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Demordeth
11th September 2004, 02:41 PM
After hearing multiple stories of my site not uploading on some computers, I've decided to make an elaborate thread on my first char here.
1

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General
Equipment
Abilities
History
Unique Spells
Learned Spells

3
#1
General

Name: Maeglanith Ulvardeniel
Element: Dark
Secondary: Fire
Race: Ancient Elves
Tech Rating: 1
Alignment: Chaotic Evil
Age: 3193
Appear Age: 28
Eyes: Amber, Black when fighting.
Hair: Silvery white
Height: 6'2"
Weight: 175 Pounds
Home: Yond Aeth

Appearance
Maeglanith still possesses the elegance and slightly arrogant disposition of the Ancient Elves. His hair is always shining like moonlight, and it falls on his shoulders like a waterfall by night. His eyes are amber, but have greyed out a little ever since he was denied passage into Yond Aeth. Whenever this Elf battles, his dark side, that feeds on his hatred, often shows through his eyes, which turn completely black in such a situation. He wears silver or white clothes, often giving people who don't know him the wrong impression of a priest or a warrior of light. His inner self stands sharply in contrast with these rumors. He is corrupted, and he does not fear to die, nor does he refrain from killing someone who is in his way.

Personality
The Elf is cold and ruthless, yet he's still very curious about this new world he learned to hate so much. He's always to be found for an adventure if the spoils are right. Helping people without a reward is not in his book, unless they convince him that it will be worth his while later. He fights calm, without anger, fear or happiness, and his techniques in his calmness are almost perfect. Bloodlust is only an emotion far, far away, from ancient times, for Maeglanith.
#2
Equipment

Name: Mithril Robe
Absorb: 4/10
HP: 5000
Description:
This silvery-white robe with engraved images of the moon and the stars might give the one who meets Maeglanith a wrong impression of kindness. The protection from this robe might not seem optimal, but from the inside it is lined with a thin layer of hard mithril, giving more protection than it might seem to at first sight.

Name: Ancient Gauntlets
Absorb: 2/10
Description:
Not really armor, these Gauntlets give Maeglanith a better grip on his favored weapon Blazefate, though they lend better protection than his bare hands, of course. It also allows the Darmain projectile weapon to be used.

Name: Blazefate
Damage: 450-500 HP
Description:
Maeglanith's weapon of choice, Blazefate is an enhanced scythe with mithril-covered blades on both ends of a pitch black handle. It's perfectly sized for Maeglanith, and he's the only one that can handle this ancient weapon. It requires Ancient Gauntlets to get a good grip on the hold of this weapon. In the moonlight, it shines with a light that will strike fear into the rotten hearts of the creatures of the night.

Name: Darmain
Damage: 100-150 HP
Description:
Another weapon Maeglanith inherited from the Ancients, this can be attached to the Ancient Gauntlets. Up to two circular, silver projectiles can be shot at the target, spinning with dangerous teeth at the ends and always returning to the Darmain base on the gauntlets like a boomerang, even if deflected. Unless Maeglanith scores a very lucky hit, it is impossible to kill someone from a too long range from this. The maximum range is that of a normal Elven longbow.

Name: Carrying Crystal
Description:
A powerful mystical item, the Carrying Crystal allows an object as big as an elephant to be sucked in. It's carrying potential is unlimited, and the weight of the crystal always remains normal. Through willpower, Maeglanith can force one of the objects within the crystal to be projected to the outside, making it available for use once again.

Name: Everburning Torch
Description:
A helpful artifact that allows Maeglanith to light areas, even if it would be under water, with an everburning flame atop a magical hold. It can only douse and arise through Maeglaniths magics.
#3
Abilities

Mediocre Two-Bladed Weapon Fighting
Every Ancient Elf is trained in the way of the Double Scythe, and Maeglanith does not differ. This training also gives him the ability to fight with sticks or double-bladed swords. He is no match for a master, but since he's the only Ancient Elf left on the planet, he can't really bother.

Mind Affection
Through years of happiness and peril, victory and defeat, Maeglanith has more wisdom and knowledge than even the wisest of wizards. His entire core radiates this ability to the outside, making others around him see the wisdom in Maeglanith's words. If one brings up the will-power to withstand even his appearance, Maeglanith can try to break through the barrier set before him. The danger of breaking such a barrier is that it may permanently damage the victim, which is not very helpful when trying to get information.

Heat Resistance
As Maeglanith is familiar with fire and its magic, he knows how to use his anger to protect himself from it to some extent. His hull absorbs the heat, but the inside stays calm and feels 25% less pain than a normal person would feel.

Blaze
By focusing the eternal heat that flows through his very veins, Maeglanith can empower any weapon he's wielding by engulfing it in an aura of heat, doing extra damage and burning wounds from the inside effectively. He can also use this power to empower his hands and feet without burning himself.

Emptiness
The inside of Maeglanith only holds his sanity together through anger, hate, and magics. Thus, his hull is not bothered with things like happiness or mercy. He will make cold decisions without a moment of hesitation, and he can completely shut out his emotions from his spirit if he wishes, making him able to think in even the direst of situations.
#4
History

Maeglanith's past is shrouded in darkness, peril, and sadness, and his entire biography would take ages and ages to recite. Thus, the only thing discussed here is the event that turned the Ancient Elf's long life upside-down, that shook the earth with terrible quakes. From the Book of Mysticism, written by the Ancient Elf philosophers, I recite:

"The time to enter Yond Aťth is arriving. In this Era, we shall face the Dark once again, and the battle will change this earth forever. New life shall spring from the pools of the dead on the battlefield, and Earth shall once again be a precious place. The Eternal World and the Eight Plateaus are waiting for us all, and we Ancient Elves are just waiting for it to come.
We can hear the darkness approach from every stretch of this world, and our forges are already creating more and more weapons for the final battle. Soon the sounds of clashing steel will reshape the landscape into one of death and destruction. But we will fight. Even though we can't win. We will fight."

"Five years into the battle, we have made but little progress in halting our enemy. Our scythes ruin the land with evil corpses, but more keep coming, crawling from the depths of the Evil One's dungeons. Our beautiful horses are being slaughtered under the vile blades of these creatures, and it will not be long before they enter our home, the Valley.
There, the Chosen One is waiting for him. On silver horse and with his trusted weapon Blazefate, young Maeglanith is our only hope. With one blow to the earth he will destroy this world and the Dark forces together with it. We will also be destroyed, but as this has been our fate from the beginning, we are only looking forward to it."

"It is done. In the seventh year of this war, I can feel Maeglanith summoning the power to reshape this earth. The final blow is nearing, yet I am not fearing for my life. I will be taken up into the Light with all my comrades... but Maeglanith will not. As the Chosen One, he will have to wander the newly formed Earth once again. But he does not know this, and I don't care to tell him. His rage would be enormous..."

This is how it came to be that all Ancient Elves entered Yond Aťth, Elven paradise. Yet Maeglanith the Chosen One was denied entrance. He returned to Earth cursing the Gods for their prophecies and ancient rules... yet he had no choice but to remain on this Earth.
He saw mighty Kings rise and fall, Kingdoms crumbling to dust before his very eyes. He became empty, and started to delve into the Dark Arts. Now he has mastered them, and those who awake his fury will feel his terrible wrath...

MORE TO COME. PLEASE ONLY DIRECT COMMENTS VIA PM, BECAUSE THERE WILL BE MORE POSTS AND I WANT THEM TO BE RIGHT AFTER ONE ANOTHER... THANKYOU

Demordeth
11th September 2004, 02:51 PM
#5
Unique Spells

Name: Shadow Cylinder
Strength: Depends on channelled spell.
Cost: 100 MP
Type: Counter
Description:
The caster creates a small vortex consisting of shadow within both of his hands, then connects them through his dark energy. Any spell of strength 7/10 and under will be absorbed by one of the vortexes, then spewn forth by the other.

Name: Hail of Darkstorm
Strength: 120 HP per succesful hit
Cost: 250 MP
Type: Area Attack
Description:
Forming several of his most dire emotions within him, the caster, unleashes the energy from it into the air, where it forms about fifteen, razor-edged, circular shadow discs. Slight homing ability. Causes primarily internal damage, though acid wounds arenít too uncommon as well.

Name: Crimson Barrage
Strength: 100 HP per succesful hit
Cost: 150 MP
Type: Multihit Attack
Description:
The caster draws a circular rune in the air, which widens quickly until it reaches about the size of the one casting it, spinning around rapidly with dark energies. Can be controlled in mid-air and lasts for two turns.

Name: Blood Bond
Strength: Fuses the casterís aura with the opponentís.
Cost: 50 MP
Type: Damage Reversal
Description:
The caster creates a black aura round his body. In the next 2 posts, he has the opportunity to make physical contact with his opponent in any way. If he succeeds, any drop in HP or pain the caster experiences in his next 5 posts is halfly inflicted on his opponent as well. Can also be used to turn back the effect of time on lifeless objects by sacrificing a part of the caster's body.

Name: Terror
Strength: Stuns the opponent for 2 posts
Cost: 30 MP
Type: Incapacitating
Description:
The caster inflicts fear on the target, tapping into the opponent's primal fears to place them in a perpetual state of their worst nightmare. Stuns the target for 2 Posts if the illusion is not seen through.

Name: Draining Field
Strength: 75-250 HP per target
Cost: 100 MP
Type: Life Transfer
Description:
The user attacks all enemies within 50 feet from a point specified by the caster. A purple beam works as a chain lightning attack on every enemy. The caster is healed by the highest amount of damage suffered.

Name: Crimson Revenge
Strength: Ĺ of casterís suffered damage thus far
Cost: 150 MP
Type: Empowering
Description:
The caster transfers all his pain into his weapon, which begins to glow with a blood-like shine. Adds half of the casterís suffered damage to the next succesful hit.

Name: Crimson Alteration
Strength: N/A
Cost: 5 MP per kg altered
Type: Alteration
Description:
Allows the caster to modify the particles of a lifeless, non-enchanted object into blood, transforming it into blood form.

Name: Crimson Transmission
Strength:Teleports caster to any spot he has seen before
Cost: 200 MP
Type: Teleportation
Description:
The caster turns his body into tiny, undetectable pieces of blood. With the speed of light, all these particles move to a desired spot. There, they converge to once again form the caster. During the transmission, the caster is invulnerable to any attack.

MORE TO COME... *big yawn*

Demordeth
11th September 2004, 02:58 PM
#6
Learned Spells

Name: Shadow Ball
Duration: One-Hit
Damage: 50 HP
Cost: 10 MP
Description:
The user contacts the shadows around. He then forms them into a ball and lobs or throws it at his opponent. It primarily does internal damage. (Learned from Maxanatov XIII)

Name: Shadow Fence
Duration: 1 Post
Damage: N/A
Cost: 50 MP
Description:
The user uses the Shadows around to form a barrier in front of him. The shadows lower the opponent's accuracy. (Learned from Maxanatov XIII)

Name: Heal
Duration: One-Time
Damage: N/A
Cost: 100 MP
Description:
The user uses his soul to heal his wounds. User gets healed for half the HP he has lost. (Learned from Maxanatov XIII)

Name: Cloud
Duration: Until dispel
Damage: N/A
Cost: 5 MP
Description:
[Fear] A cloud of darkness is formed until the caster chooses to make it vanish, or a spell removes it. (Learned from Talen the Dark)

Name: Ball of Agony
Duration: One-Hit
Damage: 70 HP
Cost: 25 MP
Description:
The user uses his Agony and forms a ball with it. It can be thrown or lobbed at the opponent. (Learned from Maxanatov XIII)

Name: Agony Beam
Duration: One-Hit
Damage: 80 HP
Cost: 35 MP
Description:
The user shoots a beam of pure Agony at the opponent. (Learned from Maxanatov XIII)

Name: Dark Bomb
Duration: One-Hit
Damage: 50 HP, otherwise reduces accuracy.
Cost: 10 MP
Description:
[Fear] A black bomb is formed in a hand and it can be thrown or lobbed at an opponent. It can explode with force or as a smoke bomb. (Learned from Talen the Dark)

Name: Black Swords
Duration: Until the next succesful weapon hit
Damage: 100 HP in addition to normal damage.
Cost: 75 MP
Description:
The user sends random Dark emotions into this weapon. Whe he manages to hit an opponent, it releases the emotions and causes extra internal damage. (Learned from Maxanatov XIII)

Name: Ball of Anger
Duration: One-Hit
Damage: 85 HP
Cost: 40 MP
Description:
The user uses his Anger and forms a ball with it. Can be thrown or lobbed at the opponent. (Learned from Maxanatov XIII)

Name: Anger Beam
Duration: One-Hit
Damage: 95 HP
Cost: 50 MP
Description:
The user shoots a beam of pure Anger at the opponent. (Learned from Maxanatov XIII)

Name: Burning Shadow Ball
Duration: One Hit
Damage: 60 HP
Cost: 40 MP
Description:
[Dark+Fire] User summons a Shadow. This is formed into a ball and set on Fire. It does internal and external damage. (Learned from Maxanatov XIII)

Name: Infernal Boomerang Disc
Duration: 2 Posts
Damage: 100 HP per hit
Cost: 40 MP
Description:
[Dark+Fire] Caster holds his hand above his head and forms shadow energy into a disc, next he empowers it by creating a core of flames within it. All kinds of runes show lighting up on the surface. The disc passes through anything, doing damage, and can be summoned back to the caster's hand on the next post. (Self-Taught)

Name: Shadow Dome of Hatred
Duration: One Turn
Damage: N/A
Cost: 100 MP
Description:
The caster uses Shadows and the emotion of Hatred to create a dome that weakens magical attacks. (Learned from Maxanatov XIII)

Name: Pelt of Midnight
Duration: One Turn
Damage: N/A
Cost: 30 MP
Description:
[None] The caster reaches into the shadow world and pulls out some of there world and uses it as a cloak. The cloak provides magical protection. (Learned from Talen the Dark)

Name: Angry Barrier of Fear
Duration: One Turn
Damage: N/A
Cost: 100 MP
Description:
The caster uses the emotions of Fear and Anger to create a barrier in front of him to weaken melee attacks. (Learned from Maxanatov XIII)

Name: Anger Shot
Duration: One-Hit
Damage: 60 HP
Cost: 15 MP
Description:
[Anger] A blast of pure dark energy with a minor homing ability. (Learned from Talen the Dark)

Name: Ball of Rage
Duration: One-Hit
Damage: 100 HP
Cost: 65 MP
Description:
The user uses his Rage and forms a ball with it. It can be thrown or lobbed at the opponent. (Learned from Maxanatov XIII)

Name: Rage Beam
Duration: One-Hit
Damage: 110 HP
Cost: 75 MP
Description:
The user shoots a beam of pure Rage at the enemy. (Learned from Maxanatov XIII)

Name: Ball of Hatred
Duration: One-Hit
Damage: 95 HP
Cost: 60 MP
Description:
The user uses his Hatred and forms a ball with it. It can be thrown or lobbed at the opponent. (Learned from Maxanatov XIII)

Name: Hatred Beam
Duration: One-Hit
Damage: 105 HP
Cost: 70 MP
Description:
The caster shoots a beam of pure Hatred at the enemy. (Learned from Maxanatov XIII)

Name: Sword of Anger
Duration: Until dispel
Damage: 100 HP per sword stroke
Cost: 30 MP, 5 PP
Description:
[Anger] Creates a sword of anger that is used to attack with. (Learned from Talen the Dark)

Name: Death Hand
Duration: Until next physical contact with enemy.
Damage: 90 HP
Cost: 100 MP
Description:
User summons random dark emotions. He then grabs the opponent and releases the emotions to turn its flesh into dead, black flesh, which keeps rotting.(Learned from Maxanatov XIII)

Name: Dark Spear
Duration: One-Hit
Damage: 80 HP
Cost: 20 MP
Description:
[Anger] Caster creates a spear out of darkness and throws it at the target. (Learned from Talen the Dark)

Name: Emotion Blast
Duration: Depends on Emotion.
Damage: Depends on Emotion.

Emotions Learned:
- Frustration (150 HP)
- Anger (250 HP)

Cost: 150 MP
Description:
The user gathers the selected emotion and uses it to fire a pure blast of emotion through his/her palms. (Learned at Towers of Death - Dark Institution.)

MORE TO COME, MOST PROBABLY