Code: Select all
Name:
Species:
Appearance:
Backstory:
Abilities:
For spellcasters, your spell:
Code: Select all
Name:
Ritual:
Effect:
Code: Select all
Name:
Species:
Appearance:
Backstory:
Abilities:
Code: Select all
Name:
Ritual:
Effect:
PureQuestion wrote:Name: Moltoven Eurynome
Race: Human
Appearance: An average human, standing 5 foot 10, dark brown hair, blue eyes. Wears red clothes. Makes the blood less noticeable. Often wears a black cloak while traveling. A darge dagger with blood red runes adorning the blade hangs from his right hip, and a necklace with two small bones attached rests around his neck.
Backstory: Moltoven had a fair childhood. He lived in a small village in Foroland. He lived alone with his two parents in a small hut on the western edge of town, on a hill overlooking Alnkek. Legends and rumours were common of great shadows moving through the mountains, but nothing ever came of it. At least, not for many years.
On one evening, however, the claims surfaced again. A great black shadow was spotted on a cliff-side overlooking the town. Few thought much of it, just another trick of the light or delusion of the fearful. But people took notice when the shadow began moving closer, a dread silhouette. The strongest men took up arms, standing sentinel at the edge of town. Moltoven and his Mother hid in their home. His father was with the other men. Son and Mother laid in waiting, screams echoing through the village. The men were no match for the beast that had descended upon them. Men were swept off their feet, eviscerated, and crushed. But Moltoven's father managed to escape, running home to try to flee the town with his family. Moltoven grabbed one of his father's daggers on the way out, hiding it in his clothing.
They nearly made it. Nearly. Moltoven's mother fell first, struck from behind by the leaping beast. Moltoven's father fought in vain against the demon while Moltoven ran, hiding in a nearby home. The shade grabbed the protective father's sword, running it through him and leaving him to die before heading for the last human in town.
From his hiding place, Moltoven watched the Demon enter, searching for its prey. Drawing his father's dagger, he waited for a chance. It came, with the demon facing away from him. In desperation, Moltoven struck the demon with the dagger, putting all his strength into the movement. Whether by luck, magic, or miracle, the dagger impaled the shadow's heart, killing that which had slain an entire town effortlessly.
Surrounded by the corpses of his friends and family, Moltoven realized, with dread, that he was completely alone. Though he knew little of magic, he was desperate. He had heard of many rituals undergone by wizards in other regions, and he had a very powerful focus before him: the body of a demon. Hewing the beast's heart from its flesh and dragging his parents to the centre of town, he placed the three on the stone in the town square. He drew great circles in the ground using the demon's blood, with the heart at the centre, and his parents on either side. Impaling the heart with the dagger, he hoped - wished - willed - with all his mind, that the ritual would succeed. It did, but of course, necromancy is an incomplete art. The dead can be animated, they can not be unkilled. His parents were mindless husks. An anger overtook him. Repeating the ritual with as many bodies as he could before he was completely drained, he built a small legion of undead. Vowing to wipe out the entirety of the demons like the one that had ended his village, he marched towards Alnkek.
Finding the fortress empty, he decided to adopt it as his new home. It would be here that he would spend two decades perfecting his art. He created many ritualistic artifacts. Blood from the demon is stained in his father's dagger, forming bloody runes. When his parents rotted away, he took a bone from each, stringing them onto a necklace. A great stone slab in the fortress is carved with circles like that original one, an icon of the demon's heart engraved in the center. From time to time one of the beasts would appear, and the heart was always collected in an attempt to enhance the enchantments built up on the dagger over many years.
But Moltoven grew tired of years of hiding, waiting in the shunned palace, scrounging the bodies of nearby villages. He began to make plans to set out. To begin a crusade against the beasts and demons who destroy towns like his own. From the centre of the world, all is available.
---------
Hope this is fine 8V!
Abilities wrote:Over many years, Moltoven has devised countless rituals for the raising of undead. His practices involve heavy use of magic circles and icons, both physical and representative. Having worked mostly off scraps, as it were, his rituals have been designed to allow for whatever happens to be available, often substituting symbols for the real desired ingredient. Body parts are often placed in the center of the circle, with the body (or bodies) to be performed upon placed adjacent. Symbols being used reduces the strength of any ritual, resulting in a weakened undead. The state of the organ (and the source) or quality of symbol, and number of bodies raised both impact the potency of the spell.
Basic Raising
Name: Raise Dead
Ritual: Medium detail required in circle, utilizes heart as organ. Requires a body, naturally.
Effect: Raises the body of a dead human, either the bones as a skeleton or the entirety as a zombie. Animating skeletons is easier, though if the flesh is left intact they will be quite slow. Individual body parts can be raised with much lower difficulty, though they are considerably less threatening in general.
Name: Instant Raise
Ritual: Utilizes a living target, often away from the necromancer's main ritual location. Utilizes the victim's chest as the location for the magic circle, carved with a ritual dagger, and uses their own heart to complete the spell.
Effect: Raises the target as an undead, naturally. This spell is rushed and often limited, but can quickly be used in battle to create allies, albeit weak ones.
Name: Preserve Flesh
Ritual: Little detail required in circle, utilizes stomach as organ. Requires undead, corpse, even just a pile of flesh.
Effect: Once the dead are raised, a second ritual is required to preserve them. With the symbol, their lifetime can be extended from a few days up to a month.
Name: Revitalize Mind
Ritual: Medium to Heavy detail required. Uses brain as organ.
Effect: The basic undead is a decent servant, but an inadequate soldier. The use of an additional ritual to bestow additional intelligence upon them will create a more autonomous undead.
Name: Soul Binding
Ritual: Heavily detailed circle, lungs required as organ. Requires living human, who is sacrificed to complete the spell.
Effect: Though less heavily utilized, due to the lack of desire to directly kill humans, the creation of ghosts is of high utility. Being unbound by physical constraints, they make highly effective spies. The nature of souls mandates that the victim be alive until immediately before the procedure.
Undead Masters
Name: Heavy Sentinel
Ritual: Intricate Detail required, utilizes skull, heart, and a source of fire. Requires vast quantities of bone.
Effect: Forms a massive beast of shifting bone. Form is variable, subject to the will of the caster. Exact traits vary by form and size, but the large mass of bone results in a very durable being. They are slow, but can move in quick bursts if need be. They hit hard, and their body is formed almost entirely of cutting edges. The fire included in the ritual burns in the core, bone melting and reforming as the mass shifts and churns. This heat can be utilized offensively, or to reshape bone and metal.
Name: Glacial Legion
Ritual: Intricate Detail, utilizes blood, and requires anywhere from 5 to 10 ghosts.
Effect: The souls of late humans are known for their chilling presence. This ritual combines many ghosts into a powerful spirit, a Glacial Legion. The blood used in the ritual crystallizes, forming a heart that binds the spirits together. Though it acts as a weak point, allowing it to be technically far easier to destroy than a normal ghost, it does interfere with the ghost's ethereal form; it remains capable of passing through walls and terrain. The chilling aura of the Legion is capable of freezing the approaching in their tracks.
Name: Rotting Titan
Ritual: Intricate Design required. Uses Spleen as organ. Requires a zombie, 150-250 kilograms of stone, and anywhere from 100-200 kilograms of flesh.
Effect: Creates a gigantic, lumbering humanoid, composed of solid rock and rotting flesh. regenerates very quickly from damage to the flesh. Moves incredibly slowly, but hits with all the force one would expect of a half ton, 3 metre tall humanoid with limbs of stone.
Utility
Name: Deathly Communion
Ritual: Little Detail required in circle, tongue used as organ. Uses body or undead.
Effect: Allows direct gathering of information from the deceased. Some undead may be capable of speech, depending on degeneration and intelligence, but this spell can draw directly from memories of life, bypassing any vocal limitations or current intelligence.
Name: Distant Visions
Ritual: Medium detail required in circle, utilized eye as organ. Requires either a map or an undead.
Effect: Moltoven was forced to come up with many ways to hunt for his targets. This spell is in fact two distinct but related spells. In the case of an undead, grants sight through the undead's own vision, allowing them to function as a very direct spy, with no need to return. In the case of a map, grants remote vision of an area indicated via ritual dagger.
Name: Cure Disease
Ritual: Little Detail required, Utilizes Liver as organ. Target is a living human, caster or other.
Effect: Spending two decades around rotting corpses, animated or not, is a lifestyle that easily turns deadly. Moltoven quickly discovered it necessary to be able to cure anything arising from the presence of his minions.
Name: Command
Ritual: Medium Detail required, utilizes hand (or front claw/paw) as organ.
Effect: While undead are perfectly capable of acting following orders and acting autonomously, direct control allows the necromancer to combine the safety of acting far away from battle with the utility of being able to act directly. The multitasking required is usually quite draining, often requiring the period of time to be very short or spent with the necromancer in something approaching meditation. The undead maintains whatever control the necromancer allows them, granting the additional possible solution of simply ordering them around remotely.
Name: Destroy Flesh
Ritual: Heavy Detail required, uses rib as organ. Runes are to be carved into the bone itself.
Effect: The ability to undo death can just as easily be harnessed to destroy the living. This spell is unique in that it functions as a delayed effect. The rib bone, after the ritual is completed, is imbued with a limited amount of power, capable of being released until the energy is fully drained. When released, the energy forms a beam, inflicting heavy damage to the flesh of whoever it strikes. Energy is released far more quickly if the bone suffers a heavy impact. Magical creates and strong willed humans - regardless of actual magical talent - are resistant to this energy, as is anything that lacks flesh to rot. Fleshy undead (ie. Zombies) are high susceptible. Skeletons and Ghosts, naturally, are immune.
Code: Select all
Name: Ophelia Nanos
Species: Human
Appearance: Looks 10 years old (But is actually 50, explained in backstory). Stands 1 meter and 40 centimeters (4 feet and 7⅛ inches) tall. Caucasian White Female (THAT'S RIGHT, FEMALE) blonde. Her cuteness level is high while her (apparent) inocence is so high she doesn't even know that she's casting spells that would make even the eldest of mages wow (apparently). Wears a white robe. (Seen)
Abilities: Mastered Fire Magic and has basic knowledge on Wind Magic.