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The Faces of TeclisFirali
Primarily for Roleplaying profile
The Shadow Walker
Teclis
The Archmage

Species: Elf
Height: 5'10"
Eye Color: Black
Hair Color: Black
Birthdate: Unknown
Homeland: Unknown
Armaments: Force Rings: Teclis wears six silver rings, three on each hand, composed of three bands each. Each band stores a little kinetic energy every time he moves his hands and can discharge the stored energy at his command. A fully charged band possesses enough force to tip over a car - an entire ring can send it end over end.

Ursa Major Belt: Teclis' bear-shaped belt buckle is actually an amulet that, when active, increases his strength and endurance for three posts. The boost in strength allows him to lift a car over his head while the endurance boost allows him to shrug off physical blows of equal strength. Once the effect wears off, Teclis is left fatigued, as though having just finished performing heavy labor.

Amulet of Protection: Around Teclis’ neck is an amulet that serves as his last defense against physical assaults. When activated, the Amulet surrounds him in a bubble of energy that protects him from all physical attacks for two posts. The Amulet also protects him from magic, albeit for only one post.

Oaken Staff: Teclis’ staff is five feet long, carved from hard oak wood and inscribed with runes. It is used as a concentration aid for some of his spells and possesses no innate magic of its own.

Physical Description: Teclis is of High Elf blood but one would not think it to look at him. Whereas most of his kind are tall, fair-skinned and of beautiful appearance, his own appearance is nothing short of unsettling. Black of hair and eye, Teclis’ skin is pale and his frame is just a shade or two short of being gaunt, giving him the look of one who has walked too often in the shadows. His sunken, shadowed eyes do little to ease that impression as his gaze makes him seem to be scrutinizing all he looks at. His hair is long and comes to an end just above his waist and is usually tied with black leather ties.

There is an old scar that runs all along his left shoulder, making it appear as though his arm was cut off at some point in the past.

Outfit of Choice: A black tunic, black trousers and dark brown leather boots. A dark blue overshirt, trimmed in silver, with a hem that falls three inches above his waist with sleeves that billow out about his wrists with straps that fasten across the front. A black cape is sewn into the overshirt that falls about his shoulders like a cloak with a hem that ends just above his knees.

Known History: A mistake made years ago nearly took Teclis’ life and sanity. Since then he has tried to walk in the light and do his best to atone for his mistakes, but his time in the shadows have left a permanent mark upon his body and soul.

Abilities
(Note: Dispite Teclis’ mastery of magic, he does not possess the stamina of a true Archmage. As such, prolonged battles with magic tend to fatigue him greatly.)

Archmage: Teclis is an Archmage, among the highest order of magicians in his homeland. This means he is a master of all magical types and can cast up to two spells per post, with restrictions:

• Teclis cannot cast two Offensive Spells in the same post.
• Teclis cannot charge two spells at once.
• Teclis cannot charge a spell on the same turn he unleashes a previously charged spell.
• Teclis can combine two separate charge spells but doing so requires one extra charge per the secondary spell’s tier.

Demonblood: An event some years ago left a taint on Teclis’ blood. Because of it, he is physically frailer than most elves, possesses less stamina than most Archmages and manifests magic with a distinctly dark taint.


Offensive Spells


Tier 1


Bedazzle(Close-Range) Teclis throws up a confusing barrage of bright, exploding lights and popping sounds meant to confuse and disorient his opponent for one post.

Wind Slash(Mid- to Close-Range) A sharp blast of wind, typically in the shape of an arc, used to divert an enemy attack to one side.

Kinetic Blast (Mid- to Long-Range) An invisible blast of kinetic energy about four feet in diameter that strikes with full power in the 15-30 foot range and gradually lessens the farther away it goes. Strikes with a concussive impact possessing enough strength to knock over an ox.

Fireball (Mid- to Long-Range) A ball of fire about three feet in diameter that explodes on impact, effective range at 15-30 feet. Despite its appearance, the damage is primarily concussive – actual fire damage is limited to singed hair and burnt clothes. Concussive force is enough to bowl over a grown man and drive the wind from his lungs.

Lightning (Close- to Mid-Range) A bolt of lightning that leaps from Teclis’ hand to his opponent. The effects of the attack are similar to those of a taser strike – the opponent’s muscles seize and they fall to the ground, racked by pain. The efficiency of the attack is dependant on the opponent’s stamina.


Tier 2


Twin Tornado (Close- to Long-Range) Teclis summons a pair of miniature tornadoes, roughly nine feet tall and six feet in diameter at their head, and casts them at his opponent. The high-velocity winds possess the ability to draw in opponents and cast them into the air. (Charge: 1)

Homing Fireballs (Mid- to Long-Range) Three fireballs are summoned and cast at the opponent, each one able to track the opponent’s movements to a high degree of accuracy. A combination of speed and agility can be used to avoid them although they will not stop pursing an opponent until they strike something. (Charge: 1)

Fissure (Close- to Long-Range) Teclis strikes the ground and splits the earth in a jagged line towards his opponent. The fissure is usually only four feet deep and the quaking earth that accompanies it is usually enough to take an opponent’s feet out from underneath them. (Charge: 1)

Freeze (Close- to Long-Range) Teclis strikes the ground and freezes the moisture on its surface, creating a slick sheet of ice that expands around him in a rough circle. (Charge: 1)

Arc Lightning (Mid- to Long-Range) Lightning erupts from Teclis’ fingertips and laces together in a spider-web to consume his enemy. Same effect as his traditional lightning bolt but Arc Lightning possesses enough power to knock out the average opponent. (Charge: 1)


Tier 3


Violent Upheaval (Mid- to Long-Range) Teclis strikes the ground and shatters the earth in a funnel extending out toward his opponent, churning up the earth and casting chunks of stone into the air. After the attack is completed, the broken ground becomes an environmental hazard. (Charge: 2)

Frozen Forest (Mid- to Long-Range) Teclis strikes the ground and freezes it in a rough funnel shape extending toward his opponent, simultaneously creating erupting icicle stalagmites that can reach heights up to seven feet. After the attack is completed, the icey stalagmites remain as environmental hazards. (Charge: 2)

Firestorm (Mid- to Long-Range) Teclis summons a rain of fireballs from the sky above him. Each fireball explodes on impact and can create isolated fires that remain as environmental hazards. (Charge: 2)


Tier 4


Flash Freeze (Close- to Long-Range) Teclis freezes the moisture in the air around him in an expanding globe in an attempt to freeze, stun or slow his opponent. (Charge: 3, Cannot cast spells for one turn following Flash Freeze)


Defensive Spells


Wind Shield – Teclis surrounds himself in a globe of wind that deflects attacks for two turns.

Tornado Shield – Teclis summons a trio of tornadoes five feet in height that circle around him and prevent an opponent from getting close for two turns.

Kinetic Grasp – Teclis can slow, stop or deflect projectile objects but cannot cast any other spells for that turn.

Fog – Teclis creates a bank of fog that extends out around him, obscuring the battlefield. (Charge: 1; Can continue casting to expand the area of field obscured by the fog for the cost of one less spell cast per turn.)





Ancelas
Community Member
Ancelas
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