name: Brinala Aldring- age: 24 - eyes: green - hair: purple - height: 5â€™6â€ â€“
When she was young, Brinala Aldringâ€™s odd fixation on the subject of death could have been explained away as merely a childâ€™s eccentricity. But as she grew older and persisted in her curiosity on the subject, that simple explanation became ever more insufficient.
She was never a particularly dark or distant person. Belonging to a fairly wealthy family of Nekonian traders, she was actually quite happy and possessed of no less of a social life than normal. However, the fate of the spirit upon passing from the mortal realm always remained the subject of her thoughts and only seemed to grow more dominant over time until it eventually bordered on an obsession. For several years, she spent many hours each day theorizing, philosophizing, and pouring over whatever religious texts she could acquire on the subject of the Afterlife. But she eventually came to realize that her curiosity required more than just speculation and conjecture. She needed hands-on study.
Near the beginning of her adult life, Brinala proved to be quite gifted in the magical arts. The particular magic for which she held the greatest skill was, of course, Necromancy. Being already quite used to her, none of her life-long acquaintances were either surprised or taken aback by this, but debates did arise among them as to why the girl was so adept at that particular art and as to whether her interest was the reason for the adeptness or whether her natural affinity was the cause of her interest.
Over the course of a few months, Brinala conversed with a great many spirits who had dwelt beyond the grave. But as she became more skilled at understanding and communicating with them, she began to believe that the beings with whom she spoke had not entirely left the mortal plane and that they were even possibly mere afterimages of the true beings that had passed on. It seemed that to call a true soul back from the next world would require even more power than she yet possessed.
Soon, however, another thought occurred to her. Why should she disturb a soul in its rest simply to have it describe its existence to her? She should experience its existence firsthand. The only way she could truly satisfy her curiosity would be to find a way to peer into the world of the dead.
Of course, the easiest method of doing this would simply be to wait for death. But the problems of that plan were twofold: firstly, Brinala didnâ€™t like to wait; and secondly, she felt that it would be her responsibility upon gaining the knowledge to which her life was dedicated to reveal that knowledge to the world. Of course, acquiring that knowledge was going to be difficult.
The first step Brinala chose to take on the path to her new goal was to a place renowned for its magical knowledge. Upon arriving at Gunnir, she searched the academyâ€™s vast library from top to bottom. There she found a few leads towards sources of magical potency, but she also became convinced that the most promising of those leads would be quite dangerous to pursue.
Therefore, to prepare for these dangers, she remained at Gunnir for six years, refining her natural necromantic skills and developing other skills to support them. Finally, she graduated as an Archmage and set out again on her quest. Before her lay the answers, and she now thought herself capable of reaching them, but the road she would have to travel had only just begun.
Name: Brinala Aldring
Race: Nekojin (part human)
Max HP: 58
Max MP: 118
Max TP: 22
Initiative 3 + 2d6
Missile Evasion: 18
Magic Aptitude: 6
Base AT/PA - 10/10
Modified for skill - 11/15
Modified for equipment - 11/16
-=-Weapons and Armor-=-
Short Sword- 7, 10, 13 Mods 0/0 Weight 0.75
Obsidian Skin- AC 10 Mods 0/0 Weight 2
Leather Bracers- AC 5 Durability 10 Weight 1.5
Leather Helmet- AC 5 Durability 5 Weight 1
Buckler- AC 8 Mods 0/+1 Durability 7 Weight 1
Necromancy [Int/Wis/Mag] â€“ 6
Malediction [Int/Wis/Mag] - 6
Enchanting [Int/Wis/Mag] - 4
Light Sword [Cou/Dex/Agi]] â€“ 6
Mental Magic [Int/Wis/Dex] - 2
[s] Improved Necromancy [Mag=5] â€“ 6
[s] Element Melding [Mag=4] - 2
[s] Stealth [Agi/Agi/Dex] - 2
[s] Observant [Agi/Sta/Str] -4
[s] Advanced Parry [Agi=2] - 4
[s] Shield Blocking [Agi=1] - 4
[s] Improved Magic Resistance [Int=2, Wis=2] - 4
[k] Ishtarian Lore - 3
[k] Tamarian Lore â€“ 3
[k] Necromantic Lore - 6
[k] Arcane Lore â€“ 2
[k] Demon Lore â€“ 1
[k] Magic Theory â€“ 2
[k] Combat Theory â€“ 2
[k] Death Theory - 2
[k] History - 1
[Necromancy=4 Improved Necromancy=4 Necromantic Lore=4] Animate Lesser Undead (28 MP) - Creates an undead servant from an available corpse. If the corpse is in relatively good condition and not excessively decayed, it may be raised as a zombie. Otherwise, it can only be raised as a skeleton. If cast on a corpse that is buried or submerged, it takes one round for every five feet the corpse must travel to dig to the surface for the creature to arrive.
[Necromancy=2 Necromantic Lore=2] Ghost Bolt (8 MP) â€“ Momentarily summons a spirit from Beyond and directs it to attack the spellâ€™s target. May be mistaken by observers as some type of lightning spell. Deals 8 + Necromancy*2 + 1d6 shadow damage to a single target.
[Necromancy=3 Improved Necromancy=2] Draw Undead (20 MP) â€“ Draws nearby Undead towards the caster.
[Necromancy=4 Necromantic Lore=4] Shade Bolt (12 MP) - Momentarily summons a tainted spirit from Beyond and directs it to attack the spellâ€™s target. Deals 14 + Necromancy*4 + 2d6 shadow damage to a single target.
[Necromancy=4 Necromantic Lore=4] Ghostly Carnage (22 MP) - Momentarily summons several vengeful ghosts from Beyond and unleashes them upon the spellâ€™s target area. Deals 10 + Necromancy*2 + 1d6 shadow damage to all targets within a 10 foot radius of the caster's target.
[Necromancy=6 Improved Necromancy=6 Necromantic Lore=6] Dead Duet (20 MP) - Allows Ghost Bolt or Shade Bolt to be cast two times this turn. Total MP cost of action equals the cost of casting Dead Duet plus the cost of both castings of the chosen bolt spell.
[Malediction=1]Cramp (8 MP) - Stuns an opponent for a round. Stunned opponents suffer a -4/-4 penalty and cannot act.
[Malediction=2]Berserk (8 MP) - On a sucessful spell check, the target gains 2 temporary points of STR, and temporary AC equal to STA + (The New) STR added together. And last but not least, magical attack ability is decreased by 4. This all lasts for 1d2 rounds.
[Malediction=6] Asthma (22 MP) - Lowers an opponent's STA by 2 for 1d6 rounds. This effect is stackable.
[Malediction=1]Poison (6 MP) - Level 3 poison.
[Malediction=4]Poison 2 (12 MP) - Level 5 poison.
[Malediction=6]Poison 3 (20 MP) - Level 7 poison.
[Malediction=3, Mental Magic=2]Fear (8 MP) - Lowers a target's courage by 2 points for 1d4 rounds.
[Malediction=3, Mental Magic=2]Panic (8 MP) - Lowers a target's intuition by 2 points for 1d4 rounds.
[Malediction=5]Pollute Body (8+(rank-1) MP) - Decreases a minor physical substat by rank or applies a general penalty of -2 for (rank) rounds. Includes AT, PA, attack damage, missile evasion, or AC. Effect can be increased up to 2x by quartering the duration.
[Malediction=6]Pollute Mind (10+(rank-1) MP) - Decreases MDEF by rank or applies a penalty of -4 to MATK and MDEF for (rank) rounds. Effect can be increased up to 2x by quartering the duration.
[Enchanting=1]Enchant Item (X MP/round, X*5 MP/day or X*10 MP) - Imbues a nonmagical item with a magical property. This property can be any Benediction, Malediction, or similar spell known by the caster. These enchantments can be removed by means of a Dispel Magic spell or similar effect. This spell's chance of success is based on the strength of the spell to be placed on the item. Multiply the required skill ranks of the spell to enchant the item with by 3--this is the target difficulty rating. Make a spell check vs. this difficulty to determine success or failure. Enchantments can also be temporary, and the cost will be paid per round of effect or per day of effect. X is the cost of the spell being used to enchant the item. Permanent enchanting does not have to be done all at one time, but using the item in between enchanting sessions will undo all magical work put into it.
[Enchanting=2]Imbue Aura (5 MP) - This enchants any item with a magical aura that has no immediate functional benefit (no combat bonuses or other improvements). However, this aura responds to magic and astral scanning as an ordinary aura would, and thusly, can be used to fool less skilled mages, creatures who are attracted to magical items, etc. Items enchanted with this spell can be moved with the Astral spell "Astral Throw."
[Enchanting=3]Lock (8 MP) - Locks doors, gates, purses, coin pouches, zippers, buttons, hooks, fasteners, whatever, magically. This enchantment can only be dispelled by a Dispel Magic effect. Otherwise, the locked item cannot be opened. This does not stop brute force totally (i.e., a door locked in this manner could still be burned or busted down).
[Light Weapon Skill=2]Precise Striking (2 TP) - Uses DEX to determine weapon damage bonuses instead of STR and eliminates all penalties to hit other than those caused by magical debuffs for one round. Heavy attacks are impossible when using Precise Striking.
[Light Sword=2] Feral Fighter (9 TP) - When wielding a light sword, Brinala gains 1 temporary point of Str for 1d6 rounds. Bonus is applied for combat purposes only.
[Light Sword=3] Back Attack (3 TP) - Can only be used when Brinala is behind target and wielding a light sword. Brinala gains AT/PA bonus of +1/+1 for immediate round and performs a standard light, medium, or heavy physical attack.
[Light Weapon Skill=4]Dextrous Striking (2 TP) - Adds DEX to AT a second time for one round.
[Light Sword=4 Necromancy=4] Aided Disarm (6 TP) - Momentarily summons a spirit from Beyond to help Brinala disarm her foe. Brinala attempts a standard disarming attack at a bonus of +0.5 per rank of Necromancy, rounded down.
[Light Weapon Skill=6]Rapid Striking (3 TP) - Allows one additional attack (of any type) this round.