Birthplace Around five kilometers away from Surna, in a small house made by her father, located in middle of the forest.
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Skills & Abilities
General
Common [Language] Basic farm tasks
Spoiler:
Intelligence <{ | | | | | | - - - - }>
Mirage is a smart girl and can learn fairly quickly, although she never had much education.
Strength <{ | | - - - - - - - - }>
Mirage lacks physical prowess, but makes it up with her other characteristics.
Agility & Dexterity <{ | | | | - - - - - - }>
Mirage is fairly average with her movements, but can be quick and very dexterous if need be.
Perception <{ | | | | | - - - - - }>
Mirage's perception would be around average, but her keen senses towards magic make her stand out a little.
Stamina & Endurance <{ | | | | - - - - - - }>
Mirage never was one to run a marathon, nor could she take much of a beating, but she can hold on for her own for a while if worst comes to worst.
Willpower & Fortitude <{ | | | | | - - - - - }>
Mirage's willpower and metal fortitude are fairly developed due to her taking up learning magic, which very much requires it.
Combat & General Magic
Spoiler:
Seals <{ | | | | - - - - - - }>
The art of seals Zayl instructed her with, which contains various patterns on manipulating the weave and other energies, to use them as the caster bids, in an automatic process.
Unarmed <{ | - - - - - - - - - }>
Mirage lacks the fitness and knowhow to engage in a unarmed combat, and thus will most likely outright lose.
Dagger Combat <{ | | - - - - - - - - }>
While she has a dagger, she is far from being expert in using it outside of conventional means.
Scythe Combat <{ | | | | | - - - - - }>
Having used scythes before as simple farm equipment, she has grown accustomed in wielding it overall, but lacks skill in using it in any other way, than just an equipment to cut weeds and grain with.
Energy Manipulation: Focus, Endurance and Control <{ | | | | | | - - - - }>
The cornerstone of all magic, necessary to learn even before thinking about casting a spell.
The caster uses their skills in energy manipulation to expel heat from around their hands to sub-zero temperatures, but still leaving a pocket of warmth underneath the layer of freezing energy to shield themselves from the potential damage. While the spell is in effect, the frozen energies channel into anything the user touches, making it a useful close-combat tool for mostly unarmored foes. As the caster progresses, the freezing temperatures become more intense. [-35 Celcius]
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Summon Wraith [Offensive/Support spell]
The caster creates a seal that gathers massive amounts of dark energies to agitate and thusly summon wraiths near the caster, where they can then be forced into submission by the caster and bound to them until the caster chooses to release them or until their connection is severed. During the initial stages of the spell, through ranks 1 and 4, only one or two Wraiths may be summoned and controlled by the caster. Upon reaching the fifth rank, up to five Wraiths can be controlled by the caster at maxium, or else they will strain themselves. When the spell has been mastered by the caster, up to ten Wraiths can be summoned and controlled at once.
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Pain Spike [Defensive/Support spell]
The caster sends a swift burst of dark energy towards the target, which envelopes the target's mind and body for a second and tears at their Sacred Field, causing them to feel a moderate amount of pain, which will weaken them for a perioid of time up to four minutes, unless the spell is dispelled before the effect ends. This spell ignores all ordinary armors completely, but does not cause physical harm to the victim.
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Frost Bolt [Offensive spell]
The caster hurls a bolt of frozen energy at the opponent, inflicting minor to moderate damage to them, and chilling them. The chill effect causes them to slow down and weaken slightly for a few minutes, depending on the skill of the caster. Upon becoming an acolyte, the spell becomes a more powerful, more greatly charged Ice Bolt, with snap-freezing capabilities.
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Shadow Bolt [Offensive spell]
The caster summons a bolt of dark energy and throws it at their target, causing minor to moderate harm to the victim depending on the skill of the caster and the target's protection. Upon becoming an adept in the weaving of this spell, it becomes becomes a more powerful Void Bolt, as the spellcasting potential and the energies of the caster increase. Void bolt causes far more damage to the victim than the lesser shadow bolt, and likely will weaken the target's resolve and ability to weave to some extent, upon a successful hit. The effect will last several minutes unless dispelled.
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Raise Dead [Utility/Support spell]
Raises an undead servant from a corpse or a grave, binding them to the caster's will for up to an hour. The type and amount of the undead is dependant on the target it is being casted on. A former warrior will rise as a Skeletal Warrior, while dead magic user will rise as Skeletal Mage. A Restless Spirit can also sometimes be summoned if the spell is cast in a graveyard or upon unholy ground. During the initial stages of 1-4, only one undead can be summoned and controlled at a time. As the caster advances through 5-8, up to three undead can be controlled at once. Upon mastering the spell, five undead can be summoned and controlled. Unholy ground or great amounts of shadow energies will increase the controllable amount of the undead by 1, 2 or 3 at a time, respectively through the ranks. The spell can also be used to reanimate constructed bodies. Casting this spell, however, consumes a great deal of the caster's energy, and thus has to recharge for three hours before it can be used for another time.
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Reap Soul [Non-combat utility spell]
Drains the soul of a freshly died person, binding it to the caster's soul cage for later use. Can only be cast on dying or dead foes. The spell can be cast only if the caster has a Soul Shard. Holy and divine beings are immune to this spell. The learning of this spell requires the individual to be very skilled in the dark arts.
Mirage, born on thirteenth of Nightal in a small wooden cottage somewhere in the forest, was both a blessing and a curse to her parents. She was her parents only child, and like would be, since her mother, Yvonne, died after giving birth to her, leaving her father to take care of her and the house. Yvonne was buried the preceding day by her grieving husband. Mirage's father, Atek swore to take good care of the child, which he kept, raising Mirage through seventeen years, some years being more difficult than the others. Atek was a simple lumberman, so at times their money was short, adding to their problems. Despite the constant difficulties, shortages and her mother's death, Mirage grew into a fine woman, taking care of the general household things whlist her father was working. Sometimes she would go help her father and his fellow lumbermen by bringing them refreshments, usually getting a coin or a couple and several thanks for her trouble. Her father would also take Mirage to the city on occasions, usually to buy food or cloth. During those trips, Mirage became very interested in the ways of magic, having seen wizards, priests and other sort of magicians perform facinating deeds. Unfortunately Mirage nor her father could never afford to get in the fine schools of magic. It seemed that her dream was out of reach.
On one fateful night in the spring, Atek woke up to chatter and banging on the door. As he walked towards the door, a weak aura of dread engulfed the small cottage. The aura was weak enough to not affect nearly anything, but still strong enough for it to be sensed, at least by Mirage. She woke up and looked at her father with a worried expression. Her father had noticed something black outside of the window, and motioned Mirage to stay in the bed. Before Atek had time to open the door, it was flung open by a forceful blast of magic, causing Atek to fall. The black he had seen outside, was a band of cultists dressed in robes with no good intentions whatsoever. Mirage jumped up from her bed, and tried to throw her glass towards the men in desperation as they entered in the house. The glass hit one of the cultists, which he did not consider a very good deed. The cultist turned towards Mirage and uttered a few difficult words in a language Mirage had never heard. At the same instant, magical chains burst from his extended wand, immobilizing Mirage and making her fall to the floor. The cultists turned their attention towards Atek again, speaking to him in words inaudible to Mirage. While Mirage could not make anything out of the conversation, it was obvious that Atek was reluctant in agreeing with them. His refusal did not please the cultists, so they decided to use Mirage against him. A few of the Cultists marched towards Mirage and lifted her up, while one of the group pointed his wand towards Mirage, and was ready to release a deathly spell upon her. This threat was enough for Atek to break and agree to the cultists, whatever they had proposed. The cultists dropped Mirage and pulled Atek up, quickly exiting the cottage, leaving nothing behind but Mirage and the eerie silence.
The magical chains dispersed soon after the cultists had left. Mirage bolted up and ran outside, trying to catch even a glipse of the cultists and her father. However, unfortunately there was nothing but the forest. Only echoes and the noises of the animals answered to her distressed calls. Mirage had no option, but to return inside after searching through the nearby areas, failing in her desperate attempt to find any trace of the men. Back in the cottage, a small note was on the floor, which reeked of dark magic. Mirage picked it up and read the note, it telling her that "Their paths would inevitably cross sometime". Soon after Mirage had read the note, it combusted into black fire, scalding a detailed runic mark in the back of her right hand. The rune and the black fire hurt more than ordinary fire, but oddly enough, did not leave any other physical marks.
Within the next day, Mirage packed up a bundle of food and water with herself, and took her father's old work clothes before stepping out into the forest, leaving her old home behind. Knowing that there wouldn't be anything left for her anymore, she set her course to the general direction of the nearby mountain village. The trip was not easy on her, having never walked the path before without her father. Without her father, she was also very vulnearble, knowing little to no skills in combat, neither was she physically particularly able. Not only did she lose her food and water to the hungry beasts of the forest, although managing to get away without any more severe injuries to her, she also witnessed death several times. They were either dead animals or just unfortunate travellers, bandits and alike. She found it mostly oddly intriguing, instead of absolute awful. Eventually she did reach the village, but it was hard for her to cope due to having barely any gold at all, except for a couple coins in her pocket and being still very afraid of everyone, having just lost her father. Nearly miraculously to her, she found or was found by two nice women, one human and one elf, who accepted her and offered her a place to stay with them. Hesitantly, but gladly she accepted their offer.
Alignment Neutral, bordering on Evil. "Due to her dark past, and the dark rune inscribed to the back of her hand, some of her actions may lean towards the Evil allignment. The powers of good no more interest her. She may be dishonest and might steal something. However, she is mostly neutral and usually respects people and rules."
Favored Enemy None.
Favored Weapon Her scythe and spells.
Deity Shar.
Current Tasks
Completed
Spoiler:
Find a safe haven. - Completed
Find people of trust and make friends. - Completed
Study magic and learn to wield it. - Completed
Find a new teacher. - Completed "If you would learn under me, you would also be subject to my ethics under the art. -Zayl"
Ongoing & Pending
Spoiler:
Become better in using magic. - Ongoing
Learn how to raise and control undead decently. - Ongoing
Learn more about Liches and Lichdom. - Ongoing
Cancelled & Failed
Spoiler:
Nope, nothing here yet.
Milestones
Spoiler:
Progress
Quests
General
Last edited by Markka on Tue Dec 20, 2011 11:04 pm; edited 111 times in total
Come to think of it.. does this character even need approval? Average human, sensitivity to magic, a little darkness to her past, but nothing special from it thus far...
Mentlegen, this doesn't need approval. Silly heads.