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Nhil

A Sylph warmage scouring the multiverse for knowledge.

0 · 167 views · located in The Infinite Void

a character in “The Multiverse”, as played by Ghaarme

Description

Name: Nhil DarkEar Age: 22
Gender: Male
Species: Sprite
Race: Sylph
Height: 6 feet even
Weight: 75 lbs

Skin Color: Pale Brown
Eye Color: Bright Green
Hair Color: Purplish Blue
Hair Style: Medium length, reaching down to the base of his neck. Usually has long bangs over his forehead that cover one of his eyes, a habit he picked up from his newest teacher.
Facial Hair: None
Facial Features: Handsome, soft features. Angelic in appearance.
Markings: None
Piercings: A tongue ring
Body Build: Tall, lean and has sleek muscles below his smooth skin. Looking much like a human with fey features in appearance with a pair of transparent dragonfly-esque wings. A stark contrast to his original tiny pixie body.

Personality

Alignment: Neutral
Orientation: "Heterosexual...Mostly humans...meh likes the tall folk."
Occupation: "Mage. Scholar. Lover. Hehehe..."
Personality: Most of the time he's kind and curteous, but when in the presence of an attractive member of the opposite sex, he becomes quite the pervert. Since attaining his new Sylph body, Nhil has become even more flirtacious than ever, newfound confidence with his new height. Other than that, Nhil is very serious when it comes to battle. Being a mage, he is always out to prove his magical might is the solution to any problem. Since his training though, he has become much more level headed.

Equipment

Fighting Style: He's a mage, so it's pretty self-explanatory. Nhil focuses on high powered destruction spells utilizing a multitude of elements as well as his favorite type; Acid. He also has quite a few defensive spells that have no elemental attribute so they can adiquately defend against more types of attacks. Nhil has also gained the use of spells from the Nether Plane, a gift from Aliitae.

Equipment: Armor- He wears no real armor, and has a long black robe with gold trim enchanted to be more durable than normal, but offers no protective enchantments. Below that the Sylph goes shirtless, with a brown belt with an ornate buckle holding up a pair of dark gray breeches. Other than that he has a pair of heavy black boots. Nhil also wear enchanted gloves that contain thousands of spell components, eliminating the need to physically gather them for a spell. As of late, Nhil has also kept several halberds and lances within the extradimensional space withing his glove.
Primary Weapon- Nhil has trained himslef in the use of longarms for the past few years, but the only visible weapon is a small ordinary steel dagger kept in a scabbard at his belt.

Powers: Passive Abilities- Flight- Nhil has large transluscent wings on his back, allowing sustained flight as well as hovering. He moves about with great precision in the air, with high speed.
Communion- Being a Fey creature, Nhil is at one with nature. So when he wills it, Nhil can pass through rock, trees and water as if it were air, most any natural feature can be phased through.
Active Abilities- Spells- Nhil casts most spells instantly, but his stronger ones require setup and his strongest needs him to use his blood as a catalyst.

Fire Spells: *Fireball- Simple, a conjured ball of fire that explodes on contact. Can be controlled to a degree. *Burst- A close range high damage attack in the form of a forward explosion. *Flame Pillar- A wicked attack that encases the target in a huge gout of fire, incinerating all within. *Heatos- A wave of wicked heat rising above 350 degrees Fahrenheit flies from Nhil's flying in front of him for roughly 20 feet. *Flarius- Nhil summons an a greater fire elemental known as Flarius. He is made of molten magma and orange flames, and is more easily damaged by magical means than physical. Nhil can only keep him under control for 3 minutes, and he is promptly dismissed after that point.

Water Spells: *Ice Spear- A large, sharp pointed cone of ice that flys at the target. The longer it's conjured, the bigger and faster it is. It's conjured faster in the presence of water. *Flood- Water blasts outward, radiating from Nhil. Doesn't do great damage but generates about 100 gallons of water. *Fruss- The caster flash freezes an area around him equal to about 5 square feet. The spell is more powerful when the area is wet. *Umbriausse- Nhil conjures a greater water elemental knwon as Umbriausse. The elemental becomes more powerful in proximity to water. She is made of icy structures and living water, and is more easily damaged by magical means than physical. Nhil can only keep her under control for 3 minutes, and she is promptly dismissed after that point.

Storm Spells: *Thunderclap- A loud blast of concussive sound eminates from Nhil, blasting whatever's in range back and stunning targets. *Chain Lightning- Wicked bolts of lightning seek out the target and arc to other nearby targets. *Cyclone- A massive roaring vortex of ripping winds seeks out and decimates multiple foes. Can be manipulated with accuraccy. *Mljondir- A blast of sound hammers the target, causing wicked blunt damage. *Jilt- Blue lightning streaks from Nhil's forehead towards the target, disappearing 1 foot away from impact. A minute later the lightning bolt reappears a foot in front of the target once more and strikes with extremely powerful electric based magick.

Earth Spells: *IronHide- Turns Nhil entirely into a high density metallic substance allowing him to take extreme physical damage with minimal effects for the spell's duration. *Revolt- A series of large, sharp spikes of rock erupt from the earth towards the target. *Rogaudon- A giant spire of stone erupts from below the opponent at a startling speed, blasting the target upwards to dangerous heights, resulting in bone breaking falls. *Gaia's Rage- The earth itself obeys Nhil's will, creating two great walls of stone that fly together in an attempt to crush the target.

Dark Spells: *Burn Wave- With a wave of his hand, Nhil summons a wave of green acid in front of him that spreads outward. *Burn Barrage- About 20-30 small globes of emerald acid appear around the caster, then rush as one, seeking out their target. *Dark Pulse- Nhil forces a sinister thought into his opponent's mind, forcing them to stand still for a few seconds. *Inza- A deep inky liquid begins to seep from the ground at the caster's feet into a small pool of highly concentrated disease and infection. Upon contact with Inza upon the skin or any open orifice, any organic creatures will immediately feel a loss of strength and begin to vomit and feel feverish for up to an hour. *Tiyun- Nhil's canine teeth are replaced by large, retractable snake fangs. Upon biting an organic being, the poison from the fangs is released and rapidly destroys cells while blackening flesh. The caster becomes immune to poisons during the spell's duration, and the spell lasts until the venom is released. *Deep Weave- Nhil grasps dark strands of power from the Nether Plane, charging them with acidic energy and wrapping his body in them. They don't do any harm until Nhil is physically attacked, at which point a torrent of acid will be released from the point of impact towards the attacker. Lasts until cancelled. The dark strands are of another plane of existance, and therefore, invisible to one not specifically trained to see them.

Nether Spells: *Psyche Chains- Glowing blue chains of psychic energy appear and bind the target while increasing the gravity of the localized area by a factor of 5. *Psyche Bind- A circular field of magick is created around the caster, with 50 foot radius. Any within the field cannot use teleportation spells, and if they do succeed are wracked with pain. Lasts about a minute at a time. *Astral Anchor- Incorporeal energy binds to the target, keeping them from shifting between planes of existance/dimensions for a minute. *Psycho Warp- Shifts Nhil up to 30 feet away from his current position, a short range teleportation. *Eidlon's Grasp- Two massive hands (each the size of a large man) appear under Nhil's mental command until dismissed. They are totally tangible and can be damaged, as well as physically harm beings with their preternatural strength.

Neutral Spells: *Regenrak- A single target healing spell that can mend a moderate to heavy wound. *Regensara- Allows for rapid the rapid healing of light to moderate wounds. *Force Halt Duos- A transparent dome of force shields the caster from magical attacks until dispelled or overwhlemed. Can only take one or two higher level spells. *Power Words: Strength, Speed, and Force- By invoking a word of power, Nhil increases the given attribute be it physical strength, movement and flight speed, or spell power until cancelled. *Blades XX- Nhil can invoke a number of ghostly blades that will seek out a target for a short time. *Titanic Strength- Nhil's body floods with an immense amount of power for a few seconds, allowing him to perform extreme physical feats. *Force Halt- A shield of force is formed around the caster, greatly reducing the effects of kinetic force and physical attacks. Lasts until overwhelmed or canceled. *Silent Phase- Nhil's body turns invisible and doesn't emit any sound until he makes an offensive attack. *Dispell- The caster forcibly strips the enemy of a single magical effect on their person. *Millenian Arrow- His most powerful spell, requiring his own blood as a component. 1,000 tiny points of light appear around Nhil, actually motes of concentrated force. On Nhil's mental command, the motes streak toward their target in rapid succession at blinding speeds. Nhil can control how many he sends at once.

History

Birthplace: Terra
Current Planet: Alternate Middle Earth
Family: "Damn...I don't think I can name em all. We are the Rabbit Clan after all..."

Background Info: Past--
Nhil was born in a Terran forest, in a hidden village of mana pixies. The village is divided into 5 animal clans, Wolf, Cougar, Snake, Bird, and Rabbit. He is the secondborne of the Rabbit DarkEar Clan. At a young age his potential for magic was notable. He was quickly put under the wing of a human mage at the age of 6 and trained in war magic until his 13th birthday. His master was assassinated due to the fact he would rather train Nhil, a sprite, than a human mage. Nhil fled to the north, and boarded a boat to the continent of Yarain. For the past 2 years he's been acting as a mercenary, and the tides of war seem to be rising again...
Present--
Recently, he has finished his training with his new elven tutor, Aliitae. Seven years ago they did battle in a secluded dimension now called EverNight, and after Nhil's defeat Aliitae offered to train him in other forms of magick. She saw much potential in the boy and did not let it go to waste. Now, seven years past, Nhil has transcended his Sprite form and become a handsome Sylph. His repitoire of spells and physical abilities have exponentially increased as well. Nhil now travels the planes, looking for ever more spells and knowledge to learn and share with the goodly races.

So begins...

Nhil's Story