[b]Name:[/b] Mercury [b]Race:[/b] Half-elf [b]Class:[/b] Temporal Mage [hider=Appearance: ][img=http://th04.deviantart.net/fs70/PRE/i/2014/008/4/7/1082014_by_pikolait-d71duap.jpg][/hider] [b]Weapons:[/b] A short sword (normal) that Mercury uses it in place of a magical staff. [b]Armor:[/b] Cloak (normal) & Whoever happens to be standing nearby. [hider=Skills: ][b]Level 1:[/b] Time's Friend - Passive - The longer Mercury is motionless, the faster his casting time and mana regeneration rate becomes. Time's Sanctuary - Passive - Defense and health regeneration increased when casting and for five seconds after. Time's Arena - Active - 15 second cooldown - Mercury touches his sword to the ground and a magic circle spreads out from that point. When he lifts his sword, a bubble envelopes everything inside the magic circle. Space inside the circle experiences time differently than the outside world. The bubble will gradually shrink until it is completely gone, meaning that a larger bubble will both affect more targets and last longer. It has one version to speed up and one version to slow down. Time's Backhand - Acitve - 5 second cooldown - A magical circle appears in the air in front of Mercury. The circle rapidly shrinks to a singular point, and the size of the circle determine's the power of the attack. A large circle releases an AoE push that knocks back enemies and allies alike. A small circle releases a piercing bullet of invisible pushing force. The spells power output scales with level, and at level one is capable of little more than pushing a single target back a few feet. [b]Level 5:[/b] Time's Cure - Passive - Greatly decreases time it takes for debuffs and negative status conditions to wear off and increases mana regeneration rate. Time's Back Door - Active - 1 minute cooldown - Sets a magic circle at the current location that can only be detected when activated. Must be cast twice, in two different locations, to have any effect. A third casting with erase the oldest circle placed. When activated, anything inside one magic circle will change places with anything inside the other. There is no cooldown on activating the circles, only placing them. [b]Level 10:[/b] Time's Eye - Passive - Mercury sees shadows of his enemies' actions before they happen, greatly increasing his evasion and critical strike. Time's Curse - Passive - Time is slowed in the space around Mercury, further greatly increasing his evasion. Time's Advance Pay - Passive - Mercury can use a spell he's already used recently without waiting for the cooldown to be complete. The cooldown resets after the new casting and the spell cannot be cast again until the cooldown is fully completed. Time's Exile - Active - 30 second cooldown - A single enemy is removed from time, becoming both unable to attack or move and immune to all damage until Mercury releases the spell. Time's Emergency Exit - Active - 2 minute cooldown - Restores Mercury to a previous state. His physical location, health, mana, buffs/debuffs, and cooldowns (With the exception of Time's Emergency Exit) revert to the way they were at the time. Time's Inside Joke - Active - 45 second cooldown - Creates a magic circle around any number of enemies and/or allies. When activated, and damage or healing received within the last five seconds is repeated five times, effectively doing five times the damage previously inflicted or healing five times originally healed.[/hider] [hider=IRL][b]Name:[/b] Aaron Brisk [b]Age:[/b] 16 [b]Appearance:[/b] About the same as his avatar except the clothes, and the ears, and his eyes are brown instead of blue.[/hider] [hider= Future Skill Ideas & Random Thoughts]Time's Counterstrike - Active - 2 minute cooldown - Forces all enemies to focus on him. Mercury is frozen in time, unable to move, attack, or die for ten seconds. After ten seconds, every enemy that attacked is dealt the total damage inflicted on Mercury. Damage inflicted once his health has hit 1 continues to be added to the total damage inflicted. Time's Far Reach - Acitve - 1 minute cooldown - Ages a living thing Mercury lays his hand on. So long as he doesn't age it to death, the spell will wear off after about five minutes. Time's Past - Acitve - 3 minute cooldown - Reverses time around the target, healing and repairing any recent damage. Time's Present - Acitve - 20 minute cooldown - For ten seconds, he can use skills ignoring cast times and cooldown times. Time's Future - Active - 2 hour cooldown - Mercury physically ages, greatly increasing all of his stats and healing a large amount of health. Lasts one minute. Time's Alternate History - Active - 15 minute cooldown - Mercury changes to another class that he has seen before for five minutes. He is unable to use any of his Temporal Mage skills during this time and is only able to use skills of the new class that he has seen used before. Time's Benevolent Will - Passive - Cuts cooldown times by one third. Time's Late Payment - Passive - At any time, Mercury can a skill on cooldown without actually using the skill. The skill can later be activated remotely from anywhere without having to pay any cooldown. Time's Winning Hand - Passive - A skill activated within five seconds of the last casting begins a chain, which can be stacked up to five times. For each chain, the cooldown time of skills is decreased by 12%, for a total of 60% decreased cooldown time with five stacks. Stacks decay by one for every ten seconds without a skill chained. Using the same skill twice does not add to the chain or reset the stack decay.[/hider]