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hamnat
09-21-08, 05:56 PM
Updates in red. I also wrote down the specifics for her old and new spells.
EDIT: Sorry, the previous profile is here (http://www.althanas.com/world/showthread.php?t=6249). Also, see Shenjara's First Encounter (http://www.althanas.com/world/showthread.php?t=1459) for the new spells, which have been slightly altered for clarity.

Name: Shenjara Flamespire

Age: 21 years

Gender: Female

Hair color: Red

Eye color: Blue-Green

Weight: 110 lbs

Height: 62 inches

Class/Occupation: Mage/Alchemist

Race: Half-Elf



Personality: Shenjara is not a girl to be trifled with. She holds little patience for anyone hostile and has complete hatred for thieves, and will not hesitate to feed them one of her Torches. She has a strong will and sense of judgement, but she is not overly trusting, either. She loves to make potions and is enthralled with controlling her fire magic, which is quite powerful for someone so young. She is also very irritable because of a certain entity living in her head named Arajnehs Eripsemalf. This entity's purpose seems to be to make Shenjara's life a living hell.

Physical Description: A matured girl, thin, but not skinny. She is often seen in green. She is slightly short, and has a strong face. Her frown could quite possibly intimidate a bear. She has a pair of eyes as green as emeralds, and long, red hair that reminds one of a roaring fire. She has lost weight since beginning her journey, most of it caused by stress. Most of the time, she looks like she hasn't slept in a warm bed in a month.

Armour: She wears a green mage's robe made of cloth. It is quite baggy and allows her freedom of movement, and when wrapped around her properly, protects her from the cold. It is often rather dirty because Shenjara doesn't get many chances to clean it.

Weapon: A simple oaken staff with a rune of concentration carved near the end. It requires two hands to attack with, but it is light enough to run in one hand. It is nicked and beaten from use in combat, and how much Shenjara favors it shows.

Inventory: 2 Minor Healing Potions, a small sack, a mortar & pestle(bought at the bazaar).

Skills:
Fire Energy:
- Torch- A spell that evokes a small, guided fireball that surrounds the caster's hand. The quick ball may be guided with the hand for maximum accuracy. The spell can be cast 4 times before resting. Any more will leave her exhausted. Also, the spell incantation can be altered to affect the result of the spell. It can be made more powerful or be summoned with a quick phrase at the cost of extra energy. Shenjara can cast 2 powered-up Torch and one normal Torch per day. Also, the spell can be powered down, which saves energy. Shenjara can cast 6 weak Torches a day.
-Heat: 2rd-degree burns at impact point, clothing burned away, burns wood on contact.
-Blast-radius: Fire-damage within two feet, knockback within four feet.
-Effective Range: 50 feet before spell begins to fizzle.
-Lifepool effect: weak: subtracts 1 from life-stage(see below) / normal: subtracts 2 from life-stage/ strong or quick: subtracts 3 from life stage

- Flaming-weapon Enchantment- Temporarily coats a weapon with an oil that has a chance to burst into flames upon striking an opponent. This spell uses a large amount of spiritual energy and may be cast once every two days.
-Heat: 1st/2nd-degree burns at impact point, clothing charred, wood burnt, but does not catch fire
-Blast-radius: Fire-damage within a few inches, no added knockback effect.
-Range: Weapon's
-Lifepool effect: subtracts 5 from life-stage

- Blast- A spell that will cause a small, instant explosion upon completion. The explosion deals fire damage to all within the blast radius, but the range at which it is effective is quite limited. May be used once before resting. Requires somatic ritual.
-Heat: 3rd degree burns at explosion point, clothing burned away, wood incinerated/1st degree burns towards edge of blast-radius, clothing charred, wood burnt, may catch fire.
-Blast-Radius: fire-damage within 2-1/2-feet, knockback within 4 feet.
-Range: 4 feet to explosion-point for full effect, 8 feet to explosion point for halved effect.
-Lifepool effect: subtracts 2 from life stage

Water Energy:

- Chill- Shenjara can lower the surrounding temperature for a matter of a few seconds, dealing damage to those not clothed for the cold. This spell does cannot discern friend from foe, and will harm anyone not clothed appropriately within its effective area, including Shenjara! This spell may be used once before resting without the somatic ritual. If she performs the somatic ritual, she can cast this twice, or alter the incantation to make it more powerful.
-Chill effect: temperature drops to arctic levels, rapidly reheats to normal
-Blast-Radius: max: 6-feet, min: 1-foot/ max:10-feet, min: 2-feet with somatic ritual included.
-Effective-range: Centered on Shenjara, may be displaced with somatic ritual included.
-Lifepool effect: Normal: subtracts 3 from life-stage/ Strong or displaced: subtracts 5 from life stage

- Frost- A sphere of freezing energy appears in the conjurer's palm and, much like Torch, can be used as a guided projectile. The impact may stun the target for a few seconds, knocking them to the ground. Maybe be used twice before resting. Requires somatic component.
-Chill effect: can cause frost-nip or frost-bite, depending on the thickness of clothing at the impact point, will leave frost on surfaces
-Blast-Radius: Cold-damage within a few inches, knockback within inches.
-Effective-Range: 40 feet before spell begins to fizzle
-Lifepool effect: subtracts 2 from life-stage

- Cooling-This spell will greatly lower the temperature of an item. This can cool of hot items to normal temperatures, as well. Naturally hot items will only be effected for about a minute. Normal items that are Cooled will have the chill effect for about two minutes. Can be used twice before resting.
-Chill effect: lowers temperature of metal to -40 degrees, lowers temperature of wood to -10 degrees, lowers temperature of 2kg water to 20 degrees, has a chance to cancel out item-heating spells
-Blast-radius: Item's volume, 2kg in case of water
-Effective-Range: touch
-Lifepool-effect: subtracts 3 from life stage

Ehereal Energy:
- Dreamweave (passive)-This ability allows a person to enter the Astral Plane. With this ability, they can contact other people or create lucid dreams. The downside, however, is that while in the Weave, everything that they dream is real to them, meaning that if Shenjara broke her arm in a Dream, it would really be broken. This means she can be killed as well! This ability is only active when the Weaver is sleeping, and while they are still active while Weaving, they can still receive the benefits of sleep.

Unknown Energy Source:
- Lifepool (passive)-Shenjara can cast spells without spirit energy (which is required to actively channel elemental or ethereal energies) but at the cost of her life energy. Depending on the spell's power, the damage may be as light as being temporarily dazed or it may increase to instant unconsciousness, comatose, or death. This ability is very dangerous if not taken advantage of sparingly.
Life stages:
6: Full awareness and normal physical condition
5: Dazed (10 seconds to recover, 30 minutes to return to stage 6)
4: Dizzy and disoriented (1 minute to recover, 3 hours to return to stage 6)
3: Knocked out (10 minutes to recover, 6 hours to return to stage 6)
2: Unconscious (1 hour to recover, 1 day to return to stage 6)
1: Comatose(1 day-1 week to recover, return to stage 6 on recovery)
0: Death(no recovery possible)

Mundane:
- Trade Skill: Apothecary(adapted from Infuse Minor Health Potion for realism and simplicity)- Shenjara can infuse potions via a variety of steps and ingredients to reach a magical/herbal brew, infusion, elixer, etc. The effects are not as potent as a professional apothecary might achieve and the potions are of below average quality and worth.

- Staves- Shenjara can fight with a staff and hold her own in combat. (Average proficiency)

Biography: Shenjara was born in a small village in a forest clearing. This girl has learned the basics of magical flame control and infusions. Having been enrolled in the village's School of Survival's sorcery course for a year, she has become adept at flame magic and creating healing potions. She has attempted to evoke several more powerful spells than those listed above, but she has had very few successes in her ventures.

Having completed the course, she attempted to use her power openly in the village, but one evening, she blew up a house, burned down several other homes and badly injured the village's chief. In disgrace and grief over the man that had died in the incident, she self-exiled herself from her home until she had "attained a greater control of the mystic arts."

A month past and she left the camped she had set up a few hundred feet from the village after her parents had given her an ample farewell. She found herself in an incident in which she met the young mercenary Banda Utako, who saved her from a forest fire she caused with an ill-controlled Torch. She has become friends with him, as well as a Scian ranger by the name of Kishurin Misohana, and a Dukrav sword-smith named Mac Axehart, and is currently headed towards the capital city of Scara Brae.

(Break in story line)

She recently found out that she was being hunted by a Daemonic warlock named Wilhelmhar. She holds him as her greatest enemy because of his murdering her parents mercilessly. She has vowed that if she ever meets him again, she will kill him without hesitation.

(Break in story line)

Shenjara has run afoul of a geomancer named Tshael. The two of them met within a dream and were almost instant enemies. Shenjara is afraid of her, knowing that Tshael's battle-prowess greatly exceeds her own, and if they ever meet, Shenjara will likely flee without hesitation.

Witchblade
09-23-08, 07:59 AM
Torch - effective range is 50 feet and gives off 2nd degree burns.

Blast - 4 feet for full effect and 8 feet for half effect.

Cooling - Has a chance to cancel out item heating spells. Also, she needs to be able to touch the item in order to cool it down.

hamnat
09-23-08, 07:36 PM
Made requested changes. Also, lowered blast's blast-radius to account for new range (it would be bad if the spell knocked Shen to the ground every time she used it...(X_X))

Witchblade
09-24-08, 09:21 AM
Approverized!