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Thread: Martan il Llim-dool, Weaver of Sorcerous Sunderings and typical Mage

  1. #1

    Martan il Llim-dool, Weaver of Sorcerous Sunderings and typical Mage

    Name: Martan il Llim-dool, Darkest of the Dark, Caller of Terror, Weaver of Sorcerous Sunderings, and Practicioner of the Arts Arcane

    Age: 57
    Sex: Male
    Height: 6 feet, 1 inches
    Weight: 182 lbs.
    Hair Colour: Dirty, dark brown.
    Eye Colour: Black

    Occupation: Weaver of the mystic Web, Summoner of That Which Lies Beyond, Binder of the the All-Energy, Mage

    Personality: Hateful and distrustful, always on the guard for treachery and deceit, Martan il Llim-dool is a vile, despicable man. It is unclear if any measure of hope or goodness lies in his blackend soul, but if it does it lies under a venerable emotional mountain of cruelty and violence. If something does not effect Martan directly, it is unlikely any force in the known world will move him to act. It is with that sort of mentality that Martan lives his life, and to the casual bystander it may appear that he actually enjoys it.

    Appearance: Martan has a immense wardrobe he has accumulated over his nearly 30 years of professional magecraft. Ranging from scholarly robes to garments suited for a royal court, his appearance can vary widely. Unfortunately, either due to his incredible hatred or perhaps meddling with powers beyond his understanding, he suffers from terrible back pain and has permanent disfigurement in several parts of his body. This requires him to walk with some small assistance either from a cane or staff, and prevents him from participating in any sort of rigorous athletic activities.

    He is otherwise clean-shaven, with a gaunt face and eyes slightly sunken inwards as is the case for many scholarly folk. His hair, which he only cuts when it irritates him(which can be any time) is normally tucked beneath the skullcap he commonly wears.

    Normally, when seeking or expecting confrontation, he will wear his customary enchanted robes and vestments and walk with his prized magical staff.

    Weapons:

    Aside from his priceless magical staff, Martan conceals a small dirk on his person.

    "Priceless Magical Staff"(Staff of Power) - This normally powerful item, while in relatively good condition, is merely a shadow of its former glory. The staff is a 6 foot pole of a strange dark wood, etched with all manner of runes and symbols, and each end is shod in simple iron. Sadly, it serves mostly as a threatening tool and walking aid rather than as an instrument of arcane might these days. In the device's diminished state, it is capable of performing the "Knock" spell, a simple sorcery to undo normal locks and basic closing enchantments, and even this expenditure drains the device so much that it can only perform this feat once per day. Despite Martan's best efforts, he cannot restore the mighty item to its fully-charged state.

    Armour:

    Skullcap of Sinisterious - Ornate magical skullcap, prevents Martan from being instantly slain by Vorpal weaponry.

    Robes of the evil arch-magi - Probably Martan's most powerful magical item in his collection. These robes act as leather armor instead of what their cloth structure may suggest, and grant Martan slightly greater endurance in his adventurous pursuits(to make up for his weakened physical state). This endurance also aids in Martan's spellcasting limits. Spellcasting taxes both the mind and body, and this robe does much to alleviate the rigors of magic.

    Brooch of Language Comprehension - Allows Martan to understand any vocal communication, but he is unable to speak or write any language understood through the brooch's power unless time is spent to learn it naturally.

    Ring of Wizardry - Grants Martan additional endurance in regards to his spellcasting limits. Spellcasting taxes both the mind and body, and this ring does much to alleviate the rigors of magic.

    Ring of Feather Falling - This magical ring has saved Martan's life in more than one occasion, preventing a fall of a distance of anything greater than 10 feet to be magically slowed as if he were falling to earth as a feather.

    Spell Component Pouch(multiple) - Whether cloth satchel, pouch around his waist, or pockets carefully hidden within the inner linings of his robe, these containers hold all the mundane to rare implements needed to work his Art.

    Skills and Abilities

    Martan is a magic-user, one of those rare few gifted with the ability to tap the mysterious power of the cosmos. Through intense study and discipline, he has gained a great deal of power in his relatively short lifespan.

    The spells that Martan can call upon fall within distinct schools of magic.

    Alteration – Spells that specialize in the changing or movement of matter. Hare to Hydra, Rock to River, such is the fantastic power of Alteration.

    Evocation – Spells of manipulating energies. Spells which channel the elements into their more destructive forms fall under this school.

    Conjuration – Calling something from nothing, this school involves magic which create, and those spells that summon beings from different planes of reality.

    Abjuration – Protection spells, Abjuration is the school of wards and counterspells.

    Necromancy – Magics that draw their strength from the grave and beyond, these dark sorceries are those most favored by Martan. Yet these insidious magics are not without cost, as most find out…

    Divination – Sorceries of foresight and fortune-telling, magics that detect and reveal the hidden and unseen.

    Enchantment – Imbuing the inanimate with mystical powers, or ensorcelling the unwilling.

    Illusion – Magics of trickery and misdirection, the spells within the Illusion school deal with all that is unreal.

    It is from these schools of magic that a mage categorizes his spells.

    However, the limits of mortal man prevent one from wantonly hurly magic about at will. The amount of preparation and concentration required to cast each spell, ranging from several seconds to a full minute, make the act of spellcasting something one doesn’t take lightly. In addition to the time needed to cast each spell, magic takes a toll on both the body and mind of those that use it. As such, a mage can only utilize part of his repertoire before becoming exhausted – at which point he is all but helpless. Depending on the strength of spell used, or the number of spells cast, the point of a mage being utterly spent can vary, yet a wise foe seeks to exhaust any wizard of their spells before moving in for the kill.

    Martan can be considered an average user of all listed schools of magic. None of his known sorceries can be activated by will alone, and nearly all of them require preparation of some sort before use.


    History:

    Little is known about Martan’s past, save for that he keeps well enough to himself and avoids others as much as possible. Haughty and uncaring, egotistical and eccentric, it is probably best that he seeks seclusion from the world.

    Rumors suggest that he was abandoned as a child, due to his sickness and poor health, and that he turned to magic as a comfort and tool to better his life…and take revenge against those that wronged him long ago.

    Others suggest that he was once a kind hearted man, with both wife and family, until one day a terrible tragedy robbed him of all that and his good health. Left bitter and decrepit, he turned his talents towards spreading suffering and darkness.

    And still others hint at that perhaps he isn’t a man at all, but a vessel of some greater evil – a mere puppet in the hands of some darker power.
    Whatever the case, the history of Martan il Llim-dool can be guessed at best. And in all honesty, who wishes to know more about someone so wretched as he?

  2. #2
    Memento Mori
    EXP: 53,567, Level: 9
    Level completed: 96%, EXP required for next level: 433
    Level completed: 96%,
    EXP required for next level: 433
    GP
    7,248
    Witchblade's Avatar

    Name
    Witchblade
    Age
    Unknown
    Race
    Unknown
    Gender
    Female
    Hair Color
    Black, like her soul
    Eye Color
    Crimson
    Build
    5'9 / 130lbs
    Job
    Murderer

    Hi there and welcome to the Althanas Invitational! (Am I sounding like a broken record!?) I'll be in charge of going over your profile with you.

    Skullcap of Sinisterious - what exactly is classified as a Vorpal weapon?

    Skills and Abilities - Can you please list all of the spells that Martan knows and what exactly they do?
    Do you ever Feel like a Monster?

    Do you dare to read The Diary of the Dead

    Have you seen my Hollow Daydreams
    Or listened to this Serenade of Haunting Voices
    Pray for The Heart I Once Had
    Then grant A Rose For The Dead'

  3. #3
    The skullcap is more for cosmetic purposes it seems - I was informed that Vorpal weapons don't so much exist(vorpal weapons instantly kill whatever they strike) which is fine.

    As for the spell list, I can gladly write up a list of what Martan would typically use. If it isn't painfully obvious, I am trying to hold this character to the tried-and-true archetype of the D&D wizard(spells per day, etc etc).

    In that regard you want a list of all spells he knows, and then a list he has "prepared" for a certain battle?

  4. #4
    Memento Mori
    EXP: 53,567, Level: 9
    Level completed: 96%, EXP required for next level: 433
    Level completed: 96%,
    EXP required for next level: 433
    GP
    7,248
    Witchblade's Avatar

    Name
    Witchblade
    Age
    Unknown
    Race
    Unknown
    Gender
    Female
    Hair Color
    Black, like her soul
    Eye Color
    Crimson
    Build
    5'9 / 130lbs
    Job
    Murderer

    Just all of the spells his knows, be careful not to add too many though or I'll be force to make them weaker spells. The less he has the stronger those few can be. So soemtimes, having five is better than having ten.
    Do you ever Feel like a Monster?

    Do you dare to read The Diary of the Dead

    Have you seen my Hollow Daydreams
    Or listened to this Serenade of Haunting Voices
    Pray for The Heart I Once Had
    Then grant A Rose For The Dead'

  5. #5
    Well, I was as careful as I could be but in sticking to the D&D template I chose here is what I came up with. Incoming wall of text. Note that each spell listed on his "spells prepared" can only be cast as once before rest/study is required to prepare it again.

    Magic is broken into various levels of power, ranging from the simplest of spells(level 1) to the mightiest of sorceries(level 9).

    Spells Known

    1st - Magic Missile, Sleep, Shield, Armor, Tenser's Floating Disk, Hold Portal, Light, Read Magic, Detect Magic, Unseen Servant, Color Spray, Spook, Phantasmal Force, Alarm, Protection from Evil, Protection from Good, Endure Elements
    2nd - Acid Arrow, Alter Self, Blur, Levitate, Blindness, Glitterdust, Ghoul Touch, Invisibility, Darkness, See Invisibility, Summon Swarm, Web
    3rd - Dispel Magic, Flame Arrow, Haste, Hold Person, Lightning bolt, Sleet Storm, Slow, Vampiric Touch
    4th - Confusion, Contagion, Dimension Door, Enervation, Fire Shield, Improved Invisibility, Shadow Conjuration, Stoneskin, Wall of Ice
    5th - Bigby's Interposing Hand, Cone of Cold, Dismissal, Mirage Arcana, Passwall, Stone Shape, Teleport, Transmute Rock to Mud, Wall of Force
    6th - Acid Fog, Chain Lightning, Disintegrate, Eyebite, Flesh to Stone, Move Earth, Planar Binding, True Seeing
    7th - Banishment, Finger of Death, Forcecage, Prismatic Spray, Reverse Gravity, Spell Turning, Simulacrum, Summon Monster VII
    8th - Horrid Wilting, Mind Blank, Polymorph Any Object, Symbol, Trap the Soul
    9th - Energy Drain, Foresight, Shape Change, Gate, Prismatic Sphere

    Spells Per Day - 6 / 6 / 6 / 5 / 5 / 4 / 3 / 3 / 2

    Of these spells known, Martan prepares the following for a typical confrontation

    1st
    Magic Missile(Projectiles of force, it would be like getting hit by a baseball thrown by a professional pitcher)
    Magic Missile
    Sleep(Sends the weak-willed into slumber for 1-3 minutes, no effect on stronger-willed beings)
    Detect Magic(Reveals all magical auras within a 20 foot area)
    Shield(A disc of magical, transparent light that has a radius large enough to obscure the caster's body. Hovers in front of the caster and can be moved at will. Acts and is as durable as any reinforced tower shield)
    Protection from Evil(An intangible aura about the caster, evil-aligned creatures cannot harm the caster until the caster commits an offensive act against them. No effect on enemy players.)

    2nd
    Acid Arrow(An arrow-sized projectile formed of potent acid flies from the caster's fingertips. Can destroy a cubic foot of material/turn or can inflict cumulative moderate wounds to living targets for 4 turns, or "posts", what have you)
    Acid Arrow
    Blur(Distorts the target's appearance, making abilities that require targeting the subject directly more difficult to utilize)
    Levitate(Grants vertical flight abilities to the subject, allowing them to rise up to 100 feet)
    Glitterdust(A 20 foot area is filled with sparkling bits of "dust", the effect persists for 5 minutes)
    Invisibility(Renders the target invisible for up to 24 hours or until another offensive action is taken)

    3rd
    Dispel Magic(Nullifies any and all magic, caster can chose whether to single out a target or a 20 foot area. Cannot effect items.)
    Flame Arrow(An arrow-sized bolt of fire, flung from the caster's hands and magically propelled toward the target. Inflicts moderate damage, and causes combustibles to ignite.)
    Haste(Enhances the subject, increasing their rate of speed and reflexive abilities)
    Lighting Bolt(A stroke of lightning the leaps off the caster's fingertips. It would be equivalent to being struck by a thunderstorm's bolt of lightning. Grounds at the target.)
    Slow(The opposite of Haste, reducing the speed and reflexive abilities of the subject. Projected as a pale yellow ray that springs from the caster's hands.)
    Vampiric Touch(Steals the life-force of the target and grants it to the caster, replenishing the caster and healing any active wounds - while inflicting moderate damage to the target. Requires the caster to touch the target)

    4th
    Dimension Door(Opens a door-sized portal through which the caster can step through to arrive at a pre-determined destination. Range limit of 300 feet)
    Contagion(A crackling dark beam springs from the caster's fingers, being struck by it would inflict sickness upon the subject. The sickness can vary, but the normal option Martan chooses is to strike a subject with fever and cramps)
    Fire Shield(A corona of swirling flames crackles into existence around the caster, inflicting minor fire damage to anything that would strike him and igniting any combustibles. The caster and their belongings are immune to the effects of their own fire shield.)
    Improved Invisibility(As invisibility, yet that the subject may use offensive actions while remaining concealed. Lasts 5 minutes)
    Wall of Ice(A 20 x 40 foot wall, or a 10 x 10 foot high dome. The ice is 3 inches thick. Lasts until dispelled, or melts)

    5th
    Cone of Cold( a 20-foot diameter cone originating from the caster’s fingertips, it would be like being hit with a blizzard, filled with icy shards and bone-chilling winds. Damage is dependant on how vulnerable the target is to cold)
    Stone Shape(100 cubic feet of solid stone become like clay to the caster’s will, allowing the caster to mold the area by thought. The area bends and shifts as clay for a duration of 1 minute, or until the caster ends the magic)
    Teleport(Visualizing a location, the caster is able to transport himself plus 100 additional pounds of matter to the location. Unless the spot is well known, there is a chance the spell may fail when cast)
    Dismissal(A spell of banishment, attempts to dismiss creatures of extra-planar origin back to their original place of existence. Has no effect on players)
    Passwall(Attuning the caster’s body to the matter in question, the caster can walk straight through up to 100 cubic feet of matter as if it were not there. Should the spell end or the range be reached while still within whatever is being passed, the caster will be instantly slain.)

    6th
    Chain Lightning(As Lightning Bolt, but the bolt will strike a target and chain onward at the caster's wish if there is another target with 20 feet. Can chain twice.)
    Disintegrate(A potent spell that manifests from the caster's fingers as a thin green beam. Anything non-living that the beam touches vanishes, up to 100 cubic feet.)
    Move Earth(Allows the caster to manipulate the ground about them - to dig trenches, build mounds, or whatever the caster's wish so long as they maintain the spell.)
    True Seeing(Allows the caster to perceive things as they truly are, granting them the ability to pierce illusions or other magical concealments)

    7th
    Spell-Turning(A magical field of force that drapes itself about the caster, with limited ability to reflect a few small spells or one larger spell back to the original caster)
    Reverse Gravity(A area with a 30 foot radius has its gravitational properties reversed for 1 minute.)
    Summon Monster VII(A powerful summoning spell, with a considerable cast time, that allows the caster to call forth a moderately powerful monster.)

    8th
    Horrid Wilting(Extracts all moisture from a designated area with a radius of 20 feet, causing agony and heavy damage to all water-based life forms inside.)
    Mind Blank(a defensive magic, renders the caster immune to mental attacks for the duration of 5 minutes)

    9th
    Foresight(Grants the caster a mysterious 6th-sense ability, allowing them to foresee incoming actions before they occur. Lasts 1 minute)
    Gate(A spell that bridges the gap between worlds, opens a portal to any plane of existence that the caster desires. Additional magic is require to actually draw something through the Gate – like a resident of the plane the caster chose.)

  6. #6
    Memento Mori
    EXP: 53,567, Level: 9
    Level completed: 96%, EXP required for next level: 433
    Level completed: 96%,
    EXP required for next level: 433
    GP
    7,248
    Witchblade's Avatar

    Name
    Witchblade
    Age
    Unknown
    Race
    Unknown
    Gender
    Female
    Hair Color
    Black, like her soul
    Eye Color
    Crimson
    Build
    5'9 / 130lbs
    Job
    Murderer

    Okay, that is way too many spells. I honestly am not even going to bother reading your wall of text. What I'm going to suggest is that you read through some of the other character profiles so you have a better idea of how many spells you can use and how strong they can be. Also, for copyright reasons, please stay away from using exact descriptions and names from D&D.
    Do you ever Feel like a Monster?

    Do you dare to read The Diary of the Dead

    Have you seen my Hollow Daydreams
    Or listened to this Serenade of Haunting Voices
    Pray for The Heart I Once Had
    Then grant A Rose For The Dead'

  7. #7
    Administrator
    EXP: 81,363, Level: 12
    Level completed: 34%, EXP required for next level: 8,637
    Level completed: 34%,
    EXP required for next level: 8,637
    GP
    535
    Max Dirks's Avatar

    Name
    Max Dirks
    Age
    24
    Race
    Human
    Gender
    Male
    Hair Color
    Black
    Eye Color
    Green
    Job
    Illicit Entrepreneur

    View Profile
    Martan, I just wanted to let you know I'll be taking care of your profile in Witchblade's absense.

    I read through the spell list you provided. Unfortunately, you are going to have to choose among those for your character. You can obviously modify them at will (and in fact, I hope you do twist some of those abilities). I think the most skills/abilities anyone has been approved at for the tournament so is around 10, but most of those would qualify as tier 1-3 spells on your list. Go ahead and muddle through the spells and choose a couple that you like. Post them here and we'll go from there.

    If you have questions, PM me.
    Althanas Operations Administrator

    Dirks GP amount: 2949

  8. #8
    Administrator
    EXP: 81,363, Level: 12
    Level completed: 34%, EXP required for next level: 8,637
    Level completed: 34%,
    EXP required for next level: 8,637
    GP
    535
    Max Dirks's Avatar

    Name
    Max Dirks
    Age
    24
    Race
    Human
    Gender
    Male
    Hair Color
    Black
    Eye Color
    Green
    Job
    Illicit Entrepreneur

    View Profile
    This thread has been stuck to receive registration priority.

    Please let us know if you still are going to use this character for the tournament, Martan.
    Althanas Operations Administrator

    Dirks GP amount: 2949

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