Post by fryman on Mar 4, 2007 13:16:56 GMT -5
Name: Eric Hearth
Occupation: 'Apprentice' Enchanter
Nationality: American
Height: 5’10
Weight: 185
Age: 16
Hair Color: Black
Eye Color: Brown
Appearance:
Personality:
Eric a highly intelligent person who spends most of his time collecting individual data on everyone he meets. Because of his analytical nature, and his constant note taking in his notebook people tend to get angry with him rather quickly. Yet despite his calm nature Eric is always willing to help out anyone he meets be it a friend or not.
History:
Eric comes from an average middle-class magical family where his father was an enchanter; his father’s father was an enchanter, and even his father father’s father was an enchanter. So it was not that big a deal when Eric started to show signs of being an enchanter. To be totally honest, Eric actually began his training before he even showed any signs of possessing any magical abilities.
At the age of five Eric’s grandfather began Eric’s training in the art of collecting data. The ability to collect data from various sources is extremely important in the world because in order to act properly without being obliterated depends on the amount of information one has. Even the slightest information in the magical world can mean the difference between life and death. The most use example Eric heard from his grandfather was when facing an elemental user it is always important to be aware of the environment you are fighting in. Since the type of environment can give an elemental user a huge advantage, being aware of even the slightest change could drastically changed a fight.
Another important skill Eric learns from his father is how to correctly interrupt the data collected into something that can be useful. Data alone is useless unless the person wielding it knows how to interrupt it correctly. Using the previous fight, if the temperature of the arena increases then chances is the elemental user will use a fire spell. Without processing the data correctly and efficiently then the raw data is useless.
For over seven years Eric’s grandfather worked tirelessly to enforce these two qualities into him before he actually began to teach Eric how to do magic. It wasn’t until Eric was twelve years old did he learn the basics of enchanting. For three years Eric train with his grandfather to learn the basic of enhancing one’s body along with the price it pays.
Once Eric learned how to perform the basic of Enchantments his grandfather then began to teach him how to perform enchantments on weapons and clothing. After a lot of training Eric learn how to add a charge onto his weapon, and gradually move to adding it to other objects.
Now the only thing Eric has to do in order to become a full fledge Enchanter is to go out and learn as much as he can about other forms of magic. By observing and collecting information on different dorms of magic is the only way for Eric to develop more powerful and diverse enchantments.
Style
Eric is an enchanter, and uses that in battle to throw his opponent off. Normally he would enchant his clothes before hand, weapon during, and then body if things were looking bad.
He has been known to perform body enchantments on his enemies just so they can feel the fallout effect of the spell.
Strengths:
Eric is capable of perform many spells that can come in handy
Weaknesses:
Fallout effects of body spells
Limited number of charge on weapons
Mana cost to perform enchantment can be steep
Carelessness can have devastating effects
Spell List:
Equipment Enchantments:
Weapon Enchantment General Info: In order to perform a weapon enchantment there are two things needed, a weapon, and a special object. The weapon is pretty much straight forward, but the special object is not. Generally a special object is any sort of object that demonstrates any sort of special effect, an example would be a lighter. A lighter creates fire, so by using a lighter an enchanter is able to give a weapon a fire charge.
Charges use to determine the power of an enchantment on a certain object. Lets use the fire charge weapon from before as an example. The weapon has one fire charge and is only able to demonstrate the basic traits of fire aka heating up and burning.
The number of charges determines the strength of attacks the weapon can use. Demonstrating a basic aspect of the weapon cost 1 charge, while more powerful effects, like creating a hurricane of fire, can cost up to 12 charges. These charges not only determine the strength of an attack, but how many times these attacks can be made.
Magnetic weapon (1)-
Info: this is Eric’s favorite weapon enchantment to date. By obtaining an object with a magnetic quality to it Eric is able to turn his weapon into a giant magnet that draws in small metallic objects as long as it has one charge.
Object needed: Anything like a magnet
Rank 1: 3 Magnetic charges
Rank 2: 6 Magnetic charges
Rank 3: 9 Magnetic charges
Rank 4: 12 Magnetic charges
Rank 5: 15 Magnetic charges
Energy Weapon (1)
Info: By taking an object, like a battery, Eric is capable of adding an energy charge that can generate electricity for a sizzling attack.
Object: Anything that demonstrates electricity or energy
Rank 1: 3 Energy charges
Rank 2: 6 Energy charges
Rank 3: 9 Energy charges
Rank 4: 12 Energy charges
Rank 5: 15 Energy charges
Fire Weapon (1)
Info: by obtaining the proper object Eric is capable of adding a Fire charge to a weapon.
Object: demonstrates fire trait
Rank 1: 3 Fire charges
Rank 2: 6 Fire charges
Rank 3: 9 Fire charges
Rank 4: 12 Fire charges
Rank 5: 15 Fire charges
Body Enchantment
Improve Senses (1) (2)-
Info: This enchantment enhances a single sense significantly to the point of being inhuman. The problem that most people face when dealing with this enchantment is how overwhelming it could be at first. Luckily that is over in about five minutes of the first enchantment.
Fallout: The next problem face when dealing with this enchantment is that at the end of the hour it is use, the body would return to normal rapidly causing some side effects.
Rank 1: Taste
Rank 2: Touch
Rank 3: Smell
Rank 4: Sight
Rank 5: Hearing
Increase Physical Power (1)-
Info: This causes adrenaline to pump throughout the body giving people a dynamic increase in power over a short period of time. The enchantment last for a maximum of 5 minutes, and once it hits that mark the body would completely collapse from exhaustion. Also this enchantment would also lose its effect if the person starts to slow down in a fight (a.k.a wait for the opponent to attack).
Fallout: No matter how it happens, after the enchantment wears off the person’s body would be tire from the use; the stronger the spell the more devastating fallout effect is.
Rank 1: Increase power slightly (refreshing effect)
Rank 2: Increase power minor (refreshing effect, Strength Boost minor)
Rank 3: Increase power (Refreshing effect, Strength Boost minor, Speed boost minor)
Rank 4: Increase power Significantly (Refreshing effect, Strength Boost Minor, Speed boost Minor, Surrealism)
Rank 5: Increase Power Dynamic (Refreshing effect, Strength Boost Major, Speed boost Major, Surrealism)
Increase Speed (1)-
Info: This causes a target to move faster then normal for an-extend period of time. The faster a person moves the shorter the time would be.
Fallout: At the end of this spell the person’s body would be exhausted causing them to move slightly slower depending on the strength of the spell.
Rank 1: Slightly move faster (1 min)
Rank 2: Moves a half faster (30 Sec)
Rank 3: Moves twice as fast (15 Sec)
Increase Energy (1) (2)-
Info- this causes an increase in one’s mana along with the power of the spell a person can cast. This is one of Eric’s favorite enchantments because it is not so costly to use.
Rank 1: increases a person’s mana reserves Minor (30 min)
Rank 2: increases a person’s mana Reserves Minor, Increases spell effectiveness Minor (30 min)
Rank 3: increases a person’s mana Reserves Significantly, Increases spell effectiveness Minor (30 min)
Rank 4: increases a person’s mana Reserves Significantly, Increases spell effectiveness Significantly (30 min)
Rank 5: increases a person’s mana Reserves Drastically, Increases spell effectiveness Significantly (30 min)
Other Enchantment
Weapons/Gear:
Katana (Jasmine)
This is a simple katana Eric carries around with him on a daily bases. The only thing that would ever set this weapon apart from others is the temporary effect Eric can add to it.
Backpack
This is ordinary backpack that carries different ingredients needed to perform his different kinds of spells.
Laptop
This is an apple laptop Eric carries around with him to do research on a particular person, item, or spell.
Notebooks
These are the notebooks Eric carries around with him to record any that might be interesting.
Items:
<None>
Note: He is an enchanter that is willing to enchant anything for the right price, or presented with the right materials.
Summons, Familiar, and Pets
Notice: I will be editing and adding as time goes one, and i will make grammar changes later
Occupation: 'Apprentice' Enchanter
Nationality: American
Height: 5’10
Weight: 185
Age: 16
Hair Color: Black
Eye Color: Brown
Appearance:
Personality:
Eric a highly intelligent person who spends most of his time collecting individual data on everyone he meets. Because of his analytical nature, and his constant note taking in his notebook people tend to get angry with him rather quickly. Yet despite his calm nature Eric is always willing to help out anyone he meets be it a friend or not.
History:
Eric comes from an average middle-class magical family where his father was an enchanter; his father’s father was an enchanter, and even his father father’s father was an enchanter. So it was not that big a deal when Eric started to show signs of being an enchanter. To be totally honest, Eric actually began his training before he even showed any signs of possessing any magical abilities.
At the age of five Eric’s grandfather began Eric’s training in the art of collecting data. The ability to collect data from various sources is extremely important in the world because in order to act properly without being obliterated depends on the amount of information one has. Even the slightest information in the magical world can mean the difference between life and death. The most use example Eric heard from his grandfather was when facing an elemental user it is always important to be aware of the environment you are fighting in. Since the type of environment can give an elemental user a huge advantage, being aware of even the slightest change could drastically changed a fight.
Another important skill Eric learns from his father is how to correctly interrupt the data collected into something that can be useful. Data alone is useless unless the person wielding it knows how to interrupt it correctly. Using the previous fight, if the temperature of the arena increases then chances is the elemental user will use a fire spell. Without processing the data correctly and efficiently then the raw data is useless.
For over seven years Eric’s grandfather worked tirelessly to enforce these two qualities into him before he actually began to teach Eric how to do magic. It wasn’t until Eric was twelve years old did he learn the basics of enchanting. For three years Eric train with his grandfather to learn the basic of enhancing one’s body along with the price it pays.
Once Eric learned how to perform the basic of Enchantments his grandfather then began to teach him how to perform enchantments on weapons and clothing. After a lot of training Eric learn how to add a charge onto his weapon, and gradually move to adding it to other objects.
Now the only thing Eric has to do in order to become a full fledge Enchanter is to go out and learn as much as he can about other forms of magic. By observing and collecting information on different dorms of magic is the only way for Eric to develop more powerful and diverse enchantments.
Style
Eric is an enchanter, and uses that in battle to throw his opponent off. Normally he would enchant his clothes before hand, weapon during, and then body if things were looking bad.
He has been known to perform body enchantments on his enemies just so they can feel the fallout effect of the spell.
Strengths:
Eric is capable of perform many spells that can come in handy
Weaknesses:
Fallout effects of body spells
Limited number of charge on weapons
Mana cost to perform enchantment can be steep
Carelessness can have devastating effects
Spell List:
Equipment Enchantments:
Weapon Enchantment General Info: In order to perform a weapon enchantment there are two things needed, a weapon, and a special object. The weapon is pretty much straight forward, but the special object is not. Generally a special object is any sort of object that demonstrates any sort of special effect, an example would be a lighter. A lighter creates fire, so by using a lighter an enchanter is able to give a weapon a fire charge.
Charges use to determine the power of an enchantment on a certain object. Lets use the fire charge weapon from before as an example. The weapon has one fire charge and is only able to demonstrate the basic traits of fire aka heating up and burning.
The number of charges determines the strength of attacks the weapon can use. Demonstrating a basic aspect of the weapon cost 1 charge, while more powerful effects, like creating a hurricane of fire, can cost up to 12 charges. These charges not only determine the strength of an attack, but how many times these attacks can be made.
Magnetic weapon (1)-
Info: this is Eric’s favorite weapon enchantment to date. By obtaining an object with a magnetic quality to it Eric is able to turn his weapon into a giant magnet that draws in small metallic objects as long as it has one charge.
Object needed: Anything like a magnet
Rank 1: 3 Magnetic charges
Rank 2: 6 Magnetic charges
Rank 3: 9 Magnetic charges
Rank 4: 12 Magnetic charges
Rank 5: 15 Magnetic charges
Energy Weapon (1)
Info: By taking an object, like a battery, Eric is capable of adding an energy charge that can generate electricity for a sizzling attack.
Object: Anything that demonstrates electricity or energy
Rank 1: 3 Energy charges
Rank 2: 6 Energy charges
Rank 3: 9 Energy charges
Rank 4: 12 Energy charges
Rank 5: 15 Energy charges
Fire Weapon (1)
Info: by obtaining the proper object Eric is capable of adding a Fire charge to a weapon.
Object: demonstrates fire trait
Rank 1: 3 Fire charges
Rank 2: 6 Fire charges
Rank 3: 9 Fire charges
Rank 4: 12 Fire charges
Rank 5: 15 Fire charges
Body Enchantment
Improve Senses (1) (2)-
Info: This enchantment enhances a single sense significantly to the point of being inhuman. The problem that most people face when dealing with this enchantment is how overwhelming it could be at first. Luckily that is over in about five minutes of the first enchantment.
Fallout: The next problem face when dealing with this enchantment is that at the end of the hour it is use, the body would return to normal rapidly causing some side effects.
Rank 1: Taste
Rank 2: Touch
Rank 3: Smell
Rank 4: Sight
Rank 5: Hearing
Increase Physical Power (1)-
Info: This causes adrenaline to pump throughout the body giving people a dynamic increase in power over a short period of time. The enchantment last for a maximum of 5 minutes, and once it hits that mark the body would completely collapse from exhaustion. Also this enchantment would also lose its effect if the person starts to slow down in a fight (a.k.a wait for the opponent to attack).
Fallout: No matter how it happens, after the enchantment wears off the person’s body would be tire from the use; the stronger the spell the more devastating fallout effect is.
Rank 1: Increase power slightly (refreshing effect)
Rank 2: Increase power minor (refreshing effect, Strength Boost minor)
Rank 3: Increase power (Refreshing effect, Strength Boost minor, Speed boost minor)
Rank 4: Increase power Significantly (Refreshing effect, Strength Boost Minor, Speed boost Minor, Surrealism)
Rank 5: Increase Power Dynamic (Refreshing effect, Strength Boost Major, Speed boost Major, Surrealism)
Increase Speed (1)-
Info: This causes a target to move faster then normal for an-extend period of time. The faster a person moves the shorter the time would be.
Fallout: At the end of this spell the person’s body would be exhausted causing them to move slightly slower depending on the strength of the spell.
Rank 1: Slightly move faster (1 min)
Rank 2: Moves a half faster (30 Sec)
Rank 3: Moves twice as fast (15 Sec)
Increase Energy (1) (2)-
Info- this causes an increase in one’s mana along with the power of the spell a person can cast. This is one of Eric’s favorite enchantments because it is not so costly to use.
Rank 1: increases a person’s mana reserves Minor (30 min)
Rank 2: increases a person’s mana Reserves Minor, Increases spell effectiveness Minor (30 min)
Rank 3: increases a person’s mana Reserves Significantly, Increases spell effectiveness Minor (30 min)
Rank 4: increases a person’s mana Reserves Significantly, Increases spell effectiveness Significantly (30 min)
Rank 5: increases a person’s mana Reserves Drastically, Increases spell effectiveness Significantly (30 min)
Other Enchantment
Weapons/Gear:
Katana (Jasmine)
This is a simple katana Eric carries around with him on a daily bases. The only thing that would ever set this weapon apart from others is the temporary effect Eric can add to it.
Backpack
This is ordinary backpack that carries different ingredients needed to perform his different kinds of spells.
Laptop
This is an apple laptop Eric carries around with him to do research on a particular person, item, or spell.
Notebooks
These are the notebooks Eric carries around with him to record any that might be interesting.
Items:
<None>
Note: He is an enchanter that is willing to enchant anything for the right price, or presented with the right materials.
Summons, Familiar, and Pets
Notice: I will be editing and adding as time goes one, and i will make grammar changes later