Post by Rox'zana Blüdfall on May 22, 2014 1:03:13 GMT -5
Name: Rox'zana Blüdfall
Screen Name: echothepain/tesarikone
Font: Dark Burgundy TNR Italics
Alignment: Neutral Evil
Height: 5'5"
Weight: 105lbs
Bust: 30DD
Waist: 23.5"
Hips: 33"
Hair: Medium Brown
Eyes: Light Brown
Skin: Very Pale
Race: Vampire
Racial Weakness: Holy (2x Damage)
Languages: Common, Black Tongue (free), Bryonish (free), Ancient, Goblinoid
Can speak and understand all with Polylingual.
Country of Origin: Ironburn, Bryony
Chosen Deity: Ichoris the Blood Goddess and Vermill
Organizations (SECRET): Hollow Court
Affiliations: Obsidian Heart Adventuring Company
Primary Class: Arcane
Class Bonus: +2 to Spell DC
Secondary Class: Support
Class Bonus: 2 Free Support Skills
Primary Profession: Black Mage
Profession Bonus: "Malignant Soul" Great evil dwells within the body of the black mage, manifesting itself in many unnatural and unseen ways, forming a cocoon of pure, tangible malcontent, acting as a buffer between both the black mage and otherwise lethal blows. This gives them a constant +5 Defense against both magic and mundane attacks. They also may take the Black Tongue as a bonus language.
Rank: Emerald Adept
Dice: 2d70
Rezzes: 5/5
Defense DC: 19
Hit Points: 50
(Half Dice 35, Intelligence 12, Willpower 3)
Strength [0]
Quickness [9]
Endurance [0]
Willpower [3]
Intelligence [12]
Perception [2]
Charisma [0]
Tactics and Talents
Spot (PER 2) = +2
Listen (PER 2) = +2
Disguise (Pass for Human 10) = +10
Knowledge (Knowledge 10)(INT 12) = +22
Arcana, Undead, Monster Lore, Mythology,
Insight (Monocle 5)(PER 2) = +7
All CHA (Cruel -2) = -2
Save against Magic (WLP 3)(Iron Will 3) = +6
Skills
(racial) Darksight
(racial) Vampiric Command
(The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly by any creature of a strength the same or lower (dice) than the vampire. The order must be clear and straightforward - run, cough, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective. The command may be included in a sentence, thereby concealing the powers use from others. The target rolls 1d20 Willpower check in attempt the resist the command, DC15. If it does, it's up to the characters discretion as to what exactly happens, using common sense. This can only be used once every hour, per target. )
(racial) Daywalker
(flaw) Tactician's Sense
(Use INT for Strike)
(arcane) Magical Affinity
(black mage) Tomb-Taint
(Heal from negative energy)
(flavor crystal) Pass for Human
(+10 Disguise)
(flavor crystal) Scent
(flavor crystal) Delay Pain
(crystal) Familiar
(You gain a familiar, which is able to channel your spells. You may send your familiar to deliver your registered spells, allowing you to stay out of melee range of combat. Familiars may also make their own attacks, if you so choose. The benefit of a familiar is that it allows you one extra attack spell per combat, that the familiar delivers.)
(crystal) Self-Healing (22)
(crystal) Mind over Body
(crystal) Dexterous Fighter
(crystal) Arcane Image (Evade)
(flavor topaz) Knowledge
(+10 Checks on Arcana, Undead, Monster Lore, Mythology)
(topaz) Theurgic Submersion (+3 DEF)
(Sapphire, +3, at Ruby +4, and at Obsidian +5.
(topaz) Blackened Flames
(A purple spark erupts from your hand as your opposition is consumed in a black, vile flame, stunting their magic abilities as well as dealing 2d3 damage. You must pass your Strike, if you pass Strike then they are given a contested roll of the Black Mage's Intelligence vs. the Target's Willpower. If they fail, they are unable to cast any magic or use spells for one round of combat AND they take damage (magic damage, roll combat dice add INT, roll extra 2d3). This causes the target to be unable to cast any spells, defensive, offensive or otherwise. This does not affect spell-like abilities, only casting magic. If they pass their save, then they only take damage from this attack as specified above. Once per combat.)
(topaz) Animate Dead
(The Black Mage is able to animate a dead foe, causing it to fight alongside of the mage's allies. It retains it's original stats and weapons, but gains the undead traits of immunity against cold, disease, poison, sleep and mind effects. A Black Mage may animate as many undead as half their Intelligence score, but they must be animated one at a time, and this takes up that round of combat. Your undead will follow your simple commands. If you die or are knocked out, any undead you've animated return to a non-animated state.)
(flavor amber) Shroudsight
(amber) I Said Stop
(A Black Mage can halt undead creatures by channeling negative energy through his body. This means that they may attempt to force an undead creature to simply stop everything they are doing for one turn . On your turn you would roll an opposed Willpower Check. If you roll higher, then the undead halts and takes no action for one round. )
(amber) Iron Will
+3 Emerald, +4 Obsidian
(amber) Rezz the Dead
(flavor sapphire) Polylingual
(sapphire) Just Desserts
Once per combat, a mage or black mage can cause terrible wounds to rip open across a target's flesh if they have dealt damage to the mage. This is similar to a reflect, but both the mage and the target take the full damage of the incoming attack. Only magical defense is allowed from the target, it bypasses any mundane armor they may be wearing.
(sapphire) I See Your Stitches
The body and soul are two components of one complete being. You know much about undead, including the fact that undead spirits are barely stitched to their bodies; you're an expert at exploiting this weakness. All Hostile undead (those that you do not control and which threaten you and your allies) within Close Range, are affected by a minor disruption. You cause them to suffer a -1 penalty to Strikes, Damage, and Saves.
(sapphire) Undead Manipulator
A Black Mage is able to affect undead creatures as their original race type of equal or lower dice. This means they can use mind-affecting spells such as charm or confusion spells against undead, for instance zombies or skeletons.
(support) Dark Embrace
The blood drinker finds the urge to draw life into their wounded body to undo the damage done. They roll a strike against their target. If they hit, then they choose how many of their self healing points will go to damage against the target, and they heal as many points as is damaged. Def does not apply for target. If attack misses, no self heal points are lost.
(support) Speed of a Cheetah
You can run as fast as a cheetah for short bursts of speed. Cheetahs can run up to 70/75 miles an hour and can go from 0 to 62mph in 3 seconds. This gives you a +5 to any Quickness checks you are asked to make (this is just for checks such as for avoiding damage, not your Quickness Trait).
(anniversary) Spell Combatant
You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon, or one-handed tech in one hand, while using your off-hand to attack with magic during combat against one target. Additionally, once per combat you may not only add your normal bonus to your melee damage against the target, but your Intelligence bonus to your magic attack as well to the same target. This is for non-registered spells only in your off-hand.
(flavor emerald) Magical Appraisal
You can judge the usefulness of magical items with ease, allowing you to know it's worth and properties. If asked to roll for information, this gives you a +5 on Appraise checks for magical items.
(emerald) Parry Spell
You are able to reflect a regged spell back onto the magic caster, once per combat.
(emerald) Arcane Lucubration
This skill allows a spellcaster to recall a spell they have already cast in combat, and cast it once more in the same combat without it taking up one of their allowed spells. This can be used once per adventure.
(emerald) Unwilling Shield
A nearby creature is forced to share any wounds you receive. They receive a Willpower save of DC15, if they fail then they are magically inflicted with whatever wounds you received. Once per combat.
Flaws
1. Cruel (Once per week, the DM or another player may activate your flaw in order to have an underling of any sort (Follower, Cohort, or Hireling), sick of the treatment he receives at your hands, betray you. The betrayal could be anything from abandonment to a knife in the back (DM's discretion).
In addition, you suffer a -2 penalty to all Charisma-based skill checks due to the rumors that have spread about you.)
2. Selective Digestion (no potions)
3. Sunblind (-2 Checks involving sight in direct sunlight)
Spells
Allowed: 42
Per Adv/Per Combat: 22 / 16
DC: 13 + 2 + 12 = 27
Quirks
(topaz) Holy Aversion
(amber) Sacrifice: Before battle, cuts herself and offers the blood to Ichoris (or someone willing!)
(sapphire) Addicted to Pain
(ruby)
(obsidian)
Non-Regged Attacks
"Chill Blood" A twisting ray of negative energy hurls towards the target, wrapping them like a blanket and chilling their blood, causing extreme discomfort and pain."Gelu sanguis"
"Ignite Blood" Spilled blood catches on fire dealing damage. The target must be wounded, or splattered with blood.
"Symbol of Pain" The caster can scribe a potent rune of pain in the air, causing the target to feel excruciating pain.
"Exsanguination" This rune causes the opponent/s to start to lose blood by every means possible. They will start to bleed from their pores, ears, nose, and mouth. This is a stepping stone spell for other blood spells."Cruor Sanguis."
"Bloodstrike" This rune allows her to connect with the bloodstream of her enemy, allowing her to summon negative energy in order to damage her opponent. This feels as though their blood is boiling inside of them, causing great pain throughout their body. "Qvae nocent docent."
ATTACKS
Claw of the Shadow Demon: (One-Time Attack) The skin on your hand turns black, visible wounds appear in the skin from which blood slowly drips, and your fingers grow into long, dark talons. You can make a natural attack (claw) with these talons, which deal extra damage. The talons are only semimaterial, and can even be used to attack an ethereal/incoporeal creature.
Sapphire & Emerald: +12
Ruby: +16
Obsidian: +20
Avasculate: (One-Time Attack) You shoot a ray of necromantic energy from your outstretched hand, causing any living creature struck by the ray to violently purge blood or other vital fluids through its skin which she can salvage later. This adds extra one time damage per the rank chart.
Sapphire & Emerald: +12
Ruby: +16
Obsidian: +20
Snapping Teeth: (One-Time Attack) This spell creates a large set of snapping teeth shaped just like the caster's, sharp fangs and all. This can be used in combat to attack her opponent, or even to protect an object, home, building, door or anything of the like. Some enjoy having this type of spell cast upon their cash registers, triggering it to attack any hand that touches that isn't keyed into the object beforehand.
Sapphire & Emerald: +12
Ruby: Extra 1d
Obsidian: Double Roll
Pale Tendril: (Constant Attack) This spell animates your own dead tissue into a weapon for you to use. Your wounds and severed skin slides from your body to gather on one of your hands. It then becomes a whip-like tendril of pale flesh. If you attack with this tendril, it deals extra damage per the chart by rank. The caster must have taken at least 5 points of damage to use this spell.
Sapphire & Emerald: Constant +3
Ruby: Constant +4
Obsidian: Constant +5
STRENGTHENS
Bloodied Rage: (Strengthen - Hit Point) If Rox'zana is attacked, and blood is shed - even a little - then she may choose to enhance her own ability to withstand more damage by casting Bloodied Rage on her next turn. This gives her extra hit points per the rank chart.
Sapphire: 8 Hit Points
Emerald: 10 Hit Points
Ruby: 12 Hit Points
Obsidian: 14 Hit Points
Symbol of Power (AoE Strengthen: Hit Points) The caster can scribe a potent rune of power in the air, causing the caster and all allies (per chart) to feel empowered, giving them all a boost to their hit points.
Sapphire & Emerald: Gain 6 Hit Points [6 PCs]
Ruby: Gain 8 Hit Points [8 PCs]
Obsidian: Gain 10 Hit Points [10 PCs]
Foebane (Strengthen: Dice Sides): This spell imbues one of the caster's weapons with great killing power against a single enemy type, and causes the caster to be a little more resilient against the enemy. When the spell is cast, the caster must name the type of enemy that they are focusing on, such as "undead", "animals", "constructs", "magical beasts", "elves", "humans", "aberrations" etc and they gain a boost in dice sides to their combat dice against these foes in combat per the chart by rank.
Sapphire & Emerald: Constant 6
Ruby: Constant 8
Obsidian: 10
WEAKENS
Life Sever (Weaken: Hit Points) By establishing a blood union with an enemy (which means she gains a drop of their blood in some way, bite, off weapon, bloodtracer, etc), she can use the lifeblood to sever life slowly from the targeted creature. Slowly their life eeks away, they grow weaker and if held long enough, can even die.
Sapphire: Lose 8 Hit Points
Emerald: Lose 10 Hit Points
Ruby: Lose 12 Hit Points
Obsidian: Lose 14 Hit Points
HOLDS
Inescapable Swarm: (Hold) This spell causes the target to feel as if thousands of ants, spiders, locusts and other insects were crawling over their flesh as if caught in the heart of a swarm. If they pass their save, they recognize it as unreal. If you fail, they are overwhelmed by the inescapable barrage of grotesque sensations causing them to lose as many turns as allowed by caster rank.
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Bloody Gag (Hold) This spell causes the mouth of the target to fill with thick blood, causing them to not be able to speak for a round, this keeps vocal incantations from happening for the round, but the blood can be spit out with some effort. It will not smother as it allows the nose to still breathe in air.
V: "Ex silentio."
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Morphean Bite (Hold) She can bite an individual and put them to sleep, when used in combat this puts a creature to sleep for the following time frames:
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Avascular Mass: (AoE Hold) You shoot a black ray of necromantic energy from your outstretched hand, causing your targeted foe to violently purge blood vessels through its skin (this is the target of your attack that round). The purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in a gory horror. This abides by the rank chart as far as how many rounds, and how many individuals can be trapped.
Amber and Sapphire: 1 round [3 NPCs]
Emerald and Ruby: 1 rounds [4 NPCs]
Obsidian: 2 rounds [5 NPCs]
HOLD/DAMAGE DUAL
Blood Cyst: (Dual Spell: Hold/Dmg) She can cause a cyst to form anywhere on their body, which grows until it bursts into open, oozing sores, giving them damage and leaving them in shock.
Amber and Sapphire: 1 round / +4 DMG
Emerald and Ruby: 2 rounds / +6 DMG
Obsidian: 3 rounds / +8 DMG
Bone Shatter: (Dual Spell: AoE Hold/Dmg) This excruciatingly painful attack spell targets a bone, or bones in the bodies of her targets, and if successful not only do they take damage, but they are in such pain from the cracked and shattered bone that they cannot attack for as many rounds as allowed per rank.
V: "Os Quasso"
Amber and Sapphire: 1 round / +2 DMG / 2 NPCs
Emerald and Ruby: 2 rounds / +4 DMG / 3 NPCs
Obsidian: 3 rounds / +6 DMG / 4 NPCs
DAMAGE OVER TIME
Bloodstar (DoT) You create a magical construct called a bloodstar that shoots from your hand and hovers in the air anywhere within the limit of your range. The bloodstar pulses with ruby light (providing illumination in a 20-foot radius). This bloodstar can be used to weaken and damage a target. The blood from an opponent appears to stream from any open wounds to the pulsing bloodstar.
Sapphire: 3 rounds / +2 Damage
Emerald: 4 rounds / +3 Damage
Ruby: 4 rounds / +4 Damage
Obsidian: 5 rounds / +5 Damage
EVADE / REFLECT
Shield of Bone: (Evade) A ring of ghostly fog swirls in front of the target. With a swirl, the fog dissipates, leaving behind a shield of human bones. The attack made upon the target is stopped by this bony shield, allowing her to evade as much damage as allowed by the rank chart.
Amber & Sapphire: Evade 1/2 Dmg
Emerald, Ruby & Obsidian: Evade Full Dmg
Blood Spilled In Retribution: (Reflect) When she is attacked, she may choose to use this spell which causes wounds to open up onto the attacker, doing them damage instead of Rox'zana per the rank chart.
Sapphire: Reflect 1/4 Dmg
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Shadow Strike: (Reflect) This spell causes one's own shadow to materialize and strike the the person with a solidified shadow version of whatever weapon (or hand to hand) that they are wielding. If hand to hand, there is a very cold burning feel to the touch.
"Umbra offendo"
Sapphire: Reflect 1/4 Dmg
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
DEFENSE
Metamorphosis: (Dual Spell: Absorb/Heal) This spell turns part of the damage of an energy or magical attack into healing energy. When she is attacked in combat, she can cast the spell immediately and the energy from the spell or energy (such as a fire attack) is turned into healing. "Nemo me impune lacessit."
Crystal and Topaz: Absorbs 4 Dmg & Heals 7 DMG
Amber: Absorbs 5 Dmg & Heals 8 DMG
Sapphire: Absorbs 7 Dmg & Heals 10 DMG
Emerald and Ruby: Absorbs 10 DMG and Heals 13 DMG
Obsidian: Absorbs 13 Dmg and Heals 16 DMG
Blood Armor: (Constant Defense) Either the caster's own blood if spilled, or the blood spilled by her enemies rushes towards the caster and covers her from head to toe in a thin, but pliant and strong living armor. This gives constant defense per the rank chart. "Ne plus ultra"
Sapphire: Constant +6
Emerald and Ruby: r Constant +8
Obsidian: Constant +10
NEGATE DEFENSE
Blood Ripper: (Negate Defenses) With a swipe of her hands, she pulls the blood out of a target's body from their very pores, mouth, ears, nose and causes it to leak out of their armor, showing where all the weakened spots are in the armor allowing for defenses to be negated as everyone can see just where the best spots are to attack. This negates defense on one target per the rank chart.
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Maggot Infestation: (AoE Negate Defenses) This is a far more terrible way to locate the weak points of defense in her enemies, but nonetheless quite effective. With a motion of her hands to the targets, a creature is infested with maggots across their body. The small creatures begin to writhe and wiggle attempting to free themselves, and crawl out of their armor at all the weak points where they can get free. This shows everyone where the weakened areas are, so that defenses are negated per the rank chart for number of targets and how many rounds.
Amber and Sapphire: 1 round / 2 NPCs
Emerald and Ruby: 2 rounds / 3 NPCs
Obsidian: 3 rounds / 4 NPCs
HEALING
Heal Pet: (Healing) Heal pet enables the caster to completely heal her own familiar per the healing chart by rank.
Blood Feast (Self-Healing) As long as blood has been spilled upon the field of battle, she can pull and absorb that blood into her body, healing her of damage per the chart by rank.
Amber: Heal up to 15hp
Sapphire: Heal up to 20hp
Emerald: Heal 1/2 Dmg or 25hp
Ruby & Obsidian: Heal Full Dmg
TALENT/TACTIC BOOSTS
Fearsome Aspect: (Intimidate) The target's facial features take on an aspect of a threatening creature birthed from the Abyss. The subjects eyes change into glowing slits, the skin darkens and grows scales, horns and sharp teeth appear to jut from the face. This gives the caster a boost to Intimidate checks per the chart by caster rank.
Amber & Sapphire: +2
Emerald: +3
Ruby: +4
Obsidian: +5
Insect Eyes (Tactic Boost: Spot) She can change her eyes in homid form making them multi-lensed. This allows her to see twice as far as normal and gain a boost to Spot.
Amber & Sapphire: +2
Emerald: +3
Ruby: +4
Obsidian: +5
Phobia (Tactic Boost: Intimidate) Through this rune, she can give someone a phobia for a short period of time. This can be any type of phobia but usually it is arachnaphobia, and then immediately after she will turn into a large spider, or small spiders, to completely freak out and frighten the person that has pissed her off.
V: "Oderint dum metuant."
Transformation: Tactic (Tactic Boost) She can also use this to gain tactic and talent buffs. Such as the blood of a frog or spider would give her a boost to Jump, the blood of a fish would give an Swim boost, the blood of a goat would give her a Climb boost.
[Each use of this spell costs 50gp unless there is a log of gaining the blood.]
Amber & Sapphire: +2
Emerald: +3
Ruby: +4
Obsidian: +5
TRAIT BUFFS / DEBUFFS
Stolen Breath: (Debuff QCK Trait) With a clenched fist, you make a tugging motion toward your target. A transparent, barely perceptible hand appears to plunge into your target's mouth and steal breath from their very lungs. This causes them to be winded, barely able to catch a breath and causes them to lose QCK trait points per the rank chart.
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Transformation: Trait (Trait Boost) She can also use this to gain trait buffs. Such as the blood of a giant would give her a Strength boost. These would all be monster bloods.
[Each use of this spell costs 100gp unless there is a log of gaining the blood.]
Crystal, Topaz, Amber: +1
Sapphire, Emerald, Ruby: +2
Obsidian: +3
SKILL EFFECTS
Torture: (Skill Effect) This spell allows you to ask questions of the target, who must answer them truthfully or suffer terrible pain. If the target answers truthfully then nothing happens to them that "round". If the target lies, then they are wracked with excrutiating pain and take damage that must be healed by a valid heal. If you ask a question the target does not know the answer to, you instantly become aware of that fact and you have wasted a question. A target is typically bound during this, so that they cannot escape. (This is an out of combat spell, but uses the chart for constant damage).
Crystal and Topaz: Ask 1 Question or +4 DMG
Amber: Ask 2 Questions or +8 DMG
Sapphire & Emerald: Ask 3 Questions or +12 DMG
Ruby: Ask 4 Questions or +16 DMG
Obsidian: Ask 5 Questions or +20 DMGl
Blood Wings (Skill Effect) This rune allows her to form delicate but powerful spectral wings coursing with blood veins. These harden and can be used for short distance flight.
V:"Alis volat propiis."
Blood Tracer (Skill Effect) Having the blood of an individual allows her to trace their whereabouts as well as know their current condition. (wounded, healthy, dead, etc). At the start of any adventure or situation, she can take a prick of everyone's finger, and then she will be able to keep up with where everyone is at any given time, as well as their health (hit points) and anything else that she can tell through the blood tracer.
S: Putting a bit of each of their blood on her tongue.
Vampire's Grace (Skill Effect) She is able to walk on slippery or slick surfaces without falling due to her natural grace and abilities. This would also allow her to climb up walls and ceilings, much like a spider's walk.
Transformation: Skill (Skill Effect) With this version of Transformation, she can also do such things as taking blood from a fish allowing her to breathe underwater, or from an eagle which allows her to sprout wings, or a wolf which allows her to grow claws.
[Each use of this spell costs 25gp unless there is a log of gaining the blood.]
Mind Numb: (Skill Effect): Once the rune for this spell is carved into her flesh and the incantation made, then when called upon this blood rune allows her to numb a creatures mind. This can be used in various ways, from diffusing a situation where someone is angry, or showing hatred, to allowing them to not feel emotional pain for a certain time. IF the recipient is willing, then the duration can last as long as the caster and recipient wishes.
"Animadverto."
FLAVOR EFFECTS
Blood Tick (Flavor Effect) This spell enables the mage to create an arcane tick that attaches to an enemy (or friend) and fills with that person's blood. Once the tick is full, it detaches and returns to the mage. This blood can then be used to cast a spell upon that person where their blood is required.
Transformation: Flavor (Flavor Effect) This interesting spell allows her to take the blood of any certain creature, and temporarily gain something from the creature that transforms her own body into something different. Such as taking the blood of a crystal dragon and she gains crystalline fingernails and toenails - or from a fire elemental she is able to form flaming hair upon her head, or an ice elemental might cause her skin to freeze - a cat might give her yellow slitted eyes - a demon might give her horns, or red skin. While all of those effects are simply cosmetic and flavor, one can build upon this spell to do even greater things.
Skeletal Bride: (Flavor Effect) This spell creates a skeletal form of the same height and proportions of the caster. The form has a smooth, flesh-hued, featureless globe for a head with whatever type and length of hair the caster wills but the rest of the body is always skeletal. The skeletal bride can be dressed in clothes to make it appear to be herself, or a companion. This skeletal form is not undead, and doesn't react to spells against the undead. Actions can be controlled from afar, so long as the caster and bride remain within range of each other. Skeletal brides cannot speak, but magic mouth or ventriloquism can make it seem that they appear to speak.
Youthful Glow (Flavor Effect) - One gains a youthful glow from one's skin, which is completely crisscrossed with blood vessels. When the spell is cast using the target's blood, they gain that youthful glow for one year's time, they do not age. This spell must be cast each year to maintain youth. The years still pass, they still age in time, but they do not grow old.
Blood Nutrients - Using the blood of the caster, animals, or a willing or unwilling person, the ground may be nourished through the spilling of blood, causing great fertility for the area of land that has been bled into. The more area needed to nourish, the more blood that is needed.
Blood Famine - Using the blood of the caster, animals, or a willing or unwilling person the ground may be cursed causing famine in the area. Any water sources in the area turn to blood, the ground water turns to blood and animals on the area of land will die.
Bleeding Coin - A spell that she can cast upon a coin of any kind, that allows it to bleed when whatever it has been tuned into comes close. i.e. if it is tuned to ogres, it will bleed when they are close.
Voice of the Dead (Flavor Effect) - By establishing a blood union with a dead creature, she is able to see and hear the last 3 hours of their life. This is useful to gain information from enemies or spies that won't speak, or wind up dead.
Desire (Flavor Effect) - By establishing a blood union with someone, she is able to increase their desire for something or someone. Their blood flow increases in the presence of the "thing" or "someone", and we all know what happens when the blood starts flowing to certain parts of the body. Quite funny if the desire is for a cupcake or some other trivial thing.
Astral Eye - By forming a blood union with an astral worm through the collection of it's blood at some point, she is able to use her own eyes to see past the material world into the astral world. [ A more specific type of Transformation]
Umbral Eye - By forming a blood union with an umbral creature, she is able to use her own eyes to see into the umbral world or merely into the shadows. [ A more specific type of Transformation]
Blood Tracer - Having the blood of an individual allows her to trace their whereabouts as well as know their current condition. (wounded, healthy, dead, etc)
Blood Quill - By writing with the blood of a creature, it seals the creature to the words that are written such as a contract of some sort, or promise. If they fail in meeting the terms of the contract or break their promise, then the blood ink will start to bleed off the paper and they will lose the blood that is being bled out by the paper until death - unless they get the spell broken before they bleed out.
Mouse - Casting this spell on an object causes it to shrink to the size of a mouse and scurry off to a safe place and stay there. This generally is a narrowly confined space that is difficult to access, but allows some avenue for escape. If searched for, the object eludes the search by scurrying from hiding place to hiding place. The object stops moving and returns to full size when the caster ends the spell or the duration is up. The object returns to the caster if she so demands it.
Cantrip: "Muris"
Read Arcane Runes - occultus est ostendo sum
Question Ball - This spell transforms a ball of crystal into a question ball, which answers questions put to it. The ball speaks common, elven, drow and draconic. It is a partial manifestation of an extraplanar divine being, bound to answer questions per the caster's rank (1 question per rank). Roll a 1d6 to determine if the creature is lying. 1= blatant lie. 2 = Partial truth 3-6 = truth.
Cantrip: "obscurum telum"
Lock - This spell seals an enclosed area; closing all doors, shuttering devices such as doors, windows and gates, sliding panels and similar barriers to entry or egress instantly slam shut and are mage-locked. Only the mage casting this spell can unlock any of the windows or doors or other way of escape.
Cantrip: Obfirmo (lock) Libero (unlock)
echothepain / tesarikone
[Rox'zana Blüdfall]
Reputation: 5.5
Homeland: Ironburn, Bryony
Rezz: 4/5
Fresh Blood; Untouchables; Sark it to Me; Two Year Anniversary
[echothepain/tesarikone] [340XP] Rox'zana Blüdfall