- Ysali Dragon Orb x 9 - Ayrala Dragon Orb x 2 - Kiandri Dragon Orb x 3 - Firani Dragon Orb x 6 - Peisio Dragon Orb x 9 - Aiskala Dragon Orb x 3 - Gaili Dragon Orb x 3 - Aedaun Dragon Orb x 2 - Diabi Dragon Orb x 19 - Royal Venom x 9 - Health Potion x 11 - Shield of the Ancients x 1 - Copper Bars x 10 - Cah Shell Piece x 8 - Borlarn Hide x 2 - Toxic Groda Mushroom x 3 - Moonstone x 6 - Plain Cloth x 99
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Die Results
Detraeus rolls 4 for initiative - goes second. DEF = 25% (2,920) x .25 = 730 physical damage blocked (2,360) x .25 = 590 magical damage blocked
2 Hand Slots: Imprinted Scepter, Enchanted Sword (+20 Light Damage) Head slot: Enchanted Goggles +5 DEF Chest slot: Enchanted Shimmering Pearl Plate +25 to DEF, +5 to INT, 5% less damage from Lightning attacks and take 20 less damage from Blood or Dark spells Back slot: Cloak of a Thousand Gusts +4 DEF, +2 INT, +5 To Accuracy Die Roll in PVP Hand slot: Arm slot: Waist slot: Enchanted Belt +5 INT Leg slot: Foot slot:
INVENTORY:
- Ysali Orbs x 2
- Ayrala Orbs x 2
- Kiandri Orbs x 4
- Firani Orbs x 2
- Rope x 1
- Climbing Kit x 2
- Lock Pick Set x1
- Energy Potion x 2
- Talisman of Invisibility
- Ornate Pendent x 1
- Etched Coin x 2
- Shield of Ancients x 1
Diabi Magic
Shadow Meld - Turn yourself into a cloud of smoke and hide in the shadows, regaining 30LP instantly and an additional 10LP each turn you are hidden. Maximum of 2 additional turns. Costs 20 Initial Energy and 15 Energy Cost each turn hidden.
Shell of Darkness - Create a magical barrier around yourself, energizing you for 20 Energy instantly. If the time of the RP is night or the fight is taking place in Soudul, it energizes for 30. Can only be used 1 time per encounter.
Darkening Shadows - You darken the shadows around you to make yourself feel more at home. This allows for your accuracy to go up for 2 turns by 20 points. (ie: Apprentice accuracy is 1-50 miss, 51-100 hit. In this case, they would have a 1-30 miss, 31-100 hit.) Usable 1 time per encounter Costs 40 Energy.
Shadow Sneak - Meld with the shadows and move quickly from one to the next. Usable across bodies of water. This can only be used out of combat.
Physical attacks
[Magic-Enhanced Strike]: Raemos strikes out with his fist, channeling his magic to do as much damage as possible with his otherwise not-optimal arms. Unarmed Attack - 5 ENG 5 Damage per Attack point
[Sword of Light]: Raemos attacks from the shadows with his shimmering sword... Armed Attacks - 15 ENG 10 damage per attack point
Defensive Ability
[Block]: Raemos uses his sword to block incoming attacks Basic Defense 5 Damage warded per Defense Point
[Block and Dodge]: Raemos blocks with his sword as he dodges, avoiding most hits Moderate Defense 10 Damage warded per Defense point
[Block, Dodge, and Roll]: As well as dodging the initial blow, Raemos also channels that movement into a rolling motion that might allow him to find an opening in his enemy's defenses... Advanced Defense 15 damage warded per Defense Point
[Shadow Dodge]: Raemos uses his magic to become halfway incorporeal and enhance his movement. In combination with the other maneuvers, it is highly effective in preventing damage, but it is difficult to do in bright light. Master Defense 20 Damage warded per Defense Point
Offensive magic
[Dark Blast]: Raemos throws a bolt of raw, untamed darkness at his foe. Unrefined, but effective. Initiate Magic - 10 ENG 5 points of damage per Int point
[Choking Void]: Raemos slips his magic through his enemy's shadow and causes it to creep up their bodies, holding them and, potentially, striking at vulnerable areas. Journeyman Magic - 15 ENG 10 points of damage per INT point
[Black Wings]: Raemos makes his magic more physical and fanciful, having it take the form of giant detached feathery wings, dragon claws, or Khehora maws made of condensed smoke and using them to crush or bludgeon foes. Advanced Magic - 20 ENG 10 points of damage per int point + 2 points of damage per Attack point
[Transmuted Slash]: Using innovative and complicated techniques, Raemos uses his wand and sword in tandem, shoving his magic out from a sword slash in a sharp magical arc, increasing its range and effectiveness. Master Magic - 50 ENG 20 points of Damage per INT point + 5 points of Damage per attack point
Defensive Magic
[Voidblock]: Using some of his own magic, Raemos blocks another spell, attempting to absorb it's power away into the void. Initiate Magical Defense 5points of Damage warded per INT point
[Counterspell]: Using the natural negating powers of Oblivion and dark magic, and his extensive knowledge of magic, Raemos attempts to counter any magic coming in... Journeyman Magical Defense 10 points of damage warded per INT point
[Voidsorb]: Summoning a flat shield of swirling, smokey nothingness, Raemos attempts to absorb incoming energy before it reaches him. Advanced Magical Defense 15 points of damage warded per INT point + 2 points of damage warded per DEF point
[Shadow Flicker]: In an attempt to negate damage, Raemos briefly merges with shadows around him, seeming to flicker out and back. Master Magical Defense 15 points of damage warded per INT point + 10 points of damage warded per DEF point
Tomes:
Crippling Miasma (Dark)
Lafahz Gaolem The caster's hands or weapon briefly expel a thick fog that settles on the opponent causing them to drop 1 damage tier (50 to 25 or 25 to 10, etc) on their next successful hit. Can be used twice per battle.
ENG Cost: 25
Shadow Puppet (Dark)
Illithir Darikkum
This tome instructs the user in manipulating their own shadow. Though the shadow is incapable of doing harm or grasping anything physical, the spell can be used for either amusement or a tactical advantage on a stealth mission.
Notes: Adept Stage: Manipulate only your own shadow. Expert Stage: Learn to manipulate up to three additional shadows simultaneously, including your own.
Levitation (Astral)
Fupanonai
Levitation is quite a useful skill for the peoples of Magesc. This tome contains a handy guide to mastering the art.
Chapter 1 covers basic control and offers tips on how to handle objects as heavy as a small sized canine (10lbs or 4.5kg). Chapter two expands a caster's skills allowing them more finesse and the ability to control multiple objects at a time as well as heavier things than before (200lbs or 90kg). Chapter 3 covers how to magically support the levitating of massive and unwieldy objects like horses, logs, and boulders (840lbs or 381kg).
ENG Cost: 10, 25, 40
Reflection Shield (Astral)
Lufunay Maau
This short manual teaches the user how to create a solid shield of magic which reflects all incoming magical or physical damage once. Once cast, the shield remains up until a successful attack connects and the spell cannot be cast again that battle. Damage returned to attacker is their original damage. Opponent's block/ward do not apply.
In a multiple vs one situation reflection shield will only reflect the attack of the first opponent to land a hit, all other successful opponent's hits that round will land as normal.
Can be used in RP's to summon a shiny shield.
ENG Cost: 40
Seeing Double (Light)
Xiofu
Create a somewhat blurry illusion made of light partially over your body making there appear to be two connected versions of you. Lowers enemy accuracy by 10 points for two turns. Can only be used once per encounter. (Cannot be stacked with 'Blinding Light')
Can be used in RP's out of combat as well.
ENG Cost: 25
Basic Conjuration (Conjuration)
Webilu Luonilu A basic conjuration spell. This is a must-have before any other conjuration book. One must first master the basics before moving forward with more difficult incantations. This conjuration spell brings forth a small familiar whom looks adorable and is killed by a single damaging attack. This creature does nothing to aid you in battle and is specifically meant to bring joy and happiness (as well as a basic understanding of conjuration magic) to the caster and their allies.
ENG Cost: 10
Embers (Fire)
Ugvulm Category: Battle Tome Create a small cloud of burning hot ashes that float on the wind. Ignoring defenses the embers will do 5 damage per turn for the next 3 turns. Initial attack roll must be a hit for the spell to be cast successfully, can be used twice per battle.
Can be used out of combat to create the small cloud of embers in an RP as well.
ENG Cost: 20
Dust Storm (Earth)
Gaithri Erritae enables the caster to grip into the finer tuned points of the earth: manipulating the dust particles themselves. When mastered, this spell allows the user to draw up the earth around them and create dust clouds at will, interfering with their opponent’s sight and accuracy. Decreases opponent’s accuracy die roll by 10 for three turns.