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"The fool calls himself a wise man; while the wise man knows himself to be nothing more than a fool." -I.D.
Xiege Dreban Ominiscis
Reputation Names: The Dreamsage, The Sage of Illusions, The Youth Sage, Reality's Wisdom

User Image

Statistics

Race: Elan (Human)
Age: 19
Class: Psionic Suggester
Job: None
Height: 5'11"
Weight: 174 lbs.
Eye Color: Black
Hair Color: Black
Skin Color: White
Body Build: Fair, Short of Athletic
Birthdate: Gliss 13 (December 13)
Birthplace: Weinst, Leronn
Nationality: Leronnian
Current Residence: None
Blood Type: A+
Home Planet: Greatland
Home Plane: Material- Aurk

Alignment: True Neutral (Undecided)
Religion: Canonist
Elemental Attachment(s): None

Known Familiar(s): Sandre Dreban Esrun (father), Ashia Ominiscis Marthela (mother), Artemis Dreban (younger sister), Thelia Dreban (youngest sister)
Current Affiliation(s): 100 Sages of Wisdom
Past Affiliation(s): None

Favorite Food: Spicy
Favorite Drink: Grape Juice
Favorite Music: Alternative (Representative Band: Muse)
Favorite Time of the Day: Dawn
Orientation: Straight (Single)

Aspiration: None. Lives purposelessly.
Darkest Fear: Eternal loneliness...

Weaponry: Greatsword, Handgun and Grenades

Character Information

Fighting Style: Observant and careful in a fight. He does not make a move unless it is necessary or he feels that it will help him study his opponent further.
While he rarely has the need to use his physical abilities and fighting skills, he has an impressively good aim with handguns and an impressive use of his extremely sharp katana with his left hand. He also has a variety of different kinds of ammunition for his handgun. If forced to fight hand to hand, he has skilled lock maneuvers as well as using his steel-rimmed boots as weapons with his feet. He has a good balance on his feet and tipping him over is hard at best.

Special Abilities/Skills: Xiege usually relies on his mental ability to cast illusions and give mental suggestions to his enemies to make them believe what they see. He is also able to auto-suggest things and cause wounds to hurt less or even heal, for instance, and to actually become faster, stronger and much more dangerously precise in the battlefield. Without his sunglasses and his handkerchief, he becomes a much, much more dangerous force, since he can suggest the most horrible of tortures for the duration of meeting eyes or as long as his words are heard. If illusions are not available, he can always use his short array of spells.

Characteristics/Personality: Neutral Good means that he doesn't like too many rules but isn't too much of a fan of breaking rules either and is often good natured and kind hearted.
Happy- Whenever in this mood, Xiege becomes very social and is actually willing to share more information than he normally would. If happy enough, he'll laugh and act cheerfully. He -is- human, after all.
Anger- Though it is quite hard to anger this guy's patient mind, it can be done; and when he becomes angered, he can be quite hostile. He usually uses the highest form of sarcasm he can ever muster and anger those around him just as much as he is, and although he usually apologizes for his hostility, it doesn't stop him from feeling angry.
Sadness- This mood will manifest itself on Xiege by bringing him down, making him become more quiet and making him start to think about life, and about it's many meanings... and how to overcome his current grief, ofcourse.
Combat- When in a battle Xiege will try to mantain himself neutral and quiet. Observant, still, and yet dangerously precise. It's all about finding an opening and striking at the right moments, never about bringing your emotions into battle.

Advantages: Extremely observant, well-balanced in the physical area of combat, and able of confusing his opponents into believing that they are fighting against him, Xiege is a very deathly force to be reckoned with despite his age. Deceit is his main focus on the battle field, then comes precision, and then out-going brute force. He is lightly equiped, making him regularly dexterable in his battles but with an array of weaponry to take care of his opponents with.

Bio: Not much is known of his history, as he tends to keep it to himself rather than to tell others. He seems to be extremely knowledgable for his age, however, and tends to show others that beneath his youth lies a mind of a 100 year old wise man. Besides the impressions that he might have a very long history, Xiege is a mysterious youth that hails from somewhere distant. He worked for an organization that constantly ordered him to study a gamma of situations that can range from normal arguements to heated battles against different kinds of races and odds.

After having left the organization of interplanar sages that he was affiliated with shortly after his girlfriend left him, his goals and purpouses have slowly lost meaning. Now he walks and drifts along the tides of endless time, his trauma only being enhanced by his psychic powers.


Weapons
Dominant Hand: Right-handed.

[Weapon #1]
La Confusión
Weapon Type & Name: Greatsword - Metacreation, Double-Edged Zanbatou
Blade Height: 5'1" (from handle's top to blade tip)
Blade Width: 2'0" (broadside of the blade)
Blade Length: 0'0" *1/2 cm (thickness of the blade)
Sword Height: 6'4"
Sword Width: 1'9"
Sword Length: 0'10"
Materials: Astral Matter, Organic Parts
Weight: 1400 lbs.
Resistance: 2,300 lbs of pressure, 1,970 degrees Celsius
Sharpness: 5303 nm
Comfort (Handle): Average
Abilities-
Confusion: The sword emanates strong psionic waves that confuse sentient organic minds within a radius of 30 feet around the sword. Effects of this confusion include: headaches, fever, itchyness, drowsyness, dizzyness, nausia, inability to focus, inability to concentrate, depression, disturbing images, disturbing/sudden needs & cravings, lack of motor skills and possible delusions.
Eye of Uncertainty: The eye of the sword, upon fixing it's gaze on the opponent, can completely block out future plans that the target may be thinking of. The opponent need not look at the eye to suffer from this effect.
Enhance Psionics: Enhances the user's psionic abilities. Decreases all psionic energy costs by half. *
Xiege Dreban's: The sword can only be carried and used as a practically weightless object by Xiege Dreban, since it is -his- creation. It otherwise does not yield to lift from the floor, despite the strength of the being attempting to lift it.

[Weapon #2]
No Friends
Weapon Type & Name: Semi-Automatic Handgun- Customized Mauxfin M180(Beretta M92F) (the Mauxfin M180 would be considered a customized Beretta)
Gun Height: 0'6" (from handle bottom to cannon)
Gun Width: 0'1-1/4" (from handle side to handle side, thick of the gun)
Gun Length: 0'8" (from cannon hole to hammer)
Materials: Steel, Rubber
Weight: 4 lbs. (no clip)
Resistance: 482 lbs of pressure, 1,370 degrees Celsius
Caliber: 7.62x25mm
Reload Type: Clips
Round Capacity: 12 Rounds per Clip
Barrel Type: Long
Comfort (Handle): Good
Costumizations-
Extended Barrel: Adds presicion and power to the rounds shot by the gun.
Increased Hammering: This Mauxfin M200's hammer has been enlarged and given a faster, stronger hammering rate to increase the speed of the shot rounds. The result is giving a 9mm the force and speed of a .45 mm, giving the rounds an incredible piercing attribute, capable of piercing through PASGT helmets.
Caliber: The gun was modified to hold 7.62x25mm bullets instead of 9mm for added gunpowder on each round, making these bullets much more potent than normal Mauxfin M180 rounds.
Ammunition-
FMJ Lead Bullets: Standard bullets.
Black Talon Lead Bullets: Black talon bullets that inflict extra damage caused by severing of skin and heavy internal bleeding.
Holy FMJ Silver Bullets: Holy standard silver-made bullets that are effective against demonic, undead and/or unholy creatures.
Cursed Black Talon Bullets: Cursed hollow point lead bullets that are effective against angelic and/or holy creatures.
FMJ Steel Bullets: Standard full metal jacket bullets made of steel.
Astral Matter Bullets: Made of the same material as 'La Confusión' and it is instantly created and inserted into the hammering chamber. Cost: 1% per bullet.

[Aux. Weapon #1]
Weapon Type & Name: Dagger- Standard Military Combat Knife
Blade Height: 0'4" (from handle's top to blade tip)
Blade Width: 0'1-1/2" (thickness of the blade)
Blade Length: 0'0" *1/4 cm (broadside of the blade)
Dagger Height: 0'10"
Dagger Width: 0'1-1/2"
Dagger Length: 0'1"
Materials: Stainless Steel
Weight: Light (less than 1 pound; irrelevant)
Resistance: 687 lbs of pressure, 1,354 degrees Celsius
Comfort (Handle): Great

[Aux. Weapon #2]
Weapon Type & Name: b*****d Sword- Wooden, Blunt Katana (Daito Boken)
Sword Height: 3'4"
Sword Width: 0'3"
Sword Length: 0'3"
Materials: Ironwood, Plastic
Weight: 2 lbs.
Resistance: 224 lbs of pressure, 643 degrees Celsius
Comfort (Handle): Average

Equipment

[Accessory #1]
Mother Dear Sunglasses
Accessory Type & Name: Concealing Sunglasses
Materials: Steel, Plastic
Weight: Light
Comfort: Average

[Accessory #2]
Accessory Type & Name: Concealing Handkercheif Mask
Materials: Aluminum Frame, Plastic Lenses
Weight: Light
Comfort: Good

[Torsal Gear #1]
Torsal Gear Type & Name: Formal Long-sleeved Polo Shirt
Materials: Cotton, Polyester
Weight: 1 lb.
Comfort: Good

[Torsal Gear #2]
Advanced Tactics Body Armor
Torsal Gear Type & Name: Protective Bullet Proof Vest
Materials: Kevlar, Spectra, Studded Leather
Weight: 10 lbs.
Comfort: Below Average

[Gripwear]
Camoflage Gloves
Gripwear Type & Name: Concealing Camoflage Fingerless Gloves
Materials: Cotton, Aluminum, Leather
Weight: Light
Comfort: Average

[Leg Gear]
Leg Gear Type & Name: Cargo/Protective/Concealing Camoflage Army Pants
Materials: Reinforced Cotton, Polyester
Pockets: 6 (two on either side of the hips, two on the back, and two on either side of the shins, the ones near the shins bigger than the other four)
Weight: 3 lbs.
Comfort: Good

[Accessory #3]
Accessory Type & Name: Added Protection to the Genital Area- Cup
Materials: Reinforced Plastic, Cotton
Weight: Light
Comfort: Average

[Accessory #4]
Accessory Type & Name: Added Protection to the Shins- Shinguards
Materials: Reinforced Plastic, Cotton
Weight: Light
Comfort: Poor

[Footwear]
Frankenboots
Footwear Type & Name: Protective/Offensive Steel Rimmed Boots
Materials: Leather, Stainless Steel
Weight: 2 lbs.
Comfort: Below Average

Undergarments include a sleeveless undershirt, a pair of briefs and socks. Other battle-unrelated accessories include a necklace and a ring on his right ring finger.

Items

Itembelt
Cargo Device Description: An 8 inch wide leather belt meant to be strapped across one's torso. It has a huge steel link fastened by sliding both of the metal protuberances into their respective holes in the belt on the other side.
Pockets: 8
Straps: 4 (meant to safely strap big items that cannot fit into the pockets against the belt)

Items : Weight Per Unit : Pocket or Strap
Frag Grenades x3 : 2 lbs : Pocket 1
FMJ Lead Bullet Clips x4 : 1 lbs : Pocket 2
Holy FMJ Silver Bullet Clips x4 : 1 lbs : Pocket 2
Black Talon Lead Bullet Clips x4 : 1 lbs : Pocket 2
Cursed Black Talon Bullet Clips x4 : 1 lbs : Pocket 2
Fragmentation Bullet Clips x4 : 1 lbs : Pocket 2
Steel FMJ Bullet Clips x4: 1 lbs. : Pocket 2
First Aid Kit x1 : 1 lbs : Pocket 3
Canteene x1 : 2 lbs : Strap 1
Sage Stone x1 : Light : Pocket 3
Spells' Material Components x1 : 1 lbs. : Pocket 4

Each bullet clip has a total of 12 rounds.

Carried in Cargo Pants : Weight per Unit : Pocket
Frag Grenades x3 : 2 lbs : Left Shin Pocket
Lighter x1 : Light : Right Hip Pocket
Empty Grenade Shell x3 : Light : Right Shin Pocket
FMJ Bullet Clips x1 : 3 lbs : Left Back Pocket

A belt around Xiege's waist carries the scabbard for the katana on the left side of the waist and the holster for the handgun on the right side of the waist. On the back of the belt lie two straps where the boken is strapped to 5 out of 10 times he's seen.

A strap wrapped over the right shinguard carries the combat knife.


Abilities

Physical/Special Abilities

[Psionic Illusions]

Mirages
Illusions made using light sensorial inputs into the brain of the opponent. While these cannot inflict damage onto the target, they can be extremely convincing. They can give off smell, sound-- they can even be felt and tasted. Ofcourse, too many sensorial inputs will make Xiege unable to fight due to the equal ammount of concentration he must use to render these sensorial stimulations. Regardless, it hardly ever comes to the point where he has to input all five senses into play in a mirage illusion, and they're usually convincing enough. If interacted with enough, however, the mirage illusions will possibly be phased through with ease. These illusions are perfect for deceit, displacement, distractions and confusion.

*Cost: 1% = 1 Sense Mirage
*Cost: 2% = 2 Sense Mirage
*Cost: 4% = 3 Sense Mirage
*Cost: 8% = 4 Sense Mirage
*Cost: 16% = 5 Sense Mirage

Shadow Copies
These illusions are extracted in part from the Shadow Plane, giving them a moderate ammount of real matter. This 'shadow matter', extracted from the Material Plane's counterpart, is formed into whatever shape desired and then is used to attack the opponent. Depending on how much shadow matter is used in the illusion, the Shadow Copy will be more or less real. The more real matter is involved, the harder it is to control the illusion. Despite the ammount of reality, shadow copies are still only made of shadow matter, and while they are able to actually cause harm, they, themselves, cannot bear to be harmed (much like Naruto's Shadow Clone Jutsu, except not limited to clones), and usually dissapear, depending on the ammount of reality, after they have been struck or have 'pain' inflicted upon them for too long. The percentage of realism dictates their endurance and strength.
*Cost: 1% = 10% realism- as a slightly stronger form of a mirrage illusion.
*Cost: 2% = 20% realism- as a stronger form of a mirage illusion.
*Cost: 3% = 30% realism- as a much stronger form of a mirage illusion.
*Cost: 4% = 40% realism- a weak shadow copy, able to inflict small damage
*Cost: 5% = 50% realism- a shadow copy, able to inflict some damage
*Cost: 10% = 60% realism- a slightly stronger shadow copy, able to inflict general damage
*Cost: 20% = 70% realism- a strong shadow copy, able to fully operate as a real and able to deal strong damage
*Cost: 40% = 80% realism- an incredibly strong shadow copy, able to inflict lethal damage and take some damage without dissapearing, itself
*Cost: 80% = 90% realism- a powerful shadow copy, able to inflict lethal damage and take copious ammounts of damage without dissapearing
*Cost: 100% = 100% realism- An extremely mind-consuming illusion only to be used as last resort. This kind of Shadow Copy is able to fully simulate a real creation. In essence, it is a manifestation of actual matter, making enough shadow matter conjoin to turn into completely material matter. It is able to withstand several blows before dissapearing, and is able to inflict lethal damage.

Suggestions
The strongest form of illusions. Suggestions are a much more stronger version of mirages: sensorial inputs sent at a brain with the added extent of suggesting the opponent's mind that the illusions it sees are completely real. Therefore, what happens to the subject in the illusion also happens to the subject in real life. (Ever seen the Matrix? Whatever happens to you in the Matrix, happens to you in real life because your mind suggests it's real. These illusions work the same way.) The effects of this illusions are increased when the target is actually scared of the suggestion, when the target believes the suggestion so much that it lets it believe it's life is actually at stake. When using suggestions, however, Xiege is completely unable to move or to focus on anything else. Suggestions are meant to be lethal, and are actually slightly easier to make and manipulate than Shadow Copies.

*Cost per Round: 10%

*Damage Believing Subject: 5%
*Damage Unbelieving Subject: 10%

Auto-Suggestions
The ability to suggest one's own mind to believe something and make it become real. While it is extremely hard for Xiege to make his mind believe his own suggestions 100%, he can manage to believe a certain ammount of the suggestion, and is usually able to restore himself, strengthen himself and even shapeshift a little through enough of the suggestions. Ofcourse, doing so causes severe confusion of what is real and what isn't, and often makes him dizzy and nauscious, if not making him faint. Regardless, they are good for last resort strategies to enable him to surpass his standard abilities. Depending on what they do, they will cause more or less mental stress:
*Cost: 1% a. Easing pain- Almost none
*Cost: 1% b. Giving huge ammount self-confidence- Almost none
*Cost: 5% c. Increasing speed- Considerable stress
*Cost: 5% d. Increasing strength - Considerable stress
*Cost: 5% e. Increasing accuracy- Considerable stress
*Cost: 10% f. Increasing two stats of the ones above at the same time- Incredible stress
*Cost: 25% g. Increasing all three stats at the same time- Unbearable stress
*Cost: 10% h. Increasing stamina- Incredible stress
*Cost: 10% i. Increasing mana- Incredible stress
*Cost: 10% j. Healing a small ammount- Incredible stress
*Cost: 25% k. Healing a moderate ammount- Unbearable stress
*Cost: 100% l. Healing everything- Fainting stress
*Cost: 25% m. Shapeshifting- Unbearable stress
-Ammounts of Stress
1. Almost none- About as much stress as making a standard suggestion.
2. Considerable stress- Stresses mind and causes a bit of confusion and dizzyness.
3. Incredible stress- Stresses mind greatly, causing overall confusion and dizzyness.
4. Unbearable stress- Stresses mind too greatly, instantly causing loss of sanity and mental stability.
5. Fainting stress- The ammount of mental stress causes the mind to shut down, making Xiege faint.

"I hold the ability to shape your reality and pit it against you. Do you have the ability to deny your reality? To turn away your biggest fears? To slide out of your dreams at will...?"

Magical/Spiritual Abilities

[Spells]
Although Xiege isn't that great a spellcaster, he does know a couple of spells that he managed to learn throughout his journeys and his training with the 100 Sages of Wisdom:


Flare
Evocation [Light]
Level: Trick Art (name of lowest form of magic known in Greatland)
Components: Verbal
Casting Time: 3 seconds
Range: Close (40 ft.)
Effect: Burst of light
Duration: Instantaneous
Avoidance: Fortitude negates
Spell Resistance: Yes
Description: This spell creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it manages to withstand it. Sightless creatures, as well as creatures already dazzled, are not affected by flare.


Arcane Mark
Universal
Level: Trick Art
Components: Verbal, Somatic
Casting Time: 3 seconds
Range: 0 ft.
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
Duration: Permanent
Avoidance: None
Spell Resistance: No
Description: This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).


Ray of Frost
Evocation [Cold]
Level: Trick Art
Components: Verbal, Somatic
Casting Time: 3 seconds
Range: Close (40 ft.)
Effect: Ray
Duration: Instantaneous
Avoidance: None
Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals a slight ammount of cold damage.


Detect Magic
Divination
Level: Trick Art
Components: Verbal, Somatic
Casting Time: 3 seconds
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 6 min.
Avoidance: None
Spell Resistance: No
Description: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Turn: Presence or absence of magical auras.
2nd Turn: Number of different magical auras and the power of the most potent aura.
3rd Turn: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can use whatever knowledge you have on spells to determine the school of magic involved in each.

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.


Detect Poison
Divination
Level: Trick Art
Components: Verbal, Somatic
Casting Time: 3 seconds
Range: Close (40 ft.)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Avoidance: None
Spell Resistance: No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a if you have enough wisdom on your own. A character that knows about crafting alchemy would have more chances of getting to know what kind of poison it is.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Read Magic
Divination
Level: Trick Art
Components: Verbal, Somatic, Focus
Casting Time: 3 seconds
Range: Personal
Target: You
Duration: 60 min.
Description: By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding if you have a good Spellcraft ability, a greater glyph of warding with a better Spellcraft ability, or any symbol spell with a Spellcraft ability that depends on the level of the symbol spell.

Read magic can be made permanent with a permanency spell.
Focus: A clear crystal or mineral prism.


Acid Splash
Conjuration (Creation) [Acid]

Level: Trick Art
Components: Verbal, Somatic
Casting Time: 3 seconds
Range: Close (40 ft.)
Effect: One missile of acid
Duration: Instantaneous
Avoidance: None
Spell Resistance: No
Description: You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals little damage, but is useful for temporarily disabling opponents.


Endure Elements
Abjuration
Level: I
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Avoidance: Will negates (harmless)
Spell Resistance: Yes (harmless)
Description: A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to force itself. The creature’s equipment is likewise protected.
Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.


Feather Fall
Transmutation
Level: I
Components: Verbal
Casting Time: Half a second
Range: Close (40 ft.)
Targets: Six Medium or smaller freefalling object or creature, no two of which may be more than 20 ft. apart
Duration: Until landing or 6 turns
Avoidance: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)
Description: The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per turn (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per turn.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.


Grease
Conjuration (Creation)
Level: I
Components: Verbal, Somatic, Material
Casting Time: 3 seconds
Range: Close (40 ft.)
Target or Area: One object or a 10-ft. square
Duration: 6 turns
Avoidance: See text
Spell Resistance: No
Description: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
Material Component: A bit of pork rind or butter.


Identify
Divination
Level: I
Components: Verbal, Somatic, Material
Casting Time: 1 hour
Range: Touch
Targets: One touched object
Duration: Instantaneous
Avoidance: None
Spell Resistance: No
Description: The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

Identify does not function when used on an artifact.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.


Goldendust (AKA Glitterdust)
Conjuration (Creation)
Level: II
Components: Verbal, Somatic, Material
Casting Time: 3 seconds
Range: Medium (160 ft.)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 6 turns
Saving Throw: Will negates (blinding only)
Spell Resistance: No
Description: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust shines much like it, and therefore is almost impossibilitated the ability to hide.
Material Component: Ground mica.


Spider Climb
Transmutation
Level: II
Components: Verbal, Somatic, Material
Casting Time: 3 seconds
Range: Touch
Target: Creature touched
Duration: 60 min.
Avoidance: Will negates (harmless)
Spell Resistance: Yes (harmless)
Description: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.


Flame Arrow
Transmutation [Fire]
Level: III
Components: Verbal, Somatic, Material
Casting Time: 3 seconds
Range: Close (40 ft.)
Target: Maximum fifty projectiles, all of which must be in contact with each other at the time of casting.
Duration: 60 min.
Avoidance: None
Spell Resistance: No
Description: You turn ammunition (such as arrows, bolts, bullets, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an added extra fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.
Material Component: A drop of oil and a small piece of flint.

"Magic... useful, yet so illogical. Heaven knows if I'll ever master it."

Final Attack

Essence of the Mascarade
Description: This attack merges Xiege into the plane of thoughts, Memoria. It turns Xiege into a suggestion, making him physically impossible to kill for the duration of the attack. The attack consists of an area of 10 feet around Xiege where Shadow Plane matter extends out in all directions with an 90% reality, creating dark shadow flames that instantly incinerate whoever touches them. In the middle of this circle of shadow copies lies a 'mirage' of Xiege. Around the flames, several suggestions are sent towards the opponent(s), suggestions meant to delve into the deepest fears of the targets and increase them tenfold. If the suggestions fail, the shadow copies of shadow flames create ten different Xieges, and standing at different angles, they all shoot at the opponent different angles around the opponent, left, right, front, back, up and down with 100% reality, while the one mirage in the center becomes real again and shoots directly at the opponent's head. Soon thereafter, if the shots miss, the blades extend out towards the opponent and stab the target consecutively for nineteen times.
Power Expenditure: *100% (all psionic energy is drained)
Requisites: Life or death situation. Gun must be fully operational with atleast one bullet to shoot.
Sacrifices: All remaining power. Consciousness. Mental stability for a week's worth.

"This... this power... It's overwhelming! But it's still much better than dying... to the likes of you!!!"

[*- Remember that all costs are lower to half the original ammount by La Confusión]
User Image - Blocked by "Display Image" Settings. Click to show.

This character is currently petrified. Xiege Lies Dormant Here

Character Ranking and Scores
Rank:
D

Cannon Battles: 4
Spars: 0

Deaths: 2
Kills: 2

Defeats: 2
Wins: 3
Draws: 0
Escapes: 0

>Non-Cannon Battles: 2
>Defeats: 0
>Wins: 0
>Unfinished: 2





 
 
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