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Old August 31, 2005, 08:09 PM   #1 (permalink)
~Knight in Shining Armor?
 
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Join Date: Aug 2005
Location: Trysvale, the Carmelyn; Ieffreon, Olympia.
Posts: 4,065
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 Superhero
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I m p e r i a l . V i s a . o f . t h e . A e l y r i a n . E m p i r e ~
S t r a y l o r . . .
[ F e l i x T h a d d e a n ]
. . .L e o n a r d




Race: Human, Medonian

Age: 24 ordinations

Birthbrightening: 38th of Optia


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Personal History

Born to Felix Leonard, a merchant, and Thelma Thaddean, a professor of Arcana at the Maeveon Collegio De Enamora, Straylor Felix Thaddean Leonard was born to a lifestyle of adventuring and pleasantries. 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 unwelcomed 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, of course, 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 definately 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 shoreside city of Iefferon. So Stray was given a chioce: take upt he 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 ...

Recent History:

After arriving in Medonia on Autumn Era XI, Straylor proceeded to sell his house and join the Guards. He was a little bit drunk when he purchased his weapons and signed up to patrol the city several candlemarks each brightening, but his training did sober him up a bit. It was then that he met a training officer named Beruk. This orc of a man whipped Stray into shape with endless drills and training with his sword and shield combination. Their relationship would continue on for a couple of months and it would be this man who would mentor Straylor to the level of professional swordsman.

In Winter of Era XIII, Straylor set out on a patrol in the Enomorian Midlands where he met an elf sorcerer named Ceniel. The two would endure great hardship on their hike back to the city where they would battle four orcs while defending a family and an injured elderly man at the same time. The elf lord was injured and battered as he was the less experienced warrior between the two. Nonetheless, both adventurers lived to tell the tale.

The Medonians soon recovered from the ordeal and Ceniel was somehow inspired to join the local guards. Straylor, being a veteran of the group, was requested by the young elf to teach him the way of the sword. Their friendship lasted for that season, until Stray decided to venture outside the city walls towards Natura. He traveled with a local merchant, hitching a ride instead of walking the rest of the way.

Upon arriving in Natura, Straylor was found a dryad who was actually Archdruidess Dhwae's right hand. He spoke with the Archdruidess, asked for her blessing in return for a quest. With that, Dhwae gave him the task to return an orphaned lynx to the Great Mountains. The dryad offered Straylor help, and he agreed not knowing that it was a trick. Straylor was left blinded from some magic though his senses were piqued as a result. [in progress]

Straylor stayed in Natura for the duration of Winter until Spring. During his stay, the young knight met a variety of locals ranging from the smith to the herbalist and other druids. He joined the Blessed Hands as a volunteer in hopes of attaining the rank of Journeyman Healer during his stay. And on one Spring Festival he met a Paladin by name of Venn Drega. Straylor met him through a common friend and spar partner, S'lon. The paladin offered to show Stray around the complex belonging to the Silver Stars. Straylor agreed and proceeded to tend to a heartbroken Asial at the Drowsing Dryad.

At the Temple, Straylor was given a guide to the various places of interests including the watchtower that sat atop a hillside. From there, Venn and Stray continued towards the armoury and eventually to the training grounds. The two swordsmen agreed on various points regarding swordsmanship and proceeded to learn from each other via a spar. [in progress]

Straylor left Natura on Ponitus and ventured to current Trysvale where he immediately set up shop as a farmer. He was equally tired of city life and wanted to begin anew, away from the stresses of being a guard and all that. After hiring a few men and purchasing a variety of supplies for the farm, Straylor found Rougenoe at a local tavern. From there, Stray remembered very little aside from the 'jaedah wine' Rougenoe managed to convince him to drink. It tasted much like horse piss but had a reasonable kick to it. Within a few drinks, Straylor was dead drunk and had to be ushered back to the plantation by Rougenoe.

This would not be the first time Stray gets drunk that month, as he enjoys another bountiful meal with a fae named Rosethorn. The two enjoy a good bottle of Medonian Red before stumbling off in a drunken frenzy, fighting dragons, and saving knaves along the way. He also meets Izzy later on this month, which leads to an amazing adventure atop a magical ghost ship with Rougenoe. He and his fellow Medonian save the brightening by using their Arcana (Stray thinks Rougenoe is an Elementalist) against Jorel's Barracuda!

Straylor also purchased his Carmelyn Warsteed around this time, while continuing his Druidism training in the Trysvale Druids Copse.

[to be continued]








General description:
Straylor stands no taller than two meters and weighs somewhere in the 140 pound range. He is medium-built, a miracle considering his apetite for food and drink. His skin, once pale in complexion, is now lightly-tanned due to the constant wandering he's done since he left Medonia on his eighteenth summer. Stray's hair is dark brown, almost a wooden color that sometimes reveal sharp hazel highlights or even appear reddish under sunlight. He likes to keep his hair trimmed short, never allowing it to grow pass his brows. But lately, he's allowed himself the pleasure of some facial hair and now sports a pony tail that hangs lazily behind his head.
His round eyes match the color of his hair. His boyish looks and rather unusual charms have gotten him the reputation of being somewhat of a carefree spirit -- and that attribute is usually reflected best when he is less-sober. Not one to fight or do battle, Stray prefers singing under the ceaseless blanket of stars on a clear darkening and has a strange distrust for those who practice magecraft aside from Druidism (which he doesn't consider to be magic).
Personality-wise, he is as stubborn as nails and perhaps as arrogant as the hammer that hits them. Despite that, Straylor is kind-hearted and prefers a laugh to a death match. He has a strong stomach for food but somehow weakens when doused with any kind of alcoholic beverage. Thusly, it is always wise for him to keep a stable friend or two should he managed to leave a table less sober and more drunk.
He cherishes his friends and seldom makes enemies. An unpleasant experience, however, has left him with a sore eye for Orcs and other beasts. Straylor would rather keep away from the non-humans, though his long lost half brother is half elfish. He is proud, boastful, and occasionally flashes his sword for added effect. Stray is not completely hopeless, though, as he thinks himself more of a guard than anything. He would give his life without hesitation if it was to defend or protect those in need.

IN-GAME CHANGES: Straylor now has a scale, about the size of a crown, on his neck, back, and arm. He also has several battlescars from the various escapades he's managed to stumble onto.
Languages fluently spoken:
Charismean
Jaedaxienne
Speaks Dorin when drunk
Thinks Kattaspeak is meowing














.

Last edited by Straylor Leonard; Yesterday at 06:14 PM. Reason: Updates :)
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Old August 31, 2005, 08:17 PM   #2 (permalink)
~Knight in Shining Armor?
 
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Join Date: Aug 2005
Location: Trysvale, the Carmelyn; Ieffreon, Olympia.
Posts: 4,065
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 Superhero
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TRAINING / EXPERIENCE



+ Formal Arms Training:
(Links located in FT timeline)
Secrets :

Bladed Weapons
Level One:
Novice Short Sword +2
- physical conditioning / drills
- slash (upper, middle, lower, angled)
- thrust
- block (upper, lower, middle)
- open stance
- forward stance
- defense stance
- basic evasion
- basic counters

Level Two:
Veteran Short Sword +2
- intermediate physical conditioning / drills
- intermediate evasion techniques
- intermediate defensive techniques
- intermediate swordplay
- intermediate combinations
- basic disarms
- arm lock
- switch feint
- basic improvisation
- basic terrain strategy
- basic recovers
- basic versus other wapons


Dual Wielding:
Additional training +1
- basic offensive points (three-area offense)
- protective shifts (maneuvering, stances)
- reflex training
- added endurance and agility
- basic defensive points (essential seven)
- & basic counterattacks
Quote:
Set up in a vertical octagon sans one point they were top, at the head, one above each shoulder, one at each side and one at each thigh. The last point was between the legs, but any man should know why one would not want to block a sword there. He had Straylor strike slowly at each point showing easily where to position the blade to stop the attacks. Then switching roles Leonard would block as the hooded figure struck the points.

The most difficult blocks Straylor would soon find out were strikes at his sides where he would quickly have to gauge whether to block with the blade up and tuck in his elbow or roll his shoulder back and invert the blade. It would also behoove the former guard to notice that when the little figure attacked he brought his other blade across his chest instinctively to counter and possible attack. “Very good, blocks simple, many you know. Now cross block.” He motioned for his student to strike again at the top point whence the hooded figure caught the shortsword in the crux of his blades in an X pattern and a scraping of metal. “Good block to take control but it is lock. Make sure opponent not have other weapon, also he will kick, hit, shoulder bash while weapons tangled. But good for this.” The hooded figure pushed Straylor’s blade down off his other knife and continued the strike by twisting the blade, running its flat up his opponent’s arm and lightly dragging it across Leon’s head and forehead in an upward slash.

Obviously done quickly it would make a devastating laceration up an enemy’s sword arm and lay open a gash on their head. It did not need to be a powerful stroke just a swift one. As the fight continued the enemy’s arm would become weak from blood loss, slicken the sword grip and bleed down into an opponent’s eyes to obscure their vision.

“Also parry, but no parry with blade down. Will get hand cut when blade pulled back.” He showed Straylor the parries and they seemed most effective when pushed to the side. On one variation the hooded figure locked the back of his knife’s crossguard with Straylor’s and pulled the larger man forward off balance and mimicked a slash at the man’s armpit. He held his student then and grabbed the natural handhold where shoulder meets pectoral squeezing the tendon lightly. “You cut here, arm work no more.” He showed additions to the strike including doubling back across the throat or cutting the opposite shoulder. “And one more, very useful.”

Pulling back on Straylor’s crossguard he jerked hard and brought his student stumbling forward. The ashen figure tucked his shoulder and launched Straylor over him like a sack of grain. The hood stood over Straylor laying flat on his back. “Good, now you try.”
Level Three:
Elite Shortsword + Shield [in progress]
Creation - creation of feats
Affinity - able to transfer feats to similar weapon types (one level lower)
Conditioning - concentration on physical trait: speed
+ advanced blocks
- against multiple weapon types
- defense against arrow-fire
- defense against magic
+ advanced maneuvering
- terrain advantage
- increased agility
- increased stamina
+ advanced disarms
- throws, locks, more feints
Improvisation - spontaneous, unpredictable hastily formed maneuvers
Adaption - use feats on weapons belonging to similar combat class (2 levels lower)
Enhancement - enhance previous feats greatly



Additional Exp:
- seasonal occupational exp: +3 (former guard in Medonia, Aqua), +2 (Trysvale. Summer), +2 (Trysvale, Autumn. Chief Constable), [winter, pending].
- random patrols +1 (Medonia), +2 (Enomorian Midlands, Aqua), others [pending]
- adventures +1 (Natura, Aqua), + 1 (Zinn, MeatGrinder), others [pending]
- spars / practice / teaching + 1 (Natura, S'Lon & Asial), +1 (Asial), +1 (Venn), +1 (Ceniel), + 1 (Elmaryia), Paean + 1 , Darkthreal +1 , [pending]

Level Title: Elite Swordsman,
specialty: shortsword and shield
Total Arms Exp. Points:
- Approved: 25
- Pending: 10+





Zinn'ka

Secrets :
Level One:
Basic Rhingorda +2
- dynamic movement (stances)
- jabs (guard-punch-guard)
- straight punch (1 hit KO)
- guard (head, middle, groin)


Level Two:
Professional Rhingorda coming soon!
- skills



Additional Exp:
- Sparring with Liam (pending)
- fight at the Dragon Dojo (pending)


Level Title: Beginner Zinn'ka Fighter,
specialty: Rhingorda
Total Arms Exp. Points:
- Approved: 3
- Pending: 2+




+Trades Training:
Secrets :

Singing-- Ticket # 101 (GD approved)
Apprentice:+2

Healing
Apprentice:+2





Level Title: Apprentice Bard
Total Singing Exp Points:
- Approved: 4
- Pending: 4+

Level Title: Apprentice Healer
Total Healing Exp. Points:
- Approved: 3
- Pending: 4+


Level Title: Apprentice Horseback Rider
Total Riding Exp. Points:
- Approved: +6
- Pending: 5+

Level Title: Apprentice Meditation Practitioner
Total Meditation Exp. Points:
- Approved: 3
- Pending: 3+


Additional Exp:
- volunteer as healer (Natura) [pending]
- random acts of healing + 1 (Enomorian Midlands)
- entertainment singing [pending]
- random singing + 2 (Medonia, seasonal), [pending]
- Seasonal Horseback Riding (around) + 2 (Summer Era XIV), +2 (Autumn Era XIV)
- combat meditation [pending]
- random meditation +1 (Zinn'Sunn, Valeraen)

+Informal Training:

Level Title: Politician (Lord Thane of Trysvale; Imperial Consul to Eunesia)
Prior Experience: Chief Constable of Trysvale
Appointed Thane: in Autumn, Era XIV.
Appointed Consul: Winter, Era XV.
NPCs: (see locations)
* experience: 2 seasons +

Level Title: Farm Owner & Manager
Crops grown: Corn, wheat
Animals: chicken, pigs, goats
NPCs: (see location)
* experience points: 5 seasons +
.

Last edited by Straylor Leonard; November 13, 2008 at 12:02 PM. Reason: Updates!
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Old August 31, 2005, 08:19 PM   #3 (permalink)
~Knight in Shining Armor?
 
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Join Date: Aug 2005
Location: Trysvale, the Carmelyn; Ieffreon, Olympia.
Posts: 4,065
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 Superhero
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+ Formal Arcana Training:
Secrets :

Druidism - by Skay Ravendi
Initiate:+2
- Mediation
- Focus
- Channel
- Dispel
- Alteration
- Abjuration
- Conjuration
- Evocation
- Divination
Basic Spells:
- Create Water
- Growth
- Pollen
- Forest Calm
- Panic Animal
- Detect
- Befriend Animal
- Heal
- Globe of Fireflies
- Bark Skin

Apprentice: +2
- Circle of Arcana
- Activation
- Reshape Mana
Spells:
- Ally with Animal
- Entwine
- Gust of Wind
- Obscurement
- Patrilling
- Purify
- Tough Skin
- Trip
- Warp Wood

Journeyman: +2
- Imbue
- Create Spell
- Unbind
- Staff of Arcana Ritual
Spells:
- Animal Form
- Animal Skin
- Aura
- Blinding Eyes
- Camoflauge
- Disease
- Night Sight
- Paralyze
- Spikes
- Swarm
- Temporal Rain
- Transience


Master: Pending
- Promote
- Bind
- Impart
- Enchant
Spells:
- Banish Summoned
- Chloroplast
- Nature's Cure
- Nature's Path
- Nature's Sentinel
- Serpent Source
- Command Storm
- Summon Treant
- Whirlwind



Additional Exp:
- random casting +1 (practice), +1 (practice), +1 (Elma's fireflies), +1 (gryffins), +1 (Zinn'Sunn zoo); With Iseult (+2), +1 (Imbuements I), +1 (Imbuements II), +1 (Black Sapphire), +1 (Enchanted Wood), Stave Ritual +1, Imbuements for Academy (+1), +1 (Shipwreck), + 1 (adventure), Wolf hunting (pending), Never as Easy as it Looks (+1), Healing the Governor (+1), Ieffreon Practice (pending) Silver Lion Imbuements (+1), Meeting Saka (+1), Imbuements III (+1), Iefferon Fishing (pending), De-Docking the Fleet (+1), Ieffreon De-Docking Business (pending), Olympia Adv (pending)

- Seasonal +2 (Summer XIV), +2 (Autumn, XIV), +2 (Winter, XV), [ Spring XV Pending ]



Level Title: Rising Master
Total Magic Ex. Points:
- Approved: 36
- Pending: 20+


Reshaped Spells / Created Spells:

- Livewood Skin
Range: close or medium proximity
Based from theory behind Bark Skin, except the mana is conjured so that it slowly regenerates when damaged during the duration of the spell.

- Rosethorns
Range: close or medium proximity
Based on Bark skin, except caster conjures rosethorns upon target to inflict light damage; may do more damage if major organs are hit.

- Insect Call
Range: close or medium proximity
Using the principles behind Globe of Fireflies, the druid can conjure or summon a small swarm of insects of the type he or she has met. This swarm is linked using divination so they can be commanded to attack the druid's foes.

- Repel Insects
Range: close or medium proximity
The druid may instill a sense of fright or panic against a small swarm of insects, causing them to flee. This is the reverse effect of Insect Call. It may make certain insects more aggressive, however, and attack anyone within their vacinity instead.

- Augmented Healing
Range: close or medium proximity
By adding abjuration aside from the evocation used in the initiate-level Heal spell, the druid is able to focus the healing properties of Nature to mend deeper wounds, minor fractures, etc. Effectiveness depends on caster's proficiency and experience.

- Mass Pollenation
Range: close or medium proximity
By conjuring a larger amount of pollen from the Nature Plane, the druid may now affect a larger area and may even abjure the resulting pollen to direct it by will.

- Minor Summon
Range: close or medium proximity
Using conjuration the druid may summon commonly found small animals from the Nature Plane and control them for a duration via divination. After the spell's duration, the animal vanishes.

- Woodland Curse
Range: close or medium proximity
Using conjuration and alteration alternatively, the druid may intentionally produce a botched Bark Skin to target an opponent's foot, hand, or even head. This could potentially hinder the target and cause moderate damage.

- Woodland Shield
Range: close or medium proximity
Based on Tough Skin, the druid may produce enough of the material via conjuration and alter it to make a shield-like section that could protect those standing behind it. It is designed to absorb light ranged damage against arrows, rocks, etc.

- Water Bend
Range: close or medium proximity
Based on Create Water, the druid may command sources of water around him via abjuration and alteration into various forms and shapes. He may also channel a stream, for instance, so that the waterflow is redirected to a target or area. The spell must be maintained to continue redirection of the water source. Offensively, this spell may be used to 'pull' water from a target's body causing pain and physical damage. Useless against targets whose bodies do not contain water.

- Animal Emphathy
Range: close or medium proximity
Using the principles of Ally with Animal, the Druid may produce a series of divination links that allows the caster and his target to relate using emotions and instincts instead of spoken word. The result is an understanding between man and beast.



Transformations

+ Animal Forms - alteration, conjuration, divination. Takes the form of an animal the the caster has been in close proximity with.


Bears - black, massive, 400 lbs. Strength, Power.
Tigers - amber black stripes. 250 lbs. Speed, Power.
Lions - golden coat, great mane. 200 lbs. Strength, Intimidation.
Gryffins - Eagle's head and wings. Lion's body. 280 lbs. Strength, Flight.
Wryvern - Metallic scales, dragon-like body with no legs; Flight, Speed.
Giant Spider - heightened senses. Eight eyes. Extremely fast. Web spinning.
Cabbit - Breed of cat and rabbit; morphing ability, agility, heightened senses.
Golden Falcon (Veleran's) - two meters wingspan. Gold in color. Sight, Flight, Speed
Snakes (common types) - heightened sense of smell. Recon.
Boa Constrictor (single type) - huge size, heightened senses, powerful body.
Dogs (various breeds) - heightened senses. Tracking.
Horses (various breeds) - travel over distances. Speed.
Fish (common types) - basic aquatic endeavors.
Sail Fish - advanced aquatic endeavors. Great vision, smell, affinity for fast swims.
Dolphin (Eunesian) - advanced aquatic endeavors, greater senses, advanced maneuvers.
Birds (common types) - basic flight.
Bird of Prey (eagle, falcon, hawk, owl) - Advanced flight. Greater vision.
Monkey Faced Bat (Eunesian) - heightened senses, flight, echolocation.
Crustaceans (crabs, lobsters, shellfish) - *used for swarming or cursing.
Amphibians (frogs, turtles, newts) - *used for swarming and cursing.
Insects (common types) - *used for swarming and cursing.


Animal Skins / Partial Forms / Non-Animal Transformation


- Aquabreathing
Range: close, medium proximity.
By altering ones phsiology to liken those of oceanic or amphibious animals, the druid may produce gill-like organs and add webs to their hands and feet to aid them in aquatic ventures. Inversely: casting this spell on targets while on land will cause them to suffocate, since they are unable to breath without water.


- Skyguardian Wings
Range: close, medium proximity.
Named after the Skyriders of Archdoon, the spell produces two massive wings based off gryffin wings to sprout from the target's shoulderblades. Conjuration, alteration, and divination are used to produce the wings, alter the target's physique to make use of the actual wings. Divination is added to connect the two wings with the target's mind and body, granting true, controlled flight.

- Treant Protector Form
Range: close, medium proximity.
* Masterpiece. Using conjuring, alteration, and abjuration the druid may produce a more powerful version of Patrilling, or Tree Form. This transformation will grant the druid will the usual tree-form attributes: roots, branches, a trunk, and leaves. The added abjuration, however, allows faster absorbtion of nutrients of water, which allows the druid to replenish lost heath and Vis akin to a good night's sleep.
Add On: to grant mobility, the druid must cast a second, separate spell and use divination, alteration, and abjuration. Alteration to add elasticity and movement to the otherwise immobile and stiff branches and roots; divination and abjuration to aid in movement and coordination among limbs, roots, and trunks.


- Patrius Protector
Range: close, medium proximity.
A combination of Warp Wood and Bark Skin. Using conjuration, abjuration, and alteration the Druid may produce thick bark armour that would encompass his entire person -- and using the principles of Warp Wood, the various joints would remain flexible enough to encourage motion, etc. Spikes would also sprout from the back, arms, and legs for additional protection and to enhance offensive attributes.


Attack / Defense / Support Spells:

- Air Bend
Range: close, medium proximity. Area effect.
Using alteration and abjuration in ways that surpasses the minimal talents of apprentices, a journeyman druid may produce enough nature essence to strengthen even the lightest breeze. Even one's breath can be used as a prelude to a whirlwind or mighty gust, enabling the druid to seemingly conjure and manipulate air.

Examples of Air Bending include:

Expel - by funneling air and augmenting it, adding evocation, the druid may expel nearby opponents or objects outward, away from his current position.

Deflect - using augmented air as with Gust of Wind, the druid may alter the air patterns around him to deflect missile weapons such as arrows or thrown objects.

Blast of Wind - a stronger, heavier version of Gust of Wind. This variation derives its added power from the increased spellcasting abilities of a journeyman. The spell may direct a sizable blast of air against a foe or a group.

- Earth Bend
Range: close, medium proximity. Area effect.
Using conjuration and abjuration, the druid can produce strong, thick vines or roots to act as extra appendages. These 'arms' are linked via divination. The druid can then use the vines to collect, pack, and throw earth for offensive purposes. This spell can also be used to shift or move earth in more peaceful ways. And by setting a firm foundation underground, the vines can be used to lift other objects, even persons, temporarily.

Examples of Earth Bending include:

Tremor - using conjured roots, the druid may shift the ground around a target or group causing mild tremors which would frighten horses and cause instability.

Quicksand - using conjured roots, the druid may produce sizable pits, or holes, by moving earth. The roots can then work to pull nearby targets into the traps, effectively disabling them.




- Sacros Serpentillia
Range: close, medium proximity.
A combination of Paralyse and Disease. The druid may evoke and abjure a powerful combination of naturally paralyzing and poisonous toxins into a target. Unless the target is resistant or immune, the paralyzing agents will work to disable, while the poison does its work to deliver a slow and painful death. The effects are also contagious and will effect those the target comes into contact with.

- Unforgivable Curse
Range: close, touch proximity.
Using conjuration and alteration, the druid may turn an enemy into an inferior animal such as a frog, turtle, or fly. Using divination, the druid may then attempt to control the 'cursed animal' for the duration of the spell. This is done mostly as a form of punishment or to add embarassment to injury or insult. Cursing multiple targets using Tree Form also falls under this spell.

- Storm of Thorns
Range: close, medium proximity. Area effect.
By conjuring sharp, painful thorns from the Nature Plane, the druid may abjure the resulting mass into a single target or a group. The results range from shallow or deep puncture wounds to unarmored parts of the targets' bodies. At the journeyman level, hundreds of thorns can be produced in a single casting.

- Greater Healing
Range: close, touch proximity.
By conjuring larger amounts of Nature's healing properties, the druid may now heal larger, deper wounds by abjuring and altering the passage and dispertion of the spell's regenerative effects.

- Grand Summon
Range: close, medium proximity.
The druid is able to conjure one large animal or several medium sized creatures and divine a link to control them for a duration. The druid may only summon animals he has been in close proximity with in the past.

- Love Potion Number One
Range: close, medium proximity. Area effect.
Using conjuration and divination, the druid may instill the scent and appearance of a female farm animal on heat on a single target or over a group. This would prove very uncomfortable if the target was to wander by a herd of cows, goats, or sheep. Male animals generally act aggressively toward females on heat and will insist on mating.

- Mass Growth
Range: close, medium proximity. Area effect.
Using abjuring, alteration, and evocation, the druid can cause vegetation over an area to grow rapidly. When doing so, adequate soil and water should be provided to prevent accelerated-growth plants from wilting in the process. This is an advanced version of the Initiate-level Growth spell.

- Synthesis
Range: close, medium proximity.
Using abjuration, alteration, and conjuration, the druid can actually mimic the food-production system present in plant forms. This is done by conjuring root-like appendages which are attached to the druid physically via alteration. Abjuration is then used to transfer water and nutrients directly from the soil. The druid may choose to 'link' directly to trees and other flora and 'absorb' nutrients that way.

- Augmented Synthesis
Range: close, medium proximity.
Using conjuration, alteration, and a series of complex abjuration weaves, the druid may accelerate the natural food-processing ability found in most plants while in Tree Form. This allows the druid to regenerate from any loss in health and even become more energized after a duration. This spell best works in woodland areas where there is ample water source, rich soil, and sunlight. The amount of energy 'restored' by the spell depends on how long the druid remains in his 'recharging' state.

- Blood Bending
Range: Medium proximity.
Using the offensive capabilities of Water Bending, the druid may employ this spell to effectively stop the blood flow of several targets by manipulating the water in their blood. At higher proficiencies and experience, the druid could deliver swift, painful death upon his foes.

- Symbiosis * (unique technique)
Range: touch, close proximity.
By translating the principles of plant metabolism into actual spells, the druid may tether spells to virtually any living creature. The spell's duration is thus dependent on the source's ability to generate Vis. This technique could also be used to allow a spell to 'feed' off imbuements, enchantments, and even sentient beings. This Master-level technique employs divination, abjuration, alteration, and conjuration.

- Fae Dragon
Range: close, medium proximity .
Using the principles of Serpent Source, the druid may effectively produce a small dragon-like creature by using wood and other types of flora. This 'creature' is completely controled by the druid via divination, alteration, and abjuration; the creature also employs the principles of Livewood and Synthesis to pertually regenerate a virtually expandable and extendable form. The spell can be used for almost any purpose.

- Create Hybrid
Range: close, medium proximity.
By using alteration and conjuration, the druid may combine the forms of two or more summoned magical creatures. Though this process is typically a trial-error type of creation, magical creatures (those that are not from the Material Plane) can typically be forced to accept the hybridization more easily since they are formed from Nature Essence. This spell uses alteration, conjuration, and divination. Creating Hybrids using 'real' creatures is not recommended.

- Hybrid Form
Range: close proximity, self or other.
Using the principles of Create Hybrid, the druid may assume the forms of those animals he has effectively 'created'. These forms may need magical fortification since the weaves are generally less stable than normal animals, untampered by druid magic. This spell uses conjuration, alteration, and divination.




- Given Name
Range: close, medium, far proximity? Area of Effect?
Description. Mana shaping techniques used. Applications

Last edited by Straylor Leonard; November 14, 2008 at 05:56 PM. Reason: Updates :)
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Old September 7, 2005, 08:07 PM   #4 (permalink)
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Secrets :

>>> Autumn, Era XI <<<

+ Medonia

[-] The katta, the dracon, and the hooker
[-] To become a Medonian Guard
[-] Patrolling
[-] Carnival (part I) (part II)

[-] Selfstudy
[-] Sell home
[-] Buy shortsword


[-] Enroll in basic shortsword[*] Training (self mod)
[-] Enroll in Intermediate Shortsword[*] Training (self mod)
[-] Enroll in basic healing[*] Training (self mod)


IRL Mysterious Absence
(return approved via HD)



>>> Autumn, Era XIII <<<

+ Medonia

[-] A Festival at Nia's! (Rougenoe, Prescado)
[-] Apply for fulltime assignment with the Medonian Guards



+ Medonia

>>>Winter, Era XIV <<<

[-] A Time of Recollection
[*] Practice within above thread
[*] Practice with a Sorcerer (Ceniel)
[*] Teaching Ceniel shortsword

Adventuring:
[-] Arrive at Natura
[*] Quest: Druids, he wrote.
[*] Adventure: Search and Rescue? (Alphonsus, Elysia, Ebramsom de Lylles)
[*] Practice on the Eve of Winter (Asial, S'Lon)


Secrets :

+ Natura

>>>Spring, Era XVI <<<
Paradigm shift: New Constellations Discovered

Immanis
[*] Volunteering at the Temple*
[-] Visiting the Temple (Venn Drega)
[-] Practice in above thread
[*] Journeyman Healing*

[*] Swordsmanship practice (Asial)
[-] Prima Vera: The First Seed (Festival, meet Venn)
[-] Buy you a drank (Asial, Drowsing Dryad)

[-] Purchasing clothes
[-]