An new ref for Solon Shihaiteki the tankui! There will be written character details later on but for now the image will fit.
He has a making on his left hand, that generally is supposed to appear cog like.
Clothed Version
NSFW Version
Name: Solon Shihaiteki
Age: 30
Birthday: October[Tabthra]10th
Race: Tanuki
Gender: Male
Height: 11’4”
Weight: 1,220+ Lbs.
Occupation & Rank: Oracle & Exorcist
Universes: Felidien, Lanbound
Affiliation(s):
Shihaiteki family
Spirit Siege
Appearance:
Solon’s body frame is round like an apple. A simple glance at him shows hundreds of pounds in fat rounding out his frame from his torso to even his rear. His rump sticks out slightly among the rest by a few inches. His legs and neck add onto the obese appearance, being big and round as well. The neck even has two rolls of fat. Solon is practically wide enough to be a king size bed, as many others have confirmed. Despite his body being over half a ton not all of it is wobbling weight. Solid muscle hides beneath the fat on his arms and legs especially, his legs hide it especially well from detection. His upper back and moobs have an odd muscularity toward their middles. All the strength in his arms and legs can handle up at least two hundred pounds over his own weight separately from supporting himself. It has been embarrassing when he’s confused with a wrestler from his body shape once in a while. His tail is rather a large part of him due to its length. When relaxed it’s about his own height in length and double that when stretching.
Solon’s main fur color is similar to buff brown. His secondary fur color is similar to kobicha brown. The secondary color covers the ‘mask’ around his eyes, spreading downward from his knees & elbows and covering a majority of his tail with horizontal spiky patterns. His third fur color is similar to an eggshell pale brown and it covers his moobs and belly. His paw pads and nose are a dark grey. Solon’s palatine purple eyes are ovular and cheerful often filled a curiosity to learn new things or visit new places. His eyes match well with the purple brand placed on his dominant left hand, the marking is one of Pravum’s symbols loosely resembling a cog.
In terms of clothing Solon can’t stand anything that fits moderately on him. He either prefers loose clothing or tight clothing, not enjoying the normal ground in between. Regularly he wears robes, only undergarments or nothing at all especially in a comfortable environment. A set of dark purple jade prayer beads is always around his neck, a cog symbol is inside the front facing bead. He mainly wears a tailored three-piece outfit, which can fold in the other pieces of itself or detach them. The first piece is a light purple robe that covers down to his abdomen while the sleeves hang down from the wrist. The robe’s cloth is very good at resisting cuts by sharp slashing weapons, while the sleeves can conceal an item or two. The second piece is partially a thick vest, partially a hood, and partially a backpack but all around can protect against slashing, piercing or blunt damage moderately. The vest covers his chest and has a silver clasp to close or open it. The majority of the vest’s padding is dark purple, but the pads circling his shoulders and longer cloth at the bottom of the vest about six inches long are a lighter shade with the same properties as the skirt. The hood has a helmet within it able to absorb massive amounts of blunt force such as war hammers or falling boulders. The third is a long skirt with high resistance to blunt force. It covers his front and backside with small openings on the sides for extra leg movement.
In landbound he has two other outfits that are common instead of his robe set. The act of wearing these commonly was due to Russo’s input on the matter due to the setting. The first outfit is a tight fitting but oddly flexible pair of jeans and his company shirt. The company shirt is grey with big red letters saying ‘Spirit Siege’ surrounded by two red ghosts with white outlines, toward the center of the shirt. The shirt fits his moobs tightly but doesn’t cover anything else. The second outfit is a padded vest and a pair of tight shorts.
Background:
Solon is native to Ogitayan homenn (Ogitaya for short) to two loving but disciplining parents. Pravum marked him to be a seer with the symbol on his dominant left hand. A majority of his life was already determined because of that mark. Solon’s first ten years of childhood consisted of studying and within the small cramped Shihaiteki house. He studied various languages, poetic form and magical history & theory. Solon’s parents kept him away from searching out new mysteries, especially those outside of the small village. His parents did their best to restrict him and his sister to study and away from dangerous curiosities. He loved his parents but he wanted to explore even more. Solon & his sister would often find trouble in small adventures while avoiding their studies. One time the two nearly activated an ancient golem using Solon’s visions to find it and his sister’s gadgets to inspect it.
At the age of ten Solon was sent off to the priesthood to start the first five years of study. The first five years of training among the priests were considered the dullest. The training focused on building discipline by labor, knowledge of religious rituals and strengthening Solon’s visions. A day would typically consist of: Morning ritual sermon, poetic & religious text studies including rare historical text, preparing lunch, afternoon prayers, night ritual and of course bed. Studying would not have been bad if it weren’t for the fact Solon’s selection was limited to a select few texts. His curiosity and desire to advance was disliked and typically refused. When the moons aligned just right he was able to go out for community service to a village. If he was lucky he could watch the infrequent exorcisms but almost never take part in them unless something was severely wrong. Solon lived and breathed the religious rituals as a requirement once the five years of training had passed by. It was relieving to finally be released from the training. He was finally able to return home for a month! His sister was already running a small gadget shop by then. It was great to here she even planned to develop a factory.
The time for training came yet again. Solon was worried it would have been dull as the last. The next five years of training came from the traveling doctor Saturnina and were much more interesting than the previous. While trained by the great doctor Saturnina there was never a moment of curiosity turned down! Unlike the years before, Solon was encouraged to study multiple sub-fields and chase after curiosity. He was even responsible to balance working with patients along with study. He helped during surgeries, visiting patients, and treatments. Once his second year had passed he was expected to handle some patients of his own, mostly in emotional support or on minor cases. Every patient was to be treated with the upmost compassion and attention. Treating his own patients, helping Saturnina and his own constant studies were wearing him down. He never admitted the exhaustion as he was constantly motivated to go forward to study and help. Saturnina constantly had to force Solon back into bed on days Solon exerted himself to exhaustion.
The ten years of mandatory oracle training were completed. He didn’t wish to return to a life of staying in place. He enjoyed traveling around the world as Saturnina had done. So instead he opted for another five years of study. He picked a common field of study that oracle’s of Pravum were suggested, magic. Instead of a professor trapped in one building or college Solon picked Sholto the wanderer to show him more of the world! Solon already studied magical history, theory and even ritual in the past, so the official introductory studies were a breezed through. The studies changed to training of practical magic use and casting. Sholto was an adventuring so called ‘exorcist wizard’, so it made training far more interesting! The two would travel around solving local troubles, learning magic spells and having fun before moving onto the next area. Solon’s small natural ability of drawing spirits toward him and people as well had strengthened during travels, along with an increased desire to romance the latter. Some had confused him with an oracle of Tenta instead of Pravum becamse of that! It was especially easy to draw attention after a size changing spell hadn’t worked properly and its effects turned permanent. His height changed from 6’7” to 11’4” that day!
Sholto & Solon went their own ways after the five years. As Sholto wanted to settle down or at least retire for the quiet life as a magic teacher for Algestasia. Solon, wanted quite the opposite. Instead being let loose entirely to explore the world, its various mysteries, and the people in it. Having wound himself into various discoveries and connected with over 57 lovers whom he constantly keeps in contact with by letter or more intimate adventures. He typically tried to get himself involved with any interesting revelation the visions blessed him with though typically resigning to the back seat to hopefully not ruin the adventure or change the outcome drastically.
[Landbound]
On his 30th birthday, Solon had decided to toy with an odd magical item. The device took the appearance of simple clock but Solon’s visions had told him it was so much more. He saw amazing, beautiful cities with odd mechanizations. His visions had been constantly luring toward this particular object. His curiosity for discovery had finally worn down his caution and the device was activated. Solon couldn’t quite recall what happened, but it felt similar to a planar shift spell if accelerated and thrown into a ball of chaos! The trip had exhausted his stamina, mental focus and casting ability to extremes. He ended up wandering something similar to an outer plane of existence for weeks without comprehending a thing or remembering it.
He was more or less found and pulled through to an earthly by another tanuki, named Russo. Solon was still struggling to focus for a day or two but at least he could speak, barely. It didn’t take long for the visions to tell Solon, that Russo was one of his own descendants or to a being that seemed a lot like Solon but slightly weirder. Sadly, he couldn’t feel Pravum or any of the gods of Felidien, he couldn’t even feel a god near this plane of existence. At first he thought he couldn’t sense or have visions about them, since he was exhausted and seemed to be in a completely different reality he wasn’t adjusted to. Solon didn’t fully understand but found out after months that the gods of Felidien were no longer there and anything on their level of ‘deity’ didn’t exist in this realm.
It took him months to adjust to the futuristic (to him) setting, but a modern city to Russo. Russo had been particularly insistent on new sets of clothing, or especially in public. Russo was also insistent on getting a job, despite not having one themselves. Despite the leap in adjustment, Solon was a quick learner! While he did bounce to job to job at first, he instead settled for his own self-employment. Working as an exorcist for the new founded partnership: ‘Spirit Siege’ along with Russo (who helps on occasion). Solon’s natural ability to draw and manipulate spirits around him felt much stronger in this new reality though he knew not why.
Personality:
Solon’s curiosity is what drives him forward throughout all things. He wants to discover new things, specifically secrets and hidden information or events that were lost to the past. Desiring to develop his own skills and even perhaps apply them to change things. Wanting to understand new and hidden things that not many have discovered or that have been lost through time. Even the thought of simply exploring and encountering new events and how they will go down are interesting, and how he can affect them along the way. It fills him with both a desire to learn, play and experiment around. After all, simply following the information with no fun or experimentation along the way feels or would seem rather dull itself. Although this can lead him to go to dangerous places others wouldn’t consider or messing with mysterious magical items and events. Constantly bringing him into a variety of situations.
Sweetness is layered on top to make the pursuit of new or hidden knowledge. He loves to communicate and connect with people, easily drawn toward them. He easily falls in love with others and bringing others to love him. Constantly driven to be as kind and supportive as he can be, while in his own pursuits. Easily attracted to others on an emotional and even lustful level but making it clear of his intent of which. Although it’s not hard to tempt him with a fun time or hanging around.
In his own passion and drive, he gained a sickening ‘discipline’. One that calls him to constantly aim to achieve whatever goal or task that he had set out before him. Whether it be, literally studying for 24 hours and then treating patients, or pushing his own body to the limits of nearly shutting down. Typically brought forth to help those around him or in bouts of extreme obsession over a problem or subject. He even drives himself to put as much as possible upon himself to accomplish and try to spread his skills out, or gain as much as knowledge as possible within a field. Poetry & Ink Paintings tend to draw out his obsessive attention easier as well.
Skills/Traits:
Multilingualism is a must, having learned up to five different languages. Three of those languages he is able to speak fluently. (These languages will need to be made up later since I haven’t finished the world maps for them). In Lanbound Spanish & Japanese are added as fluent.
Calligraphy & painting is a highly developed skill. It was originally necessary for constant study and for the creation of spell talismans. Having trained the skill over multitudes of years from basic writing, symbols, to more extravagant patterns and lastly even paintings (mostly black & white) to practically perfect the art.
The biwa is an interesting instrument that deserves mastery. Currently, only a few songs can be played together on the biwa from being instructed, and only a few light-hearted melodies can be experimented with, practically at a beginner’s skill or lower.
Medical knowledge and treatment are heavily ingrained into Solon. He is well informed and practiced on most understanding of it outside of intense surgery. Anatomy of various humanoids and few creatures, psychological health, diagnosis of ailments/illness & symptoms, field treatment and medicine (particularly herbs and plants used for medicine or poison and what’s in them to make them work) are all heavily ingrained and trained into Solon. He does have some skill in surgery but not much experience in it, nor specialization on a particular part of the body. None the less he has steady hands.
Generally speaking Solon isn’t the best or quickest fighter. He has employed various methods and practices over the years but is not well trained in any. He typically relies on precise steady power, and swooping movement to attack. His first weapon was a wooden staff which was used to bash off and scare off wild animals, hardly trained with it. Second is a pair of meteor hammers attached to one another. The meteor hammers make up more in impact when they hit and often follow a sweeping momentum to keep it up, likely to hit allies as well as foes when swinging after the first strike. Lastly is hand to hand combat which is more of a desperate ploy. He can deliver very strong, but slow kicks but is better off grappling and wrestling an opponent down to the ground or pushing them back. He somewhat wishes to have learned a fighting style including various momentous kicking techniques but figures that is far too dexterous and flexible for him.
Likes*: poetry, vapor, romance, romance novels, star gazing, historical texts, recovering lost knowledge, exploration, loose or tight clothing, ship travel, obscure knowledge, passion, music, singing,
Dislikes*: abuse of mentally challenged, planes, clowns, moderately fitting clothing, doing nothing for days at a time
Special Abilities:
Oracle-
As an oracle Solon can draw forth from the energies of multiple dimensions and spiritual beings especially, gods for information. This information is used to see & make predictions about the future, reveal hidden knowledge and even speak in place of other spiritual beings.
Solon’s predictions are typically strongest when drawing upon the goddess Pravum (a deity of advancement) having been marked by her. The stronger the spiritual being, the easier to communicate to and for them and even get information.
A forced trance state is when the predictions or gaining of information is the strongest. Such a trance like state can be caused by a multitude of things; a list of typical examples ranging from stronger to weakest connections: gods trying to communicate (Typically Pravum on a monthly basis), A powerful celestial or dimensional event (Dimensional distortions, dimensional tears, solstice, eclipses, planets aligning, moons aligning, etc.), lower spirits communicating, strong spiritual or magical devices affecting the mind, spirit or soul. In a forced trance state Solon has a vague sense of general space of reality (size and shape of the room, directions, etc.) around him but is otherwise unaware. He can sense seconds before a forced trance state arrives and can try to resist it but it is often difficult and requires moments to regain focus afterward.
A mundane trance can be brought forth though typically is less powerful and revealing than the forced ones. In general, mundane trances can give glimpses of information or murky views while forced trances act more like large reels of information in visions. Mundane trances can be brought forth by all types of things such as: calling up spiritual beings, meditation (or strong focus), psychic or spiritual focuses (things with particular strong connections or psychic fields), hypnosis, even love. In mundane trances Solon is in a semi-awareness to nearly being fully aware of his surroundings depending on how strong his focus on the trance is. Mundane trances are the most tiring and straining once the trance has been completed.
While in a trance Solon can choose to communicate the information being received outward in the forms of limericks, haikus, and poems. While Solon can understand the intent of visions and even understand other languages inside the vision as if the meaning brought directly to his own mind if being communicated through in another language, Solon ends up relaying the information in the language of the vision if speaking during the vision. Despite knowing the intent of the visions and detailed what occurs within them, Solon has trouble communicating these visions outside of the poetic lines and painting. In turn he can recall any past vision at any given time with less strain for each viewing and can refuse to communicate about the visions even while under outer influence, even torture. It takes weeks of intense focus in order for Solon to personally translate the visions in detail in any format. It is easier to search for hidden, secret, or ancient/futuristic over mundane information (where the nearest food stop is, birthdays, etc.) in visions. Having a vision drains Solon’s physical endurance.
Exorcist-
A mixture of both Solon’s weak innate spellcasting ability for shadow and his blessing as an oracle has given Solon abilities for exorcism. A field surrounding and in him can actively affect spirits and spiritual beings of all types (gods, demons, angels, ghosts, etc.) typically by drawing them toward him. It makes him an attractive target for spiritual beings to focus on. For any spiritual being near him, and aiming to possess him, they would instead be trapped or lured in a direction away from possessing Solon according to the field. It prevents him from being possessed entirely unless desired and can even draw out the possessor afterward. The field allows him to act with spiritual being similar to physical beings if this is desired. This typically allows things such as reaching into or toward a possessed person and literally drawing out the spiritual beings possessing the said person to fight them or dispose of them.
Oddly enough, it also allows for stripping consumed beings down to their soul. All spiritual, psychic and physical substance are broken down into gassy effect. The souls can either be contained within or shot out between dimensional planes to where ‘they belong’ to dictating universal or deity standards unless overridden by some other force. Light magic can weaken the effects of manipulating the spirits by touch however it does not weaken his ability to avoid possession.
Spell Casting-
Spell Charges:94
The spells listed below are generally the spells Solon has memorized and can cast on the fly. Not necessarily all the spells he can cast. Other spells can be learned and prepared at different times overnight.
1. Light Healing
Element: Fire
Descrip: Fire appears on the casters hands requiring direct touch, a gesture, or focus which can be placed within ten feet of the target. The fire then spreads outward to the injured sections remolding and healing and eliminating several injuries including light cuts, bruises, scrapes and even basic infections leaving none behind. The flames will disappear once the wounds are healed and if casted on more severe wounds, it will partially heal or seal the wounds but not effectively complete the job.
Charges: 1
2. Medium Healing
Element: Fire
Descrip: Fire appears on the casters hands requiring direct touch, a gesture, or focus which can be placed within ten feet of the target. The fire then spreads outward to the injured sections remolding and healing and eliminating several injuries including deep cuts (muscle tears), broken bones, burns and even basic poisons leaving none behind. The flames will disappear once the wounds are healed and if casted on more severe wounds, it will partially heal or seal the wounds but not effectively complete the job.
Charges: 2
3. Strong Healing
Element: Fire
Descrip: Fire appears on the casters hands requiring direct touch, a gesture, or focus which can be placed within ten feet of the target. The fire then spreads outward to the injured sections remolding and healing and eliminating several injuries including cancers & cancerous like growths, organ damage (head trauma included), lost limbs, and even high-end poisons leaving none behind. The flames will disappear once the wounds are healed.
Charges: 3
4. Defense ward
Element: Water
Descrip: Layers of water quickly surround the target. The water typically takes the shape of a sphere but moves to surround the subject’s own movements to protect them. It can extinguish normal fires that it passes over while resisting the heat. It also makes an affective barrier to keep water out, allowing one to breathe under a larger body of water for a time. It requires a gesture or voice casting. If there is no air at the time at the time of casting some is conjured inside of it. The water absorbs energy from blows and aims to redirect the attacks away from the subject.
Charges: 3
5. Sedate
Element: Darkness
Descrip: The caster has to drag out the consciousness of a target with a pulling gesture. The spell then temporarily puts the target into an unconscious state or at least a drowsy state with a lack of awareness depending on the resistance of the target. Must be recast per attempt.
Charges: 1
6. Possession Ward
Element: Darkness
Descrip: Cast by using voice, an invisible darkness surrounds the subject. The darkness draws spirits away from the subject and drags and redirects them elsewhere from the direct body of the subject.
Charges: 1
7. Dispel Curse
Element: Darkness
Descrip: Darkness reaches into up to three subjects per charge and can be cast with either voice or gesture but a combination of the two increases the power of it. Once the darkness reaches and draws out the curse, it throws the curse outward, removing it and its effects.
Charges: 4
8. Bless
Element: Light
Descrip: Soft-lighting displays upon up to three subjects. This light adds to the subjects’ skill, luck, and motivation to the subjects’ goal and inadvertently works against those who oppose the subjects. A specific type of blessing can be placed upon the subject for upward of x2 its normal charge count according to its difficulty and desired length of casting at the time. Regular blessings typically last a day and can only be dispelled by the subject of the blessing by willing it.
Charges: 5
9. De-possession
Element: Darkness
Descrip: The caster draws out spirits from up to two subjects per charge. Requires voice or focus and gesture strengthens both. Darkness surrounds the subject and draws out spirits from the subject’s body. Typically one charge per spirit though can cost more according to strength of spirit, though usually needing to be of extraordinary measure.
Charges: 1
10. Speak with dead
Element: Darkness
Descrip: Draws forth deceased spirits that have died in the area, or one in specific if the person is known by the caster. Darkness draws the dead forth and reveals the voice of those nearby the where the spell was cast. This allows the spirits and caster to communicate with one another and reveal each other to one another.
Charges: 1
11. Charisma boost
Element: Shadow
Descrip: Lures people toward the subject and helps draw them in with an interest to the subject. A sort of guidance that seems to captivate a person or persons toward the subject. The spell requires a simple gesture.
Charges: 1
12. Locate
Element: Wind
Descrip: The wind whistles about before searching all around. Once it returns, it returns with the location of what the subject desires or at least the direction. The subject must typically know of that which is being searched for. A vague phrasing and intent may lead the caster to a non-specific place. The spell requires voice.
Charges: 2
13. Imbue
Element: Shadow
Descrip: Draws on the element of one object and binds it onto another. This spell is typically used to quickly enchant a weapon with a particular nearby element. It temporarily protects the caster from damage on any natural element (non-magic cast) to imbue an object with the particular element, literally grabbing the source of the element and forcing it into another object. The effects are often temporary but could allow for fire swords, acid daggers and so on, typically lasting for a few days at most even less with vigorous use of the item. The spell uses gesture, and imbuing an object with the element of shadow lasts twice as long.
Charges: 5
14. Shadow Step
Element: Shadow
Descrip: The subject(s) this spell is cast on can move from visible shadow to visible shadow. The spell helps to hide their overall presence and camouflages into the shadows but doesn’t make them invisible entirely. It grants the subjects incredible speed when traveling from one shadow to another within a blink of an eye. They do not show any sign of moving in between shadow to shadow. If the shadow one is residing in is, removed the subject is either forced to move to another shadow or is revealed (if there are no other shadows within sight range) and the spell ends in the case of the latter. The spell requires a gesture.
Charges: 3
15. Wave of empowerment
Element: Fire
Descrip: A thin wave of fire bursts outward from the caster at a starting range of 60ft(+10x). Once the fire touches a desired subject of the caster’s choice in range, it will be absorbed into them and fill them with a boost in strength and energy, especially for battle. Enough for nearly half a day’s rest. If used with a bit of malicious intent, the spell can be twisted to enrage the subjects somewhat in order to push the subjects to fight. The radius increases by ten feet for each additional charge. The spell requires voice.
Charges: 4+
16. Identify
Element: Shadow
Descrip: Darkness reaches toward the object and pulls back from it the knowledge of it and the true nature of its being. The spell can only be cast if the object itself is nearby or better if in hand. It doesn’t require anything.
Charges: 2
17. Improve sight
Element: Water
Descrip: A lens of water forms around the eyes of the subject before melding with it. Depending on the intent the spell can improve one’s eyesight to see further into the distance of up to 30 miles away in clear sight, see in either dark lighting, underwater, or during dusty storms. The spell can also be used for repairing the eyes, or curing blindness though costs twice as much charges to do so. The spell requires a gesture and its effects (outside of repairing the eyes) are temporary, typically 3 hours.
Charges: 3(6)
18. Improve hearing
Element: Wind
Descrip: Wind softly blows into the ears of the subject, tunneling inside. It improves their hearing for up to three times the distance, to block out undesirable noises, and to even catch out certain words or phrases the caster is searching for if thought of when casting the spell. The spell can be used to improve hearing to normal and thusly cure deafness permanently but costs twice the amount in such a case. The spell requires voice, and otherwise the effects last up to 3 hours.
Charges: 4 (8)
19. Warmer/Cooler
Element: Blood
Descrip: The blood of the subject begins to change its temperature and the temperature of the body around it. The temperature of the body adjusts to keep warm enough in freezing arctic temperatures and cool enough in hot blistering sandstorms. The body temperature even adjusts further to warm or cool down those it is in contact with! Many say its quite amazing for cuddling. The spell requires nothing to cast.
Charges: 3
20. Steel Skin
Element: Metal
Descrip: The subject’s body flashes and reflects light with a sheen as if turned to metal. Their body hardens to be as strong as steel itself. Great for defense and also for attack. The spell lasts typically 3 hours at a time. The spell requires voice to cast.
Charges: 10
21. Poison Resist
Element: Blood
Descrip: The blood pumps and detects abnormalities such as a poison. Quickly heightened and empowered, the blood is pumped to push and contain the poison in a harmless manner and purify poison quicker. It is more effective on resisting common or less potent poisons, but will likely slow the effects of more advanced ones.
Charges: 2
22. Fireball
Element: Fire
Descrip: A fireball is formed about 10 inches in diameter. It can be increased by two inches for an additional charge and.The fireballs have impact force of roughly five pounds and can be send in any direction of the casters choice individually.
Charges: 1
23. Conceal/Invisibility
Element: Shadow
Descrip: The subject is covered and buried in shadow that hides their presence from sight, or being heard directly. The spell practically makes the subject invisible even to most scrying. The spell requires gesture and voice.
Charges: 7
24. Atone
Element: Shadow
Descrip: Shadow spurs forth at the subject to rip at their psyche into two individual pieces. Typically, these pieces are the ‘good’ and the ‘bad’ side of a particular person though they could be any particular portion or concept within the subject according to the casters will. The two sides clash against one another, a boost is given to the preferred (often good) side in the bout.
At a higher charge cost. The spell draws forth on all the spirits and minds of a particular area toward the target subject or piece of the psyche. The typical result of this spell is to fight out the evil in a person or help to drive ta person to a certain action. The spell requires gesture and voice.
Charges: 8(12)
25. Turn undead:
Element: Shadow
Descrip: An urge is brought forth and redirects undead away from the subject to some other direction or location with a strong compulsion. The spell only lasts for fifteen minutes at a time, and isn’t guaranteed to work on stronger subjects for long. The spell requires voice.
Charges: 3
26. Turn spirits:
Element: Shadow
Descrip: An urge is brought forth and redirects spirits away from the subject to some other direction or location with a strong compulsion. The spell only lasts for fifteen minutes at a time, and isn’t guaranteed to work on stronger subjects for long. The spell requires voice.
Charges: 3
27. Turn monster:
Element: Shadow
Descrip: An urge is brought forth and redirects undead away from the subject to some other direction or location with a strong compulsion. The spell only lasts for fifteen minutes at a time, and isn’t guaranteed to work on stronger subjects for long. The spell requires voice.
Charges: 3
28. Resurrection
Element: Shadow
Descrip: Shadow reaches out from the body of the recently deceased (months at most) and calls forth toward the person’s soul. The shadow outstretches and pulls the soul right back toward the body, and repairs the body to the point of sufficient use without being harmed or dying once more (lost limbs, will still be lost). The spell fails automatically if the soul does not wish to return or if it has been deceased too long.
Charges: 20
29. Judgement
Element: Shadow
Descrip: Shadow engulfs the caster and the subject. Immediately dragging them both before the gods. The caster is placed on the sidelines only to give input if asked directly. Otherwise the gods make judgement of the subject the spell was cast on and choose which plain to send them back to or what judgement to place upon them.
Charges: 10
30. Truth Field:
Element: Fire
Descrip: Fire descends from the heavens with a 30ft radius. It falls upon all those within the radius and lights their tongues on fire harmlessly. Those marked with the flamed tongue still have flamed tongues after leaving the radius until the spell runs out or is dispelled. Those who are marked are compelled to speak with a feeling of burning should they withhold, despite any language they speak the truth is brought at and translated to the ears of the listener by the sounds of crackling fire in their own language. The spell can be placed anywhere in sight of the caster, and it requires gesture & voice.
Charges: 10
31. Planar shift
Element: Shadow
Descrip: A circle of shadow spreads out from a location of the casters choice within sight. The circle is 20ft radius square area and will engulf those of the casters choice in shadow to sink them in and bring them to another plane of reality such as the afterlife realms. The spell will drag subjects that are within the radius inside according to the caster’s choice. Typically the spirits and the deities themselves will correct the effects of the spell after 24 hours and put the living back on the earthly plane, unless the person is particularly deserving. The spell requires a gesture.
Charges: 14
32. Epitaph summon:
Element: Light
Descrip: Light flies forth from the caster to bring forth an Epitaph to fill a task of the caster’s choice. The Epitaph can be of a caster’s choice or one particular in the area. If the specific Epitaph does not wished to be summoned forth it costs additional charge to summon and have them obey bidding, elsewise the spell just brings forth another willing epitaph preferably in the area. The spell requires voice and gesture.
Charges: 20
33. Shadow puppets
Element: Shadow
Descrip: A simple trick! Allows one to control nearby shadows and distort, contort and have them move as the caster pleases. The shadows don’t have to be within sight necessarily though the typical range is 100ft in radius to be manipulated. The shadows cannot directly affect physical matter. The spell does not require anything.
Charges: 0
34. Tracker
Element: Shadow
Descrip: Shadows binds onto the subject, undetectable to the normal senses. One can track the location and the time of the subject of the subject at any point with simple focus, charge free. Trackers can be placed on multiple subjects a charge each. Trackers last typically up to four months and it costs 2 charges to renew an individual tracker. The spell costs a simple gesture.
Charges: 1(2)
35. Stabilize
Element: Earth
Descrip: The strength of the earth is brought forth to hold the subject better together in injury. It helps to stop the progression of bleeding, steadying breath & heartbeat and stops infection from spreading onward. The spell keeps subjects away from death door but does not heal or stop the injury. The spell lasts five hours.
Charges: 1
36. Reveal
Element: Shadow
Descrip: Gathers forth any quantity of darkness and shadows from a room into a condescend ball. Essentially it removes all-natural shadow & darkness from a room revealing hidden items that were obscured or simply making it easier to see inside a room. The caster can leave the room from any shade of dim, to a practically visibility. Removing magically placed shadows & darkness costs upward of 2 charges.
Charges: 1(2+)
37. Life poison:
Element: Poison
Descrip: A strong poison looms invisibly and non-harmful to the subject the spell is cast upon. When a draining spell or ability sapping at the subject is used. Instead those who sap away at the subject to drain them (typically of life & vitality) end up absorbing strong deadly poison, aiming to weaken and likely kill the drainer. The effects of the poison have a three second delay before effecting the drainer.
Charges: 5
38. Calm mind:
Element: Wind
Descrip: The wind whistles a tune to the subject of relaxing. This tune slowly goes into the persons mind and calms the storm within the subject’s mind. Calming and relaxing the subject with a pleasant tune inside their head. The spell requires voice.
Charges: 3
39. Sticky bomb: napalm
Element: Napalm
Descrip: A glob like matter is directed toward a subject of the casters choosing shooting outward as a projectile. The glob is about 10 inches and in diameter. The glob sticks to any surface or creature it comes into contact with. The glob can detonate according to the casters wishes with a fiery explosion.
Charges: 3
40. Death from above:
Element: Napalm
Descrip: The Heavens opens wide and the ground is marked with an ancient circular symbol, one of warning and often revealing the radius of the impact. Five seconds later a large metal cylinder falls down from the skies above and hits the ground or detonates according to when the caster prefers. The explosion lets out 200 pounds of force in all directions while spreading burning napalm everywhere within an area radius of up to 200 ft2. It clings to and burns away at whatever is within the radius area, the radius area can be reduced but does not affect the charge count. If hit directly with the cylinder the force equivalent is 2 million pounds of force.
Charges: 30
41. Burning splash tar:
Element: Napalm
Descrip: A tar like substance with a five-foot diameter per splash is tossed out from the caster. The tar like substance sticks to what it hits and burns at whatever hits. The spell requires gesture.
Charges: 3
42. Binding:
Element: Shadow
Descrip: The subjects own shadow rises up to bind the subject in place. The subject is held and cannot move and may not be able to speak according to the caster’s discretion. The spell requires gesture.
Charges: 2
43. Size Expansion
Element: Blood
Descrip: A somewhat unstable growth spell. The blood begins to pump faster and the body begins to expand generating more mass. Making the caster upward of ten feet taller for each intended extra foot taller the charge cost increases by one. If the caster aims to be taller or maintains the spell over thirty minutes, it starts to become a bit more unstable. Instead of staying ten feet tall, the subject continues to grow taller as far as another onlooker looks upward toward the subject even by artificial or magical means. Simply looking away or down toward the ground pauses the subject’s growth but it resumes when an onlooker looks upward toward them again. The spell doesn’t require anything. The effects typically cancel when it is dispelled, however it can leave the caster with an extra foot or an extra few inches (0-12) each time it is cast.
Charges: 10
44. Remove Effect
Element: Shadow
Descrip: Shadow forms around the caster’s hands and they reach toward the target to remove a magical effect or ability effect from a target. Whether this effect is a buff or debuff. The spell requires gesture. The spell works only on a single effect at a time.
Charges: 4
45. Slow
Element: Earth
Descrip: The movements of the subject this spell is cast upon is slowed and become stiff like the earth, not as flexible. The spell requires voice and gesture.
Charges: 2
46. Magic Drain
Element: Osmosis
Descrip: The caster picks a subject within view. Magical energies are drawn out from the subject and brought to the caster restoring ‘charges’. The draining takes about 1 charge per 5 seconds. Once the subject’s charges are drained entirely, the spell naturally ends.
Charges: 20
Weaknesses*:
Standard Equipment:
Large pack{
Spell Tome
biwa
Anatomy & Health book
Psychology Health book
Spellbook
Large notebook
blanket
x10 candles
tinderbox
2 blocks of incense
censer
water skin
x20 rations
torch x3
50 feet of chain
cooking pot
ladle
cooking spit
Hunting Knife x3
Crystal ball
Piton
Meteor Hammer
Bones
Healing Kit{
Bandages x20
Salve x10
Splint x5
Sleeping Herbs x5
Needles x20
20 foot of Surgical thread
Surgical knives x5
Stethoscope
Anesthetic herb x5
Vials x10
Surgical Tweezers x3
}
Calligraphy kit{
Calligraphy book
Ink Stone
Ink Stick
Brush x5
}
}
Strap container[Left]{
Spell Talisman (Fu) x76
}
Strap container[Right]{
Spell Talisman (Fu) x76
}
Coin Purse{
x45 Karat
}
[Landbound]
Spirit siege shirt
Jeans{
Pager
Wallet{
$30 Bucks
Picture of Russo Duffy against the background of Cherry TNT’s dance floor background (raving)
Movie ticket too: The Executioner (used)
}
Room key
Office key
Speedo
}
He has a making on his left hand, that generally is supposed to appear cog like.
Clothed Version
NSFW Version
Name: Solon Shihaiteki
Age: 30
Birthday: October[Tabthra]10th
Race: Tanuki
Gender: Male
Height: 11’4”
Weight: 1,220+ Lbs.
Occupation & Rank: Oracle & Exorcist
Universes: Felidien, Lanbound
Affiliation(s):
Shihaiteki family
Spirit Siege
Appearance:
Solon’s body frame is round like an apple. A simple glance at him shows hundreds of pounds in fat rounding out his frame from his torso to even his rear. His rump sticks out slightly among the rest by a few inches. His legs and neck add onto the obese appearance, being big and round as well. The neck even has two rolls of fat. Solon is practically wide enough to be a king size bed, as many others have confirmed. Despite his body being over half a ton not all of it is wobbling weight. Solid muscle hides beneath the fat on his arms and legs especially, his legs hide it especially well from detection. His upper back and moobs have an odd muscularity toward their middles. All the strength in his arms and legs can handle up at least two hundred pounds over his own weight separately from supporting himself. It has been embarrassing when he’s confused with a wrestler from his body shape once in a while. His tail is rather a large part of him due to its length. When relaxed it’s about his own height in length and double that when stretching.
Solon’s main fur color is similar to buff brown. His secondary fur color is similar to kobicha brown. The secondary color covers the ‘mask’ around his eyes, spreading downward from his knees & elbows and covering a majority of his tail with horizontal spiky patterns. His third fur color is similar to an eggshell pale brown and it covers his moobs and belly. His paw pads and nose are a dark grey. Solon’s palatine purple eyes are ovular and cheerful often filled a curiosity to learn new things or visit new places. His eyes match well with the purple brand placed on his dominant left hand, the marking is one of Pravum’s symbols loosely resembling a cog.
In terms of clothing Solon can’t stand anything that fits moderately on him. He either prefers loose clothing or tight clothing, not enjoying the normal ground in between. Regularly he wears robes, only undergarments or nothing at all especially in a comfortable environment. A set of dark purple jade prayer beads is always around his neck, a cog symbol is inside the front facing bead. He mainly wears a tailored three-piece outfit, which can fold in the other pieces of itself or detach them. The first piece is a light purple robe that covers down to his abdomen while the sleeves hang down from the wrist. The robe’s cloth is very good at resisting cuts by sharp slashing weapons, while the sleeves can conceal an item or two. The second piece is partially a thick vest, partially a hood, and partially a backpack but all around can protect against slashing, piercing or blunt damage moderately. The vest covers his chest and has a silver clasp to close or open it. The majority of the vest’s padding is dark purple, but the pads circling his shoulders and longer cloth at the bottom of the vest about six inches long are a lighter shade with the same properties as the skirt. The hood has a helmet within it able to absorb massive amounts of blunt force such as war hammers or falling boulders. The third is a long skirt with high resistance to blunt force. It covers his front and backside with small openings on the sides for extra leg movement.
In landbound he has two other outfits that are common instead of his robe set. The act of wearing these commonly was due to Russo’s input on the matter due to the setting. The first outfit is a tight fitting but oddly flexible pair of jeans and his company shirt. The company shirt is grey with big red letters saying ‘Spirit Siege’ surrounded by two red ghosts with white outlines, toward the center of the shirt. The shirt fits his moobs tightly but doesn’t cover anything else. The second outfit is a padded vest and a pair of tight shorts.
Background:
Solon is native to Ogitayan homenn (Ogitaya for short) to two loving but disciplining parents. Pravum marked him to be a seer with the symbol on his dominant left hand. A majority of his life was already determined because of that mark. Solon’s first ten years of childhood consisted of studying and within the small cramped Shihaiteki house. He studied various languages, poetic form and magical history & theory. Solon’s parents kept him away from searching out new mysteries, especially those outside of the small village. His parents did their best to restrict him and his sister to study and away from dangerous curiosities. He loved his parents but he wanted to explore even more. Solon & his sister would often find trouble in small adventures while avoiding their studies. One time the two nearly activated an ancient golem using Solon’s visions to find it and his sister’s gadgets to inspect it.
At the age of ten Solon was sent off to the priesthood to start the first five years of study. The first five years of training among the priests were considered the dullest. The training focused on building discipline by labor, knowledge of religious rituals and strengthening Solon’s visions. A day would typically consist of: Morning ritual sermon, poetic & religious text studies including rare historical text, preparing lunch, afternoon prayers, night ritual and of course bed. Studying would not have been bad if it weren’t for the fact Solon’s selection was limited to a select few texts. His curiosity and desire to advance was disliked and typically refused. When the moons aligned just right he was able to go out for community service to a village. If he was lucky he could watch the infrequent exorcisms but almost never take part in them unless something was severely wrong. Solon lived and breathed the religious rituals as a requirement once the five years of training had passed by. It was relieving to finally be released from the training. He was finally able to return home for a month! His sister was already running a small gadget shop by then. It was great to here she even planned to develop a factory.
The time for training came yet again. Solon was worried it would have been dull as the last. The next five years of training came from the traveling doctor Saturnina and were much more interesting than the previous. While trained by the great doctor Saturnina there was never a moment of curiosity turned down! Unlike the years before, Solon was encouraged to study multiple sub-fields and chase after curiosity. He was even responsible to balance working with patients along with study. He helped during surgeries, visiting patients, and treatments. Once his second year had passed he was expected to handle some patients of his own, mostly in emotional support or on minor cases. Every patient was to be treated with the upmost compassion and attention. Treating his own patients, helping Saturnina and his own constant studies were wearing him down. He never admitted the exhaustion as he was constantly motivated to go forward to study and help. Saturnina constantly had to force Solon back into bed on days Solon exerted himself to exhaustion.
The ten years of mandatory oracle training were completed. He didn’t wish to return to a life of staying in place. He enjoyed traveling around the world as Saturnina had done. So instead he opted for another five years of study. He picked a common field of study that oracle’s of Pravum were suggested, magic. Instead of a professor trapped in one building or college Solon picked Sholto the wanderer to show him more of the world! Solon already studied magical history, theory and even ritual in the past, so the official introductory studies were a breezed through. The studies changed to training of practical magic use and casting. Sholto was an adventuring so called ‘exorcist wizard’, so it made training far more interesting! The two would travel around solving local troubles, learning magic spells and having fun before moving onto the next area. Solon’s small natural ability of drawing spirits toward him and people as well had strengthened during travels, along with an increased desire to romance the latter. Some had confused him with an oracle of Tenta instead of Pravum becamse of that! It was especially easy to draw attention after a size changing spell hadn’t worked properly and its effects turned permanent. His height changed from 6’7” to 11’4” that day!
Sholto & Solon went their own ways after the five years. As Sholto wanted to settle down or at least retire for the quiet life as a magic teacher for Algestasia. Solon, wanted quite the opposite. Instead being let loose entirely to explore the world, its various mysteries, and the people in it. Having wound himself into various discoveries and connected with over 57 lovers whom he constantly keeps in contact with by letter or more intimate adventures. He typically tried to get himself involved with any interesting revelation the visions blessed him with though typically resigning to the back seat to hopefully not ruin the adventure or change the outcome drastically.
[Landbound]
On his 30th birthday, Solon had decided to toy with an odd magical item. The device took the appearance of simple clock but Solon’s visions had told him it was so much more. He saw amazing, beautiful cities with odd mechanizations. His visions had been constantly luring toward this particular object. His curiosity for discovery had finally worn down his caution and the device was activated. Solon couldn’t quite recall what happened, but it felt similar to a planar shift spell if accelerated and thrown into a ball of chaos! The trip had exhausted his stamina, mental focus and casting ability to extremes. He ended up wandering something similar to an outer plane of existence for weeks without comprehending a thing or remembering it.
He was more or less found and pulled through to an earthly by another tanuki, named Russo. Solon was still struggling to focus for a day or two but at least he could speak, barely. It didn’t take long for the visions to tell Solon, that Russo was one of his own descendants or to a being that seemed a lot like Solon but slightly weirder. Sadly, he couldn’t feel Pravum or any of the gods of Felidien, he couldn’t even feel a god near this plane of existence. At first he thought he couldn’t sense or have visions about them, since he was exhausted and seemed to be in a completely different reality he wasn’t adjusted to. Solon didn’t fully understand but found out after months that the gods of Felidien were no longer there and anything on their level of ‘deity’ didn’t exist in this realm.
It took him months to adjust to the futuristic (to him) setting, but a modern city to Russo. Russo had been particularly insistent on new sets of clothing, or especially in public. Russo was also insistent on getting a job, despite not having one themselves. Despite the leap in adjustment, Solon was a quick learner! While he did bounce to job to job at first, he instead settled for his own self-employment. Working as an exorcist for the new founded partnership: ‘Spirit Siege’ along with Russo (who helps on occasion). Solon’s natural ability to draw and manipulate spirits around him felt much stronger in this new reality though he knew not why.
Personality:
Solon’s curiosity is what drives him forward throughout all things. He wants to discover new things, specifically secrets and hidden information or events that were lost to the past. Desiring to develop his own skills and even perhaps apply them to change things. Wanting to understand new and hidden things that not many have discovered or that have been lost through time. Even the thought of simply exploring and encountering new events and how they will go down are interesting, and how he can affect them along the way. It fills him with both a desire to learn, play and experiment around. After all, simply following the information with no fun or experimentation along the way feels or would seem rather dull itself. Although this can lead him to go to dangerous places others wouldn’t consider or messing with mysterious magical items and events. Constantly bringing him into a variety of situations.
Sweetness is layered on top to make the pursuit of new or hidden knowledge. He loves to communicate and connect with people, easily drawn toward them. He easily falls in love with others and bringing others to love him. Constantly driven to be as kind and supportive as he can be, while in his own pursuits. Easily attracted to others on an emotional and even lustful level but making it clear of his intent of which. Although it’s not hard to tempt him with a fun time or hanging around.
In his own passion and drive, he gained a sickening ‘discipline’. One that calls him to constantly aim to achieve whatever goal or task that he had set out before him. Whether it be, literally studying for 24 hours and then treating patients, or pushing his own body to the limits of nearly shutting down. Typically brought forth to help those around him or in bouts of extreme obsession over a problem or subject. He even drives himself to put as much as possible upon himself to accomplish and try to spread his skills out, or gain as much as knowledge as possible within a field. Poetry & Ink Paintings tend to draw out his obsessive attention easier as well.
Skills/Traits:
Multilingualism is a must, having learned up to five different languages. Three of those languages he is able to speak fluently. (These languages will need to be made up later since I haven’t finished the world maps for them). In Lanbound Spanish & Japanese are added as fluent.
Calligraphy & painting is a highly developed skill. It was originally necessary for constant study and for the creation of spell talismans. Having trained the skill over multitudes of years from basic writing, symbols, to more extravagant patterns and lastly even paintings (mostly black & white) to practically perfect the art.
The biwa is an interesting instrument that deserves mastery. Currently, only a few songs can be played together on the biwa from being instructed, and only a few light-hearted melodies can be experimented with, practically at a beginner’s skill or lower.
Medical knowledge and treatment are heavily ingrained into Solon. He is well informed and practiced on most understanding of it outside of intense surgery. Anatomy of various humanoids and few creatures, psychological health, diagnosis of ailments/illness & symptoms, field treatment and medicine (particularly herbs and plants used for medicine or poison and what’s in them to make them work) are all heavily ingrained and trained into Solon. He does have some skill in surgery but not much experience in it, nor specialization on a particular part of the body. None the less he has steady hands.
Generally speaking Solon isn’t the best or quickest fighter. He has employed various methods and practices over the years but is not well trained in any. He typically relies on precise steady power, and swooping movement to attack. His first weapon was a wooden staff which was used to bash off and scare off wild animals, hardly trained with it. Second is a pair of meteor hammers attached to one another. The meteor hammers make up more in impact when they hit and often follow a sweeping momentum to keep it up, likely to hit allies as well as foes when swinging after the first strike. Lastly is hand to hand combat which is more of a desperate ploy. He can deliver very strong, but slow kicks but is better off grappling and wrestling an opponent down to the ground or pushing them back. He somewhat wishes to have learned a fighting style including various momentous kicking techniques but figures that is far too dexterous and flexible for him.
Likes*: poetry, vapor, romance, romance novels, star gazing, historical texts, recovering lost knowledge, exploration, loose or tight clothing, ship travel, obscure knowledge, passion, music, singing,
Dislikes*: abuse of mentally challenged, planes, clowns, moderately fitting clothing, doing nothing for days at a time
Special Abilities:
Oracle-
As an oracle Solon can draw forth from the energies of multiple dimensions and spiritual beings especially, gods for information. This information is used to see & make predictions about the future, reveal hidden knowledge and even speak in place of other spiritual beings.
Solon’s predictions are typically strongest when drawing upon the goddess Pravum (a deity of advancement) having been marked by her. The stronger the spiritual being, the easier to communicate to and for them and even get information.
A forced trance state is when the predictions or gaining of information is the strongest. Such a trance like state can be caused by a multitude of things; a list of typical examples ranging from stronger to weakest connections: gods trying to communicate (Typically Pravum on a monthly basis), A powerful celestial or dimensional event (Dimensional distortions, dimensional tears, solstice, eclipses, planets aligning, moons aligning, etc.), lower spirits communicating, strong spiritual or magical devices affecting the mind, spirit or soul. In a forced trance state Solon has a vague sense of general space of reality (size and shape of the room, directions, etc.) around him but is otherwise unaware. He can sense seconds before a forced trance state arrives and can try to resist it but it is often difficult and requires moments to regain focus afterward.
A mundane trance can be brought forth though typically is less powerful and revealing than the forced ones. In general, mundane trances can give glimpses of information or murky views while forced trances act more like large reels of information in visions. Mundane trances can be brought forth by all types of things such as: calling up spiritual beings, meditation (or strong focus), psychic or spiritual focuses (things with particular strong connections or psychic fields), hypnosis, even love. In mundane trances Solon is in a semi-awareness to nearly being fully aware of his surroundings depending on how strong his focus on the trance is. Mundane trances are the most tiring and straining once the trance has been completed.
While in a trance Solon can choose to communicate the information being received outward in the forms of limericks, haikus, and poems. While Solon can understand the intent of visions and even understand other languages inside the vision as if the meaning brought directly to his own mind if being communicated through in another language, Solon ends up relaying the information in the language of the vision if speaking during the vision. Despite knowing the intent of the visions and detailed what occurs within them, Solon has trouble communicating these visions outside of the poetic lines and painting. In turn he can recall any past vision at any given time with less strain for each viewing and can refuse to communicate about the visions even while under outer influence, even torture. It takes weeks of intense focus in order for Solon to personally translate the visions in detail in any format. It is easier to search for hidden, secret, or ancient/futuristic over mundane information (where the nearest food stop is, birthdays, etc.) in visions. Having a vision drains Solon’s physical endurance.
Exorcist-
A mixture of both Solon’s weak innate spellcasting ability for shadow and his blessing as an oracle has given Solon abilities for exorcism. A field surrounding and in him can actively affect spirits and spiritual beings of all types (gods, demons, angels, ghosts, etc.) typically by drawing them toward him. It makes him an attractive target for spiritual beings to focus on. For any spiritual being near him, and aiming to possess him, they would instead be trapped or lured in a direction away from possessing Solon according to the field. It prevents him from being possessed entirely unless desired and can even draw out the possessor afterward. The field allows him to act with spiritual being similar to physical beings if this is desired. This typically allows things such as reaching into or toward a possessed person and literally drawing out the spiritual beings possessing the said person to fight them or dispose of them.
Oddly enough, it also allows for stripping consumed beings down to their soul. All spiritual, psychic and physical substance are broken down into gassy effect. The souls can either be contained within or shot out between dimensional planes to where ‘they belong’ to dictating universal or deity standards unless overridden by some other force. Light magic can weaken the effects of manipulating the spirits by touch however it does not weaken his ability to avoid possession.
Spell Casting-
Spell Charges:94
The spells listed below are generally the spells Solon has memorized and can cast on the fly. Not necessarily all the spells he can cast. Other spells can be learned and prepared at different times overnight.
1. Light Healing
Element: Fire
Descrip: Fire appears on the casters hands requiring direct touch, a gesture, or focus which can be placed within ten feet of the target. The fire then spreads outward to the injured sections remolding and healing and eliminating several injuries including light cuts, bruises, scrapes and even basic infections leaving none behind. The flames will disappear once the wounds are healed and if casted on more severe wounds, it will partially heal or seal the wounds but not effectively complete the job.
Charges: 1
2. Medium Healing
Element: Fire
Descrip: Fire appears on the casters hands requiring direct touch, a gesture, or focus which can be placed within ten feet of the target. The fire then spreads outward to the injured sections remolding and healing and eliminating several injuries including deep cuts (muscle tears), broken bones, burns and even basic poisons leaving none behind. The flames will disappear once the wounds are healed and if casted on more severe wounds, it will partially heal or seal the wounds but not effectively complete the job.
Charges: 2
3. Strong Healing
Element: Fire
Descrip: Fire appears on the casters hands requiring direct touch, a gesture, or focus which can be placed within ten feet of the target. The fire then spreads outward to the injured sections remolding and healing and eliminating several injuries including cancers & cancerous like growths, organ damage (head trauma included), lost limbs, and even high-end poisons leaving none behind. The flames will disappear once the wounds are healed.
Charges: 3
4. Defense ward
Element: Water
Descrip: Layers of water quickly surround the target. The water typically takes the shape of a sphere but moves to surround the subject’s own movements to protect them. It can extinguish normal fires that it passes over while resisting the heat. It also makes an affective barrier to keep water out, allowing one to breathe under a larger body of water for a time. It requires a gesture or voice casting. If there is no air at the time at the time of casting some is conjured inside of it. The water absorbs energy from blows and aims to redirect the attacks away from the subject.
Charges: 3
5. Sedate
Element: Darkness
Descrip: The caster has to drag out the consciousness of a target with a pulling gesture. The spell then temporarily puts the target into an unconscious state or at least a drowsy state with a lack of awareness depending on the resistance of the target. Must be recast per attempt.
Charges: 1
6. Possession Ward
Element: Darkness
Descrip: Cast by using voice, an invisible darkness surrounds the subject. The darkness draws spirits away from the subject and drags and redirects them elsewhere from the direct body of the subject.
Charges: 1
7. Dispel Curse
Element: Darkness
Descrip: Darkness reaches into up to three subjects per charge and can be cast with either voice or gesture but a combination of the two increases the power of it. Once the darkness reaches and draws out the curse, it throws the curse outward, removing it and its effects.
Charges: 4
8. Bless
Element: Light
Descrip: Soft-lighting displays upon up to three subjects. This light adds to the subjects’ skill, luck, and motivation to the subjects’ goal and inadvertently works against those who oppose the subjects. A specific type of blessing can be placed upon the subject for upward of x2 its normal charge count according to its difficulty and desired length of casting at the time. Regular blessings typically last a day and can only be dispelled by the subject of the blessing by willing it.
Charges: 5
9. De-possession
Element: Darkness
Descrip: The caster draws out spirits from up to two subjects per charge. Requires voice or focus and gesture strengthens both. Darkness surrounds the subject and draws out spirits from the subject’s body. Typically one charge per spirit though can cost more according to strength of spirit, though usually needing to be of extraordinary measure.
Charges: 1
10. Speak with dead
Element: Darkness
Descrip: Draws forth deceased spirits that have died in the area, or one in specific if the person is known by the caster. Darkness draws the dead forth and reveals the voice of those nearby the where the spell was cast. This allows the spirits and caster to communicate with one another and reveal each other to one another.
Charges: 1
11. Charisma boost
Element: Shadow
Descrip: Lures people toward the subject and helps draw them in with an interest to the subject. A sort of guidance that seems to captivate a person or persons toward the subject. The spell requires a simple gesture.
Charges: 1
12. Locate
Element: Wind
Descrip: The wind whistles about before searching all around. Once it returns, it returns with the location of what the subject desires or at least the direction. The subject must typically know of that which is being searched for. A vague phrasing and intent may lead the caster to a non-specific place. The spell requires voice.
Charges: 2
13. Imbue
Element: Shadow
Descrip: Draws on the element of one object and binds it onto another. This spell is typically used to quickly enchant a weapon with a particular nearby element. It temporarily protects the caster from damage on any natural element (non-magic cast) to imbue an object with the particular element, literally grabbing the source of the element and forcing it into another object. The effects are often temporary but could allow for fire swords, acid daggers and so on, typically lasting for a few days at most even less with vigorous use of the item. The spell uses gesture, and imbuing an object with the element of shadow lasts twice as long.
Charges: 5
14. Shadow Step
Element: Shadow
Descrip: The subject(s) this spell is cast on can move from visible shadow to visible shadow. The spell helps to hide their overall presence and camouflages into the shadows but doesn’t make them invisible entirely. It grants the subjects incredible speed when traveling from one shadow to another within a blink of an eye. They do not show any sign of moving in between shadow to shadow. If the shadow one is residing in is, removed the subject is either forced to move to another shadow or is revealed (if there are no other shadows within sight range) and the spell ends in the case of the latter. The spell requires a gesture.
Charges: 3
15. Wave of empowerment
Element: Fire
Descrip: A thin wave of fire bursts outward from the caster at a starting range of 60ft(+10x). Once the fire touches a desired subject of the caster’s choice in range, it will be absorbed into them and fill them with a boost in strength and energy, especially for battle. Enough for nearly half a day’s rest. If used with a bit of malicious intent, the spell can be twisted to enrage the subjects somewhat in order to push the subjects to fight. The radius increases by ten feet for each additional charge. The spell requires voice.
Charges: 4+
16. Identify
Element: Shadow
Descrip: Darkness reaches toward the object and pulls back from it the knowledge of it and the true nature of its being. The spell can only be cast if the object itself is nearby or better if in hand. It doesn’t require anything.
Charges: 2
17. Improve sight
Element: Water
Descrip: A lens of water forms around the eyes of the subject before melding with it. Depending on the intent the spell can improve one’s eyesight to see further into the distance of up to 30 miles away in clear sight, see in either dark lighting, underwater, or during dusty storms. The spell can also be used for repairing the eyes, or curing blindness though costs twice as much charges to do so. The spell requires a gesture and its effects (outside of repairing the eyes) are temporary, typically 3 hours.
Charges: 3(6)
18. Improve hearing
Element: Wind
Descrip: Wind softly blows into the ears of the subject, tunneling inside. It improves their hearing for up to three times the distance, to block out undesirable noises, and to even catch out certain words or phrases the caster is searching for if thought of when casting the spell. The spell can be used to improve hearing to normal and thusly cure deafness permanently but costs twice the amount in such a case. The spell requires voice, and otherwise the effects last up to 3 hours.
Charges: 4 (8)
19. Warmer/Cooler
Element: Blood
Descrip: The blood of the subject begins to change its temperature and the temperature of the body around it. The temperature of the body adjusts to keep warm enough in freezing arctic temperatures and cool enough in hot blistering sandstorms. The body temperature even adjusts further to warm or cool down those it is in contact with! Many say its quite amazing for cuddling. The spell requires nothing to cast.
Charges: 3
20. Steel Skin
Element: Metal
Descrip: The subject’s body flashes and reflects light with a sheen as if turned to metal. Their body hardens to be as strong as steel itself. Great for defense and also for attack. The spell lasts typically 3 hours at a time. The spell requires voice to cast.
Charges: 10
21. Poison Resist
Element: Blood
Descrip: The blood pumps and detects abnormalities such as a poison. Quickly heightened and empowered, the blood is pumped to push and contain the poison in a harmless manner and purify poison quicker. It is more effective on resisting common or less potent poisons, but will likely slow the effects of more advanced ones.
Charges: 2
22. Fireball
Element: Fire
Descrip: A fireball is formed about 10 inches in diameter. It can be increased by two inches for an additional charge and.The fireballs have impact force of roughly five pounds and can be send in any direction of the casters choice individually.
Charges: 1
23. Conceal/Invisibility
Element: Shadow
Descrip: The subject is covered and buried in shadow that hides their presence from sight, or being heard directly. The spell practically makes the subject invisible even to most scrying. The spell requires gesture and voice.
Charges: 7
24. Atone
Element: Shadow
Descrip: Shadow spurs forth at the subject to rip at their psyche into two individual pieces. Typically, these pieces are the ‘good’ and the ‘bad’ side of a particular person though they could be any particular portion or concept within the subject according to the casters will. The two sides clash against one another, a boost is given to the preferred (often good) side in the bout.
At a higher charge cost. The spell draws forth on all the spirits and minds of a particular area toward the target subject or piece of the psyche. The typical result of this spell is to fight out the evil in a person or help to drive ta person to a certain action. The spell requires gesture and voice.
Charges: 8(12)
25. Turn undead:
Element: Shadow
Descrip: An urge is brought forth and redirects undead away from the subject to some other direction or location with a strong compulsion. The spell only lasts for fifteen minutes at a time, and isn’t guaranteed to work on stronger subjects for long. The spell requires voice.
Charges: 3
26. Turn spirits:
Element: Shadow
Descrip: An urge is brought forth and redirects spirits away from the subject to some other direction or location with a strong compulsion. The spell only lasts for fifteen minutes at a time, and isn’t guaranteed to work on stronger subjects for long. The spell requires voice.
Charges: 3
27. Turn monster:
Element: Shadow
Descrip: An urge is brought forth and redirects undead away from the subject to some other direction or location with a strong compulsion. The spell only lasts for fifteen minutes at a time, and isn’t guaranteed to work on stronger subjects for long. The spell requires voice.
Charges: 3
28. Resurrection
Element: Shadow
Descrip: Shadow reaches out from the body of the recently deceased (months at most) and calls forth toward the person’s soul. The shadow outstretches and pulls the soul right back toward the body, and repairs the body to the point of sufficient use without being harmed or dying once more (lost limbs, will still be lost). The spell fails automatically if the soul does not wish to return or if it has been deceased too long.
Charges: 20
29. Judgement
Element: Shadow
Descrip: Shadow engulfs the caster and the subject. Immediately dragging them both before the gods. The caster is placed on the sidelines only to give input if asked directly. Otherwise the gods make judgement of the subject the spell was cast on and choose which plain to send them back to or what judgement to place upon them.
Charges: 10
30. Truth Field:
Element: Fire
Descrip: Fire descends from the heavens with a 30ft radius. It falls upon all those within the radius and lights their tongues on fire harmlessly. Those marked with the flamed tongue still have flamed tongues after leaving the radius until the spell runs out or is dispelled. Those who are marked are compelled to speak with a feeling of burning should they withhold, despite any language they speak the truth is brought at and translated to the ears of the listener by the sounds of crackling fire in their own language. The spell can be placed anywhere in sight of the caster, and it requires gesture & voice.
Charges: 10
31. Planar shift
Element: Shadow
Descrip: A circle of shadow spreads out from a location of the casters choice within sight. The circle is 20ft radius square area and will engulf those of the casters choice in shadow to sink them in and bring them to another plane of reality such as the afterlife realms. The spell will drag subjects that are within the radius inside according to the caster’s choice. Typically the spirits and the deities themselves will correct the effects of the spell after 24 hours and put the living back on the earthly plane, unless the person is particularly deserving. The spell requires a gesture.
Charges: 14
32. Epitaph summon:
Element: Light
Descrip: Light flies forth from the caster to bring forth an Epitaph to fill a task of the caster’s choice. The Epitaph can be of a caster’s choice or one particular in the area. If the specific Epitaph does not wished to be summoned forth it costs additional charge to summon and have them obey bidding, elsewise the spell just brings forth another willing epitaph preferably in the area. The spell requires voice and gesture.
Charges: 20
33. Shadow puppets
Element: Shadow
Descrip: A simple trick! Allows one to control nearby shadows and distort, contort and have them move as the caster pleases. The shadows don’t have to be within sight necessarily though the typical range is 100ft in radius to be manipulated. The shadows cannot directly affect physical matter. The spell does not require anything.
Charges: 0
34. Tracker
Element: Shadow
Descrip: Shadows binds onto the subject, undetectable to the normal senses. One can track the location and the time of the subject of the subject at any point with simple focus, charge free. Trackers can be placed on multiple subjects a charge each. Trackers last typically up to four months and it costs 2 charges to renew an individual tracker. The spell costs a simple gesture.
Charges: 1(2)
35. Stabilize
Element: Earth
Descrip: The strength of the earth is brought forth to hold the subject better together in injury. It helps to stop the progression of bleeding, steadying breath & heartbeat and stops infection from spreading onward. The spell keeps subjects away from death door but does not heal or stop the injury. The spell lasts five hours.
Charges: 1
36. Reveal
Element: Shadow
Descrip: Gathers forth any quantity of darkness and shadows from a room into a condescend ball. Essentially it removes all-natural shadow & darkness from a room revealing hidden items that were obscured or simply making it easier to see inside a room. The caster can leave the room from any shade of dim, to a practically visibility. Removing magically placed shadows & darkness costs upward of 2 charges.
Charges: 1(2+)
37. Life poison:
Element: Poison
Descrip: A strong poison looms invisibly and non-harmful to the subject the spell is cast upon. When a draining spell or ability sapping at the subject is used. Instead those who sap away at the subject to drain them (typically of life & vitality) end up absorbing strong deadly poison, aiming to weaken and likely kill the drainer. The effects of the poison have a three second delay before effecting the drainer.
Charges: 5
38. Calm mind:
Element: Wind
Descrip: The wind whistles a tune to the subject of relaxing. This tune slowly goes into the persons mind and calms the storm within the subject’s mind. Calming and relaxing the subject with a pleasant tune inside their head. The spell requires voice.
Charges: 3
39. Sticky bomb: napalm
Element: Napalm
Descrip: A glob like matter is directed toward a subject of the casters choosing shooting outward as a projectile. The glob is about 10 inches and in diameter. The glob sticks to any surface or creature it comes into contact with. The glob can detonate according to the casters wishes with a fiery explosion.
Charges: 3
40. Death from above:
Element: Napalm
Descrip: The Heavens opens wide and the ground is marked with an ancient circular symbol, one of warning and often revealing the radius of the impact. Five seconds later a large metal cylinder falls down from the skies above and hits the ground or detonates according to when the caster prefers. The explosion lets out 200 pounds of force in all directions while spreading burning napalm everywhere within an area radius of up to 200 ft2. It clings to and burns away at whatever is within the radius area, the radius area can be reduced but does not affect the charge count. If hit directly with the cylinder the force equivalent is 2 million pounds of force.
Charges: 30
41. Burning splash tar:
Element: Napalm
Descrip: A tar like substance with a five-foot diameter per splash is tossed out from the caster. The tar like substance sticks to what it hits and burns at whatever hits. The spell requires gesture.
Charges: 3
42. Binding:
Element: Shadow
Descrip: The subjects own shadow rises up to bind the subject in place. The subject is held and cannot move and may not be able to speak according to the caster’s discretion. The spell requires gesture.
Charges: 2
43. Size Expansion
Element: Blood
Descrip: A somewhat unstable growth spell. The blood begins to pump faster and the body begins to expand generating more mass. Making the caster upward of ten feet taller for each intended extra foot taller the charge cost increases by one. If the caster aims to be taller or maintains the spell over thirty minutes, it starts to become a bit more unstable. Instead of staying ten feet tall, the subject continues to grow taller as far as another onlooker looks upward toward the subject even by artificial or magical means. Simply looking away or down toward the ground pauses the subject’s growth but it resumes when an onlooker looks upward toward them again. The spell doesn’t require anything. The effects typically cancel when it is dispelled, however it can leave the caster with an extra foot or an extra few inches (0-12) each time it is cast.
Charges: 10
44. Remove Effect
Element: Shadow
Descrip: Shadow forms around the caster’s hands and they reach toward the target to remove a magical effect or ability effect from a target. Whether this effect is a buff or debuff. The spell requires gesture. The spell works only on a single effect at a time.
Charges: 4
45. Slow
Element: Earth
Descrip: The movements of the subject this spell is cast upon is slowed and become stiff like the earth, not as flexible. The spell requires voice and gesture.
Charges: 2
46. Magic Drain
Element: Osmosis
Descrip: The caster picks a subject within view. Magical energies are drawn out from the subject and brought to the caster restoring ‘charges’. The draining takes about 1 charge per 5 seconds. Once the subject’s charges are drained entirely, the spell naturally ends.
Charges: 20
Weaknesses*:
Standard Equipment:
Large pack{
Spell Tome
biwa
Anatomy & Health book
Psychology Health book
Spellbook
Large notebook
blanket
x10 candles
tinderbox
2 blocks of incense
censer
water skin
x20 rations
torch x3
50 feet of chain
cooking pot
ladle
cooking spit
Hunting Knife x3
Crystal ball
Piton
Meteor Hammer
Bones
Healing Kit{
Bandages x20
Salve x10
Splint x5
Sleeping Herbs x5
Needles x20
20 foot of Surgical thread
Surgical knives x5
Stethoscope
Anesthetic herb x5
Vials x10
Surgical Tweezers x3
}
Calligraphy kit{
Calligraphy book
Ink Stone
Ink Stick
Brush x5
}
}
Strap container[Left]{
Spell Talisman (Fu) x76
}
Strap container[Right]{
Spell Talisman (Fu) x76
}
Coin Purse{
x45 Karat
}
[Landbound]
Spirit siege shirt
Jeans{
Pager
Wallet{
$30 Bucks
Picture of Russo Duffy against the background of Cherry TNT’s dance floor background (raving)
Movie ticket too: The Executioner (used)
}
Room key
Office key
Speedo
}
Category Artwork (Digital) / Portraits
Species Tanuki
Size 1280 x 714px
File Size 124.3 kB
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