Post by bloomedangel on Jun 6, 2017 22:54:04 GMT
Tallulah, Champion of the North
Magic profile
Magic style:
Tallulah's powers come from a deep place within the oceans, a place where normal light does not exist, where life and beauty form through the trials and experience of life it's self. Protector of a once ancient shrine her duty was to safeguard a sleeping entity, never meant to awaken again. The mermaids powers revolve around two elements, water and Ice. Together she uses these powers for healing / defense / and understanding. She will not use her magic for harm, as she believes all life is sacred, especially that given from the sea.
Passives:
Glacial Shroud: This is an aura that is constantly surrounding Tallulah. It's effects include the air , and water around her being cooled, as if she still exists in the icy waters of the north, and allows her to not be affected by the cold. This aura also works with one of her spells allowing her to create objects out of ice. The size of these objects is limited to how much power she places into them. Anything larger than herself will cost her mana. [This spell has an active part and will be explained in the spells section]. Cost: 2 upon activation
Temporal Tide: This allows Tallulah the ability to commune with any creature of the oceans or waters of the realms. It will auto translate words expressed into something that one can understand, going back and forth between creature and the mermaid to allow conversation. This also allows her a greater chance at befriending creatures or elemental of Ice or Water. This taming does not allow for creatures of god, or champion like strengths, their minds too dense to try and understand. Cost: 0, always active with a mana core
Aquatic Absorption: This is a passive that works along side Tide weaver. It is a simple act that allows Tallulah to pull water from sources of plant life, or from within moist air. [No desert, or dry climate air] The amount of water allowed to be drawn depends upon it's source, water from a tree or group of flowers will be much larger than that of the air, where it can only be drawn from slowly. When drawing water from a plant source however, it will stop giving water when the plant becomes in danger of death to prevent harm to the form of life. The air can give however much the castor wishes, making it a better source, even if the draw amount is smaller and slower. Cost: 2 per gallon of water collected
Active Spells:
Tide Weaver: This is a spell that is activated through movement. An artful style of combat created by her kin. This allows her control over water in her surroundings. She is able to control is temperature and move it in any way she wishes. A sort of elemental bending, this magic can be very taxing after long periods of continuous use. The style that is used for the water is that of defense and has a graceful flow to it. She uses the water to aid her in healing, and defense. There is a limit to how much water she is able to control at once. large bodies such as tidal waves, and glaciers are of course impossible. She is however able to maximize how much she can move by doing it in different volumes in variation. Aka: Not just one big blob of water, but multiple blobs of water. Cost: 5 upon activation, +5 every 2 minutes used after activation [40sec intervals before reactivation required]
Mending Tide: Just as the name suggests, this is a healing spell using water as its source. Water must be present for it's activation and will only heal injuries or wounds. This cannot heal sickness, or poisons. The process for healing small wounds such as scrapes, cuts, bruises, and so forth is much faster than that of larger injuries and it's cost is much cheaper. To heal large injuries such as broken bones, large cuts, or hemorrhaging, the cost is much higher. [Note: this magic does not replace blood, any blood loss, is gone for ever, water cannot substitute for red blood cells even if it helps.] To heal much more harmful injuries it must be done over a series of time, even if it is faster than healing normally the act of healing it with this magic lessens the pain. Small injury cost: 2-4 Large injury cost + time: 10-15, broken bones 3 times over 2 weeks. Mortal cuts 5 times over 2 days
Glacial Shroud [Active]: This is the active part of the Glacial shroud spell. This allows the user to envelope themselves in a body of ice armor, about as strong as normal iron, it will also equip them with a weapon of ice of their choice with the same durability level. This armor can only be cast every few hours and will last as long as it has not been destroyed, or the castor wishes to remove it. Due to the nature of the armor, this prevents other magic from being used until it is discarded or destroyed off the user. Cost: 5
Fissure Summoning: This is a summoning spell, and allows one to call upon a creature or elemental of either Ice or Water. These creatures are varied in size and strength dependent on their use. They are however used only for defense, and will not actively chase, or hunt someone down. The size limit of the creatures would be no larger than a great white. These creatures are not capable of magic, and are used solely for defensive measures. To call forth a summon, the castor must be allowed time to chant a series of ancient lines, and cannot be move or interrupted. If so their spell will fail and nothing will occur. Once a summon has been called forth it will stay until its castor releases them, or they are destroyed. The summon cannot last more than a few hours, or else the summon will loose power and vanish into water. If defeated the summon disappear with the same effect and will need to recharge before being called again. Summons can only be used once every 12 hours, so it is best to have multiple. Cost: 5 for small summon, 10 for medium, 15 for max size
Coastal Aura: This is an active placed aura that will buff allies within a certain area. It will increase their defense by a small margin and will co exist with Mending tide to heal small wounds such as cuts. This aura is a defense based support spell and can only be cast on allies. It will last as long as it holds energy, if it runs out, it will fade. The max amount of people that the aura can effect is 8. The higher the amount of people it is cast on, the greater the cost will be. Cost: 4 per person
Mastery:
Passives: 60%
Actives: 45%
Total current mana count: 20
Magi level: Experienced
Number of spells known: 7
Aura: Mermaid [lore does not detail]
Magic profile
Magic style:
Tallulah's powers come from a deep place within the oceans, a place where normal light does not exist, where life and beauty form through the trials and experience of life it's self. Protector of a once ancient shrine her duty was to safeguard a sleeping entity, never meant to awaken again. The mermaids powers revolve around two elements, water and Ice. Together she uses these powers for healing / defense / and understanding. She will not use her magic for harm, as she believes all life is sacred, especially that given from the sea.
Passives:
Glacial Shroud: This is an aura that is constantly surrounding Tallulah. It's effects include the air , and water around her being cooled, as if she still exists in the icy waters of the north, and allows her to not be affected by the cold. This aura also works with one of her spells allowing her to create objects out of ice. The size of these objects is limited to how much power she places into them. Anything larger than herself will cost her mana. [This spell has an active part and will be explained in the spells section]. Cost: 2 upon activation
Temporal Tide: This allows Tallulah the ability to commune with any creature of the oceans or waters of the realms. It will auto translate words expressed into something that one can understand, going back and forth between creature and the mermaid to allow conversation. This also allows her a greater chance at befriending creatures or elemental of Ice or Water. This taming does not allow for creatures of god, or champion like strengths, their minds too dense to try and understand. Cost: 0, always active with a mana core
Aquatic Absorption: This is a passive that works along side Tide weaver. It is a simple act that allows Tallulah to pull water from sources of plant life, or from within moist air. [No desert, or dry climate air] The amount of water allowed to be drawn depends upon it's source, water from a tree or group of flowers will be much larger than that of the air, where it can only be drawn from slowly. When drawing water from a plant source however, it will stop giving water when the plant becomes in danger of death to prevent harm to the form of life. The air can give however much the castor wishes, making it a better source, even if the draw amount is smaller and slower. Cost: 2 per gallon of water collected
Active Spells:
Tide Weaver: This is a spell that is activated through movement. An artful style of combat created by her kin. This allows her control over water in her surroundings. She is able to control is temperature and move it in any way she wishes. A sort of elemental bending, this magic can be very taxing after long periods of continuous use. The style that is used for the water is that of defense and has a graceful flow to it. She uses the water to aid her in healing, and defense. There is a limit to how much water she is able to control at once. large bodies such as tidal waves, and glaciers are of course impossible. She is however able to maximize how much she can move by doing it in different volumes in variation. Aka: Not just one big blob of water, but multiple blobs of water. Cost: 5 upon activation, +5 every 2 minutes used after activation [40sec intervals before reactivation required]
Mending Tide: Just as the name suggests, this is a healing spell using water as its source. Water must be present for it's activation and will only heal injuries or wounds. This cannot heal sickness, or poisons. The process for healing small wounds such as scrapes, cuts, bruises, and so forth is much faster than that of larger injuries and it's cost is much cheaper. To heal large injuries such as broken bones, large cuts, or hemorrhaging, the cost is much higher. [Note: this magic does not replace blood, any blood loss, is gone for ever, water cannot substitute for red blood cells even if it helps.] To heal much more harmful injuries it must be done over a series of time, even if it is faster than healing normally the act of healing it with this magic lessens the pain. Small injury cost: 2-4 Large injury cost + time: 10-15, broken bones 3 times over 2 weeks. Mortal cuts 5 times over 2 days
Glacial Shroud [Active]: This is the active part of the Glacial shroud spell. This allows the user to envelope themselves in a body of ice armor, about as strong as normal iron, it will also equip them with a weapon of ice of their choice with the same durability level. This armor can only be cast every few hours and will last as long as it has not been destroyed, or the castor wishes to remove it. Due to the nature of the armor, this prevents other magic from being used until it is discarded or destroyed off the user. Cost: 5
Fissure Summoning: This is a summoning spell, and allows one to call upon a creature or elemental of either Ice or Water. These creatures are varied in size and strength dependent on their use. They are however used only for defense, and will not actively chase, or hunt someone down. The size limit of the creatures would be no larger than a great white. These creatures are not capable of magic, and are used solely for defensive measures. To call forth a summon, the castor must be allowed time to chant a series of ancient lines, and cannot be move or interrupted. If so their spell will fail and nothing will occur. Once a summon has been called forth it will stay until its castor releases them, or they are destroyed. The summon cannot last more than a few hours, or else the summon will loose power and vanish into water. If defeated the summon disappear with the same effect and will need to recharge before being called again. Summons can only be used once every 12 hours, so it is best to have multiple. Cost: 5 for small summon, 10 for medium, 15 for max size
Coastal Aura: This is an active placed aura that will buff allies within a certain area. It will increase their defense by a small margin and will co exist with Mending tide to heal small wounds such as cuts. This aura is a defense based support spell and can only be cast on allies. It will last as long as it holds energy, if it runs out, it will fade. The max amount of people that the aura can effect is 8. The higher the amount of people it is cast on, the greater the cost will be. Cost: 4 per person
Mastery:
Passives: 60%
Actives: 45%
Total current mana count: 20
Magi level: Experienced
Number of spells known: 7
Aura: Mermaid [lore does not detail]