Post by Veros on Dec 9, 2007 1:30:43 GMT -5
Name: Zelig
Age: Appears in his mid-teens (15), though actually nearly 27
Gender: Male
Race: Human (German)
Alignment: Lawful Evil
Power Level: 6
Timeline: Modern
Appearance: Zelig standing maybe 5'9 wearing his oh-so-common black combat boots. The rest of him, clad in loose pale blue jeans, generally gray-green shirt, is made odder by his piercings, red and black spiked hair, with purple eyes.
Personality: Anyone who's ever met Zelig would by easily consider him odd, if not from his appearance from his mannerisms as well. He remains fairly quite and seems to be more then a bit of a schemer, having secret motives behind everything. At times, it may seem like he's highly talkative to a person, but time and time again, its had some motive behind it other then socializing. Though he's not above killing, he's never killed anyone outright, he makes them mad, verbally or with his mannerisms and then kill them in 'self-defense' that or with the extremely weak, such as a normal human, have them attempt at suicide. Sometimes he'll kill some, but every time he makes it look like a suicide or accident on how they died.
History: There isn't much to know about Zelig's history actually, most of his childhood was spent in Germany, so he's quite fluent in German. His younger years up until his mid-teens, he learned magic through his mother's teachings, though shockingly, unlike his mother's magic whose magic comes from an arcane source, his comes from a divine source, though what deity fuels his powers, he doesn't know, though from time to time, he'll get dreams or visions, of what the deity may want him to do, and generally he does it with out question, cause he's learned if he doesn't do it, he can feel more and more of his magical energy granted to him withdrawn, to be given back when he begins working on the task. The deity... Hextor. Some part his magical connection, slowed his aging.
Powers: Divine Magic - Zelig seeing as how his magic stems from Hextor has an assortment of divine powers, though tending more towards Lawful and Evil magic, or Anti-Chaotic and Good magic.
Equipment: Suit of magically enhanced full plate mail armor ~ During a battle, since he isn't as fast as melee-users at his power level, his suit of armor, which he can change it freely into his clothes, coupled with his defensive spells provide his main line of defense.
Flail ~ For unknown reasons, Zelig keeps a flail magically hidden inside his right forearm where he can call it forward if he needs it. The flail is highly magicked but it generally doesn't mean much except against far weaker opponents or against non-melee combatants that are near him. Against good/or chaotic enemies, this weapon is actually stronger... More so against a chaotic good enemy.
Weakness: He's actually slower then normal people, at least in combat due to his armor, though it doesn't effect his spells, most of them don't require any somatic or verbal inputs to use, with the exception of some of his more powerful spells. His offensive spells do next to nothing against a similarly aligned enemy, though his restorative spells would be highly charged (not dangerously though) against them.
~Specific Divine Spells/Powers~ In order of power. They can be resisted.
Water ~ Creates multiple gallons of pure water.
Light ~ Makes something glow like a torch.
Purify ~ Purifies a good amount of food or water, making it safe to consume.
Bane ~ Very, very minor ward against enemies.
Cause Fear ~ Cause very, very weak willed individuals to run in fear.
Targeted Bane ~ Doubly strong from of bane, though only effects one person.
Endure ~ Makes his more tolerant to hot and cold weather.
Protection ~ Creates a weak barrier against good/chaotic enemies.
Shield ~ Creates a barrier of magical energy that helps divert and cushion attacks.
Hold ~ Paralyzes a person for a few moments.
Break ~ Damages objects or crystals.
Undetectable ~ Hides his alignment from others.
Curse ~ Bestows a minor curse.
Blind/Deaf ~ Bestows blindness or deafness on someone.
Infect ~ Infects someone with a disease.
Food ~ Creates a meal for him, and a good number of people.
Vestment ~ Infuses armor with magic.
Merge in stone ~ Allows Zelig to 'hide' inside stone, he has no visual ability while hiding in it, though can't be seen or detected either.
Gills ~ Despite the name doesn't give him gills, just lets him breathe water as if he had them.
Walk on water ~ Allows Zelig to do just that, walk on water.
Power ~ Increases Zelig's strength, though its meaningless in combat due to his speed.
Poison ~ Inflicts someone with a minor, though fast acting poison.
Flame ~ Lets out a blast of Lawful and Evil aligned fire, directed by his thoughts. *Use-able in high powered combat effectively*
Insect Plague ~ Summons a swarm of locust to attack enemies.
Mark ~ Marks someone with a delayed curse.
Shift ~ Long range inaccurate teleport.
Stone ~ Creates a wall of stone, the stone isn't magical though, but is permanent.
Animate ~ Animates small objects to fight for him.
Pain ~ Inflicts damage to an enemy, more so to a good and/or chaotic enemy.
Restore ~ Heals an ally or himself, more so to an evil and/or lawful ally.
Feast ~ Creates high quality food for himself and others.
Recall ~ Long distance, highly accurate teleport, though only to one place.
Blasphemy/Dictum ~ Kills, paralyzes, weakens, or dazes non-evil/lawful enemies. The effect depends on the power of the person hearing it. Ex. normal human - Killed. high-powered combatant - dazed.
Regenerate ~ Allows minor regeneration abilities, growing back limbs in minutes.
Restore ~ Removes the effects of poisons, diseases, et cetera from an evil/lawful ally.
Fire ~ Conjures raging flames that effects all but lawful evil people and plants. *use-able effectively in high powered combat*
Law's Defense ~ Brings up a powerful barrier that protects against non-lawful entities attacks.
Unholy Defense ~ Brings up a powerful barrier that protects against non-evil entities attacks.
Symbols ~ Zelig can spend 10 minutes trapping something or somewhere with effects ranging from pain, to sleep, to charming, to fearing, to even causing insanity or death. Insanity is easier to resist then the rest, when death is as hard to resist as the rest, but only effective against characters under High-tier Medium in power and then they have to chaotic good, or follow Heironeous.
Drain ~ Siphons off some of a person's energy for Zelig's use, against a 1 or 2 this can potentially kill them.
Wrath ~ Unleashes magical energy to attempt to kill someone, its fairly easy to resist, though it gets harder and harder the more he knows about you. *use-able in high powered combat*
Bind ~ Traps the soul of someone he just killed inside of a stone, preventing them from moving to heaven/hell.
Vengeance ~ Tapping slightly into Hextor's energy, Zelig can call forth a small storm, which rains down acid, lightning, and hail. *use-able in high powered combat*
Resurrection ~ Tapping into some of Hextor's energy, Zelig can bring back the dead, though it requires a lot of diamonds as focusing devices all of which are destroyed in the process.
Intercession ~ Tapping into his own life force, he can attempt to call forward a miracle, such as resurrecting his fallen allies, transporting everyone of his allies to a specific place in the multi-verse with no inaccuracy, or even preventing some major natural disaster. Though its up to Hextor if his request is granted.
~Domain Spells~ By power, doesn't include spells in his general spells.
Desecrate ~ Fills an area with negative energy empowering undead.
Calm ~ Calms a creature.
Circle ~ Similar to Protection but it wards an area instead of just him.
Blight ~ Sickens the good, dazes the chaotic, damages both. Chaotic good are effected by both effects and are effected by the damage at an enhanced amount.
Dispel ~ Removes spells cast by either good/chaotic creatures.
Undead ~ Turns a dead corpse into an undead.
Improved Hold ~ Similar to Hold, but more powerful.
Summon ~ Calls forward an evil and/or lawful creature to fight for him. If the creature is 'killed' it is instead sent home with no injuries. He can summon weaker creatures, instead of one more powerful one. Ex. 1 - Barbed Devil. 3 - Hellcats. Or 5 - Red Slaads, Chain Devils, Xills, Achaierai, Bearded devils, Hell hounds, or Lemures. (in order of power from greatest to least)
Age: Appears in his mid-teens (15), though actually nearly 27
Gender: Male
Race: Human (German)
Alignment: Lawful Evil
Power Level: 6
Timeline: Modern
Appearance: Zelig standing maybe 5'9 wearing his oh-so-common black combat boots. The rest of him, clad in loose pale blue jeans, generally gray-green shirt, is made odder by his piercings, red and black spiked hair, with purple eyes.
Personality: Anyone who's ever met Zelig would by easily consider him odd, if not from his appearance from his mannerisms as well. He remains fairly quite and seems to be more then a bit of a schemer, having secret motives behind everything. At times, it may seem like he's highly talkative to a person, but time and time again, its had some motive behind it other then socializing. Though he's not above killing, he's never killed anyone outright, he makes them mad, verbally or with his mannerisms and then kill them in 'self-defense' that or with the extremely weak, such as a normal human, have them attempt at suicide. Sometimes he'll kill some, but every time he makes it look like a suicide or accident on how they died.
History: There isn't much to know about Zelig's history actually, most of his childhood was spent in Germany, so he's quite fluent in German. His younger years up until his mid-teens, he learned magic through his mother's teachings, though shockingly, unlike his mother's magic whose magic comes from an arcane source, his comes from a divine source, though what deity fuels his powers, he doesn't know, though from time to time, he'll get dreams or visions, of what the deity may want him to do, and generally he does it with out question, cause he's learned if he doesn't do it, he can feel more and more of his magical energy granted to him withdrawn, to be given back when he begins working on the task. The deity... Hextor. Some part his magical connection, slowed his aging.
Powers: Divine Magic - Zelig seeing as how his magic stems from Hextor has an assortment of divine powers, though tending more towards Lawful and Evil magic, or Anti-Chaotic and Good magic.
Equipment: Suit of magically enhanced full plate mail armor ~ During a battle, since he isn't as fast as melee-users at his power level, his suit of armor, which he can change it freely into his clothes, coupled with his defensive spells provide his main line of defense.
Flail ~ For unknown reasons, Zelig keeps a flail magically hidden inside his right forearm where he can call it forward if he needs it. The flail is highly magicked but it generally doesn't mean much except against far weaker opponents or against non-melee combatants that are near him. Against good/or chaotic enemies, this weapon is actually stronger... More so against a chaotic good enemy.
Weakness: He's actually slower then normal people, at least in combat due to his armor, though it doesn't effect his spells, most of them don't require any somatic or verbal inputs to use, with the exception of some of his more powerful spells. His offensive spells do next to nothing against a similarly aligned enemy, though his restorative spells would be highly charged (not dangerously though) against them.
~Specific Divine Spells/Powers~ In order of power. They can be resisted.
Water ~ Creates multiple gallons of pure water.
Light ~ Makes something glow like a torch.
Purify ~ Purifies a good amount of food or water, making it safe to consume.
Bane ~ Very, very minor ward against enemies.
Cause Fear ~ Cause very, very weak willed individuals to run in fear.
Targeted Bane ~ Doubly strong from of bane, though only effects one person.
Endure ~ Makes his more tolerant to hot and cold weather.
Protection ~ Creates a weak barrier against good/chaotic enemies.
Shield ~ Creates a barrier of magical energy that helps divert and cushion attacks.
Hold ~ Paralyzes a person for a few moments.
Break ~ Damages objects or crystals.
Undetectable ~ Hides his alignment from others.
Curse ~ Bestows a minor curse.
Blind/Deaf ~ Bestows blindness or deafness on someone.
Infect ~ Infects someone with a disease.
Food ~ Creates a meal for him, and a good number of people.
Vestment ~ Infuses armor with magic.
Merge in stone ~ Allows Zelig to 'hide' inside stone, he has no visual ability while hiding in it, though can't be seen or detected either.
Gills ~ Despite the name doesn't give him gills, just lets him breathe water as if he had them.
Walk on water ~ Allows Zelig to do just that, walk on water.
Power ~ Increases Zelig's strength, though its meaningless in combat due to his speed.
Poison ~ Inflicts someone with a minor, though fast acting poison.
Flame ~ Lets out a blast of Lawful and Evil aligned fire, directed by his thoughts. *Use-able in high powered combat effectively*
Insect Plague ~ Summons a swarm of locust to attack enemies.
Mark ~ Marks someone with a delayed curse.
Shift ~ Long range inaccurate teleport.
Stone ~ Creates a wall of stone, the stone isn't magical though, but is permanent.
Animate ~ Animates small objects to fight for him.
Pain ~ Inflicts damage to an enemy, more so to a good and/or chaotic enemy.
Restore ~ Heals an ally or himself, more so to an evil and/or lawful ally.
Feast ~ Creates high quality food for himself and others.
Recall ~ Long distance, highly accurate teleport, though only to one place.
Blasphemy/Dictum ~ Kills, paralyzes, weakens, or dazes non-evil/lawful enemies. The effect depends on the power of the person hearing it. Ex. normal human - Killed. high-powered combatant - dazed.
Regenerate ~ Allows minor regeneration abilities, growing back limbs in minutes.
Restore ~ Removes the effects of poisons, diseases, et cetera from an evil/lawful ally.
Fire ~ Conjures raging flames that effects all but lawful evil people and plants. *use-able effectively in high powered combat*
Law's Defense ~ Brings up a powerful barrier that protects against non-lawful entities attacks.
Unholy Defense ~ Brings up a powerful barrier that protects against non-evil entities attacks.
Symbols ~ Zelig can spend 10 minutes trapping something or somewhere with effects ranging from pain, to sleep, to charming, to fearing, to even causing insanity or death. Insanity is easier to resist then the rest, when death is as hard to resist as the rest, but only effective against characters under High-tier Medium in power and then they have to chaotic good, or follow Heironeous.
Drain ~ Siphons off some of a person's energy for Zelig's use, against a 1 or 2 this can potentially kill them.
Wrath ~ Unleashes magical energy to attempt to kill someone, its fairly easy to resist, though it gets harder and harder the more he knows about you. *use-able in high powered combat*
Bind ~ Traps the soul of someone he just killed inside of a stone, preventing them from moving to heaven/hell.
Vengeance ~ Tapping slightly into Hextor's energy, Zelig can call forth a small storm, which rains down acid, lightning, and hail. *use-able in high powered combat*
Resurrection ~ Tapping into some of Hextor's energy, Zelig can bring back the dead, though it requires a lot of diamonds as focusing devices all of which are destroyed in the process.
Intercession ~ Tapping into his own life force, he can attempt to call forward a miracle, such as resurrecting his fallen allies, transporting everyone of his allies to a specific place in the multi-verse with no inaccuracy, or even preventing some major natural disaster. Though its up to Hextor if his request is granted.
~Domain Spells~ By power, doesn't include spells in his general spells.
Desecrate ~ Fills an area with negative energy empowering undead.
Calm ~ Calms a creature.
Circle ~ Similar to Protection but it wards an area instead of just him.
Blight ~ Sickens the good, dazes the chaotic, damages both. Chaotic good are effected by both effects and are effected by the damage at an enhanced amount.
Dispel ~ Removes spells cast by either good/chaotic creatures.
Undead ~ Turns a dead corpse into an undead.
Improved Hold ~ Similar to Hold, but more powerful.
Summon ~ Calls forward an evil and/or lawful creature to fight for him. If the creature is 'killed' it is instead sent home with no injuries. He can summon weaker creatures, instead of one more powerful one. Ex. 1 - Barbed Devil. 3 - Hellcats. Or 5 - Red Slaads, Chain Devils, Xills, Achaierai, Bearded devils, Hell hounds, or Lemures. (in order of power from greatest to least)