Magic Experience


.this doesn't have to be followed to the T (unless it's at another players request) but it is a good way to keep your character in check (magically) and know where he/she stands. These are all just examples - feel free to come up with your own magic abilities and stuff, this is just so you know where abouts they stand in battle/practice.

Will change with growth and experience.


Summery


Magic - Peaceful Death
Ability - D20/Average
Catalyst - N/A
NRG - 35 ppd (points per day before he needs major rest)
After Effect - Gets very sleepy and filled with fatigue - is often very hungry. His body will begin to ache and his muscles will get sore. Flu like symptoms.
. Guaranteed to happen when NRG is 20 or lower, is at its worst when the NRG is completely zapped. Will also happen anytime there is an Overkill.







Abilities


Can do damage to one chosen target at a loss of 10 NRG points.

Depending upon exactly what needs to be put to sleep or put down, Rascir does have it in him to cover up to three targets at once. Given, the targets need to be cat size or smaller, and he'll take a 15 NRG point hit to cover the three. They also must be within a 10 yard vicinity. More NRG will be needed if he wants to actually kill the creature - not just send it into a temporary coma.

.Damage.


Botch: 1-6 on a D20.

Basic Abilities: Depending upon the size of the target, Rascir has the ability to soothe, weaken, and put to sleep a creature. Animals cat size or smaller will weaken easier and have more drastic effects. Anything larger and the effects shall be less. The sleep of the animal isn't comatose, but it is enough to keep them down and out. Depending on the size, from the smallest of creatures the sleep could last the rest of the day, to the largest of creatures, where they may only weaken and grow sleepy.


7-15 on a D20.

Advanced Abilities: Creatures cat size or smaller will fall in to a comatose and soon after death. Again, depending on the size of the target, the effects will be greater. At this stage, the larger targets will weaken and drift in to a sleep - up to an entire day of lack of movement. There is no pain or suffering to be noted upon the victems and targets.

16-19 on a D20.

Overkill: Dead. You did it, Rascir, you took their life and they are dead as a doornail. Size doesn't necessarily matter at this point (unless it's multiple targets) because whatever you were aiming at just got owned. Sleep has come upon them, they've drifted in to dreams of nothingness and shall wake up as a spirit. Their internal organs have shut down, their brain has stopped, and they are dead. The problem with overkill, though, is that there may be some pain to the victem.
Death happened upon them so quickly that there wasn't time to fall in to a sleep. Those whom fall under Rascir's overkill will find that their organs stopped far sooner than Morpheus had time to collect them.

Also, any life found within 20 feet of Rascir, and lingering for then next few hours, will find themselves incredibly subdued, relaxed and sleepy.


20 on a D20.




Special


Nap Time - Music is a love of this colourful songbird, and so shall Rascir have the ability to soothe. At the cost of an additional 5 NRG points a day, the bunting can sing a song, talk, play music, or dance and cause those in the room or 50 foot radius to become enraptured. They'll not only have eyes only for Rascir, but they will find themselves bein drawn in to complete and utter serenity. Their muscles will relax and if Rascir continues on long enough, they WILL not be able to resist sleep. The sleep will last for however long Rascir is in the area/room, and after he leaves will last at least 4 hours.

By rolling a D10, on a 1-10 scale you can have it decide hte potency of his song/dance/speech. 1 being he'll need to continue the magic longer for any real effect to take place, and 10 being within five minutes the entire rooms asleep.



Notes


Rascir did his magic well, but still seems to hold fast to reservations and uncertainty. He still is in a growing state, figuring out who he is and where he needs to go. Because of this, it effects his magic. Magically he's weaker than the others, and his inhibitions will cause him conflict.

He may need further lessons with Shanuh or the others at the shop to better define and clarify his roll in life, as well as that in death.