Name: Lezard Valeth
Sex: Male
Species: Human
Height: 5'9"
Weight: 155 lbs
Age: 28
Hair Color: Brown
Eye Color: Green
Skin Color: Lightly Tanned/Fairly Pale
Personality: Lezard is a man who enjoys intelligent discourse...and holds very little tolerance for hard-headed fools. He bears a strong ego reinfoced by his vast knowledge and ability, and takes delight in the suffering of those who stand in his way. Subtle in his schemes and undaunted in his demeanor, he hardly even flinches at even some of the most disheveling mentions and displays of evil.
Weakness: He loves literature to a great degree, and can get stuck in a book for a long time. And there is the matter of a certain Lenneth Valkyrie...
Weapons: Ruby-Tipped Staff - His standerd staff through which he wields many magicks. He is capable of doing so without it, however.
Armor: Mage's Robe - Provides good protection vs fire, ice, thunder.
Items: He bears one particular book on his person, in which he has written a ton of arcane information on incantations, spells, and runes. In his old tower there are many books and runes as well as the legendary Philosopher's Stone.
Skills: Sorcery, Necromancy, Monster Summoning, Mythology & Lore, Crafting of Golems & Homunculi
Stats:
Fighting: Typical
Agility: Good
Strength: Typical
Endurance: Typical
Reasoning: Incredible
Intuition: Amazing
Psyche: Amazing
HP: 28
MP: 140
Fire
Cost: 5MP
Uses: Psyche
Description: Does damage equal to casters Psyche -2CS. Agility to dodge.
Teleportation
Cost: 5 MP (5 additional MP for each additional passenger, up to 3.)
Uses: Psyche
Effect: Allows Lezard and as many as 3 others to teleport to a place Lezard has been to before. Teleportation range is within the same world.
[Circle 1, Necromancy]
Minor Life Curse
Cost: 5MP
Uses: Psyche
Description: Deals typical damage every round. Opponent rolls endurance to resist this spell. Spell lasts 1d2 rounds minimum. Every turn after, the target must roll the same color of the curse ( red needs only a yellow roll ) or takes Typical damage again. There is no resistance to this spell.
Sense Undead
Cost: 5MP
Uses: Psyche
Description: Allows the caster to sense undead in the area. Range is 1 mile, increasing by one more for every circle of necromancy the caster knows at least one spell in.
See The Great Beyond
Cost: 5MP
Uses: Psyche
Description: Allows the caster to see nearby spirits and incorpreal beings. Also allows the caster to see through illusions if they beat the illusionist's roll. Once the caster knows at least one spell in the fourth circle, this spell becomes the equivilent to Astral Sight, has it's mana cost removed, and a roll is only required if something is impairing the caster's access to the Astral Plane.
Sense Death
Cost: 5MP
Uses: Psyche
Description: Allows caster to sense any deaths that happen. Range is 1 mile, increasing by one more for every circle of necromancy the caster knows at least one spell in.
[Circle 2, Necromancy]
Spectral Shield
Cost: 10MP
Uses: Psyche
Description: Protects caster from HP and MP draining attacks by ghosts and other incorporeal undead. Excellent protection on yellow, half on green, quarter on white. Crit bonus applies with this spell.
Speak With the Dead
Cost: 10MP
Uses: Reasoning / Psyche ( whichever is higher )
Description: Allows you to speak with one type of undead. Duration is one hour.
[Circle 3, Necromancy]
Necromitude
Cost: 10HP
Uses: Psyche
Description: Siphons life from caster to heal an undead creature or pet. Heals Excellent damage, half on green, quarter on white.
Rebreathe
Cost: 20MP
Uses: Psyche
Description: When there is noone around to bring someone back to life, and too far to take the corpse, A necromancer can re-seal the spirit into the body. The target is at 1hp and cannot fight, cannot be healed, and cannot regenerate MP, but can move and act with at all other actions at -1CS. This spell lasts for one hour, two hours on a yellow, 1d3 additional hours on a red. Once this spell expires it cannot be cast again without the person being resurrected first.
[Circle 4, Necromancy]
Necromantic Shield
Cost: 15MP
Uses: Psyche
Description: Creates a shield of lost souls to protect one person. Protects target from up to Incredible damage before it dissipates. This spell will have increased effect if used in a graveyard or site of a recent battlefield, GM discretion in those cases.
Remove Curse
Cost: 15MP
Uses: Psyche
Description: Will remove one curse from the target that has the same color as the spell roll. It can also be used to remove two curses of a lower color then the roll. ( Example: A green can remove two whites, A yellow will remove two whites / greens ). A red will remove all curses.
[Circle 5, Necromancy]
Resurrection
Cost: 35MP
Uses: Psyche
Requires: Rebreathe
Description: A necromancer can call on benevolent souls to infuse a corpse with some of their energy to help heal a body sufficiently to bring the person back to life. On a white the person is alive but at 0hp, though can be healed back to conciousness. On a green they are at 1/4hp, on a yellow they are at 1/2hp. On a red, they have full HP and regain 50% of max mana ( up to full ).
Biography: Lezard was, simply put, a model student...easily at the top of his class, with few more knowledgeable than he in terms of the magical sciences. In all senses of the word, he was a nerd, steeped deeply into the many, many books lining the libraries of his fair home...the academy, in truth.
"I am he who hath entrusted his soul to the eternal vortex of time! Ye know me! And if ye do not, ye shall be made to know me!! It shall be engraved on thy very soul. Lezard Valeth!! If ye shall accept the brand of Hel upon thee, thy sanctions shall in turn be lowered. I shall grant thee the deliverance of thy soul, and ye shall come now before me!!"
Such was the beginning of something that could very well have one day proven to be a legend, of a man who aspired to heights beyond the heavens, steeping himself so far in the arcane that he had even gone so far as to slip into Asgard itself. Lezard was a scholar in the town of Flenceburg, Midgard's most highly-renowned magical academy nestled in its bosom, borne of bookshelves and unorthodox architecture that perplexed the lesser mind. Instructed by a powerful mage known as Lorenta, Lezard's studies and exploration led him away from his hometown...only to soon bring him to a most...extraordinary artifact.
The Philosopher's Stone...or as he affectionately called it, the ten-billion page codec. After all...it must be read.
The most interesting truth he had learned was simply this...that anything that was proclaimed or considered 'absolute' was truly not so. However, this hardly stopped Lezard from diving headfirst into the myriad possibilities he had gleaned from its power. Such had begun his mad drive towards godhood, dark and arcane arts...there was nothing he was not willing to do. He captured elves to desecrate and craft homunculi. He slew his own teacher whom had chanced upon his obelisk of a tower. He summoned beasts to do his bidding. And all in all, his sights were set upon a goddess who proved to be the apple of his eye...Lenneth Valkyrie, whom he knew would not allow his desecrations to continue willingly.