even the watchful eye might have trouble noticing movement.
At a higher proficiency the mage might choose to Conjure forth more shadows to further aid him, even rendering him invisible in broad day light.


Drain Life

Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity

One of the primary attack mechanisms of the Necromancer also happens to be base of all his self-healing techniques. Using Abjuration the mage can tap into the life force of an enemy can in effect steal a single chunk of life from it and add it to his own. If the mage was hurt the extra life energy will be used by his body heal itself.


Impotence

Duration: Temporary
Targets: Single – Other
Range: Close Proximity

The Necromancer can surround a victim in a twisting nexus of weakening forces, using Divination to break the link between the target and it’s strength, energy and stamina and instead link it to his own. The target will become limp, while the caster can now fall back on both his own and the target’s strength.


Venom

Duration: Instant
Targets: Single – Other
Range: Close Proximity

The Necromancer infuses the body of a target with a potent poison using Evocation. The venom will travel quickly throughout the body and issue an expedient attack, but then dissipate over time.



Part II: Apprentice spells


Acid Cloud

Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity

The Necromancer can Conjure forth the corrosive energies of acidic decay and Alter them into a designated area and the form of a gaseous cloud that when breathed in will burn the lungs.


Calcify

Duration: Instant
Targets: Single – Other Undead
Range: Close Proximity

Re-energizing the lost spiritual essence of a summoned undead, the Necromancer can heal the physical shell of an undead creature by Evoking Death Essence into it and extend its duration of manifestation in this world by tightening the bond between the summoned spirit and it’s shell with Divination.


Cardiac Shock

Duration: Temporary
Targets: Single – Other
Range: Close Proximity

By Evoking a blast of deadly energy into his enemy’s heart, the Necromancer can cause it to stop beating for a brief moment, sending the opponent into shock. The sensation is temporary, but very painful and can possibly kill a weakened enemy on the spot even at lower proficiencies.


Dismiss Undead

Duration: Instant
Targets: Single – Undead
Range: Close or Medium Proximity

The Necromancer has the power to dismiss any undead creature of the same level as the spell that has been summoned by another spell caster by using Divination to break the link between a the spirit and its shell.


Fright

Duration: Temporary
Targets: Single – Other
Range: Close Proximity

A feeling of immediate terror and utter horror is Divined into the victim’s mind and will fill the soul of the victim that falls prey to the Necromancer’s ability to toy with fear, for when he imbues the spirit of a foe with this power, the target shall feel an irresistible urge to flee.


Leech

Duration: Temporary
Targets: Single – Other
Range: Close or Moderate Proximity

The Necromancer can turn his life drain capacity into a formidable curse, creating a link with his enemy's life source and his own with a Divination and then slowly draining it over a moderate period of time, Abjuring It into his own. The energy is added to the caster’s and heals his wounds.


Spirit Armour

Duration: Temporary
Targets: Single – Self
Range: Close Proximity

A strong field of made out of summoned spirits is Conjured en ordered with the use of Divination to surround the Necromancer, empowering him with the ability to deflect physical blows and completely absorb a magical attacks of at most one level below the level of the spell. The manifestation of this spell depends on the casting, sometimes looking like shadowy ghosts whirling around the target, sometimes more like a transparent mist, sometimes even invisible.


Spirit Shackle

Duration: Temporary
Targets: Single – Other
Range: Close or Medium Proximity

Similar to Spirit Armour, this spell will Conjure a field of spirits. This time the Divined orders are to wrap around the target instead, rendering the person unable to follow through any motion.


Stench of Decay

Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity

Conjuring a noxious stench, Altered into the shape of a cloud taking up a certain area, the Necromancer can briefly incapacitate a group of creatures. The stench of decay is unbearable and will even force those who have breathe in it to spend some time trying to gain fresh air once they manage to leave the affected area.

Summon Undead

Duration: Temporary
Targets: Area of Effect
Range: Close Proximity

Calling forth a spirit from the Plane of Death with Divination and placing it in a Conjured physical shell, the Necromancer summons forth the aid of an undead servant – usually a skeleton, zombie or other decaying creature – and will use this undead creature to do his bidding.


Part III: Journeyman/Adept spells


Acid Rain

Duration: Temporary
Targets: Area of Effect
Range: Close or Medium Proximity

Conjuring the forces of searing acid and Altered into thick clouds thick enough to release a heavy rainfall that will burn through clothes, armour and skin and deal moderate to heavy damage for a temporary duration over a designated area of effect.


Dark Compact

Duration: Instant
Targets: Single – Other
Range: Close Proximity

In a rare act of selflessness, the Necromancer can extend his life force and Divines a connection with the target’s, essentially causing pain and suffering to himself whilst he transfers life energy to the target though Abjuration, presumably to aid someone that is hurting. The Necromancer suffers for the target and receives moderate damage.


Defoliate

Duration: Instant
Targets: Area of Effect
Range: Close Proximity

Inverting the power of life, the Necromancer can Evoke a massive blast of deadly energy into the core of plants, flora, and plant-like creatures, in effect damaging them considerably. This spell can easily destroy the plant life in a large radius around the centre of impact.


Disease

Duration: Permanent
Targets: Single – Other
Range: Close Proximity

The Necromancer can put a deadly curse on a living creature, Evoking a large amount of Death Essence into him and infecting him with a gruelling disease. If not cured, the victim will eventually succumb to his illness.


Extract Life

Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity

Tapping into the life force of the enemy through Abjuration, the Necromancer can rip out a considerable amount of life force out of his opponent dealing a lot of damage, then corrupt it by Evoking Death Essence into it and then send it back from where it came in a violent second blast through a second Abjuration.


Plague

Duration: Temporary
Targets: Area of Effect
Range: Close Proximity

The Necromancer can release into an Altered area a deadly plague that will be Evoked into any living creature passing through it. Infected people or animals will find that their body’s defences become weakened. The body will suffer more under a blow, it will become sick very easily and heal a lot slower. The target will also suffer from a decrease in stamina. After the spell dissipates, the affected area returns back to normal, but anyone contaminated will be stuck with the curse until cured. Infected people can possibly even infect others, spreading the plague even further.


Summon Horde

Duration: Temporary
Targets: Area of Effect
Range: Close Proximity

Calling upon the spirits of the underworld, the Necromancer can Conjure forth a group of undead creatures ranging in size and scope, Altered according to the Necromancer’s wishes. Once spirits are linked to the group through Divination the Necromancer has a group of servants to aid him in various in his tasks or combat. The exact size of the dark horde, the relative strength of each undead, and the duration of their stay in the Material Plane will depend on the Necromancer’s wishes.


Vampiric Embrace

Duration: Temporary
Targets: Single – Other
Range: Close Proximity

The Necromancer can place a curse upon another creature for a brief duration, that in essence enslaves that creature to the caster for a temporary period. The target’s mental resistance will be weakened by Evoking into the target’s mind after which Divination is used to make him feel a strong urge to obey the caster in order not to suffer the horrible consequences. Any resistance against the casters orders will cause the target to undergo terrible pains.

Master

Acid Blast
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
Sending forth a strong manifestation of corrosive energy, the Necromancer can infuse his target with damaging acid that will cause heavy damage.


Command Undead
Duration: Temporary
Targets: Single – Undead
Range: Touch or Close Proximity
The Necromancer can temporarily place an undead creature under his control, treating the now-bound minion as a personal slave to do his bidding. The effect of this spell is temporary.


Grim Aura
Duration: Temporary
Targets: Single – Self
Range: Touch or Close Proximity
This spell surrounds the Necromancer in an undead aura that has a lengthy duration. During the envelopment in the Grim Aura, the Necromancer will be able to levitate several feet off of the ground, ensuring that any fall he takes will not be dangerous. Furthermore, the Necromancer need not breathe air, ingest any food or water, or obtain any sleep so long as the Aura is active.


Harm Touch
Duration: Instant
Targets: Single – Other
Range: Close or Medium Proximity
The Necromancer can send forth a crushing blow that deals considerable heavy damage to an opponent by violently dissolving the life force of the target. The Harm Touch is instantly painful and because it can usually turn the tide of combat, it requires considerable concentration on the part of the caster.


Invocation of Terror
Duration: Temporary
Targets: Area of Effect
Range: Close, Medium or Far Proximity
Summoning forth the essence of fear, the Necromancer can imbue an area with the aura of fright, causing those that are caught within the eerie cloud of dread to experience an overwhelming desire to retreat. The sensation is only temporary, however, and the cloud will eventually subside.


Scarabate
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
The Necromancer can launch a devastating attack of poison by infusing an environment with the essence of venom. Those entering into contact with the infected area will find themselves seriously infested with a fast-acting poison that over time transfers life to the Necromancer himself. The infused area remains under the Scarabate for a duration.


Sidious
Duration: Temporary
Targets: Single – Other
Range: Touch or Close Proximity
The Necromancer can cause devastating damage to an enemy by infusing his mind with the essence of Sidious, a deadly curse that will cause considerable damage to the life force of the enemy and furthermore reduce its speed and dexterity, weakening the opponent beyond most hope for escape. The effect is temporary.


Soul Sting
Duration: Temporary
Targets: Single – Self
Range: Touch or Close Proximity
A shield of spiritual energy envelops the Necromancer, that when struck physically by another opponent, the shield will absorb the damage and then drain life from the enemy and add it to the Necromancer's own life reserves. This is an effective defensive mechanism that has a brief duration.


Summon Daemon
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
Conjuring forth the living essence not of the undead, but rather of the realm of Aeternia – the fire-ice hell that exists beneath creation – the Necromancer can call forth a Daemon, a winged beast of darkness to do his bidding for a temporary period of time. The Daemon can usually only manifest itself in this existence for a brief period of time.


Summon Doppelganger
Duration: Temporary
Targets: Area of Effect
Range: Touch or Close Proximity
Infusing a copy of his life essence into a visage, the Necromancer can conjure an undead duplicate of himself – roughly of equal abilities, but about half of the inherent defensive powers – to engage in combat. The Doppelganger returns to the world of the undead after a short duration, or when it has been destroyed.


Last edited by Straylor Leonard; August 4, 2015 at 08:08 PM.
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