Right, Sorry about my delay. I will begin immediate re-working of the character I sent the GM then post it here. Name: "Spirit" Silverine Arc Age: 22 Gender: Male Appearance: Appearance: [img]http://i.imgur.com/EvR8Poj.jpg[/img] 6'3, change that out for grey hair and grey glowing eyes. Kingdom: Sky Kingdom Persona: Extremely distant, usually doesn't speak unless spoken to or if it is important. Rarely shows much sign of emotion to keep his powers in check. Post Example: The creature fell, a gash opening on Spirits' chest, "Soul Mend." He quietly spoke to himself, healing his chest. He was absolutely exhausted from his training to join the Jaegar division. He'd hoped he would be good enough to pass, if not all his effort and nearly getting killed multiple times would be for nothing. He sighed and walked towards where the camp was located, slowly regaining his life force. He'd nearly pushed himself to far, had he used anymore of his magic he could have died. No time to think about that now, he'd survived, after all. Equipment: Outside of his clothes or magically manifested gear, he has a small magic imbued short sword damage dependant on his magic amount Ability/Magic/Technology: Spirit controls the element of 'spirit' a rare trait amongst mages. He can take away fragments of your life source, give some of his own, stop actions, etc. Most notably is his ability to cause horrible ailments on his foes, though doing so takes away a portion of his life force and thus is generally not used that often. Amongst the ailments he can infect you with poison, cause you to contract a deadly disease, or simply just cause amnesia. He can also siphon bits of magical energy from his foes, should they have it, as well as silence them for 30 second intervals. Although, Silencing them comes at a price, and a very heavy one at that. During the time they are silenced, he to is unable to use the majority of his magics, especially the most potent ones. To specifically name a few of his abilities would be as follows: Mind Spike: This allows him to cause both physical and mental damage, whilst siphoning a portion of their magical energy for himself. Casting this causes a random wound to open on himself, the strength of the cast dictates the strength of the wound. Soul Mend: This allows him to heal himself or others, at the expense of only being able to cast it ever so often and physical fatigue. Negate: This allows him to stop one of his opponents actions, say they are casting a deadly spell, he would be able to stop them at the last second. While they are able to restart the spell over again, this is mostly used to buy some time. It cannot be used very often, and requires him to generally be still or at a walking pace. Silence: As described, this allows him to silence whomever he targets for 30 seconds while removing his ability to do the majority of his magic. Ethereal Jaunt: This is basically his get gone while the gettin' is good card. In exchange for a vast amount of his energy, he turns into a ethereal form unable to be harmed or do harm for a few minutes, allowing him to pass through walls and escape into safety. This is generally only to be used as an escape method, as it offers him no benefits other than that. Spiritual Gear: Casting this a set of glowing, white, holy armor appears on him along with a falchion blade with runic writing down it and a small buckler shield. The initial casting expends a moderate amount of energy, while it is active it continues to expend small amounts of energy until he 'returns' it. Song of the Heavens: Once cast a melodious tune echoes around anyone he deems as an ally, healing them for a very minor amount in both the physical and mental sense. Casting this expends a moderate amount of energy. Empower: Casting this buffs the targets strength greatly for a short while at the expense of a moderate-high amount of magical energy. He often casts this on himself along with his spiritual gear. Light Arrows: One of his main offensive skills, he fires a volley of in-accurate arrows from a bow made of a spiritual essence, his own. Should one of these arrows hit, the opponent takes a decent amount of damage and are more susceptible to his other spells. Soul Seer: Casting this allows him to peer into his opponents mind in an effort to see what they plan on doing within the next 10 minutes. Whilst casting this he is entirely vulnerable for a few minutes as he must stand still in order for him to focus.