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 Crysta the Gem Dragon Dream

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Jaded Dalanari

Posts : 13
Join date : 2017-11-20
Age : 33

PostSubject: Crysta the Gem Dragon Dream   Sat Aug 18, 2018 7:19 pm

Name: Crysta Elthainor

Sex: Herm

Species: Living Dream

Height: 6'6"

Weight: 195 LBS

Age: 27

Age in appearance: 524

Hair Color: White

Eye Color: Violet

Skin Color: Ivory

Personality: As a Noble this creature is a mix of focus, grace, charm, and determination. Shes got a heart of gold, a spine of steel, and a soul as clear as the sky. Though she can be wriled into action in magnificent ways when roused to anger or other emotions.

Weakness: Dragon Crystal Gem [If stolen she will slowly fade away], Noble standing [very well known in certain circles can be both good and bad depending on world], being tied to lightning the figment finds earth[nature magics] to be..quite effective against her [especially to "ground" the Dream]

Profession: Noble of House Peacemaker

Weapons: Mithril Longsword, Mithril fangs, Mithril Claws

Armor: Mithril vambraces, greaves, circlet, Mithril weave robes.

Items: Herbs and Potions for various purposes though mostly healing and treating poisons.

Sharp Weapons - +1 CS to Fighting.
Aerial Combat - +1 to Fighting against flying opponents. Must have some way of flying to use.
Resist Domination - The person has an unusually strong mind, and is more able to resist mind magic attacks. +1 psyche to defense against these attacks.
Oratory - An excellent public speaker, motivator, or anchorman. Depending on the situation can apply to either Reasoning or Psyche.
Politics - Knowing what lies people will believe and being skilled at saying what they want to hear. +1 CS to reasoning.

Description and/or Picture:

Stats: ( General idea of their abilities, go to for information. )

Fighting: Good
Agility: Excellent
Strength: Good
Endurance: Amazing

Reasoning: Good
Intuition: Excellent
Psyche: Monstrous [Being a creature that is actually made from the dreams and thoughts of the ancient elder dragons she taps into their mind directly though inhibitors can screw that link up badly.]

OPTIONAL: Only include this section if it is different then normal

Running Speed Typical
Flying Speed Good
Swimming Speed ( if different then normal human speed )

Hit Points: 90
Mana: 105

Spells / Special Abilities:

Immune to Sleep
Immune to Poison
Meditative Restoration/Regeneration
Steel Mind

Cost: 5MP
Uses: Psyche
Description: Does damage equal to casters Psyche -2CS. Agility to dodge.

Cost: 10MP
Uses: Psyche
Description: Does damage equal to casters Psyche -1CS. Agility to dodge.

Cost: 15MP
Uses: Psyche
Description: Does damage equal to casters Psyche. Agility to dodge.


First Circle:

Downwind Scent
Cost: 2MP
Uses: None
Description: Changes the winds in the area to make tracking easier. Those who can track people by smell get a +1 CS improvement to intuition checks involving scent. Only works outdoors.

Whisper on the Winds
Cost: 2MP
Uses: None
Description: Allows the caster to send a verbal message to a person or area in the same area as them that only they can hear. At Circle 1 this is 1 mile away. By Circle 3 this is anyone within 10 miles. At circle 6, this is anyone on the same world. Both the caster and the target must be outdoors.

Second Circle:

Cost: 10MP
Uses: None unless resisted, then Psyche
Description: Gives a target a boost to their reflexes. Target gains +1CS to Agility on all rolls and +1CS to Fighting on defending rolls only for one round on a white, two rounds on a green, three on a yellow. On a red this increases to +2CS bonus. When this spell wears off, target will feel somewhat drained and will suffer a -1CS to Agility and Fighting on all rolls for one round.

Cost: 10MP
Uses: None unless resisted by another wind or weather caster, then Psyche
Description: Brings in a heavy fog to obscure people from sight. trying to attack someone within the fog requires a -2CS roll, however those within the fog receive a -2CS to attack and defense. The caster, as well as anyone with circle 3 wind magic, can see through the fog and take no penalties.

Wind Shield
Cost: 5MP
Uses: Psyche
Description: Causes all projectiles, with the exception of bullets, to do 1CS less damage. Lasts for 1 round on white, 2 on green, 3 on yellow. On a red, this also negates all non-100 critical hit bonus damage.

Third Circle:

Guided Missile
Cost: 10MP
Uses: Psyche
Description: Focuses the wind around your arrows, making them fly straight and true. Does +1CS damage to all arrow / crossbow shots. Lasts 2 rounds on a white, 3 on a green, 4 on a yellow, 6 on a red. On a red also adds an additional +1d6 to all critical hits.

Gust of Wind
Cost: 10MP
Uses: Psyche
Description: Opponent rolls agility. If caster succeeds this attack does psyche wind damage. If the caster's roll was yellow or higher, it also knocks the target into knockdown.

Cost: 10MP
Uses: Psyche
Description: Allows the caster to float a couple feet off the ground, making them immune to nature's vine attacks as well as earthquakes. Requires a green roll, in combat this lasts 5 rounds, out of combat lasts 1/2 psyche minutes, on a yellow lasts psyche minutes. Any attack that does 20% or more of caster's HP causes them to lose concentration on this spell and they will land on the ground with no additional damage.

Summon Sylph
Cost: 10MP
Uses: Psyche
Description: Summons a small fae like creature to you. This creature can fly and can be used to scout out areas ahead and report back. It also has enough control over wind to to get an item for the caster provided the item is no more then two miles away and weighs no more then 10lb. Only the caster can understand the Sylph, and it will only take orders from the caster. If attacked the creature has Excellent agility to defend itself. If it is struck by an attack or enters an anti-magic area the creature is unsummoned. This creature can only be summoned once every 12 hours. The creature lasts for 1 hour times the maximum Circle of the caster, unless dismissed.

Biography: The Lady of Lightning, at a time and place away from this one Crysta had managed to make quite the name for herself, from the dirt and grim of the arena she fought in she was picked up by a major noble woman who controlled flames like playthings. Though this meeting was seemingly random it marked the rise of the dreamed ones existence. Being brought up under her hand and gaze taught the ways of the empire she served and lived in and eventually given the keys to part of the kingdom. She went from a aimless soul to a proud woman strong in conviction and mind, a master of the realm of aeromancy and the noble of the very house that the Lady that brought her in once owned. What happened afterwards though, was something of a mystery, out plying the seas well away from the empire to further strengthen its economy and presence a black storm hit darker then a moonless starless night. Seemingly never heard from again by her people and mourned yet, the Dream itself continued on a new place for the elders to learn of and make a mark was simply too good to pass up.
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