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[Other FULL] Vale Institute of Magic [M] [OOC/SU]

Colony

Poe and Palahniuk's Prodige
642
Posts
11
Years
@Nyx: Due to the limited availability of Light, Dark, and Spirit elements, there are no reservations for them. They're purely a first come, first served agenda (even then, they are harder to be accepted, especially Spirit).

@Tyler: The RP itself isn't that big, but neither is it small. Including the GMs, there are fourteen spots. Also, I'd consider it a semi-sandbox roleplay. There is definitely direction and plot involved, but there will be quite a lot of freedom as well.
 

Songbird

Tonight, the marigolds bloom for her.
554
Posts
10
Years
  • Seen Apr 11, 2024
Alright, Tyler, a quick check on your progress:

On the Spells

First, it's kind of completely unnecessary (and kind of annoying to look at) to state whether it's an offensive or defensive spell. The description of the spell's effects is more than sufficient. Also, please don't write them like you're "writing a book". Your sheet is about Auron—your character—but right now your Spells section looks like a generic template that anyone can freely take from. The sheet is all about Auron, and all spell descriptions within your sheet should only concern Auron.

Overheat: Emotion-based spells are frowned upon, as they aren't a genuine limitation of the character or spell. We shouldn't need to clarify that emotional instability would keep someone from effectively using magic. Also, there really isn't anything to control with the spell, so mentioning that he "cannot control it" is redundant. This would also need to heavily influence his History, especially if he has any semblance of normalcy before the letter from Vale.

Spit Fyre: I dislike your stylistic spelling of "Fire"; not a problem, just something I thought should be mentioned for some reason. In terms of damage calculation, damage is relative. "Medium damage" could mean nothing more than a couple scratches at best depending on who gets hit. You can also alter how much power you're putting into it. It's an extremely unreliable measurement, and should be omitted.

What kind of limitation is "you can't cast it if your mouth is dry"? Why doesn't it burn him? He is turning his saliva into a fireball and spitting it, and he doesn't even get chapped lips? Also, please don't respond to this post with your explanation. Make amends in your original sheet, then post that you've changed it. It'll make things much cleaner and more organized. :3

Fire Fist: Why didn't you make it "Fyre Fist"? Now it's inconsistent and I like the stylistic spelling even less. I won't reiterate the problem with classifying damage, either. The backfire also isn't anywhere near the level of the spell's apparent strength. He needs skin lotion. That's the worst it currently does to him for giving him a hefty punch.

Wall of Flame: In general, the spell itself is fine. However, how does it affect Auron? Since he can be burned by his Fire Fist (even though that barely does anything to him in its current state anyways), can his wall burn him if he gets too close? Does he feel the heat at all, even if it's to a lesser extent than other mages? Obviously, he's going to waste energy casting spells. It's a given, and unless there's exceptional energy expenditures going on, it doesn't need to be mentioned.

Don't worry about specifying how much damage a spell does, or what exactly it's supposed to be classified as. This isn't Algebra or Language Arts, and we're not teachers who are ready to berate you every time you don't include 100% exposition. If you've ever seen my character sheets, I personally encourage leaving a lot things up to implication. Instead, tell us what it does, how it works, and what problems Auron faces for using it.

On top of this all, he's described overall as a friendly person. Having primarily offensive spells seems counter to him as a character.

If you need help coming up with limitations or spells in general, don't hesitate to ask; Colony and I would be more than happy to help.

On the Appearance

It's Shintaro Kisaragi from Mekaku City Actors and the Kagerou Project. I knew it just from looking at his face, and I don't like it. Chuckles has the same problem, but he rips off the entire character. (Sorry for the jab, Chuckles, but we all know.) If you're looking for just a source picture to use as a reference in your sheet, you can literally add an "original" tag to any search, and please note that a full written description is still required. You don't even need to include a picture in the sheet itself.

Lastly, what kind of name is Auron? His last name's completely normal, but then "Auron". Did you just take it off Final Fantasy or something? I mean, you can go with it if his parents were eccentric or something (look at how many girls were unfortunately named Daenerys after Game of Thrones premiered), but it just seems kind of out of place when this RP takes place on modern Earth.
 
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Colony

Poe and Palahniuk's Prodige
642
Posts
11
Years
And here's the evaluation of NyxShooter's SU (please remember that judging for Darkness element is much stricter than the base elements and their evolutions):

The age limit is 17. I assume you weren't aware of or didn't notice the highlight information on the SU Template (just hover your mouse pointer over each category).

Seep: Honestly, this spell seems rather silly. It's just a flavor trap that screams "since it's dark, then it's gotta involve shadow walking." Birdy described it in four words that you didn't in an entire paragraph: "He sinks into shadows." Plus, I really don't see what use it would have in any daytime situation, which is exactly when classes would be.

Overcoat: I REALLY cannot explain how much I dislike this spell. Nothing about it is clear (e.g., what does it even do?) AND it manages to abuse an opponent AND it doesn't have any actual limitations (focus is never-ever a genuine, good restriction).

Expunge: This is another spell with poorly-designed limitations. Emotion-fueled spells aren't a genuine limitation, and physical exertion isn't proportionate to being able to engulf a target with a makeshift iron maiden. Also, it isn't explained very well how he actually uses the spell on someone. Most students at Vale are high mobility, and I guaranteed that none of them are going to sit around and let someone touch them or allow a spell to engulf their body and shove a ton of spikes into them.

Bastion: I defer to my previous comment on emotion-fueled spells. A shield's durability shouldn't be indefinite, and any durability should be physical instead of magical. The "weakness" against only two elements is... peculiar to say the least and really unnecessary.

Birdy: Frankly, the weakness solely to light and fire is stupid, since it's clearly there only thematically. Why can't metal pierce it? This isn't Pokémon.

However, this is above and beyond the best spell presented so far, as it doesn't need much fixing other than applying genuine limitations.

Personality: People judge people for many things and it's almost guaranteed that they will judge, but if Ivo seriously gets upset at people for judging his actions (the product of who he is as a person), then that makes him a really shallow individual. There's also the fact that he voices his opinion on the single most shallow aspect of his being, which doesn't coincide with the rest of his personality.

History: Where'd the white hair come from? Remember, Vale may be magical, but it is still very much based in the real world. There seems to be a massive misunderstanding about magic and Vale itself, too. We hoped it was sufficiently explained in the OP, but Vale does not explicitly tell someone they are going to learn magic in an invitation letter, and most of the world has no idea that magic even exists. This all immediately ruins everything involving his "arcane studies". The history is a mess, and wrought with misunderstandings that could have been cleared up just by reading the opening post.

From what I know, one can't exactly enroll in a Catholic school without being screened (so if they didn't like gay parents, they never would've let Ivo enroll in the first place), not to mention that if a teacher slapped a student, they'd lose their job or worse.

Birdy: It makes me think you're not ready for this RP, especially not in a crucial position like one of the exclusive elements.

Also, the bit about Ivo's sociopathic tendencies seem like a really big deal, and would undoubtedly have a lot of influence on his history and personality. However, it looks like you literally just threw it in because "Darkness means he's gotta be insane, and even though I'm never going to use this aspect of his personality ever I should offhandedly mention it anyways to make him look more appealing." (The last bit was Birdy's comment, not mine. A little harsh, but it seems to work for her.)
 
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Nakuzami

[img]https://i.imgur.com/iwlpePA.png[/img]
6,896
Posts
13
Years

Name: Alma Sophia Jones
Nickname: A.J.
Age: 16
Gender: Female
Element: Spirit Mage

Spells:
Stress Ball 2.0
New and improved after years of training, Alma now has various ways of performing this spell. Her main way still remains to be her method of compressing a pocket of air and causing it to explode into a spray of "bullets" from above, but one powerful Stress Ball in this form can drain her energies almost instantly. To avoid this, she either creates one of minimal power, or she creates a mockery. The mock version has the potential to harm a person, but it doesn't leave any physical injuries—the pain is completely mental, but it's still enough to do damage to a normal person or mage, unless they know how to control their mind particularly well. In either form, Alma still has little to no control over the direction of the spray of pellets, leaving anyone in the vicinity open to injury, including herself.​
Resonance
By synchronizing her soul wavelengths with that of another, Alma can boost the strength of both of their magicks. More individuals involved in the resonance results in greater increases in strength, but it's far more difficult to force more than two wavelengths to remain in sync. Their energies are also combined, meaning that they tire at the same rate. This can either make them last far longer in combat, or bring them all down together at once. So far she's only managed to resonate with two other people at once, and they were individuals that she had been incredibly close to. Closeness makes it easier to synchronize with another spirit. That said, she can perform a forced synchronization with most anybody, but the benefits are incredibly less than if they were naturally in sync. The spell is useless when she's fighting alone.​
Hasten
An advanced form of Alma's previous Tailwind spell. She concentrates a portion of her energy to quicken her movements, or the movements of others. Moving slightly quicker than normal expends negligible amounts of energy, but she has to expend higher amounts of energy to move noticeably faster. It also takes more energy for her to hasten somebody other than herself, as well as more concentration on her end. So far her limit has been three times normal speed for a maximum of two minutes. Any faster drains her almost instantly.​
Block & Boon
A potentially complex spell, it involves Alma summoning a shield of spiritual energy that allows her to absorb magicks. When she absorbs spells, she can either cause them to rebound with diminished power, or she can add their energy to her own pools of magick. In order to block more powerful spells, however, she has to expend large amounts of energy, preventing her from either absorbing or reflecting the spell. The same goes for blocking physical attacks: nothing is absorbed nor reflected. As she's still perfecting it, she can only absorb or reflect weak spells, and she has to get the timing nearly perfect, as she can't maintain the shield for more than a few seconds at a time.​
Wisp Flare
A simple lighting spell. Alma produces a small amount of spiritual energy and sets it alight, creating a Wisp lantern that allows her to see in dark areas, or perhaps eliminate shadows if the need arises. By concentrating more energy, she can create a Wisp Burst, which is an intense and fleeting blast of light that stuns anyone looking at it.​

Appearance:
Alma is a fair-skinned Caucasian woman that stands at five feet eight inches and weighs one hundred and forty pounds. She has long, wavy red hair that cascades down to the middle of her back, and dazzling amber eyes that glimmer with a clear confidence. She has a small nose, thin lips and well defined facial features. Were it not for the massive three-clawed scar over her right eye, she could pass for a model. She is tall and decently thin, with well-toned muscles and a lithe physique.

She doesn't care much for fashion, preferring to wear clothes that are comfortable and conventional. She typically wears tee shirts, faded dark blue or black jeans, black combat boots, and a white hoodie. The trim of her hood is adorned with various runes that help to amplify her powers. Around her neck she wears a runed necklace that assists in concentrating her abilities. She sometimes wears black fingerless gloves, and she carries an extendable staff that can break into two smaller batons that she uses in physical combat.​
Personality:
Simply put, A.J. is a quiet person. She prefers to sit back and listen rather than do all of the talking. She doesn't enjoy having to speak all that often, and her silence allows her to hear interesting things that others might miss. She is not shy, however. To the contrary, she is quite an outgoing and confident person, and she knows her limits and weaknesses. She's not afraid of conflict, nor really anything for that matter. At least, that's how she presents herself when in the presence of others. She's highly observant, intelligent, and cunning, and she has excellent reflexes. She's trained her mind and body for her entire life, and is quite skilled in both physical and magical combat.

When she does allow people into her life, she's actually quite friendly. She's nice, compassionate and understanding about most anything. She's intensely loyal to her friends and can become extremely protective at times. She's usually a pretty great judge of character, and can be highly selective when it comes to the types of individuals that she associates herself with. Due to this, she can be very intolerant of certain attitudes, personalities and mannerisms, although she does usually try to emphasize and understand why a person might act in certain ways. That doesn't always lead her to forgiving them, though.

She can be a tough barrier to get through, not always making it easy to befriend her and not allowing herself to fall in "love" all that often. She's cautious and often makes people work to gain her trust before she ever begins to interact with them on a more personal level. She's also bisexual. Just thought you should know.​
History:
A.J. was born and raised in a small, remote community in the Northeastern United States. She grew up under the care and guidance of her father and step-father, as well as a few other kind adults in their town. She never knew her mother. Her father never spoke of her, and A.J. always just assumed that she was dead. The thought of ever seeing her mother was something that sometimes implanted itself in the back of her mind throughout her life, but it never lingered or moved to the forefront. She had been content with her life, but it always felt like it was missing something. Something important.

She had been aware of her magical abilities from a very young age. The small town that she lived in had been mostly composed of mages, many with magical lineages dating back to the first appearance of magic, and those without magic were often related to someone with it, and so had knowledge of it. This town gave her and the other mages the ability to freely practice without ever having to be too worried about being discovered. This also meant that she had the opportunity to become much more adept at magical practices and combat skills than many mages that lived in the muggle world. (She read a lot of Harry Potter as a child. Mages in non-magical culture always fascinated her.)

Without the stressors of muggle existence, A.J. was able to live a very quiet and comfortable life. Her community was very close-knit, and most everyone was friends with one another. She was basically raised under the philosophy of quality versus quantity, which taught her many valuable life lessons and left her with many valuable relationships with both friends and family. To her, the quiet life in a place filled with nature and wonder, surrounded by people that she held close to her and had such great relationships with that it would make any normal person jealous, was the definition of perfection. She really couldn't ask for much more out of life. This gave her emotional and social freedom that allowed her to focus on her own personal perfection, and she spent much of her time honing her skills and just enjoying life.

Even with all of this, though, there was always the one void in her heart. She wanted to at least know who her mother was, and she knew she would never get any satisfactory answers from her father. So, she and her best friend, a man named Vance that is highly skilled in the art of fire magicks, decided to go on a little investigative quest to find something, anything out about her mother.

It was an escapade that led to the making on an unfortunate enemy and left A.J. with a giant scar on her face. It's a time in history that A.J. doesn't care to recall, and very rarely tells to anyone in full detail.

About two years after the incident was when A.J. got her invitation to the Vale Academy of magic. It wasn't an uncommon occurrence in her town, and she was lucky enough to be going along with her best friend. By this point she was still unaware of her talents as a Spirit mage, assuming that she managed to learn the various spells she knew simply because of the different types of mages she was surrounded by growing up. Desiring to learn even more, she gleefully accepted the invitation to Vale.​

Other:
 
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Geras

Roleplayer
957
Posts
13
Years

Domingo Hernández, Male Geomancer, Age 17​

Element: Earth/Metal

Spells:

Construction: Domingo can break down the earth around him and compress it to create objects. Can be used to prevent someone from getting a stable footing, such as turning stone into sand; make it easier for him to move around, or swim through the earth like it was water; create a hammer or shield, or even armor himself in stone. He doesn't have much of an eye for detail, so he can't make something really fancy like a snake made of dirt.

Dig: By compacting a large amount of the ground into surrounding mineral, Domingo can near-instantly open a hole, even from a distance. It's much easier to do with less dense material, such as sand.

Seismic Sense: When Domingo is grounded, he can feel the pulses of the earth, giving him two abilities: to feel exactly where anything else grounded (or underground) is within an area roughly the length of a football field in all directions, and information about the material within this area such as density of the materials in the ground. He can then use this information to escape underground using his Construction spell, or perform more precise attacks.

Metal Mimicry: Domingo is able to mimic the properties of different metals with his body. Currently, he is only able to mimic iron and steel, as it takes much practice and time with the metal in question to mimic it. He usually uses this to harden his skin essentially into steel. Unfortunately, the hardness is not the only property he takes on. Naturally, having metal skin weighs him down and if he hardens the skin over a joint he loses the ability to bend or otherwise move it, forcing him to leave his joints exposed. Also, the effect does not occur immediately, taking a short time to manifest and spread.


Appearance: While in his old life Domingo's appearance was a common sight, he stands out quite drastically in the halls of Vale. Oversized pants, a shaved head, and an abundance of tattoos depicting various names, numbers, and symbols all tied to his past self are the telltale signs of Domingo's status as a former gang member. Scars litter his medium-brown body from knife and gunshot wounds. He is fairly tall at 6'1", and his decently muscular frame brings him to 188 lbs., which makes him a fairly intimidating person. Adding on to this impression are his strong, square jaw and his low eyebrows over sunken brown eyes.

Domingo currently only owns one set of clothes. Aside from the aforementioned excessively large pants, which are tattered and faded less-than-blue jeans, he also wears dark green sneakers that are in no better condition than his jeans, with once-white laces that have long since lost their plastic ends, and a relatively new black hoodie which he uses to hide the more impressionable features of his body. In terms of accessories, Domingo wears none. However, he owns a silver stud earring that he no longer has any desire to wear.

Personality: Despite the intimidating air he no doubt gives off, he makes an effort to try and be nice and friendly to others. However, he has a very short fuse which doesn't go well with the ignorance that comes with being alien to the United States' culture as well as his own stubborn attitude. If something frustrates him, he will make it known and abandon any attempts at niceties. This state of anger tends to be a temporary thing, and once he restores his calm he will often try to apologize. The problem then is that most won't give him the time for another conversation after one of his outbursts.

With most of his life having been consumed by work, and the latest portion of it consumed by what he would call Hell on Earth, Domingo has never really had a chance for a proper childhood. Because of this, he was never able to outgrow childish things, so he still holds a secret fascination with cartoons, games, and toys among other things.

When in a fight, Domingo is prone to losing control and going farther than he should. He struggles to shake the habits of the kill or be killed world from whence he came, something that will be even more difficult in a combat-centric institute such as Vale.

History:
Domingo Hernández was born in a small village in El Salvador, living his early life quite normally. Doing work at home such as fetching water from the river or chopping firewood, taking long walks to the school in a nearby town, playing soccer and other games with his friends, and dreaming of a future in the United States of America. His parents saved what little money they made to send their children to that land of opportunity and riches, and as Domingo was the oldest of his six siblings he would naturally be the first one to go once enough had been saved. To make sure Domingo had a better chance at success, his parents contacted a family friend who knew English, having learned much from the wondrous thing that is the internet. This friend would visit every so often to teach the language to the boy, and while he struggled at first he eventually picked up the basic rules and trends of the language, letting the rest come relatively easy.

As a child, Domingo was a great fan of cartoons featuring superheroes and the like. Thus, when one day he discovered his Geomancy on a walk back from school, he was understandably excited. Unfortunately, he was also young and naive. Latin America is a very Christian place with conservative attitudes. Domingo yet had little knowledge of his own religion beyond the commandments and basic biblical tales, so he had yet to understand what his magic would mean to his parents. He displayed his new talent for his parents with a proud smile on his face, one which quickly faded at the sound of his mother and father hysterically calling him a witch.

The sting of his father's belt was nothing new to Domingo, but this time it was different. What normally left him with no more than a few red marks that faded in a few hours this time left multiple scars over his body. It was a quick event that ended when Domingo repented for his sins. His parents were very distressed and went to seek out the local priest. Domingo was afraid that his parents might somehow discover that he could still perform his magic when they returned, so, in fear of another such beating he ran away. Knowing that his siblings might try to stop him, he wasted no time with packing and left with nothing.

Domingo left home at age 9 and wandered for a while, living off fruit he picked off the country's abundant vegetation. It was enough to keep him alive, at least. He eventually happened upon a sand quarry and its kind owner and found unofficial work doing miscellaneous tasks for a few dollars a day. He stayed there for years, eventually being officially hired when he was older. While he was there, surrounded by rocks and sand, he would practice his Geomancy whenever he was alone. It was during this time that he discovered that he could manipulate metal as well, although to a much lesser extent than he could earth. In the 8 years Domingo spent at that quarry, his dream of America remained strong. Throughout the entire time, he saved money until he finally had enough to pay a coyote, a smuggler, for passage to the United States.

Leaving the quarry after so long, Domingo sought out a coyote. Being in such high demand, it only took a little investigating to find one. Things proceeded as expected, with Domingo ending up broke and suffocating in a train car full of others like him, travelling across Mexico on their way to their new lives.

They didn't make it halfway through Mexico before the train was brought to an abrupt halt. The people inside the cars were dragged out by members of one of the country's drug cartels. What happened after was something Domingo would rather not remember, but it resulted in many dead bodies and with Domingo and several other young men as new members in the gang's ranks. Those of Domingo's crop, kidnappees forced into the gang, were constantly beaten and subjected to incredibly risky assignments. Domingo's fear of death was what got him there instead of with the dead bodies from the train, and it, alongside subtle use of his Geomancy that was passed off as coincidence, also helped him survive those early days with the gang. It was during this time of desperation and much "practical application" for his magic that he and developed his "Metal Mimicry" spell. He was fortunately able to hide the metallic luster of his "steel skin" under his clothes, keeping his abilities hidden.

Domingo spent several months with the gang, slowly rising up the ranks and eventually acquiring a reputation for the mysterious fortune that surrounded him and brought him success. However, he did not want any of it. His will to continue committing atrocities wore thin as time passed, and eventually he could stand it no longer. Resolving to leave that life he now felt he never should have joined in the first place, he began a trek North one night. However, the cartels have eyes all over Mexico, and it didn't take long before he was found out.

Members of the gang were sent after him to properly "dismiss" him from the gang. At this point, Domingo would be pursued by law enforcers and lawbreakers alike, and his friends and family were far behind. He no longer cared who branded him as a witch, and dispatched his immediate pursuers in a furious display of Geomancy. From then on, the world under the ground was the only place he was safe as he continued Northward. It felt liberating to be able to use his power without fear, and he did not hesitate to use it whenever he could.

It wasn't long after that representatives of Vale Institute of Magic found him, starving and almost suffocating in a hole in the ground. He was promised a new life at the school, and he eagerly accepted. The institute's influence allowed them to grant him a visa to study in the United States, and a chopper was sent to retrieve him. His long-time dream of living in the United States was finally coming true, the circumstances of which no longer mattered to him.

Other: Despite his fluency in the English language, he still speaks with a thick hispanic accent. He will also occasionally forget a word he wants and instead say the Spanish word for it, regardless of how well the listening party understands.​
 
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«Chuckles»

Sharky
1,549
Posts
10
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  • Age 24
  • Seen Apr 29, 2023
I don't think I'll be doing spirit since I think I would like Air more so reserve meh!
 

Xilfer

Just won't die.
1,880
Posts
13
Years
You know, on second thoughts I think I might have been a little hasty with that reservation. I have quite a few RPs running here and elsewhere as it is.

Sorry for the trouble, please drop my reserve.
 

Songbird

Tonight, the marigolds bloom for her.
554
Posts
10
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  • Seen Apr 11, 2024
@Geras: Since we worked everything out beforehand, Domingo is accepted once again.

@Chuckles: We aren't reserving elements. Just slots. After a while, though, if a reserve hasn't been accepted, the slot will be free for all.

@Xilfer: Sorry to see you go. Hope you're having fun in your other RPs. Your slot is now open to all. :3
 

siiadams

Got 3DS back...1822-1106-0866
643
Posts
11
Years
Welcome back to the fold, guys. I wish to reserve a spot, if you don't mind. I'll start working on it today and tomorrow.
 

Songbird

Tonight, the marigolds bloom for her.
554
Posts
10
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  • Seen Apr 11, 2024
We'll get a slot for ya, siiadams.

Now, with Nakuzami's SU being complete and all the kinks worked out, the Spirit Mage slot is officially occupied, but Light and Darkness are still up for grabs. Just note that you'll need to work on Alma's endurance (or not >:D), as Spirit magic has significantly higher energy costs than any other elements.
 

Nakuzami

[img]https://i.imgur.com/iwlpePA.png[/img]
6,896
Posts
13
Years
ALMA'S ALL ABOUT THAT ENDURANCE STUFF. lol, it will be a fun element to try and work with. I look forward to making her suffer develop as a character. ;D
 

disciplish

supreme meme machine
880
Posts
11
Years
VALE 2.0. IT NEEDS... FLAME TRACING.

I'm coming back c: I may not use Sytano again, but I was really excited for Vale the first time around and I am again, so count me reserved. I'm not sure what element I'll shoot for this time since Light and Darkness are out there as well, but I'll sure to have something soon.

On that note, is there a time limit on the reservations? I'll be out and about on Saturday as far as I know and probably Sunday as well, so I want to know if there's a time limit before I lose a spot.
 

Songbird

Tonight, the marigolds bloom for her.
554
Posts
10
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  • Seen Apr 11, 2024
There's no time limit as of yet. Just a rejection limit. :3
 

«Chuckles»

Sharky
1,549
Posts
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  • Age 24
  • Seen Apr 29, 2023
Just a question before I go any further, are you okay with a character being brought up in a family of mages, basically I want to know if it's okay to be trained from a young age in the art of majik?
 

Nakuzami

[img]https://i.imgur.com/iwlpePA.png[/img]
6,896
Posts
13
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Just a question before I go any further, are you okay with a character being brought up in a family of mages, basically I want to know if it's okay to be trained from a young age in the art of majik?

I assume it's okay, considering my character was raised in a village of mages.
 

Songbird

Tonight, the marigolds bloom for her.
554
Posts
10
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  • Seen Apr 11, 2024
Colony and I are willing to let you make up a lot of crap as long as it's reasonable and makes even the slightest sense, unless it's just stupid in every non-complimentary sense of the word, in which case we'll point out that it is, in fact, stupid.

For example, the town surrounding Vale is almost entirely magical in residence, and the public eye is unaware of its true nature. It makes sense that at least one other settlement of like-minded mages would also exist.

If you want a more direct answer to your question, Chuckles: look at Zane (or Shion, whenever I decide to post her).
 

siiadams

Got 3DS back...1822-1106-0866
643
Posts
11
Years
I hope this looks good for now. If there's any problems please let me know.

Name: Phillip Rogers (but everyone calls him Phil)

Age: 16

Gender: Male

Element: Fire/Lightning

Spells:

Hadoken - A 1-foot pentagram is formed in front of Phil. In the center of it is a fireball that launches straight at its opponent. The fireball is shaped like a small skull in order to be more in-tune with his personality. More experience = more damage, faster flight, and lower cooldown time.

Fire Breath - self-explanatory. Mainly used as a short-range attack in conjunction with his melee attacks.

Inferno Blast - His most powerful move. Phil creates a 3 1/2 foot in diameter pentagram in front of him and launches it slowly towards his opponent. Unless his opponent has the ability to move far out of the way (teleport, flight, etc.) , they will not avoid the attack. Upon contact, the pentagram will set fire to anything it touches. Though it cannot be avoided the normal ways, it CAN be blocked. The shielding item will be set aflame while magical shields will dispel.

Appearance: Phil stands at 6'foot tall and has a lean muscular build. He has dark brown hair that comes down to the top of his shoulders and piercing green eyes that he keeps hidden behind a dark pair of sunglasses. He can be seen typically wearing all black, but he does have a few pieces of other colored clothing in case he feels willing to wear it. He wears sleeveless shirts, black pants, and black steel-toed boots. In battles, he wears a pair of fingerless gloves that further gives him an intimidating appearance. He keeps a black hoodie with an oriental dragon design on the back for when it gets colder outside. He also likes wearing it to hide his face from others.

Personality: Phil is a fairly intimidating-looking guy at first glance. He usually keeps silent and keeps to himself a lot, though he can be quite lively in conversation if brought into it. He is a very attentive student and is sure to ask questions in order to understand things better. If he sees anyone being abusive (verbally or otherwise) against a female, it causes his blood to boil and he will step in to support the one being hurt. Though fighting is not one of his strong points, he was trained in martial arts in order to defend himself. It takes some time for Phil to be comfortable with those around him (even getting to the point where he could be considered slightly afraid of crowds) but if you can get through to him, he is a very faithful friend.

History: Phil grew up in a hostile house. He had a drunkenly abusive father and a doormat for a mother, who tolerated everything his father did. It was fairly common for Phil to walk to school with bruises on his face and chest, even more after the weekend. He never told anyone, however, for fear of being treated worse at home. As he grew up, he spent more time at school (especially the gym, where he felt more comfortable) instead of being at home. He knew it resulted in more and more severe beatings, but he felt that it was worth it in the end. After all, Phil spent the time working out and trying to build himself up in order to help defend himself. This was the norm for him until a few months after his 13th birthday.

He came home one day to see his father seething with anger, beating up on his mother. Though he had heard it many times throughout his life and experienced those fists against his flesh before, seeing it being done in front of him changed him. A new form of anger surged through his body and he lunged out, striking his father. His father fell, which surprised him, while Phil felt a slight sense of purpose within him. It was then that he knew...HE was the only one that can and will stop this. He and his father went toe-to-toe for minutes on end, both men taking hits and taking turns falling to the floor. It went ok for a few minutes until his father, realizing he was starting to lose ground, grabbed hold of a wooden baseball bat. Scared at this new development, Phil didn't know what to do but yell as loud as he could. When he did, though, a stream of flame shot out of his mouth that engulfed the bat in flames. Phil's father recoiled in horror, dropping the weapon immediately and staring at Phil in confusion. He took this moment of hesitation and took his father down, pinning him to the ground while his mother called the police.

Though his mother saw all this happen, she had decided to stay faithful to him and wait for him to be released from jail. Phil tried to convince her that this was a folly, but she wouldn't hear of it. After all, "she was in love". He made a decision and, after packing his bags, left home for...nowhere in particular. He was picked up by a police officer, who he told the whole story to, and convinced Phil to take up residence in a foster home. As fate would have it, there was an individual who was soon interested in the kid and allowed Phil to live there with him. It was here that Phil was taught about meditation and the martial arts as a way of helping to control his temper and his new-found talent. He stayed here for a few years and, deciding the time was right, the foster parent told Phil about Vale. Feeling that being there would improve his abilities, Phil accepted the man's offer of enrolling into the school

Other: Theme Song - "Shepherd of Fire" by Avenged Sevenfold
 

Tixen

*Insert something witty here*
72
Posts
10
Years
  • Age 28
  • Seen Dec 11, 2015
Could I grab a reserve? I'll get an SU up as quickly as I can
 
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