In this forum thread, you can make a character sheet! This includes basic background information about your character, the equipment they have, character skills, spells and abilities and the current spells/abilities that your character is learning.
Serrated Edge: As an action, deal damage equal to the ability level. This attack causes the target to Bleed, suffering an additional 2 damage for 1 turn per ability level. (Two-Handed) (All levels)
Serrated Shot: As an action, deal damage equal to the ability level. This attack causes the target to Bleed, suffering an additional 2 damage for 1 turn per ability level. (Throwing.) (All levels)
Incendiary Shot: As an action, fire a flame infused shot up to your maximum range which unleashes a burst of flame damage. This damages the target per damage equal to your level as well as causing 1 point of burning damage for the current turn and the next. At Adept and higher, it also causes the same elemental damage type to do 1 increased damage for the duration. (Throwing) (All Levels)
Multishot: As an action, you fire multiple projectiles at a single foe, one strike per level of skill, each attack dealing 2 damage. Each individual strike is considered as a separate apprentice-level attack for the purposes of blocking, dodging, and damage increases and reductions. (Throwing) (All Levels)
Thousand Cuts: You strike a target with a flurry of quick blows, one strike per level of skill, each attack dealing 2 damage. Each individual strike is considered as a separate apprentice-level attack for the purposes of blocking, dodging, and damage increases and reductions. (One-handed, Two-handed, Unarmed) (All Levels)
Cleave: After striking a foe with your weapon, you follow it up and attack an adjacent foe, dealing damage equal to the level of the ability. The target cannot be the same one as the original target. (Two-Handed) (Apprentice)
Exhausting Strike: As an action, deal damage equal to the level of the ability. For 3 turns, the target’s ability to block or dodge increases by one point per level. At an additional cost of 2 stamina per ability level, this ability affects all enemies within melee range. (Two-Handed) (Adept)
Illusion Magick
Bladeweave
Illusion (Mind Affecting)
Level: Novice
Casting Time: 1 Swift Action Range: Personal Target: You Duration: 2 turns Resistance: Dodge (Stamina), Will Negate (Magicka) A bladeweave spell imbues your melee attacks with a fascinating pattern or rhythm that entrances your opponent. The spell itself deals no damage.Instead, anyone successfully struck by the affected weapon must negate it through Will or be Dazed for one turn. A dazed opponent cannot take action.
Bewildering Visions
Illusion (Mind-Affecting)
Level: Novice
Casting Time: 1 Action
Range: 25 ft
Duration: 2 turns
Resistance: Dodge (Stamina), Will Negate (Magicka) The caster envelopes a target in sickened disorientation.This spell makes the world appear to be tossing and rippling in a nauseating manner. The subject is sickened and nauseated for the duration of the spell. While nauseated the target cannot take action. Affected targets can expend Magicka in the following turn to negate the spell.
Calm
Illusion (Mind-Affecting])
Level: Novice
Casting Time: 1 Action
Range: 100 ft
Duration: 2-6 Turns based on level Saving Throw:
Will negates Resistance: Dodge (Stamina), Will Negate (Magicka) This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
Blur
Illusion (Glamor)
Level: Apprentice
Casting Time: 1 Action
Range: Touch Target:
Creature Touched Duration: 3 turns The subject's form appears blurred, shifting and wavering. This distortion grants the subject an increased chance of evading incoming attacks. Caster rolls a 1d2 against incoming attacks. A roll of 2 evades the incoming attack at no stamina cost. A See Invisibility spell does not counteract the Blur effect, but a True Seeing spell does. Opponents that cannot see the subject ignore the spell's effect.
Displacement
Illusion (Glamor)
Level: Apprentice
Casting Time: 1 Action
Range: Touch Target: Creature touched
Duration: 3 Turns The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. When targeted by a single target attack or ability/spell roll a 1d2. A roll of 2 successfully evaded the incoming attack. Area of Effect attacks, spells and abilities are unaffected.
Hood of the Cobra
Illusion (Mind-Affecting)
Level: Apprentice
Casting Time: 1 Action
Range: 25ft
Duration: 3 Turns Resistance: Dodge (Stamina), Will Negate (Magicka) In the mind of your victim, the hood of a king cobra spreads from your head, neck, and back, your eyes become those of a great serpent, and dripping fangs sprout from your jaws. The subject perceives that you have grown serpentine features, including a cobra's hood, a snake's slitted eyes, and venomous fangs. A successful Will Negation allows the subject to recognize the illusion as unreal, which ends the spell's effect. However, if the Will save is not made the subject is Shaken for as long as he can see you. Targets who are Shaken cannot focus and must roll a 1d2 on all attack attempts. A roll of 1 causes the attack to miss. Closing his eyes negates this effect but also effectively blinds him. In addition, a melee against the target during the spell's duration deals 1 point of Psychic damage added to your melee damage, believed by the subject to be venom coursing through their veins from a vicious “bite”
Chameleon
Illusion (Glamor)
Level: Adept
Casting Time: 1 Action
Range: Touch
Target: Creature touched Duration: 2 turns +1 turn/level (1 hour +1hour/level Out of Combat) This spell alters the coloration of the recipient's body and clothing so as to blend in with the surrounding background, granting the affected subject an increased chance to evade detection. The chameleon spell does NOT function as invisibility. It does not offer full invisibility . It will not break by taking action. Subject under the effect of Chameleon must roll a 1d2 for every enemy turn. A roll of 2 allows the subject to remain undetected for that round.
Equipment: Leather armor, (2) scimitars, (1) vial of poison, (2) healing potions, a belt of throwing knives (4), (2) lockpicks, a length of rope
Enchantment: Once per event Telepatic Aura - (20 minutes Duration | 100 ft radius around caster | Self | Action) - You can telepathically communicate with allies within the range of the spell. This is a one way communication, so creature won't be able to respond.
Serrated Edge: As an action, deal damage equal to the ability level. This attack causes the target to Bleed, suffering an additional 2 damage for 1 turn per ability level. (One-Handed, Two-Handed, Unarmed) (Novice)
Leg Sweep: You sweep the leg and knock the target prone, causing damage and causing the foe to lose their turn. (All Skills) (Novice)
Bash: You bash your enemy with the hilt of your weapon, your shield or even your fists, causing the target to take a bit of damage and be off balance for a single turn, causing all attacks against the target to be increased by one for that round. The amount of damage caused by the bash itself depends on the level of the skill (All Skills) (Novice)
No Quarter!: When a foe attempts to withdraw from battle and is within your line of sight, you fire a fast strike to halt their movement. This deals 1 point of damage and reduces the foe’s movement by 10 feet per level of the ability (Marksman, Throwing) (Novice)
Assassin's Shot:
Apprentice
Equipment
Leather Armour (Novice): Increases Max Stamina by & Stamina Regeneration by 1.
Scimitar (one-handed).
Small crossbow and a few basic, mundane bolts which he keeps in a small leather pouch attached to his belt (Marksmanship).
Racial: Maormer (+1 stamina, +1 magicka, Sea Pirates [+1 movement when wet, operate a ship without training)
Were-creature: +1 stamina regen, +8 health in werecroc form, +8 stamina in were-croc form. (+6 health and stamina from base werecreature, +2 health and stamina from werecroc)
Jewelry: Circlet (Copper Circlet of the Apprentice Pugilist; -1 cost to end stagger effect, +1 duration and -1 cost to unarmed martial abilities, +1 cost of non-unarmed martial abilities)
Combat and Non-Combat skills:
Combat Skills
Unarmed: Apprentice
One-handed: Novice
Nature Magic: Apprentice
Non-Combat Skills
Martial Skills:
Unarmed: Apprentice (Adept when transformed)
Novice (Cost 1)
Leg Sweep: You sweep the leg and knock the target prone, causing damage and the foe to lose their turn.
No Escape!: When a foe attempts to move out of your melee range, you deliver a fast strike, halting their movement. This deals one physical damage and reduces the foe's movement by 10 feet per level of the ability.
Dual Strike: You strike the same target twice as a single action. This deals basic damage twice plus 1 additional damage per level. However, it leaves you open to attacks, causing your ability to dodge and block cost an additional point of stamina for one turn.
Apprentice (Cost 2)
One-Handed: Novice
Novice (Cost 3)
No Escape!: When a foe attempts to move out of your melee range, you deliver a fast strike, halting their movement. This deals 1 point of damage, and reduces the foe’s movement by 10 feet per level of the ability
Spells:
Nature Magic - Apprentice
Novice (Cost 2)
Beastmask(action, touch, 1 creature, 5minutes) Grants the creatre a nature blessing. All natural animals are calm around them for the duration. They still will defend themselves if necessary.
Create Water (action, 25ft, 5ft cube, 1 turn) You condense water from the air to generate clean drinking water. You can choose where the water will condense and can manipulate it for a turn.
Druidcraft(action, self, self, instant) You can create a harmless sensory effect, make a flower bloom, predict the weather in the area for the next 24 hours, or light or snuff out candles/torches/small campfires.
Apprentice (Cost 3)
Werecreature Details
Suthrys refers to the were-croc as Ametrine or Amet due to her purple and gold eyes. SutAmet is the transformed RP name of the transformed state, though sometimes it will simply be Amet or Ametrine when the croc is in more control than Suthrys.
More information about werecreatures can be found in the appropriate thread.
Base Werecreature
Dark Metamorphosis - Transforming takes one full turn, and is extremely painful. They gain 6 points of additional health and stamina in beast form, as well as +1/turn stamina regeneration.
Bestial Strength - When transformed, gain Adept unarmed skill, or +1 tier of unarmed skill if Adept or greater. Additionally, attacks may knock foes back 2 spaces.
Bloodlust - Were-creatures must always contend with a bloodlust and the endless desire to hunt. This can be resisted and controlled with practise. Gorging on a fresh victim in beast form restores 2 points of health.
Beast Allies - Animals of the were's type may not attack the were, and they may hunt with them if they are so inclined. Additionally, a werecreature may attempt to call a beast of their type to assist them in battle if the area would naturally have such creatures. There is a 25% chance of success, and the called creature acts as a pet controlled by you.
Enhanced Stamina - Restore an additional point of stamina in both were-beast and base form.
Weakness to Silver - Werecreatures suffer a horrible weakness to silver, taking 2x damage from silver in both forms.
Weakness to Poison - Poison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives. (cancelled by Were-croc creature type)
No Restful Sleep - Werecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away.
Animal Detection - Animals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you.
Immunity to Disease - Werebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage.
Nature's Wrath - Werebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
Were-Croc
Equipment:
Boat: The Enchanted Beryl - A fishing/house boat that Suthrys lives on. It is small enough she is able to operate it alone. It can ferry a few passengers (but not large amounts of cargo). It is outfitted with the basics of what is needed for Suthrys to live on and fish off of it. It also contains her enchanting and jeweler's tools.
Circlet with gem (Copper Circlet of the Apprentice Pugilist; -1 cost to end stagger effect, +1 duration and -1 cost to unarmed martial abilities, +1 cost of non-unarmed martial abilities)
Cutlass (mundane, steel)
Dagger (mundane, steel)
Belt Pouches: 2 apprentice health potions, 1 petty soul gem, jeweler's lens, spyglass
Learning Log
MM-DD-YYYY
Combat:
Control Current (Apprentice Nature Magic) Start 6/26/2023, End 7/10/2023
Non-Combat:
Jeweler (Apprentice to Adept) Start 6/26/2023, End 8/7/2023
Leg Sweep: You sweep the leg and knock the target prone, causing damage and causing the foe to lose their turn. (Novice) (2 Stamina, 1 Damage)
Wounded Fury: As an action, deal damage equal to your level. If you are at or below half health (not counting temporary health), deal an additional point of damage per skill level starting +3 damage and maxing out at +7 at the highest level. (Novice) (2 Stamina, 1+3 Damage)
Cloak and Dagger: You attack a foe that is unaware of your presence, dealing your basic attack damage +1 per level of skill. At adept level and higher it also causes a target to be staggered for one turn. (Novice) (2 Stamina, 1+1 Damage)
Bash: You bash your enemy with the hilt of your weapon, your shield or even your fists, causing the target to take a bit of damage and be off balance for a single turn, causing all attacks against the target to be increased by one for that round. The amount of damage caused by the bash itself depends on the level of the skill. (Novice) (2 Stamina)
Jump them!: You attempt to tackle a foe, knocking them prone and grappling them at the same time. The initial attack deals damage equal to the level of the ability, and the foe must expend stamina to the cost to normally dodge or block to escape the grapple/prone. You may deal damage to the target each turn equal to your unarmed skill until they break the hold. (Apprentice) (3 Stamina, 2 Damage)
Parry: You block your opponent's attack then counter attack in the same turn doing damage equal to that level. However you cannot block an attack more then one level higher then the level of your Parry. (Apprentice) (3 Stamina, 2 Damage Up to Adept Attacks)
Spell List
Destruction
Work in progress
Werebear Form
Name: Lioness
Total Health: 14
Base Health: 8
Werelion: +6 Health
Total Stamina: 18
Base Stamina: 10
Redguard: +2 Stamina
Werelion: +6 Stamina
Total Magicka: 10
Base Magicka: 8
Cloth Armor: +2 Magicka
Werelion: Move 2 extra space per turn
Damage Resistance: 1 point reduction to physical damage
Basic Skills
Dark Metamorphosis: Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form.
Beastial Strength: In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away.
Bloodlust: Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn.
Beast Allies: Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
Enhanced Stamina: Werebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form.
Weakness to Silver: Werecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry.
Weakness to Poison: Poison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives.
No Restful Sleep: Werecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away.
Animal Dectection: Animals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you. There are exceptions to this based on the type of werecreature you are.
Immunity to Disease: Werebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage.
Nature's Wrath: Werebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
Equipment
Fur Armor (novice) - increases stamina regeneration by 1 & increases max magicka by 2
Racial Bonuses: Orismer (+2 to health and Promised of Malacath)
Promised of Malacath: reduce all damage taken by 2 for 2 turns. (Can only be used once a day)
Werebear: -1 point of Damage from all Sources
Werebear: 2x damage from silver weaponry.
Werebear: 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage.
Werebear: Immune to disease and disease based abilities and damage.
Stamina Regeneration: 2 per turn
Base: 1
Werebear: +1
Magicka Regeneration: 1 per turn
Combat and Non-Combat Skills
Combat Skills: Two Handed (Apprentice), Heavy Armor (Apprentice), One Handed (Apprentice)
Non-Combat Skills: Smithing (Apprentice)
Combat Skills
Two Handed
Fight True!: You fight to prevent yourself from being stunned, feared or anything of a similar nature or to break free from such an event. You would roll a d20 on a table and if it is greater than 14, you are successful. Each tier gets a +1 to that roll. (Novice) (2 Stamina) (+1)
Intercede: You step between an adjacent ally and take a blow meant for them upon yourself. Damage beyond one point per level is dealt to the ally unless it is dodged. However you would take all status-effects resulting from the attack. (Novice) (2 Stamina) (1 Point)
No Escape!: When a foe attempts to move out of your melee range, you deliver a fast strike, halting their movement. This deals 1 damage of damage, and reduces the foe’s movement by 10 feet per level of the ability (Novice) (2 Stamina) (1 Damage and -10 Movement Speed)
Cleave: After striking a foe with your weapon, you follow it up and attack an adjacent foe, dealing damage equal to the level of the ability. The target cannot be the same one as the original target. (Apprentice) (3 stamina, 2 damage)
Dead Man Walking: As a free action, mark any enemy within line of sight for death. The marked enemy suffers +2 damage from your melee or ranged attacks with it ending at +5 for Master, and must expend an additional point of stamina to avoid being detected by them. A new enemy can only be marked when the previously marked enemy has died or left the battle. (Apprentice) (3 stamina, +2 damage)
One Handed
Fight True!: You fight to prevent yourself from being stunned, feared or anything of a similar nature or to break free from such an event. You would roll a d20 on a table and if it is greater than 14, you are successful. Each tier gets a +1 to that roll. (Novice) (2 Stamina) (+1)
No Escape!: When a foe attempts to move out of your melee range, you deliver a fast strike, halting their movement. This deals 1 damage of damage, and reduces the foe’s movement by 10 feet per level of the ability (Novice) (2 Stamina) (1 Damage and -10 Movement Speed)
Parry: You block your opponent's attack then counter attack in the same turn doing damage equal to that level. However you cannot block an attack more then one level higher then the level of your Parry. (Novice) (2 Stamina)
Dual Strike: You strike the same target twice as a single action. This deals basic damage twice plus 1 additional damage per level. However it leaves you open to damage, causing dodges and blocks to cost an additional point of stamina next turn. (Apprentice) (3 Stamina) ([3*2 + 2] Damage, Dodges and Blocks cost +1)
Wounded Fury: As an action, deal damage equal to your level. If you are at or below half health (not counting temporary health), deal an additional point of damage per skill level starting +3 damage and maxing out at +7 at the highest level. (Apprentice) (3 Stamina) (+4 damage)
Werebear Form
Name: Mother Bell
Total Health: 27
Base Health: 12
+3 (Steel Armor)
+2 (Orsimer)
+10 Werebear
Total Stamina: 18
Base Stamina: 12
+6 Werebear
Total Magicka: 1
Base Magicka: 2
-1 (Steel Armor)
Damage Resistance: 2 point reduction
Basic Skills
Dark Metamorphosis: Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form.
Beastial Strength: In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away.
Bloodlust: Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn.
Beast Allies: Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
Enhanced Stamina: Werebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form.
Weakness to Silver: Werecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry.
Weakness to Poison: Poison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives.
No Restful Sleep: Werecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away.
Animal Dectection: Animals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you. There are exceptions to this based on the type of werecreature you are.
Immunity to Disease: Werebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage.
Nature's Wrath: Werebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
Equipment
Steel Armor (apprentice) - increases max health by 3 & decreases max magicka by 1
Orcish Warhammer modified with a spear tip
Orcish Sword
Orcish Dagger
Waterskin
1 pound of Jerkied Meat
40 feet of rope
Camping Gear
Learning (Starting mm/dd/yy - Ending mm/dd/yy)
Two Handed Intercede(novice-> apprentice): 6/16/23 - 7/30/23
Body Shape: She’s blessed in the chest with a frame that is lean but muscular. This gives her curves but not enough to say she has child bearing hips.
Eyes: Glowing Ruby (how you can tell she’s a vampire other than her extremely pale skin.)
Hair: Silver often kept in a half up bun
Rank: Recruit
Role: Her part in the group on a mission is preferred to be on the front line, blocking those that aren’t as strong as she is. But she’s versatile and will be where she needs to be except for the healer role. With some magical help she can be a scout.
Personality: Laya has many sides to her, to a stranger she’s very business oriented and won’t speak much unless she deems it necessary. This is to keep her emotions hidden behind a wall to keep from being hurt. If you’re lucky enough to be on friendly terms or one of her loved ones she’ll kick back and joke around. This all depends on how much her barrier has been chipped away from person to person. However neither is immune to her snarky mouth, particular when she is agitated. She also unfortunately from time to time has an altmer attitude due to well she’s an altmer, this can come off as arrogant and stubborn. Her stubbornness can get her into a lot of trouble.
Attributes
Health: 8 +4 (Bloodline bonus)
Stamina: 8 +2 (Armor Bonus)
(+2 Regin to Stamina)
Magicka: 10 +2 (Racial Bonus)
(+2 Regin to Magicka.)
Martial Adept
Swordsmanship ~ Adept: Able to deal adept level damage to target with a sword
Mounted Combat ~ Adept: This allows for fighting while astride a mount.
Daggers ~ Expert: Able to deal apprentice level damage with dagger, including when thrown.
Hand to Hand ~ Expert: Able to deal apprentice level damage with a fist or kick
Sneak ~ Expert: Able to get in and out of places undetected
Stealth ~ Expert: Able to follow without making a sound.
Spell Book
Destruction
Entomb ~ Adept: You encase a creature in ice, immobilizing them for a duration. They take 5 points of frost damage per turn until ice is broken or spell ends. The creature can spend 4 points of stamina to escape
Wall of Ice ~ Apprentice: Summon a 1 foot thick wall of ice within a range of 120ft that can last for 10 minutes. You can summon either a hemispherical dome with a radius of up to 10 feet or a 10ft by 10ft sheet of ice. When a Wall of ice is summoned and cuts through a creature’s space, it will simply push the creature out of the way.
Ice Storm ~ Apprentice: A hail of rock hard ice pounds the ground in a 20 ft radius, 40 ft high cylinder centered on a point within range. Range is about 300 ft. The storm’s area of effect can cause difficult terrain to occur until your next turn
Ice Lance ~ Apprentice: Fires a sharpened projectile made of ice towards target within range, slowing them and dealing damage. End target must be in line of sight
Frost Rune ~ Apprentice: a small chunk of ice shoots from the hand to desired area within line of sight creating a trap. If a target passes too close or steps on the rune, the rune explodes dealing apprentice level frost damage
Ice Needles - Apprentice - Roll 1-7 that number is what will be how many needles you summon and throw at the target, the needles last for three turns before melting
Snowbolt - Novice - Forms a bolt of ice and hurls it towards a target. Deals a cold/kinetic damage depending where the target is hit.
Flame Blade - Novice - Size: 3ft. - Duration: 2 turns after the casting turn a 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. It does no damage to the caster when wielded. The target(s) hit by the blade take [novice level] fire damage.
Ice Dagger ~ Novice: Create an icy dagger you can throw and deals 1 frost damage and 1 stamina damage
Alteration ~ Novice
Alter Self ~ Novice: You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Duration: 1 hour.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice.
Nature Magic ~ Novice
Speak with Animals ~ Novice: Gain the ability to speak and understand animals for the duration of the spell. The knowledge and awareness of animals is limited by their intelligence, and so too are they limited in the information they may provide or what may be asked of them.
Expertise
Horsemanship ~ Adept: This covers anything to do with horses outside of combat from capturing, taming and training
Sewing ~ Expert: She can make her own clothing, just don’t ask her to make armor.
Passives:
Vampire Bloodline: Quarra
Languages Spoken: Aldmeris and Common Tongue
Can wear light, medium and heavy armor
Can grab a shield.
Loves to Read and has pretty handwriting
Can set up for hosting a high class party
Personal Items:
Boiled Leather armor so that it is harder but still light. This armor is black with white highlighting that hugs tightly to her frame but allows for flexibility of movement. Matching Hood with a steel Mask.
Leather belt that allows for three small throwing daggers to be strapped within easy reach on her right hip and a small pouch on her left hip more towards her back to carry four to six spare vials of blood and her money. Also allows for a dagger to be strapped horizontally in the small of her back.
The Bane of Dragonhold: Sword made by Svat'u. It is a little shorter than a longsword. This way she can wield it with one hand and adapt for her height and balance. The blade is very thin and sharp black coated steel where the hilt is molded from dwarven steel. This makes the swings a little more controllable.
Body Type: Well blessed in the chest with a narrow frame that is lean but muscular.
Eyes: Emerald
Hair: Auburn
Key identifying marks: Fawn antlers on her forehead and a dragon tattoo that circles her entire torso
Personality: Dredsa is usually carefree and outgoing. Sometimes appearing air headed due to her wonder at the world. She chooses to focus on the positives of the world rather than focus on the meanness of it.
Rank: Recruit
Role: Healer/support
RP Hooks: Cooking, Dancing, Mischief making, Thieving.
Themes: Maturity while maintaining her childlike ways
Stats: Health ~ 6
Stamina ~ 6 (+ 2 for being a bosmer) = 8
Magicka ~ 14
Racial perk: Forest Folk (gain 1 extra movement in forests.)
Gear: Usually in a leather outfit with a lot of skin revealed. Armor not in her gear bag yet.
Skills and Abilities:
Nature Magick:
Attune Form ~ Novice+: Purge the body of a creature (animals included) of all negative (natural) effects up to the level cst!
Heal Animal ~ Novice+: heals an animal depending on the tier: 1, 3, 5, 7, 9.
Awaken ~ Adept: Awaken a tree to fight for you. It has 18 health and 6 stamina. It deals 5 physical damage when it attacks. Lasts for the duration or until it’s destroyed.
Climbing Tree ~ Adept: At your call, a tree snakes up from the earth. In seconds growing to a maximum of 50ft. Branches are spaced perfect for climbing. Can only grow in soft ground and cannot be animated.
Cloudburst ~ Apprentice: You cause clouds to gather and a heavy rain to fall. The rain reduces visibility ranges to half, extinguishes flames and reduces audio detecting abilities.
Camouflage ~ Apprentice: Like a chameleon you change the colors of your skin to match the environment. The coloration changes to match the background if you move but takes one turn to do so.
Entangling Staff ~ Apprentice: You cause your staff to extrude writhing vines that allow you to easily grab and entrap foes.
Wall of thorns ~ Apprentice: You create a wall of thorns and deal 3 damage to all who try and move through it. It costs all of a creature’s remaining movement to move through it.
Brambles ~ Novice: Infuse a weapon with harden thorns, giving it an extra 1 physical damage per hit for the duration.
Calm Animals ~ Novice: Your spell soothes animals around you, making them docile for the duration. Animals can resist it.
Dispel Fog ~ Novice: You make normal or magical fog immediately disperse.
Entangle ~ Novice: Grow grass and vines to reduce movement. All within the affected area have their movement halved, rounded down for the duration.
Fog Cloud ~ Novice: You create a dense fog that hinders sight. The creatures within are obscured, reducing stamina cost of dodge attacks to 0, but they cannot see.
Speak with Animals ~ Novice: You gain the ability to speak with animals. The animals’ intelligence does not change.
Trip Vine ~ Novice: causes plants within the area to grow together to form a tangle. Costs 1 stamina to move through.
Whip of Thorns ~ Novice: Grow a small vine with thorns covering them. You can attack a creature up to two spaces away. This whip deals 1 poison damage.
Destruction:
Electric Loop ~ Novice: You create a current within a creature you touch, stunning them for 1 turn.
Electric Jolt ~ Novice: You create a small spark that deals 1 shock damage to a create you touch.
Flare ~ Novice: You create a burst of light that leaves the enemy stunned and blinded for 1 turn.
Necromancy:
Spare the Dying ~ Novice: Save the creature from bleeding out
Restoration:
Healer’s Sight ~ Novice: The caster can see the organs, veins and arteries of a living creature they see. Also allows the healer to exploit the weakness of an enemy.
Cure Wounds ~ Novice+: You heal a creature for the level of caster
Ease Pain ~ Novice: Relieves lingering pain from the target, but does not heal. Does not neutralize any new pain after the spell is cast..
Vigor ~ Apprentice: A creature within range gains 2 health per turn which can be halted by taking fire or acid damage
Stabilize ~ Apprentice: You prevent a creature from dying around you. This does not heal but it does prevent death
Mysticism:
Daze ~ Novice: You cloud the mind of a humanoid creature on the verge of death, stunning them for a turn
Comprehend Languages ~ Novice: You gain the ability to understand common languages. This does not allow you to understand rare and/or coded languages
Appraising Touch ~ Novice: Upon touching an item, yo immediately know the value of said item
Sending ~ Apprentice: You can send a short 25 word message to a creature you are familiar with. The creature hears the message in it’s mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. This can be used across any distance in the same plane.
Nature: Speak with Animals(Novice)-Able to talk to Animals, Woodwisp Arrow(Novice)- Can shoot through wood
Werewolf Skills:
Dark Metamorphosis
Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form.
Bestial Strength
In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away.
Bloodlust
Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn.
Beast Allies
Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
Enhanced Stamina
Werebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form.
Weakness to Silver
Werecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry.
Werewolves
-You are a wolf hidden among sheep. Animals will not be able to detect that you are a werewolf in mortal form.
-Enhanced smell akin to a scent hound. This can help you track your prey but is by no means pinpoint accurate. Distinct smells within 30 ft become more acute.
(Note: Quarra passive bull's strength increases damage by 2 and allows holding two-handed weapons in one hand. The extra damage is not included in the damage amount stated for the abilities listed below.)
Unarmed -Apprentice
Base Damage: 5 (Apprentice +2 from Quarra)
Novice (Cost 2)
Jump Them!: You attempt to tackle a foe, knocking them prone and grappling them at the same time. The initial attack deals damage equal to the level of the ability, and the foe must expend stamina to the cost to normally dodge or block to escape the grapple/prone. You may deal damage to the target each turn equal to your unarmed skill until they break the hold. (1 damage initial, 3 damage/turn after)
Bash: You bash your enemy with the hilt of your weapon, your shield or even your fists, causing the target to take a bit of damage and be off balance for a single turn, causing all attacks against the target to be increased by one for that round. The amount of damage caused by the bash itself depends on the level of the skill (1 damage)
Serrated Edge: As an action, deal damage equal to the ability level. This attack causes the target to Bleed, suffering an additional 2 damage for 1 turn per ability level. (1 damage, 1 turn of bleed)
Apprentice (Cost 3)
Two-handed -Novice
Novice (Cost 2)
Leg Sweep: You sweep the leg and knock the target prone, causing damage and causing the foe to lose their turn. (1 damage)
Spell List:
Necromancy -Apprentice
Novice (Cost 2)
Dance of Ruin(Action, self, 20ft around caster, instant) The caster performs a small dance that spreads necrotic energy to their surroundings, dealing 1 necrotic damage.
Black Lungs(action, touch, 1 creature, 1 hour) The creature's lungs fill with black ooze, reducing movement to 1. The target also receives an additional 1 damage from all sources.
Raise Undead(Action, 25 feet, corpses, 5 minutes) Caster can raise one corpse at novice level. Bodies must be available. Petty soul gem required.
Apprentice (Cost 3)
Conjuration - Novice
Novice (Cost 2)
Conjure Daedrat(action, next to caster) Conjures a daedrat. Rot's daedrat looks particularly haggard and is named 'Fish'. ('summon fish')Conjure Fiendroth(action, next to caster) Conjures a fiendroth. Rot's fiendroth is named 'Fish'. ('scuttle fish')
Vampire Stuff:
(see 'Vampire and Werewolf Guide' for more information)
Basic Traits
Immortal(No aging! Also sterile.)Vampiric Appearance(It is obvious to those that look upon her that she is an abomination)Hunter's Senses(sense general heartbeats within 30ft)Night Eye(see in natural darkness)Weakness to Fire(2x damage from fire)Weakness to Silver(2x damage from silver)Weakness to the Divine(2x damage from divine; can only be healed by alchemy, necromancy, and practical medicine)Immune to Disease(Take no disease-based damage)Immune to Poison(Wholly immune to poison and poison based spells, aside from poisons of fire damage which deal 2x their magnitude in damage)Breathless(The dead have no need to breathe. Useful, but a possible giveaway that she is dead.)Tireless(+3 stamina)Necromancer's Tool(Undead affecting spells from Necromancy may also work on a vampire.)Bloodlust(Always thirsty for blood, a hunger that never ceases and can never be sated, only dulled for a time.)
Imperial: +2 health, 'Voice of Cyrodiil' (All allies gain +1 damage for 2 turns, usable 1/day)
Cloth Armor: +3 Magicka and +1 magicka regen/turn.
Expert Magicka Skill: +2 to magicka
Initiate Rank: +5 attribute points to allocate.
Movement: 3
Combat and Non-Combat Skills:
Combat Skills
Two-Handed (Staff):Apprentice
One-Handed (Dagger): Novice
Nature Magic:Expert
Necromancy:Adept
Restoration:Apprentice
Non-Combat Skills
Weapons Skills:
Two-Handed (Staff) - Apprentice
(Optionally when using damaging martial melee ability, spend stamina to increase damage, maximum +2/+2)
Novice (Cost 2)
Maintain Momentum - When dodging an enemy melee attack, strike back at the enemy simultaneously, dealing 1 damage.
Firm Stance - As a free action, take a firm stance. This prevents you from being staggered, knocked down, lifted, or grappled for 2 turns.
Lunge - You can move an additional amount of space equal to half your movement rounded down, then make a strike, dealing damage equal to the level you used this ability. This is useful for closing distance (action)
Apprentice (Cost 3)
One-Handed (Dagger) - Novice
(Optionally reduce damage of damaging martial melee abilities by 1 in exchange for -1 stamina cost. Minimum 1 stamina cost)
Novice (Cost 2)
Lunge - You can move an additional amount of space equal to half your movement rounded down, then make a strike, dealing damage equal to the level you used this ability. This is useful for closing distance (action)
Spell Lists:
Nature Magic - Expert
Novice (cost 2)
Spore Field(Action, 100ft, 10ft radius spread, 1 minute) You cause the ground to become this with spore-ridden fungus. The spores prevent running and render a creature sickened for 1 round.
Speak with Animals(Action, self, self, 1 minute) You gain the ability to speak with animals. The animal's intelligence does not change.
Predator's Cry(Action, self, 4 spaces around caster, 2 turns) You cause all animals in range to run in fear for the duration. All those affected by fear can only use their action to dash, doubling their movement.
Naturewatch(Action, self, 20ft radius from caster, 1 minute) You can determine the condition of plants and animals. Also allows the caster to know if plants are dehydrated or animals malnourished and other issues.
Goodberry(Action, touch, instant) You create a berry that acts as a full day of nourishment. This also heals 1 health in combat to all creatures. This spell does not affect undead and vampires.
Entangle(Action, 400ft, 40ft radius, 1 minute) Grow grass and vines to reduce movement. All within the affected area have their movement halved, rounded down for the duration.
Endure Elements(Action, touch, 1 creature, 1 day) You bless a creature with the ability to withstand the elements. Does not negate damage done by the environment, just the temperature.
Easy Trail (Action, 40ft, 40ft radius, 1 hour) You radiate an energy that gently pushes plants aside. Anyone in the area of the spell (including you) finds the undergrowth held aside while they pass and hiding the trail after.
Druidcraft(Action, self, self, instant) You can create a harmless sensory effect, make a flower bloom, predict the weather in the area for the next 24 hours, or light/snuff out candles, torches, or small campfires.
Detect Animals or Plants(Self, action, 1 plant or animal, 10min) You can locate a particular plant or animal within range. You must have knowledge of the animal/plant in order for this spell to work.
Charm Animal(Action, 25ft, 1 animal, 1 hour) You charm an animal, making it friendly towards you. It can help you but will not fight for you.
Calm Animals(Action, self, 3 spaces around caster, 1 minute) Your spell soothes animals around you, making them docile for the duration. Animals can resist it.
Blockade(Action, touch, some plant matter, 2 turns) You grow a small bit of plant matter to fill a space. That space can be up to six feet tall and six feet wide. The plant matter remains after the spell ends but can be manipulated.
Animal Messenger(Action, 25ft, 1 tiny animal, 1 day) You compel a tiny animal to carry a message to an ally you designate. They cannot speak, but they can carry a letter or piece of paper.
Wood Shape(Action, touch, 10 cu. ft. of wood, instant) Wood Shape enables you to form one existing piece of wood into any shape that suits your purpose.
Apprentice (cost 3)
Adept (cost 4)
Expert (cost 5)
Necromancy -Adept
Novice (cost 2)
Black Lungs(Action, touch, 1 creature, 1 hour) The creature's lungs fill with black ooze, reducing movement to 1. The target also receives an additional 1 damage from all sources.
Cause Fear(Action 25ft, 1 creature, 2 turns) Causes the target to be struck with fear, forcing them to use their movement and action to get away from the subject of their fears.
Chill Touch(Action, touch, 1 creature, instant) The target takes 1 point of necrotic damage, and they deal 1 damage less from their next melee attack ('Lich Slap')
Death Armor(Action, self, melee range, 2 turns) The caster surrounds themself with crackling necrotic energy. All creatures within melee range take 1 necrotic damage per turn.
Deathwatch (Action, self, sight, 10min) The caster can sense the energy of those on the brink of death. This helps identify those that are hanging onto life by a thread.
Decomposition(Action, 50ft, 1 creature, 2 rounds) The target is hexed. Every wound they sustain festers and rots, which causes them to take an additional 1 point of damage. If the creature dies, their body rapidly decomposes.
Doom(Action, 100ft, 1 living creature, 1 minute) The target becomes fearful of a coming doom. For the duration, the target cannot use their action.
Spare the Dying(Action, touch, 1 creature, instant) Save the creature from bleeding out.
Raise Undead(Action, 25ft, Corpse, 5minutes) Caster can raise one corpse at novice level. Bodies must be available. Petty soul gem required.
Apprentice (cost 3)
Adept (cost 4)
Restoration - Apprentice
Novice (cost 2)
Conduit of Life(Action, self, self, 10 minutes) You plant a seed of healing within yourself, granting you regeneration of 1 health per turn for the duration.
Disrupt Undead(Action, 30ft, 1 undead creature, Instant) Target undead is paralyzed for 1 turn
Ease Pain(Action, touch, 1 creature, instant) Relieves lingering pain from the target. This does not heal. Any new pain caused after you cast this spell will not be neutralized. Must be recast if new pain is introduced.
Purify Food and Drink(Action, 20ft radius, AoE food and drink, Instant) You purge food and drink of anything that could harm a creature within the radius of the caster.
Healer's Sight(action, self, self, 10min) The caster can see the organs, veins, and arteries of a living creature they see. This not only helps a healer, giving an additional 1 health every time they do heal, but also allows the caster to exploit the weaknesses of the creature and deal 1 extra damage from all sources.
Apprentice (cost 3)
Equipment:
Worn/Carried
Cloth Armor (+3 magicka, +1 magicka regen)
Mask resembling a bird skull
Staff (Fungal-themed. Enchanted: Flame Strike; 3 charges; requires common soul gem to recharge)
Dagger (silver)
Belt Pouch - Containers (3x small containers with holes in the lids containing bugs, 1 of foraged foods)
Belt Pouch - Potions (contains 1x apprentice magicka potion, 1x adept health potion, 1 slot empty)
Belt Pouch - Reagents (assorted reagents and tools for the field, 1 common soul gem, 1 lesser soul gem, 1 petty soul gem)
Internal Pockets (in cloth armor) - Coin Purse, satchel of tea, small notebook with charcoal pen, makeup compact.
Learning Log
MM/DD/YYYY
Combat:Spider Climb (Apprentice Nature Magic) - Start 7/4/2023, End 7/18/2023Non-Combat:
Animal Handling (Apprentice to Adept) - Start 5/29/2023, End 7/24/2023.
Body Type: Somewhat short, his body toned and well trained by a life in the marsh.
Hair: A pair of dark brown fins, with a stripe of feathers on head. With small spines leading up to his muzzle.
Eyes: Deep orange to amber with slitted pupils.
Languages: Jel, Cyrodiilic with occasional accent/patterns.
Appearance: Scales of dark browns and greys, with a series of scutes running down his back. An old, red dyed pattern covers large parts of his muzzle. Traditional argonian armour and weapons, darkened and dirtied by the road and habit.When not in armour, tends to be mostly light cloth in shades of green or brown.
Personality: Is slow to trust, and slow warm to people. Preferring to watch and size things up, to get a better feeling for someone before trying. He tends to let others lead in social situations, but is learning how things work by watching.
Tries to keep his feelings in check, secretly fearing it might trigger a change.Once he has warmed to someone he’ll see no issue in offering his help wherever he can. He holds no debts when he does someone a favour, viewing it as how life should be.
Body Type: Svelte but strong, with broad shoulders. A swimmer's body
Hair: Thin spines that rake back over his skull; he lacks horns
Eyes: Darker yellow-orange
Languages: A smattering of Jel, Ta'agra, Dunmeris and Cyrodiilic
Appearance:
Tall and lanky, with broad shoulders and thin arms and legs. His clothing is very Argonian in style, decorative out of nature, but utilitarian for practicality's sake. Thickly scaled, with striped markings and a brightly painted mark on his forehead, he doesn't necessarily stand out from other Argonians aside from being tall, and having his nose-brow pierced.
Personality:
A bit of an asshole, in short. He's defensive and careful with what he says, protective of himself and his friend, and has a bit of a proud streak. He doesn't see himself as any sort of hero, more like a guy just trying to get by, and would in fact call himself more of a rogue and a not-so-good-doer. Still, he takes pride in what work he does, and his relationships, and even sends his parents home some surplus money every so often. If he wasn't so mediocre at off-the-cuff planning, he could probably become a pretty good snake oil salesman, but he does have a soft spot for reading and is better at magic than melee.
Stats
Base Health: 11 Base Stamina: 4 Base Magicka: 11 Base Movement: 3Total Health: 12 Total Stamina: 6 Total Magicka: 13 Total Movement: 3
Stamina Regeneration: 2 per turn Magicka Regeneration: 1 per turn
Bosmer - +2 to stamina and Forest Folk (gain 1 extra movement in forests).
Berne
-Increased capability to sneak. Deal 1 point of extra damage when attacking from stealth and move 2 spaces farther per turn when sneaking-Possess more keen hunters sense and can pinpoint track heart beats senses within 30 ft-Takes 1 point of damage per every turn exposed to sunlight.
Stamina Regeneration: 2 per turn
Magicka Regeneration: 1 per turn
Combat and Non-Combat Skills:
Combat Skills: One handed (Expert), Throwing weapons (Apprentice), Illusion (apprentice)
Form a multi colored ray that strikes the target, Cause blindness for 1 turn unless negated. The caster is rendered invisible to the targets eyes if they are hit.
Stuns enemies infront of the caster, can also cause blindness or knock out. Roll a 1d40 to determine the affect.
2 or less: target suffers no ill affects
3: target is blind for 1 round.
4. target is blinded AND stunned
Phantasmal assailantsCast time: 1 action, range: 25 ft Duration: instant
Create Phantasmal images of nightmare creatures in the targets mind. If target resists, No affect. If they don't, Phantasms will strike causing 2 physical damage.
Create a spell of absolutely nothingness. Taking the targets senses of smell, taste, touch, hearing, and sight.
Mirror image (Greater)
Casting time: 1 action Range: personal Duration: 3 turnsCreate 4 duplicates of yourself into being. Create 1 additional image each round after the first turn, up to eight images. if all are destroyed the spell ends.
WEAPON ABILITIES
One hand (Expert)
Power Stance (Adept) - You deal extra damage equal to the level you used this for your next attack (FREE ACTION)
Dueling Stance (Adept) - You can counterattack the next melee attack made at you, dealing damage equal to the level you used (FREE ACTION)
Sundering Strike (Apprentice) - You deal damage based on the level you used this and the target takes extra damage from all sources based on the level you cast this, from novice to master: 2 (ACTION) This bonus lasts until the target is hit with an attack.
Lunge (Adept) - You can move an additional amount of space equal to half your movement rounded down, then make a strike, dealing damage equal to the level you used this ability. This is useful for closing distance. (ACTION)
Crippling Blow (Novice) - You deal damage equal to the level you used the ability and the target's speed is halved for X amount of turns equal to the level you cast it: 1 (ACTION)
Stagger (Novice) - As an action, strike an enemy with such force that they are staggered, dealing 1 damage and rendering them only able to either use their action or reaction for 2 turns.
Wide Swing (Apprentice) - As an action, swing your weapon(s) in a circle around you, dealing 3 damage to all enemies within melee range.
Wild Charge (Novice) - If you have moved at least three quarters of your maximum movement in a straight line, use a free action to deal 1 damage to a target in front of you and knock them down. If the target blocks this attack, instead stagger them for 1 turns
Firm Stance (Adept)- As a free action, take a firm stance. This prevents you from being staggered, knocked down, lifted, or grappled, for 4 turns.
Opportunistic Stance (Expert) - As a free action, prepare to exploit enemy movement. If an enemy attempts to leave your melee range before your next turn, automatically deal 7 damage to them. This can only affect one enemy, and only lasts until your next turn, before the ability must be reused.
Draining Strike (Apprentice) - As an action, strike an enemy for 3 damage. The strike can be calibrated to cause maximum disorientation or exhaustion; therefore, the damage this ability deals can be distributed between the target’s stamina, magicka, and health as you see fit, with a minimum of 1 health damage.
Maintain Momentum (Expert) - When dodging an enemy melee attack, strike back at the enemy simultaneously, dealing 7 damage.
Assassin
Passive: Targeting the same enemy with single-target martial melee abilities on consecutive turns increases damage by 20% on the first turn, and 40% on subsequent turns (rounded off).
Active: Once per day, a character can enter Assassin mode, doubling their movement speed, rendering them immune to any movement-impairing effects, and increasing damage dealt with all single-target martial melee abilities by 50% (rounded off). This mode lasts for 3 turns.
Assassin Abilities
Deep Wound: As an action, deal 5/7/9 damage. Additionally, the health, stamina, and magicka damage of any poisons on your weapon is increased by 20/30/40% (rounded off) for a minimum of +1, or for multiple-turn damaging effects, the duration is increased by 1/2/3 turns.
Equipment:
Leather Armor increases max stamina by 2 & increases stamina regen by 1
Voice of Cyrodiil (all allies gain +1 to damage they deal for 2 turns and can only be used once a day).
-Total Health- 9
7+2
+2 Imperial
-Total Magicka- 11
9+2
+2 Fur Armor
-Total Stamina- 10 - (+1 Regen)
10
+1 Regen (Fur Armor)
SKILLS
Combat
Learning |
Conjuration - Adept
Unarmed - Adept
1 Handed - Adept
Light Armor - Adept
Throwing Weapons - Apprentice
Polearms - Apprentice
Shields - Novice
Marksmanship - Novice
Duel-Wielding - Novice
2 Handed - Novice
Non-Combat
Learning | None
Pickpocketing - Adept
Lockpick - Adept
SPELLS
Conjuration
Adept
Instant Summons
Quill Blast
Apprentice
Bound Halberd
Bound Glaive
Bound Scythe
Storm of Needles
Novice
Bound Dagger
Bound Sword
Bound Spear
Gem Bomb
EQUIPMENT
Armor - Fur (Light)
+1 Stamina Regen
+2 Magicka
Dagger - Iron
Utility Pouch Bandolier
A bandolier with 3x pouches on it.
Pouches:
IMPORTANT DETAILS
Sloan's Ship
Sloan owns a pirate ship. It has a main deck, a secondary partial deck to the rear and two masts. Inside there is a captains cabin, a galley, two main storage areas, a brig, crew quarters and weapons storage. There are also a few smuggling compartments hidden.
There are two mini-catapults on either side of the ship about midway down the hull.
Equipment: Several throwing knives, porcelain mask, two healing potions, one magicka potion.
Currently learning: Changed Huntsman form (7/6/23)Accuracy (you touch a thrown or projectile based weapon to enchance the accuracy. This makes the attacks done by this weapon cost 1 extra STA to evade or block. 2 turns, touch) 07/06/23
Spell List
Novice (Conjuration)
Benign Transposition
Level: Novice
Casting Time: Instant
Range: 2 willing creatures within 50 ft of each other
Target two willing creatures. Instantly change their positions.
Bound Dagger
Level: NoviceCasting Time: Instant
Range: Self
Duration: 5 minutes
Creates an ethereal daedric dagger. Deals damage equal to your skill in the weapon.
Languages: Tamrielic, Nordic, Bretic, little Ta'agra
Alias: Ty, Twelve-Claw, Khenarthi's Wolf
Wolf: Eoghan Saltpaw
Appearance:
Tynnera is a bit short, both for Nords and for Cathay. She's lanky but corded with muscle from running and fighting, and her dark brown hair is kept back with braided beads and her fur is subtly patterned with stripes and spots. She holds herself in an aloof manner, or an impatient one, and is generally armored both against the cold and against attack, with a mix of styles between Nordic, Bretic and Khajiiti. She has large scars on her face, and several others on her body from fights, including bites on her arm and claw marks on her back.
Eoghan, when present, is nearly blue-white of fur, with scars that match his vessel and dark pink nose and paw pads. His left eye is pale blue, and his right is light yellow.
Personality:
Tynnera appears haughty and strong-willed, with a short fuse and a mouth as sharp as her knives. She usually gives people nicknames upon meeting them and likes to play pranks as a form of endearment- harmless things that may simply be a pain to clean up. In short, she takes care of herself, wants attention on her own terms, and has claws that she'll use if you pet her the wrong way. To describe her as catlike is apt.
This acts as a cover for her insecurities. Despite her father's help in working through her feelings, she fights because it feels better to be angry than to be sad. It's easy for her to fall back on being comfortable with anger when not home with him. When she does argue, she's passionate, if short-sighted, and ends up at self-defeatist talking in circles if she doesn't win within a few rounds of speaking, which has her storming off either furious or near tears depending on how upset she actually got. Most of her reason for her anger and flighty argumentativeness boils down to her want to be in control.
To that end, once you really get under her skin, she's a force to be reckoned with. Extremely loyal, a strong fighter and particularly down-to-earth about other peoples' problems (not so much her own, she festers on those easily enough). She offers blunt advice if asked, and would absolutely sacrifice a great deal- up to and including herself, though not pointlessly or without extreme merit- to protect her loved ones. She does have nightmares every so often and either takes walks or listens to music, or finds someone she trusts to curl up with to try and get better sleep.
RP Hooks:
Growing Up: Tynnera's accent doesn't suit a khajiit; it is without the quirks of an Elsweyr native, and instead strongly reminiscent of Nordic speech patterns. She also speaks little Ta'agra
Delving: One might find her in an abandoned area, or engaged with a creature she should probably not be fighting on her own. If assisted, she'll probably insult the one doing the assisting
Wanderer: Her travels have not necessarily given her a sense of direction or space. She knows Skyrim fairly well, but if found most anywhere else, has probably gotten there via carriage after falling asleep for too long
Nightmares: Sometimes she can be seen out in the wee hours of the morning when no sane person would be awake. About then, she's moody and closed-off, and generally paces or takes walks to clear her head
Fights: She has a short fuse and a strange sense of humor, very crude and somewhat rude. She picks fights because winning physically is easier than winning with words
Khenarthi's Wolf: Curiously, a white wolf has been seen, as if wandering with no goal. Tynnera swears she has never seen it despite coming back from hunts with claws and pelts to sell
Themes:
Absolute sucker for romance and found family
Character introspection and growth are big plusses, including negative growth
ERP is fine by me, especially when story-driven. Flings are fine too!
Conflict drives story. I'll still play even if your character doesn't like mine or vice versa
Stats
Base Health: 13 Base Stamina: 12 Base Magicka: 1 Base Movement: 3
Total Health: 15 Total Stamina: 17 Total Magicka: 2 Total Movement: 3
Stamina Regeneration: 2 per turn Magicka Regeneration: 1 per turn
Passives(Bosmer) Adv to stealth(Dunmer) Fire resistance
Ability ListBackstab - Stab a creature in the back, dealing critical damageParry - Uses one dagger to catch an attack and attacks with the otherThroat-cut - An assassination technique, deals critical damageTwinslash - Slashes daggers back and forth across someone's front
Spell List
Destruction[novice] Firebolt - You hurl a mote of fire at a creature or object within range. On a hit, the target takes fire damage. A flammable object hit by this spell ignites.
Illusion[novice] Apparation - This spell causes the subject's face to take on a horrible and terrifying appearance. You can create nearly any combination of hideous features — blue skin, parrot face, elephantine nose, rotting tusks, or worse — but you cannot duplicate the appearance of any specific creature or person.
[novice] Blur - Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you.
[novice] Minor Illusion - You create a sound or an image of an object within range that lasts for one turn. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
[novice] Phantasmal Force - Create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. An affected target is so convinced of the phantasm’s reality that it can take mental damage from the illusion, assuming the illusion is of a phenomenon that could logically deal damage.
[apprentice] Curse of the Putrid Husk - This illusion forces the subject to believe his flesh is rotting and falling off his body, and that his internal organs are spilling out. It lasts two turns.
[apprentice] Evil Glare - This spell, inspired by the malevolent gaze of the shadowy night walkers, causes your eyes to glow with dark energy. Immediately upon completion of the spell, you may target a living creature within range with your glare and that creature becomes paralysed with fear for two turns. You must be able to see the creature, and it must be able to see you (though it need not meet your gaze).
[apprentice] Manifest Nightmare - The target's greatest fear appears before him in illusory form for all to see. In order to disbelieve the illusion, the subject must first force himself to interact with it, to determine that it might be false.
Many casters use this spell simply to learn the nature of the subject's greatest fear, not caring whether the illusion actually causes the subject to panic.
Restoration
[novice] Heal Wounds - Heals minor/light wounds upon the target.
Shadowmancy[novice] Claws of Darkness - When you cast this spell, your hands become shadowy claws. Starting on your next action, you can use the claws to make unarmed attacks as if they were natural weapons. While this spell is active you cannot pick up or use objects in your hands.[novice] Control Shadows - The character can decrease the illumination of an area by as little as 5% (hardly noticeable) or as much as 100% (total darkness) in a 15ft range/radius. The darkness created can be pierced by magical means (Khajiit night eye, vampires sight etc) and see through the darkness created. But non-magical (torches, firelight etc) means will not lift the darkness. It last three turns.
[novice] Shadow Blade - You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. If you drop the weapon or throw it, it dissipates at the end of the turn.
[novice] Shadow Bolt - You hurl a bolt of shadows towards your foe, dealing cold damage on hit. (Tiered spell, each level learned in Shadowmany increases damage)
[novice] Shadowcloak - This covers the caster in shadows, making it near impossible for one to be detected while they move amongst the shadows. When an action is performed, this cover ceases to exist. Magical light also reveals them.
[novice] Wall of Gloom - You create a barrier of ominous shadow that obscures vision and deters passage. It is a sheet of darkness up to 40 ft. long, or a ring of darkness with a radius of up to 15 ft.; either form 20 ft. high.
[apprentice] Armor of Darkness - The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient protection from damage.
[apprentice] Control Shadows - The character can decrease the illumination of an area by as little as 5% (hardly noticeable) or as much as 100% (total darkness) in a 15ft range/radius. The darkness created can be pierced by magical means (Khajiit night eye, vampires sight etc) and see through the darkness created. But non-magical (torches, firelight etc) means will not lift the darkness. It last three turns.
[apprentice] Dance of the Spider - Black, shadowy energy covers your hands and feet, allowing you to scuttle across the walls and ceiling like a lurking spider. Function identical to spiderclimb spell.
Racial Boon: Magna Lineage (+1 magicka regeneration)
Armour Bonus: Cloth (+3 magicka)
Armour Boon: Cloth (+1 magicka regeneration)
Health: 8
Stamina: 5
Magicka: 18 (13 + 2 + 3)
Health Regeneration: 0 per turn
Stamina Regeneration: 1 per turn
Magicka Regeneration: 3 per turn (Magna Lineage +1, Cloth+1)
Other Bonuses:
Enchanting (Expert): Ileissa can place up to two enchantments on a single piece of equipment.
Enchanting (Master): Ileissa can carry one free soul gem that does not occupy a consumables slot. Additionally, staves that she uses have one additional charge.
Daughter to a prosperous trading family in Hammerfell - Relationship Status: Unclear.
Claims to have left on a stolen trade ship which was converted into a battle vessel when she was Quote young and stupid End Quote.
Former Pirate Captain - Status: Captured-Tried-Convicted-Cleared. Daggerfall Covenant sank ship in naval combat, survivors were placed into custody. Was offered a chance to join a Religious Order that pulled their weight to clear her of her crimes, which she accepted.
Member of a Holy Religious Order known as the Divine Conclave - Status: Temple was destroyed by Daemonic assault via betrayal of a higher-ranking member from within that was identified as a Daedric Cultist in secret. Number of survivors is unclear. Was a known devotee of Kynareth and was assigned a Mentor by the name of a Weylas Heronstride during her time there.
Appearance and Physique:
Doxmah has piercing green coloured feline eyes, a healed over scar on her left cheek hidden mostly through her fur which reaches down to her jawline, she has wavey markings upon her face shaded from black and grey mainly around the eyes and mouth that accentuate the wealth of colour and spirit in her eyes. She has long white hair that appears wild and falls about all over with streaks of dyed blue in it. Though mostly concealed beneath a robe in her mature years, her body is known to have a figure that could have once been a well-muscled, and commanding figure with mysterious markings all over her otherwise pristine white fur, hiding a variety of scars and healed over arrow punctures in her sorry hide. Her tail is long and continues a pattern upon her body at its base in varying shades of grey and black.
Skills and Abilities:
Doxmah is skilled in sailing and naval combat, having spent many years as a pirate captain. She also has training in healing and combat, having taken a position as a healer within her holy order. Additionally, she has experience in fighting Daedra and dark anchors.
Personality: Doxmah is a determined and devoted individual. A mother even, who cares deeply for those around her and seeks to make amends for her past mistakes. She is also courageous and willing to stand up against injustice to make up for a lifetime of her own.
Base Stats
Total Health: 8
Base Health: 8
Total Stamina: 10
Base Stamina: 8
+2 (Khajiit)
Total Magicka: 13
Base Magicka: 10
+3 (Cloth Armor)
Racial Bonuses: Khajiit Night Eye (can see in darkness!)
Up to 3 creatures of your choice within range reduce the cost to block and dodge attacks by 1 for the duration.
Prayer of Healing
Casting Time: 1 Action
Range: AoE centered on caster within 20ft radius
Duration: Instant
Heals all creatures within range for a total of 1 health, this may affect allies and enemies.
Searing Smite
Casting Time: Bonus Action
Range: Self, Melee Range
Duration: 1 Minute
Imbue your weapon with holy fire, converting your next weapon attack to fire damage instead of physical, once the attack lands the spell dissipates.
Apprentice
Devastating Smite
Casting Time: 1 Action
Range: Self
Duration: 1 Minute
Your next Smite attack deals double the damage.
Illusion
Alteration
Destruction
Lesser Powers
Purification - You can cause the closest non-mortal creature to gain the Fear effect for one turn. This counts towards allies AND enemies! They cannot resist it. This can only be done ONCE per event.
Equipment
Within a backpack with a dark cloth cut neatly and added to its surface contains:
A silver flask, filled with red spiced wine that’s engraved with the word “Hope-Wrecker” beneath a scene of a shipwreck graveyard above it, all around the canister.
Alchemist’s Supplies
Healer's Kit
Tinder Box
Gaming Set - Liar’s Dice
Manacles engraved with the worn and fading words “Property of the Divine Covenant” still upon them
Ship Captain’s Spyglass
Holy Symbol - Amulet of Kynareth
Staff - A long staff which ends with the depiction of a moon and golden orb that rests within it.
Steel Cutlass
Parrying Dagger
Clothes, Dark Sailor’s Uniform, Travelers, Priestess Robes.
Dunmer: +1 to stamina, +1 to magicka, Velothi Heritage (1 less fire damage)
Initiate Rank: +5 attribute points to allocate.
Adept Magicka Skill: +1 magicka
Cloth Armor: +3 magicka, +1 magicka regen/turn
Combat and Non-Combat Skills:
Combat Skills
Two-Handed: Staff - Novice
Dual-Wielding One-Handed: Dagger - Apprentice
Destruction -Adept
Illusion -Apprentice
Alteration -Apprentice
Conjuration -Apprentice
Non-Combat Skills:
Weapons Skills:
Two-Handed -Novice
Novice (Cost 2)
Leg Sweep - You sweep the leg and knock the target prone, causing damage and causing the foe to lose their turn.
One-Handed -Apprentice
Novice (Cost 2)
Cloak and Dagger - You attack a foe that is unaware of your presence, dealing your basic attack damage +1 per level of skill. At adept level and higher it also causes a target to be staggered for one turn.
Serrated Edge -As an action, deal damage equal to the ability level. This attack causes the target to Bleed, suffering an additional 2 damage for 1 turn per ability level.
Parry - You block your opponent's attack then counter attack in the same turn doing damage equal to that level. However you cannot block an attack more then one level higher then the level of your Parry.
Apprentice (Cost 3)
Spell List:
Destruction - Adept
Novice (Cost 2)
Chilling Chamber(Action, 25ft, AoE up to 10ft cube, 1 hour) - You drop the temperature in the area to below freezing. All creatures within take 1 cold damage per turn. Those within winter clothing can negate the damage. This can also be used to preserve food.
Ice Dagger(Action, 25ft, 1 creature, instant) - You create an icy dagger that you can throw at a creature. This deals 1 frost damage and 1 stamina damage.
Creeping Cold (Action, 25ft, 1 creature, 2 turns) - You freeze the creature's sweat, dealing 1 damage per turn until the spell ends.
Ray of Frost(Action, 25ft, 1 creature, instant) - You fire a beam of ice at a creature, dealing 1 frost damage.
Flash Freeze(Action, 25ft, 10ft square with 1 ft depth, instant) - All moisture within the area freezes, hardening rock and freezing water. This can be used to traverse water but beware of your footing!
Endure Elements(Action, touch, 1 creature, 1 hour) - You touch a creature and they become immune to extreme heat or cold caused by the environment. This does not include spell damage.
Ice Slick(Action, 25ft, 20ft square, 2 turns) - Covers a solid surface with a layer of slippery ice. You must move half your movement or slip and fall.
Frost Breath(Action, front, 20ft cone, instant) - You breathe out freezing winds, dealing 1 frost damage to all creatures within the area.
Apprentice (Cost 3)
Adept (Cost 4)
Illusion - Apprentice
Novice (Cost 2)
Silent Image(Action, 100ft range, 10ft cube area, 2 turns concentration) - You create the visual illusion of an object, creature, or force as visualized by you. It does not create sound, smell, texture, or temperature.
Change Self(Action, personal, 1 hour duration) - You make yourself - including clothing, armor, weapons, and equipment, look different. You can seem one foot shorter or taller, thin, fat, or in between. You cannot change your body type, otherwise the extend of the change is up to you. This is only appearance, so it does not provide the abilities/mannerisms or tactile/auditory features of the form.
Silence(Action, 100ft range, 20ft emanation, 2 turns or 1 hr. out of combat) - Complete silence prevails in the affected area; all sound is stopped. Conversation is impossible, and no noise issues from, enters, or passes through the area. It can be cast on a point in space, an object, or a creature.
Chameleon(Action, touch, 2 turns +1 turn/level or 1 hour +1 hour/level out of combat) -This spell alters the coloration of the recipient's body and clothing to blend in with the surrounding background, granting the subject an increased chance to evade detection. This effect does not break by taking action. The subject must roll a 1d2 for every enemy turn; a roll of 2 allows the subject to remain undetected that round.
Wall of Gloom (Action, 100ft range, 20ft long wall, 2 turn duration) - You create a barrier of ominous shadow that obscures vision and blocks line of sight, including darkvision. The wall is insubstantial, so creatures can move through it without penalty.
Apprentice (Cost 3)
Conjuration:
Novice (Cost 2)
Choke (Action, 25ft, 1 creature, 2 turns) - Invisible hands wrap around the target and attempts to choke them. This spell stops spellcasting.
Mage Hand(Action, 25ft, 1 minute duration) - Creates a hand that can move three spaces per turn. It can life and move objects that weigh no more than 10 pounds. Cannot attack with it.
Summon Crow Daedra(Action, next to caster, instant) - Summons a crow daedra. Areysa's crow daedra is named 'Quill'.
Apprentice (Cost 3)
Adept (Cost 4)
Alteration:
Novice (Cost 2)
Claws of Darkness(Free Action, self, 2 turns) - You grow clows made up of physical shadows for the duration. You deal 1 cold damage and the creature you hit is slowed for 1 turn. Slowed creatures can only move or make an action and cannot make a reaction.
Expeditious Retreat(Action, Self, Self, 1 minute) - Increases your movement speed by 30 feet and doubles your jump distance. This doesn't affect flying, swimming, climbing, and burrowing.
Alter Self(Action, self, self, 1 hour) You assume the form of the same type as your normal form (bipedal humanoid). You gain the abilities of your new form for the duration, like gills, night eye, etc.
Lesser Powers:
Novice (2 magicka)
Stay Thy Hand(Restoration; 1/day; Action, 30ft range, 1 creature, 2 turns) The creature you target takes 1 less damage from ALL sources but deals 1 less damage to others as well.
[Apprentice]Power Stance - You deal extra damage equal to the level you used this for your next attack (FREE ACTION)[Novice]Dueling Stance - You can counterattack the next melee attack made at you, dealing damage equal to the level you used (FREE ACTION)[Novice]Sundering Strike - You deal damage based on the level you used this and the target takes extra damage from all sources based on the level you cast this, from novice to master: 1, 2, 3, 4, 5. This bonus lasts until the target is hit with an attack. (ACTION) [Novice]Lunge - You can move an additional amount of space equal to half your movement rounded down, then make a strike, dealing damage equal to the level you used this ability. This is useful for closing distance. (ACTION)[Novice]Crippling Blow - You deal damage equal to the level you used the ability and the target's speed is halved for X amount of turns equal to the level you cast it: 1, 2, 3, 4, 5. (ACTION)
Ranged Weapon Abilities:
Equipment
Coinpouch
(50ft) Rope
Horsehair Brush
Iron Shortsword (One Handed)
Steel Greatsword (Two Handed)
Shortbow (Marksmanship)
Leather Armor
— Increases max stamina by 2 & increases stamina regen by 1
Bio: Once known as the Wolfslayer of Bangkorai, This orc has been around the block a few times being in everything from cults to legitmate organizations. A natural survivor, he has lived through things that would snuff out the existence of most men and women thanks to his strength and quick wit. When he is not in combat, he is often known to be interested in Chemistry and the Dwemer and it is often known for using chemicals and toxins as well as explosives in battle in addition to his Scythe, Kinslayer.
He does not truly know exactly how old he is but he knows he has been around for at least seventy years, yet still looks like he is at most in his mid thirties. He does not know the reason for this. He has a storied and colorful past but is slow to share that past with those that don't share said past or those he does not trust.
Endure Elements (Novice): You touch a creature and they become immune to extreme heat and cold caused by the enviroment. This does not include spell damage. (1hour/1creature/selftouch/action)
Fiery Furnace (Novice): You raise the temperature of the area. All creatures within take 1 fire damage. A spell that negates environmental damage negates the damage. This is also used as an enchantment to cook food. (1hour/AoE10ftcube/25ft/action)
Forcewave (Novice): A wave of raw force hits your opponent, dealing 1 physical damage and reducing their movement to 0 for 1 turn. (Instant/1creature/100ft/action)
Acid Orb (Apprentice): Creates an acid orb that bursts when it hits anything. This deals 3 acid damage to all creatures and plants within the AoE burst. All creatures become nauseated, losing their reaction. (Instant/AoE10ft/25ft/action)
Darkfire (Apprentice): You launch a dark flame that is invisible to all except those that can see through invisibility or have True Sight. This deals 3 fire damage per turn. (3turns/1creature/100ft/action)
Explosive Cascade (Apprentice): You cause fire to rain down in an area, dealing 3 fire damage to all creatures and plants. (Instant/AoE10ft/25ft/action)
Explosive Rune (Apprentice): You place a rune that explodes when a creature steps on it, dealing 3 physical damage to all to all within the radius. This takes a full turn to set. (Instant/AoE20ft/100ft/action)
Power Stance - You deal extra damage equal to the level you used this for your next attack (FREE ACTION)
Dueling Stance - You can counterattack the next melee attack made at you, dealing damage equal to the level you used (FREE ACTION)
Sundering Strike - You deal damage based on the level you used this and the target takes extra damage from all sources based on the level you cast this, from novice to master: 1, 2, 3, 4, 5. (ACTION) This bonus lasts until the target is hit with an attack.
Lunge - You can move an additional amount of space equal to half your movement rounded down, then make a strike, dealing damage equal to the level you used this ability. This is useful for closing distance. (ACTION)
Crippling Blow - You deal damage equal to the level you used the ability and the target's speed is halved for X amount of turns equal to the level you cast it: 1, 2, 3, 4, 5. (ACTION)
Novice Ability: Stand Your Ground! - You purge your allies of the fear status effect. They also take 1 less damage from all sources for 1 turn.
Apprentice Ability: Rally to Me! - All allies within twenty feet of you deal 2 more damage to all of their attacks and they are immune and purged of all negative status effects like fear, dazed, etc. This effect lasts 1 turn
-You are a wolf hidden among sheep. Animals will not be able to detect that you are a werewolf in mortal form.
-Enhanced smell akin to a scent hound. This can help you track your prey but is by no means pinpoint accurate. Distinct smells within 30 ft become more acute.
-Basic Skills-
There are the basic stats all Werewolves have. These are not including the unique powers for individual werebeasts further below.
Dark Metamorphosis
Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form.
Bestial Strength
In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away.
Bloodlust
Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn.
Beast Allies
Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
Enhanced Stamina
Werebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form.
Weakness to Silver
Werecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry.
Weakness to Poison
Poison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives.
No Restful Sleep
Werecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away.
Animal Detection
Animals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you. There are exceptions to this based on the type of werecreature you are.
Immunity to Disease
Werebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage.
Nature's Wrath
Werebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
* Steel (apprentice) - increases max health by 3 & decreases max magicka by 1
* Two hand Sword
* Healing bots
LORE:
Margo Jackson was a devoted Templar hailing from the Redguard kingdom of Hammerfell. Born into a family of skilled warriors, Margo was raised with a strong sense of duty and honor. As he reached adulthood, he joined the ranks of the Knights of the Flame, a revered order of Templars dedicated to safeguarding the realm from the ever-looming threat of Daedric creatures and dark magic. Margo's natural talent for combat and his unwavering faith in the Divines quickly earned him recognition among his peers. He honed his skills in both swordsmanship and restoration magic, becoming a formidable force on the battlefield. However, tragedy struck when his homeland of Hammerfell was plunged into chaos by a Daedric invasion led by the notorious Molag Bal. Fueled by a deep sense of duty and a desire to protect his people, Margo took up his sword and joined the fight against the Daedric forces. His unwavering faith in the Divines and his Templar abilities made him a stalwart defender in the war-torn lands of Tamriel. He fought valiantly alongside other heroes, braving treacherous dungeons, battling Daedric minions, and thwarting dark rituals. During his journey, Margo encountered diverse cultures and formed alliances with fellow adventurers, including mages and warriors from different races and backgrounds. He learned to harness the power of the Aedric magic bestowed upon him by the Divines, using his healing abilities to aid his comrades in battle and cleanse the land from the taint of Molag Bal's influence.
Special AbilitiesBackstab - Stab a creature in the back, dealing critical damage Flurry - A rapid attack of sudden strikesHidden-Blade - Activates a hidden blade in his gauntlet to attack unsuspecting foes (stealth attack)Lacerate - A quick strike in the front that causes bleed damageParry - Uses one dagger to catch an attack and attacks with the other Sudden Spin - A quick circle attack in the airThroat-cut - An assassination technique, deals critical damage Twinslash - Slashes daggers back and forth across someone's front to cause bleeding
Spell List
Alteration
[novice] Cat's Grace - You altar your body so you may becomes more graceful, agile, and coordinated while in battle.
[novice] Elemental Edge* - Your spell sends traces of magic into the edge of a weapon, and cause its physical properties to be changed in some way. Upon casting this spell, you can change the damage type of an equipped weapon based upon your chosen Edge.
Flame Edge: The weapon takes on a low ember, causing its edge to become red-hot. The damage type of the weapon is now Fire damage.
Cold Edge: The weapon frosts over, and becomes ice cold to the touch. The damage type of the weapon is now Cold damage.
Shocking Edge: The weapon begins to produce small arcs of electricity. The damage type of the weapon is now Lightning damage.
[novice] Enlarge/Reduce - You cause a creature or an object you can see within range to grow larger or smaller for the duration, either as long as it is casted or for one turn per illusion skill level (currently one). Choose either a creature or an object that is neither worn nor carried.
Enlarge: The target's size doubles in all dimensions.
Reduce: The target's size is halved in all dimensions.
[novice] Protect - You cast a magical shield to ward against incoming physical attacks. Anything stronger then the spell smashes the ward and you take damage. It lasts one turn.
[novice] Spider Climb - Until your magicka runs out or the spell ends, you gain the ability to climb up any surface that is no warded, able to move up, down, to the left and right, even upside down!
[apprentice] Bear's Endurance - You altar your body so you may have a larger health and stamina reserve. Causing you to take more hits and endure the battle longer.
[apprentice] Bull's Strength - You altar your body so you may becomes more stronger and your hits cause more physical damage.
[apprentice] Defend - You cast a magical shield to ward against incoming physical attacks. Anything stronger then the spell smashes the ward and you take damage. It lasts two turns.
[adept] Guard - You cast a magical shield to ward against incoming physical attacks. Anything stronger then the spell smashes the ward and you take damage. It lasts three turns.
[apprentice] Haste - Until the spell ends, the target's speed is doubled.
[adept] Primordial Ward - You create a ward and have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.Illusion
[novice] Captivate - The target becomes more willing to do as the caster asks or believes what they say for two turns
[novice] Fury - The target becomes enraged, willing to attack friend or foe for two turns.
[novice] Ghost Sound - You create figment sounds at a range of 25 feet. The volume of sound created depends on your level. You can produce as much noise as twelve humans (four per Illusion skill level). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans.
[novice] Serenity - The target is calmed and strong emotions are removed two turns.
[novice] Silence - For the duration, no sound can be created within or pass through a 20-foot-radius sphere centred on a point you choose within range. This lasts for two turns. It does NOT block spell casting.
[apprentice] Fear - The target grows fearful and scared, and may even flee combat but this effect only lasts for three turns.
[apprentice] Muffle - Your footsteps are softened (but not silent), making sneaking easier for a rouge. Casting another spells cancels this one out. It lasts for three turns.
[apprentice] Void-Gazer - You can see in perfect darkness, except for magical darkness. It lasts for three turns.
[apprentice] Pacification - Same as Calm, but stronger and for three turns.
[apprentice] Seductive Charm - Same as Captivate, but stronger and for three turns.
[apprentice] Rage - Same as Frenzy, but stronger and for three turns.
[adept] Chameleon - This alters the coloration of the recipient to match that of the surrounding background. When moving through areas where the background changes gradually (such as stepping from the edge of a forest into a green field), the coloration changes immediately. When the background changes abruptly (from forest to grey stone wall), one round is required to effect the change in coloration. The duration for the spell is four turns.
[adept] Frenzy - This spell inflicts the same effects as Rage but will affect multiple opponents with a 15ft radius with even stronger will power and last four turns.
[adept] Mislead - The caster becomes invisible while simultaneously making an illusory double. Invisibility is worn off once the caster attacks or casts a spell. The double may speak, behave, and move twice the caster’s speed if so need be. It lasts four turns.
[adept] Shadowshape - The user is rendered invisible for four turns or until another spell is cast. You are not silenced.
[adept] Voice of Dread - Same as Fear but stronger and for four turns.
Alchemy
Rivyn can make up to adept health potions and apprentice bombs.
Equipment:Two daggers (main weapons), various smaller onesA small amulet with a sea-shell
Ingredients: Milk Thistle Seeds/Fennel SeedsEffect: Target is stunned for 2 turns.
(Oblivion) Poison of Fright (Novice)
Ingredients: Pear/Wisp Stalk CapsEffect: Causes Fear for 2 turns.
(Oblivion) Poison of Severing (Novice)
Ingredients: Imp Gall/Bone MarrowEffect: One Magkica damage over the next two turns.
(Oblivion) Poison of Silence (Apprentice)
Ingredients: Rice/Bergamont Seeds
Effect: For 3 Turns Target can not speak or cast.
(Skyrim) Poison of Weakness to Magic (Apprentice)
Ingredients: Torchbug Thorax/Salt Pile
Effect: Render enemies weak to magical damage depending on the strength of the potion.
(Skyrim) Poison Of Damage Magkica (Apprentice)
Ingredients: Butterfly Wings/Hanging Moss
Effect: Damage Magicka reduces the value of the target's Magicka. Damage Magicka causes a total of <mag> points of damage, instantaneously. There are two additional variants of this effect, documented on their own effect pages: Ravage Magicka and Lingering Damage Magicka. All three of these effects are available from poisons, but only Damage Magicka is available as an enchantment.
Poison of Damage Health (Adept) (Learning 6/23/23--->7/21/23)
Marksmanship (Adept)
Bows, Crossbows, and other Propulsion Weapons - Start fights with 20 projectiles. When using a basic attack, optionally spend 2 stamina to launch a volley of arrows in a 45-degree cone, dealing to all enemies (and allies) up to 90 feet away.
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger still functions as a battleaxe. A creature that interacts with the disguised sis next gets a Will is highly likely to recognize it as an illusion. For example, a person that touched you and realized that the tactile sensation did not match the visual one would be quick to see through the illusion.
The caster envelopes a target in sickened disorientation.This spell makes the world appear to be tossing and rippling in a nauseating manner. The subject is sickened and nauseated for the duration of the spell. While nauseated the target cannot take action. Affected targets can expend Magicka in the following turn to negate the spell.
Blinding Color Surge-Range 100ft-Casting Time:1 Action-Duration: 2 turns.
You point at the target of this spell. The colors of your clothing, skin, and hair shine for a brief moment before they surge away from you, forming a multicolored ray that strikes your target. You disappear as the colors of your body and items leap from you into the beam and render your foe blinded as they are awash in blinding color. When you cast this spell, you target a single foe with the colors stripped from your form. If hit, the target must negate the spell through will or be Blinded for 1 turn. Spells and attacks from blinded foes do require no stamina to dodge. The caster is rendered invisible to the target’s eyes only should the spell hit, even if the target negates the blindness through Will.
The sound from this spell is as loud as a pitched battle and is audible far beyond the spell's area. Outside the spell's area, the sound is merely loud but harmless. Inside the spell's area, the sound is overwhelming. All creatures within the spell's area find it difficult if entirely impossible to listen. Spellcasters within are distracted and must roll a 1d5 where a 1 results in failure to cast their spell. A creaking cacophony spell enhances and focuses sonic energy. Creatures in the area susceptible to sonic damage take 1 point of extra sonic damage
Necromancy Spells
Novice
Black Talon-Range:Personal-Casting Time: 1 Action-Duration: 2 Turns.
Infuses one of your arms with necrotic energy. On top of your unarmed dealing damage equal to your skill, but also grants an additional 1 necrotic damage.
Infuses a weapon you touch with serrated edges. If a creature is struck by it, they bleed for 2 turns, dealing 1 point of unavoidable damage per turn.
Cause Fear-Range 25ft-Casting Time 1 Action-Duration 2 Turns.
Causes the target to be struck with fear, forcing them to use their movement and action to get away from the subject of the fears.
Apprentice
Conjuration Spells
Novice
Fog Cloud-Range: 100ft-Area 30ft-Casting Time 1 Action-Duration: 10 minutes.
Obscures creatures and blocks sight.
Grease-Range: 25ft-Area 20ft-Casting time 1 Action-Duration: 2 Turns.
Creates a slick of oil that causes creatures to slip and fall if they move on it. It is flammable, increasing fire spell damage by +1 if cast on a creature in the oil.
Sticky Floor-Range: 25ft-Area: 20ft Radius-Casting Time 1 Action-Duration: 2 Turns.
Creates a sticky substance in the area. All creatures caught in it cannot move.
Apprentice
Restoration Spells
Novice
Conduit of Life-Range: Self-Area: Self-Casting Time 1 Action-Duration:10 Minutes.
You plant a see of healing within yourself, granting you regen of 1 health per turn for the duration.
You embue your weapon with fire. This converts your next weapon attack to fire damage instead of physical damage. After the next successful attack the spell ends.
Prevent Poison (Novice)-Range:Touch.-Casting Time 1 Action.
Prevents a creature from getting poisoned up to the level it is cast. This does not neutralize existing poison.
Apprentice
Werewolf Passive Skills
Dark Metamorphosis
Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form.
Bestial Strength
In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away.
Bloodlust
Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn.
Beast Allies
Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
Enhanced StaminaWerebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form.Weakness to SilverWerecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry.Weakness to PoisonPoison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives.No Restful SleepWerecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away.Animal DetectionAnimals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you. There are exceptions to this based on the type of werecreature you are.Immunity to DiseaseWerebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage.Nature's WrathWerebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
Equipment: Chainmail Armor, Two daggers. One bow with arrows, One poison of Paralysis (Novice) One Poison of Silence (Apprentice) one Health Potion (Novice), Ring of Fireball (Adept) (1Charge) Climb Walls (Na
ture, novice) - 1 use per day for free, Disease Resistant - You can negate disease or poison damage ONCE per event.
Werewolf (Rollin, Hunting Advisor)
Total Health:14
Base Health:8
+6 (Lycanthropy)
-1 Physical DMG (Lycanthropy)
Health Regen:0
Base Magicka:6
Mag Regen:1
Total Stamina:18Base Stamina:12+6 (Lycanthrophy)
Racial +2
Stam Regen:1+1 (Lycanthrophy)
Racial Bonuses: +2 to stamina (Khajit)
Bestial Strength
In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are stron
g enough to throw foes back up to 2 spaces away.
Beast Allies
Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
-You are a wolf hidden among sheep. Animals will not be able to detect that you are a werewolf in mortal form.
-Enhanced smell akin to a scent hound. This can help you track your prey but is by no means pinpoint accurate. Distinct smells within 30 ft become more acute.
Physical Description: Red hair, bright blue eyes, pale skin, and full lips. She is lithe and very slender, even for a Breton, and yet is contrastingly busty. She is athletically built despite her slight frame, a lot stronger than she looks. Her naturally wavy hair is usually kept short, or if allowed to grow long, tied up to keep out of her face. She has visible scars on her back from unknown horrors.
Personality: Diara is amostly pleasant, friendly person, though life has taught her to be cautious and wary of people in general. She is exceptionally perceptive, no doubt as a result of her skill with Illusion Magic, and hasa sensitivity to others that can make her very endearing when she lowers her guard. She loves to read, to cook, and experiment with alchemy and enchanting. She is very practical, not prone to emotional outbursts, and in fact tends to do everything she can to hide her sensitive nature. She is young and despite having travelled widely, still quite inexperienced in many ways. She believes strongly that justice is what you make it, believing often that both the laws of men and gods don’t always serve the greater good, and so is not above a ‘means justify the ends’ approach at times. She has killed in self-defense, but has a respect for life that means every death weighs on her conscience. She is straight-forward, plain speaking, and loyal to the death once her trust is earned.
Background: Diara was born to a semi-well off merchant who settled in Glenumbra. Her mother died in childbirth and for a time she was raised by her father, a crafty and semi-corrupt man with strong ties to the thieves guild. That being said he loved his daughter, and did everything he could to spoil her. When she was eight years old however, her father’s ship disappeared and he never came home from one of his trips overseas. For months she was without answers, but eventually she got news that her father had been killed by pirates. She was sent to live with her mother’s relatives in Cyrodiil, who spent through her inheritance rather quickly. She was abused in ways she would rather forget, and at the age of thirteen, she finally had enough and ran away and began living on the streets, picking pockets and using her innate ability with magic to perform illusion shows and earn coin however she could. She learned the hard way not to trust people, as she got more than one promise of refuge, only to find someone was after her body, her magic, or something worse. She learned not to trust easily as a result.
That started to change a little when sheturned sixteen, and she picked the pocket of a Mercenary named Vergnar True-Heart, a very gruff Nord who caught her but rather than turning her in, felt he could put her skills to good use. Thus began her life as a mercenary. Vergnar taught her to fight, to read, to dungeon delve, and how to fend for herself in general. She went on many adventures with him across Tamriel, and got along well with the other mercenaries in the Silver Sword Mercenary Company, picking up skills from the other mercenaries where she could, though they never considered her a full member and she occasionally had to break a few hands or even faces when some of the men got too handsy.
Her mentor was very old though, and not able to take hits like he used to! Eventually he passed away from an infection that no healer could cure despite their efforts. The loss of another father figure has left her bitter and angry at the gods, who she had prayed to for days in an effort to spare him. She is now on her own again and looking for any means to earn coin.
Al'asan's hair is well-groomed. He's got a thin goatee beard and thick dreadlocks coiled into a long ponytail.
Al'asan is of average-height (5'10") and lean with toned muscles that suggests that he is agile and strong, indicative of the nimbleness required for his past thieving profession.
He has a deep, warm brown skin tone. He's got a small scar on the right side of his jaw and a smaller scar on the bridge of his nose, with a sharp jawline and high cheekbones. His nose is straight with a slight upward bridge that gives his face a rugged, angular look.
His eyes are almond-shaped with eyebrows that are full, but thin, angled to give him a natural focused expression.
Personality
Al'asan typically has a calm and easygoing demeanor. While he's is not particularly charismatic, he does have a very keen sense of empathy and is able to read and adapt to the room he's placed in. He values his freedom and independence above all else. He is not one to be tied down by obligations or commitments, preferring to go wherever his heart takes him. This can sometimes make him seem unreliable or flaky, but he always tries to follow through on his promises, especially for those he considers friends and family. He does not shy away from hard work when he sees the value in it.
RP Hooks
Al'asan may have been a city dweller, but he has a deep appreciation for the natural world. He'll enjoy trips outside the Bastion, exploring the nearby forests.
While he's no longer actively involved in thieving, Al'asan still has a knack for executing heists. He's happy to lend his expertise to anyone who needs help with a job, as long as the payout (or person he'll tag along with) is worth his time and effort.
There's nothing Al'asan loves more than sitting around a campfire, swapping stories and sharing drinks with friends. He's always eager to listen to tales of your character's past.
Al'asan has found that his skills as a thief can come in handy as a bounty hunter. He'll always be happy with pursuing a bounty contract with another guildmate.
He's a good listener and may offer advice or a sympathetic ear to those who need it. This could lead to opportunities where others seek him out for support or guidance.
Themes
Adventure: Al's a wanderer at heart and loves exploring new places.
Heists: Al'asan's criminal background makes him a natural fit for anything heist-themed.
Redemption: His criminal past also carries a weight on his shoulders. This would make him great for anything leaning towards redemption.
Romance is fine. It may take time for him to open up to anyone romantically. Give it time!
ERP and flings are fine. It may or may not take time for Al to open up to the idea depending on his thoughts about your character.
Conflict drives story. I'll still play even if your character doesn't like Al or vice versa.
Golden hair that naturally curls. Pink skin that is properly cared for and maintained. Despite her beauty and position as a Lady in House Lalaith, she has muscle due to her smithing and tinkering hobbies. Her eyes are a vibrant amber.
Personality:
The woman was once an emotionally closed individual that spoke to others in strictly business. Over the past six years, her relationship with Mala and her wife, Angela, have softened her normally rocky exterior. She is kind most of the time and ignores her emotions when duty calls her. She is loyal to her family and friends.
Stats
Racial Bonus: Imperial (+2 health)
Racial Boon: Voice of Cyrodiil (all allies gain +1 to damage they deal for 2 turns and can only be used once a day)
Armor Bonus: Dwemer Plate (+2 health)
Armor Boon: Dwemer Plate (-1 magic damage taken)
Armor Bane: Dwemer Plate (-1 stamina regen)
Health: 12 (8 + 2 + 2)
Stamina: 8
Magicka: 10
Health Regen: 0 per turn
Stamina Regen: 0 per turn (1 - 0 from Dwemer Plate)
Platinum blond (altmer heritage), loose hair that falls down to her thighs. Chalky white skin, light blue eyes (altmer heritage). Scrawny with toned muscles.
Personality:
The young mer is very wary of strangers and is very hesitant around men due to her past trauma. She absolutely loves her family and those she chooses to dedicate her life to. She is fiercely loyal and kind, but she is cold and calculating when she is on the job or when she has to step up and do the things that others shy away from. When someone angers her, she usually resorts to violence to remove what angers her.
Stats
Racial Bonus: Altmer (+2 magicka)
Racial Boon: Magna Lineage (+1 magicka regeneration)
Brown shoulder-length hair, often bound up in various hairstyles. Grey skin, red eyes (though one particular disguise she uses often shifts her eye colour to blue). Slender and lean.
Personality:
Several different people live inside Liriel’s head, and in consequence her personalities vary greatly, from warm and bubbly to cold and calculating to downright mean. However, across all personalities, she is extremely creative and immersed in the musical and literary arts. She also finds entertainment in chaos, and tends to care little for those outside of a select few, even if she frequently acts otherwise.
Statistics
Racial Bonus: Dunmer (+1 to magicka, +1 to stamina)
Racial Boon: Velothi Heritage (-1 fire damage)
Armour Bonus: Cloth (+3 magicka)
Armour Boon: Cloth (+1 magicka regeneration)
Health: 8
Stamina: 7 (6 + 1)
Magicka: 16 (12 + 1 + 3)
Health Regeneration: 0 per turn
Stamina Regeneration: 1 per turn
Magicka Regeneration: 2 per turn (Cloth+1)
Other Bonuses:
Enchanting (Expert): Liriel can place up to two enchantments on a single piece of armour.
Enchanting (Master): Liriel can carry one free soul gem that does not occupy a consumables slot. Additionally, staves that she uses have one additional charge.
Voice of Cyrodiil (all allies gain +1 to damage they deal for 2 turns and can only be used once a day).
+1 Movement (Expert Athletics)
Sanctified Amulet of Mara
-1 Restoration Magicka Cost
-Total Health- 16
10+6
+2 Imperial
+3 Heavy Iron Armor
+1 Heavy Armor Adept
-Total Magicka- 6
6
-Total Stamina- 12
10-1+3
-1 Heavy Iron Armor
+2 One Handed Expert
+1 Heavy Armor Adept
SKILLS
Combat
Learning | Heavy Armor - Expert - 05/20/23
One Handed - Expert
Large Shield - Expert
Restoration - Adept
Mysticism - Adept
Heavy Armor - Adept
Small Shield - Adept
Unarmed - Adept
Non-Combat
Learning | None
Athletics - Expert
Acrobatics - Expert
SPELLS
Mysticism
Adept
Forbiddance - Soul
Antimagic Field -Body
Apprentice
Absorb Spell - Body
Crown of Clarity - Mind
Modify Memory - Mind
Novice
Ancient Knowledge - Soul
Identify - Soul
Alarm - Soul
Restoration
Adept
Aid
Destructive Wave
Invest Heavy Protection
Apprentice
Beacon of Hope
Shield Other
Staggering Smite
Novice
Conduit of Life
Heroism
Wrathful Smite
Martial Skills
One Handed - Optionally, reduce the damage of damaging martial melee abilities by 1, in exchange for -1 stamina cost. Minimum of 1 stamina cost.
Expert
Dueling Stance - Novice-Expert
Opportunistic Stance - Novice-Expert
Maintain Momentum - Novice-Expert
Small Shields - -1 stamina cost for blocking; minimum of 1 stamina cost. Gain active novice ability Shield Bash: as a free action, strike one target with your shield, dealing 1 damage and causing them to be unable to block the next attack. Does not work on enemies with large shields. Costs 2 stamina.
Large Shields - Can block one additional attack in one turn. Can be placed on the ground (1 action) to provide static cover at no stamina cost. User cannot be staggered.
Scourge
Passive: All martial melee area-of-effect abilities have double the range.
Active: Once per day, a character can enter Scourge mode, causing basic attacks to hit all enemies around the character, at a range of double the usual melee range. At a cost of 3 stamina, the Bleed effect of Serrated Edge can be applied to basic attacks, lasting 2/3/4 turns. This mode lasts for 3 turns.
Wavy white hair. Slightly thinner than average, but not overly so. Reasonably fit build, with toned muscles. Grey eyes.
Personality:
Kind, caring, endlessly self-sacrificing. Often hard on herself but will stop at nothing to help others, especially the ones she loves. A bit of a bookworm and a nerd, or at least as much of one as a fighter can be.
Additional Details: She is afflicted with vampirism of the Lamae Bal bloodline, something that gives her no end of grief and discomfort. She has an alter ego, achievable with magic, which she uses in formal aristocratic settings: Angelica. This appearance has straight light blue hair, blue eyes, and a somewhat different facial structure.
As an adopted daughter of the patron of a minor noble house, House Sarien, Angela is technically nobility. Most often she performs her public duties in the guise of Angelica Sarien, but she also has much private work in the form of managing the financial and business interests of her house in Hammerfell. On the plus side, she gets quite a lot of money in return.
Statistics
Racial Bonus: Breton (+2 magicka)
Racial Boon: Magna Lineage(+1 magicka regeneration each turn)
Affliction Bonus: Vampire (+3 to stamina)
Affliction Boon: Lamae Bal Bloodline (+1 health regeneration per turn at night or in darkness, negated for one turn by fire, silver, or holy damage)
You project your astral self as a spirit, leaving your physical body behind in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry where you can move freely. You are treated as a spirit and affected by holy magic and can be harmed by other spirits and seen by spells that detect spirits. You may choose to enter the physical plane at will, where a new physical body (and equipment) will be formed. Any damage inflicted to this body is transferred to your real body as psychic damage, dying in this form sends you back to your real body instantly but unconscious. Otherwise your body simply waits behind in a state of suspended animation until you choose to return to it. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form.
You can enter the mind of a creature and learn what you want to learn from them. You may also modify their memory as you please. The only way to get the original memory back is to use a spell that draws out the truth or a spell that explores a creature's memories.
Expert
Absorb Spell -Body
Duration: Instant | Target: Self | Use: Reaction
Upon casting, any bolt or beam type spell up to the level you cast this spell will be absorbed. You also regain magicka equal to what you spent PLUS the magicka cost of the opposing spell. Can only be used on spells of it's level and lower.
Picks up objects and manipulates them freely. You can also hurl it at a creature, dealing 7 physical damage.
Vision - Soul
Duration: Instant | Target: Self | Use: Action
This spell allows you to ask one question about an event that happened at the location in the past. The more specific the question, the clearer the answer.
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger.
While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must spend magicka to resist. On a failed resist save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 5 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target must spend double the magicka to resist.
All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.
You can see and hear a creature, which may be at any distance. The difficulty of the scrying depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.
Knowledge Of The Subject | Bonus To Success Chance
None* | Very Low
Secondhand (You have heard of the subject) | Low
Firsthand (You have met the subject) | Fair
Familiar (You know the subject well) | High
*You must have some sort of connection to a creature you have no knowledge of.
Connection To The Subject | Bonus To Success Chance
Likeness or picture | Fair
Possession or garment | High
Body part, lock of hair, bit of nail, etc. | Very High
If the spell succeeds, you can see and hear the subject and the subject's immediate surroundings. If the subject moves, the sensor follows at a speed of up to 150 ft./Turn. The sensor has your full visual acuity, including any magical effects.
!!!The subject can choose to allow the spell to work on them if they are aware the attempt has been made therefore skipping the chances and guaranteeing success!!!
If the spell fails you can't attempt to scry on that subject again for at least 24 hours.
Apprentice
Dispel Other - Body
Duration: Instant | Target: 1 creature | Range 30 ft. | Use: Action
You can immediately dispel any spell and its effects cast on another creature up to [Apprentice Level]. Higher level spells are reduced in effectiveness.
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Revelation creates an area in which all things appear as they actually are. The burst reveals objects in the same way as a true seeing spell, though it lasts for only 1 round. Unlike with true seeing, all creatures in visual range can see the effect of the spell. The spell does not dispel any magical effects, it only temporarily reveals them. Should a creature pass through the burst during its duration, any hidden elements on it are revealed, though they are again hidden as soon as the creature steps out of the area.
You cause a creature to mimic your every move for the duration. if you attack a target, they will be forced to attack the same target. If they attack an ally or the mimicking action
Novice
Absorb Elements - Body
Duration: 2 turns | Target: Self | Use: Action
When you take when you take [Elemental] damage The spell captures [novice level] incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra [novice level] damage of the triggering type, and the spell ends.
For the duration, you can read the thoughts of certain creatures. Until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature such as what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If the target is able to resist, the spell ends. The target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to attempt to resist the spell. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Dispel Magic - Body
Duration: Instant | Target: Self | Use: Reaction
You can immediately dispel any spell and its effects up to the tier that you cast the spell. Higher level spells are reduced in effectiveness (-1 effectiveness.)
You reach into the mind of one creature you can see within range. The target takes 1 psychic damage. You also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
Causes living creature targeted to fall asleep for at least one minute. If the subject takes damage, they will wake up.
Zone of Truth - Mind
Duration: 1 minute | AOE: 20 ft. radius | Range: 25 ft. | Use: Action
Create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, unless any creature within range is able to detect the illusion, the creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on detecting the illusion. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Nature
Expert
Control Weather - Elemental
Duration: 24 hours | AOE: 2 miles | Range: 2 miles | Use: 10 minutes
You change the weather in the local area. It takes 10 minutes to cast the spell. You can call forth weather appropriate to the climate and season of the area you are in. You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a new weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
Contradictory conditions are not possible simultaneously—fog and strong wind, for example.
You cannot control specific applications of the weather, where lightning strikes, for example, or the exact path of a tornado.
!!!A [Master Nature Mage] casting this spell doubles the duration and affects a circle with a 3-mile radius!!!
Adept
Aspect of the Wolf - Morph
Duration: 10 minutes | Target: Self | Use: Action
When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a wolf. You gain the Health-5, Magicka-2, and Stamina-5 attributes of an apprentice wolf, but you retain your own mental ability. Your base land speed becomes 50 feet. You gain low-light vision and scent. You gain a bite attack, which deals 5 points of damage with each successful hit, you can also choose to use a successful bite as a grapple attack after it hits. You cannot speak or cast spells while in wolf form. Your equipment melds into your new form and becomes nonfunctional. You can choose to end the spell early, otherwise the spell ends normally after it's duration or your health hits 0.
You awaken a tree or animal to humanlike sentience. The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
-An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.
-An awakened animal can't serve as an animal companion, familiar, or special mount.
-An awakened tree or animal can speak any language that you know.
Control Winds - Elemental
Duration: 10 minutes | AOE: 90 ft. radius / 40 ft. tall | Range: 90 ft. | Use: Action
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an "eye" of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit (for example, a 20-foot-diameter tornado centered 100 feet away).
Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.
-A downdraft blows from the center outward in equal strength in all directions.
-An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
-A rotation causes the winds to circle the center in clockwise or counter-clockwise fashion.
-A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: You can increase or decrease wind strength by one level every 4 turns. (The categories of wind strength are briefly described below)
-Strong winds (21+ mph) make sailing difficult.
-A severe wind (31+ mph) causes minor ship and building damage.
-A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
-Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
-A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.
You must concentrate for a turn to make a change to any of the effects.
You create a protected area. Nature obscures the area and only those the caster designates (or speaks a password) can enter unharmed. Anyone else who enters is met with traps within the area, all designated by the caster. Traps range from living vine traps, trees that attack trespassers nearby, spore traps that poision the air, heavy growth of plants.
Apprentice
Grasping Vine - Plants
Duration: 3 turns | Range: 30 ft. | Use: Action
Conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature will be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one.
Using nature magic, the user heals 3 damage on the target animal or werecreature.
Sudden Stalagmite - Elemental
Duration: Permanent | Range: 100 ft. | Use: Action
This spell creates a stalagmite about 1 foot wide at its base and up to 10 feet tall. If it encounters a ceiling before it reaches full size, it stops growing. The stalagmite grows from the ground under the target creature and shoots upward. An airborne creature more than 10 feet above the ground cannot be harmed by this spell. The stalagmite deals [apprentice level] piercing damage. In addition, a target that fails to evade it, can become impaled on the stalagmite and cannot move from its location until it is removed. The victim can break free from the stalagmite. The stalagmite can be removed in other ways as well, such as with a stone shape spell.
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
-If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected.
-If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Novice
Speak with Animals - Animals
Duration: 10 minutes | Target: Self | Use: Action
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Gust of Wind - Elemental
Duration: Instant | Range: 60 ft. | Use: Action
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
-A Tiny or smaller creature on the ground is knocked down and rolled 15 feet, taking nonlethal damage. If flying, a Tiny or smaller creature is blown back 15 feet.
-Small creatures are knocked prone by the force of the wind, or if flying are blown back 10 feet.
-Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 5 feet.
-Large or larger creatures may move normally within a gust of wind effect.
A gust of wind can't move a creature beyond the limit of its range. Any creature, regardless of size, takes a penalty on ranged attacks and hearing is harder in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
Evergreen - Plants
Duration: Instant | AOE: 10 ft. radius | Range: 100 ft. | Use: Action
You imbue a 10-foot-radius area of plant life with magical heat, instantly healing 1 damage and granting immunity to cold for the duration of the spell. Evergreen affects natural plants as well as plant creatures.
Druidcraft - Elemental|Plants
Range: 30 ft.
Whispering to the spirits of nature, you create one of the following effects within range,
-You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
-You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
-You instantly light or snuff out a candle, a torch, or a small campfire.
Vine/Thorn Whip - Plants
Range: 30 ft. | Use: Action
Using the stem of a plant, you create a long vine whip that lashes out at your command. The vine deals damage based on your [1 handed skill] If the creature is Large or smaller, you pull the creature up to 10 feet closer to you. If the stem used has thorns then so does the whip, and the creature hit by the whip takes +1 piercing damage.
Primal Savagery - Morph
Duration: 2 turns | Target: Self | Use: Action
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. On a hit, the target takes +1 acid damage in addition to your unarmed attack. After you make the attack, your teeth or fingernails return to normal.
Illusion
Apprentice
Blur
Duration: 3 turns | Target: touch | Use: Action
The subject's form appears blurred, shifting and wavering. This distortion grants the subject an increased chance of evading incoming attacks. Caster rolls a 1d2 against incoming attacks. A roll of 2 evades the incoming attack at no stamina cost.
A See Invisibility spell does not counteract the Blur effect, but a True Seeing spell does. Opponents that cannot see the subject ignore the spell's effect
Major Image
Duration: 3 turns | AOE: 15 ft. cu. | Range: 100 ft. | Use: Action
This spell functions like Silent Image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range. The image disappears when struck by an opponent unless you cause the illusion to react appropriately.
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with 1 physic damage.
Silent Image
Duration: 2 turns | AOE: 15 ft. cu. | Range: 60 ft. | Use: Action
Creates an image of any tangible phenomenon no larger than a 15-foot cube, and is purely visible (No sound, smell, etc.). Can use a turn to move such an object elsewhere.
Change Self
Duration: 1 hour | Target: Self | Use: Action
Make yourself including clothing, armor, etc. appear different. Caster can appear up to one foot shorter or taller, thinner, fatter, or in between. The caster must retain the general body shape (in Camille's case, a generally bipedal creature). The smaller details are up to the caster (add or obscure features, or even look like someone completely different). This does not grant the abilities or mannerisms of the chosen new appearance.
Witchcraft - Vaermina
!!!This is not a spell school!!!
Witchcraft is only available to those who have become a witch through the pledge of loyalty and servitude to one of the many Daedra. The number beside each spell indicate the number of uses per day the caster has to cast them. They require the use of no magicka and need not be spoken like regular spellcasting.
Novice
Augury - 3
EQUIPMENT
Armor - Chitin (Light)
+2 Stamina
+2 Magicka
Bow
Death's Lattice
A small dreamcatcher with mysterious powers that are yet to be discovered.
!This is a unique item that only Camille knows how to operate!
Utility Pouch Belt
A belt with 2x pouches on it (one on each hip)
Left Side:
-1x Bag of (203) Gold
-Sewing Needle and Thread
-Small Washcloth
Right Side:
Camille's Coloring Collection - A book
Spell Tome: Plant Growth
5x Cursed Whispering Stones
Piggy Bank
She keeps her piggy bank at home so it will rarely be on her but its where she keeps all her money that's not on her person.
Mock Character Sheet: Tim Timmy Tom
Total Health: 15
Base Health: 10
+3 (Steel Armor)
+2 (Imperial)
Total Stamina: 10
Base Stamina: 10
Total Magicka: 5
Base Magicka: 6
-1 (Steel Armor)
Racial Bonuses: Imperial (+2 to health and Voice of Cyrodiil)
Voice of Cyrodiil: all allies gain +1 to damage they deal for 2 turns and can only be used once a day
Stamina Regeneration: 1 per turn
Magicka Regeneration: 1 per turn
Combat and Non-Combat Skills:
Combat Skills: Destruction (apprentice), One Handed (novice), Heavy Armor (apprentice)
Non-Combat Skills: Acrobatics (novice)
Spell List:
Destruction:
Novice
Apprentice
Equipment:
Learning (Starting mm/dd/yy - Ending mm/dd/yy)
One Handed (novice -> apprentice): 9/23/22 - 10/14/22
Caspar "Adra" Ka'ai(WIP)
Basic Information
Age: 24
Race: Dunmer, Formerly of House Redoran
Gender: Female
Height: 5'11"
Weight: 170 lbs
Build: Toned, Lithe, Acrobatic
Occupation: Budding cat burglar/assassin
Total Health: 8
Base Health: 8
Velothi Heritage: -1 Damage from fire
Total Stamina: 17
Total Magicka: 6
Skills
Marksman
One-Handed
Alteration
Equipment
Learning
Combat Skill:
Too Close! > Adept (1/8/24 - 2/5/24)
Non Combat Skill:
Acrobatics > Adept (1/22/24 - 3/4/24)
(WIP)Demien "Dem" Scrapstone
Basic Information
Age: 32
Race: Redguard-Breton/Arabian Red Werewolf
Sex: Female Hair: Light Brown-Auburn
Eyes: Ochre Honey, intensifying to a near-glowing pale gold when her wolf threatens to take hold
Height: 6'9"
Weight: 240 lbs
Build: Densely Muscular, built like a linebacker
Occupation: Former career soldier
Total Health: 12
Total Stamina: 18
Total Magicka: 1
Skills
One-Handed/Shield
Thrown
Unarmed
Werewolf
Equipment
Learning
Combat Skill:
(One-Handed) Parry > Adept (
Non-Combat Skill:
Medium Armor > Adept (
Aedrienne "Aedrie" Rayne
Basic Information
Age: 28
Race: Breton
Sex: Female
Height: 5'4"
Weight: 110 lbs
Build: Slight dancer's build
Occupation: Good!
Deities: Mephala, Sheogorath, Clavicus Vile
Magic Style: Dolothurgy
Total Health: 8
Total Stamina: 4
Total Magicka: 18
Skills
Speechcraft
Mysticism
Restoration
Nature
Necromancy
Illusion
Alteration
Conjuration
Equipment
Fur Armor
Dirk
Short Spear
Rope
Hooded cloak
Stinky Copy of Sheogorath, His Madness, and His Cheese, Signed by Sheogorath, Haskil, and...Luna? Smelly eternally of a strong, pungent cheese.
Creaky Replica Chair: An identical replica of a chair from Aedrie's childhood home which perished in a fire
Room Key #392
Learning
Combat Skill:
Absorb Spell > Expert (1/13/24 - 3/9/24)
Non-Combat Skill:
Acrobatics > Adept (1/6/24 - 2/17/24)
Cenwe "Quincy" Crynzras
Basic Information
Age: 3442 Years Old
Race: Falmer/Snow Elf
Sex: Male
Height: 5'2"
Weight: 100 lbs
Occupation: Mala's Assistant (Falmer Ambassador and Former Falmer Noble Courtesan/Scribe/Butler)
Stats and Racial Features
Total Health: 5
Base Health: 5
Total Stamina: 7
Base Stamina: 5
+2 (Initiate Rank)
Stamina Regeneration: 1 per turn
Total Magicka: 24
Base Magicka: 16
+2 (Falmer Ancestory)
+3 (Cloth Armor)
+1 (Mysticism Adept)
+3 (Initiate Rank)
Magicka Regeneration: 2 per turn
Base Regen: 1
Cloth Armor: +1
Racial Bonuses: Falmer (+2 to magicka and Frozen Sanctuary)
Frozen Sanctuary: (reduce physical damage taken from human races by 1)
Combat and Non-Combat Skills
Combat Skills: Mysticism (Adept), Destruction (Apprentice), Alteration (Apprentice), Restoration (Apprentice), Light Armor (Novice)
Non-Combat Skills: Enchanting (Apprentice), Alchemy (Novice), Speechcraft (Apprentice)
Spell List
Mysticism
Novice
Apprentice
Destruction
Novice
Apprentice
Alteration
Novice
Apprentice
Restoration
Novice
Apprentice
Equipment
Cloth Armor
Book Bag of Holding
Enchanted Fountain Pen
Many, Many Books
Electrum Apprentice Mystic Gem Enchanted Earring
Electrum Apprentice Mystic Gem Enchanted Earring
+1 HP Each Turn you recieve healing
+1 Duration and -1 Cost of Mysticism Spells
+1 Cost to Cast non Mysticism Spells
Enchantment: Once per event Telepatic Aura - (20 minutes Duration | 100 ft radius around caster | Self | Action) - You can telepathically communicate with allies within the range of the spell. This is a one way communication, so creature won't be able to respond.
Learning
Combat Skill: Prying Eyes (Adept Level Mysticism Spell) - (06/29/2023 - 07/27/2023)
Non Combat Skill: Speechcraft (Apprentice - Adept) - (06/29/2023 - 07/27/2023)
Demlas al-Rihad
Redguard, 26 years old.
Slimmer and slightly taller (6'1, 185 cm) than most Redguards.
Attributes:
Total Health: 14
Base Health: 14
Total Stamina: 15
Base Stamina: 11
+2 (Redguard)
+2 (Leather armour)
Total Magicka: 1
Base Magicka: 1
Racial Bonus: Redguards +2 to stamina and Yokudan Descent (reduces the cost to dodge or block by 2 for 2 turns and can only be used once a day).
Stamina Regeneration: 2 per turn
Base: 1
+1 leather armour
Magicka Regeneration: 1 per turn
Combat and Non-Combat Skills:
Combat Skills: One-handed (Apprentice), Unarmed (Novice), Marksmanship (Novice).
Non-Combat Skills: Stealth (Novice), Cooking (Novice), Speechcraft (Novice).
Martial Abilities:
Novice
Serrated Edge: As an action, deal damage equal to the ability level. This attack causes the target to Bleed, suffering an additional 2 damage for 1 turn per ability level. (One-Handed, Two-Handed, Unarmed) (Novice)
Leg Sweep: You sweep the leg and knock the target prone, causing damage and causing the foe to lose their turn. (All Skills) (Novice)
Bash: You bash your enemy with the hilt of your weapon, your shield or even your fists, causing the target to take a bit of damage and be off balance for a single turn, causing all attacks against the target to be increased by one for that round. The amount of damage caused by the bash itself depends on the level of the skill (All Skills) (Novice)
No Quarter!: When a foe attempts to withdraw from battle and is within your line of sight, you fire a fast strike to halt their movement. This deals 1 point of damage and reduces the foe’s movement by 10 feet per level of the ability (Marksman, Throwing) (Novice)
Assassin's Shot:
Apprentice
Equipment
Leather Armour (Novice): Increases Max Stamina by & Stamina Regeneration by 1.
Scimitar (one-handed).
Small crossbow and a few basic, mundane bolts which he keeps in a small leather pouch attached to his belt (Marksmanship).
A small backpack.
40 feet of rope.
A couple of torches.
A tinderbox.
A waterskin made of goat skin, filled with water.
Metal flask filled with oil.
1 company coin.
Learning (Starting mm/dd/yy - Ending mm/dd/yy)
Exploiting Shot (Novice): (07/07/2023) - (07/14/2023)
Lockpicking (Novice): 07/07/2023) - (07/14/2023)
Suthrys
('Sut'/'SutAmet'/'Amet')
Maormer Werecroc
Attributes:
Health: Mer form: 12 / Were-form: 20
Base: 12
Werecroc: +2 in werecroc form.
Were-creature: +6 when transformed
Stamina: Mer form: 15 / Were-form: 23
Magicka: 3
Regeneration
Stamina: 3/turn
Base: 1/turn
Were-creature: +1/turn
Armor: +1/turn (Leather armor)
Magicka: 1/turn
Movement: 3 (4 when wet)
Racial: +1 when wet (Maormer)
Racial and Other Bonuses
Racial: Maormer (+1 stamina, +1 magicka, Sea Pirates [+1 movement when wet, operate a ship without training)
Were-creature: +1 stamina regen, +8 health in werecroc form, +8 stamina in were-croc form. (+6 health and stamina from base werecreature, +2 health and stamina from werecroc)
Armor: Leather (+2 stamina, +1 stamina regeneration)
Jewelry: Circlet (Copper Circlet of the Apprentice Pugilist; -1 cost to end stagger effect, +1 duration and -1 cost to unarmed martial abilities, +1 cost of non-unarmed martial abilities)
Combat and Non-Combat skills:
Combat Skills
Unarmed: Apprentice
One-handed: Novice
Nature Magic: Apprentice
Non-Combat Skills
Martial Skills:
Unarmed: Apprentice (Adept when transformed)
Novice (Cost 1)
Leg Sweep: You sweep the leg and knock the target prone, causing damage and the foe to lose their turn.
No Escape!: When a foe attempts to move out of your melee range, you deliver a fast strike, halting their movement. This deals one physical damage and reduces the foe's movement by 10 feet per level of the ability.
Dual Strike: You strike the same target twice as a single action. This deals basic damage twice plus 1 additional damage per level. However, it leaves you open to attacks, causing your ability to dodge and block cost an additional point of stamina for one turn.
Apprentice (Cost 2)
One-Handed: Novice
Novice (Cost 3)
No Escape!: When a foe attempts to move out of your melee range, you deliver a fast strike, halting their movement. This deals 1 point of damage, and reduces the foe’s movement by 10 feet per level of the ability
Spells:
Nature Magic - Apprentice
Novice (Cost 2)
Beastmask (action, touch, 1 creature, 5minutes) Grants the creatre a nature blessing. All natural animals are calm around them for the duration. They still will defend themselves if necessary.
Create Water (action, 25ft, 5ft cube, 1 turn) You condense water from the air to generate clean drinking water. You can choose where the water will condense and can manipulate it for a turn.
Druidcraft (action, self, self, instant) You can create a harmless sensory effect, make a flower bloom, predict the weather in the area for the next 24 hours, or light or snuff out candles/torches/small campfires.
Apprentice (Cost 3)
Werecreature Details
Suthrys refers to the were-croc as Ametrine or Amet due to her purple and gold eyes. SutAmet is the transformed RP name of the transformed state, though sometimes it will simply be Amet or Ametrine when the croc is in more control than Suthrys.
More information about werecreatures can be found in the appropriate thread.
Base Werecreature
Dark Metamorphosis - Transforming takes one full turn, and is extremely painful. They gain 6 points of additional health and stamina in beast form, as well as +1/turn stamina regeneration.
Bestial Strength - When transformed, gain Adept unarmed skill, or +1 tier of unarmed skill if Adept or greater. Additionally, attacks may knock foes back 2 spaces.
Bloodlust - Were-creatures must always contend with a bloodlust and the endless desire to hunt. This can be resisted and controlled with practise. Gorging on a fresh victim in beast form restores 2 points of health.
Beast Allies - Animals of the were's type may not attack the were, and they may hunt with them if they are so inclined. Additionally, a werecreature may attempt to call a beast of their type to assist them in battle if the area would naturally have such creatures. There is a 25% chance of success, and the called creature acts as a pet controlled by you.
Enhanced Stamina - Restore an additional point of stamina in both were-beast and base form.
Weakness to Silver - Werecreatures suffer a horrible weakness to silver, taking 2x damage from silver in both forms.
Weakness to Poison - Poison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives. (cancelled by Were-croc creature type)
No Restful Sleep - Werecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away.
Animal Detection - Animals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you.
Immunity to Disease - Werebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage.
Nature's Wrath - Werebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
Were-Croc
Equipment:
Boat: The Enchanted Beryl - A fishing/house boat that Suthrys lives on. It is small enough she is able to operate it alone. It can ferry a few passengers (but not large amounts of cargo). It is outfitted with the basics of what is needed for Suthrys to live on and fish off of it. It also contains her enchanting and jeweler's tools.
Worn/carried:
Leather Armor (+2 stamina, +1 stamina regen; Lycanthropic Enchantment)
Circlet with gem (Copper Circlet of the Apprentice Pugilist; -1 cost to end stagger effect, +1 duration and -1 cost to unarmed martial abilities, +1 cost of non-unarmed martial abilities)
Cutlass (mundane, steel)
Dagger (mundane, steel)
Belt Pouches: 2 apprentice health potions, 1 petty soul gem, jeweler's lens, spyglass
Learning Log
MM-DD-YYYY
Combat:
Control Current (Apprentice Nature Magic) Start 6/26/2023, End 7/10/2023
Non-Combat:
Jeweler (Apprentice to Adept) Start 6/26/2023, End 8/7/2023
Buhata
Age: 25
Race: Redguard
Sex: Female
Height: 6'9"
Weight: 255 lbs
Occupation: Mercenary
Total Health: 8
Base Health: 8
Total Stamina: 12
Base Stamina: 10
Redguard: +2 Stamina
Total Magicka: 10
Base Magicka: 8
Cloth Armor: +2 Magicka
Racial Bonuses: Redguard (+2 to stamina and Yokudan Descent)
Yokudan Descent: reduces the cost to dodge or block by 2 for 2 turns (Can only be used once a day).
Werelion: Move 1 extra space per turn
Werelion: 2x damage from silver weaponry.
Werelion: 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage.
Werelion: Immune to disease and disease based abilities and damage.
Werelion: 50% fall damage reduction
Stamina Regeneration: 3 per turn
Base: 1
Werelion: +1
Cloth Armor: +1
Magicka Regeneration: 1 per turn
Combat and Non-Combat Skills
Combat Skills: Unarmed (Apprentice), Light Armor (Apprentice), Destruction (Apprentice)
Non-Combat Skills: Cooking (Apprentice), Speech Craft (Apprentice)
Novice - 2 stamina, 1 damage
Apprentice - 3 stamina, 3 damage
Combat Skills
Unarmed Skills
Leg Sweep: You sweep the leg and knock the target prone, causing damage and causing the foe to lose their turn. (Novice) (2 Stamina, 1 Damage)
Wounded Fury: As an action, deal damage equal to your level. If you are at or below half health (not counting temporary health), deal an additional point of damage per skill level starting +3 damage and maxing out at +7 at the highest level. (Novice) (2 Stamina, 1+3 Damage)
Cloak and Dagger: You attack a foe that is unaware of your presence, dealing your basic attack damage +1 per level of skill. At adept level and higher it also causes a target to be staggered for one turn. (Novice) (2 Stamina, 1+1 Damage)
Bash: You bash your enemy with the hilt of your weapon, your shield or even your fists, causing the target to take a bit of damage and be off balance for a single turn, causing all attacks against the target to be increased by one for that round. The amount of damage caused by the bash itself depends on the level of the skill. (Novice) (2 Stamina)
Jump them!: You attempt to tackle a foe, knocking them prone and grappling them at the same time. The initial attack deals damage equal to the level of the ability, and the foe must expend stamina to the cost to normally dodge or block to escape the grapple/prone. You may deal damage to the target each turn equal to your unarmed skill until they break the hold. (Apprentice) (3 Stamina, 2 Damage)
Parry: You block your opponent's attack then counter attack in the same turn doing damage equal to that level. However you cannot block an attack more then one level higher then the level of your Parry. (Apprentice) (3 Stamina, 2 Damage Up to Adept Attacks)
Spell List
Destruction
Work in progress
Werebear Form
Name: Lioness
Total Health: 14
Base Health: 8
Werelion: +6 Health
Total Stamina: 18
Base Stamina: 10
Redguard: +2 Stamina
Werelion: +6 Stamina
Total Magicka: 10
Base Magicka: 8
Cloth Armor: +2 Magicka
Werelion: Move 2 extra space per turn
Damage Resistance: 1 point reduction to physical damage
Basic Skills
Dark Metamorphosis: Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form.
Beastial Strength: In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away.
Bloodlust: Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn.
Beast Allies: Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
Enhanced Stamina: Werebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form.
Weakness to Silver: Werecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry.
Weakness to Poison: Poison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives.
No Restful Sleep: Werecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away.
Animal Dectection: Animals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you. There are exceptions to this based on the type of werecreature you are.
Immunity to Disease: Werebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage.
Nature's Wrath: Werebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
Equipment
Fur Armor (novice) - increases stamina regeneration by 1 & increases max magicka by 2
4 sets of fine clothes
Metal Water Flash
Hair Comb and Pick
Soap
Cooking Supplies
Journal and Ink Pen
Camping Gear
Learning (Starting mm/dd/yy - Ending mm/dd/yy)
Unarmed Wounded Fury (novice-> apprentice): 6/16/23 - 7/30/23
Speechcraft (apprentice -> adept): 6/16/23 - 7/14/23
Bulra
Age: 24
Race: Orsimer
Sex: Female
Height: 7'6"
Weight: 350 lbs
Occupation: Mercenary
Total Health: 17
Base Health: 12
+3 (Steel Armor)
+2 (Orsimer)
Total Stamina: 12
Base Stamina: 12
Total Magicka: 1
Base Magicka: 2
-1 (Steel Armor)
Racial Bonuses: Orismer (+2 to health and Promised of Malacath)
Promised of Malacath: reduce all damage taken by 2 for 2 turns. (Can only be used once a day)
Werebear: -1 point of Damage from all Sources
Werebear: 2x damage from silver weaponry.
Werebear: 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage.
Werebear: Immune to disease and disease based abilities and damage.
Stamina Regeneration: 2 per turn
Base: 1
Werebear: +1
Magicka Regeneration: 1 per turn
Combat and Non-Combat Skills
Combat Skills: Two Handed (Apprentice), Heavy Armor (Apprentice), One Handed (Apprentice)
Non-Combat Skills: Smithing (Apprentice)
Combat Skills
Two Handed
Fight True!: You fight to prevent yourself from being stunned, feared or anything of a similar nature or to break free from such an event. You would roll a d20 on a table and if it is greater than 14, you are successful. Each tier gets a +1 to that roll. (Novice) (2 Stamina) (+1)
Intercede: You step between an adjacent ally and take a blow meant for them upon yourself. Damage beyond one point per level is dealt to the ally unless it is dodged. However you would take all status-effects resulting from the attack. (Novice) (2 Stamina) (1 Point)
No Escape!: When a foe attempts to move out of your melee range, you deliver a fast strike, halting their movement. This deals 1 damage of damage, and reduces the foe’s movement by 10 feet per level of the ability (Novice) (2 Stamina) (1 Damage and -10 Movement Speed)
Cleave: After striking a foe with your weapon, you follow it up and attack an adjacent foe, dealing damage equal to the level of the ability. The target cannot be the same one as the original target. (Apprentice) (3 stamina, 2 damage)
Dead Man Walking: As a free action, mark any enemy within line of sight for death. The marked enemy suffers +2 damage from your melee or ranged attacks with it ending at +5 for Master, and must expend an additional point of stamina to avoid being detected by them. A new enemy can only be marked when the previously marked enemy has died or left the battle. (Apprentice) (3 stamina, +2 damage)
One Handed
Fight True!: You fight to prevent yourself from being stunned, feared or anything of a similar nature or to break free from such an event. You would roll a d20 on a table and if it is greater than 14, you are successful. Each tier gets a +1 to that roll. (Novice) (2 Stamina) (+1)
No Escape!: When a foe attempts to move out of your melee range, you deliver a fast strike, halting their movement. This deals 1 damage of damage, and reduces the foe’s movement by 10 feet per level of the ability (Novice) (2 Stamina) (1 Damage and -10 Movement Speed)
Parry: You block your opponent's attack then counter attack in the same turn doing damage equal to that level. However you cannot block an attack more then one level higher then the level of your Parry. (Novice) (2 Stamina)
Dual Strike: You strike the same target twice as a single action. This deals basic damage twice plus 1 additional damage per level. However it leaves you open to damage, causing dodges and blocks to cost an additional point of stamina next turn. (Apprentice) (3 Stamina) ([3*2 + 2] Damage, Dodges and Blocks cost +1)
Wounded Fury: As an action, deal damage equal to your level. If you are at or below half health (not counting temporary health), deal an additional point of damage per skill level starting +3 damage and maxing out at +7 at the highest level. (Apprentice) (3 Stamina) (+4 damage)
Werebear Form
Name: Mother Bell
Total Health: 27
Base Health: 12
+3 (Steel Armor)
+2 (Orsimer)
+10 Werebear
Total Stamina: 18
Base Stamina: 12
+6 Werebear
Total Magicka: 1
Base Magicka: 2
-1 (Steel Armor)
Damage Resistance: 2 point reduction
Basic Skills
Dark Metamorphosis: Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form.
Beastial Strength: In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away.
Bloodlust: Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn.
Beast Allies: Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
Enhanced Stamina: Werebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form.
Weakness to Silver: Werecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry.
Weakness to Poison: Poison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives.
No Restful Sleep: Werecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away.
Animal Dectection: Animals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you. There are exceptions to this based on the type of werecreature you are.
Immunity to Disease: Werebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage.
Nature's Wrath: Werebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
Equipment
Steel Armor (apprentice) - increases max health by 3 & decreases max magicka by 1
Orcish Warhammer modified with a spear tip
Orcish Sword
Orcish Dagger
Waterskin
1 pound of Jerkied Meat
40 feet of rope
Camping Gear
Learning (Starting mm/dd/yy - Ending mm/dd/yy)
Two Handed Intercede (novice-> apprentice): 6/16/23 - 7/30/23
Smithing (apprentice -> adept): 6/16/23 - 7/14/23
Name: Elayashna “Laya” Cirara Aelonkeander
Age: 36
Race: Altmer Vampire
Height: 7 ft even (barefooted)
Weight: 300lbs
Body Shape: She’s blessed in the chest with a frame that is lean but muscular. This gives her curves but not enough to say she has child bearing hips.
Eyes: Glowing Ruby (how you can tell she’s a vampire other than her extremely pale skin.)
Hair: Silver often kept in a half up bun
Rank: Recruit
Role: Her part in the group on a mission is preferred to be on the front line, blocking those that aren’t as strong as she is. But she’s versatile and will be where she needs to be except for the healer role. With some magical help she can be a scout.
Personality: Laya has many sides to her, to a stranger she’s very business oriented and won’t speak much unless she deems it necessary. This is to keep her emotions hidden behind a wall to keep from being hurt. If you’re lucky enough to be on friendly terms or one of her loved ones she’ll kick back and joke around. This all depends on how much her barrier has been chipped away from person to person. However neither is immune to her snarky mouth, particular when she is agitated. She also unfortunately from time to time has an altmer attitude due to well she’s an altmer, this can come off as arrogant and stubborn. Her stubbornness can get her into a lot of trouble.
Attributes
Health: 8 +4 (Bloodline bonus)
Stamina: 8 +2 (Armor Bonus)
(+2 Regin to Stamina)
Magicka: 10 +2 (Racial Bonus)
(+2 Regin to Magicka.)
Martial Adept
Swordsmanship ~ Adept: Able to deal adept level damage to target with a sword
Mounted Combat ~ Adept: This allows for fighting while astride a mount.
Daggers ~ Expert: Able to deal apprentice level damage with dagger, including when thrown.
Hand to Hand ~ Expert: Able to deal apprentice level damage with a fist or kick
Sneak ~ Expert: Able to get in and out of places undetected
Stealth ~ Expert: Able to follow without making a sound.
Spell Book
Destruction
Entomb ~ Adept: You encase a creature in ice, immobilizing them for a duration. They take 5 points of frost damage per turn until ice is broken or spell ends. The creature can spend 4 points of stamina to escape
Wall of Ice ~ Apprentice: Summon a 1 foot thick wall of ice within a range of 120ft that can last for 10 minutes. You can summon either a hemispherical dome with a radius of up to 10 feet or a 10ft by 10ft sheet of ice. When a Wall of ice is summoned and cuts through a creature’s space, it will simply push the creature out of the way.
Ice Storm ~ Apprentice: A hail of rock hard ice pounds the ground in a 20 ft radius, 40 ft high cylinder centered on a point within range. Range is about 300 ft. The storm’s area of effect can cause difficult terrain to occur until your next turn
Ice Lance ~ Apprentice: Fires a sharpened projectile made of ice towards target within range, slowing them and dealing damage. End target must be in line of sight
Frost Rune ~ Apprentice: a small chunk of ice shoots from the hand to desired area within line of sight creating a trap. If a target passes too close or steps on the rune, the rune explodes dealing apprentice level frost damage
Ice Needles - Apprentice - Roll 1-7 that number is what will be how many needles you summon and throw at the target, the needles last for three turns before melting
Snowbolt - Novice - Forms a bolt of ice and hurls it towards a target. Deals a cold/kinetic damage depending where the target is hit.
Flame Blade - Novice - Size: 3ft. - Duration: 2 turns after the casting turn a 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar. It does no damage to the caster when wielded. The target(s) hit by the blade take [novice level] fire damage.
Ice Dagger ~ Novice: Create an icy dagger you can throw and deals 1 frost damage and 1 stamina damage
Alteration ~ Novice
Alter Self ~ Novice: You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Duration: 1 hour.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice.
Nature Magic ~ Novice
Speak with Animals ~ Novice: Gain the ability to speak and understand animals for the duration of the spell. The knowledge and awareness of animals is limited by their intelligence, and so too are they limited in the information they may provide or what may be asked of them.
Expertise
Horsemanship ~ Adept: This covers anything to do with horses outside of combat from capturing, taming and training
Sewing ~ Expert: She can make her own clothing, just don’t ask her to make armor.
Passives:
Vampire Bloodline: Quarra
Languages Spoken: Aldmeris and Common Tongue
Can wear light, medium and heavy armor
Can grab a shield.
Loves to Read and has pretty handwriting
Can set up for hosting a high class party
Personal Items:
Boiled Leather armor so that it is harder but still light. This armor is black with white highlighting that hugs tightly to her frame but allows for flexibility of movement. Matching Hood with a steel Mask.
Leather belt that allows for three small throwing daggers to be strapped within easy reach on her right hip and a small pouch on her left hip more towards her back to carry four to six spare vials of blood and her money. Also allows for a dagger to be strapped horizontally in the small of her back.
The Bane of Dragonhold: Sword made by Svat'u. It is a little shorter than a longsword. This way she can wield it with one hand and adapt for her height and balance. The blade is very thin and sharp black coated steel where the hilt is molded from dwarven steel. This makes the swings a little more controllable.
Name: Dredsa Willowhallow
Age: 21
Race: Bosmer
Height: 4ft 4 in
Weight: 120lbs (soaking wet)
Body Type: Well blessed in the chest with a narrow frame that is lean but muscular.
Eyes: Emerald
Hair: Auburn
Key identifying marks: Fawn antlers on her forehead and a dragon tattoo that circles her entire torso
Personality: Dredsa is usually carefree and outgoing. Sometimes appearing air headed due to her wonder at the world. She chooses to focus on the positives of the world rather than focus on the meanness of it.
Rank: Recruit
Role: Healer/support
RP Hooks: Cooking, Dancing, Mischief making, Thieving.
Themes: Maturity while maintaining her childlike ways
Stats: Health ~ 6
Stamina ~ 6 (+ 2 for being a bosmer) = 8
Magicka ~ 14
Racial perk: Forest Folk (gain 1 extra movement in forests.)
Gear: Usually in a leather outfit with a lot of skin revealed. Armor not in her gear bag yet.
Skills and Abilities:
Nature Magick:
Attune Form ~ Novice+: Purge the body of a creature (animals included) of all negative (natural) effects up to the level cst!
Heal Animal ~ Novice+: heals an animal depending on the tier: 1, 3, 5, 7, 9.
Awaken ~ Adept: Awaken a tree to fight for you. It has 18 health and 6 stamina. It deals 5 physical damage when it attacks. Lasts for the duration or until it’s destroyed.
Climbing Tree ~ Adept: At your call, a tree snakes up from the earth. In seconds growing to a maximum of 50ft. Branches are spaced perfect for climbing. Can only grow in soft ground and cannot be animated.
Cloudburst ~ Apprentice: You cause clouds to gather and a heavy rain to fall. The rain reduces visibility ranges to half, extinguishes flames and reduces audio detecting abilities.
Camouflage ~ Apprentice: Like a chameleon you change the colors of your skin to match the environment. The coloration changes to match the background if you move but takes one turn to do so.
Entangling Staff ~ Apprentice: You cause your staff to extrude writhing vines that allow you to easily grab and entrap foes.
Wall of thorns ~ Apprentice: You create a wall of thorns and deal 3 damage to all who try and move through it. It costs all of a creature’s remaining movement to move through it.
Brambles ~ Novice: Infuse a weapon with harden thorns, giving it an extra 1 physical damage per hit for the duration.
Calm Animals ~ Novice: Your spell soothes animals around you, making them docile for the duration. Animals can resist it.
Dispel Fog ~ Novice: You make normal or magical fog immediately disperse.
Entangle ~ Novice: Grow grass and vines to reduce movement. All within the affected area have their movement halved, rounded down for the duration.
Fog Cloud ~ Novice: You create a dense fog that hinders sight. The creatures within are obscured, reducing stamina cost of dodge attacks to 0, but they cannot see.
Speak with Animals ~ Novice: You gain the ability to speak with animals. The animals’ intelligence does not change.
Trip Vine ~ Novice: causes plants within the area to grow together to form a tangle. Costs 1 stamina to move through.
Whip of Thorns ~ Novice: Grow a small vine with thorns covering them. You can attack a creature up to two spaces away. This whip deals 1 poison damage.
Destruction:
Electric Loop ~ Novice: You create a current within a creature you touch, stunning them for 1 turn.
Electric Jolt ~ Novice: You create a small spark that deals 1 shock damage to a create you touch.
Flare ~ Novice: You create a burst of light that leaves the enemy stunned and blinded for 1 turn.
Necromancy:
Spare the Dying ~ Novice: Save the creature from bleeding out
Restoration:
Healer’s Sight ~ Novice: The caster can see the organs, veins and arteries of a living creature they see. Also allows the healer to exploit the weakness of an enemy.
Cure Wounds ~ Novice+: You heal a creature for the level of caster
Ease Pain ~ Novice: Relieves lingering pain from the target, but does not heal. Does not neutralize any new pain after the spell is cast..
Vigor ~ Apprentice: A creature within range gains 2 health per turn which can be halted by taking fire or acid damage
Stabilize ~ Apprentice: You prevent a creature from dying around you. This does not heal but it does prevent death
Mysticism:
Daze ~ Novice: You cloud the mind of a humanoid creature on the verge of death, stunning them for a turn
Comprehend Languages ~ Novice: You gain the ability to understand common languages. This does not allow you to understand rare and/or coded languages
Appraising Touch ~ Novice: Upon touching an item, yo immediately know the value of said item
Sending ~ Apprentice: You can send a short 25 word message to a creature you are familiar with. The creature hears the message in it’s mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. This can be used across any distance in the same plane.
Martial Skill:
Staff ~ Apprentice
Daggers ~ Apprentice
Dancing ~ Expert
Stealth ~ Expert
Thieving ~ Expert
Name: Do’ri
Health: 10 + 2
Stamina: 10
Magica: 6
Race Bonuses (Khajiit): Night Eye (Can see in the Dark) Stamina +2
Combat Skills: Archery (Adept), Unarmed (Adept)
Non-combat Skills: Acrobatics ( Apprentice), Stealth (Apprentice), Speechcraft (Apprentice)
Nature: Speak with Animals(Novice)-Able to talk to Animals, Woodwisp Arrow(Novice)- Can shoot through wood
Werewolf Skills:
Dark Metamorphosis
Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form.
Bestial Strength
In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away.
Bloodlust
Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn.
Beast Allies
Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
Enhanced Stamina
Werebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form.
Weakness to Silver
Werecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry.
Werewolves
-You are a wolf hidden among sheep. Animals will not be able to detect that you are a werewolf in mortal form.
-Enhanced smell akin to a scent hound. This can help you track your prey but is by no means pinpoint accurate. Distinct smells within 30 ft become more acute.
Armor: Scale
Rotting Luck 'Rot'/'Fish'
("This one thinks her name may have also been 'Fish' but is not sure.")
Attributes:
Health: 14
Base: 10
Vampire: +4 (Quarra)
Stamina: 17
Base: 10
Racial: +2
Vampire: +3 (Vampire trait)
Leather Armor: +2
Magicka: 6
Base: 6
Regeneration:
Stamina: 2/turn
Leather Armor: +1/turn
Magicka: 1/turn
Movement: 3
Racial and Other bonuses:
Khajiit: +2 stamina and Night Eye (can see in the dark)
Vampire + Quarra Bloodline: +3 stamina, +4 health (More vampire details below)
Leather Armor: +2 stamina, +1 stamina regeneration
Combat and Non-Combat Skills:
Combat Skills
Dual Wielding Unarmed - Apprentice Two-handed - Novice Necromancy - Apprentice Conjuration - Novice
Non-Combat Skills
Weapons Skills:
(Note: Quarra passive bull's strength increases damage by 2 and allows holding two-handed weapons in one hand. The extra damage is not included in the damage amount stated for the abilities listed below.)
Unarmed - Apprentice
Base Damage: 5 (Apprentice +2 from Quarra)
Novice (Cost 2)
Jump Them!: You attempt to tackle a foe, knocking them prone and grappling them at the same time. The initial attack deals damage equal to the level of the ability, and the foe must expend stamina to the cost to normally dodge or block to escape the grapple/prone. You may deal damage to the target each turn equal to your unarmed skill until they break the hold. (1 damage initial, 3 damage/turn after)
Bash: You bash your enemy with the hilt of your weapon, your shield or even your fists, causing the target to take a bit of damage and be off balance for a single turn, causing all attacks against the target to be increased by one for that round. The amount of damage caused by the bash itself depends on the level of the skill (1 damage)
Serrated Edge: As an action, deal damage equal to the ability level. This attack causes the target to Bleed, suffering an additional 2 damage for 1 turn per ability level. (1 damage, 1 turn of bleed)
Apprentice (Cost 3)
Two-handed - Novice
Novice (Cost 2)
Leg Sweep: You sweep the leg and knock the target prone, causing damage and causing the foe to lose their turn. (1 damage)
Spell List:
Necromancy - Apprentice
Novice (Cost 2)
Dance of Ruin (Action, self, 20ft around caster, instant) The caster performs a small dance that spreads necrotic energy to their surroundings, dealing 1 necrotic damage.
Black Lungs (action, touch, 1 creature, 1 hour) The creature's lungs fill with black ooze, reducing movement to 1. The target also receives an additional 1 damage from all sources.
Raise Undead (Action, 25 feet, corpses, 5 minutes) Caster can raise one corpse at novice level. Bodies must be available. Petty soul gem required.
Apprentice (Cost 3)
Conjuration - Novice
Novice (Cost 2)
Conjure Daedrat (action, next to caster) Conjures a daedrat. Rot's daedrat looks particularly haggard and is named 'Fish'. ('summon fish') Conjure Fiendroth (action, next to caster) Conjures a fiendroth. Rot's fiendroth is named 'Fish'. ('scuttle fish')
Vampire Stuff:
(see 'Vampire and Werewolf Guide' for more information)
Basic Traits
Immortal (No aging! Also sterile.) Vampiric Appearance (It is obvious to those that look upon her that she is an abomination) Hunter's Senses (sense general heartbeats within 30ft) Night Eye (see in natural darkness) Weakness to Fire (2x damage from fire) Weakness to Silver (2x damage from silver) Weakness to the Divine (2x damage from divine; can only be healed by alchemy, necromancy, and practical medicine) Immune to Disease (Take no disease-based damage) Immune to Poison (Wholly immune to poison and poison based spells, aside from poisons of fire damage which deal 2x their magnitude in damage) Breathless (The dead have no need to breathe. Useful, but a possible giveaway that she is dead.) Tireless (+3 stamina) Necromancer's Tool (Undead affecting spells from Necromancy may also work on a vampire.) Bloodlust (Always thirsty for blood, a hunger that never ceases and can never be sated, only dulled for a time.)
Quarra Bloodline
Equipment:
Leather Armor (+2 stamina, +1 stamina regen) (worn)
Belt pouch (worn)
2 petty soul gems
1 lesser soul gem
random shiny garbage
2x blood vials
Saddlebags (on zombie horse mount, 'Fish'.)
Saddlebag 1:
Very large black hooded cloak, face-covering mask, pair of gloves.
Riding spot for companion creature, skeever named Fish.
Saddlebag 2:
Actual fish.
Consumables: (3)
2 petty soul gems
1 lesser soul gem
Other:
Company Coin: 0
Skill Tokens: 1
Learning Log:
MM-DD-YYYY
Combat Skill:
Unarmed: Dead Man Walking (Apprentice) - Start 7/10/2023, End 7/24/2023
Non-Combat Skill:
Nada for now.
Publia Vandacia/'Witch' Mycella
(No actual witchcraft)
Attributes:
Health:
Total: 10
Base: 7
Racial: +2
Initiate Rank: +1
Stamina:
Total: 6
Base: 5
Initiate Rank: +1
Magicka:
Total: 22
Base: 14
Expert Magicka: +2
Cloth Armor: +3
Initiate Rank: +3
Regeneration:
Stamina: 1/turn
Magicka: 2/turn
Base: 1/turn
Cloth Armor: +1/turn
Racial and Other Bonuses:
Imperial: +2 health, 'Voice of Cyrodiil' (All allies gain +1 damage for 2 turns, usable 1/day)
Cloth Armor: +3 Magicka and +1 magicka regen/turn.
Expert Magicka Skill: +2 to magicka
Initiate Rank: +5 attribute points to allocate.
Movement: 3
Combat and Non-Combat Skills:
Combat Skills
Two-Handed (Staff): Apprentice
One-Handed (Dagger): Novice
Nature Magic: Expert
Necromancy: Adept
Restoration: Apprentice
Non-Combat Skills
Weapons Skills:
Two-Handed (Staff) - Apprentice
(Optionally when using damaging martial melee ability, spend stamina to increase damage, maximum +2/+2)
Novice (Cost 2)
Maintain Momentum - When dodging an enemy melee attack, strike back at the enemy simultaneously, dealing 1 damage.
Firm Stance - As a free action, take a firm stance. This prevents you from being staggered, knocked down, lifted, or grappled for 2 turns.
Lunge - You can move an additional amount of space equal to half your movement rounded down, then make a strike, dealing damage equal to the level you used this ability. This is useful for closing distance (action)
Apprentice (Cost 3)
One-Handed (Dagger) - Novice
(Optionally reduce damage of damaging martial melee abilities by 1 in exchange for -1 stamina cost. Minimum 1 stamina cost)
Novice (Cost 2)
Lunge - You can move an additional amount of space equal to half your movement rounded down, then make a strike, dealing damage equal to the level you used this ability. This is useful for closing distance (action)
Spell Lists:
Nature Magic - Expert
Novice (cost 2)
Spore Field (Action, 100ft, 10ft radius spread, 1 minute) You cause the ground to become this with spore-ridden fungus. The spores prevent running and render a creature sickened for 1 round.
Speak with Animals (Action, self, self, 1 minute) You gain the ability to speak with animals. The animal's intelligence does not change.
Predator's Cry (Action, self, 4 spaces around caster, 2 turns) You cause all animals in range to run in fear for the duration. All those affected by fear can only use their action to dash, doubling their movement.
Naturewatch (Action, self, 20ft radius from caster, 1 minute) You can determine the condition of plants and animals. Also allows the caster to know if plants are dehydrated or animals malnourished and other issues.
Goodberry (Action, touch, instant) You create a berry that acts as a full day of nourishment. This also heals 1 health in combat to all creatures. This spell does not affect undead and vampires.
Entangle (Action, 400ft, 40ft radius, 1 minute) Grow grass and vines to reduce movement. All within the affected area have their movement halved, rounded down for the duration.
Endure Elements (Action, touch, 1 creature, 1 day) You bless a creature with the ability to withstand the elements. Does not negate damage done by the environment, just the temperature.
Easy Trail (Action, 40ft, 40ft radius, 1 hour) You radiate an energy that gently pushes plants aside. Anyone in the area of the spell (including you) finds the undergrowth held aside while they pass and hiding the trail after.
Druidcraft (Action, self, self, instant) You can create a harmless sensory effect, make a flower bloom, predict the weather in the area for the next 24 hours, or light/snuff out candles, torches, or small campfires.
Detect Animals or Plants (Self, action, 1 plant or animal, 10min) You can locate a particular plant or animal within range. You must have knowledge of the animal/plant in order for this spell to work.
Charm Animal (Action, 25ft, 1 animal, 1 hour) You charm an animal, making it friendly towards you. It can help you but will not fight for you.
Calm Animals (Action, self, 3 spaces around caster, 1 minute) Your spell soothes animals around you, making them docile for the duration. Animals can resist it.
Blockade (Action, touch, some plant matter, 2 turns) You grow a small bit of plant matter to fill a space. That space can be up to six feet tall and six feet wide. The plant matter remains after the spell ends but can be manipulated.
Animal Messenger (Action, 25ft, 1 tiny animal, 1 day) You compel a tiny animal to carry a message to an ally you designate. They cannot speak, but they can carry a letter or piece of paper.
Wood Shape (Action, touch, 10 cu. ft. of wood, instant) Wood Shape enables you to form one existing piece of wood into any shape that suits your purpose.
Apprentice (cost 3)
Adept (cost 4)
Expert (cost 5)
Necromancy - Adept
Novice (cost 2)
Black Lungs (Action, touch, 1 creature, 1 hour) The creature's lungs fill with black ooze, reducing movement to 1. The target also receives an additional 1 damage from all sources.
Cause Fear (Action 25ft, 1 creature, 2 turns) Causes the target to be struck with fear, forcing them to use their movement and action to get away from the subject of their fears.
Chill Touch (Action, touch, 1 creature, instant) The target takes 1 point of necrotic damage, and they deal 1 damage less from their next melee attack ('Lich Slap')
Death Armor (Action, self, melee range, 2 turns) The caster surrounds themself with crackling necrotic energy. All creatures within melee range take 1 necrotic damage per turn.
Deathwatch (Action, self, sight, 10min) The caster can sense the energy of those on the brink of death. This helps identify those that are hanging onto life by a thread.
Decomposition (Action, 50ft, 1 creature, 2 rounds) The target is hexed. Every wound they sustain festers and rots, which causes them to take an additional 1 point of damage. If the creature dies, their body rapidly decomposes.
Doom (Action, 100ft, 1 living creature, 1 minute) The target becomes fearful of a coming doom. For the duration, the target cannot use their action.
Spare the Dying (Action, touch, 1 creature, instant) Save the creature from bleeding out.
Raise Undead (Action, 25ft, Corpse, 5minutes) Caster can raise one corpse at novice level. Bodies must be available. Petty soul gem required.
Apprentice (cost 3)
Adept (cost 4)
Restoration - Apprentice
Novice (cost 2)
Conduit of Life (Action, self, self, 10 minutes) You plant a seed of healing within yourself, granting you regeneration of 1 health per turn for the duration.
Disrupt Undead (Action, 30ft, 1 undead creature, Instant) Target undead is paralyzed for 1 turn
Ease Pain (Action, touch, 1 creature, instant) Relieves lingering pain from the target. This does not heal. Any new pain caused after you cast this spell will not be neutralized. Must be recast if new pain is introduced.
Purify Food and Drink (Action, 20ft radius, AoE food and drink, Instant) You purge food and drink of anything that could harm a creature within the radius of the caster.
Healer's Sight (action, self, self, 10min) The caster can see the organs, veins, and arteries of a living creature they see. This not only helps a healer, giving an additional 1 health every time they do heal, but also allows the caster to exploit the weaknesses of the creature and deal 1 extra damage from all sources.
Apprentice (cost 3)
Equipment:
Worn/Carried
Cloth Armor (+3 magicka, +1 magicka regen)
Mask resembling a bird skull
Staff (Fungal-themed. Enchanted: Flame Strike; 3 charges; requires common soul gem to recharge)
Dagger (silver)
Belt Pouch - Containers (3x small containers with holes in the lids containing bugs, 1 of foraged foods)
Belt Pouch - Potions (contains 1x apprentice magicka potion, 1x adept health potion, 1 slot empty)
Belt Pouch - Reagents (assorted reagents and tools for the field, 1 common soul gem, 1 lesser soul gem, 1 petty soul gem)
Internal Pockets (in cloth armor) - Coin Purse, satchel of tea, small notebook with charcoal pen, makeup compact.
Learning Log
MM/DD/YYYY
Combat: Spider Climb (Apprentice Nature Magic) - Start 7/4/2023, End 7/18/2023 Non-Combat:
Animal Handling (Apprentice to Adept) - Start 5/29/2023, End 7/24/2023.
Beensa
@MostlyInedible
Aliases: “Beans”
Age: 36
Gender: Male
Species: Saxhleel (Argonian)
Birthplace: Blackmarsh
Birthsign: The Ritual
Body Type: Somewhat short, his body toned and well trained by a life in the marsh.
Hair: A pair of dark brown fins, with a stripe of feathers on head. With small spines leading up to his muzzle.
Eyes: Deep orange to amber with slitted pupils.
Languages: Jel, Cyrodiilic with occasional accent/patterns.
Appearance: Scales of dark browns and greys, with a series of scutes running down his back. An old, red dyed pattern covers large parts of his muzzle. Traditional argonian armour and weapons, darkened and dirtied by the road and habit.When not in armour, tends to be mostly light cloth in shades of green or brown.
Personality: Is slow to trust, and slow warm to people. Preferring to watch and size things up, to get a better feeling for someone before trying. He tends to let others lead in social situations, but is learning how things work by watching.
Tries to keep his feelings in check, secretly fearing it might trigger a change. Once he has warmed to someone he’ll see no issue in offering his help wherever he can. He holds no debts when he does someone a favour, viewing it as how life should be.
Stats
Argonian [Werebear] (Explanation) Health: 10 [18] (Base 10)
Stamina: 14 [22] (Base 10+2(Argonian)+2(Leather))
Stamina Regen: 3 [3] (Base 1+1(Werebeast)+1(Leather))
Magicka: 6 [6] (Base 6)
Magicka Regen: 1 [1] (Base 1)
Movement: 3 [3] (Base 3)
Damage Reduction: 0 [1/non-physical] ([werecreature])
Martial Skills
Non-Combat Skills
Magic
Werecrocodile
Equipment
Learning
Bow -> Incendiary Fire ( 8/6/23 -> 8/6/23 )
Stealth-> Adept ( 8/6/23 -> 6/7/23 )
Xantsul
@caidentyler
Aliases: Xan
Age: 34
Gender: Male
Species: Saxhleel [Argonian]
Birthplace: Bal Foyen, Morrowind
Birthsign: The Warrior
Body Type: Svelte but strong, with broad shoulders. A swimmer's body
Hair: Thin spines that rake back over his skull; he lacks horns
Eyes: Darker yellow-orange
Languages: A smattering of Jel, Ta'agra, Dunmeris and Cyrodiilic
Appearance:
Tall and lanky, with broad shoulders and thin arms and legs. His clothing is very Argonian in style, decorative out of nature, but utilitarian for practicality's sake. Thickly scaled, with striped markings and a brightly painted mark on his forehead, he doesn't necessarily stand out from other Argonians aside from being tall, and having his nose-brow pierced.
Personality:
A bit of an asshole, in short. He's defensive and careful with what he says, protective of himself and his friend, and has a bit of a proud streak. He doesn't see himself as any sort of hero, more like a guy just trying to get by, and would in fact call himself more of a rogue and a not-so-good-doer. Still, he takes pride in what work he does, and his relationships, and even sends his parents home some surplus money every so often. If he wasn't so mediocre at off-the-cuff planning, he could probably become a pretty good snake oil salesman, but he does have a soft spot for reading and is better at magic than melee.
Stats
Base Health: 11 Base Stamina: 4 Base Magicka: 11 Base Movement: 3 Total Health: 12 Total Stamina: 6 Total Magicka: 13 Total Movement: 3
Stamina Regeneration: 2 per turn Magicka Regeneration: 1 per turn
Non-Combat Skills
Martial Skills
Spells
Equipment
Farenel Shdowfern
Total Health: 12
Base Health: 10
+2 (Initiate)
Total Stamina: 20
Base Stamina: 10
+3 (vampirism)
+2 (bosmer)
+3 (Initiate)
+2 (leather armor)
Total Magicka: 6
Base Magicka: 6
Racial Bonuses:
Bosmer - +2 to stamina and Forest Folk (gain 1 extra movement in forests).
Berne
-Increased capability to sneak. Deal 1 point of extra damage when attacking from stealth and move 2 spaces farther per turn when sneaking -Possess more keen hunters sense and can pinpoint track heart beats senses within 30 ft -Takes 1 point of damage per every turn exposed to sunlight.
Stamina Regeneration: 2 per turn
Magicka Regeneration: 1 per turn
Combat and Non-Combat Skills:
Combat Skills: One handed (Expert), Throwing weapons (Apprentice), Illusion (apprentice)
Non-Combat Skills: Acrobatics (Apprentice) Stealth (Expert) Alchemy (Apprentice) Pickpocket (Apprentice) Lockpick (Apprentice)
Spell List:
Illusion:
Novice:
Blinding color surge
Range: 100ft, Duration: 2 turns
Form a multi colored ray that strikes the target, Cause blindness for 1 turn unless negated. The caster is rendered invisible to the targets eyes if they are hit.
Color Spray
Range:15ft Duration: 1 turn Cast time: 1 turn Area: Cone shaped burst
Stuns enemies infront of the caster, can also cause blindness or knock out. Roll a 1d40 to determine the affect.
2 or less: target suffers no ill affects
3: target is blind for 1 round.
4. target is blinded AND stunned
Phantasmal assailants Cast time: 1 action, range: 25 ft Duration: instant
Create Phantasmal images of nightmare creatures in the targets mind. If target resists, No affect. If they don't, Phantasms will strike causing 2 physical damage.
Apprentice:
Sensory deprivation
Cast time: 1 action range: 100 ft target: 1 creature Duration: 3 turns
Create a spell of absolutely nothingness. Taking the targets senses of smell, taste, touch, hearing, and sight.
Mirror image (Greater)
Casting time: 1 action Range: personal Duration: 3 turns Create 4 duplicates of yourself into being. Create 1 additional image each round after the first turn, up to eight images. if all are destroyed the spell ends.
WEAPON ABILITIES
One hand (Expert)
Power Stance (Adept) - You deal extra damage equal to the level you used this for your next attack (FREE ACTION)
Dueling Stance (Adept) - You can counterattack the next melee attack made at you, dealing damage equal to the level you used (FREE ACTION)
Sundering Strike (Apprentice) - You deal damage based on the level you used this and the target takes extra damage from all sources based on the level you cast this, from novice to master: 2 (ACTION) This bonus lasts until the target is hit with an attack.
Lunge (Adept) - You can move an additional amount of space equal to half your movement rounded down, then make a strike, dealing damage equal to the level you used this ability. This is useful for closing distance. (ACTION)
Crippling Blow (Novice) - You deal damage equal to the level you used the ability and the target's speed is halved for X amount of turns equal to the level you cast it: 1 (ACTION)
Stagger (Novice) - As an action, strike an enemy with such force that they are staggered, dealing 1 damage and rendering them only able to either use their action or reaction for 2 turns.
Wide Swing (Apprentice) - As an action, swing your weapon(s) in a circle around you, dealing 3 damage to all enemies within melee range.
Wild Charge (Novice) - If you have moved at least three quarters of your maximum movement in a straight line, use a free action to deal 1 damage to a target in front of you and knock them down. If the target blocks this attack, instead stagger them for 1 turns
Firm Stance (Adept) - As a free action, take a firm stance. This prevents you from being staggered, knocked down, lifted, or grappled, for 4 turns.
Opportunistic Stance (Expert) - As a free action, prepare to exploit enemy movement. If an enemy attempts to leave your melee range before your next turn, automatically deal 7 damage to them. This can only affect one enemy, and only lasts until your next turn, before the ability must be reused.
Draining Strike (Apprentice) - As an action, strike an enemy for 3 damage. The strike can be calibrated to cause maximum disorientation or exhaustion; therefore, the damage this ability deals can be distributed between the target’s stamina, magicka, and health as you see fit, with a minimum of 1 health damage.
Maintain Momentum (Expert) - When dodging an enemy melee attack, strike back at the enemy simultaneously, dealing 7 damage.
Assassin
Passive: Targeting the same enemy with single-target martial melee abilities on consecutive turns increases damage by 20% on the first turn, and 40% on subsequent turns (rounded off).
Active: Once per day, a character can enter Assassin mode, doubling their movement speed, rendering them immune to any movement-impairing effects, and increasing damage dealt with all single-target martial melee abilities by 50% (rounded off). This mode lasts for 3 turns.
Assassin Abilities
Deep Wound: As an action, deal 5/7/9 damage. Additionally, the health, stamina, and magicka damage of any poisons on your weapon is increased by 20/30/40% (rounded off) for a minimum of +1, or for multiple-turn damaging effects, the duration is increased by 1/2/3 turns.
Equipment:
Leather Armor increases max stamina by 2 & increases stamina regen by 1
Steel Dagger
1 health potion (apprentice
2 poisons (apprentice)
Blood vials
Limstella
Race: Beton
Age: 40 Height: 5'4
Stamina regeneration: 1
Magicka regeneration: 2 (1+1)
Racial Bonus: Breton (+2 to magicka)
Racial Boon: Magna Lineage (+1 magicka regeneration each turn)
Armor Bonus: Light Armor (+3 magicka, +1 magicka regeneration)
Spells:
RESTORATION
NATURE MAGIC
WIP
CONJURATION
WIP
Redacted 'Sloan' Redacted
Race - Imperial
+2 to health
Voice of Cyrodiil (all allies gain +1 to damage they deal for 2 turns and can only be used once a day).
-Total Health- 9
7+2
+2 Imperial
-Total Magicka- 11
9+2
+2 Fur Armor
-Total Stamina- 10 - (+1 Regen)
10
+1 Regen (Fur Armor)
SKILLS
Combat
Learning |
Conjuration - Adept
Unarmed - Adept
1 Handed - Adept
Light Armor - Adept
Throwing Weapons - Apprentice
Polearms - Apprentice
Shields - Novice
Marksmanship - Novice
Duel-Wielding - Novice
2 Handed - Novice
Non-Combat
Learning | None
Pickpocketing - Adept
Lockpick - Adept
SPELLS
Conjuration
Adept
Instant Summons
Quill Blast
Apprentice
Bound Halberd
Bound Glaive
Bound Scythe
Storm of Needles
Novice
Bound Dagger
Bound Sword
Bound Spear
Gem Bomb
EQUIPMENT
Armor - Fur (Light)
+1 Stamina Regen
+2 Magicka
Dagger - Iron
Utility Pouch Bandolier
A bandolier with 3x pouches on it.
Pouches:
IMPORTANT DETAILS
Sloan's Ship
Sloan owns a pirate ship. It has a main deck, a secondary partial deck to the rear and two masts. Inside there is a captains cabin, a galley, two main storage areas, a brig, crew quarters and weapons storage. There are also a few smuggling compartments hidden.
There are two mini-catapults on either side of the ship about midway down the hull.
Lyra
Race: Breton
Age: 27 years
Height: 5’3”
Health: 7
Stamina: 9
Magicka: 15 (2+3)
Stamina regeneration: 1
Magicka regeneration: 3 (1+1)
Racial Bonus: Breton (+2 to magicka)
Racial Boon: Magna Lineage (+1 magicka regeneration each turn)
Armor Bonus: Light Armor (+3 magicka, +1 magicka regeneration)
Skills
Novice:
Alchemy
Necromancy
Alteration
Apprentice:
Light Armor
Throwing Weapons One-Hand
Cooking
Illusion
Adept:
Conjuration
Destruction
Equipment: Several throwing knives, porcelain mask, two healing potions, one magicka potion.
Currently learning: Changed Huntsman form (7/6/23) Accuracy (you touch a thrown or projectile based weapon to enchance the accuracy. This makes the attacks done by this weapon cost 1 extra STA to evade or block. 2 turns, touch) 07/06/23
Spell List
Novice (Conjuration)
Benign Transposition
Level: Novice
Casting Time: Instant
Range: 2 willing creatures within 50 ft of each other
Target two willing creatures. Instantly change their positions.
Bound Dagger
Level: Novice Casting Time: Instant
Range: Self
Duration: 5 minutes
Creates an ethereal daedric dagger. Deals damage equal to your skill in the weapon.
Summon Crow Daedra
Range: Summoned next to caster
Duration: Instant
Summons a crow daedra
Apprentice (Conjuration)
Adept (Conjuration)
Novice (Destruction)
Apprentice (Destruction)
Adept (Destruction)
Illusion
Necromancy
Alteration
Conjuration Summons!
Tynnera Blacklaud
@caidentyler
Age: 28
Gender: Female
Species: Cathay Khajiit
Birthplace: Riverwood, Skyrim
Birthsign: The Lord
Body Type: 5'5'' - 150 lb - Mesomorph
Hair: Dark brown, to her shoulders and beaded
Eyes: Hazel
Languages: Tamrielic, Nordic, Bretic, little Ta'agra
Alias: Ty, Twelve-Claw, Khenarthi's Wolf
Wolf: Eoghan Saltpaw
Appearance:
Tynnera is a bit short, both for Nords and for Cathay. She's lanky but corded with muscle from running and fighting, and her dark brown hair is kept back with braided beads and her fur is subtly patterned with stripes and spots. She holds herself in an aloof manner, or an impatient one, and is generally armored both against the cold and against attack, with a mix of styles between Nordic, Bretic and Khajiiti. She has large scars on her face, and several others on her body from fights, including bites on her arm and claw marks on her back.
Eoghan, when present, is nearly blue-white of fur, with scars that match his vessel and dark pink nose and paw pads. His left eye is pale blue, and his right is light yellow.
Personality:
Tynnera appears haughty and strong-willed, with a short fuse and a mouth as sharp as her knives. She usually gives people nicknames upon meeting them and likes to play pranks as a form of endearment- harmless things that may simply be a pain to clean up. In short, she takes care of herself, wants attention on her own terms, and has claws that she'll use if you pet her the wrong way. To describe her as catlike is apt.
This acts as a cover for her insecurities. Despite her father's help in working through her feelings, she fights because it feels better to be angry than to be sad. It's easy for her to fall back on being comfortable with anger when not home with him. When she does argue, she's passionate, if short-sighted, and ends up at self-defeatist talking in circles if she doesn't win within a few rounds of speaking, which has her storming off either furious or near tears depending on how upset she actually got. Most of her reason for her anger and flighty argumentativeness boils down to her want to be in control.
To that end, once you really get under her skin, she's a force to be reckoned with. Extremely loyal, a strong fighter and particularly down-to-earth about other peoples' problems (not so much her own, she festers on those easily enough). She offers blunt advice if asked, and would absolutely sacrifice a great deal- up to and including herself, though not pointlessly or without extreme merit- to protect her loved ones. She does have nightmares every so often and either takes walks or listens to music, or finds someone she trusts to curl up with to try and get better sleep.
RP Hooks:
Growing Up: Tynnera's accent doesn't suit a khajiit; it is without the quirks of an Elsweyr native, and instead strongly reminiscent of Nordic speech patterns. She also speaks little Ta'agra
Delving: One might find her in an abandoned area, or engaged with a creature she should probably not be fighting on her own. If assisted, she'll probably insult the one doing the assisting
Wanderer: Her travels have not necessarily given her a sense of direction or space. She knows Skyrim fairly well, but if found most anywhere else, has probably gotten there via carriage after falling asleep for too long
Nightmares: Sometimes she can be seen out in the wee hours of the morning when no sane person would be awake. About then, she's moody and closed-off, and generally paces or takes walks to clear her head
Fights: She has a short fuse and a strange sense of humor, very crude and somewhat rude. She picks fights because winning physically is easier than winning with words
Khenarthi's Wolf: Curiously, a white wolf has been seen, as if wandering with no goal. Tynnera swears she has never seen it despite coming back from hunts with claws and pelts to sell
Themes:
Absolute sucker for romance and found family
Character introspection and growth are big plusses, including negative growth
ERP is fine by me, especially when story-driven. Flings are fine too!
Conflict drives story. I'll still play even if your character doesn't like mine or vice versa
Stats
Base Health: 13 Base Stamina: 12 Base Magicka: 1 Base Movement: 3
Total Health: 15 Total Stamina: 17 Total Magicka: 2 Total Movement: 3
Stamina Regeneration: 2 per turn Magicka Regeneration: 1 per turn
Non-Combat Skills
Martial Skills
Spells
Werewolf
Equipment
Turik Dralas Dunmer/Bosmer hybrid Scoundrel 2edgy4u
Total Health: 13
Total Stamina: 13
Total Magicka: 13
Combat Skills
Combat Skills: Novice - Alchemy | Illusion Apprentice - Acrobatics | Daggers | Lockpicking | Stealth Adept - Shadowmancy Expert - NA Master NA
Passives (Bosmer) Adv to stealth (Dunmer) Fire resistance
Ability List Backstab - Stab a creature in the back, dealing critical damage Parry - Uses one dagger to catch an attack and attacks with the other Throat-cut - An assassination technique, deals critical damage Twinslash - Slashes daggers back and forth across someone's front
Spell List
Destruction [novice] Firebolt - You hurl a mote of fire at a creature or object within range. On a hit, the target takes fire damage. A flammable object hit by this spell ignites.
Illusion [novice] Apparation - This spell causes the subject's face to take on a horrible and terrifying appearance. You can create nearly any combination of hideous features — blue skin, parrot face, elephantine nose, rotting tusks, or worse — but you cannot duplicate the appearance of any specific creature or person.
[novice] Blur - Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you.
[novice] Minor Illusion - You create a sound or an image of an object within range that lasts for one turn. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
[novice] Phantasmal Force - Create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. An affected target is so convinced of the phantasm’s reality that it can take mental damage from the illusion, assuming the illusion is of a phenomenon that could logically deal damage.
[apprentice] Curse of the Putrid Husk - This illusion forces the subject to believe his flesh is rotting and falling off his body, and that his internal organs are spilling out. It lasts two turns.
[apprentice] Evil Glare - This spell, inspired by the malevolent gaze of the shadowy night walkers, causes your eyes to glow with dark energy. Immediately upon completion of the spell, you may target a living creature within range with your glare and that creature becomes paralysed with fear for two turns. You must be able to see the creature, and it must be able to see you (though it need not meet your gaze).
[apprentice] Manifest Nightmare - The target's greatest fear appears before him in illusory form for all to see. In order to disbelieve the illusion, the subject must first force himself to interact with it, to determine that it might be false.
Many casters use this spell simply to learn the nature of the subject's greatest fear, not caring whether the illusion actually causes the subject to panic.
Restoration
[novice] Heal Wounds - Heals minor/light wounds upon the target.
Shadowmancy [novice] Claws of Darkness - When you cast this spell, your hands become shadowy claws. Starting on your next action, you can use the claws to make unarmed attacks as if they were natural weapons. While this spell is active you cannot pick up or use objects in your hands. [novice] Control Shadows - The character can decrease the illumination of an area by as little as 5% (hardly noticeable) or as much as 100% (total darkness) in a 15ft range/radius. The darkness created can be pierced by magical means (Khajiit night eye, vampires sight etc) and see through the darkness created. But non-magical (torches, firelight etc) means will not lift the darkness. It last three turns.
[novice] Shadow Blade - You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. If you drop the weapon or throw it, it dissipates at the end of the turn.
[novice] Shadow Bolt - You hurl a bolt of shadows towards your foe, dealing cold damage on hit. (Tiered spell, each level learned in Shadowmany increases damage)
[novice] Shadowcloak - This covers the caster in shadows, making it near impossible for one to be detected while they move amongst the shadows. When an action is performed, this cover ceases to exist. Magical light also reveals them.
[novice] Wall of Gloom - You create a barrier of ominous shadow that obscures vision and deters passage. It is a sheet of darkness up to 40 ft. long, or a ring of darkness with a radius of up to 15 ft.; either form 20 ft. high.
[apprentice] Armor of Darkness - The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient protection from damage.
[apprentice] Control Shadows - The character can decrease the illumination of an area by as little as 5% (hardly noticeable) or as much as 100% (total darkness) in a 15ft range/radius. The darkness created can be pierced by magical means (Khajiit night eye, vampires sight etc) and see through the darkness created. But non-magical (torches, firelight etc) means will not lift the darkness. It last three turns.
[apprentice] Dance of the Spider - Black, shadowy energy covers your hands and feet, allowing you to scuttle across the walls and ceiling like a lurking spider. Function identical to spiderclimb spell.
Equipment: Freya's pelt, his former direwolf
Twin daggers, a gift from his mother Leather armor
Terklam, a... Something?
Ileissa
Race: Altmer / Bosmer
Age: 38
Height: 1.78 metres (5 feet 10 inches)
Description: WIP
Statistics
Racial Bonus: Altmer (+2 to magicka)
Racial Boon: Magna Lineage (+1 magicka regeneration)
Armour Bonus: Cloth (+3 magicka)
Armour Boon: Cloth (+1 magicka regeneration)
Health: 8
Stamina: 5
Magicka: 18 (13 + 2 + 3)
Health Regeneration: 0 per turn
Stamina Regeneration: 1 per turn
Magicka Regeneration: 3 per turn (Magna Lineage +1, Cloth +1)
Other Bonuses:
Enchanting (Expert): Ileissa can place up to two enchantments on a single piece of equipment.
Enchanting (Master): Ileissa can carry one free soul gem that does not occupy a consumables slot. Additionally, staves that she uses have one additional charge.
Skills
Novice:
One-Handed
Two-Handed
Apprentice:
Medicine
Adept
Alteration
Nature
Animal Handling
Expert
Mysticism
Master
Enchanting
Legend:
Combat
Artisanal
Abilities
Alteration
Novice
Apprentice
Adept
Mysticism
Novice
Apprentice
Adept
Expert
Nature
Novice
Apprentice
Currently Learning
Combat
Artisanal
Production
Equipment
WIP
Doxmah Fhiric-si
Dossier
Name: Doxmah Fhiric-si
Age: Unknown, Likely Mid to Late Forties
Race: Khajiit, Suthay-raht. White Feline.
Gender: Female
Birthplace: Hammerfell
Known Affiliations:
Daughter to a prosperous trading family in Hammerfell - Relationship Status: Unclear.
Claims to have left on a stolen trade ship which was converted into a battle vessel when she was Quote young and stupid End Quote.
Former Pirate Captain - Status: Captured-Tried-Convicted-Cleared. Daggerfall Covenant sank ship in naval combat, survivors were placed into custody. Was offered a chance to join a Religious Order that pulled their weight to clear her of her crimes, which she accepted.
Member of a Holy Religious Order known as the Divine Conclave - Status: Temple was destroyed by Daemonic assault via betrayal of a higher-ranking member from within that was identified as a Daedric Cultist in secret. Number of survivors is unclear. Was a known devotee of Kynareth and was assigned a Mentor by the name of a Weylas Heronstride during her time there.
Appearance and Physique:
Doxmah has piercing green coloured feline eyes, a healed over scar on her left cheek hidden mostly through her fur which reaches down to her jawline, she has wavey markings upon her face shaded from black and grey mainly around the eyes and mouth that accentuate the wealth of colour and spirit in her eyes. She has long white hair that appears wild and falls about all over with streaks of dyed blue in it. Though mostly concealed beneath a robe in her mature years, her body is known to have a figure that could have once been a well-muscled, and commanding figure with mysterious markings all over her otherwise pristine white fur, hiding a variety of scars and healed over arrow punctures in her sorry hide. Her tail is long and continues a pattern upon her body at its base in varying shades of grey and black.
Skills and Abilities:
Doxmah is skilled in sailing and naval combat, having spent many years as a pirate captain. She also has training in healing and combat, having taken a position as a healer within her holy order. Additionally, she has experience in fighting Daedra and dark anchors.
Personality: Doxmah is a determined and devoted individual. A mother even, who cares deeply for those around her and seeks to make amends for her past mistakes. She is also courageous and willing to stand up against injustice to make up for a lifetime of her own.
Base Stats
Total Health: 8
Base Health: 8
Total Stamina: 10
Base Stamina: 8
+2 (Khajiit)
Total Magicka: 13
Base Magicka: 10
+3 (Cloth Armor)
Racial Bonuses: Khajiit Night Eye (can see in darkness!)
Stamina Regeneration: 1 per turn
Magicka Regeneration: 2 per turn
+1 (Cloth Armor)
Combat and Non-Combat Skills:
Combat Skills: Restoration (apprentice), Illusion (apprentice), Alteration (apprentice), One Handed (apprentice), Light-Armor (apprentice), Unarmed (novice)
Non-Combat Skills: Alchemy (apprentice), Clothier (apprentice), Leather-working (novice), Stealth (novice), Speechcraft (apprentice), Lockpicking (apprentice), Pickpocketing (novice),
Athletics (apprentice), Acrobatics (novice)
Spells List
Restoration
Novice
Bless
Casting Time: 1 Action
Range: AoE centered on caster within 10ft radius
Duration: 1 Minute
Up to 3 creatures of your choice within range reduce the cost to block and dodge attacks by 1 for the duration.
Prayer of Healing
Casting Time: 1 Action
Range: AoE centered on caster within 20ft radius
Duration: Instant
Heals all creatures within range for a total of 1 health, this may affect allies and enemies.
Searing Smite
Casting Time: Bonus Action
Range: Self, Melee Range
Duration: 1 Minute
Imbue your weapon with holy fire, converting your next weapon attack to fire damage instead of physical, once the attack lands the spell dissipates.
Apprentice
Devastating Smite
Casting Time: 1 Action
Range: Self
Duration: 1 Minute
Your next Smite attack deals double the damage.
Illusion
Alteration
Destruction
Lesser Powers
Purification - You can cause the closest non-mortal creature to gain the Fear effect for one turn. This counts towards allies AND enemies! They cannot resist it. This can only be done ONCE per event.
Equipment
Within a backpack with a dark cloth cut neatly and added to its surface contains:
A silver flask, filled with red spiced wine that’s engraved with the word “Hope-Wrecker” beneath a scene of a shipwreck graveyard above it, all around the canister.
Alchemist’s Supplies
Healer's Kit
Tinder Box
Gaming Set - Liar’s Dice
Manacles engraved with the worn and fading words “Property of the Divine Covenant” still upon them
Ship Captain’s Spyglass
Holy Symbol - Amulet of Kynareth
Staff - A long staff which ends with the depiction of a moon and golden orb that rests within it.
Steel Cutlass
Parrying Dagger
Clothes, Dark Sailor’s Uniform, Travelers, Priestess Robes.
Water Skin
5 days of rations for a Khajiit’s taste
Coin pouch visible on belt - 50 Copper
Coin pouch hidden on person - 20 Gold
2 health potions (apprentice) - restores 3 health
1 magicka potion (apprentice) - restores 3 magicka
Learning
Unarmed (novice -> apprentice): 5/26/23 - 6/17/23
Areysa Velos
(formerly Zhaedri Erushara)
Attributes:
Health: 7
Base 6
Initiate Rank: +1
Stamina: 10
Base: 8
Racial: +1
Initiate Rank: +1
Total Magicka: 20
Base Magicka: 12
Racial: +1
Adept Magicka Skill: +1
Cloth Armor: +3
Initiate Rank: +3
Regeneration:
Stamina: 1/turn
Magicka: 2/turn
Base: 1/turn
Cloth Armor: +1/turn
Movement: 3
Racial and Other Bonuses:
Dunmer: +1 to stamina, +1 to magicka, Velothi Heritage (1 less fire damage)
Initiate Rank: +5 attribute points to allocate.
Adept Magicka Skill: +1 magicka
Cloth Armor: +3 magicka, +1 magicka regen/turn
Combat and Non-Combat Skills:
Combat Skills
Two-Handed: Staff - Novice
Dual-Wielding One-Handed: Dagger - Apprentice
Destruction - Adept
Illusion - Apprentice
Alteration - Apprentice
Conjuration - Apprentice
Non-Combat Skills:
Weapons Skills:
Two-Handed - Novice
Novice (Cost 2)
Leg Sweep - You sweep the leg and knock the target prone, causing damage and causing the foe to lose their turn.
One-Handed - Apprentice
Novice (Cost 2)
Cloak and Dagger - You attack a foe that is unaware of your presence, dealing your basic attack damage +1 per level of skill. At adept level and higher it also causes a target to be staggered for one turn.
Serrated Edge - As an action, deal damage equal to the ability level. This attack causes the target to Bleed, suffering an additional 2 damage for 1 turn per ability level.
Parry - You block your opponent's attack then counter attack in the same turn doing damage equal to that level. However you cannot block an attack more then one level higher then the level of your Parry.
Apprentice (Cost 3)
Spell List:
Destruction - Adept
Novice (Cost 2)
Chilling Chamber (Action, 25ft, AoE up to 10ft cube, 1 hour) - You drop the temperature in the area to below freezing. All creatures within take 1 cold damage per turn. Those within winter clothing can negate the damage. This can also be used to preserve food.
Ice Dagger (Action, 25ft, 1 creature, instant) - You create an icy dagger that you can throw at a creature. This deals 1 frost damage and 1 stamina damage.
Creeping Cold (Action, 25ft, 1 creature, 2 turns) - You freeze the creature's sweat, dealing 1 damage per turn until the spell ends.
Ray of Frost (Action, 25ft, 1 creature, instant) - You fire a beam of ice at a creature, dealing 1 frost damage.
Flash Freeze (Action, 25ft, 10ft square with 1 ft depth, instant) - All moisture within the area freezes, hardening rock and freezing water. This can be used to traverse water but beware of your footing!
Endure Elements (Action, touch, 1 creature, 1 hour) - You touch a creature and they become immune to extreme heat or cold caused by the environment. This does not include spell damage.
Ice Slick (Action, 25ft, 20ft square, 2 turns) - Covers a solid surface with a layer of slippery ice. You must move half your movement or slip and fall.
Frost Breath (Action, front, 20ft cone, instant) - You breathe out freezing winds, dealing 1 frost damage to all creatures within the area.
Apprentice (Cost 3)
Adept (Cost 4)
Illusion - Apprentice
Novice (Cost 2)
Silent Image (Action, 100ft range, 10ft cube area, 2 turns concentration) - You create the visual illusion of an object, creature, or force as visualized by you. It does not create sound, smell, texture, or temperature.
Change Self (Action, personal, 1 hour duration) - You make yourself - including clothing, armor, weapons, and equipment, look different. You can seem one foot shorter or taller, thin, fat, or in between. You cannot change your body type, otherwise the extend of the change is up to you. This is only appearance, so it does not provide the abilities/mannerisms or tactile/auditory features of the form.
Silence (Action, 100ft range, 20ft emanation, 2 turns or 1 hr. out of combat) - Complete silence prevails in the affected area; all sound is stopped. Conversation is impossible, and no noise issues from, enters, or passes through the area. It can be cast on a point in space, an object, or a creature.
Chameleon (Action, touch, 2 turns +1 turn/level or 1 hour +1 hour/level out of combat) -This spell alters the coloration of the recipient's body and clothing to blend in with the surrounding background, granting the subject an increased chance to evade detection. This effect does not break by taking action. The subject must roll a 1d2 for every enemy turn; a roll of 2 allows the subject to remain undetected that round.
Wall of Gloom (Action, 100ft range, 20ft long wall, 2 turn duration) - You create a barrier of ominous shadow that obscures vision and blocks line of sight, including darkvision. The wall is insubstantial, so creatures can move through it without penalty.
Apprentice (Cost 3)
Conjuration:
Novice (Cost 2)
Choke (Action, 25ft, 1 creature, 2 turns) - Invisible hands wrap around the target and attempts to choke them. This spell stops spellcasting.
Mage Hand (Action, 25ft, 1 minute duration) - Creates a hand that can move three spaces per turn. It can life and move objects that weigh no more than 10 pounds. Cannot attack with it.
Summon Crow Daedra (Action, next to caster, instant) - Summons a crow daedra. Areysa's crow daedra is named 'Quill'.
Apprentice (Cost 3)
Adept (Cost 4)
Alteration:
Novice (Cost 2)
Claws of Darkness (Free Action, self, 2 turns) - You grow clows made up of physical shadows for the duration. You deal 1 cold damage and the creature you hit is slowed for 1 turn. Slowed creatures can only move or make an action and cannot make a reaction.
Expeditious Retreat (Action, Self, Self, 1 minute) - Increases your movement speed by 30 feet and doubles your jump distance. This doesn't affect flying, swimming, climbing, and burrowing.
Alter Self (Action, self, self, 1 hour) You assume the form of the same type as your normal form (bipedal humanoid). You gain the abilities of your new form for the duration, like gills, night eye, etc.
Lesser Powers:
Novice (2 magicka)
Stay Thy Hand (Restoration; 1/day; Action, 30ft range, 1 creature, 2 turns) The creature you target takes 1 less damage from ALL sources but deals 1 less damage to others as well.
Other (?)
Equipment:
Equipment:
Cloth Armor (+1 magicka regen, +3 magicka) (worn)
Leather Armor (+1 stamina regen, +2 stamina) (stashed)
Staff (Weapon, no enchantment)
2 daggers (Weapon, no enchantments)
Backpack (Contents: Scribe kit [Quills x2, 5 extra nibs, razor, 3 vials of ink, parchment notebook], Food Box [trail mix, jerky, cheese, hard candies], waterskin, thin grey cloak, flint and steel, two unlit torches, 50ft of rope, Teddy Bear plushie [From Do'ri]) (carried)
Belt Pouch (Contents: 1 Apprentice health potion, 10 lockpicks, handkerchief, three small flat pebbles, small tin of breath mints) (worn)
Silver 'Tribunal' locket (Contains two portraits within) (worn)
Additional kit: (Stashed; meant for Camille Rescue Mission)
--> Bag of Marbles
--> 'Sack of Sit' (100 small metal stools, 'stool samples'; serve as caltrops)
--> 'Bat of Humiliation' (Giant sex toy on a stick)
--> 'Bag of Cocks' (4 roosters with fighting spurs, wearing cheery sweaters or 'sleeves', nestled in comfortable carrying sack)
--> Very loud out of tune trumpet
--> Pouch of multicolored glitter
--> Slingshot
--> Ridiculous Looking 'Argonian' Onesie (goes over armor)
Learning Log:
MM-DD-YYYY
Combat Skill:
None Currently
Non-Combat Skill:
Scribe (Apprentice to Adept) Start 6/9/2023, End 7/21/2023.
Akh'niri
General Information & Attributes:
Name: Akh'niri
Age: 26
Race: Khajiit
Total Health: 11
Base Health: 11
Total Stamina: 20
Base Stamina: 18 — + 2 (Racial Bonus) — + 2 (Armor Bonus)
— Regeneration: 2 per turn
— + 1 (Armor Bonus)
Total Magicka: 1
Base Magicka: 1
— Regeneration: 1 per turn
Racial Bonuses(Khajiit):
Night Eye: Can see in darkness.
+2 to Stamina.
Combat and Non-Combat Skills:
Combat Skills:
| One Handed [Novice] | Two Handed [Apprentice] | Unarmed [Novice] | Marksmanship [Apprentice] | Medium Armor [Novice]
Non-Combat Skills:
| Cooking [Novice] | Athletics [Apprentice] | Stealth [Novice] | Lock-picking [Apprentice] |
Martial Skills:
Weapon Abilities:
[Apprentice] Power Stance - You deal extra damage equal to the level you used this for your next attack (FREE ACTION) [Novice] Dueling Stance - You can counterattack the next melee attack made at you, dealing damage equal to the level you used (FREE ACTION) [Novice] Sundering Strike - You deal damage based on the level you used this and the target takes extra damage from all sources based on the level you cast this, from novice to master: 1, 2, 3, 4, 5. This bonus lasts until the target is hit with an attack. (ACTION) [Novice] Lunge - You can move an additional amount of space equal to half your movement rounded down, then make a strike, dealing damage equal to the level you used this ability. This is useful for closing distance. (ACTION) [Novice] Crippling Blow - You deal damage equal to the level you used the ability and the target's speed is halved for X amount of turns equal to the level you cast it: 1, 2, 3, 4, 5. (ACTION)
Ranged Weapon Abilities:
Equipment
Coinpouch
(50ft) Rope
Horsehair Brush
Iron Shortsword (One Handed)
Steel Greatsword (Two Handed)
Shortbow (Marksmanship)
Leather Armor
— Increases max stamina by 2 & increases stamina regen by 1
Learning Log (Starting Date | Ending Date)
Name: Torg Lorgak
Race: Orc
Age: ???
Height: 6 feet, 8 inches
Bio: Once known as the Wolfslayer of Bangkorai, This orc has been around the block a few times being in everything from cults to legitmate organizations. A natural survivor, he has lived through things that would snuff out the existence of most men and women thanks to his strength and quick wit. When he is not in combat, he is often known to be interested in Chemistry and the Dwemer and it is often known for using chemicals and toxins as well as explosives in battle in addition to his Scythe, Kinslayer.
He does not truly know exactly how old he is but he knows he has been around for at least seventy years, yet still looks like he is at most in his mid thirties. He does not know the reason for this. He has a storied and colorful past but is slow to share that past with those that don't share said past or those he does not trust.
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Total Health: 16
Base Health: 12+2(Chainmail Armor)+2(Orc)
Total Stamina: 12
Base Stamina: 10+2(Twohanded Expert)
Total Magicka: 4
Base Magicka: 4
Movement: 3
Racial Bonuses: Orc (+2 to health and Promised of Malacath)
Promised of Malacath (reduces all damage taken by 2 for 2 turns and can only be used once a day)
Stamina Regeneration: 3 per turn (+1 from Werewolf Enhanced Stamina)(+1 from Chainmail)
Magicka Regeneration: 1 per turn
Combat Skills: Destruction (Apprentice), One Handed (Apprentice), Two Handed (Expert), Shields (Apprentice), Unarmed (Apprentice), Marksmanship (Apprentice), Polearms (Apprentice), Medium Armor (Apprentice), Heavy Armor (Apprentice)
Non-Combat: Smithing (Apprentice), Artificing (Master), Cooking (Apprentice), Athletics (Apprentice), Acrobatics (Apprentice), Animal Handling (Apprentice), Speechcraft (Apprentice), Chemistry (Apprentice)
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Spells
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Destruction:
Endure Elements (Novice): You touch a creature and they become immune to extreme heat and cold caused by the enviroment. This does not include spell damage. (1hour/1creature/selftouch/action)
Fiery Furnace (Novice): You raise the temperature of the area. All creatures within take 1 fire damage. A spell that negates environmental damage negates the damage. This is also used as an enchantment to cook food. (1hour/AoE10ftcube/25ft/action)
Forcewave (Novice): A wave of raw force hits your opponent, dealing 1 physical damage and reducing their movement to 0 for 1 turn. (Instant/1creature/100ft/action)
Acid Orb (Apprentice): Creates an acid orb that bursts when it hits anything. This deals 3 acid damage to all creatures and plants within the AoE burst. All creatures become nauseated, losing their reaction. (Instant/AoE10ft/25ft/action)
Darkfire (Apprentice): You launch a dark flame that is invisible to all except those that can see through invisibility or have True Sight. This deals 3 fire damage per turn. (3turns/1creature/100ft/action)
Explosive Cascade (Apprentice): You cause fire to rain down in an area, dealing 3 fire damage to all creatures and plants. (Instant/AoE10ft/25ft/action)
Explosive Rune (Apprentice): You place a rune that explodes when a creature steps on it, dealing 3 physical damage to all to all within the radius. This takes a full turn to set. (Instant/AoE20ft/100ft/action)
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Martial Abilities
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Power Stance - You deal extra damage equal to the level you used this for your next attack (FREE ACTION)
Dueling Stance - You can counterattack the next melee attack made at you, dealing damage equal to the level you used (FREE ACTION)
Sundering Strike - You deal damage based on the level you used this and the target takes extra damage from all sources based on the level you cast this, from novice to master: 1, 2, 3, 4, 5. (ACTION) This bonus lasts until the target is hit with an attack.
Lunge - You can move an additional amount of space equal to half your movement rounded down, then make a strike, dealing damage equal to the level you used this ability. This is useful for closing distance. (ACTION)
Crippling Blow - You deal damage equal to the level you used the ability and the target's speed is halved for X amount of turns equal to the level you cast it: 1, 2, 3, 4, 5. (ACTION)
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Speechcraft
---------------------------------------------------------------------------------------------------------------------------
Novice Ability: Stand Your Ground! - You purge your allies of the fear status effect. They also take 1 less damage from all sources for 1 turn.
Apprentice Ability: Rally to Me! - All allies within twenty feet of you deal 2 more damage to all of their attacks and they are immune and purged of all negative status effects like fear, dazed, etc. This effect lasts 1 turn
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Equipment
---------------------------------------------------------------------------------------------------------------------------
Chainmail Armor
Scythe (2hand)
2 Novice healing potions
1 Explosive Ordinance
Coinpurse
3 days field rations
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Werewolf (Azrathrall, The wolf of the Wolfslayer)
---------------------------------------------------------------------------------------------------------------------------
Total Health:20
Base Health:12+6(Lycanthropy)+2(Orc)
-1 Physical DMG (Lycanthropy)
Health Regen:0
Total Magicka:4
Magicka Regeneration: 1 per turn
Total Stamina: 16
Base Stamina: 10+6(Lycanthrophy)
Stamina Regeneration: 2 per turn (+1 from Werewolf Enhanced Stamina)
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Werewolf
---------------------------------------------------------------------------------------------------------------------------
-You are a wolf hidden among sheep. Animals will not be able to detect that you are a werewolf in mortal form.
-Enhanced smell akin to a scent hound. This can help you track your prey but is by no means pinpoint accurate. Distinct smells within 30 ft become more acute.
-Basic Skills-
There are the basic stats all Werewolves have. These are not including the unique powers for individual werebeasts further below.
Dark Metamorphosis
Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form.
Bestial Strength
In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away.
Bloodlust
Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn.
Beast Allies
Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
Enhanced Stamina
Werebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form.
Weakness to Silver
Werecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry.
Weakness to Poison
Poison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives.
No Restful Sleep
Werecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away.
Animal Detection
Animals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you. There are exceptions to this based on the type of werecreature you are.
Immunity to Disease
Werebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage.
Nature's Wrath
Werebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
Character Sheet: Margo Jackson
Race: Redguard
Age: 29
Height: 73.2 Inch ( 6ft.1)
Total Health: 13
Base Health: 10
+3 (Steel Armor)
Total Stamina: 12
Base Stamina: 10
Redguard +2
Total Magicka: 5
* Base 6
-1 (Steel Armor)
Racial Bonuses: Redguard (+2 Stamina and grants Yokudan descent)
- Yokudan descent: reduces the cost to dodge or block by 2 for 2 turns and can only be used once a day.
Stamina Regeneration: 2 per turn
Magicka Regeneration: 1 per turn
Combat and Non-Combat Skills:
Combat Skills: Restoration (apprentice), Two Hand (apprentice), Heavy Armor (apprentice) Alteration (Novice)
Non-Combat Skills: Acrobatics (novice) Alchemy (novice) Ambidextrous (novice) Speechcraft (novice) Smithing (novice) Martial Skills (novice)
Spell List:
Novice Alteration Spells Bear Endurance
Minor frost
minor fire
minor shock
oakflesh
Eagles splendor Apprentice Restoration Spells
Beacon of Hope
Daylight
Stabilize
Equipment:
* Steel (apprentice) - increases max health by 3 & decreases max magicka by 1
* Two hand Sword
* Healing bots
LORE:
Margo Jackson was a devoted Templar hailing from the Redguard kingdom of Hammerfell. Born into a family of skilled warriors, Margo was raised with a strong sense of duty and honor. As he reached adulthood, he joined the ranks of the Knights of the Flame, a revered order of Templars dedicated to safeguarding the realm from the ever-looming threat of Daedric creatures and dark magic. Margo's natural talent for combat and his unwavering faith in the Divines quickly earned him recognition among his peers. He honed his skills in both swordsmanship and restoration magic, becoming a formidable force on the battlefield. However, tragedy struck when his homeland of Hammerfell was plunged into chaos by a Daedric invasion led by the notorious Molag Bal. Fueled by a deep sense of duty and a desire to protect his people, Margo took up his sword and joined the fight against the Daedric forces. His unwavering faith in the Divines and his Templar abilities made him a stalwart defender in the war-torn lands of Tamriel. He fought valiantly alongside other heroes, braving treacherous dungeons, battling Daedric minions, and thwarting dark rituals. During his journey, Margo encountered diverse cultures and formed alliances with fellow adventurers, including mages and warriors from different races and backgrounds. He learned to harness the power of the Aedric magic bestowed upon him by the Divines, using his healing abilities to aid his comrades in battle and cleanse the land from the taint of Molag Bal's influence.
Rivyn Dralas Dunmer Assassin Retired?
Total Health: 15
Total Stamina: 15
Total Magicka: 15
Skills
Combat Skills: Novice - Alchemy Apprentice - Illusion | Alteration | Hand-to-Hand Adept - One-Handed | Lockpicking | Athletics/Acrobatics Expert - Stealth Master NA Passives Fire Resistance Advt to weapon attacks Combat Skills One-Handed Ability Tiers [Adept] Assassination Bashing General Usage Parrying Piercing Slashing Stabbing Stealth-Based Thrusting
Special Abilities Backstab - Stab a creature in the back, dealing critical damage Flurry - A rapid attack of sudden strikes Hidden-Blade - Activates a hidden blade in his gauntlet to attack unsuspecting foes (stealth attack) Lacerate - A quick strike in the front that causes bleed damage Parry - Uses one dagger to catch an attack and attacks with the other Sudden Spin - A quick circle attack in the air Throat-cut - An assassination technique, deals critical damage Twinslash - Slashes daggers back and forth across someone's front to cause bleeding
Spell List
Alteration
[novice] Cat's Grace - You altar your body so you may becomes more graceful, agile, and coordinated while in battle.
[novice] Elemental Edge* - Your spell sends traces of magic into the edge of a weapon, and cause its physical properties to be changed in some way. Upon casting this spell, you can change the damage type of an equipped weapon based upon your chosen Edge.
Flame Edge: The weapon takes on a low ember, causing its edge to become red-hot. The damage type of the weapon is now Fire damage.
Cold Edge: The weapon frosts over, and becomes ice cold to the touch. The damage type of the weapon is now Cold damage.
Shocking Edge: The weapon begins to produce small arcs of electricity. The damage type of the weapon is now Lightning damage.
[novice] Enlarge/Reduce - You cause a creature or an object you can see within range to grow larger or smaller for the duration, either as long as it is casted or for one turn per illusion skill level (currently one). Choose either a creature or an object that is neither worn nor carried.
Enlarge: The target's size doubles in all dimensions.
Reduce: The target's size is halved in all dimensions.
[novice] Protect - You cast a magical shield to ward against incoming physical attacks. Anything stronger then the spell smashes the ward and you take damage. It lasts one turn.
[novice] Spider Climb - Until your magicka runs out or the spell ends, you gain the ability to climb up any surface that is no warded, able to move up, down, to the left and right, even upside down!
[apprentice] Bear's Endurance - You altar your body so you may have a larger health and stamina reserve. Causing you to take more hits and endure the battle longer.
[apprentice] Bull's Strength - You altar your body so you may becomes more stronger and your hits cause more physical damage.
[apprentice] Defend - You cast a magical shield to ward against incoming physical attacks. Anything stronger then the spell smashes the ward and you take damage. It lasts two turns.
[adept] Guard - You cast a magical shield to ward against incoming physical attacks. Anything stronger then the spell smashes the ward and you take damage. It lasts three turns.
[apprentice] Haste - Until the spell ends, the target's speed is doubled.
[adept] Primordial Ward - You create a ward and have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. Illusion
[novice] Captivate - The target becomes more willing to do as the caster asks or believes what they say for two turns
[novice] Fury - The target becomes enraged, willing to attack friend or foe for two turns.
[novice] Ghost Sound - You create figment sounds at a range of 25 feet. The volume of sound created depends on your level. You can produce as much noise as twelve humans (four per Illusion skill level). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans.
[novice] Serenity - The target is calmed and strong emotions are removed two turns.
[novice] Silence - For the duration, no sound can be created within or pass through a 20-foot-radius sphere centred on a point you choose within range. This lasts for two turns. It does NOT block spell casting.
[apprentice] Fear - The target grows fearful and scared, and may even flee combat but this effect only lasts for three turns.
[apprentice] Muffle - Your footsteps are softened (but not silent), making sneaking easier for a rouge. Casting another spells cancels this one out. It lasts for three turns.
[apprentice] Void-Gazer - You can see in perfect darkness, except for magical darkness. It lasts for three turns.
[apprentice] Pacification - Same as Calm, but stronger and for three turns.
[apprentice] Seductive Charm - Same as Captivate, but stronger and for three turns.
[apprentice] Rage - Same as Frenzy, but stronger and for three turns.
[adept] Chameleon - This alters the coloration of the recipient to match that of the surrounding background. When moving through areas where the background changes gradually (such as stepping from the edge of a forest into a green field), the coloration changes immediately. When the background changes abruptly (from forest to grey stone wall), one round is required to effect the change in coloration. The duration for the spell is four turns.
[adept] Frenzy - This spell inflicts the same effects as Rage but will affect multiple opponents with a 15ft radius with even stronger will power and last four turns.
[adept] Mislead - The caster becomes invisible while simultaneously making an illusory double. Invisibility is worn off once the caster attacks or casts a spell. The double may speak, behave, and move twice the caster’s speed if so need be. It lasts four turns.
[adept] Shadowshape - The user is rendered invisible for four turns or until another spell is cast. You are not silenced.
[adept] Voice of Dread - Same as Fear but stronger and for four turns.
Alchemy
Rivyn can make up to adept health potions and apprentice bombs.
Equipment: Two daggers (main weapons), various smaller ones A small amulet with a sea-shell
A sealed letter written in Dunmeri
Chitin armor
Jazzir the Large
Attributes:
Total Health: 20
Base Health: 17
Iron Armor: +3
Total Stamina: 9
Base Stamina: 8
Khajiiti Bonus: +2
Iron Armor: -1
Total Magicka: 1
Base Magicka: 1
Regeneration:
Health Regen: 0
Stamina Regen: 2
Base Regen: 1
Enhanced Stamina (Werebeast): +1
Magicka Regen: 1
Base Regen: 1
Khajiiti Bonus: +2 Stamina, Night Eye
Werebeast Bonus (Lion): Can move 1 extra space per turn. Take 50% reduced fall damage.
Combat Skills:
One Handed, Novice
Two Handed, Apprentice
Throwing Weapons, Apprentice
Shields, Novice
Unarmed, Apprentice
Marksmanship, Novice
Heavy Armor, Apprentice
Non-Combat Skills:
Consumables Pack: 2 Potions, 1 Poison
Current Weapons: Iron Maul, Steel Dagger (x3)
Current Armor: Iron Armor
Inventory:
Rope
Crowbar
Waterskin
Trail Rations
Signal Whistle Bullseye Lantern
Tinderbox
Torch (x3)
Alchemy Recipes Known:
Werebeast Form
Name: Unknown
Age: Unknown
Attributes:
Total Health: 23
Base Health: 17
Dark Metamorphosis: +6
Total Stamina: 16
Base Stamina: 8
Khajiiti Bonus: +2
Dark Metamorphosis: +6
Total Magicka: 1
Base Magicka: 1
Regeneration:
Health Regen: 0
Base Regen: 0
Stamina Regen: 2
Base Regen: 1
Enhanced Stamina: +1
Magicka Regen: 1
Base Regen: 1
Werebeast Abilities:
Dark Metamorphosis
Bestial Strength
Bloodlust
Beast Allies
Enhanced Stamina
Weakness to Silver
Weakness to Poison
Restless Sleep
Animal Detection
Immunity to Disease
Nature's Wrath
Werelion Abilities
Ra'Arkesh
Total Health:12 Base Health10 Chainmail +2
Health Regen:0
Total Magicka:9 Base Magicka:9
Mag Regen:1
Total Stamina:14 Base Stamina:12 Racial +2
Stam Regen:1+1 (Chainmail) +1 (Lycanthrophy)
Racial Bonuses: +2 to stamina (Khajit) Night Eye
Combat Skills: Illusion (2), Necromancy (2), Conjuration (2), Nature (1), Restoration (2),Light Armor (2), Medium Armor (2)
Non-Combat: Smithing (2), Leather-working (2),Artificing (2), Athletics (2), Acrobatics (2), Animal Handling (2), Stealth (2), Pickpocketing (2), Lockpicking (2), Speechcraft (2)
Alchemy (Apprentice)
(Oblivion) Poison of Paralysis (Novice)
Ingredients: Milk Thistle Seeds/Fennel Seeds Effect: Target is stunned for 2 turns.
(Oblivion) Poison of Fright (Novice)
Ingredients: Pear/Wisp Stalk Caps Effect: Causes Fear for 2 turns.
(Oblivion) Poison of Severing (Novice)
Ingredients: Imp Gall/Bone Marrow Effect: One Magkica damage over the next two turns.
(Oblivion) Poison of Silence (Apprentice)
Ingredients: Rice/Bergamont Seeds
Effect: For 3 Turns Target can not speak or cast.
(Skyrim) Poison of Weakness to Magic (Apprentice)
Ingredients: Torchbug Thorax/Salt Pile
Effect: Render enemies weak to magical damage depending on the strength of the potion.
(Skyrim) Poison Of Damage Magkica (Apprentice)
Ingredients: Butterfly Wings/Hanging Moss
Effect: Damage Magicka reduces the value of the target's Magicka. Damage Magicka causes a total of <mag> points of damage, instantaneously. There are two additional variants of this effect, documented on their own effect pages: Ravage Magicka and Lingering Damage Magicka. All three of these effects are available from poisons, but only Damage Magicka is available as an enchantment.
Poison of Damage Health (Adept) (Learning 6/23/23--->7/21/23)
Marksmanship (Adept)
Bows, Crossbows, and other Propulsion Weapons - Start fights with 20 projectiles. When using a basic attack, optionally spend 2 stamina to launch a volley of arrows in a 45-degree cone, dealing to all enemies (and allies) up to 90 feet away.
Abilities
Dual Wielding One Handed Weapons (Apprentice)
Unarmed (Apprentice)
Throwing Weapons (Apprentice)
Known Languages
Illusion Spells
Novice
Change Self (Disguise Self)-Range: Personal-Casting Time: 1 Action-Duration: 1 Hour
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. For example, a human caster could look human, humanoid, or like any other human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger still functions as a battleaxe. A creature that interacts with the disguised sis next gets a Will is highly likely to recognize it as an illusion. For example, a person that touched you and realized that the tactile sensation did not match the visual one would be quick to see through the illusion.
Bewildering Visions-Range: 25 ft-Casting Time: 1 Action-Duration: 2 turns.
The caster envelopes a target in sickened disorientation.This spell makes the world appear to be tossing and rippling in a nauseating manner. The subject is sickened and nauseated for the duration of the spell. While nauseated the target cannot take action. Affected targets can expend Magicka in the following turn to negate the spell.
Blinding Color Surge-Range 100ft-Casting Time:1 Action-Duration: 2 turns.
You point at the target of this spell. The colors of your clothing, skin, and hair shine for a brief moment before they surge away from you, forming a multicolored ray that strikes your target. You disappear as the colors of your body and items leap from you into the beam and render your foe blinded as they are awash in blinding color. When you cast this spell, you target a single foe with the colors stripped from your form. If hit, the target must negate the spell through will or be Blinded for 1 turn. Spells and attacks from blinded foes do require no stamina to dodge. The caster is rendered invisible to the target’s eyes only should the spell hit, even if the target negates the blindness through Will.
Apprentice
Creaking Cacophony-Range: 100ft-Area: 20ft radius-Casting Time: 1 Action-Duration: 3 turns.
The sound from this spell is as loud as a pitched battle and is audible far beyond the spell's area. Outside the spell's area, the sound is merely loud but harmless. Inside the spell's area, the sound is overwhelming. All creatures within the spell's area find it difficult if entirely impossible to listen. Spellcasters within are distracted and must roll a 1d5 where a 1 results in failure to cast their spell. A creaking cacophony spell enhances and focuses sonic energy. Creatures in the area susceptible to sonic damage take 1 point of extra sonic damage
Necromancy Spells
Novice
Black Talon-Range:Personal-Casting Time: 1 Action-Duration: 2 Turns.
Infuses one of your arms with necrotic energy. On top of your unarmed dealing damage equal to your skill, but also grants an additional 1 necrotic damage.
Bloodletting-Range Touch-Casting Time: 1 Action-Duration: 2 Turns.
Infuses a weapon you touch with serrated edges. If a creature is struck by it, they bleed for 2 turns, dealing 1 point of unavoidable damage per turn.
Cause Fear-Range 25ft-Casting Time 1 Action-Duration 2 Turns.
Causes the target to be struck with fear, forcing them to use their movement and action to get away from the subject of the fears.
Apprentice
Conjuration Spells
Novice
Fog Cloud-Range: 100ft-Area 30ft-Casting Time 1 Action-Duration: 10 minutes.
Obscures creatures and blocks sight.
Grease-Range: 25ft-Area 20ft-Casting time 1 Action-Duration: 2 Turns.
Creates a slick of oil that causes creatures to slip and fall if they move on it. It is flammable, increasing fire spell damage by +1 if cast on a creature in the oil.
Sticky Floor-Range: 25ft-Area: 20ft Radius-Casting Time 1 Action-Duration: 2 Turns.
Creates a sticky substance in the area. All creatures caught in it cannot move.
Apprentice
Restoration Spells
Novice
Conduit of Life-Range: Self-Area: Self-Casting Time 1 Action-Duration:10 Minutes.
You plant a see of healing within yourself, granting you regen of 1 health per turn for the duration.
Searing Smite-Range: Self-Area: Self-Free action-Duration:1 Minute.
You embue your weapon with fire. This converts your next weapon attack to fire damage instead of physical damage. After the next successful attack the spell ends.
Prevent Poison (Novice)-Range:Touch.-Casting Time 1 Action.
Prevents a creature from getting poisoned up to the level it is cast. This does not neutralize existing poison.
Apprentice
Werewolf Passive Skills
Dark Metamorphosis
Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form.
Bestial Strength
In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away.
Bloodlust
Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn.
Beast Allies
Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
Enhanced Stamina Werebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form. Weakness to Silver Werecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry. Weakness to Poison Poison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives. No Restful Sleep Werecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away. Animal Detection Animals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you. There are exceptions to this based on the type of werecreature you are. Immunity to Disease Werebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage. Nature's Wrath Werebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
Equipment: Chainmail Armor, Two daggers. One bow with arrows, One poison of Paralysis (Novice) One Poison of Silence (Apprentice) one Health Potion (Novice), Ring of Fireball (Adept) (1Charge) Climb Walls (Na
ture, novice) - 1 use per day for free, Disease Resistant - You can negate disease or poison damage ONCE per event.
Werewolf (Rollin, Hunting Advisor)
Total Health:14
Base Health:8
+6 (Lycanthropy)
-1 Physical DMG (Lycanthropy)
Health Regen:0
Base Magicka:6
Mag Regen:1
Total Stamina:18 Base Stamina:12 +6 (Lycanthrophy)
Racial +2
Stam Regen:1+1 (Lycanthrophy)
Racial Bonuses: +2 to stamina (Khajit)
Bestial Strength
In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are stron
g enough to throw foes back up to 2 spaces away.
Beast Allies
Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you.
-You are a wolf hidden among sheep. Animals will not be able to detect that you are a werewolf in mortal form.
-Enhanced smell akin to a scent hound. This can help you track your prey but is by no means pinpoint accurate. Distinct smells within 30 ft become more acute.
DIARA LAREN
Race: Breton
Age: 22 (in human years)
Height: 1.62 meters (5 feet 4 inches)
Physical Description: Red hair, bright blue eyes, pale skin, and full lips. She is lithe and very slender, even for a Breton, and yet is contrastingly busty. She is athletically built despite her slight frame, a lot stronger than she looks. Her naturally wavy hair is usually kept short, or if allowed to grow long, tied up to keep out of her face. She has visible scars on her back from unknown horrors.
Personality: Diara is a mostly pleasant, friendly person, though life has taught her to be cautious and wary of people in general. She is exceptionally perceptive, no doubt as a result of her skill with Illusion Magic, and has a sensitivity to others that can make her very endearing when she lowers her guard. She loves to read, to cook, and experiment with alchemy and enchanting. She is very practical, not prone to emotional outbursts, and in fact tends to do everything she can to hide her sensitive nature. She is young and despite having travelled widely, still quite inexperienced in many ways. She believes strongly that justice is what you make it, believing often that both the laws of men and gods don’t always serve the greater good, and so is not above a ‘means justify the ends’ approach at times. She has killed in self-defense, but has a respect for life that means every death weighs on her conscience. She is straight-forward, plain speaking, and loyal to the death once her trust is earned.
Background: Diara was born to a semi-well off merchant who settled in Glenumbra. Her mother died in childbirth and for a time she was raised by her father, a crafty and semi-corrupt man with strong ties to the thieves guild. That being said he loved his daughter, and did everything he could to spoil her. When she was eight years old however, her father’s ship disappeared and he never came home from one of his trips overseas. For months she was without answers, but eventually she got news that her father had been killed by pirates. She was sent to live with her mother’s relatives in Cyrodiil, who spent through her inheritance rather quickly. She was abused in ways she would rather forget, and at the age of thirteen, she finally had enough and ran away and began living on the streets, picking pockets and using her innate ability with magic to perform illusion shows and earn coin however she could. She learned the hard way not to trust people, as she got more than one promise of refuge, only to find someone was after her body, her magic, or something worse. She learned not to trust easily as a result.
That started to change a little when sheturned sixteen, and she picked the pocket of a Mercenary named Vergnar True-Heart, a very gruff Nord who caught her but rather than turning her in, felt he could put her skills to good use. Thus began her life as a mercenary. Vergnar taught her to fight, to read, to dungeon delve, and how to fend for herself in general. She went on many adventures with him across Tamriel, and got along well with the other mercenaries in the Silver Sword Mercenary Company, picking up skills from the other mercenaries where she could, though they never considered her a full member and she occasionally had to break a few hands or even faces when some of the men got too handsy.
Her mentor was very old though, and not able to take hits like he used to! Eventually he passed away from an infection that no healer could cure despite their efforts. The loss of another father figure has left her bitter and angry at the gods, who she had prayed to for days in an effort to spare him. She is now on her own again and looking for any means to earn coin.
STATS
GEAR
Al'asan
@zen_mp3
Race: Redguard
Age: 24
Body Type: 5'10" - 163 lbs. - Lean
Birthplace: Sentinel, Hammerfell
Birth sign: The Lover (2nd of Sun's Dawn)
Hair: Jet Black, Thick Dreadlocks
Eyes: Dark Brown Languages: Cyrodiilic, Yoku
Appearance
Al'asan's hair is well-groomed. He's got a thin goatee beard and thick dreadlocks coiled into a long ponytail.
Al'asan is of average-height (5'10") and lean with toned muscles that suggests that he is agile and strong, indicative of the nimbleness required for his past thieving profession.
He has a deep, warm brown skin tone. He's got a small scar on the right side of his jaw and a smaller scar on the bridge of his nose, with a sharp jawline and high cheekbones. His nose is straight with a slight upward bridge that gives his face a rugged, angular look.
His eyes are almond-shaped with eyebrows that are full, but thin, angled to give him a natural focused expression.
Personality
Al'asan typically has a calm and easygoing demeanor. While he's is not particularly charismatic, he does have a very keen sense of empathy and is able to read and adapt to the room he's placed in. He values his freedom and independence above all else. He is not one to be tied down by obligations or commitments, preferring to go wherever his heart takes him. This can sometimes make him seem unreliable or flaky, but he always tries to follow through on his promises, especially for those he considers friends and family. He does not shy away from hard work when he sees the value in it.
RP Hooks
Al'asan may have been a city dweller, but he has a deep appreciation for the natural world. He'll enjoy trips outside the Bastion, exploring the nearby forests.
While he's no longer actively involved in thieving, Al'asan still has a knack for executing heists. He's happy to lend his expertise to anyone who needs help with a job, as long as the payout (or person he'll tag along with) is worth his time and effort.
There's nothing Al'asan loves more than sitting around a campfire, swapping stories and sharing drinks with friends. He's always eager to listen to tales of your character's past.
Al'asan has found that his skills as a thief can come in handy as a bounty hunter. He'll always be happy with pursuing a bounty contract with another guildmate.
He's a good listener and may offer advice or a sympathetic ear to those who need it. This could lead to opportunities where others seek him out for support or guidance.
Themes
Adventure: Al's a wanderer at heart and loves exploring new places.
Heists: Al'asan's criminal background makes him a natural fit for anything heist-themed.
Redemption: His criminal past also carries a weight on his shoulders. This would make him great for anything leaning towards redemption.
Romance is fine. It may take time for him to open up to anyone romantically. Give it time!
ERP and flings are fine. It may or may not take time for Al to open up to the idea depending on his thoughts about your character.
Conflict drives story. I'll still play even if your character doesn't like Al or vice versa.
Vitals/Stats
Skills & Training
Gear
Weapon Abilities
Spellbook
Friva Cedus
Race: Imperial
Age: 26
Height: 1.67 meters (5 feet 6 inches)
Physical Description:
Golden hair that naturally curls. Pink skin that is properly cared for and maintained. Despite her beauty and position as a Lady in House Lalaith, she has muscle due to her smithing and tinkering hobbies. Her eyes are a vibrant amber.
Personality:
The woman was once an emotionally closed individual that spoke to others in strictly business. Over the past six years, her relationship with Mala and her wife, Angela, have softened her normally rocky exterior. She is kind most of the time and ignores her emotions when duty calls her. She is loyal to her family and friends.
Stats
Racial Bonus: Imperial (+2 health)
Racial Boon: Voice of Cyrodiil (all allies gain +1 to damage they deal for 2 turns and can only be used once a day)
Armor Bonus: Dwemer Plate (+2 health)
Armor Boon: Dwemer Plate (-1 magic damage taken)
Armor Bane: Dwemer Plate (-1 stamina regen)
Health: 12 (8 + 2 + 2)
Stamina: 8
Magicka: 10
Health Regen: 0 per turn
Stamina Regen: 0 per turn (1 - 0 from Dwemer Plate)
Magicka Regen: 1 per turn
Skills
Novice
Apprentice
Adept
Expert
Master
Abilities
One Handed (Mace)
Novice
Apprentice
Destruction (Shock)
Novice
Apprentice
Enchantments
Novice (Petty Soul Gem)
Apprentice (Lesser Soul Gem)
Adept (Common Soul Gem)
Expert (Greater Soul Gem)
Currently Learning
Combat
Artisanal
Equipment
Weapons
Armor
Jewelry
Consumables
Misc
Ivereth Lalaith
Race: Half-Altmer/Half-Dunmer
Age: 21
Height: 1.63 meters (5 feet 4 inches)
Physical Description:
Platinum blond (altmer heritage), loose hair that falls down to her thighs. Chalky white skin, light blue eyes (altmer heritage). Scrawny with toned muscles.
Personality:
The young mer is very wary of strangers and is very hesitant around men due to her past trauma. She absolutely loves her family and those she chooses to dedicate her life to. She is fiercely loyal and kind, but she is cold and calculating when she is on the job or when she has to step up and do the things that others shy away from. When someone angers her, she usually resorts to violence to remove what angers her.
Stats
Racial Bonus: Altmer (+2 magicka)
Racial Boon: Magna Lineage (+1 magicka regeneration)
Armor Bonus: Leather Armor (+2 stamina)
Armor Boon: Leather Armor (+1 stamina regeneration)
Health: 8
Stamina: 10 (7 + 2 + 1)
+1 from Adept Archery
Magicka: 16 (11 + 2 + 3)
+3 from Conjuration Mastery
Health Regen: 0 per turn
Stamina Regen: 2 per turn (Leather Armor + 1)
Magicka Regen: 2 per turn (Magna Lineage + 1)
Skills
Novice
Apprentice
Adept
Expert
Master
Abilities
Archery
Novice
Apprentice
Illusion
Novice
Apprentice
Adept
Conjuration
Novice
Apprentice
Adept
Expert
Master
Currently Learning
Combat
Artisanal
Equipment
Weapons
Armor
Jewelry
Consumables
Misc
Liriel
Race: Dunmer
Age: 25
Height: 1.65 metres (5 feet 5 inches)
Physical Description:
Brown shoulder-length hair, often bound up in various hairstyles. Grey skin, red eyes (though one particular disguise she uses often shifts her eye colour to blue). Slender and lean.
Personality:
Several different people live inside Liriel’s head, and in consequence her personalities vary greatly, from warm and bubbly to cold and calculating to downright mean. However, across all personalities, she is extremely creative and immersed in the musical and literary arts. She also finds entertainment in chaos, and tends to care little for those outside of a select few, even if she frequently acts otherwise.
Statistics
Racial Bonus: Dunmer (+1 to magicka, +1 to stamina)
Racial Boon: Velothi Heritage (-1 fire damage)
Armour Bonus: Cloth (+3 magicka)
Armour Boon: Cloth (+1 magicka regeneration)
Health: 8
Stamina: 7 (6 + 1)
Magicka: 16 (12 + 1 + 3)
Health Regeneration: 0 per turn
Stamina Regeneration: 1 per turn
Magicka Regeneration: 2 per turn (Cloth +1)
Other Bonuses:
Enchanting (Expert): Liriel can place up to two enchantments on a single piece of armour.
Enchanting (Master): Liriel can carry one free soul gem that does not occupy a consumables slot. Additionally, staves that she uses have one additional charge.
Skills
Novice
Apprentice
Destruction
Marksmanship
One-Handed
Animal Handling
Lockpicking
Pickpocketing
Stealth
Adept
Illusion
Woodworking
Acrobatics
Expert
Master
Conjuration
Enchanting
Legend:
Combat
Artisanal
Abilities
Destruction
Novice
Apprentice
Illusion
Novice
Apprentice
Adept
Conjuration
Novice
Apprentice
Adept
Expert
Master
Powers
Lesser Powers
Novice
Currently Learning / Making
Combat
Artisanal
Production
Equipment
Weapons
Armour
Jewellery
Consumables
Miscellaneous
Jena Vendicci
Race - Imperial
+2 Health
Voice of Cyrodiil (all allies gain +1 to damage they deal for 2 turns and can only be used once a day).
+1 Movement (Expert Athletics)
Sanctified Amulet of Mara
-1 Restoration Magicka Cost
-Total Health- 16
10+6
+2 Imperial
+3 Heavy Iron Armor
+1 Heavy Armor Adept
-Total Magicka- 6
6
-Total Stamina- 12
10-1+3
-1 Heavy Iron Armor
+2 One Handed Expert
+1 Heavy Armor Adept
SKILLS
Combat
Learning | Heavy Armor - Expert - 05/20/23
One Handed - Expert
Large Shield - Expert
Restoration - Adept
Mysticism - Adept
Heavy Armor - Adept
Small Shield - Adept
Unarmed - Adept
Non-Combat
Learning | None
Athletics - Expert
Acrobatics - Expert
SPELLS
Mysticism
Adept
Forbiddance - Soul
Antimagic Field - Body
Apprentice
Absorb Spell - Body
Crown of Clarity - Mind
Modify Memory - Mind
Novice
Ancient Knowledge - Soul
Identify - Soul
Alarm - Soul
Restoration
Adept
Aid
Destructive Wave
Invest Heavy Protection
Apprentice
Beacon of Hope
Shield Other
Staggering Smite
Novice
Conduit of Life
Heroism
Wrathful Smite
Martial Skills
One Handed - Optionally, reduce the damage of damaging martial melee abilities by 1, in exchange for -1 stamina cost. Minimum of 1 stamina cost.
Expert
Dueling Stance - Novice-Expert
Opportunistic Stance - Novice-Expert
Maintain Momentum - Novice-Expert
Small Shields - -1 stamina cost for blocking; minimum of 1 stamina cost. Gain active novice ability Shield Bash: as a free action, strike one target with your shield, dealing 1 damage and causing them to be unable to block the next attack. Does not work on enemies with large shields. Costs 2 stamina.
Large Shields - Can block one additional attack in one turn. Can be placed on the ground (1 action) to provide static cover at no stamina cost. User cannot be staggered.
Scourge
Passive: All martial melee area-of-effect abilities have double the range.
Active: Once per day, a character can enter Scourge mode, causing basic attacks to hit all enemies around the character, at a range of double the usual melee range. At a cost of 3 stamina, the Bleed effect of Serrated Edge can be applied to basic attacks, lasting 2/3/4 turns. This mode lasts for 3 turns.
As An Example
Sunder
EQUIPMENT
Armor - Iron (Heavy)
+2 Health
-1 Stamina
Sanctified Amulet of Mara
-1 Magicka to Restoration Spells
Rope - ~30 ft
Looped and secured to Jena's hip.
Travel Pack
Field Cooking Kit
Fire Starting Kit
First Aid Kit
3 Slot Potion Pouch
3x Health Potions
IMPORTANT DETAILS
Nothing of Interest
Angela
Race: Breton
Age: 29
Height: 1.7 metres (5 feet 7 inches)
Physical Description:
Wavy white hair. Slightly thinner than average, but not overly so. Reasonably fit build, with toned muscles. Grey eyes.
Personality:
Kind, caring, endlessly self-sacrificing. Often hard on herself but will stop at nothing to help others, especially the ones she loves. A bit of a bookworm and a nerd, or at least as much of one as a fighter can be.
Additional Details: She is afflicted with vampirism of the Lamae Bal bloodline, something that gives her no end of grief and discomfort. She has an alter ego, achievable with magic, which she uses in formal aristocratic settings: Angelica. This appearance has straight light blue hair, blue eyes, and a somewhat different facial structure.
As an adopted daughter of the patron of a minor noble house, House Sarien, Angela is technically nobility. Most often she performs her public duties in the guise of Angelica Sarien, but she also has much private work in the form of managing the financial and business interests of her house in Hammerfell. On the plus side, she gets quite a lot of money in return.
Statistics
Racial Bonus: Breton (+2 magicka)
Racial Boon: Magna Lineage (+1 magicka regeneration each turn)
Affliction Bonus: Vampire (+3 to stamina)
Affliction Boon: Lamae Bal Bloodline (+1 health regeneration per turn at night or in darkness, negated for one turn by fire, silver, or holy damage)
Armour Bonus: Orcish (+2 health, +2 stamina)
Armour Boon: Orcish (+1 stamina regeneration)
Martial Skill Boon: Expert (+2 stamina)
Rank Bonus: Initiate (+3 health, +2 stamina, +1 magicka)
Health: 15 (9 + 2 + 1 + 3)
Stamina: 17 (9 + 3 + 2 + 2 + 1)
Magicka: 11 (8 + 2 + 1)
Health Regeneration: 1 per turn, conditional (Lamae Bal Bloodline +1)
Stamina Regeneration: 2 per turn (Orcish +1)
Magicka Regeneration: 2 per turn (Magna Lineage +1)
Other Bonuses:
Alchemy (Adept): Angela can use up to three ingredients instead of two for her potions.
Alchemy (Expert) - Healer: Angela’s potions heal for 1 extra health every turn a health restoration effect is active.
Alchemy (Master): Angela has one additional slot for potions, poisons, or other useful items in her inventory.
Alchemy (Master) - Healer: Angela's potions heal for 1 additional extra health every turn a health restoration effect is active.
Skills
Novice:
Destruction
Apprentice:
Alteration
Conjuration
Throwing Weapons
Speechcraft
Adept
One-Handed
Necromancy
Restoration
Shields
Medicine
Expert
Two-Handed
Master
Alchemy
Legend:
Combat
Artisanal
Abilities
Alchemy
(Unless otherwise stated, all recipes and effects are from Skyrim ingredient lists.)
Novice
Apprentice
Adept
Expert
Alteration
Novice
Apprentice
Conjuration
Novice
Apprentice
Destruction
Novice
Restoration
Novice
Apprentice
Adept
Necromancy
Novice
Apprentice
Adept
Throwing Weapons
Novice
Apprentice
One-Handed
Novice
Apprentice
Adept
Two-Handed
Novice
Apprentice
Adept
Expert
Speechcraft
Novice
Apprentice
Powers
Lesser Powers
Novice
Currently Learning
Combat
Artisanal
Equipment
Weapons
Armour
Jewellery
Consumables
Miscellaneous
Camille Bassett
Race - Bosmer
+2 Stamina
Forest Folk (gain 1 extra movement in forests).
-Total Health- 5
5
-Total Magicka- 23
18+5
+2 Chitin Armor
+3 Mastery of Mysticism
-Total Stamina- 7
3+4
+2 Bosmer
+2 Chitin Armor
SKILLS
Combat
Learning | Mysticism spell - |To Be Revealed|
Mysticism - Master - [double duration for duration based spells from that school]
Nature - Expert
Archery - Apprentice
Illusion - Novice
Non-Combat
Learning | None
Animal Handling - Expert
Clothier - Adept
Stealth - Adept
Pickpocketing - Novice
Lockpick - Novice
Known Languages
SPELLS
Mysticism
Master
Astral Projection - Soul
Duration: Indefinite | Target: Self | Range: Indefinite | Use: 30 minutes
You project your astral self as a spirit, leaving your physical body behind in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry where you can move freely. You are treated as a spirit and affected by holy magic and can be harmed by other spirits and seen by spells that detect spirits. You may choose to enter the physical plane at will, where a new physical body (and equipment) will be formed. Any damage inflicted to this body is transferred to your real body as psychic damage, dying in this form sends you back to your real body instantly but unconscious. Otherwise your body simply waits behind in a state of suspended animation until you choose to return to it. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form.
Mind Rape - Mind
Duration: Permanent | Target: 1 creature | Range: 100 ft | Use: 1 hour
You can enter the mind of a creature and learn what you want to learn from them. You may also modify their memory as you please. The only way to get the original memory back is to use a spell that draws out the truth or a spell that explores a creature's memories.
Expert
Absorb Spell - Body
Duration: Instant | Target: Self | Use: Reaction
Upon casting, any bolt or beam type spell up to the level you cast this spell will be absorbed. You also regain magicka equal to what you spent PLUS the magicka cost of the opposing spell. Can only be used on spells of it's level and lower.
Telekinesis - Body
Duration: Instant | Target: 1 object | Range: 100 ft. | Use: Action
Picks up objects and manipulates them freely. You can also hurl it at a creature, dealing 7 physical damage.
Vision - Soul
Duration: Instant | Target: Self | Use: Action
This spell allows you to ask one question about an event that happened at the location in the past. The more specific the question, the clearer the answer.
Adept
Dream - Mind
Duration: Indefinite | Target: 1 Creature Known | Range: Infinite | Use: Action
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger.
While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must spend magicka to resist. On a failed resist save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 5 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target must spend double the magicka to resist.
Probe Thoughts - Mind
Duration: 3 Turns | Target: 1 Creature | Range: 25 ft. | Use: Action
All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.
Scrying - Soul
Duration: 4 Turns | Target: 1 creature | Range: Infinite | Use: Action
You can see and hear a creature, which may be at any distance. The difficulty of the scrying depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.
Knowledge Of The Subject | Bonus To Success Chance
None* | Very Low
Secondhand (You have heard of the subject) | Low
Firsthand (You have met the subject) | Fair
Familiar (You know the subject well) | High
*You must have some sort of connection to a creature you have no knowledge of.
Connection To The Subject | Bonus To Success Chance
Likeness or picture | Fair
Possession or garment | High
Body part, lock of hair, bit of nail, etc. | Very High
If the spell succeeds, you can see and hear the subject and the subject's immediate surroundings. If the subject moves, the sensor follows at a speed of up to 150 ft./Turn. The sensor has your full visual acuity, including any magical effects.
!!!The subject can choose to allow the spell to work on them if they are aware the attempt has been made therefore skipping the chances and guaranteeing success!!!
If the spell fails you can't attempt to scry on that subject again for at least 24 hours.
Apprentice
Dispel Other - Body
Duration: Instant | Target: 1 creature | Range 30 ft. | Use: Action
You can immediately dispel any spell and its effects cast on another creature up to [Apprentice Level]. Higher level spells are reduced in effectiveness.
Clairvoyance - Soul
Duration: 10 minutes | Range: 1 mile | Use: Action
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Revelation - Mind
Duration: 2 turns | Target: Self - 20 ft radius | Use: Action
Revelation creates an area in which all things appear as they actually are. The burst reveals objects in the same way as a true seeing spell, though it lasts for only 1 round. Unlike with true seeing, all creatures in visual range can see the effect of the spell. The spell does not dispel any magical effects, it only temporarily reveals them. Should a creature pass through the burst during its duration, any hidden elements on it are revealed, though they are again hidden as soon as the creature steps out of the area.
Puppeteer - Mind
Duration: 3 turns | Target: 1 Creature | Range: 25 ft. | Use: Action
You cause a creature to mimic your every move for the duration. if you attack a target, they will be forced to attack the same target. If they attack an ally or the mimicking action
Novice
Absorb Elements - Body
Duration: 2 turns | Target: Self | Use: Action
When you take when you take [Elemental] damage The spell captures [novice level] incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra [novice level] damage of the triggering type, and the spell ends.
Detect Thoughts - Mind
Duration: 3 turns | Target: 1 creature | Range: 25 ft. | Use: Action
For the duration, you can read the thoughts of certain creatures. Until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature such as what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If the target is able to resist, the spell ends. The target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to attempt to resist the spell. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Dispel Magic - Body
Duration: Instant | Target: Self | Use: Reaction
You can immediately dispel any spell and its effects up to the tier that you cast the spell. Higher level spells are reduced in effectiveness (-1 effectiveness.)
Mind Spike - Mind
Duration: 2 turns | Target: 1 creature | Range: 60 ft. | Use: Action
You reach into the mind of one creature you can see within range. The target takes 1 psychic damage. You also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
Sleep - Mind
Duration: Instant | Target: 1 creature | Range: 90 ft. | Use: Action
Causes living creature targeted to fall asleep for at least one minute. If the subject takes damage, they will wake up.
Zone of Truth - Mind
Duration: 1 minute | AOE: 20 ft. radius | Range: 25 ft. | Use: Action
Create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, unless any creature within range is able to detect the illusion, the creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on detecting the illusion. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Nature
Expert
Control Weather - Elemental
Duration: 24 hours | AOE: 2 miles | Range: 2 miles | Use: 10 minutes
You change the weather in the local area. It takes 10 minutes to cast the spell. You can call forth weather appropriate to the climate and season of the area you are in. You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a new weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
Contradictory conditions are not possible simultaneously—fog and strong wind, for example.
You cannot control specific applications of the weather, where lightning strikes, for example, or the exact path of a tornado.
!!!A [Master Nature Mage] casting this spell doubles the duration and affects a circle with a 3-mile radius!!!
Adept
Aspect of the Wolf - Morph
Duration: 10 minutes | Target: Self | Use: Action
When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a wolf. You gain the Health-5, Magicka-2, and Stamina-5 attributes of an apprentice wolf, but you retain your own mental ability. Your base land speed becomes 50 feet. You gain low-light vision and scent. You gain a bite attack, which deals 5 points of damage with each successful hit, you can also choose to use a successful bite as a grapple attack after it hits. You cannot speak or cast spells while in wolf form. Your equipment melds into your new form and becomes nonfunctional. You can choose to end the spell early, otherwise the spell ends normally after it's duration or your health hits 0.
Awaken - Plants|Animals
Duration: 24 hours | Target: 1 Tree/Animal | Range: Touch | Use: Action
You awaken a tree or animal to humanlike sentience. The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
-An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.
-An awakened animal can't serve as an animal companion, familiar, or special mount.
-An awakened tree or animal can speak any language that you know.
Control Winds - Elemental
Duration: 10 minutes | AOE: 90 ft. radius / 40 ft. tall | Range: 90 ft. | Use: Action
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an "eye" of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit (for example, a 20-foot-diameter tornado centered 100 feet away).
Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.
-A downdraft blows from the center outward in equal strength in all directions.
-An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
-A rotation causes the winds to circle the center in clockwise or counter-clockwise fashion.
-A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: You can increase or decrease wind strength by one level every 4 turns. (The categories of wind strength are briefly described below)
-Strong winds (21+ mph) make sailing difficult.
-A severe wind (31+ mph) causes minor ship and building damage.
-A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
-Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
-A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.
You must concentrate for a turn to make a change to any of the effects.
Druid Grove - Plants
Duration: 24 hours | AOE: 50 ft. radius | Range: Touch | Use: Action
You create a protected area. Nature obscures the area and only those the caster designates (or speaks a password) can enter unharmed. Anyone else who enters is met with traps within the area, all designated by the caster. Traps range from living vine traps, trees that attack trespassers nearby, spore traps that poision the air, heavy growth of plants.
Apprentice
Grasping Vine - Plants
Duration: 3 turns | Range: 30 ft. | Use: Action
Conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature will be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one.
Heal Animal - Elemental
Duration: Instant | Target: 1 creature | Range: Touch | Use: Action
Using nature magic, the user heals 3 damage on the target animal or werecreature.
Sudden Stalagmite - Elemental
Duration: Permanent | Range: 100 ft. | Use: Action
This spell creates a stalagmite about 1 foot wide at its base and up to 10 feet tall. If it encounters a ceiling before it reaches full size, it stops growing. The stalagmite grows from the ground under the target creature and shoots upward. An airborne creature more than 10 feet above the ground cannot be harmed by this spell. The stalagmite deals [apprentice level] piercing damage. In addition, a target that fails to evade it, can become impaled on the stalagmite and cannot move from its location until it is removed. The victim can break free from the stalagmite. The stalagmite can be removed in other ways as well, such as with a stone shape spell.
Plant Growth - Plants
Duration: Instant/ 1 year | AOE: 100 ft./ Half mi. radius | Use: Action/ 8 hours
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
-If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected.
-If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Novice
Speak with Animals - Animals
Duration: 10 minutes | Target: Self | Use: Action
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Gust of Wind - Elemental
Duration: Instant | Range: 60 ft. | Use: Action
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
-A Tiny or smaller creature on the ground is knocked down and rolled 15 feet, taking nonlethal damage. If flying, a Tiny or smaller creature is blown back 15 feet.
-Small creatures are knocked prone by the force of the wind, or if flying are blown back 10 feet.
-Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 5 feet.
-Large or larger creatures may move normally within a gust of wind effect.
A gust of wind can't move a creature beyond the limit of its range. Any creature, regardless of size, takes a penalty on ranged attacks and hearing is harder in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
Evergreen - Plants
Duration: Instant | AOE: 10 ft. radius | Range: 100 ft. | Use: Action
You imbue a 10-foot-radius area of plant life with magical heat, instantly healing 1 damage and granting immunity to cold for the duration of the spell. Evergreen affects natural plants as well as plant creatures.
Druidcraft - Elemental|Plants
Range: 30 ft.
Whispering to the spirits of nature, you create one of the following effects within range,
-You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
-You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
-You instantly light or snuff out a candle, a torch, or a small campfire.
Vine/Thorn Whip - Plants
Range: 30 ft. | Use: Action
Using the stem of a plant, you create a long vine whip that lashes out at your command. The vine deals damage based on your [1 handed skill] If the creature is Large or smaller, you pull the creature up to 10 feet closer to you. If the stem used has thorns then so does the whip, and the creature hit by the whip takes +1 piercing damage.
Primal Savagery - Morph
Duration: 2 turns | Target: Self | Use: Action
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. On a hit, the target takes +1 acid damage in addition to your unarmed attack. After you make the attack, your teeth or fingernails return to normal.
Illusion
Apprentice
Blur
Duration: 3 turns | Target: touch | Use: Action
The subject's form appears blurred, shifting and wavering. This distortion grants the subject an increased chance of evading incoming attacks. Caster rolls a 1d2 against incoming attacks. A roll of 2 evades the incoming attack at no stamina cost.
A See Invisibility spell does not counteract the Blur effect, but a True Seeing spell does. Opponents that cannot see the subject ignore the spell's effect
Major Image
Duration: 3 turns | AOE: 15 ft. cu. | Range: 100 ft. | Use: Action
This spell functions like Silent Image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range. The image disappears when struck by an opponent unless you cause the illusion to react appropriately.
Novice
Dissonant Whispers
Duration: Instant | Target: 1 creature | Range: 60 ft. | Use: Action
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with 1 physic damage.
Silent Image
Duration: 2 turns | AOE: 15 ft. cu. | Range: 60 ft. | Use: Action
Creates an image of any tangible phenomenon no larger than a 15-foot cube, and is purely visible (No sound, smell, etc.). Can use a turn to move such an object elsewhere.
Change Self
Duration: 1 hour | Target: Self | Use: Action
Make yourself including clothing, armor, etc. appear different. Caster can appear up to one foot shorter or taller, thinner, fatter, or in between. The caster must retain the general body shape (in Camille's case, a generally bipedal creature). The smaller details are up to the caster (add or obscure features, or even look like someone completely different). This does not grant the abilities or mannerisms of the chosen new appearance.
Witchcraft - Vaermina
!!!This is not a spell school!!!
Witchcraft is only available to those who have become a witch through the pledge of loyalty and servitude to one of the many Daedra. The number beside each spell indicate the number of uses per day the caster has to cast them. They require the use of no magicka and need not be spoken like regular spellcasting.
Novice
Augury - 3
EQUIPMENT
Armor - Chitin (Light)
+2 Stamina
+2 Magicka
Bow
Death's Lattice
A small dreamcatcher with mysterious powers that are yet to be discovered.
!This is a unique item that only Camille knows how to operate!
Utility Pouch Belt
A belt with 2x pouches on it (one on each hip)
Left Side:
-1x Bag of (203) Gold
-Sewing Needle and Thread
-Small Washcloth
Right Side:
Camille's Coloring Collection - A book
Spell Tome: Plant Growth
5x Cursed Whispering Stones
Piggy Bank
She keeps her piggy bank at home so it will rarely be on her but its where she keeps all her money that's not on her person.
Gold: 6200 Gold
Gems: None
IMPORTANT DETAILS
Camille
Marking on Camille's left arm.
Outer mid bicep.