Difference between revisions of "Taiar"

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...*Lurks*
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{| class="infobox bordered" cellpadding="4" style="width: 35em; font-size: 80%;"
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|-
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| align="center" colspan="2" |
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{| style="width: 280px; background: none; text-align: center;"
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|- style="vertical-align: middle;"
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| style="border: 0;" | '''Taiar'''
 +
<br>[[Image:Taiar.gif|thumb|240px]]
 +
|}
 +
|-
 +
| '''Name<br>(RP World)'''
 +
| Taiar Siru Valcrist<br>([[Gaera Main]])
 +
|-
 +
| '''Birthdate<br>(Birthplace)'''
 +
| Proteara 2nd, 1295 in the Gaeran Calendar<br>Ayenee
 +
|-
 +
| '''Age'''
 +
| 31
 +
|-
 +
| '''Current Residence'''
 +
| Slums of the Doman Capitol City, Doma
 +
|-
 +
| '''Occupation'''
 +
| Professional Wanderer
 +
|-
 +
| '''Family'''
 +
| Aiko Valcrist-Mother; Cyrus Valcrist-Father, Deceased
 +
|-
 +
| '''Race'''
 +
| Mazoku
 +
|-
 +
| '''Description'''
 +
| A man who physically seems to be around the age of 20, standing more or less at the height of 6'3"; Right eye is Cerulean Blue, Left eye is Crimson - Both Are Non-Feral in Nature; Black Hair (Commonly tied back into Ponytail)
 +
|-
 +
| '''Typical Clothing'''
 +
| Blue high collar vest within a long black coat and black pants; similarly colored gloves and boots contrast with a Bright Bluish-Silver Bracer on his right arm. In the hotter months, he has been sometimes known to switch to loose black shorts and a white short-sleeved shirt hidden within a Blue Button-down; he still wears the boots and gloves though. Other than the forementioned T-shirt, Tai is not often found wearing white.
 +
|-
 +
| '''Religious Beliefs'''
 +
| Although believing in the existance of the Gods beyond a shadow of a doubt, Taiar has not yet chosen to put his complete faith into a single entity yet; he seems to enjoy using the name of Nakibe in place of exclimations however.
 +
|-
 +
| '''Drunk Type'''
 +
| Non-Drinker, Much to the chagrin of the Queen
 +
|}
 +
 
 +
==About Taiar==
 +
Stuff About Tai goes here.  I'll get around to that.
 +
 
 +
<br>
 +
 
 +
----
 +
 
 +
=== Philsys Data  ===
 +
 
 +
{| class="infobox bordered" cellpadding="4" style="width: 100%; font-size: 80%;"
 +
|-
 +
| colspan="3" align="center" | '''Philsys Block'''
 +
 
 +
Taiar Siru Valcrist -
 +
Level 3; 350/1500 XP<br>
 +
Max HP: 81<br>Max MP: 90<br>Max TP: 36<br>
 +
Initiative: 4+2d6<br>
 +
 
 +
|- style="vertical-align: top;" align="left"
 +
| '''Attributes'''
 +
 
 +
Courage: +2<br>
 +
Wisdom: +2<br>
 +
Intuition: +3<br>
 +
Charisma: 0<br>
 +
Agility: +3<br>
 +
Dexterity: +2<br>
 +
Strength: +3<br>
 +
Stamina: +3<br>
 +
Magic Aptitude: 5
 +
| Base AT/PA - 11/11<br>
 +
Modified for skill - 15/15<br>
 +
Modified for equipment - 14/14<br>
 +
<br>
 +
Base MATK: 10<br>
 +
Base MBlock: 17<br>
 +
Base Missile Evade: 19<br>
 +
<br>
 +
Body=Trenchcoat (AC 3)<br>
 +
Arm=Plate Bracer (AC 10, Casting Penalty -1)<br>
 +
<br>
 +
Weapon Damage - Dragon's Bane Glaive (-1/-1, 13/17/22, Additional (2*Level) Damage, Damage Inflicted to Dragons*2)<br>
 +
Light - 33+2d6<br>
 +
Medium - 40+3d6<br>
 +
Heavy - 48+4d6<br>
 +
| '''Skills'''
 +
 
 +
Polearms: 8 <br>
 +
Throwing Darts: 3 <br>
 +
Mazoku Magic: 7 <br>
 +
Ice Magic: 4 <br>
 +
Wind Magic: 2 <br>
 +
Fire Magic: 1 <br>
 +
Teleportation: 4 <br>
 +
Jumping: 2 <br>
 +
[s]Pain Resistance: 4 <br>
 +
[s]Advanced Parrying: 4 <br>
 +
[s]Stealth: 2 <br>
 +
[s]Cooking: 4 <br>
 +
[s]Eavesdropping: 2 <br>
 +
[k]Gardening: 1 <br>
 +
 
 +
|}
 +
<br clear="all">
 +
'''Spells and Techs'''
 +
 
 +
*[Innate] Consume Emotion (Passive or 2 TP) - Taiar draws energy from surrounding negative emotions (hate, anger, fear, etc.) and is weakened somewhat by strong positive emotions (love, joy, etc.). In the presence of strong negative emotions he can spend 2 TP to add +1 to his STR, AGI, or COU until the emotions subside, or he can use them to recover 15 HP. This is a free action, but it can only be performed once per round. In the presence of strong positive emotions, Taiar takes a -1 to -4 penalty on rolls of all types.<br>
 +
 
 +
*[Innate] Mazoku Properties (Passive) - Tai takes 50% damage from all shadow elemental magic and 2x damage from holy or "ryuuzoku" magic. Holy-elemental healing magic will damage him, but he can be healed by shadow-type healing spells.<br>
 +
 
 +
*[Innate] Summon Glaive (2 TP) - Since fusing with the Dragon's Bane, Taiar has been able to retrieve his weapon from what looks to be thin air by drawing the appropriate energies from himself and forming them into his weapon of choice. Even when the weapon is knocked away from him to a remote location, he can disperse the current energies and recall them back near him.<br>
 +
 
 +
*[Innate] Transmutation (2 TP) – By nature of the Dragon’s Bane, Taiar can alter its form to create stable and strong-as-steel objects from seemingly nowhere.  The limit to this ability however, is that Taiar must be able to mentally visualize the object in question, and he is incapable of making any sort of complicated object without serious effort and time.  That is to say steel bars, shovels, and sets of teeth are okay, but things such as keys, complicated weaponry, or large animal forms are out of the question.<br>
 +
 
 +
*[Teleportation: 3] Teleportation (32 MP, 6 TP) - It is only effective for locations Taiar can clearly visualize within 5 miles, and the visualization process requires 15 minutes of absolute concentration, (AKA, non-combat, travel uses only). Teleportation fails if Tai cannot make a check vs. difficulty 20 within 3 miles, and difficulty 30 outside of that, all within 5 miles. Teleporting further than that requires a check vs. difficulty 40.<br>
 +
 
 +
*[Polearms: 2] Balance (2 TP) - Essential to the use of weaponry, especially heavy ones, is the user's ability to carry his blade naturally. With some concentration, Taiar can pass that bound and, more than usual, his cumbersome Glaive of choice becomes almost a piece of himself. For one round, Taiar gains an additional +1/+1 to his AT/PA Rolls.<br>
 +
 
 +
*[Polearms: 4] Devastating Blow (2 TP) - As powerful as a heavy attack, but damage is multiplied by 1.5x. If the attack misses, the user loses his one of his parry rolls for the round.<br>
 +
**Damage = Heavy Attack*1.5, Loss of Parry Roll if Failed<br>
 +
 
 +
*[Polearms: 6] Follow-through (5 TP) - Allows one additional attack of any type this round.<br>
 +
 
 +
*[Polearms: 8] Lurking Wolf (8 TP) - A wolf striking from the shadows has a certain element of surprise in its attack, a life-shattering situation for whatever the pray might be. A Taiar striking just as suddenly is no less dangerous for his opponent. This ability can only be used against a target that is either unaware of Tai's presence or denied a PA roll. Proper battle preparations in mind, a Heavy type attack can be used without AT penalties at 1.5x Damage. <br>
 +
**Damage = Heavy Attack*1.5<br>
 +
 
 +
*[Polearms: 9, Pain Resistance 2] Dead Lock (8 TP) – Using his distinct familiarity with pain, Taiar lets his guard down purposely, allowing for the enemy to strike him.  At the moment of being attacked though, the Mazoku locks the enemy with a mixture of his injured body and his Glaive.  Falling prey to this stance pulls an enemy into a grapple with Taiar which he automatically wins the first turn.  Normal Grapple rules apply from there out.<br>
 +
 
 +
*[Polearms: 9] Returning Fang (2 TP) – An attack designed as a supplement to the Dead Lock stance.  Taiar can counter attack his opponent for Light Weapon Damage*2.  This opportunity is also available whenever Taiar’s turn arrives naturally and he’s still able to hold the enemy.<br>
 +
**Damage = Light Attack*2<br>
 +
 
 +
*[Polearms: 10] Dread Echo (8 TP) – The Sentient Entity that is the Dragon’s Bane, a Mazoku creation older than possible existence, is able to process Negative Emotions just as his host can, and being the blade that cuts puts him closer to the sting than anything else.  Using this, Taiar rebounds from enemy to enemy, attacking them in quick succession, each strike fueled by the last opponent’s pain.  The number of enemies able to be targeted is equal to Polearm Rank/3, maxing out at 5.  If during the rebound, an enemy succeeds in its parry roll then the attack stops and no further enemies are damaged. 
 +
**Damage = Medium Attack*(Number of Enemies Attacked Via Dread Echo+1) <br>
 +
 
 +
*[Mazoku Magic: 1] Black Revolver (10 MP) - A simple use of his innate magic, Taiar fires a projectile of his choice element from his pointer finger directly at a receiver of choice, as if a gunshot. <br>
 +
**Damage = 8+(Rank*2)+1d6.<br>
 +
 
 +
*[Mazoku Magic: 3] Decay (18 MP) - Mazoku are pretty well known for their knowledge of curses and horrible enhancements; it would be a shame for Tai not to at least dabble in it, maybe more. This spell, when used on living things, ebbs away at their life and aims to leave rotten remains, leaf, fruit and carcass alike. <br>
 +
**Damage = 2+(Rank*3)+1d6 for (Rank) Turns.<br>
 +
**Effect Out of Battle: Severely rots away plant life, Weakens animal/people. <br>
 +
 
 +
*[Mazoku Magic: 4] Scatter Night (22 MP) - With a wave of the hand, magic can call forth the most beautiful of glitter. Surrounding his enemy with these, Taiar snaps his fingers and what was once pretty erupts into explosions of Mazoku Magic. By scattering the division of the glitter, he can severely damage a single person or cause light annoyances to a small army.<br>
 +
**Damage = 15+(Rank*5)+3d6, Damage can be Divided Equally Between Number of Targets<br>
 +
 
 +
*[Mazoku Magic: 6] Twilight Millennium (34 MP) - The absolute black created in the physical plane when a Mazoku casts a spell is an effect of a void of light in an area or areas, meant to represent the dark astral nature of the race and element itself. By focusing this blackout around an opponent, Taiar can strike upon the senses of his enemy, instilling the feeling of helplessness upon the weaker-hearted, or at least blinding the stronger for a bit. If targeted enemies fail their resistance roll, they are afflicted with Total Helplessness as well as Fear, the latter of which existing only for the purpose of Tai consuming for his own benefit, for 1d3 rounds. In the event they succeed, the enemy is taken by Blindness for only a single round.<br>
 +
 
 +
*[Mazoku Magic: 8] Oblivion Armor (20 MP) – A spell which surrounds a piece of the enemy’s armor in Mazoku magic, then causes a cascade of magical spikes to erupt and impale an opponent’s body.  Taiar selects a specific armor to target when casting this spell, and the better that armor is, the more Mazoku barbs it can support.  Rather than completely destroying a victim, he can also disable limbs by targeting gauntlets, greaves, bracers, etc.<br>
 +
**Damage = (6+(Rank*2)+1d6)+(Targeted Armor AC*2), Destroys Target Armor<br>
 +
 
 +
*[Mazoku Magic: 9] Demon Blade (32 MP) – At first glance, this is a spell that seems to be the successor of Black Revolver.  Rather than a simple gunshot from the finger, Taiar twirls his glaive until it forms into a swirling black disk of Mazoku energy then plunges his entire fist into it, releasing a powerful black beam.  The aforementioned Mazoku disk can also siphon allied magical spells, adding the Mazoku elemental type to their attack as well as additional damage.  In a very specific case, a new element can even be created that is greater than the sum of its parts...<br>
 +
**Damage = 17+(Rank*5)+5d6<br>
 +
**Siphon = Adds 14+(Mean Rank*5)+3d6, Adds Mazoku Elemental<br>
 +
**Chaos = Adds 17+(Sum Of Mazoku and Ryuuzoku Ranks*5)+4d6<br>
 +
 
 +
*[Wind Magic: 1] Levitation (4 MP) - An easy wind spell from his old dimension, this spell grants exactly what the name would suggest: Flight Capability through the manipulation of the air around him.<br>
 +
 
 +
*[Wind Magic: 2] Bomb Di Wind (12 MP) - A powerful blast composed by compressing air in an area then releasing it at a target; this spell causes no direct damage, however it is exceptionally good at moving things around, whether that be people into walls or garbage out of the way.<br>
 +
 
 +
*[Ice Magic: 1] Freeze Arrow (10 MP) - The basics of ice magic, just a simple arrow made of frost fired at an opponent.<br>
 +
**Damage = 8+(Rank*2)+1d6<br>
 +
 
 +
*[Ice Magic: 4] Icicle Lance (18 MP) - By fusing together several smaller icicles, Taiar creates a short sword sized spear made completely of ice. Being struck with this lance, however, does less impaling and more extremely cold freezing-solid upon contact. With several of these though, some severe ice-stapling can be performed.<br>
 +
**Damage = 14+(Rank*4)+3d6<br>
 +
 
 +
*[Fire Magic: 1] Fireball (10 MP) - Just a simple baseball of combustion; explodes upon contact and spreads its area of effect a bit, as well as lighting stuff on fire real nice.<br>
 +
**Damage = 8+(Rank*2)+1d6 Upon Impact, Resulting Explosion spreads fire in a sphere with (Rank*1.5) Radius.<br>
 +
 
  
 
[[Category:Gaera Main Characters]]
 
[[Category:Gaera Main Characters]]
[[Category:Gaera Main Characters MIA]]
 

Revision as of 11:47, 5 December 2006

Taiar
Taiar.gif
Name
(RP World)
Taiar Siru Valcrist
(Gaera Main)
Birthdate
(Birthplace)
Proteara 2nd, 1295 in the Gaeran Calendar
Ayenee
Age 31
Current Residence Slums of the Doman Capitol City, Doma
Occupation Professional Wanderer
Family Aiko Valcrist-Mother; Cyrus Valcrist-Father, Deceased
Race Mazoku
Description A man who physically seems to be around the age of 20, standing more or less at the height of 6'3"; Right eye is Cerulean Blue, Left eye is Crimson - Both Are Non-Feral in Nature; Black Hair (Commonly tied back into Ponytail)
Typical Clothing Blue high collar vest within a long black coat and black pants; similarly colored gloves and boots contrast with a Bright Bluish-Silver Bracer on his right arm. In the hotter months, he has been sometimes known to switch to loose black shorts and a white short-sleeved shirt hidden within a Blue Button-down; he still wears the boots and gloves though. Other than the forementioned T-shirt, Tai is not often found wearing white.
Religious Beliefs Although believing in the existance of the Gods beyond a shadow of a doubt, Taiar has not yet chosen to put his complete faith into a single entity yet; he seems to enjoy using the name of Nakibe in place of exclimations however.
Drunk Type Non-Drinker, Much to the chagrin of the Queen

About Taiar

Stuff About Tai goes here. I'll get around to that.



Philsys Data

Philsys Block

Taiar Siru Valcrist - Level 3; 350/1500 XP
Max HP: 81
Max MP: 90
Max TP: 36
Initiative: 4+2d6

Attributes

Courage: +2
Wisdom: +2
Intuition: +3
Charisma: 0
Agility: +3
Dexterity: +2
Strength: +3
Stamina: +3
Magic Aptitude: 5

Base AT/PA - 11/11

Modified for skill - 15/15
Modified for equipment - 14/14

Base MATK: 10
Base MBlock: 17
Base Missile Evade: 19

Body=Trenchcoat (AC 3)
Arm=Plate Bracer (AC 10, Casting Penalty -1)

Weapon Damage - Dragon's Bane Glaive (-1/-1, 13/17/22, Additional (2*Level) Damage, Damage Inflicted to Dragons*2)
Light - 33+2d6
Medium - 40+3d6
Heavy - 48+4d6

Skills

Polearms: 8
Throwing Darts: 3
Mazoku Magic: 7
Ice Magic: 4
Wind Magic: 2
Fire Magic: 1
Teleportation: 4
Jumping: 2
[s]Pain Resistance: 4
[s]Advanced Parrying: 4
[s]Stealth: 2
[s]Cooking: 4
[s]Eavesdropping: 2
[k]Gardening: 1


Spells and Techs

  • [Innate] Consume Emotion (Passive or 2 TP) - Taiar draws energy from surrounding negative emotions (hate, anger, fear, etc.) and is weakened somewhat by strong positive emotions (love, joy, etc.). In the presence of strong negative emotions he can spend 2 TP to add +1 to his STR, AGI, or COU until the emotions subside, or he can use them to recover 15 HP. This is a free action, but it can only be performed once per round. In the presence of strong positive emotions, Taiar takes a -1 to -4 penalty on rolls of all types.
  • [Innate] Mazoku Properties (Passive) - Tai takes 50% damage from all shadow elemental magic and 2x damage from holy or "ryuuzoku" magic. Holy-elemental healing magic will damage him, but he can be healed by shadow-type healing spells.
  • [Innate] Summon Glaive (2 TP) - Since fusing with the Dragon's Bane, Taiar has been able to retrieve his weapon from what looks to be thin air by drawing the appropriate energies from himself and forming them into his weapon of choice. Even when the weapon is knocked away from him to a remote location, he can disperse the current energies and recall them back near him.
  • [Innate] Transmutation (2 TP) – By nature of the Dragon’s Bane, Taiar can alter its form to create stable and strong-as-steel objects from seemingly nowhere. The limit to this ability however, is that Taiar must be able to mentally visualize the object in question, and he is incapable of making any sort of complicated object without serious effort and time. That is to say steel bars, shovels, and sets of teeth are okay, but things such as keys, complicated weaponry, or large animal forms are out of the question.
  • [Teleportation: 3] Teleportation (32 MP, 6 TP) - It is only effective for locations Taiar can clearly visualize within 5 miles, and the visualization process requires 15 minutes of absolute concentration, (AKA, non-combat, travel uses only). Teleportation fails if Tai cannot make a check vs. difficulty 20 within 3 miles, and difficulty 30 outside of that, all within 5 miles. Teleporting further than that requires a check vs. difficulty 40.
  • [Polearms: 2] Balance (2 TP) - Essential to the use of weaponry, especially heavy ones, is the user's ability to carry his blade naturally. With some concentration, Taiar can pass that bound and, more than usual, his cumbersome Glaive of choice becomes almost a piece of himself. For one round, Taiar gains an additional +1/+1 to his AT/PA Rolls.
  • [Polearms: 4] Devastating Blow (2 TP) - As powerful as a heavy attack, but damage is multiplied by 1.5x. If the attack misses, the user loses his one of his parry rolls for the round.
    • Damage = Heavy Attack*1.5, Loss of Parry Roll if Failed
  • [Polearms: 6] Follow-through (5 TP) - Allows one additional attack of any type this round.
  • [Polearms: 8] Lurking Wolf (8 TP) - A wolf striking from the shadows has a certain element of surprise in its attack, a life-shattering situation for whatever the pray might be. A Taiar striking just as suddenly is no less dangerous for his opponent. This ability can only be used against a target that is either unaware of Tai's presence or denied a PA roll. Proper battle preparations in mind, a Heavy type attack can be used without AT penalties at 1.5x Damage.
    • Damage = Heavy Attack*1.5
  • [Polearms: 9, Pain Resistance 2] Dead Lock (8 TP) – Using his distinct familiarity with pain, Taiar lets his guard down purposely, allowing for the enemy to strike him. At the moment of being attacked though, the Mazoku locks the enemy with a mixture of his injured body and his Glaive. Falling prey to this stance pulls an enemy into a grapple with Taiar which he automatically wins the first turn. Normal Grapple rules apply from there out.
  • [Polearms: 9] Returning Fang (2 TP) – An attack designed as a supplement to the Dead Lock stance. Taiar can counter attack his opponent for Light Weapon Damage*2. This opportunity is also available whenever Taiar’s turn arrives naturally and he’s still able to hold the enemy.
    • Damage = Light Attack*2
  • [Polearms: 10] Dread Echo (8 TP) – The Sentient Entity that is the Dragon’s Bane, a Mazoku creation older than possible existence, is able to process Negative Emotions just as his host can, and being the blade that cuts puts him closer to the sting than anything else. Using this, Taiar rebounds from enemy to enemy, attacking them in quick succession, each strike fueled by the last opponent’s pain. The number of enemies able to be targeted is equal to Polearm Rank/3, maxing out at 5. If during the rebound, an enemy succeeds in its parry roll then the attack stops and no further enemies are damaged.
    • Damage = Medium Attack*(Number of Enemies Attacked Via Dread Echo+1)
  • [Mazoku Magic: 1] Black Revolver (10 MP) - A simple use of his innate magic, Taiar fires a projectile of his choice element from his pointer finger directly at a receiver of choice, as if a gunshot.
    • Damage = 8+(Rank*2)+1d6.
  • [Mazoku Magic: 3] Decay (18 MP) - Mazoku are pretty well known for their knowledge of curses and horrible enhancements; it would be a shame for Tai not to at least dabble in it, maybe more. This spell, when used on living things, ebbs away at their life and aims to leave rotten remains, leaf, fruit and carcass alike.
    • Damage = 2+(Rank*3)+1d6 for (Rank) Turns.
    • Effect Out of Battle: Severely rots away plant life, Weakens animal/people.
  • [Mazoku Magic: 4] Scatter Night (22 MP) - With a wave of the hand, magic can call forth the most beautiful of glitter. Surrounding his enemy with these, Taiar snaps his fingers and what was once pretty erupts into explosions of Mazoku Magic. By scattering the division of the glitter, he can severely damage a single person or cause light annoyances to a small army.
    • Damage = 15+(Rank*5)+3d6, Damage can be Divided Equally Between Number of Targets
  • [Mazoku Magic: 6] Twilight Millennium (34 MP) - The absolute black created in the physical plane when a Mazoku casts a spell is an effect of a void of light in an area or areas, meant to represent the dark astral nature of the race and element itself. By focusing this blackout around an opponent, Taiar can strike upon the senses of his enemy, instilling the feeling of helplessness upon the weaker-hearted, or at least blinding the stronger for a bit. If targeted enemies fail their resistance roll, they are afflicted with Total Helplessness as well as Fear, the latter of which existing only for the purpose of Tai consuming for his own benefit, for 1d3 rounds. In the event they succeed, the enemy is taken by Blindness for only a single round.
  • [Mazoku Magic: 8] Oblivion Armor (20 MP) – A spell which surrounds a piece of the enemy’s armor in Mazoku magic, then causes a cascade of magical spikes to erupt and impale an opponent’s body. Taiar selects a specific armor to target when casting this spell, and the better that armor is, the more Mazoku barbs it can support. Rather than completely destroying a victim, he can also disable limbs by targeting gauntlets, greaves, bracers, etc.
    • Damage = (6+(Rank*2)+1d6)+(Targeted Armor AC*2), Destroys Target Armor
  • [Mazoku Magic: 9] Demon Blade (32 MP) – At first glance, this is a spell that seems to be the successor of Black Revolver. Rather than a simple gunshot from the finger, Taiar twirls his glaive until it forms into a swirling black disk of Mazoku energy then plunges his entire fist into it, releasing a powerful black beam. The aforementioned Mazoku disk can also siphon allied magical spells, adding the Mazoku elemental type to their attack as well as additional damage. In a very specific case, a new element can even be created that is greater than the sum of its parts...
    • Damage = 17+(Rank*5)+5d6
    • Siphon = Adds 14+(Mean Rank*5)+3d6, Adds Mazoku Elemental
    • Chaos = Adds 17+(Sum Of Mazoku and Ryuuzoku Ranks*5)+4d6
  • [Wind Magic: 1] Levitation (4 MP) - An easy wind spell from his old dimension, this spell grants exactly what the name would suggest: Flight Capability through the manipulation of the air around him.
  • [Wind Magic: 2] Bomb Di Wind (12 MP) - A powerful blast composed by compressing air in an area then releasing it at a target; this spell causes no direct damage, however it is exceptionally good at moving things around, whether that be people into walls or garbage out of the way.
  • [Ice Magic: 1] Freeze Arrow (10 MP) - The basics of ice magic, just a simple arrow made of frost fired at an opponent.
    • Damage = 8+(Rank*2)+1d6
  • [Ice Magic: 4] Icicle Lance (18 MP) - By fusing together several smaller icicles, Taiar creates a short sword sized spear made completely of ice. Being struck with this lance, however, does less impaling and more extremely cold freezing-solid upon contact. With several of these though, some severe ice-stapling can be performed.
    • Damage = 14+(Rank*4)+3d6
  • [Fire Magic: 1] Fireball (10 MP) - Just a simple baseball of combustion; explodes upon contact and spreads its area of effect a bit, as well as lighting stuff on fire real nice.
    • Damage = 8+(Rank*2)+1d6 Upon Impact, Resulting Explosion spreads fire in a sphere with (Rank*1.5) Radius.