Here it is, as promised, in all its immensity. I would request that someone get back (problems, suggestions, words of encourgment... whatever) to me on this one since this is my first and only attempt at this as of yet.
- White Charisma
Name: Jesiah â€œJessieâ€ Black a.k.a. Gylvain Aurealis
Rper: White Charisma / Blackwind Isao
Race: High Elf
For an elf born in this century Jessie is, perhaps, the biggest internal controversy the elves of Kalshana have had since the Three Hundred Years War. Born Gylvain Aurealis 164 years ago, Jessie was quickly singled out by both his elders and peers as one of the most intelligent things to come out of Kalshana in centuries. Jessie showed his natural intelligence and magical aptitude at an age that was unheard of, even by human standards; by the age of four he was reading text books for students beginning in the magical academies and was already beginning to master some more basic spells. Jessie did not read information however, he devoured it and yet it became absorbed in his brain; something people likened to a sponge.
It was inevitable that Jessie make his way to the Greater Kalshanese Academy of Magic for a more formal education in the magical arts. Much to the surprise of all he did not subscribe to the standard illusion, divination and holy magic regimen, the focus of the elves of Kalshana since ancient times. Jessie instead opted for a much darker and far wider path, taking courses in time and astral magic and an advanced course dedicated to counterspelling. While these choices were not widely appreciated at the time they may have lead to the eventual fall of what may have been the elves most useful asset in ages.
It was inevitable that as Jessie absorbed his way through whole libraries of knowledge that he would eventually come to a topic the elves of Kalshana were not fond of; he found religion and in the finding he found Lolth. For his part Jessie was not interested in the worship of Lolth nor did he endorse her disturbing dogma. He was however, fascinated with the philosophy of all religion in general and found the details of worship all the more interesting; this was to be his downfall.
Information, as it has a tendency to do when young, belligerent and vindictive people are concerned, flowed like water in the political circles and cliques of the academy. Jessieâ€™s studies were of increasing concern due to his delving ever deeper into forbidden areas. The final straw was an essay assignment from Jessieâ€™s own teacher in magical theory asking him to compare and contrast the usage and philosophy of shadow magic and the more predominant holy magic. Jessie far outdid himself, as was often the case on this essay. He held nothing back here, but it was his comparison of Ishtar to Lolth that ultimately did him in; he knew far too much about a subject that was forbidden.
Undone by his own cleverness and the jealousy of his race, Jessieâ€™s case was tried before a full tribunal of magistrates. The proceedings raged for days, many of Jessieâ€™s defenses even went so far as to challenge the very ideals the elves held dear; this only served to further dirty him in the eyes of the public. The tribunal on the other hand was faced with a hard choice: it was clear that death was out of the equation, Jessie was not attempting to establish the worship of Lloth in Kalshana. The fact remained however, he knew too much, not to mention bruised too many egos and challenged the moral ground they all stood upon. After one of the longest deliberations in the history of the court system the verdict came down, Jessie was to be exiled.
That incident was almost fourty years ago. The elves of Kalshana have moved on, most have forgotten his name and even his legacy. For his part Jessie has also moved on, though not in a positive light. He has thrown his elven heritage away, leaving only a seething hatred for his own kind. Ultimately, over the course of his fourty years of wandering, this hatred has started to color more and more of Jessieâ€™s character. It has leaked into his humor and leaked its way into his observations, making him seem a bitter person indeed.
Jessie exudes dark and mysterious in almost every manner possible. From his scathing cynicism to his slanted, black humor his very presence seems to set most people on edge; most wouldnâ€™t touch him with a ten-foot pole unless they absolutely had to. Jessie however, tends to stick his nose where it does not belong, using his incredible knowledge to make various suggestions to random people based on conversations heâ€™s just eavesdropped on; all laced with heavy sarcasm as well as a health dose of cynicism to boot. More often than not this genuine want to help others combined with his arrogant personality gets him into trouble.
Jessie maintains his normal elven views on all races save his own. With members of his own race (High Elves) Jessie is abnormally annoying or quiet dependant on the situation. In most cases Jessie will attempt to make a fool out of, embarrass or even pick a fight with members of his own kind. This behavior stems from an underlying hatred of his people (see character history for details) as well as the honest belief that he did not deserve the sentence the elves passed down upon him.
Max HP: 97
Max MP: 165
Max TP: 37
Magical Aptitude: 6
Base AT/PA: 15/15
Modified for skill: 15/21, 15/29 vs. physical
Modified for equipment: 15/29
Magical Attack: 21+rank+d20
Magical Resistance: 37+1d20
Body: Weightless Mythral Chain (AC 10)
Arms: Leather Bracers (AC 10)
(s) Evade Physical: 8
(s) Evade Missile: 8
(s) Observant: 8
(s) Magic Resistance: 12
(k) Religious Lore: 4
(k) General Chemistry: 4
(k) Physical Science: 4
(k) Mathematics 4
(k) Applied Magical Theory: 12
(k) Temporal Theory: 6
Time Magic: 12
Astral Magic: 12
Counterspell Magic: 12
Light Swords: 6
(Innate) Spell Identification: As a free action Jessie may attempt to identify any spell that he can either see the somatic components or hear the verbal components for. He automatically succeeds against any spell of base rank equal to or lower than his Applied magical theory rank and has a Applied magical theory rank * 5% chance against all spells of higher rank.
(Counterspelling=4, Arcane Lore=4, TP=1) Opportunity Counterspell: Jessie may use a free action to attempt to counter (with any form of counterspelling magic) one spell as it is being cast.
(Applied Magical Theory=4, TP=2) Silent Spell: Jessie has learned the ability to cast spells without the need to chant while casting. This tech does not remove the need for any other components involved in casting a spell though it can be combined with Still Spell (below) .
(Applied Magical Theory=4, TP=2) Still Spell: Jessie has learned the ability to cast spells without the need for somatic components while casting. This tech does not remove the need for any other components involved in casting a spell though it can be combined with Silent Spell (above).
(Applied Magical Theory= 6, TP=5) Empower Spell: Jessie can imbue his spells with an extra burst of magical energy causing them to deal 150% (round down)damage to any target(s) he hits.
(Applied Magical Theory=6, TP=2) Spell Penetration: Jessie's advanced knowledge of how spells interact with astral auras allow him to target the weak areas in a creature's aura. This adds a +Applied Magical Theory rank/2 bonus on and MATK roll.
(Applied Magical Theory= 10, TP=X) Chain Spell: Jessie uses his vast knowledge of the arcane to morph any spell that would normally only target one creature to target several instead. The spell may affect a primary target + Applied Magical Theory rank/2 secondary creatures. All secondary creatures must be within 30 feet of the primary target and Jessie must have line of sight to them as well. The spell affects the primary target normally but is considered half strength (rank/2) for all secondary targets. This costs Jessie 2TP per secondary target.
(Astral=1, MP=10) Lesser Astral Force: Jessie hurtles a thin ray of astral energy at one target dealing 12+rank*2+1d6 points of astral damage and causing a check for astral drain.
(Astral=4, MP=16) Astral Force: Jessie summons a beam of astral energy and strikes one target with it. This deals 16+rank*4+2d6 points of astral damage and causes a check for astral drain.
(Astral=4, MP=10) Hurtle: Jessie manipulates both spatial forces and the astral plane producing a thrusting force sufficient to forcefully move objects and/or people. No more than 20*rank pounds may be moved at one time. Being thrown laterally incurs Â½ falling damage should a solid object be struck while in flight.
(Astral=5, MP=2, TP=4) Osmose: Jessie siphons mana out of one target draining 8+rank*2+1d6 MP from one target and transfering it to him.
(Astral=6, MP=25) Lesser Astral Field: Jessie causes a small astral disturbance around one target. This causes 10+rank*2+1d6 points of astral damage to the target and all those within a ten foot radius as well as causing a check for astral drain.
(Astral=7, MP=28) Meltdown: Jessie attempts to distort the astral aura of one being causing 12+4*rank+2d6 point of damage in addition the target suffers from a Level 5 Astral Drain and loses MP equal to one half of the damage dealt by this spell.
(Astral=8, MP=53) Astral Field: Jessie causes a large astral disturbance around one target dealing 15+rank*4+2d6 points of astral damage to the target and all those within a 20 foot radius as well as causing a check for astral drain.
(Astral=12, MP=38) Greater Astral Force: Jessie conjures a large beam of astral force and hurtles it at one taget. This deals 36+rank*6+3d6 points of astral damage and causes a check versus astral drain.
(Time=1, MP=6) Sloth: Jessie slows the metabolic rate of one target, delaying its action until the end of the combat round for 1d2+rank rounds and causing a â€“rank penalty to agility and a â€“2/-2 penalty to AT/PA for that target.
(Time=2, MP=10) Haste: Jessie increases the metabolic rate of one target for rank rounds. This target receives a + rank bonus to agility and one extra action per round. Targets affected by a haste spell are normally are both hungry and tired from the increased metabolic rate this spell causes.
(Time=4, MP=16) Metabolic Decay: Jessie increases one targetâ€™s metabolism to such a high rate that the bodyâ€™s Immune system begins to deteriorate. This leave the target feeling as under the after effects of a haste spell as well as 12+rank*4+2d6 points of direct damage and draining 1d2 points of temporary Stamina. Stamina points lost in this manner can be regained by resting for one day.
(Time=6, MP=15) Time Heal: Jessie restores a past body into the present nullifing any wounds inflicted in the interum. The body brought back may be up to rank minutes in the past, and cannot be used to revive anyone as this spell only brings back a body, not a soul. Conversely this spell may be used to reinjure a target who has healed itself by bringing back the injured body.
(Time=6, MP=20) Whoops!: Jessie travels backward in time and changes one minor action he committed in the last rank/2 rounds. For example he can take back (or change) something he said or decided not to have kissed the king's daughter after all. Extra combat rounds MAY NOT be gained in this way though initiative may be gained in this way. If this spell is used to 'take back' an action that would have caused combat or another major event the player(s) and GM should work together to discern what ACTUALLY happened instead. THIS SPELL IS ONLY USABLE WITH THE GM'S PERMISSION.
(Time=8, MP=20) Stop: Jessie attempts to stop time for one target for 2 +1d4 rounds. This causes the target to stop aging entirely as their metabolism stops compleately. A stopped character or monster may not move or act (or is even aware of events that happen while stopped) and suffers a -10/-10 AT/PA penalty. A haste spell can counter these effects.
(Time=12, Astral=12, MP=36) Arc-en-Ciel - Combining the essence of both the Astral Meltdown and Metabolic decay spells, Jessie attempts to distort both the targets astral aura and physical body at the same time dealing 16+(mean rank)*5+3d4 damage, draining 1d2 points of temporary Stamina and inflicting a level 5 astral drain upon the target. In addition the target is drained of MP equal to half the damage dealt by this spell.
(Counterspell=1, Magical Theory=4 Time=4 MP=8) Delay Arcane Might: Jessie temporarily disrupts the flow of arcane energy in an opponentâ€™s spell as it is being cast. This delays the spell effect from happening for one round.
(Counterspell=4, Magical Theory=4 MP= 1/2 of spell to be countered) Dismiss: Jessie attempts to disrupt the arcane energy of one opponentâ€™s spell, forcing a Mag+Int+Wis+rank (of spell being cast)+1d20 versus Mag+Int+Wis+counterspelling rank+1d20 check to be made. Should Jessieâ€™s check exceed or tie that of his opponentâ€™s their spell fizzles, without effect. Should the opponentâ€™s check exceed Jessieâ€™s the spell effect occurs normally.
(Counterspell=4, Magical Theory=4, MP=10 ) Dispel Magic: Jessie attempts to snuff the magical force of one permanent or semi-permanent spell forcing a Mag+Int+Wis (of the caster at the time of casting) +rank (of the target spell) +1d20 versus Mag+Int+Wis+counterspelling rank+1d20. Should Jessieâ€™s check exceed that of the spell its effect immediately ends.
(Counterspell=5, Magical Theory=4, MP=30) Reflect Arcane Might: Jessie temporarily reflects all spells directed at one target to reflect back at their caster. This effect lasts for upto 1/2 rank rounds.
(Counterspell=8, Magical Theory=8, MP=5, TP=8) Absorb Arcane Might: Jessie attempts to absorb the arcane energy one an incoming spell. This forces a check of spell rank + 1d20 versus Sta+Mag+Wis +1d20. Should the absorb roll tie or exceed the spell roll the spell has no effect and Jessie gains MP equal to the MP cost of the spell.
(Counterspell=8, Astral=8, Magical Theory=8, MP=18) Destroy Magic: Jessie destroys any and all magical effects or spells in a 30 foot radius by destroying the astral force holding them together (this does not affect magical items). Exceedingly high level magic (rank 18+) causes a dispel check (as Dispel Magic).
(Counterspell=8, Astral=8, Magical Theory=8, MP=20) Undermine: Jessie attempts to counter one incoming spell. This forces a spell rank+Mag+1d20 versus counterspelling rank+Mag+1d20 roll. Should Jessie's roll equal or exceed the caster's roll the spell is countered and the caster suffers from a level 5 astral drain.
(Counterspell=10, Astral=10, Magical Theory=10, MP=22) Disjoin: Jessie removes any and all magical effects in a 50 foot radius permanently by destroying the astral force holding them together (this temporarily 'turns off' all magical items in the area for rank/2 minutes). Insanely high level magic (rank 26+) causes a dispel check (as dispel magic). This spell may alternately be used to counter any spell of less than rank 18 without need for a counter roll. Spells of rank 18 or higher require a standard counter check (as dismiss above).
(Counterspell=10, Astral=10, Magical Theory=10, MP=54) Null Magic Zone: Jessie separates one piece of land (100 feet sq) disjoined from the astral plane. No magic has any effect inside this area as there is no astral force able to sustain them. This effect lasts for rank*5 hours.
(Counterspell=12, Astral=12, MP=27) Kirulian Buster: Disjoins all spell effects on one target and deals (counterspell rank + astral rank)/2 damage and a level 1 astral drain per spell effect removed. This spell unlike other most other spells in the counterspelling school is not an interrupting action and is normally used as a debuff on enemies. It should be noted that it can be used on allies to rid them of unwanted spell effects though one's allies tend to get a bit annoyed when they have to take damage and suffer an astral drain to remove said effects. (Requires a successful MATK roll)
Equipment T/S/C or AC AT/PA Durability Weight Str Qual
Short Sword 7/10/13 0/0 - .75 -
Mythral Chain Shirt (Mag) 10 0/0 50 1.5 -
Leather Bracers 10 0/0 10 1.5 -
??? Amulet (Grants the wearer immunity to time magic and temporal effects. Cursed, Jessie cannot remove this item and cannot use it selectively. Strangely the timeheal and whoops! spells seem to work normally.)
Shade Wielder Robes (50% resistance to shadow and holy energy)
Trumps (Jesiah Black (2), Zea Mazuo (2), Cerene Sonelle (2), Kamos Sonelle (2), James Silvar (2), Bullworth (2), Ambrogino (2), Library (Doma,2), Great Hall (Ambrogino's 'Castle',2), Plains (Dead World,2).
Eye Color: Arctic Ice Grey
Hair Color: Midnight Black
edit: Fixed HP.
edit: Edited for continuity.
edit: Fixed Techs and innate abilities.