Might drop the Light magic, as it doesnt fit the theme of an elementalist I was going for. [hider=Sariel Siannodel] [center][img]https://fontmeme.com/permalink/200512/4fa9f2d4ca47ffd9f8594dda50c375a0.png[/img] [img]https://i.imgur.com/pIAvbqP.png[/img] [h1]╚═════════════════════════╝[/h1][i]"The taste of magic is unlike anything else."[/i] [h3][ [b]89[/b] | [b]5'9"[/b] | [b]142lbs[/b] | [b]Elf[/b] ][/h3][/center] [color=B149B4][h3][u][b] APPEARANCE [/b][/u][/h3][/color] [indent][indent][hider=full body reference][img]https://cdnb.artstation.com/p/assets/images/images/000/726/341/large/dead-man-1-1400x1400.jpg?1443930570[/img][/hider][/indent][/indent] [color=B149B4][h3][u][b] BACKSTORY [/b][/u][/h3][/color] [color=bdbdbd][indent][indent]Sariel had all the opportunities in life handed to her on a silver platter. Born in a wealthy, Elven family, she was destined to enroll into the grandest magical academy available. However, even from a young age, Sariel dreamt of exploring the world and discover new things; a dream her parents certainly didnt share. They envisioned the girl taking over their business instead. As Sariel grew older, she also became more rebellious. While an excellent student in practical terms, she was a poor one when it came to obeying the teachers. On the cusp of graduating, Sariel instead vanished from the academy. She wanted to see the world, not read from it in books. And she sure as hell wasnt going to be content sitting in an lavishly decorated office tending to business proposals. So for the next 40 or so years, Sariel wandered the continent; exploring the various cultures and sights the world had to offer and occasionally selling herself out as a mercenary. After all when all was said and done, she was still a combat capable mage with plenty of tricks up her sleeves. Angeli Pallidus is little more than a distraction for her for now, a way to experience even more of the world. Whether this will become a long lasting engagement or a quick romp with the unknown, only time would tell.[/indent][/indent][/color] [color=B149B4][h3][u][b] PERSONALITY [/b][/u][/h3][/color] [color=bdbdbd][indent][indent]Sariel carries with her an air of pride and haughtiness. Even the simple act of walking she does with an air of superiority. She also revels in showing off her intellect before others. Likes: Fluffy things, being right, showing off, magic, vegetables, talking about magic, fellow elves Dislikes: Being put in place, not being able to use magic, dark magic, ignorance, meat, smaller races (particularly children), fellow elves, human/dwarven cities[/indent][/indent][/color] [color=B149B4][h3][u][b] GEAR [/b][/u][/h3][/color] [color=bdbdbd][indent][indent]Being a mage, Sariel doesnt rely on equipment like any other vocation. The only prized possession she owns is her staff, which acts as a spell focus; allowing her to refine her spells to greater effect more efficiently. [/indent][/indent][/color] [color=B149B4][h3][u][b] MAGIC [/b][/u][/h3][/color] [indent][indent][color=bdbdbd][color=DBA901][center]M A G E : L I G H T[/center][/color][hr][center]Light [color=ffffff]•[/color][/center] These mages govern mind and body in positive ways [i]and[/i] control the very essence of light itself. At their best, Mages of Light can conjure impenetrable shields and influence those around them to do the impossible. [indent][indent][indent] [color=DBA901][sub]L E V E L 1[/sub][/color] For an instant, light can be persuaded to move in a straight line in any direction carrying with it the persuasive spells mages of light utilize. This light is formless and cannot pass through objects. It can however be absorbed into a target bestowing upon it a desired effect, such as mending superficial wounds or alleviating pain. [color=DBA901][sub]L E V E L 2[/sub][/color] Light can be bent and moved at will. Spells at this level can enhance the body allowing targets to move faster, lift heavier objects, heal internal damage and take less damage. [color=DBA901][sub]L E V E L 3[/sub][/color] Mages can turn dark to light both figuratively and literally. Light can be conjured and maintained in an area no more than ten feet in diameter providing the addition of an "area of effect" to any spell. Mages of Light can heal en mass, or provide bonuses to multiple individuals at the same time. [color=DBA901]M A S T E R Y[/color] [color=ffffff][color=ffffff]Life[/color] [color=ffffff]•••••••••[/color][/color] [indent]Exhausting all of your mage points, you can guide the souls of the fallen back to their body or create an entirely new one. Revive fallen allies or trap your new soul in a crystal.[/indent] [/indent][/indent][/indent] [color=DBA901]S P E L L B O O K[/color] [color=ffffff]Glow[/color] [indent]Push light into an object no larger than 10ft in any dimension.[/indent] [/color] [color=bdbdbd][color=DBA901][center]M A G E : E A R T H[/center][/color][hr][center]Earth [color=#815C16]•[/color][/center] Mages of this discipline command the very earth itself, forcing it to submission and manipulating it as they see fit. At their best, they can shift entire landscapes, create spouts of lava and even alter gravity... [indent][indent][indent] [color=DBA901][sub]L E V E L 1[/sub][/color] For an instant, elements can be persuaded to move in a straight line in any direction. As an example, the trajectory of a thrown pebble can be improved when a mage pushes against as it leaves their hand. Alternatively, if the pebble is being thrown at a mage, they can catch the pebble by pushing against it in the opposite direction, slowing it down or stopping it entirely. Pushing Earth only requires minimal effort unless subjected to extreme usage. Stopping an object over 100lbs will drain the caster considerably. [color=DBA901][sub]L E V E L 2[/sub][/color] For a duration, elements can be made to move in any direction. Effort increases as time passes. [color=DBA901][sub]L E V E L 3[/sub][/color] Instantly conjure your elemental in an unoccupied space in your line of sight. This elemental cannot act independently. Basic instructions can be given at which the elemental will perform this to the best of its ability. Animating an object in this manner costs considerable effort. [color=DBA901]M A S T E R Y[/color] [color=ffffff]Gravity[/color] [color=#815C16]•[/color][color=#815C16]•[/color][color=#815C16]•[/color][color=#815C16]•[/color][color=#815C16]•[/color][color=#815C16]•[/color][color=#815C16]•[/color][color=#815C16]•[/color][color=#815C16]•[/color] [indent]Increasing the density and the mass of a chunk of earth in your line of sight, you sharply increase it's pull. Targets within 10ft of your spell's locations will be pinned and crushed by the g-force alone. Targets within 20ft will be unable to move, moving causing them to loose their footing and fall toward the epicenter. Targets up to 30ft will be slowed considerably. A highly taxing spell that will leave the spellcaster fatigued.[/indent] [/indent][/indent][/indent] [color=DBA901]S P E L L B O O K[/color] [color=ffffff]Smoke Screen[/color] [indent]Instantly conjure a thick black cloud of smoke. Can be used to mask movement or confuse.[/indent] [color=ffffff]Earthquake[/color] [indent]Create an earthquake in the immediate area. The magnitude is dependent on the effort put into the spell.[/indent] [color=bdbdbd][color=DBA901][center]M A G E : W A T E R[/center][/color][hr][center]Water [color=0072bc]•[/color][/center] Mages of this discipline command power over water itself. At their best, they can conjure blocks of ice, create violent maelstroms to sunder the surrounding landscape or even drain the very life essence out of an unsuspecting victim. [indent][indent][indent] [color=DBA901][sub]L E V E L 1[/sub][/color] For an instant, water can be persuaded to move in a straight line in any direction. Pushing Water only requires points when subjected to extreme usage. Stopping a mass of water over 100lbs will drain a considerable amount of stamina. Attempting to move water at a point beyond 100ft from the caster will drain a lot of stamina. [color=DBA901][sub]L E V E L 2[/sub][/color] For a duration, water can be made to move in any direction, held aloft and take any form desired. Besides direction and duration, the same rules for level 1 applies. At this level, water can also be turned to ice or boiled to extreme temperatures but doing so drains extra stamina. [color=DBA901][sub]L E V E L 3[/sub][/color] Instantly conjure your elemental in an unoccupied space in your line of sight. Three points are consumed. Additional stamina is consumed if rules from levels 1 and 2 are applied to the summoned mass ie. summoning more than 100lbs of water or making it freeze will consume extra stamina. This elemental allows for some autonomy of its own accord, but will still follow the conjurers dictation. [color=DBA901]M A S T E R Y[/color] [color=ffffff]Maelstrom[/color] [color=0072bc]•[/color][color=0072bc]•[/color][color=0072bc]•[/color][color=0072bc]•[/color][color=0072bc]•[/color][color=0072bc]•[/color][color=0072bc]•[/color][color=0072bc]•[/color][color=0072bc]•[/color] [indent]Conjure a violent torrent of water that turns into a whirlpool covering an area in a 100ft radius with the caster at the center. Anything and anyone caught in the water is immediately lifted off the ground propelled to the height of the whirlpool (100ft) and thrown outside the spell's range. There is a 10ft radius circle at the center of this whirlpool marking the only safe zone.[/indent] [/indent][/indent][/indent] [color=DBA901]S P E L L B O O K[/color] [color=ffffff]Steam[/color] [indent]Create a blast of super heated water and air that can be used as a smoke screen or, at close range, scald a target.[/indent] [color=ffffff]Steam Bomb[/color] [indent]Create a explosion of super heated water and air that can be used as a smoke screen over a large area, or severely scald all targets in that area.[/indent] [color=ffffff]Drain[/color] [indent]Drain all the water from a target you can touch.[/indent] [color=ffffff]Tidal Wave[/color] [indent]Conjure a massive wall of water stretching 100ft tall and 100ft wide that washes over everything in the immediate vicinity.[/indent][/color][/color] [color=bdbdbd][color=DBA901][center]M A G E : F I R E[/center][/color][hr][center]Fire [color=ed1c24]•[/color][/center] Mages of this discipline command the purest form of destruction. They typically reach the peak of their prowess when used in clever combination with other mage disciplines. [indent][indent][indent] [color=DBA901][sub]L E V E L 1[/sub][/color] For an instant, the element of fire can be persuaded to move in a straight line in any direction as long as you can see it. If there is no available fire, a small gout can be conjured from the hands at the cost of more effort. [color=DBA901][sub]L E V E L 2[/sub][/color] For a duration, fire you can see can be made to moved in any direction, suspended, expanded or even extinguished. Summoned fire will always burn at its hottest. [color=DBA901][sub]L E V E L 3[/sub][/color] At this level, a mage can conjure fire at any point in a 100ft radius that they can see. Additionally, any non-biological entities inside the radius can be set on fire instantly. Doing either of these will consume three points. [color=DBA901]M A S T E R Y[/color] [color=ffffff]Phoenix[/color] [color=ed1c24]•[/color][color=ed1c24]•[/color][color=ed1c24]•[/color][color=ed1c24]•[/color][color=ed1c24]•[/color][color=ed1c24]•[/color][color=ed1c24]•[/color][color=ed1c24]•[/color][color=ed1c24]•[/color] [indent]Become flame itself. The caster is reduced to level two manipulation of flame. In addition, their body is no longer physical, instead manifesting as a body engulfed in fire. The caster gains the ability to move through fire to quickly traverse the environment.[/indent] [/indent][/indent][/indent] [color=DBA901]S P E L L B O O K[/color] [/color] [color=bdbdbd][color=DBA901][center]M A G E : A I R[/center][/color][hr][center]Air [color=00aeef]•[/color][/center] Mages of this discipline command the air around them. At their best they can create windstorms, vacuums, or even influence the weather. [indent][indent][indent] [color=DBA901][sub]L E V E L 1[/sub][/color] For an instant, pockets of air in an area you can see can be persuaded to move in a straight line in any direction. These bursts of air are strong enough to push objects under 100lbs over or push objects over 100lbs back a few feet, stunning them. Pushing air only requires effort when subjected to extreme usage. Pushing any object over 100lbs costs effort. Moving air outside a range of 100ft costs effort. [color=DBA901][sub]L E V E L 2[/sub][/color] For a duration, currents of air in an area you can see can be made to move in any direction, expanded or compressed. Besides direction and duration, the same rules for level 1 applies. [color=DBA901][sub]L E V E L 3[/sub][/color] At this level, pockets of air can be conjured in a space you can see where there is no breathable air. The space can be occupied by water but cannot be occupied by a solid object. Pockets of air can also be "erased" creating a vacuum. [color=DBA901]M A S T E R Y[/color] [color=ffffff]Storm[/color] [color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color] [indent]Rapidly changing the temperature of the atmosphere creates storms. Once a storm is created, a number of combinations of other disciplines will produce some surprising results.[indent][indent][indent][indent][indent][indent][indent][indent][indent][indent][indent] [table] [row][/row] [row] [cell][right][color=DBA901][sub]E L E M E N T[/sub][/color] Water [color=0072bc]•[/color][color=0072bc]•[/color] Fire [color=ed1c24]•[/color][color=ed1c24]•[/color] Air [color=00aeef]•[/color][color=00aeef]•[/color] Earth [color=#815C16]•[/color][color=#815C16]•[/color] [/right][/cell][cell][color=DBA901][sub]R E S U L T[/sub][/color] Rain, Snow or Hail Call Lightening Battering Wind Sand Storm[/cell][/row][row][cell][/cell][cell][/cell][/row][/table][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent]Once a storm has been called, it remains without the need for further manipulation from the mage that cast the spell. In addition any effects created by the storm by combining it with another element remain permanent. Calling lightning will turn the storm into a lightning storm where being struck becomes a constant threat. The storm itself can only be dismissed by the caster or cancelled by another master Air Mage.[/indent] [/indent][/indent][/indent] [color=DBA901]S P E L L B O O K[/color] [/color] [/indent][/indent] [color=B149B4][h3][u][b] EXTRAS [/b][/u][/h3][/color] [/hider]