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Dwight Fairfield

March 2022

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Mar. 24th, 2022


CHARACTER INVENTORY
DWIGHT FAIRFIELD

MAGIC

Mage Type: Monk
Tool Kit: Level 1. Can repair one small item (something small enough to easily hold in your hands), so long as he has all the pieces. It can not replace missing material, though if there is appropriate replacement material it can use that for a substitute, but some work would have to go into making the material fit properly first.

It can only fix material components it can not fix broken magic. For example; say the squad finds a magical item that needs fixing, while he can fix the item's physical components he can't repair the magic, unless the physical break was the only reason the magic wasn't working.

The more complex the item or the break, the more time it will take to fix it; anywhere between a few seconds for a very simple issue like a scrape, break, or fissure in a dagger or simple tool, to an hour or two for something like a watch that's been shattered. The time can be cut down by doing some of the physical labor to fix it.

It can also lend some magical assistance to a repair job of a larger scale (like a broken wagon wheel or machinery) but only works as long as he's actively working to fix it himself, and in this case really just makes fixing something easier rather than doing the brunt of the repair.

Safety in the Light: Level 1. With a fire going, Dwight can cast a spell that can turn the space within the light into a sort of pliable safe zone. Group members can easily pass in and out of it, but enemies and NPC's can not. They might be able to reach into it and try and grab something/someone at the edges but the brighter the light/the closer to the light source, the denser the barrier and the harder to push into it.

Dwight won't be able to control it enough to keep individual people out or let them in (for example he won't be able to keep certain player characters out, or let friendly NPC's in), only player characters would be able to pass in and out at will, everyone else is kept out.

The spell dies out when the fire goes out, and the fire can be put out as easily as any normal one. While an enemy can't get in, its powers or any items they throw or shoot can. Dwight also has to be within the fire's light for the spell to continue working.

It also has to be a natural fire. It won't work with a fire made from magic unless the spells are weaved together by an Alchemist.

Flash Bang: Level 1. Can create a simple ball of soft orange light that can illuminate a room with dull light or up to about 20 feet of space. After being summoned the ball of light will stay lit for up to 2 hours and can freely float near him. He's also capable of making the ball give off a flash of blinding bright light, but it would affect anyone (including himself) within ten feet that doesn't shield themselves. It will also go out immediately after this and he won't be able to re-summon the light spell for at least 10 minutes afterward.

POWERS
Bond (Freebie Power): Gives him a sense of direction and distance to where allies are.

NON-MAGIC WEAPONS
Item Name: N/A

CLOTHES
Cloths: Clothes aquired from Rivendell (to be updated as I figure that out, but they're very basic clothes, nothing fancy)
Charms (3): Three keychain charms that he wears on his hip (a pride charm, a plastic charm that looks like a red shed/locker, and an old purple tamagotchi who's battery died a long time ago)
Glasses: Worn glasses that seem to be held together by luck and will. They have the thickest of lenses and he's practically blind without them.

AC ITEM INVENTORY
Item Name: N/A

OTHER ITEM INVENTORY
Item Name: N/A

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