A young swordmage wandering the desert in search of civillizations lost to the ravages of time.
Likes: Food, fighting and jokes.
Dislikes: It varies from day to day. People mostly.
Life's Ambition: Die a glorious death
Crippling Fear: To die without meaning
Quote: "If you have a god, I suggest you make peace with them. Now."
Equipment: A worn leather brigandine and brown cloak fitted on top of loose-fitting white cotton shirt and trousers of the same material. On his arms are a matching pair of germanic iron plate gauntlets, while his feet are covered by high-reaching black leather boots of ornate design. A rough leather belt holds a both of his main armaments. As for weaponry, Giln carries a mundane steel broadsword with a crescent-shaped hilt, kept in fare condition. As a back-up weapon a steel cinquenda is strapped over the belt against the hollow of Giln's back, away from prying eyes most of the time.
Spells: As a fairly learned swordmage Giln is adept at the use of spells that grant temporary boons that increase his attributes. As with any spellcasting the spell can be cancelled by a break in ritual or concentration. A special feature of swordmagic is that of recall, allowing Giln to summon his sword back to his hand from up to half a mile away.
Scales- Duration; 2 Turns or until overwhelmed......Requires a somatic component
Effect; Conjures a shimmering coat of reptilian scales over the caster's person, increasing physical and magical defenses by a low amount. Particularly effective at turning slashing or sharp attacks.
Veil- Duration; 2 Turns or until overwhelmed......Requires a somatic component
Effect; Creates a misty veil over the caster's person that increases either physical or magical defenses by a moderate degree. Particularly effective at neutralizing projectile and kinetic-based attacks.
Blur- Duration; 1 Turn or one minute......Requires a verbal command
Effect; Increases the speed of the caster by several levels, making the world seem to slow down to half-speed and appearing to move so fast as to appear slightly distorted to onlookers.
Jolt- Duration; 3 Turns or one successful strike......Requires a verbal component......Alternate attack requires 1-turn prep
Effect; Brings forth a current of supernatural electricity within the blade of the caster's weapon, threatening to shock and stun whatever through whatever conductor or even body that meets the weapon. As an alternate attack, the caster can gather up the electricity within the weapon and fling it in a powerful bolt of lightning in a chosen direction. The summoned lightning acts as a normal bolt of lightning would.
Scorch- Duration; 3 Turns, on a successful strike or until struck by a magical attack......Requires a somatic component
Effect; Creates a supernatural violet flame that engulfs the length of the caster's chosen implement without doing it harm. The fire itself throws off no heat, but severely damages and burns whatever it comes in contact with. When the caster is hit with a magical attack the flame will engulf the caster's body, providing high magical defense for a single turn.
Flood- Duration; N/A.......Requires both somatic and verbal components......Requires 2-turn prep
Effect; Summons a pressurized blast of water from a point of origin within five feet of the caster that unleashes fifty gallons of liquid. The water, once spent, acts as normal water would.
Hometown: Anaur