Darin Prentiss

From RPGWW Wiki
Revision as of 20:56, 9 April 2006 by Archmage (Talk | contribs)

Jump to: navigation, search
Darin Prentiss
Darin (Kai).jpg
name
(rp world)
Darin Prentiss
(Gaera Main)
birthdate
(birthplace)
11th of Ashurora, 1290
Prandia
current residence Doma Castle, Doma Capital
occupation Time Mage; Enchanter
family Archangel Christopher (father), Justine Prentiss (mother; deceased)
race Half-celestial (Justice)
physical description Roughly 5' 8", with a medium build and very pale skin; deep violet eyes; coal-black, waist-length hair; enormous, white, feathery wings.
typical clothing Typically wears white or grey robes with purple accents; Darin also typically wears brown or black leather boots.
personality Darin has been described as “the least offensive person in the entire world.” Meek and extraordinarily shy, Darin is usually almost excessively polite to everyone he meets. When he finds himself in a position to offer someone his assistance, he does, willingly— often without being asked. Generally speaking, Darin is self-sacrificing beyond normal human limits, giving largely because he considers the lives of others to be more valuable than his own. Hakaril and Darin were good friends in school, but the mage often found Darin's self-degradation and meek manner obnoxious—habits the mage sought to break the half-celestial of without avail. Darin's level of courtesy, however, is usually respected by those he meets, even if it is not always completely understood.

When angered, however, or forced to defend himself and his friends, Darin unleashes his magical powers with little consideration for the results. He has no personal qualms against hurting or killing legitimate enemies, though he often feels some remorse if he feels that the situation might have been avoided. Generally speaking, Darin tries to avoid fighting until the last possible moment, but if there is no other option, he holds nothing back.

fighting style Gunnir Type III Defensive/IV Strategic combination.
religious beliefs Darin does not revere any particular deity, but being a celestial affiliated with justice, he has some respect for Mithra. However, Darin's beliefs about the true nature of justice are very uncertain.
drunk type It typically takes quite a large quantity of alcohol to make Darin even slightly tispy, so no one has any idea, even himself.
other Darin is presently involved in a vaguely romantic relationship with the healer Tassi Wells.

Background

Darin is a half-celestial, the product of a (hypothetically) sacred union between a celestial and a lower mortal. In the case of Darin, the father figure happened to be the powerful and influential Archangel Christopher, a personality that deserves a description all his own. Darin's mother is largely inconsequential; the history books have lost her name, but the Archangel will always remember Justine, the woman he loved so dearly. Unfortunately, Darin missed out on the opportunity for a normal childhood. His mother, living in Prandia at the time, refused to hand the infant Darin over to the Prandian government for study. The Prandians, wanting the half-celestial child in order to raise him as a super soldier and military commander, murdered his mother and kidnapped the child. Unable to intervene directly, Christopher exiled himself from the greater portion of celestial society, living for years in isolation in a small, detached corner of the celestial plane that had been dubbed “Despair in Paradise.”

As Darin grew up, it became clear to him that he was not a normal child. From a fairly early age, he was able to manifest strange magical powers; most notably, he exerted limited control over the flow of time, speeding it up or slowing it down with a bit of effort. Generally, however, Darin's influences on the time stream were wholly inadvertent, and nothing came from them, aside from Darin's occasional boredom resulting in a few hours of instructional lessons going by in a percieved instant without his realizing that anything unusual had happened. A quiet child, and a bit of a loner, Darin was usually ignored by his apparent peers, giving him lots of time to think, contemplate, and learn. Knowing nothing of his mother, his father, or his celestial nature, Darin was very stunned by the strange visions and dreams he had as he matured, visions of angelic figures that called out to him in his sleep, beckoning for him to come and join his fellows in the celestial world. A celestial innocent of paradise, what Darin eventually came to realize was that his heritage was certainly not purely human. A little research and snooping in the Prandian record archives taught him the truth, and, not entirely certain why secrets had been kept from him for so many years, Darin decided that the best course of action was to say nothing.

When Darin was approximately 16 years old, he was sent as a “foreign exchange student” to the Gunnir Academy for the Arcane Arts in Igala, where he became Hakaril Silvar's roommate, replacing Masahiro Katachi. A side-effect of Darin's half-celestial nature was that his emotional inputs were severely dampened, allowing him much greater control over the way he behaved. Partly due to his natural shyness and partly due to his unfamiliarity with his surroundings, Darin had become quite the introvert. Hakaril, of course, intended to break him of his meekness, but never quite succeeded. Darin's natural aptitude for time magic, however, came in quite handy when Hakaril decided he needed an alarm clock in his dorm...

Eventually, after his graduation, Darin returned to Prandia for military service. Still unaware of what the Prandian government had done to his family, Darin trained faithfully. He rose quickly in rank, and all seemed to be proceeding splendidly until one day when a fateful accident occurred. During an experiment with a powerful new version of a haste spell, a poltergeist-like spirit intruded into military's arcane laboratory and overpowered the enchantment, causing the test subject, one of Darin's officers, to die almost immediately. Blamed for the incident and pronounced a traitor, Darin narrowly escaped capture and execution. Armed with his trusty telescoping scythe and his innate magical talents, Darin killed several dozen Prandian soldiers over the course of his escape, earning him the nickname, "The Reaper of Time." Frightened and uncertain, the half-celestial fled to Doma, hoping he could find and seek refuge with Hakaril, wherever he might have gone.

The Prandians, of course, pursued Darin—he had caused them a lot of trouble, and they wanted to return him to Prandia for a military trial and execution. In the process of tracking him down, they hired the infamous Valthi mercenary, Zeke Mazuo, to bring back Darin Prentiss...dead or alive. After several thwarted attempts, the Prandians eventually decided that pursuing the “murderer” internationally was neither worth the effort nor worth the potential diplomatic ramifications. This may have had something to do with General Silvar sending the Prandian government a very curt letter suggesting that they call off the search; Darin, naturally, was never informed of Hakaril's action in the matter. What he did learn, on the other hand, was his family history. Thanks to a little digging from Hakaril, Darin filled in the hole in his past, learning the truth about what happened to his mother.

Since his relocation to Doma, he has had to deal with celestial intervention twice; the first time when Christopher tried to kill him in order to undo his “mistake,” and the second time was when his celestial essence separated itself from his body and had to be recaptured. As a result of that particular ordeal, Darin grew the feathery angelic wings that he now sports as a major feature.



Philsys Data

Philsys Block

Darin Prentiss (Archmage) Level 1; 0/1000 XP
Max HP: 60
Max MP: 100
Max TP: 16
Initiative: 2+2d6

Attributes

Courage: +1
Wisdom: +5
Intuition: +3
Charisma: +1
Agility: +2
Dexterity: +0
Strength: +2
Stamina: +1
Magic Aptitude: 6

Base AT/PA: 8/8

Modified for skill - 8/12
Modified for armor - 8/16
Modified for weapon - 10/15

Base MATK: 14
Base MBlock: 19
Base Missile Evade: 17

Body=Centered Fortified Robe (AC 6, +0/+4)

Weapon Damage - Aligned Sharpened Telescoping Scythe (+2/-1, 16/20/28)
Light - 22+2d6
Medium - 30+3d6
Heavy - 34+4d6

Skills

Swords - 4
Flame Magic - 2
Water Magic - 2
Lightning Magic - 4
Holy Magic - 16
Astral Magic - 14
Summoning - 14
Benediction - 3
Enchanting - 12
Mechanics - 2
[k]Applied Magical Theory - 12
[k]Ritual Magic - 4
[k]Metals and Metal Properties - 2
[k]Monster Abilities - 2
[k]Foreign Languages - 3
[s]Elemental Melding - 3
[s]Spell resistance - 6


Spells and Techs

  • [Innate]Incubus Morph (8 TP) - As a result of various adventures and the acquiring of a ring from his fiancee, Sirvix, Hakaril is capable of becoming an incubus. As an incubus, Hakaril possesses limited flight powers (no more than 5*level feet in terms of altitude, and no faster than 10 mph) due to his set of wings. All of Hakaril's holy based spells (the Beam line) are instead shadow based spells (the Zero line) while Hakaril is an incubus--he cannot cast the holy versions, and he cannot summon Radeeni. Hakaril's CHA score is +3 when interacting with other demons and the like, but is -1 when interacting with those who despise demons and their kind (which is quite a few people). While an incubus, Hakaril suffers damage from holy based healing spells. Hakaril can remain an incubus indefinitely.
  • [Innate]Intimidate (2 TP) - Attempts to strike fear into an opponent with impressive looking magical acts.
  • [M-Theory=4]Charge Spell (5 TP) - Empowers a spell for a turn, increasing damage by 2x.
  • [M-Theory=6]Spell Penetration (2 TP) - Adds a bonus of rank/2 to a spellcasting roll.
  • [M-Theory=8]Quicken Spell (6 TP) - Allows Hakaril to cast a spell as a free action--the cost of this ability is added to the cost of the spell.
  • [M-Theory=12]Contingent Spell (6 TP) - Imbues a target with a latent spell effect. The MP cost of the spell is spent at the time of casting. The imbued spell's effect does not occur until a pre-determined trigger condition is met. Some example trigger conditions might include: When this object breaks, when a certain person is wounded, when this object is touched by a person that is not the caster, etc. When the condition is met, the spell is cast. The targets for the spell are determined when the condition is set; if no valid target that meets the specified criteria is available, then the spell fizzles. A caster may maintain a maximum of one contingent spell at a time per six ranks, and a contingent spell's duration is rank/2 days.
    • Lately, Hakaril uses one of his contingent spells to keep a persistent enchantment on his hat; if anyone other than him removes it from his head for more than ten seconds, the hat immediately changes form into a lead version of itself.
  • [Theory, Ritual, Melding, Enchanting=4]Enchant Blade (20 TP) - Empowers Hakaril's MageBlade. Hakaril recieves a +6/+2 AT/PA bonus, and any hits landed deal an additional 8+(mean rank) damage. This spell lasts for (mean rank)+1d4 rounds. Hakaril can use this as a permanent enchantment, but it requires 60 total TP be spent (3 times the cost), and during this time of enchanting, the weapon cannot be used or it is lost. Hakaril can do this with any bladed weapon, but no one other than himself may use it. If Hakaril enchants his weapon in this way, it only has half the bonus value of the ordinary effect--and may be stacked with it.
  • [Fire=1]Fire 1 (5 MP) - Does 10+2*rank+1d6 fire damage to one enemy.
  • [Water=1]Ice 1 (5 MP) - As fire 1, only in water damage to one enemy. * [Lightning=1]Lit 1 (5 MP) - As fire 1, only in lightning damage to one enemy.
  • [Lightning=4]Bolt 2 (15 MP, narrow dispersion) - Does 18+rank*4+2d6 to one enemy.
  • [Meld=2]Bolt 2 (15 MP, wide dispersion) - Does 9+2*rank+1d6 to an enemy group. * [Meld=1, Fire/Ice=1]Antipode (12 MP) - Does 10+4*(mean rank)+2d4 combination fire and ice elemental damage in a 20 foot radius around the caster. Allies may be excluded from the effect.
  • [Meld=1, Fire/Ice/Lit=1]Triad (20 MP) - Does 12+4*(mean rank)+3d4 to all enemies within a 30-foot wide burst.
  • [Holy=1]Beam 1 (7 MP) - Does 8+2*rank+1d6 holy elemental damage to one enemy.
    • The visual effect of this spell and the rest of its family are is that of a laser-like energy blast. The main difference between spell strengths is the intensity and size of the beam.
  • [Holy=4]Beam 2 (16 MP) - As Beam 1, but does 16+rank*4+2d6 damage.
  • [Holy=6]Flash of Brilliance (14 MP) - Creates a bright flash of holy energy that stuns all who fail to resist for 1d4 rounds, in addition to blinding any of those stunned who fail a second resist roll. Creatures that are unaffected by blindness attacks are also immune to the potential stun effect.
  • [Holy=8]Disintegrate (42 MP) - This attack deals 20+rank*5+2d6 points of holy damage, but if the damage dealt is equal or greater than three-quarters of the target's remaining hit points, that target is destroyed instantly (a target with 100 remaining HP that recieves 75 or more points of damage from this spell is killed instantly, for example).
  • [Holy=10]Muted Chorus (28 MP) - Calls upon the power of a chorus of angelic voices to strike fear into an enemy. Targets who fail to resist are struck both mute and blind, and are paralyzed if they fail a second resist roll.
    • Targets affected by this spell are subjected to the incredibly loud sound of a triumphant angelic choir with horn accompaniment; the volume of the effect is something like that of having a Metallica concert played on a stage located inside your ear canal. Casual observers hear music at a much more reasonable, but still impressive, volume.
  • [Holy=12]Beam 3 (38 MP) - As Beam 1, but does 20+rank*6+3d6 damage.
  • [Holy=16]Celestial Chorus (52 MP) - As Muted Chorus, but the effect strikes up to rank/2 targets within 50 feet of one another.
  • [Holy=16, Astral=14]Elmekia Lance (72 MP) - A spell adapted from magical texts brought to Gaera by Aya du Mythril-Domananda. It affects creatures with prominent astral bodies, primarily elementals, mazoku, some forms of demons, animated objects or constructs, some species of dragons, and undead. It does not affect any creature tied to holy elemental forces. Most humanoids, regardless of magical aptitude, are totally unaffected. The spell affects one target creature. Creatures that are susceptible to the spell and fail to resist its effects are destroyed instantly as their astral bodies are rapidly dispersed.
    • Elmekia lance generates a spear of light that is projected at the target, making it largely indistinguishable from Hakaril's beam spells except for the violent astral distortions. The original elmekia lance is a medium-power spell intended mostly for use in the exorcisms of evil spirits and mazoku. Hakaril's version is much more powerful; in Ayenee, it would bear more resemblance to the potent "rah tilt" spell. However, Hakaril preferred the aesthetics and name of the elmekia lance and patterned the visual effects of his own spell after it.
  • [Astral=1]Astral Jolt (10 MP) - Deals 12+rank*2+1d6 damage to a single target.
    • Astral attack spells often have very subtle physical and visual effects. An astral jolt produces a sound and vibration much like a low-intensity sonic boom as gas particles accelerated by excess energy sometimes break the sound barrier. Targets struck by an astral spell are often briefly illuminated by a shower of colorful pyrotechnic sparks or multicolored flashing lights, but there is little apparent physical damage. Astral spells cannot damage objects.
  • [Astral=4]Astral Jolt 2 (18 MP) - Deals 16+rank*4+2d6 damage to a single target.
  • [Astral=4]Astral Throw (10 MP) - This ability allows the caster to forcefully move people and enchanted objects (anything with an aura), flinging them or levitating them. No more than 20*rank pounds of mass may be moved in this manner at once. Levitating a light object will cost less, but may have a sustained cost. Being thrown laterally deals falling damage if the target collides with an object.
  • [Astral=5]Astral Siphoning (2 MP, 4 TP) - Sucks 8+rank*2+1d6 points of MP away from a target and gives it to the caster.
    • The astral physics of this spell involve the "theft" of small portions of the target's aura. These pieces are then used like caulk or mortar to fill in gaps and strains in the caster's own aura, allowing the caster to continue beyond his normal limits. This creates a characteristic "patchwork" aura that eventually resolves itself as the caster assimilates the new pieces.
  • [Astral=6]Astral Rupture (28 MP) - Deals 10+rank*3+1d6 damage to up to rank/2 targets.
  • [Astral=8]Radiant Array (26 MP) - Assails a single target with a shower of brilliant colors that can have one of several numerous effects. Roll 1d6, and determine the effect from the number rolled:
    • 1--Target suffers 18+rank*5+2d6 points of astral damage.
    • 2--Target is blinded for 1d6 rounds.
    • 3--Target is paralyzed.
    • 4--Target suffers from an Astral rank/2 level Astral Drain condition.
    • 5--Target suffers 14+rank*4+2d6 points of astral damage in addition to 1d6 rounds of blindness.
    • 6--Target is frozen solid, as though petrification (only made of ice).
  • [Astral=8]Astral Rupture 2 (56 MP) - Deals 16+rank*4+2d6 points of damage to up to rank/2 targets.
  • [Astral=10]Planar Shielding (34 MP) - Generates a wall roughly 30 feet wide and 10 feet tall of astral energy which has a small chance of disrupting any spells cast through it (spells cast through this barrier fail on a 5 or 6 rolled on 1d6). In addition, anyone attempting to walk through the wall suffers 12+rank*5+2d6 points of astral damage.
  • [Astral=12]Astral Jolt 3 (34 MP) - Deals 24+rank*6+3d6 astral damage to one target.
  • [Astral=14]Astral Armor (40 MP) - Conjures a set of semi-solid armor that is formed from the caster's aura and surrounding astral energy. It does not restrict the caster's movement. It absorbs both magical and physical attack damage, soaking up rank*10 points of damage before being dissipated. It supercedes and ignores any armor worn by the caster.
    • The "armor" created by this spell can take any form the caster desires, even being totally transparent. Being the flashy type, Hakaril usually prefers to wear a semi-vaporous, iridescent form of plate mail that resembles armor made from prismatic dragon hide. His typical chant to conjure the armor is: "My will is my weapon and my soul is my shield! ASTRAL ARMOR!"
  • [Ben=1]Sharpen (8 MP) - Increases a weapon's damage by +rank for (rank) rounds. This cannot exceed +10 damage or 5 rounds.
  • [Holy=2, Ben=2]Aura (10 MP) - Increases all allies's AT/PA by +3, for (Ben. rank) turns.
  • [Summoning=1]Summon Food (4 MP) - Creates a loaf of simple brown bread. It is entirely possible to live off nothing but summoned bread for indefinite periods of time, but the bread is usually of less than superior quality and does tend to get old quickly.
    • Hakaril typically conjures up loaves of fine pumpernickel, which he prefers above other breads, particularly when buttered. Skilled conjurers can create a wide variety of breads beyond the typical wheat, including rye, sourdough, or even baguettes.
  • [Summon=3, Holy=3]Radeeni (38 MP) - Hakaril summons Radeeni, who casts Beam 2 for two rounds. Use Hakaril's Holy magic rank.
    • Radeeni is an 8-foot-tall celestial who wears heavy armor, including a totally face-concealing helmet. In one hand he wields an enormous heavy lance. What little skin is visible is snow-white.
  • [Summoning=5, Enchanting=3]Summon Enchanted Sword (12 MP) - Conjures up the equivalent of a +1/+1 longsword, which lasts for 3d6 hours.
  • [Summoning=6]Wisp Guardians (50 MP) - Summons a pair of Will o' Wisps to act as companions for combat or other purposes, both of which last until destroyed or dismissed by their summoner. Will o' Wisps resemble orbs of flying, glimmering light about a foot across and come in varying shades of yellow, green, white, and blue, with the last two being the most common. Each wisp has rank*8 HP, an AT/PA of 14/12, an Initiative of 8+2d6, an AC of 16, MBlock 18, a Move of 12 hexes, and deals 20+2d6 damage with a close range electrical/lightning-based attack (which hits as a physical attack with a lightning sub-element). Wisps are immune to lightning magic. Hakaril may summon additional wisps as he gains more experience--three wisps are summoned at rank 10, four at rank 16, and five at rank 22. Also, the wisps get an AT/PA bonus as Hakaril's ranks increase--at rank 10, they are 15/13, at rank 16 they are 17/14, and at rank 20, they are 19/16.
  • [Summoning=8, Astral=8]Astral Blade (24 MP) - Creates a swordlike weapon with damage 13/17/20 and AT/PA mods +2/+2 for a duration of 2d6 hours. On a successful hit with this weapon, roll 1d6--on a 5 or 6, the struck victim is inflicted with the Astral Drain status effect at a level of Astral rank/2.
    • The astral blade is a precursor to Hakaril's later development of the prismatic weapon and shares some visual characteristics with it; both have metallic components that appear to iridesce much like soap bubbles. He believes that his successful development of the conjurable weapon suggests that he was correct about his natural aptitude as an astralist, and he continues to endeavor to find a way to make the weapon more permanent.
  • [Summoning=12, Astral=12]Prismatic Weapon (52 MP) - Creates a weapon of the caster's choice with damage 15/19/24 and AT/PA mods +4/+2 for a duration of 2d6 hours. On a successful hit with this weapon, the affected target must resist as though being struck by a spell cast with the caster's stats and Astral Magic rank or suffer one of ten effects (roll 1d10 to determine):
    • 1--Target suffers 12+rank*4+2d6 points of astral damage.
    • 2--Target is blinded for 1d6 rounds.
    • 3--Target is paralyzed.
    • 4--Target suffers from an Astral rank/2 level Astral Drain condition.
    • 5--Target suffers 14+rank*4+2d6 points of astral damage in addition to 1d6 rounds of blindness.
    • 6--Target is frozen solid, as though petrification (only made of ice).
    • 7--Target ignites spontaneously, suffering 18+2d6 points of fire damage each round until they "stop, drop, and roll" or take some other action to put out the flames.
    • 8--Target suffers 10+rank*2+2d6 damage, which is absorbed by the weapon's wielder as HP.
    • 9--Target suffers 10+rank*2+2d6 damage, which is absorbed by the weapon's wielder as MP.
    • 10--Weapon explodes, both the wielder and the attacked target suffer 58+2d6 points of astral damage, weapon is destroyed.
  • [Summoning=12]Prismat (104 MP) - No longer usable after Prismat's death during the Malachian War. Summons Prismat, a prismatic dragon, for rank/3 rounds. Each round, Prismat attacks with a breath weapon like a shower of radiant lights of varying colors, which has the effect of dealing 20+rank*8+2d6 points of astral damage to a single target (use Hakaril's Astral Magic rank). In addition to the damage, the affected target suffers one of the following effects, determined by the roll of 1d6:
    • 1--Target is stunned for one round (-4/-4 penalty).
    • 2--Target is blinded for 1d6 rounds.
    • 3--Target is paralyzed.
    • 4--Target suffers from an Astral rank/2 level Astral Drain condition.
    • 5--Target suffers 14+rank*4+2d6 points of astral damage in addition to 1d6 rounds of blindness.
    • 6--Target is crystallized, as though petrification (only made of quartz crystal).
    • Prismat was found by Aya, Kamos, Pervy, and Riss'ar during an attack on a compound owned by a fallen angel named Zelse. Aya returned him to the castle, and Hakaril raised him to be a summon in times of need. He was killed by Malachian demons masquerading as Doman soldiers while Hakaril attempted to use him as a mount and diversion to cover his escape.
  • [Summon=14, Holy=14]Blade of Brilliance (54 MP) - Conjures a sword of light to fight for the caster. The weapon attacks on the caster's turn, striking as a physical attack, though it deals holy elemental damage. It has no base damage, but it has a base AT/PA equal to the caster's COU+INT+WIS+MAG (AT/PA 22/22) and "weapon" skill ranks equal to the caster's Holy rank (16; modified AT/PA 38/22). It only gets one attack per round regardless of its effective skill. It deals damage as if being wielded by a creature with a STR score equal to the caster's MAG (22+1d6 light, 28+2d6 medium, 34+3d6 heavy). It does not get a bonus for being wielded "two-handed." Despite its appearance, the sword does not ignore AC; if a target has some sort of magical damage reduction, it also applies. The sword cannot be destroyed with physical attacks, but it can be attacked with spells (HP = Summon rank*5, use caster's MBlock) or eliminated immediately with a successful dispel. The caster can control only one sword at a time.
    • This spell is a holy-elemental tribute to a similar energy-based spell developed by Hakaril's mentor, Archmagus Wray.
  • [Enchanting=1]Enchant Item (X MP/round, X*5 MP/day or X*10 MP) - Imbues a nonmagical item with a magical property. This property can be any Benediction, Malediction, or similar spell known by the caster. These enchantments can be removed by means of a Dispel Magic spell or similar effect. This spell's chance of success is based on the strength of the spell to be placed on the item. Multiply the required skill ranks of the spell to enchant the item with by 3--this is the target difficulty rating. Make a spell check vs. this difficulty to determine success or failure. Enchantments can also be temporary, and the cost will be paid per round of effect or per day of effect. X is the cost of the spell being used to enchant the item. Permanent enchanting does not have to be done all at one time, but using the item in between enchanting sessions will undo all magical work put into it.
  • [Enchanting=3]Lock (8 MP) - Locks doors, gates, purses, coin pouches, zippers, buttons, hooks, fasteners, whatever, magically. This enchantment can only be dispelled by a Dispel Magic effect. Otherwise, the locked item cannot be opened. This does not stop brute force totally (i.e., a door locked in this manner could still be burned or busted down).
    • Hakaril once used this spell to lock the zipper on the child form of Kristoph Akina's pants, causing him to wet them.
  • [Enchanting=4]Dispel Enchantment (10 MP) - Attempts to forcefully dispel magical enchantments of various types.
  • [Enchanting=6]Give Voice (10 MP) - When cast on an inanimate object, this spell enables it to speak, though it does not necessarily make the object intelligent (although it could).
  • [Enchanting=8]Metamorph Item (35 MP) - This spell changes an inanimate object into a different inanimate object of roughly the same size. The spell lasts for up to 24 hours, unless dispelled forcefully. Magical items retain all of their appropriate magical properties in their new form.
  • [Enchanting=8]Animate Object (24 MP) - This spell gives life to an inanimate object of a reasonable size (nothing larger than roughly the size of a car). Animated objects usually cannot speak (unless a separate spell is cast to allow them to) and are usually quite unintelligent--they have roughly the intellect of a golem, only understanding simple commands. Many animated objects can be used as sentries or for combat, and objects such as animated ropes, cords, rugs, carpets, bedsheets, etc. may make use of grappling or choking attacks as appropriate. Animated objects with wheels are able to move farther than objects without wheels in the same time period.
  • [Enchanting=12]Polymorph (50 MP) - This spell changes a target creature into another creature. The target retains all mental stats, but STR, DEX, AGI, and STA may be altered as a result of the spell. This spell is limited to changing creatures into forms that are roughly the same size as their normal form. If the target is unwilling, a resistance roll is allowed to prevent transformation.
    • Students at Gunnir frequently amuse themselves, particularly while intoxicated, by polymorphing themselves or others into various creatures. For some reason, drunken casters attempting this spell tend to transform their targets into barnyard animals, particularly sheep.

See Also