Avatar of Guilty Spark
  • Last Seen: 5 yrs ago
  • Joined: 12 yrs ago
  • Posts: 1594 (0.36 / day)
  • VMs: 4
  • Username history
    1. Guilty Spark 12 yrs ago
  • Latest 10 profile visitors:

Status

User has no status, yet

Bio

Most Recent Posts

In Deleted 11 yrs ago Forum: Casual Roleplay
A familiar is basically a spirit-like copy of something rather than the real thing. I see now that it is the copy half of it, which is what I was asking.
That's not what a familiar is by any definition I know. A familiar is usually a demon, spirit, or magically sentient animal which becomes the personal servant/companion of a magic user.
In Deleted 11 yrs ago Forum: Casual Roleplay
Looks good to me, accepted. Only (very minor) gripe is that Auramancer isn't an in-game class, but that is 100% negligible.
It's a subclass of wizard, according to the wiki. My character is a shaman, but auramancer further explains the type of magic she uses, is there an important reason why class is in the CS though?
This...sounds interesting.
In Deleted 11 yrs ago Forum: Casual Roleplay
No, they're not. It's a replication of the real thing, composed of aether.
Alright, well I've posted my CS for your review.
Name: Alurat, the Rune Maker Race: Half-Elf Age: 35 Gender: Male Equipment: Magic: Flesh Runes -Two “Wing Runes” on his back, which grant him the ability to fly on ethereal wings. -One “Armor Rune” on his back and one on his chest, which defend him from being pierced within the area of the rune. -One “Strength Rune” on each shoulder which amplifies the strength of his arms. -One “Life Rune” which allows him to sense living presences, on his forehead. -One “Vault Rune” on his stomach which allows him to magical store objects, converting them into script. -One "Lightning Rune" which imbues his right hand with the power of lightning. Bio: Alurat is the product of human ambition and elven magical affinity. He was born in a city dedicated to the pursuit of magical knowledge, and bot his father and mother were spell casters. As he grew up he realized that in a city of magic users his talents didn’t stand out, and so he sought a field very rarely delved into. Rune magic. There were many mysteries in rune magic, most of which the obscurity of the field left unanswered even in a city which focused on knowledge, and so Alurat sought to find those answers himself and become a master of the rarest type of power. He quested after and gained knowledge of ancient scripts and languages from across the realm, and after experimenting with his newly found powers of rune magic he took an extreme path. He began painting runes into his flesh, turning his body into the canvas for potent magical forces and discovering new ways to harness runic energies. Although his first attempts were merely on the surface of the skin, after he became confident in his skills he began to tattoo the runes deep into his skin where their magic would remain indefinitely. Now he scours the land for new spells and effects he can add to the canvas of his flesh. This is what has brought him to Tremshire, rumors of the beast have piqued his interest and he wishes to learn how to harness its power in the form of runes to enhance his body further.
I'm interested.
In Deleted 11 yrs ago Forum: Casual Roleplay
Name: Munira Gender: Female Age: 24 Race: Kor Class: Shaman/Auramancer Home Plane: Zendikar Colors: White Personality: Fierce and spiritual. As a Kor, Munira values individual merit over status or material wealth, but as a white magic user she works for the benefit and protection of the whole. History: Munira was born on Zendikar, the daughter of two warriors in a band of nomadic Kor. She was raised in a volatile land where danger loomed behind every rock, but on her tribe's pilgrimage across the continents she saw many wonderous places and learned the histories her people attributed to them. Her talent for magic began to manifest at an early age, and a Spiritdancer from among her tribe took the young Munira under her wing. She spent years learning the secrets of enchantment and the philosophy of her people's magic, a power which was meant to strengthen and protect the whole. She had a natural instinct for casting auras which was fed by the Spiritdancer's knowledge. As she grew more skilled and competent, her abilities became very useful to the tribe. However, she was not strong enough for what would come next. At the age of twenty, over ten years after she began learning magic, her tribe encountered the stirring Eldrazi. They were vastly outnumbered and proved no match for the Eldrazi they had encountered. Despite her power, Munira watched the people who had been her family fall one by one with nothing she could do to save them. With death closing in, her spark ignited and she planeswalked to an unknown realm. She spent several weeks in this foreign place trying to uncover how to use the ability that had gotten her there, compared to Zendikar this realm was soft and easy to survive in so it proved no challenge to her skills. Finally she discovered that she had not simply gone to an unknown land within Zendikar, but had left her world entirely. The discovery made returning far easier. Once again on Zendikar, she began to search for her remaining family to no avail. The stirring Eldrazi had become a much greater problem in her absence, and the realm was in a much greater turmoil than it had been before. In her travels she encountered many groups of refugees moving away from the spread of the Eldrazi, but she knew none of them. After searching fruitlessly for days, she came across a battlefield where Angels and Eldrazi fought. Fueled by a desire to strike back at the creatures that took her family from her, she joined the battle and sought to aid the Angels with her powerful white magic. The Angels succeeded in turning back the Eldrazi, albeit temporarily, and thanked Munira for her aid. Their leader recognized that her magic was both potent and of a similar flavor to their own, and offered her refuge. The Angels taught her new and powerful spells, and among them she met Iona, the Shield of Emeria, who gave her an Angelheart Vial as a gift for her aid. Over the next few years continued seeking her loved ones, but held out little hope of finding them. Her travels took her into the merciless lands of Akoum, where she came across a settlement called Fort Keff during an attack by the Eldrazi. The attack was turned back by a warrior of superb, unnatural skill, but when one of the Eldrazi Titans appeared in the sky before them the warrior made everyone in the settlement flee. Munira remained behind, watching the Titan with fear and awe just as the warrior was, and so she was there to witness him planeswalk away. She had not planeswalked since her first experience with her power, so finding someone else with the same ability came as a surprise. Yielding to her instincts, she activated her powers and attempted to follow him and find out just what her power meant. [This was Gideon Jura heading to Ravnica to find the Infinite Consortium]. Style: Munira is a native of the torn land of Zendikar, and most of the magic she uses has been learned from fellow Kor. She specializes in the use of enchantments and auras, and rather than becoming physically involved in combat she summons a variety of Kor to do battle for her, augmenting their abilities with her magic. However, she is still capable of handling herself in combat and can destroy enemy creatures when confronted. Physically, she is very versatile and agile, as many Kor are. She is skilled in the use of her people's kitesails and grappling hooks. [To date, all of her magic comes from Zendikar] Summoned Creature Examples: Kor Spiritdancer Armament Master Devout Lightcaster Soulbound Guardian Lower Spell Examples: Hyena Umbra (and other white Umbras) Demystify Rest for the Weary Kor Chant Luminous Wake Puncturing Light Higher Spell Examples: Harmless Assault Conqueror’s Pledge Celestial Mantle Finishing Spell(s): Iona, Shield of Emeria Artifacts/Equipment: Grappling Hook Trusty Machete Kitesail Angelheart Vial
In Deleted 11 yrs ago Forum: Casual Roleplay
A Planeswalker has to have some manner of familiarity with a creature in order to summon it. They're basically summoning their perception of that creature; the more accurate the perception, the more accurate the summon.
So they're not summoning the real thing?
In Deleted 11 yrs ago Forum: Casual Roleplay
How does a planeswalker gain the ability to summon a creature? Is that creature one they know personally, or do they draw them from a magical hat?
In Deleted 11 yrs ago Forum: Casual Roleplay
Just try translating it into approximate terms. For the bloodgift example, it drains the life and harms the PC, but grants them additional power with which to cast their spells.
Alright, well you mentioned that the mana colors weren't canon within the setting itself. How would different magic types be referred to then, and magical alignments? For example, Angels are created entirely of white mana so if it isn't referred to as that in setting what would a Planeswalker say Angels are made of?
© 2007-2026
BBCode Cheatsheet