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¤ƹlᾀndrisᾀl¤ (Elandrisal, Earandil)
Female
Female - Dunlorien, Other
sexort
Sexual Orientation: Straight/Heterosexual
Relationship Status: Undisclosed


Updated: 2016-03-02 3:00:44 pm Viewed 4 times Likes 0

"Better to have loved and lost..... or is it? "

Elandrisal grew up in the main city of the Tavari, Maylilen, located on the shores of the Silverlake in the lands of Silvendarra... growing weary of the pomp and ceremony of the noble elven court, she left & headed for the main continent of Endura, Cren'ora to find adventure & forge her own destiny.

There were only two elves who ever managed to gain access to the deep recesses of her heart and keep a place there. Her first love, was an Eltharian elf known as Aryndar, he was light, laughter and everything good about the world and her heart sung with the stars when they were together. They were more than happy until fate intervened and her world was sent tumbling out of control, setting her upon a path that would see her break Aryndar's heart and her own ... A path that she would not forgive herself for taking.

This twist of fate took her to dark & dangerous places, a path she had most definitely not foreseen, nor prepared for.. A dark elf, a drow named Veldrin Jae'llet captured her in his web.. why he was so intoxicating to her is something only the fates know. Truly it was a case of opposites attract, and although she came to love him deeply, his dark and vengeful ways eventually tore them apart.. her light not enough to satisfy the dark hunger that drove him.. 

Her life would wind itself between these two polar opposite elves, one light, one dark, her heart belonging to them both for different reasons, different lessons. Briefly she was reunited with Aryndar, but the war in his home land tore them apart, this time it was duty to his land and his family that Fate would use to separate them after such a joyful but too short lived reunion. She wanted to stay with him, be his support during a time of great crisis, but he would not have her in harms way. He sent her back to Ailin'taure, back to apparent safety. Years passed without him sending for her and despite her many attempts at returning to his homeland, fate continued to interfere in what she wanted, instead steering her in directions she didnt want to go.

After what seemed an eternity of travelling and learning her healing trade, the fates decided she would be re-united with Veldrin, and for a moment in time Elandrisal thought that perhaps his dark hunger had been sated by time and age and that he might be ready to settle down and build a life with her. This was not to be, fates cruel humor showed that his allegiance to the dark forces was still stronger than than his love for her.

Her trust shattered, her faith in love destroyed, or at least her faith in Fate allowing her to love, she decided she could no longer subject herself to his dark attraction and so when finally fate gave her a helping hand and he disappeared with no word or sign as to his whereabouts, she decided it was time to sever their connection once and for all.. 

Taking the long journey into the unknown lands of the south, Elan remained hidden for an age, until she was sure she could no longer be drawn back into his web. Now she remains somewhat hidden from the world, only venturing out on occasion to help those in need of her skills, and fiercely protecting the last remaining faint glow of light within her heart.. Maybe one day Fate will finally allow those embers to be reignited into a glowing flame.


Elandrisals Statistics

Elandrisal is a Tavari Elf. The Tavari have a natural atonement with the forest and its creatures and are naturally able to see with increased clarity in forests and dense bushland. Fair in appearance, Tavari have blonde, auburn or white hair, blue or green eyes and have pale to golden skin. They build their cities within the branches of the Koa Tree, found only in a few places throughout Endura. These ancient trees are massive in size, some of the oldest found, having been measured with a circumference of over 800 meters.

The largest and main Tavari City, Maylillen, is located in the Elven lands of Silvendarra on the edges of the Silver Lake. Most of the wood elves settlements in Endura are found in Silvendarra, though there are one or two scattered and remote settlements throughout the world.

The Tavari are known for their grace and agility, this however comes at a price, although physically fit and durable, their bodies are not as robust as other races. Naturally magical in nature, this racial trait means that for them, spellcasting and conjuring come as second nature and their auras are filled with more natural magical energy than most races


Name: Elandrisal 
Race: Tavari Elf
Age: 312

Status: Single
Rank: 5
Profession: Healer
Guild: Healers Guild
Alignment: Neutral Good


HP: 81
MP: 86

Travel Pack When carried: 

When travelling she always carries 100gp, a flask of Quicksilver (a drink from her homeland in Silvendarra), Parchment, quill, ink, , change of clothes, flint, bed roll & 3 days trail rations & Elven rope - extends to whatever length is needed, knots tied will not fail

Special Items Owned:

Bag of Holding which contains:

Thunderstone (3)
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack with an 83% of success. Each creature within a 10-foot-radius spread will be deafened for 1 hour. A deafened creature, in addition to the obvious effects, has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Each stone only works once

Sunrod (1)
This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Blue Water Vial (1) 
Up to 3000 gallons of fresh water ( can be used multiple times until 3000 has been used up ) if it is broken, then what ever is left of the 3000 gallons comes out all at once so you can sip it or cause a mini tidal wave with it

Candle of Truth (gift from kara) Candle when lit acts as a zone of truth in a 12ft diameter of the candle. The candle has 60hrs of burn time (or 6 uses) It compels all those within the flames glow tell the truth.

Elven Cloak of concealment - allows elf to pass by unnoticed, can not turn completely invisible but will sheild elf from eyes not necessarily looking for her. 

Bracelet of Health and Healing - left wrist. Given to her by a Run'aric Mastercarver on a quest, this jade bracelet is inscribed with intricate runes. It grants its wearer a resistance to fatigue & enhances their ability to withstand the elements. The bracelet automatically activates on its wearer when it detects their energy & health failing. (when character is reduced to 0 or lower hp it will automatically replenish their HP to half the original amount, the character may be slightly weak and may need to rest if others are not around to help.)

Bracelet of Sleep Protection: right wrist (purchased at guild store see forum) This onyx bracelet protects the wearer from any form of attack or violation of themselves or their items while sleeping. The bracelet protects the wearer from thieves as well as attacks while the character is at rest. The bracelet has several types of defence: 

1) The bracelet will automatically awaken the character when any creature (larger than an insect) enters within a 20 foot radius of the character, except those creatures that were present when the character fell asleep.

2) The bracelet will automatically awaken the character when any form of attack is used within 5 feet of the character and/or their items

3) The bracelet also protects the wearer from any attempt made to teleport or retrieve his/her items. The wearer is automatically made aware of any attempt to do so and is awakened.


Aryn's Bracelet - allows empathic communication between Aryn & Elan within a 100km radius (activated by elan touching the bracelet & speaking the magical word in elven) 

A grimoire purchased from the spellweavers guild containing 7 verbal component spells (updated see forum post in Spellweaver guild store): 

Hallow - Upon the name of all holy I call, bless this ground & prevent evil all (5mp) 
(creates a circle of holy consecrated ground 20ft in diameter preventing all evil aligned creatures from entering)

Obscuring Mist - By the power of fog I shroud my form, Let the moist thick air hide me by storm. (3mp)

Open Portal - In this place where dimensions fold, Open a doorway that for me will hold, In my thoughts you know my aim, take me to there from whence I came (5mp)

Close Portal - In this place where dimensions fold, I close this door and it shall hold. None can follow through the plane, my whereabouts secret they do remain (5mp)

Resistance - Power to fortitude I now gain, To help me resist that which may cause pain. (5mp)

Clone Self - One of me is not enough, I need two to complete my stuff, through the water's eyes I decree, what my double does and sees. (clone will disintegrate if caster is hurt or unconscious. if clone is hurt or unconscious it disintegrates. Last for up to 12hrs) (20mp)

Holy Light - With magic intent and genuine mite, I now call forth the blessing of Light. (lights dark spaces for up to 3 rnds and/or repels any evil alignment from caster up to 20ft circle around caster preventing them from advancing) (5mp)

(Once character reaches rank 3 or has a spellcasting ability of 80% or higher they no longer need to read from the grimoire to cast these spells effectively, they are treated has having been learnt and perfected)


Healers Saddle Bag containing: 

8 Bandages 
10 Sutchering Bamboo Needles (needles are single use) 
3 Rolls of Stitching Thread 
4 Vials of Healing Potion (2 doses ea) - each dose accelerates healing by 20% & restores 15hp per dose.
4vials of Mana potion (2 doses ea) - each dose replenishes 1/4 of recipients mana.
1 sml jar of acid wash, 
1 sml jar of numbweed 
1 sml jar of Burn Salve
1 sml jar of Disinfectant 
1 sml jar of Aloe Gel 
1 sml bottle of Pain relief liquid - 5 doses 
1 sml bottle of Anperin (helps to seal wounds) 5 doses 
1 sml box of antitoxins (for poisoning) 12 doses 2 of each for 6 different types of poison

Bloodkeep - (carrying 5 uses) - Uses: bloodkeep's fresh leaves can be bound to a wound to stop bleeding at once and quicken coagulation (apply within 2 rounds of injury to stop bleeding) character regains 20% - rounded down - of lost hit points at once and stops the mandatory -5hp of blood loss per round.

Kit will last for 3mths under normal use. Kit appearance is similar to double saddle bags.

Attacks %:

Spellcasting - 85% (up to +4% with arcane focus skill)
Ranged Weapon - 80% (normal arrows 1d6dmg ea)
Melee Weapon - 73% (twin elven jewelled daggers - 1d8dmg ea)
Unarmed Attacks - 70% (Punch 1d4dmg, Kick 1d5dmg)

Armor: 

Full Leathers - boots, pants, long sleeve jacket, gloves (5ac to entire body when wearing)

Resistances:

Immune to sleep spells & effects
Magic Resistance - 80% (-10% combat) (arcane defence bonus -2% applied)
Poison & Paralysis - +10% on saving throws against these attacks (Healer's bonus)
Savings Throw - 78%

Racial Skills: 
Farsight: The character can see things off in the distance from a vantage point like a tree, hilltop, building top, up to 25km during the day & 15 km at night 
Foresight: Sixth Sense warns of impending danger through use of woodland creatures & nature 
Rapid Shot - Elves are the ultimate archers and can fire multiple arrows per attack. They gain an extra arrow each rank gained.
Racial Bonuses: +5% each to Agility, Awareness, Evasion, Stealth (applied)

Adventuring Skills 
Agility: 85% (-8% combat)
This represents your characters agility, reflexes, and balance. Allows characters to parry attacks, evade oncoming attacks in combat, duck out of the way of oncoming danger such as runaway cart etc. Allows character to perform tasks such as balancing, jumping, climbing, rolling & landing. Enemies can still attack the character while climbing as the character can't move to avoid a blow. Use the bracketed amount when evading attacks or danger in combat.

Awareness: 80%
Encompases common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Awareness represents being in tune with and aware of one’s surroundings. The character is adept at listening, searching & noticing things around them more easily & can use their intuition to sense motives. If you want your character to have acute senses, a high score in awareness will reflect that. Use this for checks on sense motive, intuition, listen, search, spot.

Concentration: 80% (-8% combat)
Allows character to maintain concentration in the face of other distractions, if an action is required under pressure of attack or bad weather or there are time conditions, the character can maintain concentration in these conditions and no penalties will be applied to the outcome of the action. eg: erecting shelter in bad weather, shooting while being shot at, a time activated trap, undoing ropes or binds whilst landslide or attackers are impending.

Dexterity: 70%
Dexterity measures hand-eye coordination. Allows character to perform tasks such as tie knots, pick a lock, use mechanical or non mechanical devices, escape from bonds & buildings etc. Use for checks on any of these things

Charisma: 80%
Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Also allows the character to gain information, to put others at ease & generally create an atmosphere of harmony. They can influence individuals or groups of people with their calming presence. Use your Charisma score for checks relating to bluff, diplomacy, gather information, disguise & charm checks.

Stealth: 78%
Allows character to hide, Move Silently, take Trackless Steps, can not hide while being watched directly & can not move silently if wearing heavy armor.

Use Cover: 70%
Allows character to use cover to maximum advantage. Takes one turn to get into position. If successful % is achieved, then the character can not be hit for 3 rnds. Every 3 rnds they must re-roll for success. Attacks can be made from safety of cover in combat with ranged weapons or throwing weapons.

General Skills 

Animal Lore: 
Command a trained dog, Teach a domestic animal basic tricks. drive a small team of beasts of labor. Can train one type of animal at a time per rank to obey commands perform specialized tricks, such as teaching a falcon to pluck objects from someone's grasp. May raise a wild creature from infancy so that it is domesticated. May have one animal companion other than mount

Athleticism: 1) horse - Bele'gre 2) fire dragon 3) broom if necessary. Allows character to perform tasks involving the use of physical skills or capabilities such as riding, swimming, sailing, running etc. Character can ride one mount per rank (must specify mount). If a character tries to ride an animal different than stated they suffer a -10% penalty on their saving throw to stay on animal.

Literacy: 1) all dialects of elven 2) fae 3) draconic
Character can read & write own language & one other (must specify) Gain one new language each rank if desired 

Wilderness Lore: Self + 3
Allows character to do following tasks, Hunting, Fishing, Foraging, Woodcutting, Firemaking, Cooking, build Shelter & take care of self & others in the wilderness. At rank 1 can only take care of self, add additional person each rank gained.

Specialist Skills:

Botany - Allows character to identify poisonous plants in the wild & to identify poisons on weapons & in containers or on items. Allows character to brew basic potions and to make alchemical items such as smokestik, tindertwig, antitoxin, sunrod, smokestik, tindertwig, alchemist's fire, acid, tanglefoot bag, thunderstone. The character has a good knowledge of herbs and plants, and their effects for healing or harming. Character can recognize effects caused by poisonous herbs and plants

Healer Skills

Rank 1:

Arcane Schooling: Allows the Healer to learn spells relating to healing and gives them increased learning of Aracane magics and spell casting

Gentle Repose - Allows healer to preserve one corpse for resurrection for up to 24 hrs. This is cast as a spell like ability (5mp). At rank 3 this ability increases to two corpses.

Levitation - self or one other being once per day. This is used as a spell ability (5mp). At rank 2 this ability increases to twice a day. At rank 3 the healer can levitate items or people x their rank. 

Rank 2:

Resurrection - 1 being every 3 days. cost 20mp - this is cast as a spell but does not use up a spell slot. Healer must rest for a full day afterwards or die from exhaustion. This process will take the healer 5 full rnds or 1hr in non quest time. At rank 5 the Healer can increase this to 1 being every day and need only rest for half a day. Resurrection Guidelines:
Healers are able to resurrect beings of all types, so long as it has not been dead for more than one day. The healer is limited to the number of beings that he/she may resurrect by their Rank.

Once a character has become deceased, they may be resurrected. Upon resurrection they are returned to their original race. (I.E. if they were a different race before they were turned to vampire they will retain the attributes of that race and will have to regain the vampire status via the guidelines for turning.

Rank 3:

Combat Medic: - Allows the healer to be trained in combat for his/her own protection. This removes the healers restriction on striking the first blow in a battle. The healer may now engage in combat to help defend him/her self or others until such time as he/she is needed to heal. 

Arcane Defense: Reduces opponents attack by -2% when casting spells against you.

Rank 4:

Soul Keep:- Similar to Soul trap spell. Allows the healer to contain the soul of a newly dead person/creature within a special gem that hangs around the healers neck when complete resurrection is unavailable for whatever reason. This spell like ability takes 20mp and the Healer must rest for half a day afterwards. The spell takes a full round to cant and must be cast within 24hrs of the character dying. 

Unarmed Focus: Gives additional focus in unarmed combat and adds +2% to characters unarmed attack (applied)

Arcane Focus: Pre-requisite: Rank 2+
Benefit: You become competent in the art of centering & increased arcane focus. For each round spent drawing up your mana (up to 2 rnds), you gain +2% on your spell attack for the next round due to heightened calmness and focus. This must be repeated each time you wish to enhance your spells accuracy.


Healers Spells

Rank 1 Spells - 5mp each 

Must use spellcasting % till rank 2

Calm Emotions - Calms 1 subject, negating both natural and magical emotional effects such as fear

Detect Poison - Detects poison in one subject or object. 

Heal Minor Wounds - Accelerates the wounds healing process by 50% & restores 10 hp of damage on one subject

Hold Person -similar to paralyse but healer can compartmentalise the area to be worked on, holds them still for 3 rnds so that healer may take any necessary action

Light - Healer can create a magical ball of light that shines like a torch for 5rnds to aid in seeing at times of darkness

Purify Food and Drink - Purifies 1 cu.ft. of food or water (caster to specify) 


Rank 2 Spells 5mp

Healing spells become automatic success.

Sanctuary - Opponents can't attack the caster & his/her patient for 1 rnd. Healer may not attack during this time, they can only perform healing and wound tending during this time

Status - Monitors condition, position and status of allies, alerting healer should their condition worse

Delay Poison - . slows the onset of symptons and effects and reduces the amount of hp lost each round by half for 5 rounds

Heal Light Wounds - Accelerates the wounds healing process by 50% & restores 15 hp of damage on the subject

Create Food and Water - Feeds up to four humans (or one animal) Must have food sample to multiply.

Tongues - Speak any language so healer may communicate with wounded being for 2 rnds

Must use spellcasting % for : 

Minor Health Drain - Drains subjects energy continuing to make them weaker for 3 rnds. Gives them a -3% penalty to attacks, -3% penalty to defences & -3dmg to their attack effects.


Rank 3 spells - 5mp

Greater Sanctuary - Opponents can't attack the caster & his or her patient for 3 rnds. Healer may not attack during this time, they can only perform healing and wound tending during this time

Heal Moderate Wounds - Accelerates the wounds healing process by 75% & restores 20 hp of damage on the subject

Remove Blindness - Cures normal effects on 1 subject

Remove Deafness - Cures normal effects on 1 subject

Remove Disease - Cures all natural diseases affecting 1 subject. 

Remove Paralysis - Frees one creature from paralysis. 

Shield Other - The caster takes half of subject's damage for 2rnds

Mana Restore - Caster must forsake one round to cast and replenish 1/2 of MP Total from the earth's energy. Can only cast on self

Must use spellcasting % for :

Moderate Health Drain - Drains subjects energy continuing to loose 3hp and make them weaker for 3 rnds. Gives them a -3% penalty to attacks, -3% penalty to defences & -3dmg to their attack effects.


Rank 4 spells - 7mp

Restoration - Completely heals a wound as if it never occurred & restores the exact amount of hp the subject lost. This works for cuts and broken bones etc. Each bone or cut must be done individually however. If poisioned by a dagger, healer must remove posion then heal the wound, this is two actions.

Healing Circle - Accelerates the healing of wounds by 75% and restores 10hp to up to 3 subjects in specified circle of caster 

Greater Mana Restore - Caster must forsake one round to cast and replenish 1/2 of MP Total from the earth's energy. Can now be cast on others

Remove Curse - Frees object or person from curse.

Remove Magical Disease - Stops the effects of any magical disease effecting 1 subject.

Restore Hearing - Removes the effects of magical deafness on one subject.

Restore Sight - Removes the effects of magical blindness on one subject


Racial Spells List - :

Automatic Success (2mp)

Animal Messenger - Kwentra i’narn - Sends a Tiny animal to a specific place with a simple message.

Calm Animals - Mellon en mellonamin - Calms up to 3 animals, beasts or magical beasts in immediate vicinity of elf.

Cure Animal - Poika tuulo’ ‘kshapsae - Cures 5hp of damage on an injured animal.

Find the Path - Manke naa lle - Shows most direct way to a location.

Know Direction - For Manke - The caster can discern north and gain bearings if lost.

Plant Growth - Onta vasa - makes plant life grown in in a 4ft sq radius designated area to either cover tracks or provide food. Takes 3 rnds for it to grow to useable height

Pass without trace - Quella tuulo’ elea - allows the caster to choose 1 other to move as if invisible and be untedectable for 3 rnds

Must use spellcasting % (3mp)

Counterspell - attempts to counter and/or dispel any magic being used against the caster. For every rank higher than caster that the spell was cast by reduces your % by -2%

Detect Snares and Pits - Naa rashwe - Reveals natural or primitive traps in wilderness in a 10km path forward.

Dispel - ‘Kshonna, wanya - Releases spell cast by elf on others or on another by a caster of equal or lower rank.

Entangle - Mallen pelu e’ - Plants entangle everyone in 40-ft.-radius circle for 3 rnds. If used as defence this gives the attackers -4% on their attack roll 

Fire Seeds - Koron en’ naur - Up to 5 acorns or berries become fireballs dealing 8dmg. Must gather berries and acorns first.

Flame Strike - Pelekta yassen runya - A burst of fire deals 10dmg

Invisibility to Animals - Nurta - Animals can't perceive subject for 2 rnds. May be cast on self or one other

Ironwood - bragol thalion - makes wooden weapons as resilient and strong as steel ones adds double dmg to the wooden weapon

Magic Lock - Tangwa en’ templa - Locks desired object from use or opening indefinitely

Magic Unlock - Panta tangwa - Unlocks objects that have been locked with Magic

Magic Reflect - Entula en’ templa - Reflects magic attacks and/or effects for 3 rnds.

Mana Drain - Lova termara en’ templa - Drains magical energy of target at 5mp per rnd for 4 rnds

Paralyze - Templa en’ tessa - Holds the target unable to move for 3rnds or 30mins non combat time or until release spell activated.

Protection shield - Vara tel’ Seldarine tinechor - Creates a magical shield around caster which reflects physical attacks for 3 rnds, however caster can not attack either but can move & shield will move with caster

Read Magic - Parm templa tengwa - allows elf to decipher magic writings/markings

Repel - Entula - Vermin & Insects stay 15 ft. away for 3 rnds

Reveal Magic - Elea i’dolen templa - Reveals any magic at work to caster

Sleep - Lanta kaima - puts target into a peaceful slumber for 3rnds or 3 hours non combat or quest time

Swiftness of Wind - asca melloneamin - Increases the casters speed, allowing a double attack the next round without penalty. Takes one round to cast.

Telepathy - Bela ed’ templa - Allows empathic connection and understanding of casters needs to anyone caster knows within 50km radius

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