Name: Haruk Nhil'olil Age: 132 Alignment: Chaotic Evil Race: Drow Deity: Lolth Class: Wizard Description: [img]https://www.wizards.com/dnd/images/DrowUnderdark_Gallery/104494.jpg[/img] Haruk is very appearance oriented. He likes to consider himself at the height of current fashion. His general appearance is always graceful and elegant, befitting a drow of his station. Haruk possess deep red crimson eyes, his skin a heavily dark shade of ebony black. He is charismatic, well dressed, eloquent, and is never left standing on one foot. Personality: Haruk of the House Nhil'olil is a humorless, brooding individual with little patience for wit. Few things hold his attention for long outside of his own study of the arcane. Due to the events of his past, Haruk approaches life with a stoic and thoughtful attitude and can, despite first impressions, be loyal a and faithful companion when his trust is earned, though he greatly prefers solitude and will put his life above his comrades if he feels threatened. He carries much the arrogance of his race despite his humble beginnings. Since being offered the seat of Court Justicar, Haruk has become even more arrogant. Though he has accomplished much in his time as Justicar and a Master of Sorcere. [hider=Magic] Like the rest of House Nhil'olil, Haruk is a noted specialist in the use of Conjuration magic, and frequently uses evocation spells in combat. He is skilled in other forms of magic as well; he has even trained to be able to cast a spell with his feet if his hands are bound. Abjuration Spells: Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. Banishment- This spell forces an extraplanar creature back to its proper plane. In other words summoned creatures are sent back to wherever they were summoned. (cost 10) Nightshield- This spell creates a shadow cloak around the caster that absorbs and negates light spells of equal perp/charge. This also cloaks the caster allowing him to blend in with the shadows around him making him difficult to see visually. (cost 5) Resist Energy- This abjuration grants a creature limited protection from damage of whichever one of five energy types the caster selects: acid, cold, electricity, fire, or sonic. Once cast, that subject is resistant to attacks of that energy for two turns. (cost 25 + 5 points at the end of two post to maintain it) Dispel Magic- Because magic is so powerful, so too is the ability to dispel magic. The caster can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. This spell dispel's ongoing magical effects of equal or lesser prep than the dispel. This does not work on offensive spells since those are immediate and short lived magical effects. It's max range is roughly 15 feet. (cost 20) Globe of Invulnerability- An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of equal cost or less. The area or effect of any such spells does not include the area of the globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include magical items. However, any type of spell can be cast through or out of the magical globe. The area is a 10-ft.-radius spherical emanation, centered on the caster. (cost 25, cost 5 points of maintenance every two turns to up hold the field) Conjuration Spells: Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (Transmutation), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey commands. Haruk has specifically mastered the subschool of summoning and creation. Acid Rain- The caster creates a downpour of acid that douses the area for 1 full round (starting on Haruk and ending on his next post). The rain is highly acidic that eats through metal, stone, and flesh with equal fever, it springs forth from a greenish cloud 20 in radius and can be summoned up to 50 feet away. The ground within the area becomes muddy and/or slick from the downpour. (cost 15) Black Blade of Disaster- This potent spell creates a black blade-shaped planar rift about 3 feet long. The blade strikes at any creature within its range, as the caster desires, starting after the post it was summoned. It can harm ethereal and incorporeal creatures as if it were a force effect. The blade always strikes from the catsers direction. If the blade exceeds its range or goes out of his line of sight, the spell ends. Haruk may direct the blade to attack another target with mental commands. A banishment or dismissal like spell can be used to counterspell a black blade of disaster. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of anti-magic/barriers, or other magical powers can effect it or block it. Due to it's nature, the blade has no thickness at all making the blade absolutely thin. Giving it incredible cutting potential. It has a max range of 25 feet, if it wonders further then that it winks out of existence.(cost 25 + 5 points every post to maintain it) Mage Armor-An invisible but tangible field of force surrounds the subject of a mage armor spell, creating a field of force as strong as a suit of armor(though charges can make it stronger). Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. It can be dispelled or broken through by a higher cost attack. The spell lasts three post. (cost 10 + 10 every five post of maintenance) Grease- A grease spell covers a solid surface with a layer of slippery grease, the area is roughly 10 feet wide, the spell can reach as far as 30 feet. Any creature in the area when the spell is cast must fight for balance and can easily fall. The spell can also be used to create a greasy coating on an item—a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature are not effected, though if it is unattended or not behind held it can be effected as normal. If the grease is ignited (most instant fire spells can do this or flaming objects) it will light ablaze whatever or who ever is in the greased area. (cost 5) Obscuring Mist- A misty vapor arises around the caster. It is stationary once created. The vapor obscures all sight, including any kind of night vision, beyond 5 feet. The range of the spell is 20 ft with the effect of the cloud able to spread in 20-ft radius from the spot chosen, and is 20 ft high up. (cost 5) Web- [i]Web[/i] creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher, possessing similar strength to titanium cables. These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, or the like—or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. The strands are flammable and can be burned away. Incorporeal creatures, oozes, and spiders are naturally immune. (cost 15) Summon Monster- This spell summons a giant spider fiend into existence. It appears where Haruk designates and acts immediately, on his post. It attacks his opponents to the best of its ability. The Giant spider is quite simply an enormous version of regular spiders. The spider resembles a giant black widow weighing in at 1,200 lbs, and 6 feet tall on all eight legs. It cannot shoot webs, but does spin them, it primarily attacks with a venomous bite. (cost 15) Divination Spells: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. Detect Magic- As one would expect, this spell allows one to detect magical auras in a cone like effect for up to 60 ft. (cost 5) Evocation Spells: Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Acid Spray- A harmful cone of burning acid shoots forth from Haruk upraised hand in a 20 foot cone. (cost 5) Magic Missile- The first offensive spell of almost any mage, a missile of magical energy darts forth from the casters fingertip and strikes its target with the force of a crossbow bolt, though possess no piercing ability, they move roughly as fast as a crossbow bolt as well. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell. As it is a missile of force, it can effect incorporeal beings. The missiles dart out from all five of his fingers and have a max range of 50 feet. (cost 5) Gust of Wind- This spell creates a severe blast of air (approximately 50 mph) that originates from Haruk, affecting all creatures in its path. Which is roughly a 60 ft cone. (cost 15) Scorching Ray- Haruk blasts his enemies with fiery rays traveling as fast as a speeding arrow. The spell resembles a flaming beam of fire shot from his point finger. It has a range of 30 feet. (cost 10 + 5 for continued burst each post) Fire Breath- This spell allows Haruk to gain the ability to breathe a gout of flame for two post. The flame targets one creature within 15 feet of him. Combustible objects may be ignited—attended or magic items must make saving throws or burst into flames. (cost 10) Lightning Bolt- Haruk releases a powerful stroke of electrical energy that deals electricity damage to each creature within its area (It possess a 120 foot range). The bolt begins at his fingertips. Though the short-term effects of Lightning Bolt are obvious, the sheer power invoked by its use could have insidious long-term effects on ones nervous system. Prolonged exposure to intense electrical fields (such as a sustained current of lightning) causes most humanoids to experience sudden and massive calcification of their skeletal system; the abrupt drop in blood minerals provoked muscular micro-seizures all over the victim's body. (cost 30) Cyclonic Blast- Haruk sends a twisting torrent of wind, not unlike a tornado turned on its side, towards his enemies. A cyclonic blast rocks all creatures and objects in the area. the force is strong enough to lift a man off the ground and dash him almost dozen feet, anything heavier then 300 pound is mostly unaffected. The cyclonic blast begins at Haruk fingertips. (cost 25) Earthbolt- With a shout, Haruk strikes the ground at his feet and creates a bolt of geomantic force. This bolt travels through the earth, causing the earth, rock, or sand to fly into the air, striking creatures along its path. This spell functions only if he is standing on dirt, clay, stone, or sand. It does not function if he is on a wooden floor or other surface. (cost 20) [hider] Equipment: Haruk wears no armor, in order to avoid having his spells disturbed by heavy protection. He does wear a few babbles of magic to aid him in keeping his person safe. He keeps a belt full of spell components at his left side. His robes overall grant minor protection from hostile magic. Feather Falling Ring: This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet. Once activated the subject simply floats back to the ground as if they weighed no more then a feather. Bag of Holding: Worn at the small of his back under his robes, this appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below. At the moment it carries magical components for his spells, and a potion of healing that restores 25 mana. Piwafwi: This hooded long gray cloak has a black lining. The cloak is magically enchanted to allow the wearer to more easily hide when not being directly observed, as the cloth perfectly blends in with it's surroundings. The cloak diminishes his presence, making him seem insignificant and unimportant. Trackless Boots: These boots look rather ordinary, though of fine make. While worn however they leave behind no foot prints or markings or produce any sound. Strengths: Skilled in the Arcane arts, possessing a stock discipline born from years of training. As with all drow, he possess darkvision for up to 160 feet, allowing him to see in pitch black. Character Flaws: Has virtually zero experience in close quarters combat, not very physically strong or resilient, is arrogant and is an isolationist. Mana pool: 100 pt 5 points of renewal each post. Prohibited schools: Necromancy Enchantment Illusion [hider= History] Character History: Haruk was born to House Nhil'olil in Menzoberranzan, a noble house known for producing mages skilled as conjures and illusionists of high quality and skill. Never much for physical confrontation, he had always preferred to have lackeys and subordinates fight for him. As a youth in Menzoberranzan, he was embroiled in numerous family plots and schemes. Finding his intellect was well-stimulated by these games or dominance, he used his fledgling powers to aid one of his sisters, Sabal against her stronger twin, Greyanna, which earned her enmity towards him. The twin he backed was finally disabled by Greyanna, who had given her a cursed amulet. Greyanna then focused her energies on Haruk. Haruk managed to escape the clutches of his sister by joining the Tier Breche academy of sorcery where he remained for most of his life. Haruk was able to gain post at Sorcere (Tier Breche) after his sister Greyanna Nhil'olil attempted (and failed) to kill him because he had allied with her twin sister, Sabal Mizzrym. At the Tier Breche Academy, Haruk would go on to eventually become an esteemed master of Sorcere. [/hider] Ignore anything I missed that mentions preps.