Post by shards on Mar 31, 2008 22:39:15 GMT -8
Name: Anden Edus
Gender: Male
Alignment: Lawful Good
Age: 268
Father: Nathan Edus (Dead)
Mother: Mara Edus (Dead)
Birthdate: 22nd February 1232 C.R.
Birthplace: Paril City, Sinda Isle, Nanine, Falashir
Height: 5’7”
Weight: 145lb (The conjured wings are /strong/)
Race: Humanoid, Elf, Sylvanel
Eye Color: Dark Green
Hair Colour: Black
Skin Color: Beige
Muscular Build: Athletic
Stature: Ranger
Description: Before you stands a fairly young man clad in what appears to be immaterial shadows, most of the time this is covered by his long traveling cloak. His face is hidden by the large collar of his armour as well as a wide traveling hat on his head. he seemed to be rather unequiped, with a collection of empty belt pouches, a few wands strapped on his girdle and only a small pack slung under his cloak. His visible weaponary consisted of a large bastard sword sheathed at his back, a short sword and a pair of long daggers sheathed on his belt, and a quiver of arrows, although strangely, no bow. As he noticed you he gave a warm smile and removed his hat. Getting a better look at his features you notice that his cheekbones are higher than would be expected, and his nose seems to taper slightly, the physical characteristics of an elf.
Personality: Anden is well mannered and honest, although he does not extend his expectations to others. Anden tends to avoid expletives, as well as tending to use conjunctions less than most, although in some cases (such as communicating in battle) this just is not practical. Anden tries to stay on the right side of law, however his concerns about it are generally secondary to what he believes is right, he has sense of honour, being extraordinarily reluctant about lying or breaking his word, he won’t strike a surrendered foe and he would be willing to take great risks to help his friends. Anden’s mood is fairly changeable, he is usually quite a cheery person, but sometimes he can be somewhat jaded in his thinking, as he is quite certain that his way of life is likely to lead to a premature death.
History: (Your ability to simply gaze at someone and instantly know their entire history seems to be failing you...)
Abilities:
Physical Qualities: Anden is extraordinarily strong for his size and race, being able to lift up to 80lb with each arm, he is also fairly fast, being able to sprint 100m in 16 seconds, although he can keep this up for a long time. Over the years, Anden has developed a fairly strong immune system, allowing him to resist the effects of most diseases and poisons.
Mental Qualities: Anden has a almost supernatural memory, almost anything he even casually senses usually ends up placed in his long term memory, unfortunately, this causes him to remember with embarrassment most of his mistakes. Anden is quite knowledgeable in most areas of nature and magic. He has good common sense and a fairly strong will.
Sylvanel Qualities: As a Sylvanel elf, Anden has exceptionally keen senses, with his sight, hearing, smell, and taste being about three times as sensitive as most humans, in addition, he is resistant to most forms of magical compultion.
Woodland Lore: Having spent a significant portion of his life studying the wilderness, Anden has a good knowledge of the world and it’s ecosystems. This knowledge also helps him to track creatures from any annomalies.
Artifice Lore: Having spent several years under the tutalage of the gnomeish artificer Chalden, Anden as learned how to craft several types of alchemical items, as well as several generic types of enchantments.
Infusions: While it takes him days to imbue an object with permanent magical properties, he is also able to infuse them with temporary enchantments, these generally take a minute to activate with the exception of blackiron which takes around ten seconds.
- Planar Stride: When infused into a wand, coin, stave or other object, the item is able to be used to instantly transport the user and up to ten other creatures up to two miles, once used the enchantment disipatates. This enchantment lasts for half an hour or until discharged.
- Elemental Aura: If infused in a piece of clothing or suit of armour, this causes the item to give off an aura of the chosen element, granting fifty percent resistance to it, as well as damaging any living creature other than the wearer within ten feet. Unless otherwise stated these do not effect either the wearer or their equipment. This enchantment lasts for five minutes. The Auras he hasn't yet mastered do not have a description.
- Acid:
- Air:
- Alkali:
- Aura:
- Cold:
- Demi: The lighting in a large radius grows darker as the light is pulled towards Anden by a gravitational force, however, anyone coming within 10ft of him while this ability is active experiences a sudden blinding flash, while using this Anden gains a sort of magical sight, his hearing sharpens to the point at which echolocation is possible.
- Earth:
- Electricity:
- Heat: The air around him distorts, as if by a localised heat wave, the temperature within the area of effect increases by two hundred degrees centigrade.
- Magnetism:
- Raw:
- Sound:
- Space:
- Time: Everything within 20ft of him moves at half speed, being slowed in time, this can lead to some weird things, such as falling objects having a momentum disproportionate to their velocity.
- Water:
- Resiliance: This can be infused into almost any object, including constructs. When infused with this enchantment the object becomes less brittle, in addition it's hardness doubles, however, constructs do not find it any more difficult to move. this infusion lasts for five hours.
- Keening: When infused in an object, this enchantment compels those within 10ft of the posseser (Excluding the posseser) to give a lamentful screech for as long as they are within the area of effect, this makes casting spells with verbal components almost immposible, however they are able to stop as soon as the possesor is out of range. this infusion lasts for ten minutes.
- Ennui: This infusion can only be used on constructs and mindless undead, and while powerful is very difficult to use, Anden must have physical contact with the target at the moment the infusion is finished, as well as maintaining a concentration on the infusion. This infusion causes the target to become inert, unable to act for the duration of the effect. This infusion lasts for two hours.
- Animate Object: This infusion creates a moderate sentience as well as a certain flexibility and control over itself in a touched object, it will obey any orders given to it by the animator. Anden is currently able to control up to 200 kilograms of mass at any one time. This effect is permanent unless dispelled.
- Shadowbred: This infusion causes a touched construct or object to manifest itself in both the ethereal plane, Ardamir and in Falashir, allowing it effect creatures on any of these planes. In addition, if manifested in clothing jewlery or armour it allows the wearer to instantly transport themself 10ft between shadowy locations, a total of 200ft of teleportation can be made per infusion. This infusion lasts for 5 minutes.
Stealth: By keeping to the shadows, moving into a crowd, or in to some sort of natural cove, Anden is able to almost disappear from view. He tends to instinctivley walk in such a way as to create little sound, and even uses a similar tecnique when running.
Swordsmanship: Anden is a very effective swordsman with a variety of bladed weapons, he prefers to use large weapons such as bastard swords and broadswords or smaller ones such as daggers. He is effective on both his offence and his defense, although not that great at using both simultaneously, but his reflexes generally compensate for that. He is even able to use two weapons at once so long as one of them has a length of less than 4 feet, and weighs no more than 6lb.
Archery: Due to his exeptional vision and extraordinary age, Anden's archery would be concidered on the verge of supernatural, being able to strike most basic chest areas of up to 50 meters for every half second he spends aiming, up to maximum practical ranges of 300 meters. Strong winds and cover usually double to quadruple the effective range depending on the severity of the problem.
Spells: As a ranger, Anden has been granted a few spells, they are not often that powerful, but may be used at will.
- Starburst: By sacrificing a material component, a piece of flint, and chanting, the piece of flint ignites and shoots towards the target creature like a bullet. The flint must be at least the size of a walnut. For larger pieces of flint, you can either decide to shoot the whole piece at once, or shoot multiple chunks at the enemy. Upon striking the enemy, the flint lodges onto them and sears with heat and holy damage for ten seconds. Alternatively, a projectile composed of flint or with a head of flint can be ignited and shot towards the enemy, such as a round piece of flint in a sling, or an arrow with a flint head. While the flint or projectile has not been fired or thrown yet, the heat and light deals no damage.
- Tangle: To cast this spell Anden must hold a focus and concentrate upon it and recite his incantations for a couple seconds. Upon casting this spell, Anden can cause plants to twist about and turn as he directs them, using them for a variety of purposes. One of the most common uses of the spell involves trapping people's feet in a cage of vines. Once he directs the plants to the destination, they remain in the position they end in, as if they grew that way. The manipulation lasts for about half a minute.
- Nettlewall: In order to cast this spell, Anden must possess the remains of a poison nettle. He must prick himself upon the thumb with one of the intact thorns as to draw blood, and drip the poisoned, crimson liquid upon the root of the nettle plant. He then must make a series of brief chants, and then place or throw the dead nettle wherever he desires the wall to form. A second after the nettle touches the ground, poison nettles will take root within twenty feet of where it landed, in any place Anden designates. The nettles grow as if each second were a month until they are fully grown, usually taking about three seconds. Any creature within the area is subject to the full extent of the plant's poison if pierced by the thorns or brushed against the 'hairs', thus causing extreme numbness, itchiness, and possible paralyzation in the affected areas. The poison nettles grown by this spell remain indefinitely, or as long as a normal poison nettle would, and are five feet high. The nettlewall grown is extremely dense, and cannot be walked through unless you're about the size of a mouse, and even then they'd be under risk of getting paralyzed. Creatures stuck in the wall when it was grown must be removed via clipping and trimming the plants. The dead nettle used as the material component for the spell disintegrates as soon as the nettles are fully grown. Most projectiles shot through the wall become tangled by the leaves, but powerful or penetrating projectiles, such as a needle-heat bolt or arrow, or most arrows shot from a longbow, can penetrate the wall.
- Seal Wound: Upon casting this spell, which takes about ten seconds of Anden holding his hands near the target, the recipient's target wound is sealed on the outside by the best means possible. If it is a normal person, the skin seals together. If there is no skin to seal, it instead creates a magical bandage to cover it until it heals. If it is a person cursed to be undead, it still seals the skin, instead of damaging the creature. The sealed skin or magical bandage is only as strong as the creature's normal skin, hide, bark, or whatever, and does not heal damage, only doubles the healing process and prevents any further loss of blood or bodily fluids. It works on all creatures, mindless, dead, undead, or not.
- Converse With Nature: Casting this spell, which takes about a minute, grants Anden the supernatural ability to 'converse' with anything from nature. If speaking to something, it can give him minimal information about things, in the simplest way something can be described. To others, when he speaks while under the effect of this spell, he sounds like he's speaking complete nonsense, from creaking sounds (For wood.), to scraping sounds (For stone.) and animal sounds. It lasts for an hour.
- Scrying: By gazing into a pool of water and speaking a short prayer and request to Gaia, he is able to view a location of his choice as long as it is within the same plane of existance and is not warded against divinations.
Dragon Knight Form: By drawing apon the power of the flare dragon in his bastard sword, Anden is able to assume several draconic qualities. While in this form his irises turn a dark blue, a veil of warmth begins to swirl around him granting him a degree of magic resistance, a pair of yellow-blue draconic wings sprout from his upper back, his armour and clothing seems to reform around it making it seem to merge perfectly with it, his strength, speed and agility seem to improve and his skin becomes tougher, gaining the resilience of an inch of leather. While in this form he is able to produce and manipulate darkfire and can surround himself in a aura of orange fire.
Arcane Eye: Anden is able to identify the magical coding in an item, allowing him to sense a variety of magical properties that are used in magical items.
Artifice: While the spells he can cast are not all that powerful. Anden’s knowledge of magic allows him to use items that require a certain ability or individual to use.
Imbue Item: Anden’s knowledge of magic allows him to, with a day to a week of work, imbue a otherwise mundane object with a enchantment that he has either studied previously, or has learned about in some manner.
Equipment:
Shirt: A dark brown cotton shirt.
Pants: A dark brown pair of pants.
Belt: A leather girdle.
Boots: A pair of well maintained soft leather boots.
Hat: A light grey, wide traveling hat.
Socks: A pair of cotton socks.
Scale Mail: This set of natural scale armour is padded by a thin layer of sharkskin and laced with small amounts of blackiron, with the scales being the actual scales of a shadow dragon, although they don't appear to be scales at all, with the armour's surface appearing to be a shifting shadow shroud. The scales are positioned to allow mobility, making areas more vulnerable, but if used correctly the wearer is able to position themselves so that the scales lock. In addition the shadows make it more difficult to specifically target the breaches. The scales themselves are about as strong as a high grade titanium alloy. This weighs around 15 pounds and was made from the carcass of the dragon who killed his partner.
Cloak: This cloak is enchanted to alter its appearance to the wearer's liking, it is waterproof and provides decent cover from the cold. This is currently mottled grey-white. One is located around his neck, and a similar one is placed in his house.
Glove: These gloves are extraordinarily thin, they are enchanted to triple the wearer's tactile senses around the hands, as well as to resize to fit almost any wearer and alter their appearance to the wearer's liking. This is worn on his right hand.
Cuprum Crime: This apparently plain copper ring originated in Paril, where the punishment for theft used to be amputation of the hands. In more recent days, the laws have changed, but since these rings came on the market, they have been increasingly popular, even amongst those with not need for them. They hold a simple but powerful enchantment, preventing the wearer's hands from being severed by any external force - a swing from an axe or any physical blow would still cause a large gash or bruise, but would be unable to break any bones in the fingers, hand, wrist, or forearm. Diseases and similar effects, however, can still cause loss of the appendage, as can spells. The wearer need only bear and equip one ring for the magic to affect all their limbs. It's on the same finger as his platinum ring.
Gauntlet: A mithril gauntlet worn on his left hand. It also contains a thin layer of blackiron, allowing him to channel his infusions more quickly through it.
Spirit Wheel: This silver amulet is enchanted to allow Anden to speak with most kinds of animals despite language problems, it also purges any poisons from his body.
Wand of Darkfire: This wand has been enchanted by Anden to create a 6 inch radius ray of darkfire extending up to 200ft by pointing the wand and speaking the command word "Ixen"
Wand: An unenchanted wand made from darkmetal.
Malleus Maleficarum: This small diamond wand is triggered with a thought, it leeches any magical energy out of a 30ft radius sphere of effect, or a single targeted creature, this cancels any ongoing spell effects and can be projected up to 200ft. Any energy drained is used to power the wand.
Ellentia’s Blade: This 4.5ft leaf shaped adamantium longsword is significantly wider than most bastard swords near the blade’s center, inscribed along the blade in elisani runes is the name Ellentia, Anden found it when he was searching through a dead friend’s equipment, it has been enchanted for added strength, being around three times as hard as adamantine, it also seems to be immune to adamantine’s usual tendency to turn brittle in extreme temperatures, it has also been altered to cut through organic materials with only three quarters of what would normally be the required force, however it is especially devastating against nonliving objects, cutting through them with only half the usually required force. It is sheathed on his left hip. Any attempts to scan it for magic reveal that there is a torpid sentience in the weapon, as well as several other currently unusable powers and seems to resist Anden’s attempts to further enchant it. The weapon has a jacinth set as its pomel jewel which contains the soul of a flare dragon.
Long daggers: Anden forged these twin baselards out of a titanum-tunsten alloy, the blades of the weapons are enchanted to pass effortlessly through non-living materials, however they do not damage them.
Quiver: A hip slung quiver fitting up to 30 arrows, it currently contains 30 barbed broadhead arrows.
Spell component pouch: Anden keeps a few of his spell components in this, including:
- Three One ounce pieces of flint
- Four poison nettles
Backpack: One of his more useful creations, this backpack while appearing to be a fairly small haversack is able to contain up to fifteen cubic meters of material as well as weighing only as much as an empty pack. The maximum size for a single object being that it must be small enough to fit through the hole at the top. Inside his pack he carries:
- 20 pounds worth of trail tack
- 500 gold sera
- 2000 silver sera
- 6236 copper sera
- One tent (With assembally gear, fits a single person)
- A metal tube containing 500 assorted arrows enchanted to penetrate material with 7/8 of the usually required force, as well as flying with twice the speed, making them more accurate.
- 10 pitons
- 500ft of hempen rope
- 2 grappling hooks
- 20 pounds of flint
- A small anvil
- 5 bowstrings
- 10 pounds of blackiron
- One scroll case
- 2 200lb mongolian style recurve darkmetal bows
- A 6"by 4"stell mirror.
- 6 waterskins, containing a total of around 200 cubic centimeters of water.
- Several different sets of clothing
- 4 inkpens
Gender: Male
Alignment: Lawful Good
Age: 268
Father: Nathan Edus (Dead)
Mother: Mara Edus (Dead)
Birthdate: 22nd February 1232 C.R.
Birthplace: Paril City, Sinda Isle, Nanine, Falashir
Height: 5’7”
Weight: 145lb (The conjured wings are /strong/)
Race: Humanoid, Elf, Sylvanel
Eye Color: Dark Green
Hair Colour: Black
Skin Color: Beige
Muscular Build: Athletic
Stature: Ranger
Description: Before you stands a fairly young man clad in what appears to be immaterial shadows, most of the time this is covered by his long traveling cloak. His face is hidden by the large collar of his armour as well as a wide traveling hat on his head. he seemed to be rather unequiped, with a collection of empty belt pouches, a few wands strapped on his girdle and only a small pack slung under his cloak. His visible weaponary consisted of a large bastard sword sheathed at his back, a short sword and a pair of long daggers sheathed on his belt, and a quiver of arrows, although strangely, no bow. As he noticed you he gave a warm smile and removed his hat. Getting a better look at his features you notice that his cheekbones are higher than would be expected, and his nose seems to taper slightly, the physical characteristics of an elf.
Personality: Anden is well mannered and honest, although he does not extend his expectations to others. Anden tends to avoid expletives, as well as tending to use conjunctions less than most, although in some cases (such as communicating in battle) this just is not practical. Anden tries to stay on the right side of law, however his concerns about it are generally secondary to what he believes is right, he has sense of honour, being extraordinarily reluctant about lying or breaking his word, he won’t strike a surrendered foe and he would be willing to take great risks to help his friends. Anden’s mood is fairly changeable, he is usually quite a cheery person, but sometimes he can be somewhat jaded in his thinking, as he is quite certain that his way of life is likely to lead to a premature death.
History: (Your ability to simply gaze at someone and instantly know their entire history seems to be failing you...)
Abilities:
Physical Qualities: Anden is extraordinarily strong for his size and race, being able to lift up to 80lb with each arm, he is also fairly fast, being able to sprint 100m in 16 seconds, although he can keep this up for a long time. Over the years, Anden has developed a fairly strong immune system, allowing him to resist the effects of most diseases and poisons.
Mental Qualities: Anden has a almost supernatural memory, almost anything he even casually senses usually ends up placed in his long term memory, unfortunately, this causes him to remember with embarrassment most of his mistakes. Anden is quite knowledgeable in most areas of nature and magic. He has good common sense and a fairly strong will.
Sylvanel Qualities: As a Sylvanel elf, Anden has exceptionally keen senses, with his sight, hearing, smell, and taste being about three times as sensitive as most humans, in addition, he is resistant to most forms of magical compultion.
Woodland Lore: Having spent a significant portion of his life studying the wilderness, Anden has a good knowledge of the world and it’s ecosystems. This knowledge also helps him to track creatures from any annomalies.
Artifice Lore: Having spent several years under the tutalage of the gnomeish artificer Chalden, Anden as learned how to craft several types of alchemical items, as well as several generic types of enchantments.
Infusions: While it takes him days to imbue an object with permanent magical properties, he is also able to infuse them with temporary enchantments, these generally take a minute to activate with the exception of blackiron which takes around ten seconds.
- Planar Stride: When infused into a wand, coin, stave or other object, the item is able to be used to instantly transport the user and up to ten other creatures up to two miles, once used the enchantment disipatates. This enchantment lasts for half an hour or until discharged.
- Elemental Aura: If infused in a piece of clothing or suit of armour, this causes the item to give off an aura of the chosen element, granting fifty percent resistance to it, as well as damaging any living creature other than the wearer within ten feet. Unless otherwise stated these do not effect either the wearer or their equipment. This enchantment lasts for five minutes. The Auras he hasn't yet mastered do not have a description.
- Acid:
- Air:
- Alkali:
- Aura:
- Cold:
- Demi: The lighting in a large radius grows darker as the light is pulled towards Anden by a gravitational force, however, anyone coming within 10ft of him while this ability is active experiences a sudden blinding flash, while using this Anden gains a sort of magical sight, his hearing sharpens to the point at which echolocation is possible.
- Earth:
- Electricity:
- Heat: The air around him distorts, as if by a localised heat wave, the temperature within the area of effect increases by two hundred degrees centigrade.
- Magnetism:
- Raw:
- Sound:
- Space:
- Time: Everything within 20ft of him moves at half speed, being slowed in time, this can lead to some weird things, such as falling objects having a momentum disproportionate to their velocity.
- Water:
- Resiliance: This can be infused into almost any object, including constructs. When infused with this enchantment the object becomes less brittle, in addition it's hardness doubles, however, constructs do not find it any more difficult to move. this infusion lasts for five hours.
- Keening: When infused in an object, this enchantment compels those within 10ft of the posseser (Excluding the posseser) to give a lamentful screech for as long as they are within the area of effect, this makes casting spells with verbal components almost immposible, however they are able to stop as soon as the possesor is out of range. this infusion lasts for ten minutes.
- Ennui: This infusion can only be used on constructs and mindless undead, and while powerful is very difficult to use, Anden must have physical contact with the target at the moment the infusion is finished, as well as maintaining a concentration on the infusion. This infusion causes the target to become inert, unable to act for the duration of the effect. This infusion lasts for two hours.
- Animate Object: This infusion creates a moderate sentience as well as a certain flexibility and control over itself in a touched object, it will obey any orders given to it by the animator. Anden is currently able to control up to 200 kilograms of mass at any one time. This effect is permanent unless dispelled.
- Shadowbred: This infusion causes a touched construct or object to manifest itself in both the ethereal plane, Ardamir and in Falashir, allowing it effect creatures on any of these planes. In addition, if manifested in clothing jewlery or armour it allows the wearer to instantly transport themself 10ft between shadowy locations, a total of 200ft of teleportation can be made per infusion. This infusion lasts for 5 minutes.
Stealth: By keeping to the shadows, moving into a crowd, or in to some sort of natural cove, Anden is able to almost disappear from view. He tends to instinctivley walk in such a way as to create little sound, and even uses a similar tecnique when running.
Swordsmanship: Anden is a very effective swordsman with a variety of bladed weapons, he prefers to use large weapons such as bastard swords and broadswords or smaller ones such as daggers. He is effective on both his offence and his defense, although not that great at using both simultaneously, but his reflexes generally compensate for that. He is even able to use two weapons at once so long as one of them has a length of less than 4 feet, and weighs no more than 6lb.
Archery: Due to his exeptional vision and extraordinary age, Anden's archery would be concidered on the verge of supernatural, being able to strike most basic chest areas of up to 50 meters for every half second he spends aiming, up to maximum practical ranges of 300 meters. Strong winds and cover usually double to quadruple the effective range depending on the severity of the problem.
Spells: As a ranger, Anden has been granted a few spells, they are not often that powerful, but may be used at will.
- Starburst: By sacrificing a material component, a piece of flint, and chanting, the piece of flint ignites and shoots towards the target creature like a bullet. The flint must be at least the size of a walnut. For larger pieces of flint, you can either decide to shoot the whole piece at once, or shoot multiple chunks at the enemy. Upon striking the enemy, the flint lodges onto them and sears with heat and holy damage for ten seconds. Alternatively, a projectile composed of flint or with a head of flint can be ignited and shot towards the enemy, such as a round piece of flint in a sling, or an arrow with a flint head. While the flint or projectile has not been fired or thrown yet, the heat and light deals no damage.
- Tangle: To cast this spell Anden must hold a focus and concentrate upon it and recite his incantations for a couple seconds. Upon casting this spell, Anden can cause plants to twist about and turn as he directs them, using them for a variety of purposes. One of the most common uses of the spell involves trapping people's feet in a cage of vines. Once he directs the plants to the destination, they remain in the position they end in, as if they grew that way. The manipulation lasts for about half a minute.
- Nettlewall: In order to cast this spell, Anden must possess the remains of a poison nettle. He must prick himself upon the thumb with one of the intact thorns as to draw blood, and drip the poisoned, crimson liquid upon the root of the nettle plant. He then must make a series of brief chants, and then place or throw the dead nettle wherever he desires the wall to form. A second after the nettle touches the ground, poison nettles will take root within twenty feet of where it landed, in any place Anden designates. The nettles grow as if each second were a month until they are fully grown, usually taking about three seconds. Any creature within the area is subject to the full extent of the plant's poison if pierced by the thorns or brushed against the 'hairs', thus causing extreme numbness, itchiness, and possible paralyzation in the affected areas. The poison nettles grown by this spell remain indefinitely, or as long as a normal poison nettle would, and are five feet high. The nettlewall grown is extremely dense, and cannot be walked through unless you're about the size of a mouse, and even then they'd be under risk of getting paralyzed. Creatures stuck in the wall when it was grown must be removed via clipping and trimming the plants. The dead nettle used as the material component for the spell disintegrates as soon as the nettles are fully grown. Most projectiles shot through the wall become tangled by the leaves, but powerful or penetrating projectiles, such as a needle-heat bolt or arrow, or most arrows shot from a longbow, can penetrate the wall.
- Seal Wound: Upon casting this spell, which takes about ten seconds of Anden holding his hands near the target, the recipient's target wound is sealed on the outside by the best means possible. If it is a normal person, the skin seals together. If there is no skin to seal, it instead creates a magical bandage to cover it until it heals. If it is a person cursed to be undead, it still seals the skin, instead of damaging the creature. The sealed skin or magical bandage is only as strong as the creature's normal skin, hide, bark, or whatever, and does not heal damage, only doubles the healing process and prevents any further loss of blood or bodily fluids. It works on all creatures, mindless, dead, undead, or not.
- Converse With Nature: Casting this spell, which takes about a minute, grants Anden the supernatural ability to 'converse' with anything from nature. If speaking to something, it can give him minimal information about things, in the simplest way something can be described. To others, when he speaks while under the effect of this spell, he sounds like he's speaking complete nonsense, from creaking sounds (For wood.), to scraping sounds (For stone.) and animal sounds. It lasts for an hour.
- Scrying: By gazing into a pool of water and speaking a short prayer and request to Gaia, he is able to view a location of his choice as long as it is within the same plane of existance and is not warded against divinations.
Dragon Knight Form: By drawing apon the power of the flare dragon in his bastard sword, Anden is able to assume several draconic qualities. While in this form his irises turn a dark blue, a veil of warmth begins to swirl around him granting him a degree of magic resistance, a pair of yellow-blue draconic wings sprout from his upper back, his armour and clothing seems to reform around it making it seem to merge perfectly with it, his strength, speed and agility seem to improve and his skin becomes tougher, gaining the resilience of an inch of leather. While in this form he is able to produce and manipulate darkfire and can surround himself in a aura of orange fire.
Arcane Eye: Anden is able to identify the magical coding in an item, allowing him to sense a variety of magical properties that are used in magical items.
Artifice: While the spells he can cast are not all that powerful. Anden’s knowledge of magic allows him to use items that require a certain ability or individual to use.
Imbue Item: Anden’s knowledge of magic allows him to, with a day to a week of work, imbue a otherwise mundane object with a enchantment that he has either studied previously, or has learned about in some manner.
Equipment:
Shirt: A dark brown cotton shirt.
Pants: A dark brown pair of pants.
Belt: A leather girdle.
Boots: A pair of well maintained soft leather boots.
Hat: A light grey, wide traveling hat.
Socks: A pair of cotton socks.
Scale Mail: This set of natural scale armour is padded by a thin layer of sharkskin and laced with small amounts of blackiron, with the scales being the actual scales of a shadow dragon, although they don't appear to be scales at all, with the armour's surface appearing to be a shifting shadow shroud. The scales are positioned to allow mobility, making areas more vulnerable, but if used correctly the wearer is able to position themselves so that the scales lock. In addition the shadows make it more difficult to specifically target the breaches. The scales themselves are about as strong as a high grade titanium alloy. This weighs around 15 pounds and was made from the carcass of the dragon who killed his partner.
Cloak: This cloak is enchanted to alter its appearance to the wearer's liking, it is waterproof and provides decent cover from the cold. This is currently mottled grey-white. One is located around his neck, and a similar one is placed in his house.
Glove: These gloves are extraordinarily thin, they are enchanted to triple the wearer's tactile senses around the hands, as well as to resize to fit almost any wearer and alter their appearance to the wearer's liking. This is worn on his right hand.
Cuprum Crime: This apparently plain copper ring originated in Paril, where the punishment for theft used to be amputation of the hands. In more recent days, the laws have changed, but since these rings came on the market, they have been increasingly popular, even amongst those with not need for them. They hold a simple but powerful enchantment, preventing the wearer's hands from being severed by any external force - a swing from an axe or any physical blow would still cause a large gash or bruise, but would be unable to break any bones in the fingers, hand, wrist, or forearm. Diseases and similar effects, however, can still cause loss of the appendage, as can spells. The wearer need only bear and equip one ring for the magic to affect all their limbs. It's on the same finger as his platinum ring.
Gauntlet: A mithril gauntlet worn on his left hand. It also contains a thin layer of blackiron, allowing him to channel his infusions more quickly through it.
Spirit Wheel: This silver amulet is enchanted to allow Anden to speak with most kinds of animals despite language problems, it also purges any poisons from his body.
Wand of Darkfire: This wand has been enchanted by Anden to create a 6 inch radius ray of darkfire extending up to 200ft by pointing the wand and speaking the command word "Ixen"
Wand: An unenchanted wand made from darkmetal.
Malleus Maleficarum: This small diamond wand is triggered with a thought, it leeches any magical energy out of a 30ft radius sphere of effect, or a single targeted creature, this cancels any ongoing spell effects and can be projected up to 200ft. Any energy drained is used to power the wand.
Ellentia’s Blade: This 4.5ft leaf shaped adamantium longsword is significantly wider than most bastard swords near the blade’s center, inscribed along the blade in elisani runes is the name Ellentia, Anden found it when he was searching through a dead friend’s equipment, it has been enchanted for added strength, being around three times as hard as adamantine, it also seems to be immune to adamantine’s usual tendency to turn brittle in extreme temperatures, it has also been altered to cut through organic materials with only three quarters of what would normally be the required force, however it is especially devastating against nonliving objects, cutting through them with only half the usually required force. It is sheathed on his left hip. Any attempts to scan it for magic reveal that there is a torpid sentience in the weapon, as well as several other currently unusable powers and seems to resist Anden’s attempts to further enchant it. The weapon has a jacinth set as its pomel jewel which contains the soul of a flare dragon.
Long daggers: Anden forged these twin baselards out of a titanum-tunsten alloy, the blades of the weapons are enchanted to pass effortlessly through non-living materials, however they do not damage them.
Quiver: A hip slung quiver fitting up to 30 arrows, it currently contains 30 barbed broadhead arrows.
Spell component pouch: Anden keeps a few of his spell components in this, including:
- Three One ounce pieces of flint
- Four poison nettles
Backpack: One of his more useful creations, this backpack while appearing to be a fairly small haversack is able to contain up to fifteen cubic meters of material as well as weighing only as much as an empty pack. The maximum size for a single object being that it must be small enough to fit through the hole at the top. Inside his pack he carries:
- 20 pounds worth of trail tack
- 500 gold sera
- 2000 silver sera
- 6236 copper sera
- One tent (With assembally gear, fits a single person)
- A metal tube containing 500 assorted arrows enchanted to penetrate material with 7/8 of the usually required force, as well as flying with twice the speed, making them more accurate.
- 10 pitons
- 500ft of hempen rope
- 2 grappling hooks
- 20 pounds of flint
- A small anvil
- 5 bowstrings
- 10 pounds of blackiron
- One scroll case
- 2 200lb mongolian style recurve darkmetal bows
- A 6"by 4"stell mirror.
- 6 waterskins, containing a total of around 200 cubic centimeters of water.
- Several different sets of clothing
- 4 inkpens