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GCL Character Profile: Viscero |
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Viscero the Inscrutable Shadow Adept
Vitals Race: Vasharan Human Age: 30 Height: 6'0 Weight: 200lbs
Stats Note: Viscero's natural attributes generally fall within the range of an average human. The descriptions beside each numeric value compare Viscero's abilities to the average human of his age and experience. Strength: 12 (Medium) Dexterity: 16 (High) Constitution: 12 (Medium) Senses: 15 (High) Intelligence: 20 (Prodigal) Charisma: 11 (Medium)
Shadow Magic Spells Note: all spell cooldowns apply individually.
The Phobic Shadow Bolt ::Cooldown 1:: A 3 inch diameter, 3 foot long lance of black, semi-real, flesh-rending energy flies out from the caster's hand for fifty feet in a straight line. The damage of this attack spell is comparable to a javelin thrown at the bolt's speed, which is 70 mph. Due to the inconsistent properties of shadowstuff, roll 1d4 upon casting. On a 1, the Shadow Bolt deals regular damage as normal, but also inflicts the illusion of a far more terrible injury and pain for 1 turn. For this duration, the victim truly believes he/she has been grievously wounded by the attack spell. The appearance of this illusory wound is based on the victim's perception of what would be grievous, not the caster's.
The Hungering Shadow of Fire ::Cooldown 2:: A 5 foot wide, 6 inch thick horizontal arc of shadow-fire blasts forth from the caster's hand at 100mph for 100ft. It feels in all ways like fire, but does not deal fire-elemental damage nor does it spread or catch onto materials as fire might. On a direct hit, it leaves a flesh destroying injury comparable to a 2nd degree burn over any area it hits. If the injured area is protected by armor, the effect is lessened to a 1st degree burn. Due to the inconsistent properties of shadowstuff, roll 1d4 upon casting. On a 1, and if the The Shadow of Fire misses its intended target it continues for another few feet, stops, then whirls around to face the target, and re-launches itself. This is akin to a homing effect, sending the flames directly toward the opponent.
The Impenetrable Shadow Ward ::Cooldown 3:: A 5ft radius sphere of black, semi-real energy is conjured to reflect away certain attacks. The caster may activate this spell in response to any attack. If the attack is of supernatural, magical, mystical, psychic, elemental, energetic, or divine origin, and specifically targets the caster, Shadow Ward prevents its effect. If the Shadow Ward is activated in response to an area effect, it only prevents the effect in a 5ft radius around the caster for a single turn. Due to the inconsistent nature of shadowstuff, roll 1d4 upon casting. One a 1, the Shadow Ward reflects any effect it has prevented back on its original caster.
The Field of Fingers ::Cooldown 4:: Hundreds of shadow arms sprout from the ground in a 10ft radius around the caster. This effect moves with the caster. These arms grab and rake and claw and trip to create difficult terrain with unsure footing for the next 3 of the opponent's posts. Though the hands are no stronger than an average man's, their numbers make them difficult to escape. Due to the inconsistent nature of shadowstuff, roll 1d4 upon casting. One a 1, and if a foe is within the 10ft radius of The Field of Finger's effect, that foe is rooted to the ground for the 1st and 2nd turn of The Field of Finger's effect.
The Veil of Irrepressible Shadow ::Cooldown 4:: The world goes dark in a 20ft radius from the caster for 2 turns. This effect moves with the caster. The caster can see through this darkness, but a foe will require appropriate sight abilities to see anything farther away than 5ft away, and even at that short range shapes are hard to distinguish with accuracy. Though this darkness is created by magic, the darkness itself has no magical properties and acts in all ways like regular, night-time darkness. Due to the inconsistent nature of shadowstuff, roll 1d4 upon casting. One a 1, anyone aside from the caster inside of the 20ft radius of darkness hears a headache-inducing white noise, smells a foul, misleading stench, and feels invisible insects crawling over its skin, all of which further hinders and victims from locating the caster via the various senses.
The Draining Claws of the Night Walker ::Cooldown 4:: Shadows surround the fingertips of the caster. The caster may make a melee claw attack against the victim. If successful, the Draining Curse deals no damage, but instead copies one specific wound from the caster to the victim on the spot where the claw attack hit. The original wound does not disappear from the caster. A wound is defined as the result of a single physical or magical attack or effect that damages the body. Due to the inconsistent nature of shadowstuff, roll 1d4 upon casting. One a 1, the Draining Claws reduce all cooldown counts for other spells and abilities by an extra 1.
The Prophetic Vision of Transposition ::Cooldown 4:: By focusing on a single point within 20ft, the caster can create a shadow doppelganger. The doppelganger is identifiable only by its pallid grey skin color, and is otherwise identical in physical attributes to the caster at full health and injury-free. This doppelganger has no mental functions, but exists for 3 turns and is capable only of standing idly in the spot it was created. However, if the caster chooses, he may transpose his own mental faculties into the doppelganger for any or all of the spell's 3 turn duration. Doing this removes all mental faculties from the caster's original body, causing it to stand idly for the duration. When controlling the doppelgangers body, the caster can perform any of the actions he might normally take in his natural body. The caster may revert back to his original body at any time, but doing so ends the doppelganger's existence as soon as the mental faculties are removed. Due to the inconsistent nature of shadowstuff, roll 1d4 upon casting. One a 1, the Prophetic Vision of Transposition imperceptibly switches the caster and the lifeless, motionless doppelganger, leaving the caster's real body where the doppelganger would have been summoned. The doppelganger is an obvious fake when not hosting the caster's mind, and only a few moments of inspection are needed to tell the difference.
Curses Note: Curses are meant to be cast through a wand, staff, or other implement specifically designed to cast magic. It can be cast from a hand or finger, but any curse cast this inefficient way cannot be accompanied by a dice roll, and has double cooldown time.
The Curse of the Siphoning Lock ::Cooldown 4:: From the caster's outstretched implement blasts a green line of cursepower. If the beam strikes a foe, the caster locks an opponent's supernatural, magical, mystical, psychic, elemental, or divine ability for 3 turns, preventing its use, suppressing any ongoing effects and barring it from being re-cast until the end of the 3 turn duration. The chosen ability must have already been used in the current fight to be targeted by this Curse. Because curses are forbidden magic, roll 1d4. On a 1 the caster can use the locked ability 1 time during the 3 turns the curse is active, but the cooldown time of the curse is doubled.
The Curse of the Phantom Limb ::Cooldown 3:: The pernicious magic of this curse disables both caster and victim. The caster must touch his magical implement to one type of humanoid limb on his body (left arm, right arm, left leg, right leg) that both the victim and caster possess. For a duration of 2 turns, that limb hangs limp and useless for both the caster and the victim of the curse. For the duration, neither party has any use of the limb, and the limb relaxes completely. Because curses are forbidden magic, roll 1d4. On a 1 the caster can will the victim's limb to animate under the caster's limited control for the first turn of Phantom Limb's duration. During this turn, the caster can command the limb to do any one of the following: toss an item it is carrying to the caster, strike the victim one time at its maximum power, strike anyone adjacent to the victim at its maximum power, or perform an embarrassing gesture. However, if any of these are used, the curse's cooldown time is doubled.
The Cursed Clouds of the Mind-Eater ::Cooldown 4:: A cursed cloud of thin mist expands from the caster in a 20ft radius for 4 turns. It travels with the caster. Any creature caught in the spell's 20ft radius must roll a 1d4 for each post they begin in the cloud. On a 1, that creature acts in a random, though not necessarily detrimental way. The onus is on the victim's writer to determine what constitutes a "random" action. Suggestions range from: babbling incoherently, attacking an ally, running after an illusory image, or activating an ability in a seemingly useless direction. Because curses are forbidden magic, if a foe rolls a 1 two times in a row, the cooldown time for this ability is doubled. This curse cannot be cast without a magical implement, which is stomped or pointed at the ground beneath the caster's feet.
Utility & Common Magic
Mage's Prestidigitation ::Cooldown 0:: The caster can perform minor tricks of magic. These tricks cannot deal any damage, nor can they prevent it. This spell is used to create minor magical effects, usually to help with chores or create a mystical ambiance.
The Sweet Breath of Air ::Cooldown 2:: A sweet smelling, 30 mile an hour wind whips in 20ft radius clockwise or counter clockwise (chosen at the time of casting) circle centered on the caster. The wind moves slightly outward and away from the origin point at all times, making it an ideal way to clear noxious or poisoned air. This effect is immobile. It magically clears the air in its 20ft radius and can alter the course of any projectile moving slower than 150mph by six inches. The wind picks up to its maximum speed almost instantly, allowing it to be used in quick reaction a threat. The wind originates from another plane, and does not recycle or for that matter use the air that was around the caster when the spell begins.
The Unerring Magic Missile ::Cooldown 2:: Three 1 foot-long bolts of force energy spiral out to either side (for the first two) and directly in an overhead arc (for the third) toward the target. These Missiles are homing, and do not stop until they collide with a physical object. They hit about as hard as a baseball sized rock traveling at their speed, which is 80mph. These missiles do everything in their power to follow a moving target, but anything they hit on the way expends their damage.
The Repulsive Circle of Force ::Cooldown 4:: A 5ft radius grew circle of force energy radiates out from the caster, preventing any physical damage aimed at the caster for 1 turn. The origin point is the caster's heart, and the effect spreads outward from there until it reaches its full radius, making it an effective defense even at close distance. Any physical object the caster desires, including living matter, is hurled away harmlessly to the edge of the effect for the turn.
The Evoker's Wand of Chaotic Elements
Discharge Wand ::Cooldown 3:: When the wand is activated, it produces a random elemental attack. The energy type is determined by rolling 1d4. The caster becomes preternaturally aware of what element is going to fire off as soon as he begins to activate the wand He cannot abort activation at this point, but he may adjust the effect's target or trajectory in the moment before the effect takes place.
1: A 20ft long, 10ft wide spiral of fire. Deals 2nd degree burns to anyone caught in its effect. 2: A 20ft long, 10ft wide cone of ice. The ice sprays out in hundreds of small, sharp shards each about 1 inch long each at 60mph. 3: a 20ft long, 10ft wide blast of air. The air blasts at 200mph, and is primarily used to send opponents flying backwards. 4: The earth in a 10ft radius around the caster immediately collapses five feet downward. It is as though sudden sinkhole appears in a 10ft circle centered directly beneath the caster. The caster is not immune to this effect.
Marladen's Cloak of Mind Shielding
Mind Shielding : razz assive:: The Cloak of Protection prevents anyone from reading the wearers thoughts. While wearing the cloak, the wearer cannot be the target of possession by any creature or effect. Other mental effects or attacks work as normal.
Metamagic Note: Metamagic takes no extra time to add to a spell or use, so it is often used simultaneously with a spell.
Twin Spell ::Cooldown 8:: The caster may choose any two Shadow Magic, Curses or Common/Utility spells and cast them both this turn.
Empowered spell ::Cooldown 7:: An empowered spell is considered to automatically roll a one, without having to roll a dice. This only works for spells whose effects the caster rolls for.
Lengthened Spell ::Cooldown 7:: A lengthened spell adds +2 to its duration without any change to its cooldown time. It can only be used on spells that last for more than one turn.
Spell Recall ::Cooldown 8:: The caster reduces 4 spell's cooldown times to 0, allowing any of them to be used the same turn as Spell Recall.
Mundane Equipment Dagger: 6 inch blade Smallsword: 30 inch blade Steel Cuirass: Protects from collar to waist 30ft Rope
The Vansin · Wed Mar 09, 2016 @ 10:58pm · 0 Comments |
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