Post by redeemer on Jan 23, 2007 18:44:31 GMT -5
Name: Alodie Sele
Age: 25
Gender: male
Race: Breton
Affiliation: Mage's Guild
Class: Mage
Major Skills: Destruction, Alteration, Conjuration, Mysticism, Unarmoured, Blunt Weapon
Magicka Points: 25 (15 + 5 +5)
Spells:
Name: Fire Ball
School: Destruction
MP: 4
Casting Time: couple seconds
Damage: Moderate, though can set flammable objects on fire.
Description: The caster points his finger at the enemy, sending a small flaming ball forward. When the ball comes in contact with an object the ball detonates into a ball of fire capable of hurting 2 or more people if they are near eachother.
Name: Shock Bolt
School: Destruction
MP: 1
Casting Time: couple seconds
Damage: Light, though feels very shocking.
Description: The caster points his finger at the enemy, sending a bolt of electrical energy that courses through the subjects body.
Name: Freezing Touch
School: Destruction
MP: 1
Casting Time: couple seconds
Damage: Light, though can freeze mundane objects and slow living.
Description: The casters hands become sheathed in cold air. When the hands touch another object the cloud becomes larger and freezes it.
Name: Disintegrate Object
School: Destruction
MP: 8
Casting Time: quarter minute
Description: The caster thrusts his arm out with an open palm in the direction of the target. A red bolt shoots outward wearing down material objects it comes in contact with. An armour or weapon effected by this spell becomes next to useless until repaired by a Blacksmith or someone with the Blacksmithing skill. Note that Daedric, Ebony, Adamantine, and Dwemer armour are highly resistant to this spell, and Stalhrim, the magical ice of Solstheim is completely immune.
Name: Armour of the Dark Crusader
School: Conjuration
MP: 15
Casting Time: 1 Minute
Duration: 20 minutes
Description: The caster brings both arms out and then puts his palms together in front of him. Yellow light explodes around him large enough to fill a small room, and a set of Bound Daedric Full Plate forms around the caster complete with Claymore in hand. The Armour weighs surprisingly light while the spell is cast, and the character instinctually knows how to use the Claymore as if it is a Major Skill (nothing happens if it already is a major skill). Any armour the character was wearing at the time is traded to Oblivion for the duration of the spell, and re-appears on the caster once it is over.
Name: Summon Creature
School: Conjuration
MP: 5
Casting Time: couple seconds
Duration: 10 minutes
Description: The caster thrusts both arms upwards. Yellow energy circles his hand and a circle 6 feet infront of him. The creature can be either a Wolf, Boneworlf, Bear, Cliffracer, Skeleton Warrior, Skeleton Archer, Ancestor Ghost, Ghost, Nix Hound, Guar, Kagrouti, Alit, Forest/Cave Troll, Greater Bonewalker, Scamp, Clannfear or Ice/Fire Atronach. The creature will fight endlessly for the caster unless the caster for some reason attacks the creature. Summoned creatures can be soultraped and put into Soulgems.
Name: Bound Item
School: Conjuration
MP: 4
Casting Time: couple seconds
Duration: 20 minutes
Description: The caster brings both arms out and then puts his palms together in front of him. Yellow energy moves around him and either a Daedric Weapon or piece of Daedric Armour (Gauntlets, Boots and Greaves, Cuirass, Pauldrons, or Helmet) of caster’s choosing either appears on him in the case of armour, or hovering inches in front of him if a weapon. While not quite as good as Daedric, the object weighs next to nothing and the caster instinctively knows how to wield the weapon to some effectiveness (if it isn’t already a Major Skill) for the duration of the spell. Any armour the spell caster is wearing is sent to Oblivion for the duration of the spell, and comes back once the Bound Armour disappears.
School: Destruction
MP: 4
Casting Time: couple seconds
Damage: Moderate, though can set flammable objects on fire.
Description: The caster points his finger at the enemy, sending a small flaming ball forward. When the ball comes in contact with an object the ball detonates into a ball of fire capable of hurting 2 or more people if they are near eachother.
Name: Shock Bolt
School: Destruction
MP: 1
Casting Time: couple seconds
Damage: Light, though feels very shocking.
Description: The caster points his finger at the enemy, sending a bolt of electrical energy that courses through the subjects body.
Name: Freezing Touch
School: Destruction
MP: 1
Casting Time: couple seconds
Damage: Light, though can freeze mundane objects and slow living.
Description: The casters hands become sheathed in cold air. When the hands touch another object the cloud becomes larger and freezes it.
Name: Disintegrate Object
School: Destruction
MP: 8
Casting Time: quarter minute
Description: The caster thrusts his arm out with an open palm in the direction of the target. A red bolt shoots outward wearing down material objects it comes in contact with. An armour or weapon effected by this spell becomes next to useless until repaired by a Blacksmith or someone with the Blacksmithing skill. Note that Daedric, Ebony, Adamantine, and Dwemer armour are highly resistant to this spell, and Stalhrim, the magical ice of Solstheim is completely immune.
Name: Armour of the Dark Crusader
School: Conjuration
MP: 15
Casting Time: 1 Minute
Duration: 20 minutes
Description: The caster brings both arms out and then puts his palms together in front of him. Yellow light explodes around him large enough to fill a small room, and a set of Bound Daedric Full Plate forms around the caster complete with Claymore in hand. The Armour weighs surprisingly light while the spell is cast, and the character instinctually knows how to use the Claymore as if it is a Major Skill (nothing happens if it already is a major skill). Any armour the character was wearing at the time is traded to Oblivion for the duration of the spell, and re-appears on the caster once it is over.
Name: Summon Creature
School: Conjuration
MP: 5
Casting Time: couple seconds
Duration: 10 minutes
Description: The caster thrusts both arms upwards. Yellow energy circles his hand and a circle 6 feet infront of him. The creature can be either a Wolf, Boneworlf, Bear, Cliffracer, Skeleton Warrior, Skeleton Archer, Ancestor Ghost, Ghost, Nix Hound, Guar, Kagrouti, Alit, Forest/Cave Troll, Greater Bonewalker, Scamp, Clannfear or Ice/Fire Atronach. The creature will fight endlessly for the caster unless the caster for some reason attacks the creature. Summoned creatures can be soultraped and put into Soulgems.
Name: Bound Item
School: Conjuration
MP: 4
Casting Time: couple seconds
Duration: 20 minutes
Description: The caster brings both arms out and then puts his palms together in front of him. Yellow energy moves around him and either a Daedric Weapon or piece of Daedric Armour (Gauntlets, Boots and Greaves, Cuirass, Pauldrons, or Helmet) of caster’s choosing either appears on him in the case of armour, or hovering inches in front of him if a weapon. While not quite as good as Daedric, the object weighs next to nothing and the caster instinctively knows how to wield the weapon to some effectiveness (if it isn’t already a Major Skill) for the duration of the spell. Any armour the spell caster is wearing is sent to Oblivion for the duration of the spell, and comes back once the Bound Armour disappears.
Armour: Robe
Name: Robe of Resistence
Type: Robe
Enchantment: Small Resistance to Normal Weapons
Type: Robe
Enchantment: Small Resistance to Normal Weapons
Weapons: Ebony Staff
Name: Mage's Staff of Paralysis
Type: Staff
Alloy: Ebony
Enchantment: 1/2 Minute of paralysis cast on target.
Type: Staff
Alloy: Ebony
Enchantment: 1/2 Minute of paralysis cast on target.
Equipment: Amulet of Insight, Ring or Mark, Ring of Recall
Name: Amulet of Insight
Description: A ring that is on a chain he wears around his neck
Enchantment: +5 magika per hour
Name: Ring of Mark
Description: A ring that he wears normaly
Enchantment: marks a location
Name: Ring of Recall
Description: A ring that he wears normaly
Enchantment: teleports to marked location
Description: A ring that is on a chain he wears around his neck
Enchantment: +5 magika per hour
Name: Ring of Mark
Description: A ring that he wears normaly
Enchantment: marks a location
Name: Ring of Recall
Description: A ring that he wears normaly
Enchantment: teleports to marked location
Hometown: Balmora (Janx: I'd go with Caldera, Dagonfel, or Ebonheart if you wana be born in Morrowind. Balmora really isnt really populated by bretons)
Description: To come
Background Information: To come