Ok, there is a few things about this char,.
I am aware of the some of the spells seems overpowered (especially Casus) but know that he is balanced, and Casus will most likely never be in any RP.
Also know this, the parts colored in purple, will NOT be used in any RP, unless specifically approved. This is due to him being a character I use for story making as well.
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ORPG/URPG/RPB
-Name: Alumar Loren
-Race: Human
-Alignment: Chaotic Neutral. (He is neutral, but does what he feels like)
-Gender: Male
-Element: Energy. Whereas he can use many elements, he is most aligned with the element of energy; this shows in the usage of the energy aligned spells.
-Age: Looks in his late 20ies perhaps just over 30, but he is in reality 3718 years old. He lost count of this himself ages ago, but he knows that he is above 3500 years. If he is to guess his exact age he will not get closer than 3700.
-Appearance/Attire:
Alumar stands approx 186 cm tall and have a rough weight of 73 kilos, his build is considered average. He has completely white eyes, no pupils or irises, but he can see quite fine. He has some issues with bright light, though in return he gets a better vision in the dark.
His face is clean, no scarring, or any other impurities save a beard if he forgets to shave. He has 2 foot long dark red hair, if one measures from the point where the neck ends and the skill starts that are fastened as a low-ponytail in the lower neck region hanging to the beginning of his lower back.
The mentioned details are normally hidden behind his straw hat, which he almost always wears.
A birth defect lies on his left hand, though Alumar himself does not consider it as such; an extra finger, giving him a total of 11 fingers. The finger works as normal, and Alumar is as used to this as a normal person is with 5 fingers. Though he is used to it, it does not mean that anyone else will pass it by as nothing big.
His back is scarred beyond belief; this was something that happened as Alumar was held a captive for what he believes to be a rough month. Daily torture as an attempt to get information about a magical artifact is the reason for his scarred back.
If it is ever to be seen, consider a month of daily torture, a rough 90% of the scars from this litter his back, this is all from whips, knives, acids and burns, burn marks and whatever other things you can think of. ((Read Chapter 1 of ‘Additional History’))
The hat is a common yellow straw like color, and has a black tassel dangling from the wearer’s front-left side, even though this very hat has survived for over 3 millennia, it is not the hat itself that is the important bit, it is the memories that accompany it. It has been repaired countless times over his lifespan, but in his eyes it is still the same hat.
As clothing, he wears a red T-shirt covered by a green vest with black stitching. The vest is tied together with strings going from button to button. He has dark blue pants that are reinforced at the knee areas. It is held up with light brown leather belts that have a golden colored buckle.
On his feet, he wears dark leather shoes that are fastened with a common shoelace. The higher part of the 'leg' part is loose enough that he have folded them down over themselves. Both the toe, and the heel, of the shoe are enforced, making them more durable.
Over all this, he has a leather cape that has a high collar, and patterns best described as 'Axe-edge-looking.' The patterns are slightly darker colored. It is held 'closed' by a string mechanism at the throat level.
The cape itself is 2 parted, with the 'torso part' being an overlay of the lower part. It reaches his ankles when closed.
The cape is manly used as a piece of leather armor, as well as serving as a raincoat, which along the Straw hat, gives him a full rain set, as long as it does not rain sideways.
Many would call this a bad choice of colors, Alumar is far from a color coordinator so his choice is plainly of whet he preferred at the moment he put it on. If anyone complains he blames the colorations on a rose. It has a green stalk, read throne and surrounded by straws and sometimes trees. Whereas this will then be a petty excuse, it is the only one he will answer with.
On the finger that is closest to the index finger on his left hand, he has a golden ring with a purple round stone in, namely Gemino Refero.
-Noteworthy Tings:
-Alumar have 6 fingers on his left hand, this is a birth defect he has.
-He almost always wears the straw hat. (Revealed in story)
-His eyes are pure white, no iris or pupil. He can still see fine, but there are some alterations (read the Skills tab (not spells))
-Appearance in a Nutshell:
-First Impression:
If seen from any angle rather than in front, one will mainly only see the cape, and the straw hat. If one does not know Alumar, his appearance reeks of the ‘wizard’ feeling. His energy aura is incredible strong. And any one that has a sense for magical power will know only the tip of his magical strength.
If seen directly in front at a day where he is not holding the cape closed, the rest of his attire shows out, and the impressions people might get from this is nothing special.
Whereas he gives of the wizard feeling, he can also seems to be a lazy person depending on what he is doing at the time he is seen.
If seen in any other transformation, one would see what one normally would see, and he would suppress his “energy aura”. Though if one have made note of his unique signature, there is a clear hint of it in there, whereas the other forms actually can change his very energy aura. (Read more in the form in question)
If one is able to see the left hand, one would see the 6 fingers, and his eyes are still white, thus giving away his identity.
His voice more or less what you would expect, it does not have a high pitch, or a bass tone.
Though it is low due to him being a male it is nothing unique, though as any voice it is recognizable if you have a reason to remember it.
-Personality:
He is quite youthful for one of his age, though this would be expected for one that so over 3000 years old. He is normally a nice guy, and don’t attack without a reason.
He is a nice person to the weaker types, Farmers and ‘commoners’ are often helped though most often he would prefer something in return for his favors. Though often this ‘reward’ don’t have to be much, as it only have to cover the effort he has to put in.
He loves friends, but is sad that they normally die before him.
He enjoys fights, and will use enough force if needed, though this rarely is so as most either cower after a spell is cast, or die before he has the time to unleash even a fraction of his potential. As such he might often seem arrogant, though in almost all situations his arrogance is only stating the truth.
His personality can seem to change, he doesn’t have multiple personalities, but he might seem to change as he enters battle into a more ‘hungry’ person, where he hungers for a good fight.
Seeming to be a rather lazy person, preferring to relax rather than doing any form of work, save learning spells or the like, he tends to prefer to sit rather than stand or in some cases even lie down even though he might just be waiting a few minutes.
Being a wizard of his level, he not only takes pride in his raw power that he has obtained through long time training. He is a believer that nothing comes for free, and everything has a reaction or cost in some way.
He is one that trusts his magic with his life, the only place where this does not work is within an anti-magic field, in such a case he turns paranoid not really trusting anyone beside a proven friend.
As he is somewhat older then the human race tends to get, he have a completely different perspective of time. As a human normally have a rather firm grasp on time, this is due to the relatively short lifetime that they have, Alumar has lost this grasp of time he often wanders away and trails off. Due to this he has lost many friends due to old age, as well as having walked away from every family he starts. Where it is not that he dislikes them, it is more that he has no firm grasp of time so he just comes back too late, or in some cases forget. And in such cases the mother and child have often moved away, perhaps even died from old age themselves.
Though, it has happened that he has returned to the location, only to learn that his child had died a long time ago, and he is standing there as a great grandfather, or something of the like. Often said family is happy and Alumar’s presence might be shunned due to many factors. He is not heartless about this, he have on several cases left a sizeable amount of wealth so they are provided for many years to come.
In the rare occasion, he might even just turn ‘evil’, killing for enjoyment, it happens very rarely but when it does it is not a pleasant sight for the ‘good hearted’ guys.
He is a true neutral character, as he can lean to either side, just as he wishes or are influenced at the time of happening. He takes being called names a serious thing and it often ends up with the one calling him names needing medical attention if they don’t cease to exist.
This is the case for rude behavior towards him, but if said person apologizes as it were a mistake he is more lenient about it, if it were on purpose and a fake apology is give it has the same effect as a direct insult to his face.
He acts like a normal wizard, always striving to learn more spells and becoming more powerful, though this sometimes take a twist for the worse. He might learn new skills or powers; he might take out a country or unleash a horde of angry creatures upon the world due to his own lack of plans at times.
All in all, he is one that goes by the saying “the end justifies the means”. If he has to kill 100 to save 1000, or to save a large city a village have to be destroyed. These are things he would prefer not to do, but he would do it for the end result.
-Weapon(s):
-Picture Link-
- The only weapon he has per se; is this 180cm tall staff, making it around forehead level of Alumar
On the top of the staff it changes shape, the head that is mounted on top of it has a Equilateral triangle shape that has a more rounded feel to the long sides and the tip that is pointing up has a ‘pinch’ to it.
In the center of this triangle floats the staff’s orb, it is perfectly spherical and has a red color to it; it remains dim until it is used where it then glows up a strong red glow, sometimes strong enough to light an area around Alumar himself to a rough 2-3m radius. The orb can be seen spinning around at a rather high speed around its own vertical axis. The orb floats in the center of the triangle shaped head by its own power, if one were to try and manually move it; it would appear stuck and not budge. The orb seems to have 3 or 4 layers if one inspects it close enough.
It is mainly used as an amplifier to his spells, if needed. Though it is needed for the unique incarnations (see ‘Unique incarnations’.)
When used the red orb will glow relative to the power that is being used, and his spells will get an up to 50% increase in strength. Whereas it can amplify the power of any spell a rough 50%, it will heighten the energy drain used for the spell at a half of the power enhanced.
|-This means, if he is enhancing a spell to the full 50%, it will heightened the drain 25%. If he heightens a spell by +30%, it will heighten the drain by +15%... etc.
|-He can make it materialize and dematerialize at will. It is not kept in his ‘deep pockets’. If materialized the cost of it is so small it is not worth mentioning.
|-It can be used to block incoming attacks, be it from bladed objects or blunted; the staff will not break and is considered ‘eternal’. Only Alumar, or someone that is specifically taught by Alumar to use it, can harness its amplification powers.
|-Items:
||-Gemino Refero. (Double Echo)
-Image Link-
The ring is golden colored and has an oval purple stone in it, the stone glows or flashes as it is used. On either side of the gem the words 'Gemino' and 'Refero' are stated, translated this means 'Double Echo', it is fitting due to its two charges. Between the two words there stretches 2 lines of runes on the underside.
This ring has 2 charges. When it is activated, it will echo, or copy, the next spell cast. For example: Say Alumar activates the ring, and casts a fireball towards a rock, almost instantaneously after, the ring casts a copy of the cased spell. The echoed spell is slightly weaker. It can only copy up to medium spells, not the really big stuff, and the copy’s power declines at and increased rate where the power of the spell rises.
As the ring is exhausted Alumar needs to recharge it, this is an act that needs concentration so it is always done outside of battle.
||- The Bracelet of It’Has
((Image is to be remade at a later time))
This allows him to heighten his spells effectiveness by a complete of 50 - 60%. Thought the energy toll increases with it at the same percentage as the power increase.
Example: If he were to cast a spell that takes half of his energy, and amplify it with the bracelet, it would take all his energy.
This is why he often uses it in the combination of a strong mana potion, or the “Soul Feast” spell.
||-Amulet of L’kar.
This amulet is what brought him to his alternate dimension, which he later claimed as his home.
(Info under “other)
||-Pipe.
He have gotten hold of a long thin pipe, that he uses to smoke some herbs that grows in his dimension, as they have a relaxing feature to them as well as a nice taste. Some even have some other ‘effects’ though this depends on the herb. (Non combat effects only)
Though he smokes he is not an addict.
||-Flute.
((Image is not made yet, will be updated upon completion.))
This is a simple flute; it is made of wood and has several holes down its 'pipe' for the fingers. It is used in the odd time that Alumar chooses to play it, which is rarely.
He has great skill with it, and he manages to play a few haunting tunes that sounds like it is already inside your head, more so than heard.
||-Sunglasses.
((Image is not made yet, will be updated upon completion.))
Due to his weakness to light, he has gotten hold of a pair of sunglasses.
The lenses are darker than normal ones; this is due to Alumar’s sensitivity to light, so he sees everything as any person would through more common sunglasses.
They have a black frame, and the lenses themselves are completely circular, and have a size of roughly 4cm (1.5inch) in diameter.
-Skills:
-He is an excellent alchemist as well as an equally skilled herbalist. He has seen, and examined plants that most humans will never even get to see. If one is to define his level of mastery, he could exceed Grand Master.
-He has lived for quite a while, thus he has contacts located in some of the larger cities, though more often than not, his contacts are already dead due to old age by the time he visits. Also, with his old age and interest in learning, he has a very wide area of knowledge.
-He has a good night vision, not 100% as a demon might have, but his white eyes let in way more light then a normal person. Which gives him a rough 10 times better vision in the dark then a normal human. This only works if there is a weak source of light there already, not in completely black areas. The sad thing is that his eyes use a way longer time to get used to the light, and even a ‘Flash’ of light that a normal person would just blink away, Alumar might even be pained from it.
-Cooking: Where he is far from masterful, he can create eatable dishes, though they lack any unique taste and are at best ‘adequate’.
-Writing: Whereas he knows the common tongue both in speaking and writing, he can both speak and write more under the influence of the “linguist” spell. He has also created a way of writing himself, where every symbol is unique, as well as a way that they alternate depending on that symbol was used where. So, needless to say, any notes made by Alumar in this language, is not understood by anyone beside him. Regardless of spells and linguist skills, as this is a thing he has created himself. Also as most spell casters, he can read and write most magical runes and symbols.
-Intelligence:
Alumar is very intelligent; he has a photographic memory, at least when it comes to spell learning. Using a great deal of logic in his thought process he will rely on facts and probability before assumptions.
He thinks with his head, not his heart.
-Endurance:
He is not a melee fighter; in fact, he is quite weak when it comes to physical damage.
If a stronger type where to punch him, he would most likely go straight down.
A cut by bladed weapons is also a bad thing. In any melee aspect, he is a normal, perhaps even weak, human.
-Speed:
He is quite fast, without magic he would be able to reach a speed of 45 km/h (28Mp/h). This is his max speed but he can only hold it for a minute, if that long. In the sake of jogging he can hold an average speed for a 20 min at most before he needs a break. He is not in any state to battle anyone after the limits mentioned here are met unless a break is given first.
-Reflexes:
His reflexes are sharp and trained. He is not quite to the dodging bullets but he can dodge most arrows. His speed is enough to avoid a quick strike by hand or a weapon.
Though, extreme trained persons will strike slightly faster, and he might not be able to avoid that.
With his reflexes, intellect, and his vast knowledge in magic, he can cast ‘the right spell’ in a really short timeframe.
-Strength:
He is far from a strong person, if he were to lift something; he would barely manage 70 kilos. He always had spells at his disposal, thus his muscles are not as developed as most.
If he were to punch one, he might knock out a teenager, hardly more.
-Fighting Style:
((This is dependent on which form he is in, for more information see the specific form))
Since he sucks in melee, and don’t have the strength to do hand to hand. He relies on magic completely. He can stab, and cut as any other, but he has no fighting style, and in any pure melee fight even a slightly trained person can take him on and win.
-Strengths:
He is a really strong wizard, he has a vast selection of spells at his disposal, and the energy level (mana) to use them more or less at will. He has the power to stand against almost any magical attack. And gain energy from his fallen enemies.
-Weaknesses:
He is lacking in melee in general, both in attack, and in defense. He does have shielding spells, but even those have their weakness. Physical strength is also something he lacks in.
If his powers where to be locked away, or he being close to an anti-magic field, he would be close to useless in battle depending on which form he was in.
-Other:
-He is the owner of his own dimension, it is large as a fairly big island some 1km in radius, and it has an underground fort. It is accessible by 2 means. One is via the amulet that Alumar gained access with the first time. The other is to have been there before, and to use a portal magic similar to Alumar’s, even then you might have issues due to his precautionary means.
The fort contains many of his things, among them his library, alchemical room, treasury and whatnot. The respective areas are guarded by various spells and barriers, even thought he is almost certain that no one can enterer there.
On the island there is a large forest, a sizable mountain with a pool of fresh water on the top that ends up as a waterfall on the north side. In the forest many animals, some more exotic then others, live.
Around the whole of the island, Alumar has crafted a weird field, when there it negates any magic cast by a different ‘force’ than his own. He used quite some time making this work and in the end he managed to succeed.
-Magic:
Alumar has various magic, from various sources.
They have been acquired over time, in studying, as well as learning by some various persons.
Due to the amount of spells, the magic part will be divided into categories.
-Mana Regenerative:
Alumar’s speed of energy regeneration (mana regen) is incredible; this is something that he has trained himself to do for ages. As his main and only form of attack and defense comes from his spells, he needs to have a usable regenerative speed.
Said speed is roughly 1/600th of his maximum reserves a second, which means that from close to zero, it would take 10 minutes for a full regeneration. This is only his energy, and if any physical effects occur due to prolonged spell casting are not affected, so even though his energy reserves might have regenerated to its full, he might still be too tired to cast any spells.
-Spell absorbing:
If one of Alumar’s spells are reflected back towards him, he should have little problem re-absorbing the energy that he used to cast the spell, or if not he can at least ‘dispel’ it, but causing the energy to ‘release’ thus making it ‘disappear’
|-None of these cost any energy, and the absorbing will replenish energy.
|-The absorbing only works on his own reflected spells.
-Spell Dispelling:
Alumar can dispel an incoming medium, or lower, leveled spell, simply by forcing the energy that fuels it to ‘release’. It is like cutting the right lines in a net, the rest will fall apart.
|-This has an incredible low cost.
|-This is subject to G’modding rules.
-Spell deflecting:
Any incoming spells that are of a low strength based on Alumar’s spell levels, he can ‘deflect’ by simply ‘slapping’ it away with his arm, using his own energy to change the direction of the spell. The spell will still retain its strength, and its way or working, the only thing changed is the direction and the fact that it does hot blow up as Alumar directs it.
|-This is subject to G’modding rules.
|-This has an incredibly low cost.
-Unique Incarnations:
Whereas every mage or wizard has this ability, the strength one can do is relative.
This is not used in any form of attack, but it can be used to perhaps recharge the energy of a fellow spell caster, or to repair broken items if all fragments are present, perhaps alter a local landscape or create items of various complexities. Simply put, this is a mages ability to manipulate his energy in other ways than casting spells. This will always require a Foci in the form of a wand/staff or such, and often requires a certain symbol on the target itself, or have the target placed in a circle that is properly made.
Note that a few of the spells in his spell book can be significantly increased in strength/duration if used alongside this skill. As such the skills where this applies will have an extra tab of information.
|-Energy drain is relative to what is being done.
|-NON battle skill. This includes if it is used for spells that can normally be used in battle.
|-Subject to G’modding and Powergaming rules.
-Spells
Every spell will use this ‘style’ hence the explanation.
-Name: This will be changed out with the name of the spell
|-Element: This will display the element it is primary associated with
|-Target: This explains what the target may be, be it a single person, or a tree. Or up to an “area of effect” (aka; AOE). For “Passive” skills, as they are activated (on self) they will remain active for a period.
|-Mana drain: This is the basic mana drain, all from none at all, to severe.
Mana drain levels: None, slight, low, moderate, high, severe, insane.
After insane, he is normally not able to cast another spell until more energy is gained, often results in unconsciousness. If the spell has a varying level, it will be displayed as a “Min – Max” system.
|-Casting Procedure: the way the spell is cast.
|-Visual effects: This is what an enemy, or other character, can/might see and use to recognize the spell as it is being cast.
|-Explanation: This will explain what the spell does, and how it might affect things.
|-Counteraction: This will explain the best way to counter, or nullify the spell. If there is none, the word “none” will be displayed, and one will have to physically evade the spell, or the AOE
|-Unique Incarnations: For the spells where this applies, it can be increased in effect by using the spell alongside the Incarnations. If so it only applies in non combat situations.
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Elements:
Fire, water/ice, air/wind, earth/nature, light, darkness, energy, arcane, lightning, holy, death, life, gravity.
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Black magic (damage)
- [element] Ball:
|-Element: Any
|-Target: Anything
|-Mana drain: none – high.
|-Casting Procedure: The said elemental ball will be discharged from his hand(s). In the largest of strength, the ball might need a second to form first.
|-Visual effects: A sphere of said element forms in his hand(s).
|-Explanation: He creates a ball of said element in his hand, that flies until it hits something, unleashing the elements attributes in an explosion on the target. The ball varies in size, as does the energy drain. At the strongest, it will pulverize a small building.
|-Counteraction: [element] absorption/Immunity, opposing element based attacks and simply avoiding it.
- [element] enchanting:
|-Element: Any
|-Target: Weapons
|-Mana drain: none - moderate
|-Casting Procedure: Said element is formed in his hand(s), and via touch, transferred to target weapon.
|-Visual effects: His hand is colored accordingly to the element, and the glow is transferred to the weapon via touch.
|-Explanation: Can imbue a weapon with said element, increasing the overall damage, and making it possible to deflect weaker spells of the opposite element and absorb the same element. Don’t work on thrown and projectile weapons.
|-Counteraction: Casting a moderate strength spell of an opposing element on said weapon. Making the user release the weapon, the spell disperses as soon as it is released.
-[elemental] Trap:
|-Element: any
|-Target: Area
|-Mana drain: none - high
|-Casting Procedure: Mental concentration and physical contact with the traps location.
|-Visual effects: His hand gets a vague glow in a color relative to the element, and the glow is transferred to the location where it ‘fades’ away, leaving the trap ready to be sprung.
|-Explanation: A trap of said element is placed; it is useable by the naked eye, and only by magic detecting ways. It will ‘go off’ if any living thing passes by it within roughly 2 meters and unleashing an explosion of the element it was created with.
Alumar can always sense his own traps, as well as when they go off, and he can walk on/past them without setting them off.
It can remain in the location cast for several years, the longest effective time has yet to be found out, but during testing it was found out that it is still as effective after a year as the day it was cast.
|-Counteraction: Sense it, and avoid/dispel it.
-Fire wall:
|-Element: Fire
|-Target: AOE
|-Mana drain: low
|-Casting Procedure: Mental concentration for a second
|-Visual effects: He seems to concentrate for a second as his hand gains an orange glow. He then points his hand towards it’s and the flame erupts.
|-Explanation: Alumar creates a wall of fire; this wall varies in length and strength.
The longest it can be cast is 40 meters long and 2 meters wide, this can take any shape. It follows the laws of natural fire after it erupts.
|-Counteraction: Fire absorption/Immunity, water based attacks and simply avoiding it. If surrounded, one can extinguish it.
-Dragons Breath:
|-Element: Fire
|-Target: Directional AOE
|-Mana drain: none - moderate
|-Casting Procedure: By thought, extends from his palm.
|-Visual effects: His hand glows an orange, the strength is relevant to the strength of the spell, and he points the palm towards his target
|-Explanation: Alumar can shoot a jet of flames from his hand. The name comes from the effect looking like a dragon’s breath. It extends on a cone shape from his hand, up to the range of 6 meters. At the end it is 3 meters in diameter.
|-Counteraction: Fire absorption/Immunity, water based attacks and simply avoiding it.
-Ignition:
|-Element: Fire
|-Target: Anything (will need permission to use on PC)
|-Mana drain: none – severe.
|-Casting Procedure: He focuses on said target as he stretched a hand towards it (for larger things).
|-Visual effects: His hand glows slightly, if it is used, as his eyes flash the fire is lit.
|-Explanation: Can instantly put target on fire. The size of the intended fire, will decide the energy drain. A candle, a fuse or a camp fire, requires no effort. Buildings and mansions require a much higher cost.
|-Counteraction: Water and strong wind. After the spell is cast, the fire reacts, and lives as a normal fire would.
-Meteor Storm:
|-Element: Fire/earth
|-Target: Area
|-Mana drain: High - Severe
|-Casting Procedure: Chant, followed by some arm movements
|-Visual effects: The pressure might rise around Alumar as the spell nears completion. After which streaks of fire lit the sky before the meteors penetrate the atmosphere.
|-Explanation: Alumar summons some meteors that are en route earth, or from the asteroid belt that are in the solar system.
The meteors will then fall down on the intended location.
The time used, until impact, is relative to the size of the meteor(s).
If called as a shower, they are on impact, the size of golf balls.
If calling a single one, it is 2 meters in diameter on impact.
|-Counteraction: Avoid them; counteract them (as in, use an attack that destroys them before impact)
|-Unique Incarnations: If boosted with Unique Incarnations, it can either be used to draw upon a larger single meteor, or more of the small ones.
-Tsunami:
|-Element: Water
|-Target: AOE
|-Mana drain: Moderate - High
|-Casting Procedure: He raises his hands at his sides, as the water follows; he slowly points them towards his target.
|-Visual effects: As Alumar’s arms rise, a wave follows his barely glowing hands, until it is sent away with a pushing motion.
|-Explanation: Alumar makes a tsunami by collecting NEARBY water into a gigantic wave. The size can vary. As it is complete, it is send towards his intended area with enough force to topple, and rip ships apart.
|-Counteraction: Not being in the general area, ice magic; Freezing the wave. Fly away.
-Lightning:
|-Element: Lightning
|-Target: Person, Area
|-Mana drain: none - moderate
|-Casting Procedure: The same “procedure” as [Elemental ball]
|-Visual effects: As the energy is gathered his body glows a dim blue tone which follow the lightning as it leaves his body.
|-Explanation: Calls upon a lightning bolt from above, or from his own body. It strikes the intended target/area as a normal lightning/electric shock would do.
The variable in strength is from a slight tingle, to the full strength of a big thunder storm.
|-Counteraction: Lightning absorption/Immunity, earth based attacks (Grounding) and simply avoiding it.
-Thunder storm:
|-Element: Lightning
|-Target: AOE
|-Mana drain: Moderate - severe
|-Casting Procedure: He lifts his head to the sky, channeling energy to the clouds, and focusing thusly. This can be mistaken as praying.
|-Visual effects: Clouds grow darker and denser, almost as if heavy rain is about to start falling, until a loud thunder unleashes a storm of electrical currents.
|-Explanation: Alumar makes thunder clouds gather, after they have gathered, the electrical forces build up. Until it discharges in the form of several huge lightning bolts at random locations within a 200meter diameter area.
If there already are thunderstorm clouds in the sky, the energy needed is cut down, and the speed is faster. If there is a clear sky, it will take approx 3 minutes for the clouds to gather.
|-Counteraction: Lightning absorption/Immunity, earth based attacks (Grounding) and simply avoiding it. Since they are random, even Alumar might get damaged, unless he takes precautions.
|- Unique incarnations: If boosted with Unique Incarnations, it will have a shorter casting time and can last for longer periods.
-Earth Pillar:
|-Element: Earth
|-Target: AOE
|-Mana drain: slight - Moderate
|-Casting Procedure: the smaller ones are through concentration. The largest ones will need his hand to make a 'pulling' motion pointed towards his target.
|-Visual effects: Beside Alumar’s movements one can barely see the earth ‘boil’ for a split second before the pillars extend.
|-Explanation: Calls upon a pillar of earth from the ground, it extends at the location that Alumar wishes, and for the height he wishes. The size varies from a diameter of 1centimeter, to 4 meters. The length is at max 50 meter
|-Counteraction: Jump away from area. Counter Earth attack, water attack.
-Earthquake:
|-Element: Earth
|-Target: AOE
|-Mana drain: none - high
|-Casting Procedure: Alumar stretched out his arm(s), and concentrates.
|-Visual effects: Same as Procedure.
|-Explanation: At the desired location, the earth plates shift, just enough to make an earth quake at his desired strength.
At max, this might even make large rifts in the ground.
From the start of the spell, to the effect is felt varies between a few seconds, to a minute.
|-Counteraction: Float/fly.
-Landslide:
|-Element: Earth
|-Target: AOE
|-Mana drain: None - Moderate
|-Casting Procedure: Alumar stretches his hand(s) towards a hillside, and makes a pulling motion.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar loosens a lot of earth/dirt/stones etc. from a hillside. That in turn, makes a land slide that follows the natural laws after it is set in motion.
|-Counteraction: Avoid the landslide, be on a higher location, make a wall, and stop it somehow.
-Sound/shock waves:
|-Element: Air
|-Target: AOE/Target AOE
|-Mana drain: None - high
|-Casting Procedure: Explained in explanation.
|-Visual effects: Same as Procedure.
|-Explanation: This spells has 2 versions, one is target AOE based, the other unconditional AOE.
Target based: Alumar creates a sound/shock wave towards the intended location; this is done through his hand, similar to the “Dragons Breath”. This can be strong enough to ‘rip’ building apart.
Unconditional version: Alumar focuses, and slaps his hands together. The sound produced, is enhanced immensely. And in turn create a shockwave that expands outwards from Alumar’s location. This can have the same strength, and impact of a pile of dynamite.
-Both versions can have a frequency (tone) of choice.
|-Counteraction: Cancel it, avoid it, hide behind something that can take it.
-Gust:
|-Element: Air
|-Target: Directional AOE
|-Mana drain: none - moderate
|-Casting Procedure: His hand is pointed towards said target, and the wind is extended from his hand.
|-Visual effects: As the energy is gathered around his hand, one can almost see as the air gets denser around the lower arm, bending light almost as fire would.
|-Explanation: The forces of wind is concentrated around his hand, and sent out as a focused wind. The strength can go upwards to the level of a storm. After a length of 70 meters, the strength gradually gets weaker, and at the length of 140m, it is but a gentle breeze
|-Counteraction: Hang on to something, being heavier then the winds can blow, hiding behind something (example a hill)
White Magic (Healing/Holy/protective)
-Heal wound:
|-Element: Holy
|-Target: Touched living being
|-Mana drain: none – moderate.
|-Casting Procedure: His hand glows, and is put on the wound.
|-Visual effects: Same as Procedure.
|-Explanation: A wound on the target toughed being, the strongest wound this spell can heal, is just before mortal.
This is a holy spell, so it would wound unholy beings.
|-Counteraction: Don’t get touched.
|-Unique Incarnations: If boosted with Unique Incarnations, it can be used to even resurrect the dead (subject to G’modding rules), if so the energy toll will rise to ‘Severe’.
-Astral Attack:
|-Element: Holy
|-Target: NPC, PC
|-Mana drain: Slight - high
|-Casting Procedure: His hands rise, pointed towards intended target.
|-Visual effects: His eyes flash a white just before the spell ‘connects’
|-Explanation: This spell targets the target soul on the astral plane. Thus, there is no real defense from this spell. Any defense in the mortal realm has no effect on it.
This is mainly used against demons, and gods. Since it directly damages the source, instead of going through the mortal container (Body)
This spell DO NOT work on normal humans, it is a spell designed to damage spiritual beings on a higher plane, so that one can go around the defenses. IT DOES NOT KILL. It only damages and weakens.
|-Counteraction: There is really no way around it. Avoiding getting hit is the only one known as of now.
-Hunger:
|-Element: none
|-Target: Target NPC/PC (with permission)
|-Mana drain: slight - low
|-Casting Procedure: 2 casting ways, sent as an [element] ball or via touch.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar causes feelings of intense hunger in the target, IE a vampire would suddenly became intensely thirst and possibly attack the nearest blood source or a human would attack the nearest bloodiest piece of meat or maybe even the nearest person.
|-Counteraction: Avoid being hit. Dispel it in a way.
-Rigor Mortis:
|-Element: Holy
|-Target: Target Vampire/Undead
|-Mana drain: slight - low
|-Casting Procedure: 2 casting ways, sent as an [element] ball, or via touch.
|-Visual effects: Same as Procedure.
|-Explanation: with this spell, a vampire may temporarily interrupt the reanimating effect of a vampire vitae, rendering a vampire immobile as the stiffening of muscles common to dead bodies takes hold. It doesn't work against anything that doesn't require blood to survive.
|-Counteraction: Avoid being hit, dispelling it.
-Smite:
|-Element: Holy/energy
|-Target: Target
|-Mana drain: slight - low
|-Casting Procedure: Sent as an [element] ball.
|-Visual effects: Same as Procedure.
|-Explanation: Similar to a fire ball, but with holy powers. Extremely good against undead/vampires and the like
|-Counteraction: Avoid being hit.
-Cube of Sod’oh:
|-Element: Holy
|-Target: Alumar’s hand
|-Mana drain: slight
|-Casting Procedure: Cast by thought.
|-Visual effects: He holds his hand, palm facing up, and the small cube forms in his hand.
|-Explanation: By casting this spell, Alumar creates a small cube on the size of a fist.
The cube is glowing.
By using this cube, Alumar can peer into the past, of any time, and location that he desires.
He can only see, and hear what happened, NOT change anything.
|-Counteraction: Attack him as he is looking “into the past”, or attack the cube.
|-Unique Incarnations: If boosted with Unique Incarnations, it can be used to tell a single thing from the future. But it is never clear, it might be: “You will need that rock” it will never state for which purpose. Doing so the drain will rise to a “high”.
Necromancy (Death/soul related)
-Make undead minion:
|-Element: Death
|-Target: NPC Corpse
|-Mana drain: None – moderate.
|-Casting Procedure: Cast by thought, not recognizable. Might seem as the minion just 'awakes'
|-Visual effects: Same as Procedure.
|-Explanation: The target corpse will return as a loyal undead slave, it will retain the basics of its skills, no magic. It will live for up to a day. And will at that time, disintegrate.
They have a basic intelligence, and if not ordered, they will caddy out the last order given, until a new order is given, or they die.
The max amount of servants using this spell is 20. If they are killed in this state, they will disintegrate. The cost for making one increases with the amount of created minions. All 20 can be made at once, this takes a moderate cost.
|-Counteraction: The undead minions are weak to fire. And can be killed as simply as normal humans. Holy spells and attacks work very well. Forcing Alumar to move as he is casting the spell will interrupt it, and no minions are created.
|-Unique Incarnations: If boosted with Unique Incarnations, it will
-Soul Feast:
|-Element: Death
|-Target: Self, Passive
|-Mana drain: slight
|-Casting Procedure: Cast by thought, not recognizable.
|-Visual effects: After the spell is activated, faded white streams of energy might be seemed 'entering' him as people die.
|-Explanation: After activated, it stays activated for some time (Roughly an hour).When a creature dies, its soul is released. Alumar can absorb the souls of the slain creatures around him, even if he is not the one killing them. This replenishes a good deal of energy per soul. It gives enough energy to replenish a “low” level spell. Multiple souls can, and are normally, absorbed at once.
Works very well used right before a large scale destructive spell, as the souls of the dead will return as energy.
|-Counteraction: Any holy spell towards Alumar will immediately turn this spell off. A holy prayer aimed at the safe guarding on the souls will make them escape the ‘drag’
-Control Ghost:
|-Element: Death
|-Target: Target Non player Ghost.
|-Mana drain: Low - High
|-Casting Procedure: Cast by thought, not recognizable.
|-Visual effects: He voices his order, and the ghost follows.
|-Explanation: Alumar can use this spell, to directly order one or multiple ghosts.
If this is done, they have little chance to disobey.
He can order 5 ghosts at a time.
They have to be ghosts met, he cannot create ghosts.
|-Counteraction: Kill the ghosts, or give a command of stronger power. Free the spirits.
-Awaken Spirit:
|-Element: Death
|-Target: Target dead body.
|-Mana drain: moderate
|-Casting Procedure: Cast by thought, needs physical touch with the body, not recognizable.
|-Visual effects: As the spell is cast the spirit awakes almost as if it has been asleep. Not nessesairily knowing that it is dead.
|-Explanation: Alumar can awaken the spirit of ant dead body, as long as it has been dead for less then 5 days. If the spirit has been released, such s a holy prayer, then this will not work. If it succeeds, the spirit awakens, and hovers above the body it belongs to. Alumar can ask it questions, and it will reply. It cannot lie, but it can withhold information or decide not to answer.
Anyone around it can hear it speak in an echoing whisper, but it can only hear and see Alumar.
|-Counteraction: Free the spirit, or use a spirit attacking spell.
Summoning (the summoning of creatures)
-Summon Hawk:
|-Element: Life
|-Target: Area
|-Mana drain: slight
|-Casting Procedure: Short chant.
|-Visual effects: Same as Procedure.
|-Explanation: A common hawk is summoned, often used for scouting. As it materializes, Alumar has a link to its vision. So he can see what the hawk sees.
Max amount of summoned Hawks, is 2.
|-Counteraction: Interrupt the casting, or kill the hawk. The hawk has normal bird strength.
-Summon Predator(s):
|-Element: Life
|-Target: Area
|-Mana drain: Moderate – High.
|-Casting Procedure: Short chant
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can summon a predator, or a pack of predators, such as wolves, and similar. The drain is dependant on the amount of creatures, as well as the race. A wolf has a lower cost, then a tiger. The max amount of creatures is 10.
|-Counteraction: Interrupt the chant, kill the beasts.
-Summon Human:
|-Element: Life
|-Target: Area
|-Mana drain: High - Severe
|-Casting Procedure: Chant of moderate length
|-Visual effects: Same as Procedure.
|-Explanation: He can summon a human, with a conscious as well as a soul-like behavior. It can be used as a companion, or simply as a slave. It is not uncommon for the ones that can use this spell, to conjure temporary lovers, or for the summoner to be hired to create temporary lovers for the rich. The length they live is dependant on the wish of the creator. At most, around a week and a half, at that time the summoned human will fade away. It will have the physique, as well as the looks as the summoner wishes. There for, one can create a strong and sturdy worker, or a nimble messenger. These work rather poorly as fighters, since they start out as blanks, with a conscious. They can read and talk, that is about it.
|-Max amount: 2, before another can be summoned, one has to ‘expire’ or die.
|-Counteraction: Interrupt the summon chant, or kill the summoned human.
|-Unique Incarnations: If boosted with Unique Incarnations, the human will not ‘expire’ but instead it will love “normally” based on that it gets ‘fed’ energy every now and then. Its body will slowly decompose with the lack of ‘feeding’. The energy has to be fed, it cannot be taken. Forgetting to feed one’s human summon often gives to the legend of the undead due to their appearance.
-Summon mythical beast:
|-Element: Life
|-Target: Area
|-Mana drain: High - Severe
|-Casting Procedure: Chant of longer length
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can summon a larger mythical beast, such as basilisks, dragons, hydras and the like. He can only have one of them out at a time.
|-Counteraction: Disrupt the chant, kill the summoned creature.
-Summon Insect
|-Element: Life
|-Target: Area
|-Mana drain: slight
|-Casting Procedure: Short chant
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can summon up to 200 of any type of insect. This can be from flies, worms and dragonflies to arachnids (spiders) and scorpions.
|-Counteraction: Interrupt the casting, or kill the summoned insect. The insect(s) has normal strength.
Arcane (Force/energy related)
- Transformation (NOT the same as the forms)
|-Element: Arcane
|-Target: Self
|-Mana drain: slight
|-Casting Procedure: Cast by thought.
|-Visual effects: As it is cast he 'morphs' into planned form.
|-Explanation: With the use of this transformation spell, to take on the appearance of another person. This can be whatever, all from a 4 year old girl, to an 80 year old geezer.
He can stay in this form for a week or so.
Animals and other creatures is not hard either, and in the form of an animal he gains the skills of said animal but still retains his own mind so he can talk and even use some low level spells.
He can also take on the form of objects this can vary from rocks and idle things to full blown weapons. If he takes on the form of a weapon it will always be enchanted due to his own magical nature. If he takes the form of an object with moving parts, say a toy, he will be able to move all ‘parts’ at will.
While transformed, he can use all of his normal spells, but with a slight less efficiency, since his power levels are lowered to a 20% of the normal strength.
Though this is indeed weaker, he has plenty to take on many adversaries.
|-Counteraction: Due to the fact that Alumar have 6 fingers on his left hand, and pure white eyes. For some reason, he cannot camouflage this when he takes on a different human form. So his left hand will still have 6 fingers, and his eyes white. This is the main way to recognize him unless you manage to filter out his life signature.
-Energy Beam:
|-Element: Energy
|-Target: Target
|-Mana drain: none - high
|-Casting Procedure: His hand is pointed to the target, as the beam them emerges.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar sends out a beam of concentrated energy in the form of a light yellow beam. It varies in strength, in its strongest state, it can pierce mountains.
|-Counteraction: Avoid the beam altogether.
-Energy Blast:
|-Element: Energy
|-Target: Target
|-Mana drain: none - high
|-Casting Procedure: Cast as an [element] ball
|-Visual effects: Same as Procedure.
|-Explanation: Alumar sends out a blast of concentrated energy in the form of a semi transparent sphere. It varies in strength, in its strongest state; it can tear down a city block.
In the weaker stages it can be used as Alumar’s equalient to a punch, and the damage would be relative to the energy put into it, but said punch would be cast as a normal Energy Blast would and the damage would be akin a strong man’s punch.
|-Counteraction: Avoid the sphere altogether. Successfully block the incoming force.
-Gravity change:
|-Element: Gravity
|-Target: Anyone/thing (Permission needed for PC)
|-Mana drain: none - high
|-Casting Procedure: Cast by thought. Not recognizable.
|-Visual effects: After the spell is cast, said object is immediately affected.
|-Explanation: He can change the weight of a thing/person by adding a counterweight with magical force. The max counter weight is 1000 kilos. This means, if something is exactly 1000 kilos, it will act as there is no gravity, if it is heavier then 1000kilos. It will act 1000 kilos lighter. This is not used for attack, this is an item mover, or getting to higher places.
It is often used to levitate; gravity is shifted into various directions to 'fly' various ways.
|-Counteraction: Another gravity spell, a wind spell (sending said object off course) adding more weight.
|-Unique Incarnations: If boosted with Unique Incarnations, it can negate a rough double amount of weight. Or it can be used to ‘lock’ an area in a certain state of gravity. (subject to Powergaming/G’modding rules)
-Implosion:
|-Element: Gravity
|-Target: Area, NPC, item/building
|-Mana drain: High - Severe
|-Casting Procedure: His hands are pointed towards said target, as he concentrates. After the orb solidifies, His part is complete.
|-Visual effects: Same as Procedure.
|-Explanation: An area up to the size of 4 meters gets captured in a dark, semi transparent orb. After the orb is formed, it uses 5 seconds to fully materialize. Anything can enter/exit in that time. After that time, it solidifies, and implodes to a fraction of its original size. The actual implosion takes approx 1 second. This can make a human, into a marble.
|-Counteraction: Exit the field until too late, a counter gravity field strong enough to counter the immense strength formed by the imploding gravity.
-Portal making:
|-Element: Arcane/Energy
|-Target: Area
|-Mana drain: slight – high.
|-Explanation: He can create 2 types of portals.
|-Casting Procedure: a 20 second chant.
|-Visual effects: Same as Procedure.
|-Explanation: The first one is a circular type that is 30centimeter in diameter. This is mainly used for communication over distances. No material items can enter this portal. (Videophone effect)
The second is an oval one that is 2 meter in height and one meter in with. This is used for transportation over distances. Each portal takes 20 seconds to open, and requires a familiar item/person at the other end of the portal. The small one can stay open for 30 minutes; the big one can stay open for 5 minutes.
Multiple portals can be open at the same time.
These portals have to be created on a physical area, like a mountain wall.
If any spell is cast on the portal, it "disrupts" it and closes; this also goes for 'over time' spells. Alumar's spells can still be used through it due to that both parties are created by his life force.
|-Counteraction: Use any form of magical attack on the portal itself, regardless of strength.
|-Unique Incarnations: If boosted with Unique Incarnations, it can make larger portals, and allow for creating a portal to a location he has not yet been to, but this would require a map, or a well detailed description of the area.
-Skill copy:
|-Element: Energy
|-Target: Target: opponent/friendly
|-Effect: self, passive.
|-Mana drain: none - insane
|-Casting Procedure: cast by thought, not recognizable.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar have the skill to copy a skill used by a friendly or opponent target. He can copy the way it works, and tweak it slightly if he wish. However, he cannot make it work at the exact same power as the other one do. It will often be weaker than the opponents spell. Sometimes it might actually be stronger.
He can only copy spells, and magical abilities.
This skill can also be used to learn the opponent skill, this will give him an understanding on how it works, and in turn, can give him the extra info he needs to nullify/absorb/deflect it. Normally, he can only learn it to the extent that he can deflect it.
|-Counteraction: Attack from a concealed position, this requires a direct line of sight to work, as well as being able to see the whole effect from beginning till end.
-Barrier:
|-Element: Force
|-Target: Area
|-Mana drain: none - insane
|-Casting Procedure: Concentration.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can make an invisible barrier around a target area, or object. The size, determines the energy cost. At max, it can be 500meters in diameter, and takes the form of an orb (half sphere in ground objects) When this is made, Alumar has to open areas in the barrier itself, to allow others through it. He himself can walk through the walls as it was not even there. The strength of it after it is formed is really strong. The spell level needed to break it is more then most average humans are capable of. And the physical power needed is also of a really high level.
This is in more general terms; focusing of one’s’ energy, and expanding this into a physical barrier. After the barrier is formed, it can remain for years before it needs recasting. If someone walks/runs into it, or something is thrown into it. It will show light blue hexagon patterns that dissipates across the surface before fading away after a second. The strength of the pattern showing is relative to the strength of the ‘damage’.
|-Counteraction: Stop Alumar from chanting, or unleash enough force to break the barrier.
|-Unique Incarnations: If boosted with Unique Incarnations, it can be made much stronger, sometimes even create a multilayer barrier, and last for a longer time.
-Manipulation/Order:
|-Element: Energy/arcane
|-Target: Target NPC (PC with permission)
|-Mana drain: moderate – high.
|-Casting Procedure: Cast by thought, but order has to be voiced.
|-Visual effects: Same as Procedure.
|-Explanation: this spell has 2 ways of working.
1: Alumar can take complete control over a humanoid target. This normally only works if the target is weak willed, or scared. IF he is successful, Alumar can make the target do almost whatever. Be it from walking over a cliff, to try to assassinate their loved ones. Often the target manages to break out of what they are doing, since they stay conscious, but can’t do anything about it.
2: Alumar can insert an order in the mind of a target. This can have a simple condition, Example: “When your lord enters the city, attack him”. This order system is stronger then the 1st version, and takes more energy, but it has a higher chance of success.
|-1st version lasts up to 5 minutes. 2nd version lasts until condition has been met, or can linger in standby mode for 3 days. After the 3 days it fades away leaving hte victim with a sense of dizzyness.
|-Counteraction: Physically damage the target or Alumar.
-Detect Life:
|-Element: Energy
|-Target: Self/area
|-Mana drain: low - moderate
|-Casting Procedure: cast by thought, not recognizable.
|-Visual effects: Same as Procedure.
|-Explanation: When activated, it mentally “shows” Alumar the pinpoint location of any living creatures within a 50meter radius. Vampires and undead are harder to make out, so their location will not be 100% exact.
He has no problem to make out multiple forms that are jumbled together.
He “sees” this like a pinkish glow, where they are.
With this spell, all living things within the radius can be identified as the race they are.
Even one that is part different race will be successfully identified.
If the part race is the thing, then Alumar can identify each part.
After activated, if not manually turned off, it will last for 15 minutes, before it needs a recast.
|-Counteraction: In some way, manage to camouflage your life-force.
-Energy Shield:
|-Element: Energy
|-Target: Self/area
|-Mana drain: low - moderate
|-Casting Procedure: Cast by thought.
|-Visual effects: After the spell is cast the shield forms instantly at his intended target after.
|-Explanation: Alumar can create an energy shield in front in his outstretched hand.
The shield is a semi sphere, and takes the location on the ground/floor where it was created.
It forms in a heartbeat, and lasts up to half a minute. It can stand against arrows, and other projectile attacks. It can also take on some physical attacks, as swords, and punches, but as it is locked to the ground, it is not hard to go around.
|-Counteraction: Use enough force to break the shield – magical attacks takes care of it quickly, or go around it
-Recharge magic item:
|-Element: Energy
|-Target: magical item
|-Mana drain: low - moderate
|-Casting Procedure: His magical energy is channeled into said item, either by touch, or via a stream of light purple energy.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can use his own magical force, to recharge a magical item.
The time needed, is dependent on the strength/amount of magical force the items originally has.
Where as most magicians can recharge magical items, this spell is designed for that purpose only, and thusly have a better effect then channeling your energy.
|-Counteraction: Interrupt him
|-Unique Incarnations: If boosted with Unique Incarnations, it will charge the item faster, which is a good thing to use for larger vessels. It can also be used to improve the power of the item, if there is ‘room’ for more energy.
-Lock/unlock:
|-Element: Energy
|-Target: Target open-able object
|-Mana drain: none – moderate.
|-Casting Procedure: Physical touch is needed, his hand glows, as a magical phrase is said.
|-Visual effects: Same as Procedure.
|-Explanation: This magically locks/opens a thing that can be opened.
If locked, it cannot be opened by brute force. Said ‘door’ can be destroyed, and that makes it open in a way.
If opening/unlocking, it only works on a magically locked object. Not normal locks.
Example: Alumar 'locks' a door. Even with the key that goes for that keyhole, the door will not budge; it will act as if still locked.
|-Counteraction: Break locked object, dispel the effect.
-Explosive Runes:
|-Element: Energy
|-Target: Target text
|-Mana drain: moderate.
|-Casting Procedure: Physically writing them, with the spell ‘activated’
|-Visual effects: Same as Procedure.
|-Explanation: Alumar writes a set of magical runes at a location that already has text.
When someone reads it (excluding Alumar) the runes will react, and explode.
The damage can be similar to a small stick of dynamite, and is often fatal.
This normally destroys the thing it is written on, unless that is specifically protected by the caster of this spell.
The runes dont have to be understood, just "seen" as the subconsious of hte reader will activate it. This means that even those that cannot read can be victims of this spell.
|-Counteraction: Don’t read it, detect the magical properties, and be smart enough to stay away.
-Time manipulation:
|-Element: Energy
|-Target: Self/AOE/Target
|-Mana drain: Slight - High
|-Casting Procedure: Explained in each “tab”
|-Visual effects: Same as Procedure.
|-Explanation: this spell has 2 effects.
-Haste: Casts on self, or target. This heightens speed and reaction time immersively. It wears off in around 10 normal minutes. The spell is cast by thought, and instantly activated.
-Time travel: Alumar can travel in time; this requires a special gem, called Gafy, which is used at each travel, as well as energy from the caster. The gem is a living hell to acquire, and will be used sparingly. It is used regardless of the time traveled.
His max travel time is 1 year. However, as his spell is cast, he remains stationary, but the earth ‘goes its way’. This means, if he were to travel 6 months back/forward, he would end up in empty space. This is the same for ‘short time travel’. If he travels a week, he might end up inside a mountain, or in front of a canon for all that he knows. Thus this is used sparingly.
If he travels back 1 year exactly, he will end up at the same location. The energy needed, is fairly high, though it can be used to transport multiple ‘friends’ with him. If so, the energy drain is equally shared. Chanting time is 1 minute for time travel.
|-Counteraction: Break the chant if time travel, dispel the haste.
|-Unique Incarnations: If boosted with Unique Incarnations, it will increase the accuracy of appearing at an intended point with Time Travel. Haste remains unaltered.
-Energy Blade:
|-Element: energy
|-Target: Self
|-Mana drain: Low
|-Casting Procedure: Cast by thought.
|-Visual effects: As it is cast, the energy forms, and solidifies, instantly in his hand of coice.
|-Explanation: Alumar creates a ‘sword like’ blade in his hand. He still is not proficient in melee, but it can be used as a tool, or as an emergency weapon.
The energy that is used to make it solidifies, to make it into a usable ‘sword.
It is as sharp as an expertly sharpened blade, and will follow the same ‘laws’ as a normal sword.
The blade can NOT be given to anyone, as the frequency of the energy would harm anyone trying to wield it.
It dissipates after a few seconds not being wielded.
|-Counteraction: a form of dispelling effect, destroy the blade, harm Alumar enough to break the spell.
-Reflection:
|-Element: energy
|-Target: Self
|-Mana drain: Low
|-Casting Procedure: Cast by thought.
|-Visual effects: A spherical shape flashes a dim white for a split second, before becoming transparent.
|-Explanation: Creating a sphere around him that reflects any spells cast on/at him up to a medium level based on Alumar’s levels.
It only works for spells, not for melee, so any objects can travel through it as long as it is not magical in nature, if so it will react as if it hits an invisible wall.
Ironically enough a dispel will actually cancel it, but few knows it.
This spell cannot be used along ‘elemental absorption.’
|-Counteraction: Use power enough to destroy it, use physical attacks, and dispel it.
-Elemental Absorption:
|-Element: Holy
|-Target: Self passive
|-Mana drain: Low
|-Casting Procedure: Cast by thought. Not recognizable.
|-Visual effects: A spherical shape flashes a dimly transparent for a split second, before becoming completely transparent.
|-Explanation: Alumar creates an orb around him that absorbs elemental energies.
It can absorb up to the strength of medium spells, and provides a shield for stronger spells that cuts the damage down. (NOT nullifying it)
This spell cannot be sued alongside ‘Reflection.’
|-Counteraction: Use a spell of enough strength to destroy the shield, dispelling the shield
Other (Things that don’t completely fall into another category.)
-Casus (Violent Death):
|-Element: None
|-Target: Large Area
|-Mana drain: severe - insane
|-Casting Procedure: Insane concentration, followed by a chant. As the chant progresses the orb forms. As the chant is complete, the orb is sent away.
|-Visual effects: The very air becomes harder to breathe, gravity gets warped; things might start to hover where some might be squashed against the ground. As the orb forms between his hands the colors seems to be in a constant war between each other, refusing to blend yet at the same time refusing to part. As the spell is cast, an orb of purplish color surrounds Alumar, the barrier that shields him from the damage of the spell, the barrier can be at zero point and it will still negate the damage from Casus, but not from the flying debris.
|-Explanation: This call upon the power of the dark lords that resides on the levels of the gods. Indeed, they are the dark gods of death and despair themselves.
Alumar starts a chant, as the chant goes on, a black and dark red sphere gathers in between his hands. This grows to the size of a normal human head. The chant takes roughly 30 seconds.
As the chant is completed, the sphere is released. At the moment it is released, it amplifies to the size of 3 meters in diameter. It flies until it hits something, retaining its strength in full and does not subject to normal gravity.
As it is released, a barrier forms around Alumar, this barrier is a part of the spell, and protects the caster from the damage the spell makes. But the barrier dissipates a minute after the explosion completes.
The damage is variable; it can very well remove a small country/continent from the map. (Picture it removing the whole of France to a crater)
After it is cast, he will not be able to cast any spells for some time, and he will be drained enough so that almost anyone can do whatever.
|-Counteraction: any form of distraction, throw a rock at him. He is completely open for attacks when he is chanting.
|-NOTE: This spell will rarely, if ever, be used in a RP due to apparent power. If it is used it will be discussed by every player involved including the RP leader, and even when cast everyone will be given more than enough time to escape.
|-Unique Incarnations: If boosted with Unique Incarnations, it will not gain a boost in power, but on the other hand it will have less of a toll on Alumar as it is cast. Instead of not being able to cast any spells, he might manage a small one or two. But still far from being a serious threat.
-Illumination:
|-Element: Light
|-Target: Any item
|-Mana drain: None
|-Casting Procedure: Cast by thought, and 'attaches' itself to planned target.
|-Visual effects: Same as Procedure.
|-Explanation: A source of light is created. This is used to illuminate dark areas.
|-Counteraction: attack the item that has the lighting on it. Or give it a quick shake.
-Minor Telekinesis:
|-Element: Energy
|-Target: Item
|-Mana drain: none - slight
|-Casting Procedure: Cast by thought, not recognizable. Though as said item starts to be 'used' one could guess.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can move small objects, and use the, as he normally would use them. This is limited to less than 1 kilo.
An example; Alumar can write with a quill (feather pen) without touching it. Thus, he can do different things at once.
|-Counteraction: Disrupt his concentration, attack the item.
|-Unique Incarnations: If boosted with Unique Incarnations, it will
-The Eye of L’kes:
|-Element: Energy
|-Target: Self
|-Mana drain: slight
|-Casting Procedure: Cast by thought, not recognizable, thought as the eye forms, one should guess.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar creates a small orb of energy in front of him. The orb takes the form of an eyeball, dark green colored. This eye will then connect with Alumar’s vision, and will allow him to ‘fly’ the eye around. The eye can transmit sound both ways as well.
|-Counteraction: Alumar is most vulnerable in this state, slap him, or attack the eye.
-Freeze Water:
|-Element: Water
|-Target: Targeted water
|-Mana drain: none - severe
|-Casting Procedure: His hand is pointed towards said water, and flashes light blue for an instant.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can freeze any form of water. He does this on a molecular level. Since it is done this way, and not chilled, it can he do it in larger volumes.
At the largest, he can completely freeze a lake 100m in diameter, nad 50m deep.
This can also be used to make various water spells, into ice spells. Like the Ice Spike.
|-Counteraction: Thaw the water, another water user can fix this.
-Illusion:
|-Element: Light
|-Target: Area
|-Mana drain: none - high
|-Casting Procedure: Cast by thought, not recognizable, but one should know as the illusions form.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can create illusions; they can take the visual form of anything. Since they are only illusions, they cannot damage anyone/thing, nor move anything. If one were to try and in any way interact with it, no effect would be done. If one were to do something to it, said action would go right through, doing nothing to the illusions itself.
|-Counteraction: Dispel it. Cause structural damage to the surroundings.
-Charm:
|-Element: none
|-Target: Target NPC/PC/Animal
|-Mana drain: none
|-Casting Procedure: Physical touch on target.
|-Visual effects: His hand glows vaguely orange.
|-Explanation: Alumar can make a target like him, this only work for those that do not already hate him.
It can be used to get information, haggling, or gaining access to restricted areas.
|-Counteraction: Have a strong will, really hating him.
-Linguist:
|-Element: None
|-Target: Self
|-Mana drain: Low
|-Casting Procedure: Cast by thought.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can use this spell, to understand almost every language spoken. The ones excluded, are languages from other worlds, different dimensions and those that are “home made”.
Most of the rest are understood, including most animals.
|-Counteraction: a form of dispelling effect.
-Dispel:
|-Element: none
|-Target: target item/NPC/PC/Animal/AOE
|-Mana drain: none
|-Casting Procedure: Touch, or elemental ball effect
|-Visual effects: Same as Procedure.
|-Explanation: This can dispel any form of magical thing.
Be it a curse, a trap, a portal or similar.
Permanent enchantments are harder/undoable.
|-Counteraction: Don’t get dispelled.
-Magic Mouth:
|-Element: none
|-Target: target item
|-Mana drain: none
|-Casting Procedure: Touch + verbally stating the message + activation factors.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can create a magical mouth on an item, or location (wall, pole, etc)
This mouth will be given a condition, and a message.
When the condition is met, it will tell the message and fade away.
The mouths condition can only be what a normal human would see.
Like, “Say the info, as an old woman is skipping past, with an eye patch and a wooden leg”.
But NOT; talk when an invisible person walks by.
The Info can NOT be extracted ANY way, unless the conditions meet.
If attacked via punching, or slapping, also if poked, it will bite.
|-Counteraction: ANY magical attack, or a physical attack on the mouth.
-Identify:
|-Element: none
|-Target: Target magical item
|-Mana drain: low
|-Casting Procedure: Cast by touch
|-Visual effects: His hand glows an alternating color as it ‘inspects’ the item in question.
|-Explanation: Alumar can identity a magical object, and its properties.
The only ones he can’t identify, is things made by the gods, of insanely ancient things.
Time will vary, from instant, to hours.
|-Counteraction: Keep away from touch.
Passive skills. (Skills that are always “active” and causes no drain)
-Deep Pockets:
|-Element: Energy
|-Target: Own cape
|-Mana drain: None.
|-Casting Procedure: None permanently cast.
|-Explanation: This spell allows one to create a pocket in a cape, which is said to be indefinitely deep. The user simply thinks to put something in it, and the spell activates. It is the same for taking things out. A thought is needed, and the item is brought to ones hand.
Only Alumar can take usage of this spell.
|-Counteraction: Steal/destroy cape; this will remove him from the items.
-Aura sensing:
|-Element: None.
|-Target: None in particular/everything.
|-Mana drain: None
|-Casting Procedure: None, constantly active
|-Explanation: Alumar is able to sense any persons, items and magical aura; also known as energy signature.
Every signature is unique, and every magical effect bears a high resemblance to its creator.
People can be recognized, and even spells can be tied to its caster.
|-Counteraction: Completely 100% hide ones energy aura. This will most likely hinder any attacks, as well as any passive magical abilities.
-Forms.
***Disclaimer: Due to apparent G'modding and Powergaming, the following 2 forms will never be used in any battle, or similar effects, against any other players: Timer, Portaleer.***
As Alumar gained more power, there were still spells that were just out of his reach, these were due to that one had to be specifically aligned with an element for them to be able to draw the right type of energy.
Alumar went around this by creating forms to use them.
As the forms are entered, things change, he gain a new appearance and new skills, but in turn many other are locked away until he changes back again.
This is an imperfect system and was only made for a temporary solution until Alumar can manage to ascend beyond the problems and be able to unlock all spells for his standard form.
Though this is his goal, he has yet to reach this level and is forced to use the form system if he wants to use the linked skills.
The time it takes to change from form to form, is a rough 6-10 seconds.
Changing forms use the equivalent level of energy as a ‘low level’ spell.
NOTE: The passive skills are still active, unless detailed otherwise.
NOTE2: If Alumar for some reason faints, or is knocked unconscious, he will return to the Wizard form in a flash of white light.
NOTE3: The hat is only worn in the Wizard form. The sun-glasses can be worn in any form if he chooses to.
NOTE4: if he has changed form as he enters, or someone creates, an Anti-Magic field. He will remain in the form, but the restrictions made by the field would restrict his spell casting. Though his other abilities will remain if there are any non magical in said form.
Legend:
-[Name]: The name of the form.
|-Main power/skill: The main power or skills(s) that the form takes usage of.
|-Magic accessibility: The magic spells he have access to in said form.
|-New attire: How Alumar will look as he takes on the new form.
|-Activation: How the form is activated.
|-Strength: What are the forms best attributes.
|-Weakness: What is the forms worst attribute.
|-Explanation: More in depth about the usage, and powers of the form.
NOTE: All increases and decreases in attributes are counted from his wizard form, which is his default one.
-Wizard:
|-Main power/skill: Magic
|-Magic accessibility: In this form, he has access to the spell book as described In the Magic tab.
|-New attire: Read ‘attire’ in main part of bio.
|-Activation: Focusing his energy, a series of different colored streaks of light is drawn to him and starts to cover him. As he is covered the light flashes a bright white, and he is in the ‘default’ attire.
|-Strength: Read main bio’s strength and weakness.
|-Weakness: Read main bio’s strength and weakness.
|-Explanation: This is Alumar’s default form, if he is knocked unconscious or something alike, he will awake in this form. (Transformation occurs as he faints).
In this form, he is a wizard, and a strong one at that. He has a higher level of energy then most mortals, and immortals alike, could ever reach. Though he is unusable in melee and can be taken out with even low level physical attacks to his body.
-Portaleer:
|-Main power/skill: Portal creation.
|-Magic accessibility: None only form specific.
|-New attire: A deep purple coat that reaches his ankles, with a large almost random symbol on the back, the coat has a lighter purple line around all the edges. A black shirt covers his torso as black pants covers his legs, both being of cotton.
Black shoes of a leather-like material. His hair ends up in a braid, and a pair of finger-less gloves covers his hands. The gloves are almost leathery in texture, and have the same purple color as the coat.
His body becomes slightly musclier, but not enough to show through the clothes.
A single edged blade hangs in its wooden scabbard on his back, almost katana-like, but has a straight blade.
|-Activation: Focusing his energy, he is enveloped in a purple, almost smoky, light and emerges in the form as described.
|-Strength: His physical strength is increased to that of a strong human. His speed is also increased slightly.
|-Weakness: He can use not magic except for portals, this also decreases his magic resistance if he is hit.
|-Explanation: In this form, Alumar can create portals from wherever to wherever as long as both points are in direct sight in some way. (Through windows works, but not through cameras and the like)
The portals are formed in a rough 0.006 seconds, and they are bound together. Entering one will make the object/body part that entered, exit at the other side. Just as if ‘cut off’ from Point A, it will be at Point B.
He can create multiple sets of portals, which are tied to each other. (Example: A1-A2..B1-B2..C1-C2.. etc)
These portals make no sound as they are created, or as one enters/exits from them. This makes this form excellent in ambush attacks, as well as extraction.
Example of usage: Alumar sidesteps from an attack, into a portal that he just created (Portal A1) he then ends up on the exit at Portal A2, and able to attack the enemy from behind, if that is where he placed portal A2.
The portals can vary in size, but the ‘common’ one is 2m tall and 1.5m wide. It can be stretched up to a 5x5m large one, but this requires a longer casting time.
The portals are a rough 1mm thick if viewed from the side, and can be created in mid air.
The drain is very little, almost nothing for each portal created, and others can follow as long as the portals are open.
If one is halfway in a portal and it is closed, one will be ‘thrown’ through to the side that the highest % of the body is.
Magic, projectiles, objects and persons retain the same velocity that it had upon entry.
-Timer:
|-Main power/skill: Manipulation of time (read description)
|-Magic accessibility: Minor Telekinesis.
|-New attire: A jet black jacket that reaches his hips, on the back is a deep purple hourglass.
Black pants with pockets on the outside of the hips, and a black shirt, all are in cloth.
Shoes are black with deep purple bindings, also of a cloth-like texture.
His hair is completely loose, and hangs to its full 2 foot length, straight down.
His main weapon in this form is a very sharp single edged knife on 12 inches. It is fastened horizontally at his lower back, handle facing right.
|-Activation: Alumar focuses his energy, making light seem to blur around him. Almost like a sharp blur ‘flashes’ and ends up with him in the form as described.
|-Strength: Strength increased.
|-Weakness: Only the one spell, and still as fragile as in Wizard form.
|-Explanation: In this form, Alumar can activate his ‘timer’ spell.
This spell sends out a shockwave, the distance depends on what Alumar wishes; up to a max of 50 meters in radius (100 meters in diameter), where everything caught inside is slowed almost to a complete halt, regardless of previous speed and haste spells.
Inside the ‘dome’ Alumar moves at a hasted speed compared to outside and can interact with anything inside as he wishes. If he is to cut someone, the cut will be made but the wound will not spill blood before the spell is over.
The longest time the ‘dome’ is up, is a rough 30 seconds seen from the outside, where Alumar moves like a blur and the captured ones are like frozen. For the capture ones, it can seem like ages, where as for Alumar, with his speed, it is more like 10 minutes. (He can do as much in this ‘bubble’ as a normal person can do outside in 10 min.
As the spell is negated, everything he set in motion will happen. Objects and people set in motion will be shot in the direction they were moving. If he were to cut ones throat only the cut would show from Alumar’s or a spectator’s side, as the spell is released the attacks will me made apparent.
Blood will flow where cuts are made, a series of punches might all hit at one time making severe damage.
The energy drain for the Timer spell is relative to the size of the dome. At max range, it costs him the equivalent of ‘severe’. The drain is made as the bubble 'collapses.'
-Necromancer:
|-Main power/skill: Art of death and decay.
|-Magic accessibility: The entire “death” element and more detailed in the explanation tab.
|-New attire: The Vampiric robe, a long black hooded robe, with a few laces hanging from some areas with some spiky symbols on the end.
Under the robe, a black shirt and black pants as well as shoes. All of a cotton like texture.
The robe is actually an enchanted robe, it constantly ‘feeds’ on the energy of nearby people, regardless of friend or foe. If they are near him they will feel slightly tired, perhaps even ‘drained’, this energy is transferred to Alumar himself, though this won’t affect their battle ability.
His hair ends up hanging completely loose the full 2 feet straight down.
His skin changes into a much paler, almost grayish color. He has a few pendants in his pocket that is shaped like a black skull with green emeralds for eyes. If he activates them and gives them to friends, it will ward off the idle drain from the robe.
On the side of the robe, hangs a sheathed blade, it is a crystal dagger, most often used to make a killing blow to an enemy or for blood sacrifice magic.
This is the only form where his personality might seem to change slightly, it starts to fall more of the dark sides of everything, less likely to help anyone and more likely to cause chaos and mayhem.
|-Activation: He focuses his energy, as dark eerie strands of darkness envelop him. After he is completely covered with it, it simply fades away revealing his new look.
|-Strength: All of his Death elemental spells are enhanced greatly, and he unlocks a few more.
|-Weakness: He cannot use any of the other spells in the spell book, and he has a high weakness to holy elemental attacks.
|-Explanation: Alumar takes on the element of death, and becomes a necromancer.
His robe will constantly keep him filled with energy, by slowly draining everyone within a decent range.
The “Soul Feast” spell becomes more effective, meaning that it is restores more energy per soul consumed. He also gains the power of ordering all undead and demon creatures (Playing characters, and player 'owned' NPC's and creatures will be able to resist) to do his bidding. As long as Alumar has a stronger will then the target. The grasp he has on them will fade as he changes form.
In this form, the summon undead minion does no longer need a corpse and can be summoned by Alumar’s energy alone, but then will not have any skills beside a common ‘bite/scratch’ thing, also known as a zombie.
|-He can call upon a large ‘undead’ dragon, which will be on the size of a common 1 story building. This can be used as a means of transportation or as a ‘pet’ for combat. The dragon has a ‘black flame’ attack and claws/teeth, as well as the ability to fly. The black flame has the same effects as a common flame breath.
|-He can sacrifice a small amount of his own blood to make a binding circle; this allows him to enslave almost any living being, be it magical or ‘normal’. The enslaved one will still retain his or hers personality, but recognize Alumar as the master. (PC's will off course be able to resist)
|-If he concentrates enough, he can make the blood stop, or ‘explode’ in his opponents. (Never used against Players or player ‘owned’ NPC’s)
-Physis (Greek for Nature):
|-Main power/skill: Manipulation of nature.
|-Magic accessibility: None from the spell book.
|-New attire: He has a light green t-shirt and a dark green vest over it, his pants are dark green just as the vest. His shoes are of a cloth material with the same dark green as the pants. Over all this he has a cape, it is of a semi stiff cotton texture, and is dark green with a light green rim.
To his left hand side his blade is strapped. This Sword has a green blade with silver edges and what seems to be a vine growing along it, its cross guard is of a green color as well with a silver colored vine strapping around it. The handle is of a moss like substance, which makes for a comfortable handle as well as slip resistant. Its pommel is what looks like a semi opened rose-bud.
http://s32.photobucket.com/albums/d19/alchemist_fox/3D/SwordofNature.jpg
|-Activation: He focuses his energy, and a green light surrounds him. A flash of a light green light reveals him in the new attire.
|-Strength: His strength and agility is raised slightly.
|-Weakness: He cannot use any of his normal spells, and is as fragile as in his wizard form.
|-Explanation: In this form, Alumar cannot use any of his normal spells; instead he gains the complete control over nature.
He can then entangle enemies, or making a tree spurt branches, and impale within a second.
This is in a basic term; total control over a plants growth, in speed, shape and strength.
It also gives him slight control over biological features which are bound to nature, like diseases, some viruses and parasites.
Although he gains control over nature, he only has control over the living aspect. Dead trees like a broom handle, is out of his control.
-History:
Alumar had a normal childhood, considering his uniqueness.
He was borne with 6 fingers on his left hand; this in turn is 11 fingers. This is something that many found weird, and was used to bully him as he was little. After all a person that is different, is often shun upon.
On the spare time, as well as in the school, he was a constant target of bullying.
It was not made any better that he lacked in the physical strength part. Instead he had a high intelligence. This was in turn, another target of bullying.
Everyone, in all grades, both over, and younger than him, constantly called him names, and would never let him play with them.
He had good grades at school, and was in some cases considered the school prodigy. Though, this was in the non physical classes.
This was a normal day for Alumar, as he got used to it rather fast. Not like he had a choice, but still.
The days went by, and as he entered the age of 12, they even turned physical, beating him up as they where bullying him.
He told on them, but even the teachers and officials strayed away from him, pretending to agree, but they did not care.
This is the human race for you; they fear what they cannot understand.
Another year went, and he had become more resistant to physical attacks, but they still hurt, at least when they gang up on you.
Alumar was always alone, in any connection, he was alone.
His parents even did not talk to him more then was necessary, as they were put off by his defect. He always assumed they still loved him, but they kept away.
As time went, he got used to it all, being alone in the world, not having a single friend, as kids as well as adults, often feared what they did not understand.
One day, as he was being targeted by yet another beating, suddenly a female voice from behind commanded them to stop.
The apparent leader of the gang stepped forward, being an arrogant dipshit, tried to brush her away. This led him to be badly beaten up by her, and his gang splitting up in all directions and fleeing.
Alumar looked at his savior.
It was a girl, around his age; she had long brown hair and green eyes. She had just transferred into this school. They became friends more or less instantaneously.
Later, she introduced herself as Liandra.
She was the first one that did not stray away from him due to his 6 fingers on his left hand. In fact, she found it rather cool instead.
A few years went, Liandra protected him from harm, and in return, Alumar helped her study. Due to their prefect mach of each other, he was intelligent, and she was strong, this made for a perfect combination.
After the necessary school where completed, one where to choose ones line if education.
Liandra chose to become a warrior. After all, she had the physique, as well as more than needed strength. Alumar chose the way of the Wizard. Since he had more than needed in that area.
They promised each other; that no matter what happened, they would not part, nor stop being friends.
As it started they had to part, thought not permanently. This was due to the locations of the schools, as the Warrior and Wizard schools where not close to each other, not even in the same city.
They managed to set up a schedule, where they had most of their free time at the same time.
This strengthened their bond, as well as their friendship.
One day, Liandra came out with a straw hat, she was fairly proud of it. It was a gift from her father that was almost never at home.
It was a standard yellow color, with a strap that you could use to fasten under the chin. IT also had a piece of braided string at one side, slightly on the fore side.
Alumar didn’t think that much of it, Liandra tugged in his ponytail as a punishment for that comment.
Time went, Liandra became a good warrior. Her agility and dexterity made her excel fast, and rise in the ranks.
Alumar had it similar. His intelligence and an apparent photographic memory for spell learning and the like, made him learn spells fairly fast. Combine with his excessive speed, and reaction time. Made his ranks rise fairly fast as well.
In their spare time they would like to show the newly learned skills.
As Liandra would completely win over the knights of the kingdom, and Alumar would be able to pulverize large boulders. The grownups somewhat shun on this as well, mere kids being stronger then trained adults.
Alumar learned the spells that where set up by the leaders, way faster than the others did, so he got the permission to study other spells in that time. Needless to say, he learned way more than any other. And as he was studying, he made up a way of writing of his own, to protect his notes, regardless of what they were.
It was very elaborate; the signs that represented letters changed, depending on the words in front of it, as well as how the word was written before.
This meant that the same word had a near infinite ways of being written.
This made it close to impossible to decrypt without tutoring.
Liandra had a skill level above even some of the knights that where personal bodyguards of the king. This earned her the chance to learn deeper control, as well as more advanced skills.
As time went, they aged to the age of 16, their skills where renowned around the lands neighboring the one they were in. And an upcoming tournament was coming. Both the wizards, and the warriors where signed up.
The plan where to make every one fight everyone, and rise in the ranks, in the end there would be one winner. The winner ‘class’ would brag about their winning for the next year, so the leaders where rather set on winning.
The planned time came, and the various schools around gathered.
There were a lot of talented people here, all from the age of 16, and upwards to 20.
Some rather different body builds, but nothing other than the usual.
The roster was simple. It would first be warrior against warrior, and wizard, against wizard, all the way until there were 4 left of both parts. Then a one on one, from opposing classes would face each other.
The trumpets signaled the time for the first round. And as fast as it started, it ended.
It continued like this, various warriors, with various preferences in weapons.
Same for wizards, various wizards, had various elements they preferred.
Liandra preferred the 2 handed broadswords, and Alumar had no preference, he just learned all he could, and used the smartest element he could command as it was needed.
Liandra won her battles with ease, as did Alumar. And the fated battle where at hand;
Alumar against Liandra.
The wind where completely calm, Liandra’s hands tightened around her wooden broadsword as Alumar’s right hand refastened his grip on his training wand.
The leaders of each clenched their sweaty fists together, promising various things to the winner.
The contestants on the other hand, looked deeply into each other’s eyes and the world where completely silent to them.
The trumpets called, and the battle begun.
Alumar and Liandra stood completely still. Several of the crowd shouted various things, but they did not react.
They started to walk towards each other, each step shortening he distance.
As they where but meters apart they stopped. The crowd wondering that would happen now.
They looked at each other, and smiled. They turned towards their leaders, and shouted in same that this was a draw.
The headmasters grinned their teeth together in anger, almost wanting to strangle the kids, the crowd where speechless. But the arena leaders where impressed.
They both new that this would be a battle where one would be badly hurt, and instead of doing so only to prove an ego they both agreed to make it a draw.
However, the arena masters where impressed, but there was the reward problem.
Since both sides where winners, they in the end, decided that both contestants would get the prize, which was a powerful item relevant to their class.
Liandra was given an enchanted broadsword that had the power to send out an energy wave. This made her even more versatile.
Alumar was given ‘Gemino Refero’ a ring that, once activated, would send out a copy of the cast spell. The drawback was that it only had 2 charges, but with enough smarts, and choosing the spell with care, it would be a good aid.
As they returned to their respective school, the headmasters decided that they where that skilled that they had nothing more to teach them. They where given the ‘go’ to travel around, to learn various things. To take on the goal of getting in touch with ones inner self.
They packed up what they needed, and left homes after saying their farewells.
The met up at the main gates, and went off. Liandra was still wearing her straw hat, even after all these years. It became a part of her in the end. No one could remember her without it.
They set a small plan. First they where to go and get Alumar a better wand, since the one he had where weak, and mainly one for practice. They went by the rumors of a wand maker of great skill, that where said to have made the wands for the most powerful of wizards.
A year went by, and Liandra faced bandit raids, one after another. Her skills went higher, every time they faced a strong opponent. As every bandit had their own system of fight, as well as the random knight here and there. This ended up as perfect training for her.
Alumar’s energy level heightened, every time he learned a new spell system. Also, via training much like muscle training, he achieved an even higher energy level. After a short while, he had enough mana to compete with most spell casters.
Alumar picked up a spell, after another, even different schools, all from White and black magic, to Necromancy and the Arcane.
Liandra excelled in swordsmanship, way beyond what they expected to happen.
When Alumar learned various necromancy spells. He summoned various undead, so that Liandra could train various moves. Since the undead felt no pain, nor was there any problems with moral things, this was an excellent way of doing things. This in turn gave Alumar the needed ‘mana training’ and gave him a higher mana pool.
As they were with each other all the time, their friendship evolved to a higher level, they became a couple, something that might have happened years ago, if they had not been parted.
Time went, and they neared the elf that was in question. They had gotten to the age of 22.
They where to face strong opponents, it ended up as some head hunters, had heard of them, planning to make names for themselves.
They had a moderate sized gang with them, that where all rather skilled.
As the battle started, both Alumar and Liandra smiled slightly, as they had been waiting for such a thing for a long time.
As most of the gang was taken care of, and fatigue had kicked in a long time ago, the leader called for reinforcements. This was not some thing that they had anticipated. As the gang that was there now, was at least 2 times the size from before.
The battle started again, but Liandra flinched and was impaled by a sword.
She fell to the ground, tears streaming from her face.
Alumar ran to her, as the whole world seemed to stop completely, the sounds around had gone silent and the battle seemed to stop.
She coughed up a decent amount of blood, and apologized to Alumar, for not being able to help him becoming the strongest wizard, and for breaking her promise.
Her eyes shut, and the signs of life faded away.
That day, at that battle, she died.
Alumar put her down gently, he stood silently up, as an energy aura surrounded him.
As he turned around, his eyes had the look of the deepest hate, as well as the outmost anguish.
His eyes turned white; his hair loosened and was flowing on the released energy. His personality turned purely towards hate and revenge.
He lost control of his body; He started a chant. At this time; he did not know what spell that was.
The gang was confused, and spread out to make it so that regardless of the spell strength, it would not take them all.
A sphere of energy formed in between his hands, dark red and black in color.
The chant neared the end, and the gang around felt the pressure that formed around Alumar.
Suddenly, the chant stopped, and everything was silent for half a second, as Alumar whispered: “Casus”.
The sphere was released; it amplified itself in size, and drew power from the hate and anger he had built up. A barrier formed around himself and Liandra’s lifeless body.
The huge ball headed towards his enemies. And everything turned black.
Alumar awoke. Looking around him, he noted that everything in a 500meter or so radius was completely gone. Everything was in a crater of sorts.
The enemies was gone, the landscape was gone. Yet, he and Liandra’s corpse was left.
They stood on a patch of green grass, as there where nothing around.
He vaguely remembered what happened. He had unleashed all his energy, as a black magic spell. The reason he was still alive, must have been the barrier that formed.
He forced himself on his feet, and looking around. Judging buy how things looked where it was normal. It seemed as 2 days had gone by.
He sat back down. This spell, his anger and hate had made it. It was apparently unique to him.
He again forced himself to his feet and walked over to Liandra, she was cold, and already past any form of reviving.
As his tears flowed, he made her a grave, and buried her at the center of the explosion.
He took her straw hat, and put it on his head. It was now his memento of her.
He left the area with a hole in his heart. And the crater there would always have a double meaning to him.
He continued looking for the elf. Even though his companion, his friend. No, his love had died.
As time went, he noticed that a few things had changed.
He no longer felt that he had problems with killing anyone, nor that his standards of morale where anything to consider. He also got weird looks from time till time. Not knowing why, he stopped one, and asked him. Alumar made a promise not to be offended, and not hurt the man in any way.
The man stuttered, and managed to blab out something about his eyes.
Letting the man run off, Alumar went to a pond with still standing water.
Indeed, his eyes were completely white. Most likely a side effect from acquiring, or unleashing such power as the Casus. Since Alumar had no problems seeing, beside a slight problem with really bright things, he ignored this.
He assumed his personality change had something with the spell his feelings created. Casus as it was called. His personality went from a so called “good” person, to a person that did as he felt like, waving between the so called good and evil as he felt like it.
Not really feeling that he had a problem with it, after all, this was him now. He embraced it, rather then trying to change.
During the next months, he managed to find the elf, and wanted him to make him a wand, that heightens his powers when used.
The elf agreed, but he would require a decent amount of gold, as well a 2/3 of his mana pool. This was the thing that gave the wand its power, and in the same time, it made others unavailable to use it.
During the course of the next 2 days, the wand started taking form; it was formed from a single piece of crystal the elf called Br’oga, or something.
As Alumar’s energy was poured in it, it slowly took the final form.
Each wand is unique to the person that will own it, due to the fact that it is their life force that is poured in it.
After the 3 days, Alumar, and the elf fell asleep. They slept for 2 full days.
As they awakened, Alumar got to see the wand they had created.
It had a wooden handle that was topped with a red glowing orb.
The top of the wand had 4 'fingers' holding the orb.
After Alumar had regained his strength, he left after paying.
He was urging to test the power.
Later that day, he found a few large boulders.
He used a normal ‘energy blast’ on one, it was barely shattered, and had a crack that went thought it.
He tested the same spell, with the same level, just with the staff on another boulder.
The bounder was shattered. After testing it for a while, he ended up with the conclusion that it would give a rough +40% power increase to any spell cast.
He continued traveling around the world, helping people in need. Some rewarded him, some did not. And some times he felt like doing something for the fun of it. So he would some times make an illusion of incoming bandits, or light a house on fire.
After a year of traveling, he had a considerable money amount. Luckily he had learned the ‘Deep pocket’ spell. This helped him carry around various items, as well as his money.
He took a liking to the feel of magical trinkets, and started following various rumors about items with changing powers. He gained some of lesser value, but one he found was rather unique. It had a rather normal look, but it had a magic power that was impossible to feel. It seemed like a normal pendant, having 2 golden plates onto of each other, one slightly smaller than the previous, they had an oval shape. And in the center, was a bright red orb.
Alumar studied it for some time, but all he found out, was that the red orb was a button of sorts.
After a while, curiosity took the better of him, and he pushed the button.
In a flash, he was in a jungle like area. And without any possibilities to look around, he used his magic to take to the air. Flying around, he got the basics of the area. It was a rather large island. That seemed to be the only one in the area.
In the rough center was an entrance that lead to a fort of sorts.
He entered, and took his time checking it out. Using various summons to help with it.
He used a few summoned hawks to see if there was anything else then this island. And there was not.
After extensive looking around, he concluded this was a fort in a separate dimension.
The dimension was only this island, and he was alone, save some random animals and vegetation.
He claimed it for himself, and named the fort “Fort Rigel”.
This was how his home and he proceeded to make it so. He mapped out, and learned the extensive underground labyrinth. He made carious rooms out of the chambers that were littered around.
He also came to the conclusion that this dimension had 2 ways of entry, the amulet, and Alumar’s portal magic.
He created a lot of spells of his own, and mastered the arts of alchemy, as well as the art of herbalism.
Later on, he went questing for a magic item, which was said to have an ultimate power of some kind.
After a few months looking for it, Alumar did in fact, manage to find it. It was on an altar that was located deep in an active volcano, which had various creatures guarding it.
He brought the item back to Fort Rigel.
It had the appearance of a perfect cube, and had a single button-like thing on it.
It had an image of an hourglass, as well as some clock hands around.
After a month studying it, he could still not find out what it did.
In the end, his curiosity had to be satisfied. He pushed the button.
There was a pinkish flash, and everything blackened.
He awoke later that day, and looked at the cube, it had shattered, and no magical energy was left in it.
He wondered what had happened, so he investigated on it. But to no avail.
Not feeling any different, he continued with his daily experiments.
Later, as time went by, he noted that his body did not age; he looked as he was in his 20ies, even though it was around 10 years since the cube disintegrated.
It made him come to the conclusion that the cube, gave eternal life.
Since he could be cut by blades, as well as be knocked out. It was clear that it was only an ‘age stopper’. He could still die from battle, but he could never die from old age.
He took use of this, and traveled for a few years, picking up more spells, and gaining more money.
Especially when he learned the “Summon Human” spell, since a lot of various lords, liked the fact that they could get a human slave, completely legal, that did whatever they wished for.
This was an extremely rare ability, and Alumar was paid considerably for summoning one.
He used this for himself as well, sometimes as workers, sometimes for other jobs.
They seemed to work out excellent as messengers, when his portal system could not be used.
As his money pile grew, both from gaining treasure by himself, or by being paid for services. Be it via the summoning, or as bodyguard, and in some cases, doing questionable jobs.
He even took high paying jobs to clear away large mountains, as well as leveling some areas that were to be building upon.
He often took the jobs of taking care of stronger demons, just to be able to use some of the stronger spells, the ones that would normally evaporate a normal human being, some of the demons where able to stand against a few of them.
Some times he traveled as a demon hunter, seeking strong ones.
He got hold of an ancient book, the told the tale of “The bracelet of It’Has”
In the ancient times, a dark lord by the name of It'Has (it haas) made a bracelet, that is said to act as an amplifier to any form of power. Be it physical, or magical.
He was planning to overtake Hell, but his plans where found out.
So he hid the bracelet, and was later killed.
For centuries the bracelet still resides somewhere in the mortal realm, as a legend, or myth
This was the short version, and it also explained a base on which domain It’Has belonged to. Sue to this information, Alumar began looking for it.
After a decade of looking, he managed to find it. And through defeating a guardian of hell, which was rather simple, considering its insane weakness to ice and water, Alumar gained the bracelet.
It was a golden bracelet, which has a blue gem in the center, with 4 red orbs of much smaller size, 2 on each side.
This again, allowed him to gain a higher level of power. Thought the cost was a higher energy drain that was relative to the higher damage.
He ‘pocketed’ it, and continued this travels.
-Additional History:
As Alumar is used in RP’s he naturally “gains more history” to say it that way.
As such it will be summarized here in a chapter effect.
-----------------------
Edit history
*18/03-09 - Updated the wand, it is now a staff. Only visual changes, power/drain is the same.
*09/08-09 - Added a ton of detail, his staff has changed appearance and a slight change in its drain when used. Finally completed the detailing about Unique Incarnations, spell absorption, spell deflecting and dispelling. Those are listed in the magic tab before the spells.
*13/08-09 - Changed font for the bio itself, it was hard to read.
*13/08-09 - The Echo Ring is updated and renamed. The picture is also changed.
*14/08-09 - Sword slinger and Shadewalker forms removed. Alumar is a wizard and he should not be skilled in melee.
*15/08-09 - Picture of Alumar changed to one where he holds the new staff. staff just manipulated in.
I am aware of the some of the spells seems overpowered (especially Casus) but know that he is balanced, and Casus will most likely never be in any RP.
Also know this, the parts colored in purple, will NOT be used in any RP, unless specifically approved. This is due to him being a character I use for story making as well.
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ORPG/URPG/RPB
-Name: Alumar Loren
-Race: Human
-Alignment: Chaotic Neutral. (He is neutral, but does what he feels like)
-Gender: Male
-Element: Energy. Whereas he can use many elements, he is most aligned with the element of energy; this shows in the usage of the energy aligned spells.
-Age: Looks in his late 20ies perhaps just over 30, but he is in reality 3718 years old. He lost count of this himself ages ago, but he knows that he is above 3500 years. If he is to guess his exact age he will not get closer than 3700.
-Appearance/Attire:
Alumar stands approx 186 cm tall and have a rough weight of 73 kilos, his build is considered average. He has completely white eyes, no pupils or irises, but he can see quite fine. He has some issues with bright light, though in return he gets a better vision in the dark.
His face is clean, no scarring, or any other impurities save a beard if he forgets to shave. He has 2 foot long dark red hair, if one measures from the point where the neck ends and the skill starts that are fastened as a low-ponytail in the lower neck region hanging to the beginning of his lower back.
The mentioned details are normally hidden behind his straw hat, which he almost always wears.
A birth defect lies on his left hand, though Alumar himself does not consider it as such; an extra finger, giving him a total of 11 fingers. The finger works as normal, and Alumar is as used to this as a normal person is with 5 fingers. Though he is used to it, it does not mean that anyone else will pass it by as nothing big.
His back is scarred beyond belief; this was something that happened as Alumar was held a captive for what he believes to be a rough month. Daily torture as an attempt to get information about a magical artifact is the reason for his scarred back.
If it is ever to be seen, consider a month of daily torture, a rough 90% of the scars from this litter his back, this is all from whips, knives, acids and burns, burn marks and whatever other things you can think of. ((Read Chapter 1 of ‘Additional History’))
The hat is a common yellow straw like color, and has a black tassel dangling from the wearer’s front-left side, even though this very hat has survived for over 3 millennia, it is not the hat itself that is the important bit, it is the memories that accompany it. It has been repaired countless times over his lifespan, but in his eyes it is still the same hat.
As clothing, he wears a red T-shirt covered by a green vest with black stitching. The vest is tied together with strings going from button to button. He has dark blue pants that are reinforced at the knee areas. It is held up with light brown leather belts that have a golden colored buckle.
On his feet, he wears dark leather shoes that are fastened with a common shoelace. The higher part of the 'leg' part is loose enough that he have folded them down over themselves. Both the toe, and the heel, of the shoe are enforced, making them more durable.
Over all this, he has a leather cape that has a high collar, and patterns best described as 'Axe-edge-looking.' The patterns are slightly darker colored. It is held 'closed' by a string mechanism at the throat level.
The cape itself is 2 parted, with the 'torso part' being an overlay of the lower part. It reaches his ankles when closed.
The cape is manly used as a piece of leather armor, as well as serving as a raincoat, which along the Straw hat, gives him a full rain set, as long as it does not rain sideways.
Many would call this a bad choice of colors, Alumar is far from a color coordinator so his choice is plainly of whet he preferred at the moment he put it on. If anyone complains he blames the colorations on a rose. It has a green stalk, read throne and surrounded by straws and sometimes trees. Whereas this will then be a petty excuse, it is the only one he will answer with.
On the finger that is closest to the index finger on his left hand, he has a golden ring with a purple round stone in, namely Gemino Refero.
-Noteworthy Tings:
-Alumar have 6 fingers on his left hand, this is a birth defect he has.
-He almost always wears the straw hat. (Revealed in story)
-His eyes are pure white, no iris or pupil. He can still see fine, but there are some alterations (read the Skills tab (not spells))
-Appearance in a Nutshell:

-First Impression:
If seen from any angle rather than in front, one will mainly only see the cape, and the straw hat. If one does not know Alumar, his appearance reeks of the ‘wizard’ feeling. His energy aura is incredible strong. And any one that has a sense for magical power will know only the tip of his magical strength.
If seen directly in front at a day where he is not holding the cape closed, the rest of his attire shows out, and the impressions people might get from this is nothing special.
Whereas he gives of the wizard feeling, he can also seems to be a lazy person depending on what he is doing at the time he is seen.
If seen in any other transformation, one would see what one normally would see, and he would suppress his “energy aura”. Though if one have made note of his unique signature, there is a clear hint of it in there, whereas the other forms actually can change his very energy aura. (Read more in the form in question)
If one is able to see the left hand, one would see the 6 fingers, and his eyes are still white, thus giving away his identity.
His voice more or less what you would expect, it does not have a high pitch, or a bass tone.
Though it is low due to him being a male it is nothing unique, though as any voice it is recognizable if you have a reason to remember it.
-Personality:
He is quite youthful for one of his age, though this would be expected for one that so over 3000 years old. He is normally a nice guy, and don’t attack without a reason.
He is a nice person to the weaker types, Farmers and ‘commoners’ are often helped though most often he would prefer something in return for his favors. Though often this ‘reward’ don’t have to be much, as it only have to cover the effort he has to put in.
He loves friends, but is sad that they normally die before him.
He enjoys fights, and will use enough force if needed, though this rarely is so as most either cower after a spell is cast, or die before he has the time to unleash even a fraction of his potential. As such he might often seem arrogant, though in almost all situations his arrogance is only stating the truth.
His personality can seem to change, he doesn’t have multiple personalities, but he might seem to change as he enters battle into a more ‘hungry’ person, where he hungers for a good fight.
Seeming to be a rather lazy person, preferring to relax rather than doing any form of work, save learning spells or the like, he tends to prefer to sit rather than stand or in some cases even lie down even though he might just be waiting a few minutes.
Being a wizard of his level, he not only takes pride in his raw power that he has obtained through long time training. He is a believer that nothing comes for free, and everything has a reaction or cost in some way.
He is one that trusts his magic with his life, the only place where this does not work is within an anti-magic field, in such a case he turns paranoid not really trusting anyone beside a proven friend.
As he is somewhat older then the human race tends to get, he have a completely different perspective of time. As a human normally have a rather firm grasp on time, this is due to the relatively short lifetime that they have, Alumar has lost this grasp of time he often wanders away and trails off. Due to this he has lost many friends due to old age, as well as having walked away from every family he starts. Where it is not that he dislikes them, it is more that he has no firm grasp of time so he just comes back too late, or in some cases forget. And in such cases the mother and child have often moved away, perhaps even died from old age themselves.
Though, it has happened that he has returned to the location, only to learn that his child had died a long time ago, and he is standing there as a great grandfather, or something of the like. Often said family is happy and Alumar’s presence might be shunned due to many factors. He is not heartless about this, he have on several cases left a sizeable amount of wealth so they are provided for many years to come.
In the rare occasion, he might even just turn ‘evil’, killing for enjoyment, it happens very rarely but when it does it is not a pleasant sight for the ‘good hearted’ guys.
He is a true neutral character, as he can lean to either side, just as he wishes or are influenced at the time of happening. He takes being called names a serious thing and it often ends up with the one calling him names needing medical attention if they don’t cease to exist.
This is the case for rude behavior towards him, but if said person apologizes as it were a mistake he is more lenient about it, if it were on purpose and a fake apology is give it has the same effect as a direct insult to his face.
He acts like a normal wizard, always striving to learn more spells and becoming more powerful, though this sometimes take a twist for the worse. He might learn new skills or powers; he might take out a country or unleash a horde of angry creatures upon the world due to his own lack of plans at times.
All in all, he is one that goes by the saying “the end justifies the means”. If he has to kill 100 to save 1000, or to save a large city a village have to be destroyed. These are things he would prefer not to do, but he would do it for the end result.
-Weapon(s):
-Picture Link-
- The only weapon he has per se; is this 180cm tall staff, making it around forehead level of Alumar
On the top of the staff it changes shape, the head that is mounted on top of it has a Equilateral triangle shape that has a more rounded feel to the long sides and the tip that is pointing up has a ‘pinch’ to it.
In the center of this triangle floats the staff’s orb, it is perfectly spherical and has a red color to it; it remains dim until it is used where it then glows up a strong red glow, sometimes strong enough to light an area around Alumar himself to a rough 2-3m radius. The orb can be seen spinning around at a rather high speed around its own vertical axis. The orb floats in the center of the triangle shaped head by its own power, if one were to try and manually move it; it would appear stuck and not budge. The orb seems to have 3 or 4 layers if one inspects it close enough.
It is mainly used as an amplifier to his spells, if needed. Though it is needed for the unique incarnations (see ‘Unique incarnations’.)
When used the red orb will glow relative to the power that is being used, and his spells will get an up to 50% increase in strength. Whereas it can amplify the power of any spell a rough 50%, it will heighten the energy drain used for the spell at a half of the power enhanced.
|-This means, if he is enhancing a spell to the full 50%, it will heightened the drain 25%. If he heightens a spell by +30%, it will heighten the drain by +15%... etc.
|-He can make it materialize and dematerialize at will. It is not kept in his ‘deep pockets’. If materialized the cost of it is so small it is not worth mentioning.
|-It can be used to block incoming attacks, be it from bladed objects or blunted; the staff will not break and is considered ‘eternal’. Only Alumar, or someone that is specifically taught by Alumar to use it, can harness its amplification powers.
|-Items:
||-Gemino Refero. (Double Echo)
-Image Link-
The ring is golden colored and has an oval purple stone in it, the stone glows or flashes as it is used. On either side of the gem the words 'Gemino' and 'Refero' are stated, translated this means 'Double Echo', it is fitting due to its two charges. Between the two words there stretches 2 lines of runes on the underside.
This ring has 2 charges. When it is activated, it will echo, or copy, the next spell cast. For example: Say Alumar activates the ring, and casts a fireball towards a rock, almost instantaneously after, the ring casts a copy of the cased spell. The echoed spell is slightly weaker. It can only copy up to medium spells, not the really big stuff, and the copy’s power declines at and increased rate where the power of the spell rises.
As the ring is exhausted Alumar needs to recharge it, this is an act that needs concentration so it is always done outside of battle.
||- The Bracelet of It’Has

((Image is to be remade at a later time))
This allows him to heighten his spells effectiveness by a complete of 50 - 60%. Thought the energy toll increases with it at the same percentage as the power increase.
Example: If he were to cast a spell that takes half of his energy, and amplify it with the bracelet, it would take all his energy.
This is why he often uses it in the combination of a strong mana potion, or the “Soul Feast” spell.
||-Amulet of L’kar.

This amulet is what brought him to his alternate dimension, which he later claimed as his home.
(Info under “other)
||-Pipe.

He have gotten hold of a long thin pipe, that he uses to smoke some herbs that grows in his dimension, as they have a relaxing feature to them as well as a nice taste. Some even have some other ‘effects’ though this depends on the herb. (Non combat effects only)
Though he smokes he is not an addict.
||-Flute.
((Image is not made yet, will be updated upon completion.))
This is a simple flute; it is made of wood and has several holes down its 'pipe' for the fingers. It is used in the odd time that Alumar chooses to play it, which is rarely.
He has great skill with it, and he manages to play a few haunting tunes that sounds like it is already inside your head, more so than heard.
||-Sunglasses.
((Image is not made yet, will be updated upon completion.))
Due to his weakness to light, he has gotten hold of a pair of sunglasses.
The lenses are darker than normal ones; this is due to Alumar’s sensitivity to light, so he sees everything as any person would through more common sunglasses.
They have a black frame, and the lenses themselves are completely circular, and have a size of roughly 4cm (1.5inch) in diameter.
-Skills:
-He is an excellent alchemist as well as an equally skilled herbalist. He has seen, and examined plants that most humans will never even get to see. If one is to define his level of mastery, he could exceed Grand Master.
-He has lived for quite a while, thus he has contacts located in some of the larger cities, though more often than not, his contacts are already dead due to old age by the time he visits. Also, with his old age and interest in learning, he has a very wide area of knowledge.
-He has a good night vision, not 100% as a demon might have, but his white eyes let in way more light then a normal person. Which gives him a rough 10 times better vision in the dark then a normal human. This only works if there is a weak source of light there already, not in completely black areas. The sad thing is that his eyes use a way longer time to get used to the light, and even a ‘Flash’ of light that a normal person would just blink away, Alumar might even be pained from it.
-Cooking: Where he is far from masterful, he can create eatable dishes, though they lack any unique taste and are at best ‘adequate’.
-Writing: Whereas he knows the common tongue both in speaking and writing, he can both speak and write more under the influence of the “linguist” spell. He has also created a way of writing himself, where every symbol is unique, as well as a way that they alternate depending on that symbol was used where. So, needless to say, any notes made by Alumar in this language, is not understood by anyone beside him. Regardless of spells and linguist skills, as this is a thing he has created himself. Also as most spell casters, he can read and write most magical runes and symbols.
-Intelligence:
Alumar is very intelligent; he has a photographic memory, at least when it comes to spell learning. Using a great deal of logic in his thought process he will rely on facts and probability before assumptions.
He thinks with his head, not his heart.
-Endurance:
He is not a melee fighter; in fact, he is quite weak when it comes to physical damage.
If a stronger type where to punch him, he would most likely go straight down.
A cut by bladed weapons is also a bad thing. In any melee aspect, he is a normal, perhaps even weak, human.
-Speed:
He is quite fast, without magic he would be able to reach a speed of 45 km/h (28Mp/h). This is his max speed but he can only hold it for a minute, if that long. In the sake of jogging he can hold an average speed for a 20 min at most before he needs a break. He is not in any state to battle anyone after the limits mentioned here are met unless a break is given first.
-Reflexes:
His reflexes are sharp and trained. He is not quite to the dodging bullets but he can dodge most arrows. His speed is enough to avoid a quick strike by hand or a weapon.
Though, extreme trained persons will strike slightly faster, and he might not be able to avoid that.
With his reflexes, intellect, and his vast knowledge in magic, he can cast ‘the right spell’ in a really short timeframe.
-Strength:
He is far from a strong person, if he were to lift something; he would barely manage 70 kilos. He always had spells at his disposal, thus his muscles are not as developed as most.
If he were to punch one, he might knock out a teenager, hardly more.
-Fighting Style:
((This is dependent on which form he is in, for more information see the specific form))
Since he sucks in melee, and don’t have the strength to do hand to hand. He relies on magic completely. He can stab, and cut as any other, but he has no fighting style, and in any pure melee fight even a slightly trained person can take him on and win.
-Strengths:
He is a really strong wizard, he has a vast selection of spells at his disposal, and the energy level (mana) to use them more or less at will. He has the power to stand against almost any magical attack. And gain energy from his fallen enemies.
-Weaknesses:
He is lacking in melee in general, both in attack, and in defense. He does have shielding spells, but even those have their weakness. Physical strength is also something he lacks in.
If his powers where to be locked away, or he being close to an anti-magic field, he would be close to useless in battle depending on which form he was in.
-Other:
-He is the owner of his own dimension, it is large as a fairly big island some 1km in radius, and it has an underground fort. It is accessible by 2 means. One is via the amulet that Alumar gained access with the first time. The other is to have been there before, and to use a portal magic similar to Alumar’s, even then you might have issues due to his precautionary means.
The fort contains many of his things, among them his library, alchemical room, treasury and whatnot. The respective areas are guarded by various spells and barriers, even thought he is almost certain that no one can enterer there.
On the island there is a large forest, a sizable mountain with a pool of fresh water on the top that ends up as a waterfall on the north side. In the forest many animals, some more exotic then others, live.
Around the whole of the island, Alumar has crafted a weird field, when there it negates any magic cast by a different ‘force’ than his own. He used quite some time making this work and in the end he managed to succeed.
-Magic:
Alumar has various magic, from various sources.
They have been acquired over time, in studying, as well as learning by some various persons.
Due to the amount of spells, the magic part will be divided into categories.
-Mana Regenerative:
Alumar’s speed of energy regeneration (mana regen) is incredible; this is something that he has trained himself to do for ages. As his main and only form of attack and defense comes from his spells, he needs to have a usable regenerative speed.
Said speed is roughly 1/600th of his maximum reserves a second, which means that from close to zero, it would take 10 minutes for a full regeneration. This is only his energy, and if any physical effects occur due to prolonged spell casting are not affected, so even though his energy reserves might have regenerated to its full, he might still be too tired to cast any spells.
-Spell absorbing:
If one of Alumar’s spells are reflected back towards him, he should have little problem re-absorbing the energy that he used to cast the spell, or if not he can at least ‘dispel’ it, but causing the energy to ‘release’ thus making it ‘disappear’
|-None of these cost any energy, and the absorbing will replenish energy.
|-The absorbing only works on his own reflected spells.
-Spell Dispelling:
Alumar can dispel an incoming medium, or lower, leveled spell, simply by forcing the energy that fuels it to ‘release’. It is like cutting the right lines in a net, the rest will fall apart.
|-This has an incredible low cost.
|-This is subject to G’modding rules.
-Spell deflecting:
Any incoming spells that are of a low strength based on Alumar’s spell levels, he can ‘deflect’ by simply ‘slapping’ it away with his arm, using his own energy to change the direction of the spell. The spell will still retain its strength, and its way or working, the only thing changed is the direction and the fact that it does hot blow up as Alumar directs it.
|-This is subject to G’modding rules.
|-This has an incredibly low cost.
-Unique Incarnations:
Whereas every mage or wizard has this ability, the strength one can do is relative.
This is not used in any form of attack, but it can be used to perhaps recharge the energy of a fellow spell caster, or to repair broken items if all fragments are present, perhaps alter a local landscape or create items of various complexities. Simply put, this is a mages ability to manipulate his energy in other ways than casting spells. This will always require a Foci in the form of a wand/staff or such, and often requires a certain symbol on the target itself, or have the target placed in a circle that is properly made.
Note that a few of the spells in his spell book can be significantly increased in strength/duration if used alongside this skill. As such the skills where this applies will have an extra tab of information.
|-Energy drain is relative to what is being done.
|-NON battle skill. This includes if it is used for spells that can normally be used in battle.
|-Subject to G’modding and Powergaming rules.
-Spells
Every spell will use this ‘style’ hence the explanation.
-Name: This will be changed out with the name of the spell
|-Element: This will display the element it is primary associated with
|-Target: This explains what the target may be, be it a single person, or a tree. Or up to an “area of effect” (aka; AOE). For “Passive” skills, as they are activated (on self) they will remain active for a period.
|-Mana drain: This is the basic mana drain, all from none at all, to severe.
Mana drain levels: None, slight, low, moderate, high, severe, insane.
After insane, he is normally not able to cast another spell until more energy is gained, often results in unconsciousness. If the spell has a varying level, it will be displayed as a “Min – Max” system.
|-Casting Procedure: the way the spell is cast.
|-Visual effects: This is what an enemy, or other character, can/might see and use to recognize the spell as it is being cast.
|-Explanation: This will explain what the spell does, and how it might affect things.
|-Counteraction: This will explain the best way to counter, or nullify the spell. If there is none, the word “none” will be displayed, and one will have to physically evade the spell, or the AOE
|-Unique Incarnations: For the spells where this applies, it can be increased in effect by using the spell alongside the Incarnations. If so it only applies in non combat situations.
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Elements:
Fire, water/ice, air/wind, earth/nature, light, darkness, energy, arcane, lightning, holy, death, life, gravity.
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Black magic (damage)
- [element] Ball:
|-Element: Any
|-Target: Anything
|-Mana drain: none – high.
|-Casting Procedure: The said elemental ball will be discharged from his hand(s). In the largest of strength, the ball might need a second to form first.
|-Visual effects: A sphere of said element forms in his hand(s).
|-Explanation: He creates a ball of said element in his hand, that flies until it hits something, unleashing the elements attributes in an explosion on the target. The ball varies in size, as does the energy drain. At the strongest, it will pulverize a small building.
|-Counteraction: [element] absorption/Immunity, opposing element based attacks and simply avoiding it.
- [element] enchanting:
|-Element: Any
|-Target: Weapons
|-Mana drain: none - moderate
|-Casting Procedure: Said element is formed in his hand(s), and via touch, transferred to target weapon.
|-Visual effects: His hand is colored accordingly to the element, and the glow is transferred to the weapon via touch.
|-Explanation: Can imbue a weapon with said element, increasing the overall damage, and making it possible to deflect weaker spells of the opposite element and absorb the same element. Don’t work on thrown and projectile weapons.
|-Counteraction: Casting a moderate strength spell of an opposing element on said weapon. Making the user release the weapon, the spell disperses as soon as it is released.
-[elemental] Trap:
|-Element: any
|-Target: Area
|-Mana drain: none - high
|-Casting Procedure: Mental concentration and physical contact with the traps location.
|-Visual effects: His hand gets a vague glow in a color relative to the element, and the glow is transferred to the location where it ‘fades’ away, leaving the trap ready to be sprung.
|-Explanation: A trap of said element is placed; it is useable by the naked eye, and only by magic detecting ways. It will ‘go off’ if any living thing passes by it within roughly 2 meters and unleashing an explosion of the element it was created with.
Alumar can always sense his own traps, as well as when they go off, and he can walk on/past them without setting them off.
It can remain in the location cast for several years, the longest effective time has yet to be found out, but during testing it was found out that it is still as effective after a year as the day it was cast.
|-Counteraction: Sense it, and avoid/dispel it.
-Fire wall:
|-Element: Fire
|-Target: AOE
|-Mana drain: low
|-Casting Procedure: Mental concentration for a second
|-Visual effects: He seems to concentrate for a second as his hand gains an orange glow. He then points his hand towards it’s and the flame erupts.
|-Explanation: Alumar creates a wall of fire; this wall varies in length and strength.
The longest it can be cast is 40 meters long and 2 meters wide, this can take any shape. It follows the laws of natural fire after it erupts.
|-Counteraction: Fire absorption/Immunity, water based attacks and simply avoiding it. If surrounded, one can extinguish it.
-Dragons Breath:
|-Element: Fire
|-Target: Directional AOE
|-Mana drain: none - moderate
|-Casting Procedure: By thought, extends from his palm.
|-Visual effects: His hand glows an orange, the strength is relevant to the strength of the spell, and he points the palm towards his target
|-Explanation: Alumar can shoot a jet of flames from his hand. The name comes from the effect looking like a dragon’s breath. It extends on a cone shape from his hand, up to the range of 6 meters. At the end it is 3 meters in diameter.
|-Counteraction: Fire absorption/Immunity, water based attacks and simply avoiding it.
-Ignition:
|-Element: Fire
|-Target: Anything (will need permission to use on PC)
|-Mana drain: none – severe.
|-Casting Procedure: He focuses on said target as he stretched a hand towards it (for larger things).
|-Visual effects: His hand glows slightly, if it is used, as his eyes flash the fire is lit.
|-Explanation: Can instantly put target on fire. The size of the intended fire, will decide the energy drain. A candle, a fuse or a camp fire, requires no effort. Buildings and mansions require a much higher cost.
|-Counteraction: Water and strong wind. After the spell is cast, the fire reacts, and lives as a normal fire would.
-Meteor Storm:
|-Element: Fire/earth
|-Target: Area
|-Mana drain: High - Severe
|-Casting Procedure: Chant, followed by some arm movements
|-Visual effects: The pressure might rise around Alumar as the spell nears completion. After which streaks of fire lit the sky before the meteors penetrate the atmosphere.
|-Explanation: Alumar summons some meteors that are en route earth, or from the asteroid belt that are in the solar system.
The meteors will then fall down on the intended location.
The time used, until impact, is relative to the size of the meteor(s).
If called as a shower, they are on impact, the size of golf balls.
If calling a single one, it is 2 meters in diameter on impact.
|-Counteraction: Avoid them; counteract them (as in, use an attack that destroys them before impact)
|-Unique Incarnations: If boosted with Unique Incarnations, it can either be used to draw upon a larger single meteor, or more of the small ones.
-Tsunami:
|-Element: Water
|-Target: AOE
|-Mana drain: Moderate - High
|-Casting Procedure: He raises his hands at his sides, as the water follows; he slowly points them towards his target.
|-Visual effects: As Alumar’s arms rise, a wave follows his barely glowing hands, until it is sent away with a pushing motion.
|-Explanation: Alumar makes a tsunami by collecting NEARBY water into a gigantic wave. The size can vary. As it is complete, it is send towards his intended area with enough force to topple, and rip ships apart.
|-Counteraction: Not being in the general area, ice magic; Freezing the wave. Fly away.
-Lightning:
|-Element: Lightning
|-Target: Person, Area
|-Mana drain: none - moderate
|-Casting Procedure: The same “procedure” as [Elemental ball]
|-Visual effects: As the energy is gathered his body glows a dim blue tone which follow the lightning as it leaves his body.
|-Explanation: Calls upon a lightning bolt from above, or from his own body. It strikes the intended target/area as a normal lightning/electric shock would do.
The variable in strength is from a slight tingle, to the full strength of a big thunder storm.
|-Counteraction: Lightning absorption/Immunity, earth based attacks (Grounding) and simply avoiding it.
-Thunder storm:
|-Element: Lightning
|-Target: AOE
|-Mana drain: Moderate - severe
|-Casting Procedure: He lifts his head to the sky, channeling energy to the clouds, and focusing thusly. This can be mistaken as praying.
|-Visual effects: Clouds grow darker and denser, almost as if heavy rain is about to start falling, until a loud thunder unleashes a storm of electrical currents.
|-Explanation: Alumar makes thunder clouds gather, after they have gathered, the electrical forces build up. Until it discharges in the form of several huge lightning bolts at random locations within a 200meter diameter area.
If there already are thunderstorm clouds in the sky, the energy needed is cut down, and the speed is faster. If there is a clear sky, it will take approx 3 minutes for the clouds to gather.
|-Counteraction: Lightning absorption/Immunity, earth based attacks (Grounding) and simply avoiding it. Since they are random, even Alumar might get damaged, unless he takes precautions.
|- Unique incarnations: If boosted with Unique Incarnations, it will have a shorter casting time and can last for longer periods.
-Earth Pillar:
|-Element: Earth
|-Target: AOE
|-Mana drain: slight - Moderate
|-Casting Procedure: the smaller ones are through concentration. The largest ones will need his hand to make a 'pulling' motion pointed towards his target.
|-Visual effects: Beside Alumar’s movements one can barely see the earth ‘boil’ for a split second before the pillars extend.
|-Explanation: Calls upon a pillar of earth from the ground, it extends at the location that Alumar wishes, and for the height he wishes. The size varies from a diameter of 1centimeter, to 4 meters. The length is at max 50 meter
|-Counteraction: Jump away from area. Counter Earth attack, water attack.
-Earthquake:
|-Element: Earth
|-Target: AOE
|-Mana drain: none - high
|-Casting Procedure: Alumar stretched out his arm(s), and concentrates.
|-Visual effects: Same as Procedure.
|-Explanation: At the desired location, the earth plates shift, just enough to make an earth quake at his desired strength.
At max, this might even make large rifts in the ground.
From the start of the spell, to the effect is felt varies between a few seconds, to a minute.
|-Counteraction: Float/fly.
-Landslide:
|-Element: Earth
|-Target: AOE
|-Mana drain: None - Moderate
|-Casting Procedure: Alumar stretches his hand(s) towards a hillside, and makes a pulling motion.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar loosens a lot of earth/dirt/stones etc. from a hillside. That in turn, makes a land slide that follows the natural laws after it is set in motion.
|-Counteraction: Avoid the landslide, be on a higher location, make a wall, and stop it somehow.
-Sound/shock waves:
|-Element: Air
|-Target: AOE/Target AOE
|-Mana drain: None - high
|-Casting Procedure: Explained in explanation.
|-Visual effects: Same as Procedure.
|-Explanation: This spells has 2 versions, one is target AOE based, the other unconditional AOE.
Target based: Alumar creates a sound/shock wave towards the intended location; this is done through his hand, similar to the “Dragons Breath”. This can be strong enough to ‘rip’ building apart.
Unconditional version: Alumar focuses, and slaps his hands together. The sound produced, is enhanced immensely. And in turn create a shockwave that expands outwards from Alumar’s location. This can have the same strength, and impact of a pile of dynamite.
-Both versions can have a frequency (tone) of choice.
|-Counteraction: Cancel it, avoid it, hide behind something that can take it.
-Gust:
|-Element: Air
|-Target: Directional AOE
|-Mana drain: none - moderate
|-Casting Procedure: His hand is pointed towards said target, and the wind is extended from his hand.
|-Visual effects: As the energy is gathered around his hand, one can almost see as the air gets denser around the lower arm, bending light almost as fire would.
|-Explanation: The forces of wind is concentrated around his hand, and sent out as a focused wind. The strength can go upwards to the level of a storm. After a length of 70 meters, the strength gradually gets weaker, and at the length of 140m, it is but a gentle breeze
|-Counteraction: Hang on to something, being heavier then the winds can blow, hiding behind something (example a hill)
White Magic (Healing/Holy/protective)
-Heal wound:
|-Element: Holy
|-Target: Touched living being
|-Mana drain: none – moderate.
|-Casting Procedure: His hand glows, and is put on the wound.
|-Visual effects: Same as Procedure.
|-Explanation: A wound on the target toughed being, the strongest wound this spell can heal, is just before mortal.
This is a holy spell, so it would wound unholy beings.
|-Counteraction: Don’t get touched.
|-Unique Incarnations: If boosted with Unique Incarnations, it can be used to even resurrect the dead (subject to G’modding rules), if so the energy toll will rise to ‘Severe’.
-Astral Attack:
|-Element: Holy
|-Target: NPC, PC
|-Mana drain: Slight - high
|-Casting Procedure: His hands rise, pointed towards intended target.
|-Visual effects: His eyes flash a white just before the spell ‘connects’
|-Explanation: This spell targets the target soul on the astral plane. Thus, there is no real defense from this spell. Any defense in the mortal realm has no effect on it.
This is mainly used against demons, and gods. Since it directly damages the source, instead of going through the mortal container (Body)
This spell DO NOT work on normal humans, it is a spell designed to damage spiritual beings on a higher plane, so that one can go around the defenses. IT DOES NOT KILL. It only damages and weakens.
|-Counteraction: There is really no way around it. Avoiding getting hit is the only one known as of now.
-Hunger:
|-Element: none
|-Target: Target NPC/PC (with permission)
|-Mana drain: slight - low
|-Casting Procedure: 2 casting ways, sent as an [element] ball or via touch.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar causes feelings of intense hunger in the target, IE a vampire would suddenly became intensely thirst and possibly attack the nearest blood source or a human would attack the nearest bloodiest piece of meat or maybe even the nearest person.
|-Counteraction: Avoid being hit. Dispel it in a way.
-Rigor Mortis:
|-Element: Holy
|-Target: Target Vampire/Undead
|-Mana drain: slight - low
|-Casting Procedure: 2 casting ways, sent as an [element] ball, or via touch.
|-Visual effects: Same as Procedure.
|-Explanation: with this spell, a vampire may temporarily interrupt the reanimating effect of a vampire vitae, rendering a vampire immobile as the stiffening of muscles common to dead bodies takes hold. It doesn't work against anything that doesn't require blood to survive.
|-Counteraction: Avoid being hit, dispelling it.
-Smite:
|-Element: Holy/energy
|-Target: Target
|-Mana drain: slight - low
|-Casting Procedure: Sent as an [element] ball.
|-Visual effects: Same as Procedure.
|-Explanation: Similar to a fire ball, but with holy powers. Extremely good against undead/vampires and the like
|-Counteraction: Avoid being hit.
-Cube of Sod’oh:
|-Element: Holy
|-Target: Alumar’s hand
|-Mana drain: slight
|-Casting Procedure: Cast by thought.
|-Visual effects: He holds his hand, palm facing up, and the small cube forms in his hand.
|-Explanation: By casting this spell, Alumar creates a small cube on the size of a fist.
The cube is glowing.
By using this cube, Alumar can peer into the past, of any time, and location that he desires.
He can only see, and hear what happened, NOT change anything.
|-Counteraction: Attack him as he is looking “into the past”, or attack the cube.
|-Unique Incarnations: If boosted with Unique Incarnations, it can be used to tell a single thing from the future. But it is never clear, it might be: “You will need that rock” it will never state for which purpose. Doing so the drain will rise to a “high”.
Necromancy (Death/soul related)
-Make undead minion:
|-Element: Death
|-Target: NPC Corpse
|-Mana drain: None – moderate.
|-Casting Procedure: Cast by thought, not recognizable. Might seem as the minion just 'awakes'
|-Visual effects: Same as Procedure.
|-Explanation: The target corpse will return as a loyal undead slave, it will retain the basics of its skills, no magic. It will live for up to a day. And will at that time, disintegrate.
They have a basic intelligence, and if not ordered, they will caddy out the last order given, until a new order is given, or they die.
The max amount of servants using this spell is 20. If they are killed in this state, they will disintegrate. The cost for making one increases with the amount of created minions. All 20 can be made at once, this takes a moderate cost.
|-Counteraction: The undead minions are weak to fire. And can be killed as simply as normal humans. Holy spells and attacks work very well. Forcing Alumar to move as he is casting the spell will interrupt it, and no minions are created.
|-Unique Incarnations: If boosted with Unique Incarnations, it will
-Soul Feast:
|-Element: Death
|-Target: Self, Passive
|-Mana drain: slight
|-Casting Procedure: Cast by thought, not recognizable.
|-Visual effects: After the spell is activated, faded white streams of energy might be seemed 'entering' him as people die.
|-Explanation: After activated, it stays activated for some time (Roughly an hour).When a creature dies, its soul is released. Alumar can absorb the souls of the slain creatures around him, even if he is not the one killing them. This replenishes a good deal of energy per soul. It gives enough energy to replenish a “low” level spell. Multiple souls can, and are normally, absorbed at once.
Works very well used right before a large scale destructive spell, as the souls of the dead will return as energy.
|-Counteraction: Any holy spell towards Alumar will immediately turn this spell off. A holy prayer aimed at the safe guarding on the souls will make them escape the ‘drag’
-Control Ghost:
|-Element: Death
|-Target: Target Non player Ghost.
|-Mana drain: Low - High
|-Casting Procedure: Cast by thought, not recognizable.
|-Visual effects: He voices his order, and the ghost follows.
|-Explanation: Alumar can use this spell, to directly order one or multiple ghosts.
If this is done, they have little chance to disobey.
He can order 5 ghosts at a time.
They have to be ghosts met, he cannot create ghosts.
|-Counteraction: Kill the ghosts, or give a command of stronger power. Free the spirits.
-Awaken Spirit:
|-Element: Death
|-Target: Target dead body.
|-Mana drain: moderate
|-Casting Procedure: Cast by thought, needs physical touch with the body, not recognizable.
|-Visual effects: As the spell is cast the spirit awakes almost as if it has been asleep. Not nessesairily knowing that it is dead.
|-Explanation: Alumar can awaken the spirit of ant dead body, as long as it has been dead for less then 5 days. If the spirit has been released, such s a holy prayer, then this will not work. If it succeeds, the spirit awakens, and hovers above the body it belongs to. Alumar can ask it questions, and it will reply. It cannot lie, but it can withhold information or decide not to answer.
Anyone around it can hear it speak in an echoing whisper, but it can only hear and see Alumar.
|-Counteraction: Free the spirit, or use a spirit attacking spell.
Summoning (the summoning of creatures)
-Summon Hawk:
|-Element: Life
|-Target: Area
|-Mana drain: slight
|-Casting Procedure: Short chant.
|-Visual effects: Same as Procedure.
|-Explanation: A common hawk is summoned, often used for scouting. As it materializes, Alumar has a link to its vision. So he can see what the hawk sees.
Max amount of summoned Hawks, is 2.
|-Counteraction: Interrupt the casting, or kill the hawk. The hawk has normal bird strength.
-Summon Predator(s):
|-Element: Life
|-Target: Area
|-Mana drain: Moderate – High.
|-Casting Procedure: Short chant
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can summon a predator, or a pack of predators, such as wolves, and similar. The drain is dependant on the amount of creatures, as well as the race. A wolf has a lower cost, then a tiger. The max amount of creatures is 10.
|-Counteraction: Interrupt the chant, kill the beasts.
-Summon Human:
|-Element: Life
|-Target: Area
|-Mana drain: High - Severe
|-Casting Procedure: Chant of moderate length
|-Visual effects: Same as Procedure.
|-Explanation: He can summon a human, with a conscious as well as a soul-like behavior. It can be used as a companion, or simply as a slave. It is not uncommon for the ones that can use this spell, to conjure temporary lovers, or for the summoner to be hired to create temporary lovers for the rich. The length they live is dependant on the wish of the creator. At most, around a week and a half, at that time the summoned human will fade away. It will have the physique, as well as the looks as the summoner wishes. There for, one can create a strong and sturdy worker, or a nimble messenger. These work rather poorly as fighters, since they start out as blanks, with a conscious. They can read and talk, that is about it.
|-Max amount: 2, before another can be summoned, one has to ‘expire’ or die.
|-Counteraction: Interrupt the summon chant, or kill the summoned human.
|-Unique Incarnations: If boosted with Unique Incarnations, the human will not ‘expire’ but instead it will love “normally” based on that it gets ‘fed’ energy every now and then. Its body will slowly decompose with the lack of ‘feeding’. The energy has to be fed, it cannot be taken. Forgetting to feed one’s human summon often gives to the legend of the undead due to their appearance.
-Summon mythical beast:
|-Element: Life
|-Target: Area
|-Mana drain: High - Severe
|-Casting Procedure: Chant of longer length
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can summon a larger mythical beast, such as basilisks, dragons, hydras and the like. He can only have one of them out at a time.
|-Counteraction: Disrupt the chant, kill the summoned creature.
-Summon Insect
|-Element: Life
|-Target: Area
|-Mana drain: slight
|-Casting Procedure: Short chant
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can summon up to 200 of any type of insect. This can be from flies, worms and dragonflies to arachnids (spiders) and scorpions.
|-Counteraction: Interrupt the casting, or kill the summoned insect. The insect(s) has normal strength.
Arcane (Force/energy related)
- Transformation (NOT the same as the forms)
|-Element: Arcane
|-Target: Self
|-Mana drain: slight
|-Casting Procedure: Cast by thought.
|-Visual effects: As it is cast he 'morphs' into planned form.
|-Explanation: With the use of this transformation spell, to take on the appearance of another person. This can be whatever, all from a 4 year old girl, to an 80 year old geezer.
He can stay in this form for a week or so.
Animals and other creatures is not hard either, and in the form of an animal he gains the skills of said animal but still retains his own mind so he can talk and even use some low level spells.
He can also take on the form of objects this can vary from rocks and idle things to full blown weapons. If he takes on the form of a weapon it will always be enchanted due to his own magical nature. If he takes the form of an object with moving parts, say a toy, he will be able to move all ‘parts’ at will.
While transformed, he can use all of his normal spells, but with a slight less efficiency, since his power levels are lowered to a 20% of the normal strength.
Though this is indeed weaker, he has plenty to take on many adversaries.
|-Counteraction: Due to the fact that Alumar have 6 fingers on his left hand, and pure white eyes. For some reason, he cannot camouflage this when he takes on a different human form. So his left hand will still have 6 fingers, and his eyes white. This is the main way to recognize him unless you manage to filter out his life signature.
-Energy Beam:
|-Element: Energy
|-Target: Target
|-Mana drain: none - high
|-Casting Procedure: His hand is pointed to the target, as the beam them emerges.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar sends out a beam of concentrated energy in the form of a light yellow beam. It varies in strength, in its strongest state, it can pierce mountains.
|-Counteraction: Avoid the beam altogether.
-Energy Blast:
|-Element: Energy
|-Target: Target
|-Mana drain: none - high
|-Casting Procedure: Cast as an [element] ball
|-Visual effects: Same as Procedure.
|-Explanation: Alumar sends out a blast of concentrated energy in the form of a semi transparent sphere. It varies in strength, in its strongest state; it can tear down a city block.
In the weaker stages it can be used as Alumar’s equalient to a punch, and the damage would be relative to the energy put into it, but said punch would be cast as a normal Energy Blast would and the damage would be akin a strong man’s punch.
|-Counteraction: Avoid the sphere altogether. Successfully block the incoming force.
-Gravity change:
|-Element: Gravity
|-Target: Anyone/thing (Permission needed for PC)
|-Mana drain: none - high
|-Casting Procedure: Cast by thought. Not recognizable.
|-Visual effects: After the spell is cast, said object is immediately affected.
|-Explanation: He can change the weight of a thing/person by adding a counterweight with magical force. The max counter weight is 1000 kilos. This means, if something is exactly 1000 kilos, it will act as there is no gravity, if it is heavier then 1000kilos. It will act 1000 kilos lighter. This is not used for attack, this is an item mover, or getting to higher places.
It is often used to levitate; gravity is shifted into various directions to 'fly' various ways.
|-Counteraction: Another gravity spell, a wind spell (sending said object off course) adding more weight.
|-Unique Incarnations: If boosted with Unique Incarnations, it can negate a rough double amount of weight. Or it can be used to ‘lock’ an area in a certain state of gravity. (subject to Powergaming/G’modding rules)
-Implosion:
|-Element: Gravity
|-Target: Area, NPC, item/building
|-Mana drain: High - Severe
|-Casting Procedure: His hands are pointed towards said target, as he concentrates. After the orb solidifies, His part is complete.
|-Visual effects: Same as Procedure.
|-Explanation: An area up to the size of 4 meters gets captured in a dark, semi transparent orb. After the orb is formed, it uses 5 seconds to fully materialize. Anything can enter/exit in that time. After that time, it solidifies, and implodes to a fraction of its original size. The actual implosion takes approx 1 second. This can make a human, into a marble.
|-Counteraction: Exit the field until too late, a counter gravity field strong enough to counter the immense strength formed by the imploding gravity.
-Portal making:
|-Element: Arcane/Energy
|-Target: Area
|-Mana drain: slight – high.
|-Explanation: He can create 2 types of portals.
|-Casting Procedure: a 20 second chant.
|-Visual effects: Same as Procedure.
|-Explanation: The first one is a circular type that is 30centimeter in diameter. This is mainly used for communication over distances. No material items can enter this portal. (Videophone effect)
The second is an oval one that is 2 meter in height and one meter in with. This is used for transportation over distances. Each portal takes 20 seconds to open, and requires a familiar item/person at the other end of the portal. The small one can stay open for 30 minutes; the big one can stay open for 5 minutes.
Multiple portals can be open at the same time.
These portals have to be created on a physical area, like a mountain wall.
If any spell is cast on the portal, it "disrupts" it and closes; this also goes for 'over time' spells. Alumar's spells can still be used through it due to that both parties are created by his life force.
|-Counteraction: Use any form of magical attack on the portal itself, regardless of strength.
|-Unique Incarnations: If boosted with Unique Incarnations, it can make larger portals, and allow for creating a portal to a location he has not yet been to, but this would require a map, or a well detailed description of the area.
-Skill copy:
|-Element: Energy
|-Target: Target: opponent/friendly
|-Effect: self, passive.
|-Mana drain: none - insane
|-Casting Procedure: cast by thought, not recognizable.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar have the skill to copy a skill used by a friendly or opponent target. He can copy the way it works, and tweak it slightly if he wish. However, he cannot make it work at the exact same power as the other one do. It will often be weaker than the opponents spell. Sometimes it might actually be stronger.
He can only copy spells, and magical abilities.
This skill can also be used to learn the opponent skill, this will give him an understanding on how it works, and in turn, can give him the extra info he needs to nullify/absorb/deflect it. Normally, he can only learn it to the extent that he can deflect it.
|-Counteraction: Attack from a concealed position, this requires a direct line of sight to work, as well as being able to see the whole effect from beginning till end.
-Barrier:
|-Element: Force
|-Target: Area
|-Mana drain: none - insane
|-Casting Procedure: Concentration.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can make an invisible barrier around a target area, or object. The size, determines the energy cost. At max, it can be 500meters in diameter, and takes the form of an orb (half sphere in ground objects) When this is made, Alumar has to open areas in the barrier itself, to allow others through it. He himself can walk through the walls as it was not even there. The strength of it after it is formed is really strong. The spell level needed to break it is more then most average humans are capable of. And the physical power needed is also of a really high level.
This is in more general terms; focusing of one’s’ energy, and expanding this into a physical barrier. After the barrier is formed, it can remain for years before it needs recasting. If someone walks/runs into it, or something is thrown into it. It will show light blue hexagon patterns that dissipates across the surface before fading away after a second. The strength of the pattern showing is relative to the strength of the ‘damage’.
|-Counteraction: Stop Alumar from chanting, or unleash enough force to break the barrier.
|-Unique Incarnations: If boosted with Unique Incarnations, it can be made much stronger, sometimes even create a multilayer barrier, and last for a longer time.
-Manipulation/Order:
|-Element: Energy/arcane
|-Target: Target NPC (PC with permission)
|-Mana drain: moderate – high.
|-Casting Procedure: Cast by thought, but order has to be voiced.
|-Visual effects: Same as Procedure.
|-Explanation: this spell has 2 ways of working.
1: Alumar can take complete control over a humanoid target. This normally only works if the target is weak willed, or scared. IF he is successful, Alumar can make the target do almost whatever. Be it from walking over a cliff, to try to assassinate their loved ones. Often the target manages to break out of what they are doing, since they stay conscious, but can’t do anything about it.
2: Alumar can insert an order in the mind of a target. This can have a simple condition, Example: “When your lord enters the city, attack him”. This order system is stronger then the 1st version, and takes more energy, but it has a higher chance of success.
|-1st version lasts up to 5 minutes. 2nd version lasts until condition has been met, or can linger in standby mode for 3 days. After the 3 days it fades away leaving hte victim with a sense of dizzyness.
|-Counteraction: Physically damage the target or Alumar.
-Detect Life:
|-Element: Energy
|-Target: Self/area
|-Mana drain: low - moderate
|-Casting Procedure: cast by thought, not recognizable.
|-Visual effects: Same as Procedure.
|-Explanation: When activated, it mentally “shows” Alumar the pinpoint location of any living creatures within a 50meter radius. Vampires and undead are harder to make out, so their location will not be 100% exact.
He has no problem to make out multiple forms that are jumbled together.
He “sees” this like a pinkish glow, where they are.
With this spell, all living things within the radius can be identified as the race they are.
Even one that is part different race will be successfully identified.
If the part race is the thing, then Alumar can identify each part.
After activated, if not manually turned off, it will last for 15 minutes, before it needs a recast.
|-Counteraction: In some way, manage to camouflage your life-force.
-Energy Shield:
|-Element: Energy
|-Target: Self/area
|-Mana drain: low - moderate
|-Casting Procedure: Cast by thought.
|-Visual effects: After the spell is cast the shield forms instantly at his intended target after.
|-Explanation: Alumar can create an energy shield in front in his outstretched hand.
The shield is a semi sphere, and takes the location on the ground/floor where it was created.
It forms in a heartbeat, and lasts up to half a minute. It can stand against arrows, and other projectile attacks. It can also take on some physical attacks, as swords, and punches, but as it is locked to the ground, it is not hard to go around.
|-Counteraction: Use enough force to break the shield – magical attacks takes care of it quickly, or go around it
-Recharge magic item:
|-Element: Energy
|-Target: magical item
|-Mana drain: low - moderate
|-Casting Procedure: His magical energy is channeled into said item, either by touch, or via a stream of light purple energy.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can use his own magical force, to recharge a magical item.
The time needed, is dependent on the strength/amount of magical force the items originally has.
Where as most magicians can recharge magical items, this spell is designed for that purpose only, and thusly have a better effect then channeling your energy.
|-Counteraction: Interrupt him
|-Unique Incarnations: If boosted with Unique Incarnations, it will charge the item faster, which is a good thing to use for larger vessels. It can also be used to improve the power of the item, if there is ‘room’ for more energy.
-Lock/unlock:
|-Element: Energy
|-Target: Target open-able object
|-Mana drain: none – moderate.
|-Casting Procedure: Physical touch is needed, his hand glows, as a magical phrase is said.
|-Visual effects: Same as Procedure.
|-Explanation: This magically locks/opens a thing that can be opened.
If locked, it cannot be opened by brute force. Said ‘door’ can be destroyed, and that makes it open in a way.
If opening/unlocking, it only works on a magically locked object. Not normal locks.
Example: Alumar 'locks' a door. Even with the key that goes for that keyhole, the door will not budge; it will act as if still locked.
|-Counteraction: Break locked object, dispel the effect.
-Explosive Runes:
|-Element: Energy
|-Target: Target text
|-Mana drain: moderate.
|-Casting Procedure: Physically writing them, with the spell ‘activated’
|-Visual effects: Same as Procedure.
|-Explanation: Alumar writes a set of magical runes at a location that already has text.
When someone reads it (excluding Alumar) the runes will react, and explode.
The damage can be similar to a small stick of dynamite, and is often fatal.
This normally destroys the thing it is written on, unless that is specifically protected by the caster of this spell.
The runes dont have to be understood, just "seen" as the subconsious of hte reader will activate it. This means that even those that cannot read can be victims of this spell.
|-Counteraction: Don’t read it, detect the magical properties, and be smart enough to stay away.
-Time manipulation:
|-Element: Energy
|-Target: Self/AOE/Target
|-Mana drain: Slight - High
|-Casting Procedure: Explained in each “tab”
|-Visual effects: Same as Procedure.
|-Explanation: this spell has 2 effects.
-Haste: Casts on self, or target. This heightens speed and reaction time immersively. It wears off in around 10 normal minutes. The spell is cast by thought, and instantly activated.
-Time travel: Alumar can travel in time; this requires a special gem, called Gafy, which is used at each travel, as well as energy from the caster. The gem is a living hell to acquire, and will be used sparingly. It is used regardless of the time traveled.
His max travel time is 1 year. However, as his spell is cast, he remains stationary, but the earth ‘goes its way’. This means, if he were to travel 6 months back/forward, he would end up in empty space. This is the same for ‘short time travel’. If he travels a week, he might end up inside a mountain, or in front of a canon for all that he knows. Thus this is used sparingly.
If he travels back 1 year exactly, he will end up at the same location. The energy needed, is fairly high, though it can be used to transport multiple ‘friends’ with him. If so, the energy drain is equally shared. Chanting time is 1 minute for time travel.
|-Counteraction: Break the chant if time travel, dispel the haste.
|-Unique Incarnations: If boosted with Unique Incarnations, it will increase the accuracy of appearing at an intended point with Time Travel. Haste remains unaltered.
-Energy Blade:
|-Element: energy
|-Target: Self
|-Mana drain: Low
|-Casting Procedure: Cast by thought.
|-Visual effects: As it is cast, the energy forms, and solidifies, instantly in his hand of coice.
|-Explanation: Alumar creates a ‘sword like’ blade in his hand. He still is not proficient in melee, but it can be used as a tool, or as an emergency weapon.
The energy that is used to make it solidifies, to make it into a usable ‘sword.
It is as sharp as an expertly sharpened blade, and will follow the same ‘laws’ as a normal sword.
The blade can NOT be given to anyone, as the frequency of the energy would harm anyone trying to wield it.
It dissipates after a few seconds not being wielded.
|-Counteraction: a form of dispelling effect, destroy the blade, harm Alumar enough to break the spell.
-Reflection:
|-Element: energy
|-Target: Self
|-Mana drain: Low
|-Casting Procedure: Cast by thought.
|-Visual effects: A spherical shape flashes a dim white for a split second, before becoming transparent.
|-Explanation: Creating a sphere around him that reflects any spells cast on/at him up to a medium level based on Alumar’s levels.
It only works for spells, not for melee, so any objects can travel through it as long as it is not magical in nature, if so it will react as if it hits an invisible wall.
Ironically enough a dispel will actually cancel it, but few knows it.
This spell cannot be used along ‘elemental absorption.’
|-Counteraction: Use power enough to destroy it, use physical attacks, and dispel it.
-Elemental Absorption:
|-Element: Holy
|-Target: Self passive
|-Mana drain: Low
|-Casting Procedure: Cast by thought. Not recognizable.
|-Visual effects: A spherical shape flashes a dimly transparent for a split second, before becoming completely transparent.
|-Explanation: Alumar creates an orb around him that absorbs elemental energies.
It can absorb up to the strength of medium spells, and provides a shield for stronger spells that cuts the damage down. (NOT nullifying it)
This spell cannot be sued alongside ‘Reflection.’
|-Counteraction: Use a spell of enough strength to destroy the shield, dispelling the shield
Other (Things that don’t completely fall into another category.)
-Casus (Violent Death):
|-Element: None
|-Target: Large Area
|-Mana drain: severe - insane
|-Casting Procedure: Insane concentration, followed by a chant. As the chant progresses the orb forms. As the chant is complete, the orb is sent away.
|-Visual effects: The very air becomes harder to breathe, gravity gets warped; things might start to hover where some might be squashed against the ground. As the orb forms between his hands the colors seems to be in a constant war between each other, refusing to blend yet at the same time refusing to part. As the spell is cast, an orb of purplish color surrounds Alumar, the barrier that shields him from the damage of the spell, the barrier can be at zero point and it will still negate the damage from Casus, but not from the flying debris.
|-Explanation: This call upon the power of the dark lords that resides on the levels of the gods. Indeed, they are the dark gods of death and despair themselves.
Alumar starts a chant, as the chant goes on, a black and dark red sphere gathers in between his hands. This grows to the size of a normal human head. The chant takes roughly 30 seconds.
As the chant is completed, the sphere is released. At the moment it is released, it amplifies to the size of 3 meters in diameter. It flies until it hits something, retaining its strength in full and does not subject to normal gravity.
As it is released, a barrier forms around Alumar, this barrier is a part of the spell, and protects the caster from the damage the spell makes. But the barrier dissipates a minute after the explosion completes.
The damage is variable; it can very well remove a small country/continent from the map. (Picture it removing the whole of France to a crater)
After it is cast, he will not be able to cast any spells for some time, and he will be drained enough so that almost anyone can do whatever.
|-Counteraction: any form of distraction, throw a rock at him. He is completely open for attacks when he is chanting.
|-NOTE: This spell will rarely, if ever, be used in a RP due to apparent power. If it is used it will be discussed by every player involved including the RP leader, and even when cast everyone will be given more than enough time to escape.
|-Unique Incarnations: If boosted with Unique Incarnations, it will not gain a boost in power, but on the other hand it will have less of a toll on Alumar as it is cast. Instead of not being able to cast any spells, he might manage a small one or two. But still far from being a serious threat.
-Illumination:
|-Element: Light
|-Target: Any item
|-Mana drain: None
|-Casting Procedure: Cast by thought, and 'attaches' itself to planned target.
|-Visual effects: Same as Procedure.
|-Explanation: A source of light is created. This is used to illuminate dark areas.
|-Counteraction: attack the item that has the lighting on it. Or give it a quick shake.
-Minor Telekinesis:
|-Element: Energy
|-Target: Item
|-Mana drain: none - slight
|-Casting Procedure: Cast by thought, not recognizable. Though as said item starts to be 'used' one could guess.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can move small objects, and use the, as he normally would use them. This is limited to less than 1 kilo.
An example; Alumar can write with a quill (feather pen) without touching it. Thus, he can do different things at once.
|-Counteraction: Disrupt his concentration, attack the item.
|-Unique Incarnations: If boosted with Unique Incarnations, it will
-The Eye of L’kes:
|-Element: Energy
|-Target: Self
|-Mana drain: slight
|-Casting Procedure: Cast by thought, not recognizable, thought as the eye forms, one should guess.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar creates a small orb of energy in front of him. The orb takes the form of an eyeball, dark green colored. This eye will then connect with Alumar’s vision, and will allow him to ‘fly’ the eye around. The eye can transmit sound both ways as well.
|-Counteraction: Alumar is most vulnerable in this state, slap him, or attack the eye.
-Freeze Water:
|-Element: Water
|-Target: Targeted water
|-Mana drain: none - severe
|-Casting Procedure: His hand is pointed towards said water, and flashes light blue for an instant.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can freeze any form of water. He does this on a molecular level. Since it is done this way, and not chilled, it can he do it in larger volumes.
At the largest, he can completely freeze a lake 100m in diameter, nad 50m deep.
This can also be used to make various water spells, into ice spells. Like the Ice Spike.
|-Counteraction: Thaw the water, another water user can fix this.
-Illusion:
|-Element: Light
|-Target: Area
|-Mana drain: none - high
|-Casting Procedure: Cast by thought, not recognizable, but one should know as the illusions form.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can create illusions; they can take the visual form of anything. Since they are only illusions, they cannot damage anyone/thing, nor move anything. If one were to try and in any way interact with it, no effect would be done. If one were to do something to it, said action would go right through, doing nothing to the illusions itself.
|-Counteraction: Dispel it. Cause structural damage to the surroundings.
-Charm:
|-Element: none
|-Target: Target NPC/PC/Animal
|-Mana drain: none
|-Casting Procedure: Physical touch on target.
|-Visual effects: His hand glows vaguely orange.
|-Explanation: Alumar can make a target like him, this only work for those that do not already hate him.
It can be used to get information, haggling, or gaining access to restricted areas.
|-Counteraction: Have a strong will, really hating him.
-Linguist:
|-Element: None
|-Target: Self
|-Mana drain: Low
|-Casting Procedure: Cast by thought.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can use this spell, to understand almost every language spoken. The ones excluded, are languages from other worlds, different dimensions and those that are “home made”.
Most of the rest are understood, including most animals.
|-Counteraction: a form of dispelling effect.
-Dispel:
|-Element: none
|-Target: target item/NPC/PC/Animal/AOE
|-Mana drain: none
|-Casting Procedure: Touch, or elemental ball effect
|-Visual effects: Same as Procedure.
|-Explanation: This can dispel any form of magical thing.
Be it a curse, a trap, a portal or similar.
Permanent enchantments are harder/undoable.
|-Counteraction: Don’t get dispelled.
-Magic Mouth:
|-Element: none
|-Target: target item
|-Mana drain: none
|-Casting Procedure: Touch + verbally stating the message + activation factors.
|-Visual effects: Same as Procedure.
|-Explanation: Alumar can create a magical mouth on an item, or location (wall, pole, etc)
This mouth will be given a condition, and a message.
When the condition is met, it will tell the message and fade away.
The mouths condition can only be what a normal human would see.
Like, “Say the info, as an old woman is skipping past, with an eye patch and a wooden leg”.
But NOT; talk when an invisible person walks by.
The Info can NOT be extracted ANY way, unless the conditions meet.
If attacked via punching, or slapping, also if poked, it will bite.
|-Counteraction: ANY magical attack, or a physical attack on the mouth.
-Identify:
|-Element: none
|-Target: Target magical item
|-Mana drain: low
|-Casting Procedure: Cast by touch
|-Visual effects: His hand glows an alternating color as it ‘inspects’ the item in question.
|-Explanation: Alumar can identity a magical object, and its properties.
The only ones he can’t identify, is things made by the gods, of insanely ancient things.
Time will vary, from instant, to hours.
|-Counteraction: Keep away from touch.
Passive skills. (Skills that are always “active” and causes no drain)
-Deep Pockets:
|-Element: Energy
|-Target: Own cape
|-Mana drain: None.
|-Casting Procedure: None permanently cast.
|-Explanation: This spell allows one to create a pocket in a cape, which is said to be indefinitely deep. The user simply thinks to put something in it, and the spell activates. It is the same for taking things out. A thought is needed, and the item is brought to ones hand.
Only Alumar can take usage of this spell.
|-Counteraction: Steal/destroy cape; this will remove him from the items.
-Aura sensing:
|-Element: None.
|-Target: None in particular/everything.
|-Mana drain: None
|-Casting Procedure: None, constantly active
|-Explanation: Alumar is able to sense any persons, items and magical aura; also known as energy signature.
Every signature is unique, and every magical effect bears a high resemblance to its creator.
People can be recognized, and even spells can be tied to its caster.
|-Counteraction: Completely 100% hide ones energy aura. This will most likely hinder any attacks, as well as any passive magical abilities.
-Forms.
***Disclaimer: Due to apparent G'modding and Powergaming, the following 2 forms will never be used in any battle, or similar effects, against any other players: Timer, Portaleer.***
As Alumar gained more power, there were still spells that were just out of his reach, these were due to that one had to be specifically aligned with an element for them to be able to draw the right type of energy.
Alumar went around this by creating forms to use them.
As the forms are entered, things change, he gain a new appearance and new skills, but in turn many other are locked away until he changes back again.
This is an imperfect system and was only made for a temporary solution until Alumar can manage to ascend beyond the problems and be able to unlock all spells for his standard form.
Though this is his goal, he has yet to reach this level and is forced to use the form system if he wants to use the linked skills.
The time it takes to change from form to form, is a rough 6-10 seconds.
Changing forms use the equivalent level of energy as a ‘low level’ spell.
NOTE: The passive skills are still active, unless detailed otherwise.
NOTE2: If Alumar for some reason faints, or is knocked unconscious, he will return to the Wizard form in a flash of white light.
NOTE3: The hat is only worn in the Wizard form. The sun-glasses can be worn in any form if he chooses to.
NOTE4: if he has changed form as he enters, or someone creates, an Anti-Magic field. He will remain in the form, but the restrictions made by the field would restrict his spell casting. Though his other abilities will remain if there are any non magical in said form.
Legend:
-[Name]: The name of the form.
|-Main power/skill: The main power or skills(s) that the form takes usage of.
|-Magic accessibility: The magic spells he have access to in said form.
|-New attire: How Alumar will look as he takes on the new form.
|-Activation: How the form is activated.
|-Strength: What are the forms best attributes.
|-Weakness: What is the forms worst attribute.
|-Explanation: More in depth about the usage, and powers of the form.
NOTE: All increases and decreases in attributes are counted from his wizard form, which is his default one.
-Wizard:
|-Main power/skill: Magic
|-Magic accessibility: In this form, he has access to the spell book as described In the Magic tab.
|-New attire: Read ‘attire’ in main part of bio.
|-Activation: Focusing his energy, a series of different colored streaks of light is drawn to him and starts to cover him. As he is covered the light flashes a bright white, and he is in the ‘default’ attire.
|-Strength: Read main bio’s strength and weakness.
|-Weakness: Read main bio’s strength and weakness.
|-Explanation: This is Alumar’s default form, if he is knocked unconscious or something alike, he will awake in this form. (Transformation occurs as he faints).
In this form, he is a wizard, and a strong one at that. He has a higher level of energy then most mortals, and immortals alike, could ever reach. Though he is unusable in melee and can be taken out with even low level physical attacks to his body.
-Portaleer:
|-Main power/skill: Portal creation.
|-Magic accessibility: None only form specific.
|-New attire: A deep purple coat that reaches his ankles, with a large almost random symbol on the back, the coat has a lighter purple line around all the edges. A black shirt covers his torso as black pants covers his legs, both being of cotton.
Black shoes of a leather-like material. His hair ends up in a braid, and a pair of finger-less gloves covers his hands. The gloves are almost leathery in texture, and have the same purple color as the coat.
His body becomes slightly musclier, but not enough to show through the clothes.
A single edged blade hangs in its wooden scabbard on his back, almost katana-like, but has a straight blade.
|-Activation: Focusing his energy, he is enveloped in a purple, almost smoky, light and emerges in the form as described.
|-Strength: His physical strength is increased to that of a strong human. His speed is also increased slightly.
|-Weakness: He can use not magic except for portals, this also decreases his magic resistance if he is hit.
|-Explanation: In this form, Alumar can create portals from wherever to wherever as long as both points are in direct sight in some way. (Through windows works, but not through cameras and the like)
The portals are formed in a rough 0.006 seconds, and they are bound together. Entering one will make the object/body part that entered, exit at the other side. Just as if ‘cut off’ from Point A, it will be at Point B.
He can create multiple sets of portals, which are tied to each other. (Example: A1-A2..B1-B2..C1-C2.. etc)
These portals make no sound as they are created, or as one enters/exits from them. This makes this form excellent in ambush attacks, as well as extraction.
Example of usage: Alumar sidesteps from an attack, into a portal that he just created (Portal A1) he then ends up on the exit at Portal A2, and able to attack the enemy from behind, if that is where he placed portal A2.
The portals can vary in size, but the ‘common’ one is 2m tall and 1.5m wide. It can be stretched up to a 5x5m large one, but this requires a longer casting time.
The portals are a rough 1mm thick if viewed from the side, and can be created in mid air.
The drain is very little, almost nothing for each portal created, and others can follow as long as the portals are open.
If one is halfway in a portal and it is closed, one will be ‘thrown’ through to the side that the highest % of the body is.
Magic, projectiles, objects and persons retain the same velocity that it had upon entry.
-Timer:
|-Main power/skill: Manipulation of time (read description)
|-Magic accessibility: Minor Telekinesis.
|-New attire: A jet black jacket that reaches his hips, on the back is a deep purple hourglass.
Black pants with pockets on the outside of the hips, and a black shirt, all are in cloth.
Shoes are black with deep purple bindings, also of a cloth-like texture.
His hair is completely loose, and hangs to its full 2 foot length, straight down.
His main weapon in this form is a very sharp single edged knife on 12 inches. It is fastened horizontally at his lower back, handle facing right.
|-Activation: Alumar focuses his energy, making light seem to blur around him. Almost like a sharp blur ‘flashes’ and ends up with him in the form as described.
|-Strength: Strength increased.
|-Weakness: Only the one spell, and still as fragile as in Wizard form.
|-Explanation: In this form, Alumar can activate his ‘timer’ spell.
This spell sends out a shockwave, the distance depends on what Alumar wishes; up to a max of 50 meters in radius (100 meters in diameter), where everything caught inside is slowed almost to a complete halt, regardless of previous speed and haste spells.
Inside the ‘dome’ Alumar moves at a hasted speed compared to outside and can interact with anything inside as he wishes. If he is to cut someone, the cut will be made but the wound will not spill blood before the spell is over.
The longest time the ‘dome’ is up, is a rough 30 seconds seen from the outside, where Alumar moves like a blur and the captured ones are like frozen. For the capture ones, it can seem like ages, where as for Alumar, with his speed, it is more like 10 minutes. (He can do as much in this ‘bubble’ as a normal person can do outside in 10 min.
As the spell is negated, everything he set in motion will happen. Objects and people set in motion will be shot in the direction they were moving. If he were to cut ones throat only the cut would show from Alumar’s or a spectator’s side, as the spell is released the attacks will me made apparent.
Blood will flow where cuts are made, a series of punches might all hit at one time making severe damage.
The energy drain for the Timer spell is relative to the size of the dome. At max range, it costs him the equivalent of ‘severe’. The drain is made as the bubble 'collapses.'
-Necromancer:
|-Main power/skill: Art of death and decay.
|-Magic accessibility: The entire “death” element and more detailed in the explanation tab.
|-New attire: The Vampiric robe, a long black hooded robe, with a few laces hanging from some areas with some spiky symbols on the end.
Under the robe, a black shirt and black pants as well as shoes. All of a cotton like texture.
The robe is actually an enchanted robe, it constantly ‘feeds’ on the energy of nearby people, regardless of friend or foe. If they are near him they will feel slightly tired, perhaps even ‘drained’, this energy is transferred to Alumar himself, though this won’t affect their battle ability.
His hair ends up hanging completely loose the full 2 feet straight down.
His skin changes into a much paler, almost grayish color. He has a few pendants in his pocket that is shaped like a black skull with green emeralds for eyes. If he activates them and gives them to friends, it will ward off the idle drain from the robe.
On the side of the robe, hangs a sheathed blade, it is a crystal dagger, most often used to make a killing blow to an enemy or for blood sacrifice magic.
This is the only form where his personality might seem to change slightly, it starts to fall more of the dark sides of everything, less likely to help anyone and more likely to cause chaos and mayhem.
|-Activation: He focuses his energy, as dark eerie strands of darkness envelop him. After he is completely covered with it, it simply fades away revealing his new look.
|-Strength: All of his Death elemental spells are enhanced greatly, and he unlocks a few more.
|-Weakness: He cannot use any of the other spells in the spell book, and he has a high weakness to holy elemental attacks.
|-Explanation: Alumar takes on the element of death, and becomes a necromancer.
His robe will constantly keep him filled with energy, by slowly draining everyone within a decent range.
The “Soul Feast” spell becomes more effective, meaning that it is restores more energy per soul consumed. He also gains the power of ordering all undead and demon creatures (Playing characters, and player 'owned' NPC's and creatures will be able to resist) to do his bidding. As long as Alumar has a stronger will then the target. The grasp he has on them will fade as he changes form.
In this form, the summon undead minion does no longer need a corpse and can be summoned by Alumar’s energy alone, but then will not have any skills beside a common ‘bite/scratch’ thing, also known as a zombie.
|-He can call upon a large ‘undead’ dragon, which will be on the size of a common 1 story building. This can be used as a means of transportation or as a ‘pet’ for combat. The dragon has a ‘black flame’ attack and claws/teeth, as well as the ability to fly. The black flame has the same effects as a common flame breath.
|-He can sacrifice a small amount of his own blood to make a binding circle; this allows him to enslave almost any living being, be it magical or ‘normal’. The enslaved one will still retain his or hers personality, but recognize Alumar as the master. (PC's will off course be able to resist)
|-If he concentrates enough, he can make the blood stop, or ‘explode’ in his opponents. (Never used against Players or player ‘owned’ NPC’s)
-Physis (Greek for Nature):
|-Main power/skill: Manipulation of nature.
|-Magic accessibility: None from the spell book.
|-New attire: He has a light green t-shirt and a dark green vest over it, his pants are dark green just as the vest. His shoes are of a cloth material with the same dark green as the pants. Over all this he has a cape, it is of a semi stiff cotton texture, and is dark green with a light green rim.
To his left hand side his blade is strapped. This Sword has a green blade with silver edges and what seems to be a vine growing along it, its cross guard is of a green color as well with a silver colored vine strapping around it. The handle is of a moss like substance, which makes for a comfortable handle as well as slip resistant. Its pommel is what looks like a semi opened rose-bud.
http://s32.photobucket.com/albums/d19/alchemist_fox/3D/SwordofNature.jpg
|-Activation: He focuses his energy, and a green light surrounds him. A flash of a light green light reveals him in the new attire.
|-Strength: His strength and agility is raised slightly.
|-Weakness: He cannot use any of his normal spells, and is as fragile as in his wizard form.
|-Explanation: In this form, Alumar cannot use any of his normal spells; instead he gains the complete control over nature.
He can then entangle enemies, or making a tree spurt branches, and impale within a second.
This is in a basic term; total control over a plants growth, in speed, shape and strength.
It also gives him slight control over biological features which are bound to nature, like diseases, some viruses and parasites.
Although he gains control over nature, he only has control over the living aspect. Dead trees like a broom handle, is out of his control.
-History:
Alumar had a normal childhood, considering his uniqueness.
He was borne with 6 fingers on his left hand; this in turn is 11 fingers. This is something that many found weird, and was used to bully him as he was little. After all a person that is different, is often shun upon.
On the spare time, as well as in the school, he was a constant target of bullying.
It was not made any better that he lacked in the physical strength part. Instead he had a high intelligence. This was in turn, another target of bullying.
Everyone, in all grades, both over, and younger than him, constantly called him names, and would never let him play with them.
He had good grades at school, and was in some cases considered the school prodigy. Though, this was in the non physical classes.
This was a normal day for Alumar, as he got used to it rather fast. Not like he had a choice, but still.
The days went by, and as he entered the age of 12, they even turned physical, beating him up as they where bullying him.
He told on them, but even the teachers and officials strayed away from him, pretending to agree, but they did not care.
This is the human race for you; they fear what they cannot understand.
Another year went, and he had become more resistant to physical attacks, but they still hurt, at least when they gang up on you.
Alumar was always alone, in any connection, he was alone.
His parents even did not talk to him more then was necessary, as they were put off by his defect. He always assumed they still loved him, but they kept away.
As time went, he got used to it all, being alone in the world, not having a single friend, as kids as well as adults, often feared what they did not understand.
One day, as he was being targeted by yet another beating, suddenly a female voice from behind commanded them to stop.
The apparent leader of the gang stepped forward, being an arrogant dipshit, tried to brush her away. This led him to be badly beaten up by her, and his gang splitting up in all directions and fleeing.
Alumar looked at his savior.
It was a girl, around his age; she had long brown hair and green eyes. She had just transferred into this school. They became friends more or less instantaneously.
Later, she introduced herself as Liandra.
She was the first one that did not stray away from him due to his 6 fingers on his left hand. In fact, she found it rather cool instead.
A few years went, Liandra protected him from harm, and in return, Alumar helped her study. Due to their prefect mach of each other, he was intelligent, and she was strong, this made for a perfect combination.
After the necessary school where completed, one where to choose ones line if education.
Liandra chose to become a warrior. After all, she had the physique, as well as more than needed strength. Alumar chose the way of the Wizard. Since he had more than needed in that area.
They promised each other; that no matter what happened, they would not part, nor stop being friends.
As it started they had to part, thought not permanently. This was due to the locations of the schools, as the Warrior and Wizard schools where not close to each other, not even in the same city.
They managed to set up a schedule, where they had most of their free time at the same time.
This strengthened their bond, as well as their friendship.
One day, Liandra came out with a straw hat, she was fairly proud of it. It was a gift from her father that was almost never at home.
It was a standard yellow color, with a strap that you could use to fasten under the chin. IT also had a piece of braided string at one side, slightly on the fore side.
Alumar didn’t think that much of it, Liandra tugged in his ponytail as a punishment for that comment.
Time went, Liandra became a good warrior. Her agility and dexterity made her excel fast, and rise in the ranks.
Alumar had it similar. His intelligence and an apparent photographic memory for spell learning and the like, made him learn spells fairly fast. Combine with his excessive speed, and reaction time. Made his ranks rise fairly fast as well.
In their spare time they would like to show the newly learned skills.
As Liandra would completely win over the knights of the kingdom, and Alumar would be able to pulverize large boulders. The grownups somewhat shun on this as well, mere kids being stronger then trained adults.
Alumar learned the spells that where set up by the leaders, way faster than the others did, so he got the permission to study other spells in that time. Needless to say, he learned way more than any other. And as he was studying, he made up a way of writing of his own, to protect his notes, regardless of what they were.
It was very elaborate; the signs that represented letters changed, depending on the words in front of it, as well as how the word was written before.
This meant that the same word had a near infinite ways of being written.
This made it close to impossible to decrypt without tutoring.
Liandra had a skill level above even some of the knights that where personal bodyguards of the king. This earned her the chance to learn deeper control, as well as more advanced skills.
As time went, they aged to the age of 16, their skills where renowned around the lands neighboring the one they were in. And an upcoming tournament was coming. Both the wizards, and the warriors where signed up.
The plan where to make every one fight everyone, and rise in the ranks, in the end there would be one winner. The winner ‘class’ would brag about their winning for the next year, so the leaders where rather set on winning.
The planned time came, and the various schools around gathered.
There were a lot of talented people here, all from the age of 16, and upwards to 20.
Some rather different body builds, but nothing other than the usual.
The roster was simple. It would first be warrior against warrior, and wizard, against wizard, all the way until there were 4 left of both parts. Then a one on one, from opposing classes would face each other.
The trumpets signaled the time for the first round. And as fast as it started, it ended.
It continued like this, various warriors, with various preferences in weapons.
Same for wizards, various wizards, had various elements they preferred.
Liandra preferred the 2 handed broadswords, and Alumar had no preference, he just learned all he could, and used the smartest element he could command as it was needed.
Liandra won her battles with ease, as did Alumar. And the fated battle where at hand;
Alumar against Liandra.
The wind where completely calm, Liandra’s hands tightened around her wooden broadsword as Alumar’s right hand refastened his grip on his training wand.
The leaders of each clenched their sweaty fists together, promising various things to the winner.
The contestants on the other hand, looked deeply into each other’s eyes and the world where completely silent to them.
The trumpets called, and the battle begun.
Alumar and Liandra stood completely still. Several of the crowd shouted various things, but they did not react.
They started to walk towards each other, each step shortening he distance.
As they where but meters apart they stopped. The crowd wondering that would happen now.
They looked at each other, and smiled. They turned towards their leaders, and shouted in same that this was a draw.
The headmasters grinned their teeth together in anger, almost wanting to strangle the kids, the crowd where speechless. But the arena leaders where impressed.
They both new that this would be a battle where one would be badly hurt, and instead of doing so only to prove an ego they both agreed to make it a draw.
However, the arena masters where impressed, but there was the reward problem.
Since both sides where winners, they in the end, decided that both contestants would get the prize, which was a powerful item relevant to their class.
Liandra was given an enchanted broadsword that had the power to send out an energy wave. This made her even more versatile.
Alumar was given ‘Gemino Refero’ a ring that, once activated, would send out a copy of the cast spell. The drawback was that it only had 2 charges, but with enough smarts, and choosing the spell with care, it would be a good aid.
As they returned to their respective school, the headmasters decided that they where that skilled that they had nothing more to teach them. They where given the ‘go’ to travel around, to learn various things. To take on the goal of getting in touch with ones inner self.
They packed up what they needed, and left homes after saying their farewells.
The met up at the main gates, and went off. Liandra was still wearing her straw hat, even after all these years. It became a part of her in the end. No one could remember her without it.
They set a small plan. First they where to go and get Alumar a better wand, since the one he had where weak, and mainly one for practice. They went by the rumors of a wand maker of great skill, that where said to have made the wands for the most powerful of wizards.
A year went by, and Liandra faced bandit raids, one after another. Her skills went higher, every time they faced a strong opponent. As every bandit had their own system of fight, as well as the random knight here and there. This ended up as perfect training for her.
Alumar’s energy level heightened, every time he learned a new spell system. Also, via training much like muscle training, he achieved an even higher energy level. After a short while, he had enough mana to compete with most spell casters.
Alumar picked up a spell, after another, even different schools, all from White and black magic, to Necromancy and the Arcane.
Liandra excelled in swordsmanship, way beyond what they expected to happen.
When Alumar learned various necromancy spells. He summoned various undead, so that Liandra could train various moves. Since the undead felt no pain, nor was there any problems with moral things, this was an excellent way of doing things. This in turn gave Alumar the needed ‘mana training’ and gave him a higher mana pool.
As they were with each other all the time, their friendship evolved to a higher level, they became a couple, something that might have happened years ago, if they had not been parted.
Time went, and they neared the elf that was in question. They had gotten to the age of 22.
They where to face strong opponents, it ended up as some head hunters, had heard of them, planning to make names for themselves.
They had a moderate sized gang with them, that where all rather skilled.
As the battle started, both Alumar and Liandra smiled slightly, as they had been waiting for such a thing for a long time.
As most of the gang was taken care of, and fatigue had kicked in a long time ago, the leader called for reinforcements. This was not some thing that they had anticipated. As the gang that was there now, was at least 2 times the size from before.
The battle started again, but Liandra flinched and was impaled by a sword.
She fell to the ground, tears streaming from her face.
Alumar ran to her, as the whole world seemed to stop completely, the sounds around had gone silent and the battle seemed to stop.
She coughed up a decent amount of blood, and apologized to Alumar, for not being able to help him becoming the strongest wizard, and for breaking her promise.
Her eyes shut, and the signs of life faded away.
That day, at that battle, she died.
Alumar put her down gently, he stood silently up, as an energy aura surrounded him.
As he turned around, his eyes had the look of the deepest hate, as well as the outmost anguish.
His eyes turned white; his hair loosened and was flowing on the released energy. His personality turned purely towards hate and revenge.
He lost control of his body; He started a chant. At this time; he did not know what spell that was.
The gang was confused, and spread out to make it so that regardless of the spell strength, it would not take them all.
A sphere of energy formed in between his hands, dark red and black in color.
The chant neared the end, and the gang around felt the pressure that formed around Alumar.
Suddenly, the chant stopped, and everything was silent for half a second, as Alumar whispered: “Casus”.
The sphere was released; it amplified itself in size, and drew power from the hate and anger he had built up. A barrier formed around himself and Liandra’s lifeless body.
The huge ball headed towards his enemies. And everything turned black.
Alumar awoke. Looking around him, he noted that everything in a 500meter or so radius was completely gone. Everything was in a crater of sorts.
The enemies was gone, the landscape was gone. Yet, he and Liandra’s corpse was left.
They stood on a patch of green grass, as there where nothing around.
He vaguely remembered what happened. He had unleashed all his energy, as a black magic spell. The reason he was still alive, must have been the barrier that formed.
He forced himself on his feet, and looking around. Judging buy how things looked where it was normal. It seemed as 2 days had gone by.
He sat back down. This spell, his anger and hate had made it. It was apparently unique to him.
He again forced himself to his feet and walked over to Liandra, she was cold, and already past any form of reviving.
As his tears flowed, he made her a grave, and buried her at the center of the explosion.
He took her straw hat, and put it on his head. It was now his memento of her.
He left the area with a hole in his heart. And the crater there would always have a double meaning to him.
He continued looking for the elf. Even though his companion, his friend. No, his love had died.
As time went, he noticed that a few things had changed.
He no longer felt that he had problems with killing anyone, nor that his standards of morale where anything to consider. He also got weird looks from time till time. Not knowing why, he stopped one, and asked him. Alumar made a promise not to be offended, and not hurt the man in any way.
The man stuttered, and managed to blab out something about his eyes.
Letting the man run off, Alumar went to a pond with still standing water.
Indeed, his eyes were completely white. Most likely a side effect from acquiring, or unleashing such power as the Casus. Since Alumar had no problems seeing, beside a slight problem with really bright things, he ignored this.
He assumed his personality change had something with the spell his feelings created. Casus as it was called. His personality went from a so called “good” person, to a person that did as he felt like, waving between the so called good and evil as he felt like it.
Not really feeling that he had a problem with it, after all, this was him now. He embraced it, rather then trying to change.
During the next months, he managed to find the elf, and wanted him to make him a wand, that heightens his powers when used.
The elf agreed, but he would require a decent amount of gold, as well a 2/3 of his mana pool. This was the thing that gave the wand its power, and in the same time, it made others unavailable to use it.
During the course of the next 2 days, the wand started taking form; it was formed from a single piece of crystal the elf called Br’oga, or something.
As Alumar’s energy was poured in it, it slowly took the final form.
Each wand is unique to the person that will own it, due to the fact that it is their life force that is poured in it.
After the 3 days, Alumar, and the elf fell asleep. They slept for 2 full days.
As they awakened, Alumar got to see the wand they had created.
It had a wooden handle that was topped with a red glowing orb.
The top of the wand had 4 'fingers' holding the orb.
After Alumar had regained his strength, he left after paying.
He was urging to test the power.
Later that day, he found a few large boulders.
He used a normal ‘energy blast’ on one, it was barely shattered, and had a crack that went thought it.
He tested the same spell, with the same level, just with the staff on another boulder.
The bounder was shattered. After testing it for a while, he ended up with the conclusion that it would give a rough +40% power increase to any spell cast.
He continued traveling around the world, helping people in need. Some rewarded him, some did not. And some times he felt like doing something for the fun of it. So he would some times make an illusion of incoming bandits, or light a house on fire.
After a year of traveling, he had a considerable money amount. Luckily he had learned the ‘Deep pocket’ spell. This helped him carry around various items, as well as his money.
He took a liking to the feel of magical trinkets, and started following various rumors about items with changing powers. He gained some of lesser value, but one he found was rather unique. It had a rather normal look, but it had a magic power that was impossible to feel. It seemed like a normal pendant, having 2 golden plates onto of each other, one slightly smaller than the previous, they had an oval shape. And in the center, was a bright red orb.
Alumar studied it for some time, but all he found out, was that the red orb was a button of sorts.
After a while, curiosity took the better of him, and he pushed the button.
In a flash, he was in a jungle like area. And without any possibilities to look around, he used his magic to take to the air. Flying around, he got the basics of the area. It was a rather large island. That seemed to be the only one in the area.
In the rough center was an entrance that lead to a fort of sorts.
He entered, and took his time checking it out. Using various summons to help with it.
He used a few summoned hawks to see if there was anything else then this island. And there was not.
After extensive looking around, he concluded this was a fort in a separate dimension.
The dimension was only this island, and he was alone, save some random animals and vegetation.
He claimed it for himself, and named the fort “Fort Rigel”.
This was how his home and he proceeded to make it so. He mapped out, and learned the extensive underground labyrinth. He made carious rooms out of the chambers that were littered around.
He also came to the conclusion that this dimension had 2 ways of entry, the amulet, and Alumar’s portal magic.
He created a lot of spells of his own, and mastered the arts of alchemy, as well as the art of herbalism.
Later on, he went questing for a magic item, which was said to have an ultimate power of some kind.
After a few months looking for it, Alumar did in fact, manage to find it. It was on an altar that was located deep in an active volcano, which had various creatures guarding it.
He brought the item back to Fort Rigel.
It had the appearance of a perfect cube, and had a single button-like thing on it.
It had an image of an hourglass, as well as some clock hands around.
After a month studying it, he could still not find out what it did.
In the end, his curiosity had to be satisfied. He pushed the button.
There was a pinkish flash, and everything blackened.
He awoke later that day, and looked at the cube, it had shattered, and no magical energy was left in it.
He wondered what had happened, so he investigated on it. But to no avail.
Not feeling any different, he continued with his daily experiments.
Later, as time went by, he noted that his body did not age; he looked as he was in his 20ies, even though it was around 10 years since the cube disintegrated.
It made him come to the conclusion that the cube, gave eternal life.
Since he could be cut by blades, as well as be knocked out. It was clear that it was only an ‘age stopper’. He could still die from battle, but he could never die from old age.
He took use of this, and traveled for a few years, picking up more spells, and gaining more money.
Especially when he learned the “Summon Human” spell, since a lot of various lords, liked the fact that they could get a human slave, completely legal, that did whatever they wished for.
This was an extremely rare ability, and Alumar was paid considerably for summoning one.
He used this for himself as well, sometimes as workers, sometimes for other jobs.
They seemed to work out excellent as messengers, when his portal system could not be used.
As his money pile grew, both from gaining treasure by himself, or by being paid for services. Be it via the summoning, or as bodyguard, and in some cases, doing questionable jobs.
He even took high paying jobs to clear away large mountains, as well as leveling some areas that were to be building upon.
He often took the jobs of taking care of stronger demons, just to be able to use some of the stronger spells, the ones that would normally evaporate a normal human being, some of the demons where able to stand against a few of them.
Some times he traveled as a demon hunter, seeking strong ones.
He got hold of an ancient book, the told the tale of “The bracelet of It’Has”
In the ancient times, a dark lord by the name of It'Has (it haas) made a bracelet, that is said to act as an amplifier to any form of power. Be it physical, or magical.
He was planning to overtake Hell, but his plans where found out.
So he hid the bracelet, and was later killed.
For centuries the bracelet still resides somewhere in the mortal realm, as a legend, or myth
This was the short version, and it also explained a base on which domain It’Has belonged to. Sue to this information, Alumar began looking for it.
After a decade of looking, he managed to find it. And through defeating a guardian of hell, which was rather simple, considering its insane weakness to ice and water, Alumar gained the bracelet.
It was a golden bracelet, which has a blue gem in the center, with 4 red orbs of much smaller size, 2 on each side.
This again, allowed him to gain a higher level of power. Thought the cost was a higher energy drain that was relative to the higher damage.
He ‘pocketed’ it, and continued this travels.
-Additional History:
As Alumar is used in RP’s he naturally “gains more history” to say it that way.
As such it will be summarized here in a chapter effect.
- Chapter I: Paths of TragedySince Alumar suffers from wanderlust, he often finds himself in all sorts of areas and situations, this time he found himself in the outskirts of the Aldabran land.
Without him knowing, someone managed to force an Anti-Magic barrier around him, effectively locking him to a simple weak person, needless to say he was not hard to subdue after this.
He awoke in a prison, or rather a dungeon, later, only to find out that his captors had gotten their hands on a very rare gem that neutralizes any forms of magical usage in its range. This then made him unable to escape as he was held in a constant state in underfed, so even if he did have strength he would not have the energy to use it.
After what Alumar thought to be just over a rough month of torture Cairn Rosencrant Valthere, an ex knight that found Alumar by randomly hearing a small girl that had been Alumar’s outside companion for weeks talk about a man in captivity, stepped in through locked doors and freed Alumar from the bounds of the Anti-Magic crystal. With his power returning his first matter was revenge, after a brutal revenge torture scene Alumar met up with Cairn later, and this formed a friendship between the two men.
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Edit history
*18/03-09 - Updated the wand, it is now a staff. Only visual changes, power/drain is the same.
*09/08-09 - Added a ton of detail, his staff has changed appearance and a slight change in its drain when used. Finally completed the detailing about Unique Incarnations, spell absorption, spell deflecting and dispelling. Those are listed in the magic tab before the spells.
*13/08-09 - Changed font for the bio itself, it was hard to read.
*13/08-09 - The Echo Ring is updated and renamed. The picture is also changed.
*14/08-09 - Sword slinger and Shadewalker forms removed. Alumar is a wizard and he should not be skilled in melee.
*15/08-09 - Picture of Alumar changed to one where he holds the new staff. staff just manipulated in.
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