“Jewel of Amarathia”
Birth Date: 8th of Ventran, 4th cycle of Nabraxas, 3rd Century
Place of Birth: City of Amarathia, Sapphire Quarter
Gender: Female
Race: Elvish
Line: Nasazura, the ‘Royal Swan’
Class: Sorceress
School of Arcane Magic: The most adaptable and versatile of Sylvire's spell pools, alongside specific abilities arcane magic allows the manipulation of pure arcane energy. This can come in the form of forceful bursts, physical manifestations such as chains or bindings, or searing energy in its more basic forms.
- Detect Poison/Magic/Disease/Possession/Wards/Illusion/Life/Doors/Object: A castable spell that must be defined for one of the listed effects, detecting it within a distance of up to 1000 ft, though at greater distances the specific location is vague.
- Read Magic: Allows for interpretation of magical items and scrolls in languages other than those Sylvire knows.
- Telekinesis: A generic spell allowing for remote manipulation of objects up to around the mass of a sixteen wheel truck.
- Telepathy: Allows for mental communication to, but not from, another within line of sight.
- Unlock - Any: Allows for the magical release of any mundane lock.
- Ward of Alarm/Paralysis/Fire/Frost/Repulsion/Draining/Annihilation: Allows for the creation of wards with on-activation effects such as those listed.
- Seal - Any: Magically seals any mundane container, door or similar.
- Grease: Makes an area of up to twenty feet extremely slippery.
- Arcane Mount: Summons a horse formed of pure arcane magic that can be maintained via focus, but otherwise lasts for an hour or until dismissed.
- Tongues: Allows Sylvire to speak and understand any language.
- Disguise Aura: Obscures or alters the magical aura of an object or being.
- Animate: Sylvire can give an inanimate object a faux-life and consciousness and command it to perform basic actions.
- Enlarge/Reduce: Allows Sylvire to alter the size of objects and individuals by up to double/half.
- Erase: Erases magical or mundane writing from any surface, unless warded against such interference.
- Enhance Speed/Strength/Endurance/Agility: Enhances attribute in one or more individuals for one minute.
- Obscure: Protects an area against scrying.
- Sense Scrying: Sylvire can tell if she is being scried.
- True Sight: Allows Sylvire to see through illusions of any nature, and see perfectly in the dark.
- Message: Sylvire can send a message in written form to any individual she knows by both name and appearance, to visualise them. Range of one thousand miles.
- Dispel: Removes magical effects from an area, interrupts a channelled spell or removes a magical projectile, etc.
- Ethereal Form: Shifts to the ethereal plane.
- Phase: Sylvire becomes immaterial, but remains on the corporeal plane.
- Slow: Slows the physical movement of an individual.
- Water Breathing: Allows for breathing underwater (or in other such environments, excluding a vacuum)
- Dimensional Anchor: Wards an area against planar shifting.
- Remove Curse: Removes a curse cast by a spellcaster of equal or lesser strength to Sylvire.
- Arcane Eye: Allows Sylvire to view things remotely.
- Fear: Creates fear in a target.
- Paralyse: Holds a target in place.
- Transfigure: Forcibly shapeshifts a target without magical protection.
- Remove Enchantment: Disenchants an item.
- Apply Enchantment: Enchants an item with a known spell, applicable to the object.
- Telepathic Bond: Channelled spell that allows allies within 20ft to communicate telepathically.
- Divination: Sylvire has extensive command over divination magic, allowing for limited precognition, retrocognition and increased awareness.
- Scrying: By the usage of a reflective surface, Sylvire can scry any location or individual she is familiar with.
- Transmute: Transmutes basic substances into related substances - e.g. rock into mud, ore into metal.
- Antimagic Field: Negates magic within an area up to 20ft.
- Destroy: With intense focus and high energy cost, allows Sylvire to utterly annihilate a target without magical resistance or significant willpower.
- Power Word, Blind/Hold/Deafen/Silence: Instantly applies the stated effect to a target without sufficient willpower to resist for up to a minute.
- Silence: Prevents a caster from accessing their magic. Channelled spell.
- Summoned Blades: Blades of arcane energy appear around Sylvire and engage foes, as well as protecting her.
- Weather Alteration: Requires extensive warding of area in advance. Allows Sylvire to permanently or temporarily alter the weather in an area.
- Imprison: With extensive advance preparation, imprisons a subject in an extraplanar prison.
- Freedom: With extensive advance preparation, frees a subject from an extraplanar prison.
- Gate: Allows for instantaneous travel between pre-determined locations on the same world. Both locations must be prepared in advance.
- Ritual Magic: With research and sufficient preparation, Sylvire can cast a ritual to produce near any effect achievable by magic.
School of Illusion Magic: Allows for the creation of illusions in near any form, including the manipulation of senses to believe they see, hear, smell, taste and feel something that is not truly there. Extensive and inclusive. Examples below.
- Form Lights: In varying forms, from a glow on an object to a floating orb to a beam or dazzling flare, Sylvire can generate light.
- Darkness: Creates an area up to twenty feet in diameter of supernatural darkness.
- Sounds: Generates sounds of varying degree.
- Alter Appearance: Alters the appearance of an individual on a level indistinguishable from actual transformation without magic. Lasts for up to six hours.
- Blur: Causes the form of an individual to flicker and shift, appearing in several places at once and making attacks difficult to land.
- Mislead Scrying/Divination: Replaces the scrying or divination of an individual with false images and visions.
- Triggered Illusion: Creates a 'trap' that generates a specified effect when triggered.
- Magical Script: Creates a semi-permanent image that only the intended reader can see.
- Phantasmal Pain: Causes extreme pain in a single target.
- Project Self: Allows Sylvire to project an image of herself that she can command and remotely operate. She can also cast her spells remotely through this double.
School of Malevolent Magic: Magic centred around specific degenerative effects, listed below.
- Basic Curse of Fatigue/Weakness/Life Draining/Mana Draining/Bad Luck: A curse that causes the stated effect, generally lasts two minutes. Bad luck is extremely exaggerated to the point of ridiculousness.
- Apply Disease: Allows the infection of a target with any non-crippling disease.
- Apply Poison: Allows the infection of a target with any non-fatal poison.
- Weakness to Disease/Poison/Magic/Damage: Applies the stated effect.
- Greater Curse: A more severe and lasting curse, requires significant power and conviction. The effect can vary hugely depending on the caster's will.
School of Benevolent Magic: Magic that encompasses basic healing, protection and restoration, as well as specific effects listed below.
- Numb Fatigue: Numbs the target of fatigue, allowing them to operate as though they were full of energy. Negative effects of over-exertion still occur, but are unnoticed unless the subject is careful.
- Moonlight: The sorceress banishes the darkness with a radiant beam of moonlight, illuminating even the darkest of spaces and showing demons and their foul ilk true fear, as well as granting allies relief from their fears and filling them with strength.
- Starlight: The sorceress summons the light of the stars to fall on their allies, offering a divine protection against harm. The spell places a starry aura on its subjects, that blunt any blade that seeks to strike them (to a point), meaning that what might otherwise have been a severe gash becomes but a bruise. Magical powers and demonic weapons are most effected by this, weaker spells failing completely on contact with the aura and demons burning if they touch it.
- Drain Fatigue: Fully cures fatigue from an individual by sucking it into the caster.
School of Summoning Magic: Magic that involves the summoning and control of extraplanar creatures.
- Summon: Summons an entity of varying (specified) strength to do the caster's will, generally arcane in nature.
- Banish: Banishes a summon or extraplanar creature to its plane of origin.
- Suppress Summoning: Prevents the summoning of extraplanar creatures within an area of up to 20ft. Channelled spell.
- Create Object: Creates an object of limited complexity from pure arcane energy that lasts until dismissed. Object cannot involve anything more than basic mechanics e.g. hand-whisk level complexity.
School of Necromancy: Magic involving interaction with the undead, and with death.
- Turn Undead: Repels undead from an area.
- Quell Animation: Forces the energy out of an undead summon, returning it to a regular corpse, so long as Sylvire's power exceeds that of the necromancer.
- Destroy Undead: Annihilates weak undead summons, providing Sylvire's power exceeds that of the necromancer.
- Soul Trap: If cast upon a subject up to ten minutes prior to death, traps their soul within a designated gem.
School of Elemental Magic: Sylvire can command all four elements at a masterful level, specifics unnecessary due to generic and expansive nature of such magic. However, some unique abilities are listed.
- Attunement: Sylvire attunes herself to an element, granting her increased power in its manipulation and a heavy resistance to its effects. She also adopts physical traits reminiscent of the element - e.g., flaming extremities, levitation on an aura of air, rocky armour, or swirling streams of water around herself.
- Elemental Morphing: Sylvire can alter her form to either fully convert into an element she is attuned to, or partially convert. This state lasts only up to ten seconds and is taxing magically, and she reforms where the greatest amount of the element is located regardless of separation.
School of Divine Magic: Sylvire can access holy magic related to the god of her home realm, known only as 'the Light'. This includes healing and protective magic, as well as more specific effects.
- Blessing: Invigorates allies with increased courage and strength for the duration of the next combat. One cast per day.
- Bless Water: Makes water holy.
- Divine Favour: Makes Sylvire's next spell cast either for heavily decreased mana, or with increased power. One cast per day.
- Doom: Makes single target suffer heavily increased damage for the duration of the combat. One cast per day.
- Sanctuary: Shields an area totally for up to an hour, but prevents those within from affecting the outside world or leaving the area. One cast per day.
- Align Weapon: Weapon becomes 'good', increasing damage against 'evil' or demonic creatures.
- Calm: Fills a group of individuals with supernatural serenity.
- Status: Allows Sylvire to track the physical and mental condition of allies within twenty feet.
- Daylight: Generates light that has the same effect as sunlight for the purposes of harming creatures vulnerable to such.
- Remove Curse/Disease/Poison: Regardless of power level. One usage per week.
- Commune: Speak with the recently dead (within the last week) for thirty seconds. One cast per month.
- Detect Truth: Allows Sylvire to tell if she is being lied to, when cast prior to an exchange.
- Mark of Justice: Lays a dormant curse on a target, as greater curse but a specific action will trigger it.
- Word of the Light: Sylvire announces the Light's true name. All evil enemies in earshot suffer extreme damage and suffer from the effects of power words hold, deafen, blind and silence. One usage per week.
- Regenerate Limb: Allows for the growth of a severed limb back to its original state. Extremely taxing on Sylvire, but not on the subject. One usage per month.
- Holy Aura: For the duration of a single combat, Sylvire is surrounded by the aura of the light. Demonic creatures find it near impossible to approach her, and allies near her have a passive regeneration. One usage per week.
Grimoire of Light: A tome of great power, the Grimoire of Light is Sylvire’s spellbook, and within its pages are the above spells. While she has most memorized, and can cast the spells without the accompanying chants, her spells are more powerful when the incantations are recited, which are contained within its pages. Anyone with any Magickal ability could use the Grimoire of Light to cast Sylvire’s spells with sufficient study.
Soul: The stave which Sylvire wields is aptly named as Soul, for its magical channelling abilities stem from the souls of her powerful ancestors, who devoted a large portion of their magical strength and very beings to the staff in their final moments, a tradition of the line. The staff is passed down through the generations to the most powerful magic user, and he or she has instant access to the power and advice of the spirits within.
Weaknesses:
Magickal Limitation: Sylvire has a limited pool of magickal energy, or mana, to draw upon. When this is used up, her spells fail and she becomes no more than a skilled fighter with few weapons.
Dark Magick: Due to the protective and restorative nature of her spells, any shadow wielder can dispel them before they achieve their full effect with corruptive and decaying abilities. In addition, Sylvire’s Light Magickal protections are less effective against Dark Magick offensive abilities, unless otherwise specified (although the opposite is true as well, her offensive spells are more effective against Dark Magickal protection).
Personality: The woman known as Sylvire is a forward, outspoken individual, who while easily able to maintain her cool in a political or more formal scenario, sees no benefit to remaining silent on matters outside of such places, where every word one speaks is taken as gross innuendo to one’s real intentions. The Great Game of houses is played everywhere within the city of Amarathia, within its noble elven populace. Even the commoners play their own version, with lower stakes but just as great deceit. Many see this as a flaw in the elven persona, but they themselves see their political manoeuvring as their greatest strength, and few can outwit an elf of Amarathia, be they a member of the noble houses, the royal line or a lowly peasant. Despite this political strength, Sylvire is a benevolent and kindly individual, dedicated entirely to the 'greater good'.