Post by Malachi on Sept 9, 2015 22:20:09 GMT -6
Name: Malachi Darkreign
Race: Embosse Shadow Knight
Ht: 5' 1 1/2"
Wt: 140
Age: 675
Hair: White
Eyes: Amber
Weapons: A katana-like blade that also has magical runes cast into the hilt and two wide-bladed daggers
. The runes allow him to control his berserker rages. The runes glow constantly, though the sheath is tight enough to prevent their light from leaking out. As each set of runes are deactivated, they stop glowing, giving Malachi further and further increases to his strength, speed, dexterity, reflexes, and magical power. However, his ability to reason goes down sharply. There are four sets of runes on the blade. Once all four are out, his full abilities as an Embosse Shadow Knight are active, removing the ability to cast spells, though gaining the ability to use certain at-will powers. No living soul, save Malachi and Alhazig, his brother, now know what these are. Any who have witnessed them, whether as a victim or simply as an onlooker, have been eliminated.
Spells:
Level one:
1: Fire Burst: A spell that requires a source of fire: candle, fireplace, bonfire, etc. It would cause a burst of flame arrows to shoot out at the target that the caster designates, causing burns based on the size of the fire.
2: Flame Wave: The caster, with a few words and by sticking forth his hands with the fingers spread out, thumbs touching, and palms down, can create a fan-shaped wave of fire to shoot forth from his fingers.
3: Phantom Force: Visual-illusion only spell, that creates the illusion of a wall, person, animal, or other item that the caster knows, perhaps to be used as a distraction. It can move at the castor's will, but has no real physical presence.
4: Shocking Grasp: Caster's hand becomes imbued with the force of electricity, which will cause, when used to touch an opponent, damage equal to the smallest of lightning bolts.
5: Spook: Creates the Illusion that the caster is actually the target's greatest fear. The caster does not know what illusion is used, but merely has to advance in a threatening fashion towards the target. If they are unable to either see through the illusion or resist the fear, they are forced to run for their life until the caster is no longer in sight.
Level Two:
1: Sphere of Darkness: This spell will create a 15 foot radius sphere of total darkness wherever the caster designates. No light source, not even magical, can dispell it.
2: Improved Phantom Force: Same as the level one spell, but with some minor sounds included.
3: Invisiblity: Caster and/or up to three others can become invisible with the utterance of a few words.
4: Mirror Image: Caster causes up to eight exact doubles of himself to come into being, each mirror's each movement that the caster does. When each individual image is struck, it disappears, but the others stay.
5: Pyrotechnics: The caster needs a source of fire to create two different effects. One is to create a sort of 'fireworks display' of firebursts in the air above the fire, causing blindness to his opponents. Those that close their eyes are unaffected. It CAN effect the caster, if he's not careful. Second effect is to create a thick, writhing cloud of smoke, obscuring vision and causing coughing and retching.
Level Three:
1: Flame Arrows: Caster can cause arrows of flame to shoot from his fingertips. Each causes moderate to severe burns, depending on strength of the spell cast.
2: Spectral Force: Much the same as Phantom Force, but almost all components of the illusion are complete: sound, sight, smell, and thermal. No physical touching, though, can occur.
3: Vampyric Touch: The caster touches an opponent with his hands, the spell drains them of one quarter to one half of their life force, healing an equal amount in the caster, healing his wounds as well.
4: Wraithform: The caster and his gear become intangible, subject to only magical spells and weapon attacks. The caster can NOT attack a physical opponent while in this form, magical or no.
5: Dimension Door: The caster can create a 'doorway' to another location on the plane that he is currently in, the opposite end being up to five miles away. The caster does NOT need to know the location, only the direction and distance. If he appears inside a solid object, however, he is instantly thrown into the Astral Plane, trapped there until he finds some way out. Only the caster can use the door.
Level Four:
1: Fire Shield: The caster has two choices, either a shield that protects from cold-based attacks, or a shield that protects from fire-based ones. It will return the attack to the opposing caster, dealing normal damage to them. The caster of the shield will appear to become totally emolated in flames, but will neither give off or feel any heat.
2: Phantasmal Killer: Much like the Spook spell, the only difference is that it is not the caster that is altered to the target, but the target percieves a 'seperate' vision of who or what he or she fears most. Again, the caster will not know what the illusion is, only the victim. The illusion will chase the victim, attempting to strike. If the victim does not successfully disbelieve the illusion, and the illusion strikes them, they die instantly from fright.
3: Wall of Fire: The caster creates a literal wall of flames at a location that he designates. The flames reach to a height of twenty feet, length of up to one hundred feet, width of forty feet. The flames can be caused to move forward by the caster, moving at a rate of fifty feet per minute, burning to death all that enter the flames.
4: Spirit Armor: This POWERFUL defense spell can only be used once per day. It uses a portion of the caster's own spirit energy to create a shimmering 'shield' all around his or her body. This armor reflects all magical and other energy based attacks back at the opposing spell-user. The spell can only reflect one attack, however, making it's duration one attack. The use of this spell drains one-half of the users spirit energy, leaving them weak and almost unable to defend himself. However, the use of "Vampyric Touch" will restore that lost energy.
5: Shadowy Transformation: Much the same as Wraithform, but it can only be cast on a seperate object or person. Great for defense, it would render an opponent unable to assail the caster as it would prevent them from even being able to physically attack or use magic on the caster.
Fifth Level:
1: Summon Shadow Beast: This summoning spell will summon up to ten shadow beasts. Each beast will attempt to touch the target opponent, then begin to drain their life force with their touch. Approx. one quarter of their life force will be drained per minute, regardless of how many beasts touch him. The draining will leave the target a dry, empty husk that is, obviously, dead.
2: Death Fog: This spell will create a highly acidic fog that will kill all forms of life trapped in it's vapors within seconds.
3: Mislead: Similar in form to "Mirror Image", it creates an exact duplicate of the caster to take damage from attacks, leaving him or her totally and completely invisible to ALL senses, allowing them to escape or prepare an attack.
4: Finger of Death: This spell will snuff out a person's life force in the same instant that it's effects reaches them. They can only be restored by the means of divine intervention.
5: Reverse Gravity: Self-explanitory...can be used in reverse, increasing gravity when and where needed.
Sixth Level:
1: Shadow Walk: With this spell, the caster can actually merge his or her body with the shadows, walking amongst them as easily as through the material world.
2: Teleport: Self-explanitory
3: Mind Blank: This spell protects the caster from the effects of any mind-altering or psionic spell.
4: Time Stop: Self-explanitory, this spell lasts for what would be three minutes, then starts again.
5: Temporal Stasis: The target of this spell is left in a state of suspended animation, never aging and is totally unable to act, unaware of the passage of time. They remain in this state until the spell is removed by the caster...or until the end of time itself.
General Info:
Long ago, when the Araphin Blood Knights dwelt in this place, several scientists took captive one of the few Araphins simply because he was too holy. He wanted to make the world a better place, because the rest of the Blood Knights wanted to only destroy the Earth, even if it meant destroying themselves. The scientists took this one man into their laboratory injecting him with the seed known as “Embosse”. This seed made the Araphin man turn into unrivaled rage itself. The various runes of power created by a man known as Blemish Zyinc were embedded into the hilts of his swords and they made him frantically out of control. They were able to make his flesh a pure black, forming many decaying lines in his skin. Alhazig slept deeply upon the bed, resting to awaken at a later date and raise a new kingdom that he would do as the scientists said… but they seem to forget something: they were so happy that their inventions has worked until this far, that they forgot to do what was meant to be their dealings in the first place.
Malachi was Alhazig’s brother. He had set forth, soon after Alhazig had disappeared, on a journey to save his brother from the evil scientists that had captured him. He stepped into their laboratory, hoping the save his brother from this evil that has dwelt in him for so long. Then…he came to find that the remaining creatures of the Gloyrod Dragon Busters, the Blood Knights' ancient enemies had been waiting for him at the gates, ready to capture him on sight. He had been knocked unconscious during the battle and brought before the scientists. Somehow, they knew this would happen, they knew this day would come. The scientists had plans for this being also, they thought one would be good, but two would be even more elite. They imprisoned him in their laboratory with not so peaceful thoughts formed in their minds for his future. They had their crude intentions and had only a single seed left. So, thusly, they used them. Those vulgar people injected the seed within his body, giving him the power of the Shadow Magics...as well the Night Elemental Magics, among others. He, too, also received the same treatment and runes that his brother had, but they increased his will so that he may control the Rage to a degree. His flesh was turned as ebon as his brother's, both men's eyes changed to amber. These powers haunted all those who had been injected with the Embosse seeds. But, before they could finish their task, something happened that was not expected, it was the last thing that they would come to regret.
The awakening had taken place. Alhazig had risen up before them in a rage, his memories still seemed less than whole, filling his mind while he set about killing all the scientist that were in sight. Then, before striking the last one, his speed increased, causing his blades to seem to disappear. After he stopped his slaughter, he walked up to this fellow body that lay alongside where he did, the sight bringing back his memories fully. -This … is … my flesh and blood, my brother.- He watched him lay there for a moment, then moved to take a hold of him...carrying him off and out of the dreadful place. But, as it got further along in time, the Rage that consumed him was gone, so it seemed. New-found freedom filled his steps as he stepped forth out of the laboratory, walking a path that seemed so familiar now, when suddenly he heard a cough that shook the grasp in which he had upon his brother. His eyes opened, and he was let down… They sat together, talking, but his brother could sense something wrong in Alhazig, he could feel that his rage was overwhelming.
Without saying anything but couple of words here and there, Malachi took his first steps toward a particular Rune-place that he had remembered in some long-lost book of knowledge he had read many years ago. He heard of this alabaster stone that could be used upon any out of control being and would calm him of his thoughts, and would take all wrongful ideas away without any aftereffects.
Finally after many days of walking, and many battles along the way that Alhazig had stirred up, they came to this place, -At last- they both recited in their minds. As they walked towards this place, thoughts and doubts that it would be no challenge at all because this rune was never discovered, it could not ever be found, had filled Alhazig's mind. But, this was what his brother Malachi was out in search for even before he had heard about the scientists taking his brother captive. He had read and heard many tales, many folk-tales about this place, and went through many quests to find a secret map that lead straight to this dilapidated place. They set forth setting their wrists at the ready upon their hilts...But, for what? This rune-place was supposed to be empty, but was it? That is something they both had wondered. Stepping past the wooden doors, they could hear the various screeching of something in the distance within. Their strides became full of purpose, hastening them towards the hall. Alhazig drew both of his blades, making their cores glow with but a thought, around the edges they flamed a dark black, the light enough to light their path.
Then, before taking barely four steps in, they saw it laying there, the sheen of the purity of its beauty seemed to scorch their amber eyes. As they stepped forward, their minds begin to clear, even their cloaks seem to be getting cleaner as they marched on. Reaching out to the Alabaster stone, Alhazig took it and gently slid it into his pocket, the emanations from it making him feel so tranquil now, so halcyon. The vulgar thoughts of evil that had been forced upon him begin to flow out of his mind and body, making him harmonic in all ways, during the few steps of walking back out. Now, their quest could begin…. -But for what?- they both thought simultaneously as they stepped out to face the wide world.
Race: Embosse Shadow Knight
Ht: 5' 1 1/2"
Wt: 140
Age: 675
Hair: White
Eyes: Amber
Weapons: A katana-like blade that also has magical runes cast into the hilt and two wide-bladed daggers
. The runes allow him to control his berserker rages. The runes glow constantly, though the sheath is tight enough to prevent their light from leaking out. As each set of runes are deactivated, they stop glowing, giving Malachi further and further increases to his strength, speed, dexterity, reflexes, and magical power. However, his ability to reason goes down sharply. There are four sets of runes on the blade. Once all four are out, his full abilities as an Embosse Shadow Knight are active, removing the ability to cast spells, though gaining the ability to use certain at-will powers. No living soul, save Malachi and Alhazig, his brother, now know what these are. Any who have witnessed them, whether as a victim or simply as an onlooker, have been eliminated.
Spells:
Level one:
1: Fire Burst: A spell that requires a source of fire: candle, fireplace, bonfire, etc. It would cause a burst of flame arrows to shoot out at the target that the caster designates, causing burns based on the size of the fire.
2: Flame Wave: The caster, with a few words and by sticking forth his hands with the fingers spread out, thumbs touching, and palms down, can create a fan-shaped wave of fire to shoot forth from his fingers.
3: Phantom Force: Visual-illusion only spell, that creates the illusion of a wall, person, animal, or other item that the caster knows, perhaps to be used as a distraction. It can move at the castor's will, but has no real physical presence.
4: Shocking Grasp: Caster's hand becomes imbued with the force of electricity, which will cause, when used to touch an opponent, damage equal to the smallest of lightning bolts.
5: Spook: Creates the Illusion that the caster is actually the target's greatest fear. The caster does not know what illusion is used, but merely has to advance in a threatening fashion towards the target. If they are unable to either see through the illusion or resist the fear, they are forced to run for their life until the caster is no longer in sight.
Level Two:
1: Sphere of Darkness: This spell will create a 15 foot radius sphere of total darkness wherever the caster designates. No light source, not even magical, can dispell it.
2: Improved Phantom Force: Same as the level one spell, but with some minor sounds included.
3: Invisiblity: Caster and/or up to three others can become invisible with the utterance of a few words.
4: Mirror Image: Caster causes up to eight exact doubles of himself to come into being, each mirror's each movement that the caster does. When each individual image is struck, it disappears, but the others stay.
5: Pyrotechnics: The caster needs a source of fire to create two different effects. One is to create a sort of 'fireworks display' of firebursts in the air above the fire, causing blindness to his opponents. Those that close their eyes are unaffected. It CAN effect the caster, if he's not careful. Second effect is to create a thick, writhing cloud of smoke, obscuring vision and causing coughing and retching.
Level Three:
1: Flame Arrows: Caster can cause arrows of flame to shoot from his fingertips. Each causes moderate to severe burns, depending on strength of the spell cast.
2: Spectral Force: Much the same as Phantom Force, but almost all components of the illusion are complete: sound, sight, smell, and thermal. No physical touching, though, can occur.
3: Vampyric Touch: The caster touches an opponent with his hands, the spell drains them of one quarter to one half of their life force, healing an equal amount in the caster, healing his wounds as well.
4: Wraithform: The caster and his gear become intangible, subject to only magical spells and weapon attacks. The caster can NOT attack a physical opponent while in this form, magical or no.
5: Dimension Door: The caster can create a 'doorway' to another location on the plane that he is currently in, the opposite end being up to five miles away. The caster does NOT need to know the location, only the direction and distance. If he appears inside a solid object, however, he is instantly thrown into the Astral Plane, trapped there until he finds some way out. Only the caster can use the door.
Level Four:
1: Fire Shield: The caster has two choices, either a shield that protects from cold-based attacks, or a shield that protects from fire-based ones. It will return the attack to the opposing caster, dealing normal damage to them. The caster of the shield will appear to become totally emolated in flames, but will neither give off or feel any heat.
2: Phantasmal Killer: Much like the Spook spell, the only difference is that it is not the caster that is altered to the target, but the target percieves a 'seperate' vision of who or what he or she fears most. Again, the caster will not know what the illusion is, only the victim. The illusion will chase the victim, attempting to strike. If the victim does not successfully disbelieve the illusion, and the illusion strikes them, they die instantly from fright.
3: Wall of Fire: The caster creates a literal wall of flames at a location that he designates. The flames reach to a height of twenty feet, length of up to one hundred feet, width of forty feet. The flames can be caused to move forward by the caster, moving at a rate of fifty feet per minute, burning to death all that enter the flames.
4: Spirit Armor: This POWERFUL defense spell can only be used once per day. It uses a portion of the caster's own spirit energy to create a shimmering 'shield' all around his or her body. This armor reflects all magical and other energy based attacks back at the opposing spell-user. The spell can only reflect one attack, however, making it's duration one attack. The use of this spell drains one-half of the users spirit energy, leaving them weak and almost unable to defend himself. However, the use of "Vampyric Touch" will restore that lost energy.
5: Shadowy Transformation: Much the same as Wraithform, but it can only be cast on a seperate object or person. Great for defense, it would render an opponent unable to assail the caster as it would prevent them from even being able to physically attack or use magic on the caster.
Fifth Level:
1: Summon Shadow Beast: This summoning spell will summon up to ten shadow beasts. Each beast will attempt to touch the target opponent, then begin to drain their life force with their touch. Approx. one quarter of their life force will be drained per minute, regardless of how many beasts touch him. The draining will leave the target a dry, empty husk that is, obviously, dead.
2: Death Fog: This spell will create a highly acidic fog that will kill all forms of life trapped in it's vapors within seconds.
3: Mislead: Similar in form to "Mirror Image", it creates an exact duplicate of the caster to take damage from attacks, leaving him or her totally and completely invisible to ALL senses, allowing them to escape or prepare an attack.
4: Finger of Death: This spell will snuff out a person's life force in the same instant that it's effects reaches them. They can only be restored by the means of divine intervention.
5: Reverse Gravity: Self-explanitory...can be used in reverse, increasing gravity when and where needed.
Sixth Level:
1: Shadow Walk: With this spell, the caster can actually merge his or her body with the shadows, walking amongst them as easily as through the material world.
2: Teleport: Self-explanitory
3: Mind Blank: This spell protects the caster from the effects of any mind-altering or psionic spell.
4: Time Stop: Self-explanitory, this spell lasts for what would be three minutes, then starts again.
5: Temporal Stasis: The target of this spell is left in a state of suspended animation, never aging and is totally unable to act, unaware of the passage of time. They remain in this state until the spell is removed by the caster...or until the end of time itself.
General Info:
Long ago, when the Araphin Blood Knights dwelt in this place, several scientists took captive one of the few Araphins simply because he was too holy. He wanted to make the world a better place, because the rest of the Blood Knights wanted to only destroy the Earth, even if it meant destroying themselves. The scientists took this one man into their laboratory injecting him with the seed known as “Embosse”. This seed made the Araphin man turn into unrivaled rage itself. The various runes of power created by a man known as Blemish Zyinc were embedded into the hilts of his swords and they made him frantically out of control. They were able to make his flesh a pure black, forming many decaying lines in his skin. Alhazig slept deeply upon the bed, resting to awaken at a later date and raise a new kingdom that he would do as the scientists said… but they seem to forget something: they were so happy that their inventions has worked until this far, that they forgot to do what was meant to be their dealings in the first place.
Malachi was Alhazig’s brother. He had set forth, soon after Alhazig had disappeared, on a journey to save his brother from the evil scientists that had captured him. He stepped into their laboratory, hoping the save his brother from this evil that has dwelt in him for so long. Then…he came to find that the remaining creatures of the Gloyrod Dragon Busters, the Blood Knights' ancient enemies had been waiting for him at the gates, ready to capture him on sight. He had been knocked unconscious during the battle and brought before the scientists. Somehow, they knew this would happen, they knew this day would come. The scientists had plans for this being also, they thought one would be good, but two would be even more elite. They imprisoned him in their laboratory with not so peaceful thoughts formed in their minds for his future. They had their crude intentions and had only a single seed left. So, thusly, they used them. Those vulgar people injected the seed within his body, giving him the power of the Shadow Magics...as well the Night Elemental Magics, among others. He, too, also received the same treatment and runes that his brother had, but they increased his will so that he may control the Rage to a degree. His flesh was turned as ebon as his brother's, both men's eyes changed to amber. These powers haunted all those who had been injected with the Embosse seeds. But, before they could finish their task, something happened that was not expected, it was the last thing that they would come to regret.
The awakening had taken place. Alhazig had risen up before them in a rage, his memories still seemed less than whole, filling his mind while he set about killing all the scientist that were in sight. Then, before striking the last one, his speed increased, causing his blades to seem to disappear. After he stopped his slaughter, he walked up to this fellow body that lay alongside where he did, the sight bringing back his memories fully. -This … is … my flesh and blood, my brother.- He watched him lay there for a moment, then moved to take a hold of him...carrying him off and out of the dreadful place. But, as it got further along in time, the Rage that consumed him was gone, so it seemed. New-found freedom filled his steps as he stepped forth out of the laboratory, walking a path that seemed so familiar now, when suddenly he heard a cough that shook the grasp in which he had upon his brother. His eyes opened, and he was let down… They sat together, talking, but his brother could sense something wrong in Alhazig, he could feel that his rage was overwhelming.
Without saying anything but couple of words here and there, Malachi took his first steps toward a particular Rune-place that he had remembered in some long-lost book of knowledge he had read many years ago. He heard of this alabaster stone that could be used upon any out of control being and would calm him of his thoughts, and would take all wrongful ideas away without any aftereffects.
Finally after many days of walking, and many battles along the way that Alhazig had stirred up, they came to this place, -At last- they both recited in their minds. As they walked towards this place, thoughts and doubts that it would be no challenge at all because this rune was never discovered, it could not ever be found, had filled Alhazig's mind. But, this was what his brother Malachi was out in search for even before he had heard about the scientists taking his brother captive. He had read and heard many tales, many folk-tales about this place, and went through many quests to find a secret map that lead straight to this dilapidated place. They set forth setting their wrists at the ready upon their hilts...But, for what? This rune-place was supposed to be empty, but was it? That is something they both had wondered. Stepping past the wooden doors, they could hear the various screeching of something in the distance within. Their strides became full of purpose, hastening them towards the hall. Alhazig drew both of his blades, making their cores glow with but a thought, around the edges they flamed a dark black, the light enough to light their path.
Then, before taking barely four steps in, they saw it laying there, the sheen of the purity of its beauty seemed to scorch their amber eyes. As they stepped forward, their minds begin to clear, even their cloaks seem to be getting cleaner as they marched on. Reaching out to the Alabaster stone, Alhazig took it and gently slid it into his pocket, the emanations from it making him feel so tranquil now, so halcyon. The vulgar thoughts of evil that had been forced upon him begin to flow out of his mind and body, making him harmonic in all ways, during the few steps of walking back out. Now, their quest could begin…. -But for what?- they both thought simultaneously as they stepped out to face the wide world.