Dedicated staff - CrowCunt
Name: Jojha Moore, Champion of Scyropahs
Species and race: Avian
Age, gender and element: 24 // Male // Pure Magic
Faction: UAF // rank 1
Appearance: Jojha is a relatively tall, fit man, sharing similarities towards an Owl within his wings. Sharing the same pattern and colouration as the owl he also possesses another set of, identical but smaller, wings located just above his hips. He has dark green eyes and brown hair matching the same colour as his brown feathers.
Background: Jojha, a Canadian born man, had always had an interest within the arcane. Perhaps it was due to his parents being worshippers of Cogniti, and therefore teachers and researchers alike, or maybe his own innate magical abilities that pushed him to leave his small town. Either way, once eighteen he left his small town, travelling a vast majority of the world in order to discover all he could about the magical properties of the world. Along his travels and studies he stumbled up the stories of Scyropahs, the great dead god he could tell the future, and of his relics he produced before he died. After which he soon became infatuated with the god and began to worship him, now devoting his time into discovering these lost relics. This eventually led him to the middle east, in which he believes relics or at least clues to their whereabouts may lie. However, with the warzone that was the middle east, he could not do his research in safety or peace. In order to do so, he enlisted within UAF, not only for protection, but in order to offer his expertise and in order to continue his studies.
Birth magi(s):
The call of destiny: Jojha can stop time for one round. Freezing everybody including himself. In this freeze, she can ask the watcher one question. Can be used once every 10 rounds.
Leech: Passively absorbs the highest unspent spell slot of the most nearby corpse. Range of 50m. Only affects one corpse at a time, ad random.
Deus: Divine and Vassal magic gains the additional spell slot level in the next round. The spells also gain an additional elemental damage ontop of the base magic damage that mimicks the spell they were hit with. Additionally, allow user to cast divine and Vassal magic without a need to buy perks.
Profession: Novice Enchanter
Level and experience: 21 // 121,815 / 225,000
Stats:
- STR - 5
- DEX - 7 + 4
- PER - 5
- VIT - 6 + 1
- INT - 10
- EMO - 5 + 2
- SAU - 10
Inventory:
- Light Combat Armour: +1 VIT, AP 1
- Hidden armour
- Master's Catalyst Glove: + 2 EMO
- A Custom Blade
- Edge of Destiny: Dex orientated weapon. AP 3.
- Damage Boost Enchantment, Tier 2, Holy Pure Mana.
- A Custom Dagger
- Loyalty's Curse: Dex orientated weapon. AP 3.
- Damage Boost Enchantment, Tier 2, Unholy Pure Mana.
Advanced Limb Prosthetic (Leg): + 2 DEX
Panacea x 1
Jackheel x 1
Perks:
Angels pride: Flying movement is always possible if the flight or wings are not obstructed. +2 VIT.
Feathery pride: Take increased damage from fire and thunder damage. Burning effect lasts twice as long, fire and thunder damage cancels out flying movement for one round.
Old Darnleish
Touch of Corruption
Multi-lingual (New Darnleish)
Fencer: + 2 DEX when using swords.
Cypher
Aura Sight x2
Flesh Mending
Elemental Mastery
Aura Cloaking
Divine Weapon
Known skills:
Dash - The user puts all their energy into pushing their legs beyond their limit, forcing them to run much faster. +3 DEX, towards running and flying. lvl 1.
Blade dance - A sword skill. The user launches a complicated series of attacks whilst moving vividly, making the accuracy of the opponent lower.
LVL 5 skill. Requires 7 DEX. Enemy is much less likely to hit user.
Skill slots:
21 - lvl 1
20 - lvl 2
19 - lvl 3
18 - lvl 4
17 - lvl 5
16 - lvl 6
15 - lvl 7
14 - lvl 8
13 - lvl 9
12 - lvl 10
11 - lvl 11
10 - lvl 12
9 - lvl 13
8 - lvl 14
7 - lvl 15
6 - lvl 16
5 - lvl 17
4 - lvl 18
3 - lvl 19
2 - lvl 20
1 - lvl 21
Known spells:
Bound weapon - The caster casts a binding enchantment over their melee weapon, allowing them to throw the weapon over close range and have it fly itself back to the wielder. It also allows for creative fighting techniques. The modern spellsword can't go without it. lvl 1.
Novice Magic Weapon - the caster summons a one-handed weapon out of thin air to wield for one round. Alternatively, three weapons can be "summoned" and thrown in rapid succession. It is recommended that this throwing is done with melee weapons. The weapon(s) that are casted are translucent and glow, making it impossible to sneak with them. The weapons are not actually summoned, but rather formed from the magic someone releases. lvl 3.
True Strike - The caster makes a singular target's body more clearly visible and predictable to themselves. A holy spell, used to increase accuracy. When attacking the affected target, the caster gains +2 PER. lvl 3.
Pendulum - A legendary spell known only by a select few. This holy pure mana spell allows the caster to initiate a time-swing. From the moment it is activated, the next round will be played out as usual. The caster however will, at the end of this round, travel back to the prior round, allowing them to edit their previous actions. The rest of the world will still act as if the original actions took place, allowing the caster a strategic advantage over the rest.
Lvl 7 holy pure mana spell. Using a lvl 17, 27, 37 etc slot will allow an additional round of time to be 'pendulumed'.
Attune to the purity - The caster spends a round summoning pure mana, which will form a vortex around the caster. In the next round, the glow of the mana will intensify before surging into the the caster. Their hands and eyes will burn brightly of their own element. This allows the caster to use pure mana spells at greater efficiency, boosting their damage whilst lowering their required time to cast. Attunement lasts 3 rounds.
LVL 4 spell. Requires 8 INT. All spell slots increase by a level for 3 rounds.
Clairvoyance - The caster receives an image of the future within an instant, allowing the caster to prevent what could possibly happen in the near future. This magic, much like all other time-influencing magics, is holy pure mana.
LVL 5 spell. Requires 8 INT and 7 SAU. When cast, all other people in the thread must post their future action and attacks. After this, the caster has a full round to use this information to its advantage.
Time crumble - Allows for three rounds of attacks to be launched in one round. Giving the caster supernatural movement by massively increasing their perception of time. The spell takes one round to prepare, after which for two round long no more spells can be cast. Can not launch spells during the three round time the spell gives. The servants of sycropahs used this spell to gain a slight understanding of the world as their god saw it. It is a holy pure mana spell.
LVL 7 spell. Requires 8 INT and 6 SAU. Severely increases your speed for a round.
Mana phase - The caster summons up a complex magical power which allows the caster to gain snapshot instinctual responses against normally impossible to dodge attacks. In response, the caster insta-moves a very short distance, leaving only a momentary shade of the caster in the form of idle mana. Can be used in high succesion during a single round. A holy spell.
LVL 1 spell. Requires 9 INT and 9 SAU.
Experienced magic weapon - the caster summons a one- or two-handed weapon out of thin air to wield for one round. Alternatively, six weapons can be "summoned" and thrown in rapid succession. It is recommended that this throwing is done with melee weapons. The weapon(s) that are casted are translucent and glow, making it impossible to sneak with them. The weapons are not actually summoned, but rather formed from the magic someone releases.
LVL 6 spell. Requires 7 INT and 7 SAU.
Dark vision - A spell is cast over the casters' eyes, allowing the caster to see what the caster normally couldn't. See any living beings through walls.
LVL 2 spell. Requires 7 INT. Lasts 3 rounds. Close range
Blink - The caster teleports instantly to the targetted location. As long as the caster has a direct line of sight with absolutely no obstacle, the caster will be able to relocate to said position. The caster will seem to step in and out of existence during this spell.
LVL 2 spell. Requires 6 INT and 6 EMO.
Corona array - Launch a set of 9 discs from the casters hand. These go out in a 180 degree angle forward, will stick in the air at a 20 metre distance, and come back towards the caster's hand in the next round (regardless of their position) whilst cutting anything in their path.
LVL 10 spell.
Illusion -The user can make up to two realistic illusions appear within range and sight. They cannot exceed 2 metres by 2 metres big. These illusions cannot damage anything or anyone. The illusion can move, but only when a higher level spell slot is used.
LVL 1 spell. Requires 6 INT
Blinding light - As the name implies this spell blinds anyone looking in the direction of the caster with a single flash of light. Both friend and foe. If someone is wearing night vision goggles when hit by this attack, then the blinding time is doubled.
LVL 2 spell. Requires 6 EMO. Minor blind.
Mana Strain - Invented in France in the midst of the revolution, this Unholy Light Spell was one of the factors in favour of the rebelling Humans and their magical sympathizers. With a violently pulsating violet, it will sap the very Mana from a body. Nowadays, it is an effective tool against the average Magic wielding criminal.
LVL 2 spell. Requires 5 INT. -1 SAU on target for two rounds.
Master magic weapon - the caster summons a one- or two-handed weapon out of thin air to wield for one round. Alternatively, nine weapons can be "summoned" and thrown in rapid succession. It is recommended that this throwing is done with melee weapons. The weapon(s) that are casted are translucent and glow, making it impossible to sneak with them. The weapons are not actually summoned, but rather formed from the magic someone releases.
LVL 9 spell. Requires 10 INT and 10 SAU
Anguish -The caster lets magic surge through their weapon, giving it more AP. This lasts a good 3 rounds. Takes a round to prepare the weapon.
LVL 3 spell. Requires 6 INT. Adds +1 AP to the weapon wielded by the caster for 3 rounds.
Spell slots:
44 - lvl 1
43 - lvl 2
42 - lvl 3
41 - lvl 4
40 - lvl 5
39 - lvl 6
36 - lvl 7
35 - lvl 8
33 - lvl 9
31 - lvl 10
29 - lvl 11
28 - lvl 12
25 - lvl 13
23 - lvl 14
20 - lvl 15
15 - lvl 16
14 - lvl 17
12 - lvl 18
9 - lvl 19
6 - lvl 20
3 - lvl 21
SP: 0
stat point: 0