Welcome to Gaia! :: View User's Journal | Gaia Journals

 
 

View User's Journal

"The fool thinks himself a wise man, but the wise man knows himself to be no more than a fool."
Dekiel Aberro
Nickname: Deky, Dek
Real Name: Unknown
Full Mage Name: Dekiel Transformaus Aberro Obscuro

General Information______________________________________

Race: Unknown (Metaphysical Creation)
Age: Unknown
Apparent Age: Late Teens
Class: Blue Mage
Job: Unemployed
Height: 5'9"
Weight: 150 lbs.
Eye Color: Bright Red
Hair Color: Black, White Tips
Birthdate: Unknown
Birthplace: Unknown
Nationality: Unknown
Current Residence: Magus' Truth Tower
Home Planet: Unknown
Home Plane: Unknown

Elemental Attachment(s): Transfiguration 200%

Known Familiar(s): None
Current Affiliation(s): None
Past Affiliation(s): None

Weaponry: Wand, Staff

Status___________________________________________________

Strength: Average (x3/4 his own weight)
Agility: Athletic
Top Speed: 19 mph
Gear Speed: 19 mph
Top Stamina: 45 minutes
Gear Stamina: 45 minutes

Intelligence: 193 IQ
Reflex Speed: 0.3 milliseconds
Will Power: Above Average

Ki Power: Normal
Magic Power: 250 MP
Psionic Power: 200% Above Normal, Untrained
Chakra: Normal
Spirit: 50% Above Normal, Untrained

Character Information____________________________________________________

Armed Fighting Style: The mage in learning has no real skills with armed combat other than very basic offensive staff movements. Clearly Dekiel isn't meant for melee combat.

Unarmed Fighting Style: Without a weapon, Dekiel is usually much less effective than with one-- which is very bad because he's already catastrophically inept in the use of weaponry. The most you'll get from Dekiel is haphazard punches and kicks.

Power Fighting Style: The preffered... and admittedly only style of combat that Dekiel is capable of. Dekiel is extremely well-taught in the arts of magic, able to perform spells and abilities that sometimes he hasn't even trained in. He is very partial of magic spells that involve transformations, and his Blue Magick abilities allows him the use of opponent's spells to be used against them by himself.

Personality: Usually happy and go-lucky, and also very curious. Unlike other people, Dekiel tends to be inherently inquisitive, and prefers asking a question than learning it's answer on his own. Dekiel is sociable, trustworthy, and nice, but loves freedom so much that sometimes he may forget about his friends in order to do as he wishes.

Hobbies:
1. Learning more about magic and spells, as well as it's effects and how magic works by practicing them.
2. Going abroad. Traveling.
3. Reading. Not necessarily magic-related articles and books. He enjoys almost all kinds of writings.
4. Amusing others with his spells. From mere shows of talent to magical pranks. Just for fun.
5. Finding lovely ladies or gents to amuse... in other ways.

Brief Biography: Resting atop some of the tallest hills near the Saraheim Mountains to the south eastern continent of planet Atlas, is a tower called Magus' Truth Tower. Here, under the tutelage of Furigon Obscuro, Dekiel Aberro learned the arts of arcane magic and lore since he can remember. In a tragic accident, however, his mentor fell to the hands of death; and Dekiel, in his inexperience with magic, was left alone to see his master die. Before his dying breath was taken from him, Furigon gave the boy his mage name, which Dekiel held strong to his heart. With the man he called his father gone, and the tower left to him in magical legacy, Dekiel began to explore the world that lie outside the tower...

Final Aspiration: To have someone to love; something magic cannot grant even the most powerful of spellcasters.

Darkest Fear: To never find someone to love.

Weapons__________________________________________________
Dominant Hand: Right-handed.

Gugnir
A staff of great quality made from Mana Tree oak engraved with ancient gold runes.
Weapon Type: Polearm- Magic Focus Staff
Staff Height: 4'8" (from bottom to top)
Staff Width: 0'2.5" (broadside of the staff)
Staff Length: 0'0.4" (thickness of the staff)
Materials: Sacred Oak, Materite
Weight: 10 lbs.
Resistance: 8,320 lbs of pressure, 6,400 degrees Celsius
Comfort: Average
Abilities-
-Magic Channeling: Channels and focuses magic used by mages and sorcerors. This ability, present in all magical focus items, allows mages and sorcerors to perform spells with much more ease than without the item. Spells' overall potency and accuracy increase significantly, and their chances of being dispelled or coming out erroneous decrease. When a spell has a 'touch range' or requires pointing a caster's limb to use a spell, this object can be used as said limb, as an extension of the user's body.
-Dual Potency: Increases spell potency for double their normal effect. Increases damage in damaging spells and increases accuracy (chances for the spell to work) in effect-specific spells.

Arcane Pen
A wand shaped in fashion of a victorian pen, said to be able to 'draw into the world whatever it's holder dreams'.
Weapon Type: Other - Magic Focus Wand
Wand Height: 0'8"
Wand Thickness: 0'0.5"
Materials: Wood, Platinum, Onyx
Weight: Light (Less than 1 lbs)
Resistance: 8,320 lbs of pressure, 6,400 degrees Celsius
Comfort: Good
Abilities-
-Magic Channeling: Channels and focuses magic used by mages and sorcerors. This ability, present in all magical focus items, allows mages and sorcerors to perform spells with much more ease than without the item. Spells' overall potency and accuracy increase significantly, and their chances of being dispelled or coming out erroneous decrease. When a spell has a 'touch range' or requires pointing a caster's limb to use a spell, this object can be used as said limb, as an extension of the user's body.
-Pictomancy: Whatever the user draws will be transformed into a spell, granting the user the ability to shape things and people around him/her in whichever ways desired. In order to use this ability to it's full potential, an extremely rare alchemical ink called Seixink is required. Other alchemically synthesized inks work, but only to half of this wand's true potential-- normal inks fail to work, and will only go as far as working as normal ink. In order to modify existing things, a sample of that thing must be added into the ink before being put into the pen, otherwise anything drawn will only be created out of thin air. Surface on which any picture must be at least completely flat and smooth.


Equipment________________________________________________


Runic Aegis
Equipment Type: Accessory- Protective Tattoos
Abilities-
-Instant Death Immunity: Prevents magical instant death spells from working unless desired. The tattoos etched are two rings on either shoulder, which within lie a large black circle on each (or, to simplify, just a big dot). When preventing one such spell from working, the tattoos glow red, and when allowing them to work, the large black circles disappear.
-Mind Read Immunity: Prevents magical mind reading unless desired. The runes here are invisible, but upon preventing one such spell from working, a green + symbol glows on the forehead. It is indistinguishable to know when the spells work and do not work.

Combat unrelated equipment include black triangle hemmed clothing (sleeveless laced shirt, long pants), a pair of earrings on his left ear and one earring on the right ear, two rings on his left hand (index and ring fingers), a brown leather belt, a pair of black pointy mochasins. From the sleeveless black shirt hang a pair of open, triangle hemmed dark green sleeves, tied by black leather belts.

Items____________________________________________________

Enchanted Pouch
Cargo Device Description: An enchanted large brown reinforced cloth pouch that hangs from a belt.
Size Capacity: 50 x 50 square feet of stuff (Enchanted: Extendare). Actual size is 1 foot of length, 9" of width.
Weight Capacity: 90 lbs.

Items : Weight Per Unit : Description
Material Component Pouch x2 : 5 lbs : A pouch that holds spell-specific trinkets to be able to perform them. One of these pouches has all the spell components for offensive spells, and the other has all the spell components for transfiguration spells.
Vial of Seixink x1 : Light : A small vial of the rare alchemical ink needed to activate the Pictomancy powers of the Arcane Wand. One vial is enough to draw fifteen different drawings. Once a vial runs out, it takes 1 week to create another vial of this ink.
Thunderstone x5 : Light : An alchemically tampered stone that, upon striking a solid surface hard enough, leaves behind a deafening bang (a thunder clap but maginified ten times).

Belt Pouch
Cargo Device Description: A common small brown cloth pouch that hangs from a belt.
Size Capacity: 1 square foot.
Weight Capacity: 30 lbs.
This belt pouch is used to carry the wand and other small items.

Material Component Pouch
Cargo Device Description: A common small pouch meant to carry mage's material components.
Size Capacity: 1 square foot.
Weight Capacity: 30 lbs.
Inside this pouch are several vials and bottles filled with the necesary material components for the defensive spells.

Abilities________________________________________________

Physical/Special Abilities

[Metaphysical Manifestation Racial Traits]
Physical Based
Physical Traits

-Outsider: As a being not entirely born with humanoid blood, he cannot be considered a humanoid.
-Immune to disease, poison and sleep.
-Immune to transfiguration unless desired.
-Arkane Syndrome: Anti-magic fields and magic disjunctioning abilities cause damage and stamina wear. While it will not kill him, it will most definitely weaken him if not marginally then considerably.
-Arcane Float: Dekiel's affinity with magic allows him to float at any time and move without touching the ground. Floating consists of being aloft the ground over 1 foot above it, but no higher, and he can move backwards or forwards or sideways only as fast as he could move in the same directions on foot.
-Temperatures between -10 through 200 degrees Farenheit do not affect him anymore than feeling very cold or feeling very hot. Any temperatures below or above those levels are hazardous to him.
-Magic Sense: Can instantly tell the elemental attributes of any given being, as well as weather or not magic is working in the area just by coming within close proximity of it and how powerful the magic auras are. He can also tell the presence of Anti-Magical fields or similar magic-diminishing effects from far away (around 30 meters).
-*Special: Often, bursts of magical energy will erupt from Dekiel that allow a random effect to take place. These bursts tend to interrupt and/or change the effects of spells. The chances of these bursts of magical energy happening increase when magic is used around him, and have a 10% chance of happening whenever he casts a spell.

Magical/Spiritual Abilities

[Blue Magick]
Magic Based
Blue Magick are a set of spell-like abilities that use the opponent's own ability to use magic against him/her.

Azure Remembrance
Spell-like Ability
Description: Azure Remembrance is an ability that allows Dekiel to instantly learn how to use spells or spell-like abilities of others permanently. In order to use this ability, Dekiel has to focus on the opposite magic caster, which's next used spell will be learned. Learning the opposite spell caster's ability requires some time [1 post] of studying the magical auras and methods of magic use. The spell has to hit him in order for him to learn it.

Cyan Osmosis
Spell-like Ability
Description: This spell-like ability uses half the energy used for the targeted spellcaster's next spell and stores it. In order to use this ability, Dekiel has to focus on the opposite magic caster. The spell has to hit him in order for him to absorb the energy used to perform the spell. This energy is instantly transformed into the corresponding number of MP.

Cerulean Repair
Spell-like Ability
Description: The Cerulean Repair is an ability that uses the remnants of energy found across Dekiel's form of the last offensive spell used on him to restore the damage it created on his form. The spell has to have hit him in order for this ability to work, and the ability has to be used immediately after the spell hit. Cerulean Repair takes up a certain amount of time [3 posts] for it to repair all the damage done. The damage restored includes damage to clothes and gear.

Cobalt Feedback
Spell-like Ability
Description: The Cobalt Feedback gives the user the ability to use a feedback of the energies used to cast a spell to give a backlash of magical residue. In other words, it uses the energy used to cast a spell to cause damage in relation with the amount of energy used. The ability targets a spell or spell-like ability that is currently being casted or formed, thus it requires quick use; and when used, has 50% chance of literally dispelling the opponent's spell before it is even cast and still causing the feedback's damage, stripping the opponent of the energy used to cast the spell solely to cause the feedback. The caster of the spell has to be within 50 ft. of Dekiel in order for this ability to be used.

This ability can only be used if no spell has been casted by Dekiel for a given amount of time [1 post], as the focus of magic energy manipulation could not be changed so suddenly to manipulate the opponent's energy. Once this ability has been used, it may not be used again for a given amount of time [3 posts].

[Spells]
Magic Based

All the spells that Dekiel has learned in his studies as a mage apprentice.

Prestidigitation
Universal
Components:
Verbal, Somatic
Casting Time: Quick
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Avoidance: See text
Spell Resistance: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube every half a minute. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Mana Expenditure: 1 MP per use.


Arcane Mark
Universal

Components: Verbal, Somatic
Casting Time: Standard
Range: 0 ft.
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
Duration: Permanent
Avoidance: None
Spell Resistance: No

Description: This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Mana Expenditure: 2 MP per use.


Mage Hand
Transmutation

Components: Verbal, Somatic
Casting Time: Standard
Range: Close (25 ft + 5 ft per level)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Avoidance: None
Spell Resistance: No

Description: You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Mana Expenditure: 5 MP per use.


Magick Missile
Evocation [Force]
Components:
Verbal, Somatic
Casting Time: Standard
Range: Medium (110 ft.)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Avoidance: None
Spell Resistance: Yes

Description: A missile of magical energy darts forth from the caster's fingertip and strikes its target.

The missile homes in on it's target with a 50% error margin ratio, mostly being unable to follow it's target only after making a few sharp turns (45 degree and below angle turns) or sudden displacement movements (dodge-rolling, diving, summersaulting, barrel-rolling, ect). Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. The strike of the missile is considered to be a kinetic strike with a force akin to a powerful kick.

For every two caster levels beyond 1st, the caster gains an additional missile: two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If the user shoots multiple missiles, he/she can have them strike a single creature or several creatures. A single missile can strike only one creature.

Mana Expenditure: 10 MP per use.


Grease
Conjuration (Creation)

Components: Verbal, Somatic, Material
Casting time: Standard
Range: Close (30 ft.)
Target, or Area: One object or a 10-ft. square
Duration: 1 post (Dismissable)
Avoidance: See text
Spell Resistance: No

Description: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast is prone to slipping and falling.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature can be avoided if the item is moved out of the way of the spell. If the spell hits, the item is instantly coated with grease and becomes hard to maintain a good grip on. Grease can also be used on clothing and armor to aid in escaping grapples and pins.

Material Component: A bit of pork rind or butter.
Mana Expenditure: 12 MP per use.


Featherfall
Transmutation
Components:
Verbal
Casting Time: Quick
Range: Close (30 ft.)
Targets: One medium-sized or smaller freefalling object or creature, no two of which may be further than 20 ft apart
Duration: Until landing or 1 post
Avoidance: Will negates (harmless)
Spell Resistance: Yes (object)

Description: The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per six seconds (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

The caster can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.

Featherfall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Mana Expenditure: 15 MP per use.


Soga Animata (Animate Rope)
Transmutation
Components:
Verbal, Somatic
Casting Time: Standard
Range: Medium (110 ft.)
Target: One rope-like object, length up to 55 ft.; see text
Duration: 1 post
Avoidance: None
Spell Resistance: No

Description: The caster can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter.

Reduce the maximum length by half for every additional inch of thickness, and increase it by half for each reduction of the rope’s diameter by half.

The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). The caster can give one command each post as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent to become entangled.

The rope itself and any knots tied in it are not magical.

The spell cannot animate objects carried or worn by a creature.

Mana Expenditure: 15 MP per use.


Creceie (Enlarge Person)
Transmutation
Components:
Verbal, Somatic, Material
Casting Time: 1 whole post
Range: Close (25 ft.)
Target: One humanoid creature
Duration: 1 min. [4 posts] (Dismissable)
Avoidance: Fortitude negates
Spell Resistance: Yes

Description: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The effects of the spell are as they would be for any larger creature (target gains a bonus to Strength, a penalty to agility, dexterity and accuracy due to it's size).

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may try (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing it's size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Creceie counters and dispels Disminuie.

Creceie can be made permanent with a permanency spell.

Material Component: A pinch of powdered iron.
Mana Expenditure: 18 MP per use.


Disminuie (Reduce Person)
Transmutation
Components:
Verbal, Somatic, Material
Casting Time: 1 post
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min. [4 posts] (Dismissable)
Saving Throw: Physical defense negates
Spell Resistance: Yes

Description: This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The effects of the spell are as they would be for any smaller creature (the target gains a size bonus to agility, dexterity, accuracy and a strength size penalty).

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size.

Multiple magical effects that reduce size do not stack.

Disminuie counters and dispels Creceie.

Disminuie can be made permanent with a permanency spell.

Material Component: A pinch of powdered iron.
Mana Expenditure: 18 MP per use.


Shield
Abjuration [Force]
Components:
Verbal, Somatic
Casting Time: Standard
Range: Personal
Target: Caster
Duration: 1 min. [4 posts] (Dismissable)

Description: Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of the caster. It negates magic missile attacks directed at the caster. The disk also provides cover against other attacks. This cover applies against incorporeal touch attacks (ghosts and other such creatures), since it is a force effect.

Mana Expenditure: 16 MP per use.


Aegis (Resist Energy)
Abjuration
Components:
Verbal, Somatic
Casting Time: Standard
Range: Touch
Target: Creature touched
Duration: 10 min./level
Avoidance: Physical defense negates (harmless)
Spell Resistance: Yes (harmless)

Description: This abjuration grants a creature limited protection from damage of whichever one of five damage types the caster selects: acid, cold, electricity, fire, or sonic. The subject gains resistance against the damage type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by half. The value of the energy resistance granted increases to at higher levels (reduced by 3/4th at 7th lvl, and 9/10 at 11th lvl). The spell protects the recipient’s equipment as well.

Aegis absorbs only damage. The subject could still suffer unfortunate side effects (freezing, poisoning, paralisis, etc...).

Note: Aegis is overlapped (and does not stack with) Aegira. If a character is warded by Aegira and Aegis, the Aegira spell absorbs damage until its power is exhausted, upon which time Aegis will continue working until it expires or is discharged.

Mana Expenditure: 20 MP per use.


Altero (Alter Self)
Transmutation
Components:
Verbal, Somatic
Casting Time: Standard
Range: Personal
Target: The caster
Duration: 10 min. (Dismissable)

Description: The caster assumes the form of a creature of the same type as his/her normal form. The new form must be within one size category of the caster's normal size. The caster can change into a member of his/her own kind or even into his/herself.

The caster retains his/her own physical and mental statistics. He/she also retains all supernatural and spell-like special attacks and qualities of his/her normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

If the new form is capable of speech, the caster can communicate normally. The user of the spell retains any spellcasting ability he/she had in his/her original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

She/he acquires the physical qualities of the new form while retaining his/her own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings), natural armor (hide, scales, and so on), natural weapons (such as claws, bite, and so on), racial skill bonuses, racial feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth).

The caster does not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

The caster does not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. The caster's creature type and subtype (if any) remain the same regardless of his/her new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.

The user of the spell can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under his/her control, but they must fall within the norms for the new form’s kind. Once done, the caster is effectively disguised as an average member of the new form’s race.

When the change occurs, the caster's equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When he/she reverts to his/her true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items the caster wore in the assumed form and can’t wear in his/her normal form fall off and land at his/her feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

Mana Expenditure: 25 MP per use.


Web
Conjuration (Creation)
Components:
Verbal, Somatic, Material
Casting Time: Standard
Range: Medium (110 ft)
Effect: Large webs in a 20-ft.-radius spread
Duration: 10 min. (Dismissable)
Avoidance: Reflex negates; see text
Spell Resistance: No

Description: Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause the caster to become entangled.

Moving through the web requires a lot of energy and strength, for the webs are known to be able to hold up to a ton aloft. Cutting through these webs is similar to cutting through 2 inch thick rope, and swings are often required to be fast and straight, or otherwise the sharp object can also get stuck to the webs.

If you have at least 5 feet of web between you and an opponent, it provides cover from ranged attacks. If you have at least 20 feet of web between you, it provides total cover from ranged attacks.

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 post. Naturally, the web's fires affect creatures and objects stuck in them.

Web can be made permanent with a Permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

Material Component: A bit of spider web.
Mana Expenditure: 25 MP per use.


Afarnegata (Protection from Arrows)
Abjuration
Components:
Verbal, Somatic, Focus
Casting Time: Standard
Range: Touch
Target: Creature touched
Duration: 1 hour or until discharged
Avoidance: Will negates (harmless)
Spell Resistance: Yes (harmless)

Description: The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This spell doesn’t grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 projectiles from damaging the subject, it is discharged.

Focus: A piece of shell from a tortoise or a turtle.
Mana Expenditure: 22 MP per use.


Arachneritia (Spider Climb)
Transmutation
Components:
Verbal, Somatic, Material
Casting Time: Standard
Range: Touch
Target: Creature touched
Duration: 10 min./level
Avoidance: Will negates (harmless)
Spell Resistance: Yes (harmless)

Description: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.


Haven (Rope Trick)
Transmutation
Components:
Verbal, Somatic, Material
Casting Time: Standard
Range: Touch
Target: One touched piece of rope from 5 ft. to 30 ft. long
Duration: 1 hour (Dismissable)
Avoidance: None
Spell Resistance: No

Description: When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope “disappear”. In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds (8 tons). A weight greater than that can pull the rope free.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The Reality Isle spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.

Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one. The effects have included Planar Tears, Time Loops and other maleficial dimensional anomalies.

Material Component: Powdered corn extract and a twisted loop of parchment.
Mana Expenditure: 28 MP per use.


Shrink Item
Transmutation
Components:
Verbal, Somatic
Casting Time: Standard
Range: Touch
Target: One touched object of up to 2 cu. ft.
Duration: One day; see text
Avoidance: Will negates (object)
Spell Resistance: Yes (object)

Description: The caster is able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Optionally, the caster can also change it's now shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and it's fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.

Mana Expenditure: 30 MP per use.


Gaesea (Gaseous Form)
Transmutation
Components:
Somatic, Material
Casting Time: Standard
Range: Touch
Target: Willing corporeal creature touched
Duration: 2 min. [8 posts] (Dismissable)
Avoidance: None
Spell Resistance: No

Description: The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction from magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

A gaseous creature can’t run, but it can fly at a speed of 10 feet per 6 seconds (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.

Material Component: A bit of gauze and a wisp of smoke.
Mana Expenditure: 35 MP per use.


Polymorph
Transmutation
Components:
Verbal, Somatic, Material
Casting Time: Standard
Range: Touch
Target: Willing living creature touched
Duration: 1 min. [4 posts] (Dismissable)
i]Avoidance: None
Spell Resistance: No

This spell functions like alter self, except that the caster changes the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. You can't cause a subject to assume a form smaller than Fine (smaller than a mouse), nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.

Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.

The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Material Component: An empty cocoon.
Mana Expenditure: 40 MP per use.


Warp Bind
Abjuration
Components:
Verbal, Somatic
Casting Time: Quick
Range: Long (670 ft.)
Target: One spellcaster, creature, or object; see text.
Duration: 1 minute [4 posts]
Avoidance: None
Spell Resistance: No

Description: This spell magically fixes the physical position of the caster to the position of the target so that when the target is teleported, the caster will instantly be teleported in relation to the spot where he/she was at the time the teleportation ability was used.

In other words, suppose the caster were five feet away, at the same horizontal level, north of the target creature. When the target creature uses a teleportation ability to teleport away from the field, the Warp Bind spell instantly teleports the caster along with the teleported creature to the exact same distance and position he was when the target creature teleported, exactly five feet away, at the same horizontal level, north of the target creature in their new destination.

In later levels, the spell can fix the physical position of more than just the caster (1 more touched creature at 3rd lvl, 2 more touched creatures at 6th lvl and 3 more touched creatures at 9th lvl) up to a total of three other beings.

Warp Bind works with teleported creatures as well as with teleported objects, and the source of the teleportation need not be the creature or object the Warp Bind spell was casted upon. The user teleports along with the teleported target at the same time, not a moment later.

In the case that the teleported target is teleported to a spot where the user of Warp Bind would end up inside a wall or otherwise obstructed by a solid object, the user of Warp Bind is instantly displaced to a spot closer to the teleported target where the user of the spell is unaffected by the solid obstruction. If the teleported target teleports to a completely enclosed area where only he/she/it fits, the user of Warp Bind ends up being teleported into the area along with the target, scrunched up to fit as much as both can and possibly taking damage from the resulting crush; possibly killing one or both creatures if the space is small enough. If the target is teleported to somewhere where the user of the Warp Bind spell would be standing in mid air, the user appears standing in mid air.

This positional attachment only works on teleportation abilities, not on quick speed or otherwise 'non-spatial displacement related abilities' that instantly change the position of a creature or object. It also does not work with opened portals which a creature or object goes through after it's opening.

Mana Expenditure: 45 MP per use.


Expelliarmus
Abjuration
Components:
Verbal, Somatic
Casting Time: Quick
Range: Close (45 ft.)
Target: One creature
Duration: Instantaneous
Avoidance: None
Spell Resistance: No

The disarming charm is a defensive spell that attempts to disarm your opponent, causing their weapon (or magic channeling item) to fly out of their hand(s), or to violently knock the opponent backwards through a distance that is far away enough so that it's limbs cannot reach you. In the first case, the spell has no visible effect, but in the second, the spell emits a bright scarlet flare that is expulsed from a limb of the caster (or the magical channeling item) that heads straight for the opponent.

If this spell is used against a person that has no weapon on them, the spell does not work unless it's of the second variety.

Mana Expenditure: 40 MP per use.


Dispel
Abjuration

Components: Verbal, Somatic
Casting Time: Standard
Range: Medium (140 ft.)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Avoidance: None
Spell Resistance: No

The caster can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects/abilities just as it does spells.

Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

The caster can choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. If the caster targets an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you dispel it instantly unless it is a creature, in which case it has a 25% chance of being dispelled.

If it's a magical item, all the item's magical properties are suppressed for [4 posts], after which the item recovers on its own. A suppressed item becomes non-magical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: a suppressed magic sword is still a sword (a masterwork sword, in fact). High arcane artifacts and deities are unaffected by mortal magic such as this.

The caster naturally automatically succeeds on his/her dispel against any spell that he/she cast him/herself.

Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius. Any magic items the creatures may be holding are not affected. Magic items not held are also not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, the caster dispels the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, the caster ends the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, the caster ends the spell that conjured that object or creature (returning it whence it came) in addition to dispelling spells targeting the creature or object.

The caster also dispels any spell that he/she have cast.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. It instantly negates the spell of the caster.

Mana Expenditure: 48 MP per use.


Dismissal
Abjuration
Components:
Verbal, Somatic
Casting time: Standard
Range: Close (30 ft.)
Target: One extraplanar creature
Duration: Instantaneous
Avoidance: Will negates; see text
Spell Resistance: Yes

This spell forces an extraplanar creature back to its proper plane if it fails a special Will avoidance save. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Mana Expenditure: 50 MP per use.


Baleful Polymorph
Transmutation
Components:
Verbal, Somatic, Material
Casting Time: Long (3 mins [or about 4 posts of casting])
Range: Close (35 ft.)
Target: One creature
Duration: Permanent
Avoidance: Physical defense negates, Will partial; see text
Spell Resistance: Yes

The caster can change the subject into a Small or smaller animal of little vitality(such as a small dog, lizard, monkey, snail or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:

-The target retains its own personality, within the limits of it's new physical form.
-If the target has the shapechanger subtype, it retains that subtype.
-The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only if the form is capable of writing in some manner (such as drawing in the dirt with a paw).

With those exceptions, the target’s normal statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form.

All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.

If the new form would prove fatal to the creature (for example, if the caster polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a bonus (determined by Will power) at trying to succed at the attempted avoidance of the spell.

If the subject remains in the new form for 24 consecutive hours, it's mind will slowly deteriorate until it remembers nothing of it's old life. These abilities and statistics return to normal if the effect is later ended.

Incorporeal or gaseous creatures are immune to Baleful Polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell’s effect).

Material Components: Anything related to the desired baleful shape (a frog leg turns someone into a frog, a dog's fang turns someone into a dog, etc...)
Mana Expenditure: 55 MP per use.


Extendare (Undetectable Exension Charm)
Transmutation
Components:
Verbal, Somatic, Material
Casting Time: Ritualistic (10 minutes)
Range: Close (25 ft.)
Target: Any object with a hollow interior.
Duration: Permanent
Avoidance: None
Spell Resistance: No

Description: The Undetectable Extension Charm is a spell placed on any object to make the internal space larger than the external object appears. It can be used on things as small as a vial or botte, but also on larger things such as a vehicle's or building's interior. The charm can also be used on collapsable objects that can be hollow when arranged properly, such as a tent, a foldable box, or the like.

The spell is permanent until dispelled by a spell with equal or more power than Mage's Disjunction.

Material Components: A hollow bowl, a concave glass lens and a
Mana Expenditure: 58 MP per use.


Polymorph Maxima
Transmutation
Components:
Verbal, Somatic, Material
Casting Time: Standard
Range: Close (30 ft.)
Target: One creature, or one nonmagical object of up to 100 cu. ft.
Duration: See Description
Avoidance: Physical defense negates (object); see text
Spell Resistance: Yes (object)

This spell functions like Polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines:


Guidelines 1

Changed Subject Is- Increase to Duration Factor*
-Same kingdom (animal, vegetable, mineral) +5
-Same class (mammals, fungi, metals, etc.) +2
-Same size +2
-Related (twig is to tree, wolf +2
fur is to wolf, etc.)
-Same or lower Intelligence +2

*Add all that apply. Look up the total on the next table.


Guidelines 2

Duration Factor Duration Example
0 20 minutes Pebble to human
2 1 hour Marionette to human
4 3 hours Human to marionette
5 12 hours Lizard to manticore
6 2 days Sheep to wool coat
7 1 week Shrew to manticore
9+ Permanent Manticore to shrew


Unlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form. If the original form didn’t have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.

Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

A nonmagical object cannot be made into a magic item with this spell. Magic items aren’t affected by this spell.

This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

This spell can also be used to duplicate the effects of Baleful Polymorph, Polymorph, Petrificus (flesh to stone), Stona (stone to flesh), Maroka (transmute mud to rock), Ednatura (transmute metal to wood), or Lodarka(transmute rock to mud).

Material Components: Mercury, gum arabic, and smoke.
Mana Expenditure: 88 MP per use.



Dekiel Aberro____________________________________________
User Image




"I just want to run away! Wherever the magick guides me, you know?" -Dekiel Aberro





 
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum