1107 submissions
Name: Adrian Devou.
Title: Sorcerer King of Azamunda.
Race: Azamundian Red Kangaroo.
Age: 37
Appearance: 5’7’. Red and white fur, Bright green eyes. Black markings along muzzle and under the eyes.
Gender: Male.
Bio:
Adrian Devou is the Sorcerer Prince of Azamunda. a very powerful spellcaster and guardian to three Powerful relics of arcane magic. The Loc Lacorum, Nox Arcana and Ragna Carta.
Son to https://www.furaffinity.net/view/51276812/
Great Grandson to https://www.furaffinity.net/view/52454054/
Mate to https://www.furaffinity.net/view/51277525/
Mother to https://www.furaffinity.net/view/51289293/
Weapons:
1. Ragna Carta: Source Orb:
Ability/Trait: Evocation Focus:
Ability/Trait:A spell siphon weapon allows the wielder to siphon a single combat spell from a target. When the wielder rolls a critical threat against the target, she can forgo confirming the critical hit (dealing normal damage) to instead automatically learn what combat spells are active on the target. For the purposes of this ability, a combat spell is any spell that grants a bonus to Strength, Dexterity, Constitution, movement, or Armor Class, or on attack rolls, damage rolls, or saving throws.
The wielder can then attempt a check to siphon one of the combat spells of her choice. This check uses either the wielder’s caster level or the wielder’s base attack bonus plus the weapon’s enhancement bonus, and is attempted against a DC of 11 + the targeted spell’s caster level. If the wielder succeeds, the target immediately loses access to the spell being siphoned, and the wielder gains the effects of the spell for its remaining duration or 1 minute, whichever is shorter. If the spell siphon weapon has a critical multiplier greater than ×2, the wielder can attempt to siphon one additional combat spell for each additional multiplier beyond 2 (two spells for ×3, three for ×4, and so on).
Ability/Trait: A spellstealing weapon allows its wielder to siphon protective magic from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically learn which spells or magical effects are active upon the target. The wielder may then make a caster level check to steal her choice of one of those effects, using the spellstealing weapon’s caster level plus its enhancement bonus, against a DC of 11 + the caster level of the effect. If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first). If the spellstealingweapon has a critical multiplier greater than x2, the wielder may attempt to steal one additional spell effect per additional multiple beyond x2 (two effects for x3, and so on).
2. Loc Lacorum: Source Orb:
Ability/Trait: Transmutation Focus:
Ability/Trait: An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It bestows one permanent negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
3. Nox Arcana: Source Orb:
Ability/Trait: Umbramancy Focus:
Ability/Trait: An umbral weapon does not reflect any sources of ambient light and is perpetually cloaked in shadow.
It is considered to have concealment for the purposes of attacks or effects directed at the weapon, such as combat maneuver checks made to disarm, steal or sunder it and disintegrate or rusting grasp. The wielder gains darkvision 30 feet while grasping the hilt or handle of the weapon, even if the weapon is not drawn.
Upon command, an umbral weapon radiates darkness in a 20-foot radius, causing illumination in the area to drop by one step (from bright light to normal light, normal light to dim light, or dim light to darkness). Due to the darkvision granted by the weapon, the wielder’s vision is not impaired by darkness created by an umbral weapon. The darkness shed by an umbral weapon is considered a 2nd-level spell effect for the purpose of comparing its effect to the effects of magical light sources. This darkness suppresses light spells, but can’t be used to counter or dispel them. The weapon must be drawn and in the wielder’s hand to radiate darkness. The darkness ends immediately if the weapon is dropped, disarmed, sheathed, or otherwise stowed.
Title: Sorcerer King of Azamunda.
Race: Azamundian Red Kangaroo.
Age: 37
Appearance: 5’7’. Red and white fur, Bright green eyes. Black markings along muzzle and under the eyes.
Gender: Male.
Bio:
Adrian Devou is the Sorcerer Prince of Azamunda. a very powerful spellcaster and guardian to three Powerful relics of arcane magic. The Loc Lacorum, Nox Arcana and Ragna Carta.
Son to https://www.furaffinity.net/view/51276812/
Great Grandson to https://www.furaffinity.net/view/52454054/
Mate to https://www.furaffinity.net/view/51277525/
Mother to https://www.furaffinity.net/view/51289293/
Weapons:
1. Ragna Carta: Source Orb:
Ability/Trait: Evocation Focus:
Ability/Trait:A spell siphon weapon allows the wielder to siphon a single combat spell from a target. When the wielder rolls a critical threat against the target, she can forgo confirming the critical hit (dealing normal damage) to instead automatically learn what combat spells are active on the target. For the purposes of this ability, a combat spell is any spell that grants a bonus to Strength, Dexterity, Constitution, movement, or Armor Class, or on attack rolls, damage rolls, or saving throws.
The wielder can then attempt a check to siphon one of the combat spells of her choice. This check uses either the wielder’s caster level or the wielder’s base attack bonus plus the weapon’s enhancement bonus, and is attempted against a DC of 11 + the targeted spell’s caster level. If the wielder succeeds, the target immediately loses access to the spell being siphoned, and the wielder gains the effects of the spell for its remaining duration or 1 minute, whichever is shorter. If the spell siphon weapon has a critical multiplier greater than ×2, the wielder can attempt to siphon one additional combat spell for each additional multiplier beyond 2 (two spells for ×3, three for ×4, and so on).
Ability/Trait: A spellstealing weapon allows its wielder to siphon protective magic from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically learn which spells or magical effects are active upon the target. The wielder may then make a caster level check to steal her choice of one of those effects, using the spellstealing weapon’s caster level plus its enhancement bonus, against a DC of 11 + the caster level of the effect. If the check succeeds, the target immediately loses the benefits of that effect and the wielder gains the effect for 1 minute (or until the effect expires, whichever comes first). If the spellstealingweapon has a critical multiplier greater than x2, the wielder may attempt to steal one additional spell effect per additional multiple beyond x2 (two effects for x3, and so on).
2. Loc Lacorum: Source Orb:
Ability/Trait: Transmutation Focus:
Ability/Trait: An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It bestows one permanent negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
3. Nox Arcana: Source Orb:
Ability/Trait: Umbramancy Focus:
Ability/Trait: An umbral weapon does not reflect any sources of ambient light and is perpetually cloaked in shadow.
It is considered to have concealment for the purposes of attacks or effects directed at the weapon, such as combat maneuver checks made to disarm, steal or sunder it and disintegrate or rusting grasp. The wielder gains darkvision 30 feet while grasping the hilt or handle of the weapon, even if the weapon is not drawn.
Upon command, an umbral weapon radiates darkness in a 20-foot radius, causing illumination in the area to drop by one step (from bright light to normal light, normal light to dim light, or dim light to darkness). Due to the darkvision granted by the weapon, the wielder’s vision is not impaired by darkness created by an umbral weapon. The darkness shed by an umbral weapon is considered a 2nd-level spell effect for the purpose of comparing its effect to the effects of magical light sources. This darkness suppresses light spells, but can’t be used to counter or dispel them. The weapon must be drawn and in the wielder’s hand to radiate darkness. The darkness ends immediately if the weapon is dropped, disarmed, sheathed, or otherwise stowed.
Category Designs / Fantasy
Species Hybrid Species
Size 871 x 955px
File Size 934.3 kB
FA+

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