Zook Murnig
05-23-13, 10:57 AM
Updates in Red Previous Profile here (http://www.althanas.com/world/showthread.php?23289-Caduceus-Grimaldi-Level-3-Althanas-3-0-Update).
Name: Cohen Ephraim (Coh-en Ef-rah-eem)
Alias: Caduceus Grimaldi
Nickname: Cade, Cad, Chaim
Age: 24
Gender: Male
Species: Human
Ethnicity: Sinai
Height: 5'10"
Weight: 130 lb.
Profession: Magician
Grade: Philosophus
Appearance: Cohen is a lightly-tanned young man, his complexion darkened in his travels, with close-cropped and sun-bleached brown hair. His neatly trimmed mustache and goatee are darker brown, and his discerning eyes are a blue-tinted grey. He has traded in his robes for a more cosmopolitan attire: a spidersilk vest over a white cotton buttoned shirt and brown silk tie, a pair of dark cotton trousers, leather workman's boots, and a woolen kippah (http://kippot4u.com/images/prod/judaica_kippah_3211_large.jpg) atop his head.
History: Cohen Ephraim was born twenty-four years ago in the small village of Hearthwood, on the edge of Concordia. He grew up in the Sinai community, learning minor magical knowledge as a child, under the tutelage of his master, Chic Cicero. Upon his thirteenth birthday, he, being viewed as a man, was told he would need to seek his own knowledge of the workings of the world, and therefore the workings of magic.
He hated to leave his home, but his parents, with tear-filled eyes, agreed to send him to the Tel'Han monks in the Comb Mountains to learn what he could. Taking the alias, according to Sinai tradition, of Caduceus Grimaldi, he left on a merchant wagon, headed for the range, and arrived a few months later in the snowy village among the mountain peaks.
He spent the next ten years of his life there in deep study, quickly forgetting his homesickness and learning to love this new aesthetic lifestyle. While most of his fellow students were strictly secular, he managed to find friends among them despite his religious bent.
More recently, the young magician has met Keyei, one of the elders of Tel'Han. He discovered that the air master had once studied under Israel Regardie, a great Qaballist who is rumored to have mastered the most powerful Divine Name, the Tetragrammaton, and alongside Cohen's former master. Keyei, recognizing the budding potential in the Canaanite, loaned his only memento of Israel, a book by the man titled "The Golden Dawn," to Cohen in order to aid him in his attempts to further his magical prowess. He also gave a small suggestion for future magical growth that he should attempt the art known as Scrying in the Spirit Vision, or Astral Projection as it is more commonly known.
Since then, Cohen faced off against his colleague Atzar Kellon in a Charms match, ending in the magician's loss, though that only drove him to love battle's surprises all the more.
More recently, Cohen has attempted Astral Projection. Upon his first trip into the Ether, he traversed the Path of Tau between the physical world of Malkuth and the realm of Yesod. Upon reaching that sephirah, he encountered the self-demon, the Qlippoth, which tried to take control of his body. He defeated the beast, albeit temporarily, with a ritual of which he is as yet unfamiliar, even speaking words he had never heard before in an ancient tongue. "Edin nau tsu." Upon awakening, he found a glowing silver crescent mark on the skin just above his groin, and he knew that he had attained the grade of Zelator, no longer a Neophyte magician.
He then embarked upon a journey to his hometown of Hearthwood in Concordia. When he finally arrived home, he met a beautiful woman, named Kris Vortimo, and her injured draconian companion. He assisted them in finding a place to for the hulking creature to rest and recover, and in repayment she offered to lay with him.
Following that encounter, he met with his master once more, as well as his latest apprentice, the charming Gavrila Endora. The two magicians spoke of the strange happenings with the Qlippoth, and resolved that the only way for Cohen to truly bind the creature was to make compact with, and study under, the elemental monarchs, Djinn, Nischa, Paralda, and Ghob, beginning immediately with the first. After a heated confrontation with the King of Fire, he and Cohen came to an agreement, and set to work on his magical implement, the Wand of Fire.
Since then, Cohen has made compact with Nischa, the Queen of Water, and begun his studies under both monarchs.
Religion: Cohen worships a divine entity he calls Ain Soph as a part of an ancient semi-monotheistic religious tradition among his native people known as Canaan. This god-form is literally "nothing," and therefore more powerful than any other god, goddess, demon, or angel known to the rest of the world, at least as far as Canaanite reckoning goes. The religion recognizes the existence, however, of these other divinities as lesser beings vying for power under Ain Soph, all acting as aspects of the overdeity. Central to his religion is the study of magic and the idea of the Tree of Life as a map of attributions to the universe and man. The common credo among Canaanite magicians "As above, so below" refers to the relationship between the macrocosm, or the world, and the microcosm, or the man.
Skills:
Dagger Proficiency
Cohen can wield his athame, or any other knife, with above average proficiency, and throw with similar accuracy.
Staff Proficiency
Cohen has learned to use his staff not just as a walking aid, but as a weapon, both one- and two-handed, with average proficiency.
Occult Theory
Cohen is well studied in various occult practices and magical styles. He can derive arcane formulae in a multitude of manners, not merely limited to his own paradigm.
Elemental Affinity
Cohen can affect his surroundings to a small degree with the manipulation of elemental energies. This is a relatively minor power that has been honed over the years of his studies. He can, for example, call up a light breeze, cool or warm a room by a few degrees, or any number of other minor prestidigitations, so long as they are within the purview of the four classical elements. As well, he has learned a few more practical applications of the gift.
Conjure Water
By channeling his Elemental Affinity through his Cup, Cohen can fill it with pure, clean water.
Astral Magic
Etheric Vision
Cohen is capable of calling upon his astral sight to see the auras surrounding people and objects, with a limited ability to see past or through matter. This often manifests as an ability to see things as they really are, either literally or metaphorically.
Astral Projection
Cohen is capable of projecting his mind across the planes into the Astral, a realm of thought and energy. Anything that happens to his astral body will likely affect his physical body or mental integrity.
Abilities
Elemental Magic
Flame Burst
Cohen's once favored element of Fire has taken a hit in its use. Since his injury, he can no longer channel energies with his former delicacy. As such, his old, safe, complex fireballs are now impossible for him. Without assistance, however, his is still capable of conjuring up a barely contained explosion of heat, noise, and force. This produces a dangerously powerful blast of flame within ten feet.
Wind Blast
Cohen can summon up gusts of wind to push against objects or foes with a great amount of force. He may also manipulate the direction of these wind blasts to form a shield of sorts against ranged attacks and some magical attacks, though only for an instant. In addition, Cohen can cause the air around him to swirl in a momentary cyclone, buffeting those around him and thwarting most ranged attacks.
Shield of Sand
Cohen can call upon mud, sand, soil, or whatever the prevailing earth variety to momentarily protect him from blows. He may maintain this effect with concentration, though each hit it takes shakes his will and threatens to break the spell.
Flash Freeze
As a result of his injury, and the changes to the flow of energies within his body, his original freezing spell is now impossible, even with focusing implements. However, with the assistance of his Cup focus, he has devised a spell to rapidly chill a target at range. A fine ray of energy lances toward his target and, on contact, robs it of its heat. Ambient humidity surrounding the target sublimates into crystalline formations of ice and frost.
Dissolution
Cohen can charge his fingertips with apas, the elemental energy of Water, focusing its properties of dissolving into congealed ectoplasm. While using this spell, his touch breaks the bonds that hold matter together, dissolving matter into a fine dust on point of contact. Organic material dissolves more quickly, within a second or two, than inorganic materials, which can take from ten seconds to a minute. This spell requires concentration to maintain the ectoplasm, and when broken the ectoplasm will quickly evaporate. If concentrated through the casting focus of his Cup, the spell can generate a cubic foot of ectoplasm to be thrown, lasting a second at most. Projectiles and energies passing through the ectoplasm are acted upon by their own kinetic energy to be broken up more quickly, but slower moving matter, such as a grounded individual, will only be mildly abraded on the surface before the ectoplasm evaporates.
Tetrapole
Channeling prithivi through the spell focus of his Staff, Cohen can remotely take hold of metal objects. He exerts force on the target as if he were grasping it in his own hands, with no more strength than he possesses. This is effective at a range of 100 feet.
Flash
Cohen can, with a word and a gesture, summon a burst of tejas, the elemental energy of Fire, as a blindingly bright burst of light. This effect, while not explicitly an attack, can be used to temporarily blind targets in the vicinity, or foul their night-vision. Targets more adapted to dark environments are naturally more inconvenienced by the flash. With the use of his Wand as a spell focus, he can instead generate a continuous, focused, and directional beam of light, and finely control its brightness from lit-match dimness to blinding spotlight.
Binding
Cohen has made pacts with certain entities, allowing him to call upon them to join with his soul temporarily, empowering him in their nature. These bindings only last a few minutes at most, and can be even shorter in duration when relied upon heavily, as the more he calls upon the entity's nature, the more it begins to affect his biology and mentality, until he either dismisses the entity, or becomes incapacitated by it. As well, he cannot bind more than one entity at a time, and must recover for at least a minute before binding another.
Djinn
When calling upon the Fire King, Cohen's abilities with that element are empowered to 1.5x, but his use of Water is weakened to .5x. In addition, Djinn's expertise and aggressive nature allow him to create, and be above average in proficiency with, various weapons composed of tangible fire and their combined will. These are to be considered to have the physical strength of steel.
Nischa
When calling upon the Water Queen, Cohen's abilities with that element are empowered 1.5x, but his use of Fire is weakened to .5x. In addition, Nischa's gifts of purification allow him to selectively suppress magical enchantments to half their effectiveness, out to a radius of 30 feet.
Weaknesses
Lame
In service of Nischa, Cohen sustained long-term nerve damage in his left leg, leaving everything below his left knee senseless to tactile stimuli and pain. While it is not painful to walk, he is slightly less sure-footed without those sensations, unless he uses his staff for stability. This also has affected the flow of energy through his body, and resulted in many of his old spells either not working at all or necessitating reformulation and different effects.
Equipment:
Cup of Water
Cohen has in his possession a cypress liviol goblet with a blue sapphire embedded in the bowl. It can fill up with cool, clear water twice a day upon the command "Canse Zelida."
Dagger of Air
Cohen has in his possession a prevalida athame with an enchantment to return to him when thrown, so long as it lands within fifty feet of him. Its five-inch blade is single-edged.
Wand of Fire
Cohen has in his possession a wand composed of liviol yew, containing a shaft of magnetized steel, and embedded at the tip with a fire opal. The wand allows Cohen to channel fire magic to greater effect, creating continuous short-ranged gouts of flame, rather than his usual blasts. These flamethrower-like effects are limited in power according to the power level of his fire blasts. Gained in Through Forge and Flame.
Staff
Cohen has recently purchased a masterwork quality yew quarterstaff. (www.althanas.com/world/showthread.php?25125-In-Need-of-a-Staff)
Sitamayini Vest
Cohen owns a excellent quality vest made from Lillian Sesthal's stylish black spidersilk. It has the tensile strength of dehlar, and the flexibility and comfort of silk. Previously an Insufficient Vest that only came down to his navel. Gained in For the People Who are Still Alive! Repaired in Tailor Made.
---
NPC, unable to be used without writing partners' consent.
Name: Gavrila Endora
Age: 19
Race: Human
Height: 5'7"
Weight: 116 lb.
Profession: Medium
Character Level: Treat as Cohen's. The two characters are meant to be equals in their respective areas of expertise.
http://fc01.deviantart.net/fs51/f/2009/298/9/b/Dark_Beauty_by_Flex_Flex.jpg
Appearance: Gavrila is a thin, pale girl with long dark russet hair, usually pulled back in a ponytail. Her eyes are a stormy grey. She usually dresses in dark blues, greens, and browns, wearing high-belted breeches and long-sleeved tunics. She can sometimes be seen in her dark grey cloak, when the weather is chill or wet.
Skills:
Combat
Swordplay
Gavrila is above average in swordsmanship and knows her way around a short sword.
Music
String Theory
Gavrila has been trained by the masters of Istien in the use of various stringed instruments, specializing in the rich tonality of the viola.
Vocal Accompaniment
Gavrila has learned to apply her dulcet voice to her music. However, her voice isn't as useful in bardic music as the instruments, and when she must sing in combat the effect is not as great as if she were playing the viola.
Abilities:
Sword Arts
Psychic Conduit
Gavrila can use her blade as a conduit for any psychic attack she has available to her, so long as she makes contact with her target.
Disruptive Strike
Gavrila may, upon striking her foe's weapon, cause it to vibrate violently. In less than skilled users, this may cause them to drop their weapon. In those with experience, their aim is, at worst, slightly impaired.
Bardic Arts
Turlin
Gavrila learned in Istien, at the insistence of Chic Cicero, the purifying music of Turlin. She can bring about various effects, most powerful when she uses the viola for this purpose and her voice as accompaniment. In combat, she must often forgo the instrument for her blade, singing instead, to lesser effect.
Psychic Arts
Sensitivity
Gavrila can reach out with her senses to find psychic impressions within fifty feet of her. She may use this to locate an individual, or to learn about an area. This is her primary means of targeting with psychic attacks, aside from Psychic Conduit, above. Her sensitivity may be confused, however, when in an area heavily populated by people with strong emotions, or surrounded by magic and magical effects, meaning that in large-scale battles she can only rely on this at smaller ranges or with regards to powerful psychic impressions.
Psychometry
As an additional skill related to her sensitivity, Gavrila has been trained in psychometry, or the attainment of knowledge and/or memories related to a person through contact with an object the person in question has been in contact with. The greater the contact, the greater the knowledge or memories.
Delving
Gavrila can, through maintained skin-to-skin contact, reach into the mind of another. This is not as simple as reading or listening to their thoughts, but obtaining a sense of who that person is, and flashes of memory and knowledge. She can, with effort, guide the flashes to certain subjects, but never directly to specific details. The more intimate the contact, the more in-depth and controlled the delve. Alternately, she may delve to impart knowledge or memories of her own, though this is more difficult.
Psychic Barrage
Currently Gavrila's only form of psychic attack, she projects powerful emotions upon the target, either through her Sensitivity or Psychic Conduit, confusing and dazing her enemy. This can result in immense pain, lasting headaches, loss of control of one's emotions, or any number of other reactions, each unique to the individual experiencing it. As strong as this is, however, it comes at a cost. Gavrila uses her mental strength and will to make these assaults, and as such cannot perform them endlessly. With each attempt, she grows weary, and eventually collapses under the strain after five attacks.
Equipment:
Weapons
Will's Edge
Gavrila's short sword, a simple blade of steel with an enchantment laid upon it to cut not only to the flesh, but to the psyche of her enemies. Once per day, she may use the enchantment within the blade in a focused burst of thought to scramble the mind of a target it cuts temporarily. The duration of the scrambling is subject to the level of the target compared to her level (see Character Level note above). At the same level, it generally scrambles for a period of approximately ten seconds, with higher and lower levelled targets having shorter and longer durations respectively according to the difference in levels. This effect is specifically harmful to users of magic and psychic powers, as it will not only stun them, like it will with the non-gifted, but render them incapable of using their gifts for a period equal to the original scrambling, starting when they are no longer stunned.
Miscellaneous
Redwood Viola
Gavrila's instrument of choice, this viola of Akashiman redwood is completely without enchantment, and rests in a case strapped to her back most of the time. Comes complete with an Akashiman redwood, horse hair bow.
Name: Cohen Ephraim (Coh-en Ef-rah-eem)
Alias: Caduceus Grimaldi
Nickname: Cade, Cad, Chaim
Age: 24
Gender: Male
Species: Human
Ethnicity: Sinai
Height: 5'10"
Weight: 130 lb.
Profession: Magician
Grade: Philosophus
Appearance: Cohen is a lightly-tanned young man, his complexion darkened in his travels, with close-cropped and sun-bleached brown hair. His neatly trimmed mustache and goatee are darker brown, and his discerning eyes are a blue-tinted grey. He has traded in his robes for a more cosmopolitan attire: a spidersilk vest over a white cotton buttoned shirt and brown silk tie, a pair of dark cotton trousers, leather workman's boots, and a woolen kippah (http://kippot4u.com/images/prod/judaica_kippah_3211_large.jpg) atop his head.
History: Cohen Ephraim was born twenty-four years ago in the small village of Hearthwood, on the edge of Concordia. He grew up in the Sinai community, learning minor magical knowledge as a child, under the tutelage of his master, Chic Cicero. Upon his thirteenth birthday, he, being viewed as a man, was told he would need to seek his own knowledge of the workings of the world, and therefore the workings of magic.
He hated to leave his home, but his parents, with tear-filled eyes, agreed to send him to the Tel'Han monks in the Comb Mountains to learn what he could. Taking the alias, according to Sinai tradition, of Caduceus Grimaldi, he left on a merchant wagon, headed for the range, and arrived a few months later in the snowy village among the mountain peaks.
He spent the next ten years of his life there in deep study, quickly forgetting his homesickness and learning to love this new aesthetic lifestyle. While most of his fellow students were strictly secular, he managed to find friends among them despite his religious bent.
More recently, the young magician has met Keyei, one of the elders of Tel'Han. He discovered that the air master had once studied under Israel Regardie, a great Qaballist who is rumored to have mastered the most powerful Divine Name, the Tetragrammaton, and alongside Cohen's former master. Keyei, recognizing the budding potential in the Canaanite, loaned his only memento of Israel, a book by the man titled "The Golden Dawn," to Cohen in order to aid him in his attempts to further his magical prowess. He also gave a small suggestion for future magical growth that he should attempt the art known as Scrying in the Spirit Vision, or Astral Projection as it is more commonly known.
Since then, Cohen faced off against his colleague Atzar Kellon in a Charms match, ending in the magician's loss, though that only drove him to love battle's surprises all the more.
More recently, Cohen has attempted Astral Projection. Upon his first trip into the Ether, he traversed the Path of Tau between the physical world of Malkuth and the realm of Yesod. Upon reaching that sephirah, he encountered the self-demon, the Qlippoth, which tried to take control of his body. He defeated the beast, albeit temporarily, with a ritual of which he is as yet unfamiliar, even speaking words he had never heard before in an ancient tongue. "Edin nau tsu." Upon awakening, he found a glowing silver crescent mark on the skin just above his groin, and he knew that he had attained the grade of Zelator, no longer a Neophyte magician.
He then embarked upon a journey to his hometown of Hearthwood in Concordia. When he finally arrived home, he met a beautiful woman, named Kris Vortimo, and her injured draconian companion. He assisted them in finding a place to for the hulking creature to rest and recover, and in repayment she offered to lay with him.
Following that encounter, he met with his master once more, as well as his latest apprentice, the charming Gavrila Endora. The two magicians spoke of the strange happenings with the Qlippoth, and resolved that the only way for Cohen to truly bind the creature was to make compact with, and study under, the elemental monarchs, Djinn, Nischa, Paralda, and Ghob, beginning immediately with the first. After a heated confrontation with the King of Fire, he and Cohen came to an agreement, and set to work on his magical implement, the Wand of Fire.
Since then, Cohen has made compact with Nischa, the Queen of Water, and begun his studies under both monarchs.
Religion: Cohen worships a divine entity he calls Ain Soph as a part of an ancient semi-monotheistic religious tradition among his native people known as Canaan. This god-form is literally "nothing," and therefore more powerful than any other god, goddess, demon, or angel known to the rest of the world, at least as far as Canaanite reckoning goes. The religion recognizes the existence, however, of these other divinities as lesser beings vying for power under Ain Soph, all acting as aspects of the overdeity. Central to his religion is the study of magic and the idea of the Tree of Life as a map of attributions to the universe and man. The common credo among Canaanite magicians "As above, so below" refers to the relationship between the macrocosm, or the world, and the microcosm, or the man.
Skills:
Dagger Proficiency
Cohen can wield his athame, or any other knife, with above average proficiency, and throw with similar accuracy.
Staff Proficiency
Cohen has learned to use his staff not just as a walking aid, but as a weapon, both one- and two-handed, with average proficiency.
Occult Theory
Cohen is well studied in various occult practices and magical styles. He can derive arcane formulae in a multitude of manners, not merely limited to his own paradigm.
Elemental Affinity
Cohen can affect his surroundings to a small degree with the manipulation of elemental energies. This is a relatively minor power that has been honed over the years of his studies. He can, for example, call up a light breeze, cool or warm a room by a few degrees, or any number of other minor prestidigitations, so long as they are within the purview of the four classical elements. As well, he has learned a few more practical applications of the gift.
Conjure Water
By channeling his Elemental Affinity through his Cup, Cohen can fill it with pure, clean water.
Astral Magic
Etheric Vision
Cohen is capable of calling upon his astral sight to see the auras surrounding people and objects, with a limited ability to see past or through matter. This often manifests as an ability to see things as they really are, either literally or metaphorically.
Astral Projection
Cohen is capable of projecting his mind across the planes into the Astral, a realm of thought and energy. Anything that happens to his astral body will likely affect his physical body or mental integrity.
Abilities
Elemental Magic
Flame Burst
Cohen's once favored element of Fire has taken a hit in its use. Since his injury, he can no longer channel energies with his former delicacy. As such, his old, safe, complex fireballs are now impossible for him. Without assistance, however, his is still capable of conjuring up a barely contained explosion of heat, noise, and force. This produces a dangerously powerful blast of flame within ten feet.
Wind Blast
Cohen can summon up gusts of wind to push against objects or foes with a great amount of force. He may also manipulate the direction of these wind blasts to form a shield of sorts against ranged attacks and some magical attacks, though only for an instant. In addition, Cohen can cause the air around him to swirl in a momentary cyclone, buffeting those around him and thwarting most ranged attacks.
Shield of Sand
Cohen can call upon mud, sand, soil, or whatever the prevailing earth variety to momentarily protect him from blows. He may maintain this effect with concentration, though each hit it takes shakes his will and threatens to break the spell.
Flash Freeze
As a result of his injury, and the changes to the flow of energies within his body, his original freezing spell is now impossible, even with focusing implements. However, with the assistance of his Cup focus, he has devised a spell to rapidly chill a target at range. A fine ray of energy lances toward his target and, on contact, robs it of its heat. Ambient humidity surrounding the target sublimates into crystalline formations of ice and frost.
Dissolution
Cohen can charge his fingertips with apas, the elemental energy of Water, focusing its properties of dissolving into congealed ectoplasm. While using this spell, his touch breaks the bonds that hold matter together, dissolving matter into a fine dust on point of contact. Organic material dissolves more quickly, within a second or two, than inorganic materials, which can take from ten seconds to a minute. This spell requires concentration to maintain the ectoplasm, and when broken the ectoplasm will quickly evaporate. If concentrated through the casting focus of his Cup, the spell can generate a cubic foot of ectoplasm to be thrown, lasting a second at most. Projectiles and energies passing through the ectoplasm are acted upon by their own kinetic energy to be broken up more quickly, but slower moving matter, such as a grounded individual, will only be mildly abraded on the surface before the ectoplasm evaporates.
Tetrapole
Channeling prithivi through the spell focus of his Staff, Cohen can remotely take hold of metal objects. He exerts force on the target as if he were grasping it in his own hands, with no more strength than he possesses. This is effective at a range of 100 feet.
Flash
Cohen can, with a word and a gesture, summon a burst of tejas, the elemental energy of Fire, as a blindingly bright burst of light. This effect, while not explicitly an attack, can be used to temporarily blind targets in the vicinity, or foul their night-vision. Targets more adapted to dark environments are naturally more inconvenienced by the flash. With the use of his Wand as a spell focus, he can instead generate a continuous, focused, and directional beam of light, and finely control its brightness from lit-match dimness to blinding spotlight.
Binding
Cohen has made pacts with certain entities, allowing him to call upon them to join with his soul temporarily, empowering him in their nature. These bindings only last a few minutes at most, and can be even shorter in duration when relied upon heavily, as the more he calls upon the entity's nature, the more it begins to affect his biology and mentality, until he either dismisses the entity, or becomes incapacitated by it. As well, he cannot bind more than one entity at a time, and must recover for at least a minute before binding another.
Djinn
When calling upon the Fire King, Cohen's abilities with that element are empowered to 1.5x, but his use of Water is weakened to .5x. In addition, Djinn's expertise and aggressive nature allow him to create, and be above average in proficiency with, various weapons composed of tangible fire and their combined will. These are to be considered to have the physical strength of steel.
Nischa
When calling upon the Water Queen, Cohen's abilities with that element are empowered 1.5x, but his use of Fire is weakened to .5x. In addition, Nischa's gifts of purification allow him to selectively suppress magical enchantments to half their effectiveness, out to a radius of 30 feet.
Weaknesses
Lame
In service of Nischa, Cohen sustained long-term nerve damage in his left leg, leaving everything below his left knee senseless to tactile stimuli and pain. While it is not painful to walk, he is slightly less sure-footed without those sensations, unless he uses his staff for stability. This also has affected the flow of energy through his body, and resulted in many of his old spells either not working at all or necessitating reformulation and different effects.
Equipment:
Cup of Water
Cohen has in his possession a cypress liviol goblet with a blue sapphire embedded in the bowl. It can fill up with cool, clear water twice a day upon the command "Canse Zelida."
Dagger of Air
Cohen has in his possession a prevalida athame with an enchantment to return to him when thrown, so long as it lands within fifty feet of him. Its five-inch blade is single-edged.
Wand of Fire
Cohen has in his possession a wand composed of liviol yew, containing a shaft of magnetized steel, and embedded at the tip with a fire opal. The wand allows Cohen to channel fire magic to greater effect, creating continuous short-ranged gouts of flame, rather than his usual blasts. These flamethrower-like effects are limited in power according to the power level of his fire blasts. Gained in Through Forge and Flame.
Staff
Cohen has recently purchased a masterwork quality yew quarterstaff. (www.althanas.com/world/showthread.php?25125-In-Need-of-a-Staff)
Sitamayini Vest
Cohen owns a excellent quality vest made from Lillian Sesthal's stylish black spidersilk. It has the tensile strength of dehlar, and the flexibility and comfort of silk. Previously an Insufficient Vest that only came down to his navel. Gained in For the People Who are Still Alive! Repaired in Tailor Made.
---
NPC, unable to be used without writing partners' consent.
Name: Gavrila Endora
Age: 19
Race: Human
Height: 5'7"
Weight: 116 lb.
Profession: Medium
Character Level: Treat as Cohen's. The two characters are meant to be equals in their respective areas of expertise.
http://fc01.deviantart.net/fs51/f/2009/298/9/b/Dark_Beauty_by_Flex_Flex.jpg
Appearance: Gavrila is a thin, pale girl with long dark russet hair, usually pulled back in a ponytail. Her eyes are a stormy grey. She usually dresses in dark blues, greens, and browns, wearing high-belted breeches and long-sleeved tunics. She can sometimes be seen in her dark grey cloak, when the weather is chill or wet.
Skills:
Combat
Swordplay
Gavrila is above average in swordsmanship and knows her way around a short sword.
Music
String Theory
Gavrila has been trained by the masters of Istien in the use of various stringed instruments, specializing in the rich tonality of the viola.
Vocal Accompaniment
Gavrila has learned to apply her dulcet voice to her music. However, her voice isn't as useful in bardic music as the instruments, and when she must sing in combat the effect is not as great as if she were playing the viola.
Abilities:
Sword Arts
Psychic Conduit
Gavrila can use her blade as a conduit for any psychic attack she has available to her, so long as she makes contact with her target.
Disruptive Strike
Gavrila may, upon striking her foe's weapon, cause it to vibrate violently. In less than skilled users, this may cause them to drop their weapon. In those with experience, their aim is, at worst, slightly impaired.
Bardic Arts
Turlin
Gavrila learned in Istien, at the insistence of Chic Cicero, the purifying music of Turlin. She can bring about various effects, most powerful when she uses the viola for this purpose and her voice as accompaniment. In combat, she must often forgo the instrument for her blade, singing instead, to lesser effect.
Psychic Arts
Sensitivity
Gavrila can reach out with her senses to find psychic impressions within fifty feet of her. She may use this to locate an individual, or to learn about an area. This is her primary means of targeting with psychic attacks, aside from Psychic Conduit, above. Her sensitivity may be confused, however, when in an area heavily populated by people with strong emotions, or surrounded by magic and magical effects, meaning that in large-scale battles she can only rely on this at smaller ranges or with regards to powerful psychic impressions.
Psychometry
As an additional skill related to her sensitivity, Gavrila has been trained in psychometry, or the attainment of knowledge and/or memories related to a person through contact with an object the person in question has been in contact with. The greater the contact, the greater the knowledge or memories.
Delving
Gavrila can, through maintained skin-to-skin contact, reach into the mind of another. This is not as simple as reading or listening to their thoughts, but obtaining a sense of who that person is, and flashes of memory and knowledge. She can, with effort, guide the flashes to certain subjects, but never directly to specific details. The more intimate the contact, the more in-depth and controlled the delve. Alternately, she may delve to impart knowledge or memories of her own, though this is more difficult.
Psychic Barrage
Currently Gavrila's only form of psychic attack, she projects powerful emotions upon the target, either through her Sensitivity or Psychic Conduit, confusing and dazing her enemy. This can result in immense pain, lasting headaches, loss of control of one's emotions, or any number of other reactions, each unique to the individual experiencing it. As strong as this is, however, it comes at a cost. Gavrila uses her mental strength and will to make these assaults, and as such cannot perform them endlessly. With each attempt, she grows weary, and eventually collapses under the strain after five attacks.
Equipment:
Weapons
Will's Edge
Gavrila's short sword, a simple blade of steel with an enchantment laid upon it to cut not only to the flesh, but to the psyche of her enemies. Once per day, she may use the enchantment within the blade in a focused burst of thought to scramble the mind of a target it cuts temporarily. The duration of the scrambling is subject to the level of the target compared to her level (see Character Level note above). At the same level, it generally scrambles for a period of approximately ten seconds, with higher and lower levelled targets having shorter and longer durations respectively according to the difference in levels. This effect is specifically harmful to users of magic and psychic powers, as it will not only stun them, like it will with the non-gifted, but render them incapable of using their gifts for a period equal to the original scrambling, starting when they are no longer stunned.
Miscellaneous
Redwood Viola
Gavrila's instrument of choice, this viola of Akashiman redwood is completely without enchantment, and rests in a case strapped to her back most of the time. Comes complete with an Akashiman redwood, horse hair bow.