Exiled Shadow Elf
Priestess of Mythelua; Windcaller (Invoker)
Hit points: 12
Bomuses from stats: Magic +25, Divine +25, Medical +25, Thief +10, Bow +10, Communication +10
Star sign: Falcon
*Born of the Wild Hunt: born of a mother abducted by the Wild Hunt, the character can weaken the borders between reality and Arcadia. Depending on the amount of mana spent, this manifests as deepening shadows, a distortion of reality and treacherous terrain, up to a full manifestation of the Arcadian wilds, with fey-hounds and the Hunt's riders - perhaps even the Huntsman himself.
*Staff of a Ketange-Ishatal Master Sorceror (Must have 100 or more skill points in Magic): +30 Mana, Telekinesis 5 round duration, 3/day (lift/push/pull/levitate/ram(2d6 dam)/shield(7 Armor Points in 10 feet radius)
*Vengeful: having had pretty much enough of the way humans have treated her kin, Vitoriel has extended the blame to Silmar as such. There's so much vengeance to be dispensed, and only so much time, so why miss an opportunity? Targets are aplenty, and everybody is at fault.
She can't easily let go of slights against her person, either.
Magic: 25+95 (+20 Invocation)
Petite and slender, Vitoriel sprouts a veritable mane of wavy untamed black hair, framing her girlish face, fair and freckled with large eyes of blue and a button nose. She wears the hair in two massive clasp-bound braids drawn forward, covering her ears.
For garb, Vitoriel prefers long cloaks, ideally lined with fur, and comfortable traveller's outfits with high boots.
Within Temptation - The Unforgiving
Arms and Armamnet
*Compund Bow: while Vitoriel is a superb archer, her slender frame necessitates either the use of light bows, or one with a pulley system, like this.
*Fortified leather vest (with sewn-in metal rivets)
*Soap and cosmetics
*A few changes of clothes, mundane and formal attire
*A selection of drugs and poisons
*A selection of southern wines and spiced liquors
She's loathe to admit it, but Vitoriel can't ride worth a dime.
She travels in a roofed carriage drawn by four grey horses.
The young Imperial is a student invoker, one of the youngest daughters of a minor noble family apprenticed to the monastery (mostly as a safety precaution - who wants an elementalist youngster at his house?).
Refined and competent, yet rather shy and bashful, the girl is along on the trip as Vitoriel's chambermaid and attendant - and to keep track of all the things the mistress cannot be bothered with. Vitoriel on her part manages to acknowledge Euridice's presence on occasion, notices she's significantly less annoying than the average acolyte, and sees her potential - yet will not do her a disservice by spoiling or pampering her. Rather, the elf provides the necessary challenge and adversity to make the girl grow.
Once a dashing rogue and mercenary, Ronal attempted to steal from the monastery - to be caught, and made an offer he could not refuse (a lifetime as frog or employee?)
He came to enjoy the longevity, healthcare, and company of people with a vocabulary exceeding a thousand words, though, and even settled, got himself a wife and half a dozen brats.
A competent rider, fencer and scoundrel, Ronal handles many matters for the monastery with his streetwise wit. He's along on the mission to keep Vitoriel from dying in some unnecessarily mundane way.
Bind the Skies (Air, Invocation) (Memorization: 4)
Bending the skies to her will, the Windspeaker brings about weather of her choosing - from a gentle breeze to a wrathful tempest shedding lightning and sleet.
How taxing the spell is for the Windspeaker depends on several factors: the area of effect, the force exerted by the elements, how characteristic the desired weather is for the locale and season, how different the weather is from the current state, and how swiftly the change is brought about. Whipping up a storm from a calm spring day is a far greater task than having the weather worsen over time until the desired tempest arrives. Large area weather effects tend to persist until they exhaust themselves naturally, though the Windspeaker may continue to exert herself to maintain the artificial weather.
Ride the Lightning (Air, Transmutation) (Memorization: 2)
The Windspeaker becomes an insubstantial crackling entity possessed of great speed, able to ride along metal and to inflict great harm with a mere touch. Other lightning magics are enhanced in this state.
Cloudchaser (Air, Invocation) (Memorization: 2)
The Windspeaker imbues herself and possibly others with the power of swift flight - or sends an adversary off to chase after a distant cloud.
Storm Smite (Air/Invocation) (Memorization: 3)
Elemental force - lightning, wind and cold - smite an area, to the great discomfort of those caught therein. The Windspeaker may exclude herself from the effect (this is recommended). Depending on how angry the Windspeaker is with said area, she may continue to batter it by expending further mana.
Wrath (Air/Invocation) (Memorization: 4)
The ire of the elements focuses on a single individual or spot, and strikes it with all the fury it can muster - lightning strikes, razor-sharp hail and impossibly focused wind, coupled with infernal chill, ripping changes in pressure and booming thunder.
Sovereign's Song (Air/Invocation) (Memorization: 1)
The target's voice becomes clarion and clear, able to be carried along the winds to all who can see and perhaps beyond; it can be used to command troops, intimidate and deafen, or to shatter glass - or, to deliver an unparallelled performance if coupled with musical skill.
Unmaker's Song (?/Enchantment) (Memorization: 2)
Withering whispers strip away wardings, charms and enchantments, tearing through temporary and enduring magic alike. If the Windspeaker knows what spell she is unraveling, she knows how much power is needed. Alternatively, she mail assail a person or area, and say how much power she expends - the maximum strength of a spell that can be removed is depending on the mana spent.
Windspeaker's Song (Air/Invocation) (Memorization: 2)
The mage's words are carried on the winds to the ears of those they are intended for.
Crown of Thunder (Air/Evocation) (Memorization: 3)
The Windspeaker gathers the power of the storm, and - much like a wasp to sugar - uses it to attract a sylph, to direct it against enemies while the mage attends to other things. The spell is not entirely reliable, because while the elemental usually can identify enemies well, it is drunk with the new-found power, and may strike against unintended targets - perhaps a bystander has harmed another sylph, and the spirit uses a portion of the bestowed power for vengeance?
Into Thin Air (Air/Transmutation) (Memorization: 2)
The spell can turn its target invisible, insubstantial, or both.
Thunderbirds! (Air/Summoning) (Memorization: 4)
Calling either Theriastrazza or a flock of her daughters, the Windspeaker emits an ear-rending scream to the winds.
Theriastrazza is a colossal thunderbird of great swiftness and power, the Guardian of the four winds, the Keeper of the Thunder Seal, with beak, claws and feathers of metal, the eyes the eye of the storm. Her daughters half-elven bird women, adept at aerial combat, archery and subterfuge.
Flame (Fire/Evocation) (Memorization: 1)
Lighting candles, warming chilled travellers and generally setting things and people on fire. Fun!
Create Water (Water/Evocation) (Memorization: 1)
Providing refreshing water, ice cubes, and showers in the absence of sanitation, amusing people with suddenly appearing snowmen, and waking stubborn sleepers are all common applications of this spell.
Guiding Wind (Memorization: 1)
Subtle buffets of wind guide missiles fired within an area against a certain target - an area, an entity, or a group.
Guardian Wind (Memorization: 2)
Semi-sentient winds surround the Windspeaker, protecting him and his allies from weather, missiles, poisonous gasses and a bubble of clean, constantly refreshing air around them at all times. Extra mana may be spent to give the wind sufficient strength to impair, buffet and tackle melee assailants.
Summon Sylph: Xithalsi Stormborn (Air/Summoning) (Memorization: 3)
This spell usually calls a random sylph in the vicinity, but Vitoriel has repeatedly dealt with a specific one, Xithalsi. A six-winged blade-dancer who directs her various swords by the force of wind, the elemental is also capable of sorcery herself.
Xithalsi provides her service either for a service in return, or for blades to add to her collection.
Breathless Air (Air/Transmutation) (Memorization: 2)
Subtler than spells of lightning and fire, the mage can draw the vital essence out of air. This can be used to create areas of dense air that does not support life nor fire, or to extinguish fires and lives by depriving them of oxygen. As the spell does not have a visual manifestation, the best way to etect is by tracing the thin stream of magic back towards the mage.
Galeforce (Air/Invocation) (Memorization: 2)
Fierce winds buffet forth from the wizard with a flick of the wrist, hurling creatures and objects in her vicinity away with wild abandon, against wall, off cliffs, or knocking them senseless. For additional mana, the wizard can also propel herself into the distance, though in a more controlled and gentle fashion.
Craving Abyss (Death/Necromancy) (Memorization: 4)
A dense nexus of un-life attempts to rip nearby souls from their bodies, leaving empty unconscious husks. The souls are trapped within the abyssal focus, and can be consumed by the caster to convey their life force; by taking the souls apart, the caster can pry into their minds and study them thoroughly if he takes enough time. If the caster wishes, he may return the souls to their bodies - if these haven't died (of cold, thirst for example) while helpless. Of course, any part of a soul that was dissected will be damaged beyond repair, and any part consumed for energy lost. Creatures slain by this spell cannot be resurrected.
Twisting Ether (Death/Transmutation) (Memorization: 2)
Creating an unidirectional conduct towards another magical being, the caster drains its mana reserves to replenish his own. The spell ends when it is dispelled, or the target leaves the spell's range. The speed of the transfer is based on the difference between the intellects of the caster and his prey.
If the caster foregoes to collect the stolen mana, he can deplete the target's reserves at twice the speed.
Revocation of Dawn's Glory (Death/Invocation) - Epic spell - (Memorization: 6)
When cast after sunset and before sunrise, daybreak never occurs within a swathe of land - instead, entropy and decay hold undisputed dominion over the spell's area. Any creatures within feel their lives seep away - fatigue and weakness appear first, followed by bruises and bleeding sores, and progressive failure of life's functions - senses weaken, cognitive faculties decline... Coma and death follow.
Unliving items are similarly affected - ropes fray, wood decays, metal rusts and stone crumbles.
Those slain by the unholy magicks rise as hungry dead or restless spirits, driven by the caster's will into a frenzy of murder.
The effect of the spell is swifter in weaker individuals, but all will eventually be unmade.
When the time of the sunset arrives, all is silent in death's eminent domain, and the works of man lie in ruin.
Sibylant Shield (Air/Invocation) (Memorization: 1)
Conjuring a magical static field, the caster blocks divination attempts, especially those directed against his person. This is for example useful against attempts to locate him, or to discern whether he is a wizard. As a side effect, the spell makes it harder to trace the caster of spells in the area of the Sybilant Shield, and traces of recent magic are eroded far swifter than they would be otherwise.
Create Elemental (?/Enchantment) (Memorization: 1)
The caster gathers elemental essence, and bestows sentience and sapience upon it, creating a minor elemental creature. For a day, the newborn consciousness follows the caster's will, but then is free to do as it chooses. Whether it lives on or fades depends on whether it can locate a source of mana - its chances in life are highly dependent on the cleverness of the caster's design.
While it is possible to feed the spell with additional mana to enhance the nascent elemental, it's not recommended to do so - very much for the same reason that mischievous children should not have a giant's body.
Forge Force (Air/Invocation) (Memorization: 3)
Force without matter can for example manifest as a translucent wall harder than rock, as an invisible blade or a flexible plate surrounding a body, or a dome protecting those inside.
Resist Elements (?/Invocation) (Memorization: 1)
This spell can protect from cold and fire and thunderbolts - each elemental protection is cast and maintained separately, though.
Dancing Lights (Air/Invocation) (Memorization: 1)
The caster conjures torches and motes of light of a variety of colors; these can be used to illuminate, illustrate or entertain. By concentrating, the caster can change or move the lights. With additional power, the lights can be made permanent.
Sunlight (Air/Invocation) (Memorization: 3)
Bringing light identical to sun's rays into existence, the caster can nourish plants, get a tan, get wonderful light for painting, or sear vampires. The light can be channeled for offensive use, with two major advantages - light rays hit at the speed of light, and can be bounced off reflective surfaces. Reflective polished armor is doubly effective against sun rays, though.
Contingency (?/Enchantment) (Memorization: 3)
A spell can be cast and fitted with a contingency, to be set off by an event at a later time. A contingency can be bound to a place or travel along with a creature. Existing contingencies fizzle at sunrise without effect if not triggered.
Flashdance (Air/Evocation) (Memorization 2)
The caster shifts hence and forth between a form of light and bodily matter, covering ground swiftly, and blinding those too slow to avert their gaze.
Haven Fount (?/Enchantment)(Memorization: 4)
The local fabric of reality is weakened and a node of magical energy springs into being. Those in the presence of the casting are the 'Chosen', and can tap into the node's energy. Depending on the node's type, besides providing mana, it confers a blessing: life nodes confer healing, vitality and fertility, a fire node physical might, an earth node endurance, an air node haste, a water node increased magical ability, and a death node allows them to see spirits and other forms of undead.
Each Haven Fount is surrounded by wardings of the appropriate element - elemental walls, traps, guardian critters etc.
Weave Light (Air/Enchantment) (Memorization: 2)
The light of celestial bodies can be woven into permanent fixtures - sculptures, cloth, weapons, etc. - which refresh their power through exposure to the stellar body of their origin. The light sculptures retain the mystical properties of the light they were made from, and mundane ones as well - so does a cloth of sunlight warm its wearer. The caster decides at the time of creation whether the items will be tangible or intangible.
Cloud Castle (Air/Enchantment) - Epic Spell - (Memorization: 6)
A floating demesne springs into existence, forged of the light of a stellar body, yet firm to support those who tread upon it. It is possibly connected to the ground by a stairway of light. The structure always remains in the exact relative point to its parent stellar body, traveling around the world at a fixed latitude. So would a castle forged of the rays of the setting sun always see the sun set, yet never kiss the horizon.
While light can be made into objects hard and soft, and even provide moving fixtures such as doors, water, sustenance, and most other things are not provided by the spell.
The duration of the initial casting depends upon the complexity of the structure - the wizard has actually to think about every single wall, step and pillow he wishes to bring into existence. The casting must also start when the chosen stellar body is visible, and must be concluded before it fades from the sky. The time point at which the casting concludes determines to which point of the stellar body's course the structure is tethered.
Further castings can be used to increase the size of the demesne.
The castle draws its sustenance from its stellar body, but takes its shape from the wizard's will. If the wizard dies, and no one occupies the structure, it fades. Otherwise, it will adapt its shape to the will of its other residents. The intellect of those maintaining it determines the castle's maximum size.
Starfall (Invocation/Air) (Memorization: 4)
Suddenly vengeful, the skies send their light raining down to sear the caster's foes. The caster cannot pick where the spell strikes - but only his foes are smitten. The exact form of the spell depends upon which stellar bodies are visible at the time - during the day, the sun will send solitary powerful blasts of sunlight, while at night, a thousand pinpricks will wear away at the caster's foes. Starfall's impact is lessened when the sky is obscured, and the spell of course doesn't work underground.
Out of shadows and dreams of the Goddess, roguish rakes coalesce, spirits that either form their own ephemeral bodies, or possess victims in their vicinity, to engage in revelry and all sorts of careless behaviour and mischief.
The spell is most suitable to sow chaos; it is far more exhausting to actually guide the spirits towards some goal.
The Goddess of the Night conceals the world from law and order, and takes subtle vengeance on those who would harm her chosen. Enemies take a penalty to all success rolls, and have their fumble chance significantly increased. The priest sees her critical success chance increased.
The subjects are freed from their inhibition, and much more prone to anger, lust, and other impulses; they feel less bound by loyalty and oaths, have their creativity increased, are more difficult to intimidate, but are more susceptible to subtler manipulation. Depending on how much the subject likes its new state, the effect may last an hour, or be permanent.
Heat of the Night
The Dancer's blessing endows the priest with increased allure and skill at Mythelua's favourite pursuits - courtship, carousing, dance and larceny.
Mythelua drapes the veil of sound sleep over the victims' eyes; the more tired they are and the later the hour, the easier the feat. Until the sleepers wake of their own accord, they themselves act as founts of sleep-inducing magic.
A suggestion is placed in the victim's mind by the priest's honeyed words.