Adding the list of threads for ease of reference.<br/>IC thread (http://elliquiy.com/forums/index.php?topic=82056.0)<br/>Chargen thread (http://elliquiy.com/forums/index.php?topic=82053.0)<br/>OOC thread (http://elliquiy.com/forums/index.php?topic=82054.0)<br/>Recruitment thread (http://elliquiy.com/forums/index.php?topic=81598.0)<br/>Have fun!<br/><br/>Isn't Tantara usually performed with a more sword-like blade, Drift?<br/><br/>I just sent my third character to Mad Panda for approval, and will definitely play one of those :P. So, guys and gals, which one would you rather have me play, the duelling student of magic, or the hedonistic Thaecian musician-wizard with negative skills in physical combat >:)?<br/><br/><strong>Thalealius</strong><br/>Thaecian - awaiting finishing touches<br/>(i was consideringt Tharks Tharkas for a name :P Yeah, I am kidding)<br/>Bio: Left Thaecia to see distant lands, do some foreign women, and get the money of foreigners who treasure art. He loves dancing, seduction, and using magic on the scene to enhance his skills, which fits well with a neophyte Wizard.<br/>He travelled a lot, but the natural telempathy always warned him in time for the incoming dangers. He probably should be grateful to his distant relative who did said Muse...<br/>At the beginning of the game, he is a traveller who is popular with the Sarista, and everybody else who likes a good time. Last time he was planning to visit Zandir, but some other fancy might yet strike him.<br/>Appearance: 6’3”, 1750 lbs. Skin covered with fine silvery scales, deep blue eyes<br/>Natural Telempathy +1<br/>Base Attributes:<br/>INT +2 PER +2 WIL -2<br/>CHA +2 STR -1 DEX +1<br/>CON +0 SPD +0<br/>CR -2 RC -1 MR +3<br/>Hit Points: 18<br/>Skills: Language (Thaecian - native),<br/>Language (High Talislan - fluent),<br/>Language (Archaen - fluent),<br/>Language - Low Talislan+2<br/>Cultures (Thaecia) +5,<br/>Seduction +6<br/>Dance+4,<br/>Music+4,<br/>Haggle+2,<br/>Swim +2<br/>Influence Mode +1<br/>Transmutation +1<br/>Illusion +1 (+3 bonus from Order)<br/>Divination +1<br/>Enchant +2<br/>Ward +1<br/>Move +1<br/>Arcane Lore +2<br/>Quirks: Attractive, Order Quirk (Wizardry), Sensual Voice, Stunning, Dilute Telempathy, 2 negative quirks<br/>Starting Equipment: Diaphanous gossamer robes; gossamer purse and shoulder pouch; Sturdy linen breeches and tunic; hide boots; leather boots; colorful garments; cloak;<br/>domesticated animal, animal of choice (non-mount);<br/>flask of Thaecian nectar; waterskin;<br/>coin purse with 126 gl in pentacles, 100 g,l. in coins, gemstones (Thaecians don’t use currency themselves)<br/>Starting Equipment: Spellbook (note: all spells are inscribed in "scroll" format); belt pouch containing various spell components; dagger; room at boarding house;<br/>Quatterstaff<br/><br/>Spell list:<br/><strong>Enchant mode:<br/></strong>Enhance Musical Instrument<br/>Mode: Enchantment<br/>Duration: 3 minutes<br/>Range: Touch<br/>Casting Modifiers: -5 (level 3 base)<br/>Upon casting this spell, the Wizard targets an instrument and causes it to glow faintly with green arcane force. The force increases the Skill of the wielder with the Musical instrument (+1) for the duration of the spell.<br/><br/>Arcane Dexterity<br/>Mode: Enchantment<br/>Duration: 3 minutes<br/>Range: Touch<br/>Casting Modifiers: -7 (level 5 base)<br/>With this spell, the Magicians skin starts to glow bright green. The arcane forces present enhance the Magicians Dex (+1).<br/><br/><strong>Divination mode</strong><br/>Hidden in the Folds (Conceal)<br/>Mode: Divination<br/>Duration: 1 minutes<br/>Range: 50 feet<br/>Casting Modifiers: +1 (level 1 base)<br/>When cast, this spell allows the magician to hide an object somewhere on their person, usually within the folds of their robes. The object can be of any size that the magician can usually carry, although weight is not effected.<br/><br/><strong>Influence mode</strong><br/>Trance<br/>Mode: Influence<br/>Duration: 5 rounds<br/>Range: 5 feet<br/>Casting Modifiers: -5 (level 1 base + duration)<br/>Upon casting, the magicians eyes glow with a sparkling blue light, capturing the intended targets attention and sending them into a trance-like state, unable to act for 5 rounds.<br/><br/><strong>Transmutation mode</strong><br/>Assan's Minor Healing of the Body’s Wounds<br/>Mode: Transmutation (Heal)<br/>Duration: Instant<br/>Range: Touch<br/>Casting Modifiers: -5 (level 5 base)<br/>When this spell is cast, the Wizards hand glow faintly with a blue light. Upon touching an individual, 5 HP are restored as the targets wounds are healed through the power of arcane forces.<br/><br/>Incitement of the Spinning Sickness<br/>Mode: Transmutation (Harm)<br/>Duration: Instant<br/>Range: Touch<br/>Casting Modifiers: -10 (level 10 base)<br/>Upon casting, the Wizards hands become covered in blue, green and black vortices. When the caster touches the target, the vortexes move up the body from the point of contact and swirl around the victims head. This causes the victim to suddenly become<br/>afflicted with Spinning Sickness, luckily for the victim, this disease is not fatal and usually runs its course in a few days.<br/><br/><strong>Illusion mode</strong><br/>Illuminating Globe<br/>Mode: Illusion<br/>Duration: 1 minute<br/>Range: 50 feet<br/>Casting Modifiers: -11 (level 1 base + duration +<br/>magnitude)<br/>With a gesture, the caster produces a small globe of light that will move as directed. The globe produces light as a torch, and can be used to blind opponents with a ranged attack roll using the Illusion Mode rating with a -7 aiming modifier, or enhance a performance.<br/><br/><strong>Ward mode</strong><br/>Arcane Aura<br/>Mode: Ward<br/>Duration: 5 rounds<br/>Range: Self<br/>Casting Modifiers: -1 (level 1 base)<br/>When cast, the Wizard glows with an amber light and is surrounded by crackling arcane energies, which will shield him from physical and magical attacks that might otherwise do damage.<br/><br/><strong>Move mode</strong><br/>Arcane Fingers<br/>Mode: Move<br/>Duration: 1minute<br/>Range: 50 feet<br/>Casting Modifiers: -6 (level 1 base + duration)<br/>A glowing hand of green arcane energy appears and moves at the discretion of the caster. The hand can pick up objects and move them slowly around within range.<br/><br/>Arcane Flight<br/>Mode: Move<br/>Duration: 1minute<br/>Range: 50 feet<br/>Casting Modifiers: -7 (level 1 base + SPD)<br/>This spell covers the target in a purple glow and allows them to fly for a short period of time, at SPD –7 (30 feet per round). For the duration of this spell, the effected individual will be able to control their movements very precisely and will also be able to hover if so desired. Note that this spell must be cast at a high enough level to lift the targets weight.<br/><br/>Subjugating Force<br/>Mode: Move<br/>Duration: 1minute<br/>Range: 50 feet<br/>Casting Modifiers: -7 (level 1 base + area)<br/>Shimmering forces slam down on those within a 6’x6’ area. This spell causes those within the area of effect to make a STR roll vs 1/3 the spells level, or<br/>fall to their knees.<br/><br/><br/><strong>Dinigorgeus,</strong>commonly shortened to<strong><em>Dingo</em></strong><br/><strong>Cymrillian sword-wizard</strong><br/>Cymril's wizard's schools<br/>Are known for insolent pupils.<br/>Here you meet a fine example!<br/><br/>In short, he was born in Cymril, went to wizard's school, and not hurrying with lessons. He devotes about half his time to studies and half to drinking, whoring and duels, which are in vogue.<br/>He even duels for money sometimes. After all, these taxes don't pay themselves!<br/>On the other hand, he got to meet lots of very interesting people. And now he's got to travel, after a duel he was paid to hurt his opponent ended with said opponent lying in  a pool of his own blood...<br/>He decided to try his luck in Zandu. Probably has something to do with the Certamentes :P.<br/><br/>Appearance: 6’3”, 155 lbs. Pale green skin and hair, golden eyes, slender build, handsome features; may alter appearance with magical enhancements.<br/>Base Attributes:<br/>INT +1 PER +0 WIL +0<br/>CHA +1 STR +0 DEX +0<br/>CON +0 SPD +0<br/>CR +1 RC +0 MR +4<br/>Hit Points: 20<br/>Skills: Language (Low Talislan - native), Language (High Talislan - fluent), Language (Archaen -fluent), Cultures (Cymrilian) +5, Cultures (Seven Kingdoms) +3, Fashion (Seven Kingdoms) +5.<br/>Streetwise+1<br/>Swim+1<br/>Large Blades +4<br/>Small blades +4<br/>Arcane Lore+1<br/>Oratory+1,<br/>Conjuration Mode+1<br/>Enchantment Mode+2 (+3 bonus)<br/>Move Mode+1<br/>Transmutation mode +1<br/>Ward Mode+2<br/>Illusion mode+1<br/><br/>Literate, Pet, Attractive, Battle Magic, Zandir Swordsmanship, Sharp tongue, Wizardry (or Necromancy, but unlikely) Order<br/>Starting Gear: linen tunic and breeches; sandals; cloth cap; high collared cloak, breeches and tunic of various colors; dyed leather boots; high collared cloak; leather boots; velveteen cloak; kneehigh boots; silver hair bands, ring and bracelets;<br/>belt pouch; belt pouch 2; shoulder bag; minor magical trinket, well-looking Zandir sword; Zandir dueling sword and a dagger; dormitory room at Lyceum Arcanum; modest apartment in urban center; Equs with tack and saddle;<br/>coin purse with 195 gl in gold pentacles.<br/>Spangalor armor;<br/>Spellbook (note: Transmutation spells are inscribed in scroll format)<br/><br/><strong>Conjuration Mode<br/></strong>The Zandir Duelling Wizard’s Hope<br/>Mode: Conjuration<br/>Duration: 1 minute<br/>Range: 50 feet<br/>Casting Modifiers: -7 (level 1 base + duration)<br/>Upon completion of this incantation, the Wizard conjures a blade made of sparkling energy, with a DR of 6, which disappears after 1 minute.<br/><br/>Main-Gauche In The Arcane Hands<br/>Mode: Conjuration<br/>Duration: 1 minute<br/>Range: 50 feet<br/>Casting Modifiers: -5 (level 1 base + duration)<br/>Upon completion of this incantation, the Wizard conjures a blade made of sparkling energy, with a DR of 4, which disappears after 1 minute.<br/><br/><strong>Enchantment Mode<br/></strong>Enhance Weapon<br/>Mode: Enchantment<br/>Duration: 1 minute<br/>Range: Touch<br/>Casting Modifiers: -3 (level 3 base)<br/>Upon casting this spell, the Wizard targets a weapon and causes it to glow with blue arcane force. This force increases the DR of the weapon (+1).<br/><br/>Enhance Armor<br/>Mode: Enchantment<br/>Duration: 1 minute<br/>Range: Touch<br/>Casting Modifiers: -3 (level 3 base)<br/>This incantation causes the touched armor to shimmer with a silver light, increasing the PR of the Armor (+1).<br/><br/>Arcane Strength<br/>Mode: Enchantment<br/>Duration: 1 minute<br/>Range: Touch<br/>Casting Modifiers: -5 (level 5 base)<br/>With this spell, the Magicians skin starts to glow bright green. The arcane forces present enhance the Magicians STR (+1).<br/><br/>Arcane Dexterity<br/>Mode: Enchantment<br/>Duration: 3 minutes<br/>Range: Touch<br/>Casting Modifiers: -7 (level 5 base)<br/>With this spell, the Magicians skin starts to glow bright green. The arcane forces present enhance the Magicians Dex (+1).<br/><br/><strong>Move Mode<br/></strong>Arcane Fingers<br/>Mode: Move<br/>Duration: 1minute<br/>Range: 50 feet<br/>Casting Modifiers: -6 (level 1 base + duration)<br/>A glowing hand of green arcane energy appears and moves at the discretion of the caster. The hand can pick up objects and move them slowly around within range.<br/><strong><br/>Transmutation mode</strong><br/>Healing of the Body’s Wounds<br/>Mode: Transmutation (Heal)<br/>Duration: Instant<br/>Range: Touch<br/>Casting Modifiers: -10 (level 10 base)<br/>When this spell is cast, the Wizards hand glow brightly with a blue light. Upon touching an individual, 10 HP are restored as the targets wounds are healed through the power of arcane forces.<br/><br/><strong>Ward Mode</strong><br/>The Honourable Duel<br/>Mode: Ward<br/>Duration: 5 rounds<br/>Range: Self<br/>Casting Modifiers: -7 (level 1 base + area)<br/>The caster creates a barrier of bright blue force big enough to encompass himself, and his opponent in an 2,5 m circle. This allows both combatants to focus on the duel without having to worry about friends that the other might have.<br/><br/>Wizards Wall<br/>Mode: Ward<br/>Duration: 1 minute<br/>Range: Self<br/>Casting Modifiers: -6 (level 1 base + duration)<br/>This spell has been used for centuries to block off an escape, or to stop pursuers. By speaking a brief incantation and pointing at an area, the wizard creates a shimmering wall of arcane force that lasts for a single minute.<br/><br/><strong>Illusion mode</strong><br/>Wizard's Cloak Of Decency<br/>Mode: Illusion<br/>Duration: 3 minute<br/>Range: 50 feet<br/>Casting Modifiers: -5 (level 1 base + duration)<br/>This spell has been used for centuries by wizards having illicit affairs with married partners. In case the husband arrives, the wizard has to cast it real fast. When cast, the spell creates a cloak that covers the wizard, not allowing to notice that he might be naked. Some rumours speak of a wizard that uses a similar spell to hide he's wearing armour during a duel.<br/><br/>Illuminating Globe<br/>Mode: Illusion<br/>Duration: 1 minute<br/>Range: 50 feet<br/>Casting Modifiers: -11 (less?) (level 1 base + duration +<br/>magnitude - how much for a spell that does the same in a limited area, and probably cannot blind opponents?)<br/>With a gesture, the caster produces a small globe of light that will move as directed. The globe produces light as a torch, and can be used to blind opponents with a ranged attack roll using the Illusion Mode rating with a -7 aiming modifier.