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Jazyr Daviem

Posted: Fri Jun 10, 2005 9:21 pm
by Blood Ravenous
Name: Jazyr Daviem (jazz-ear dave-eem)
Age: 27
Race & Gender: human male, an ancestor was a Lor (don't worry about what that is), which gives him his unique eyes (and that’s all I swear!)
Appearance:
-form: 5’5” and average size for his height. ~115 lbs
-skin: unblemished for the most part, peach
-hair: red and short, usually ruffled (he combs it with his fingers) with some longer strands near his hairline hanging down by the side of his face
-face: he has no beard or mustache, his eyebrows are thin, easily visible cheekbones, he has the visage of a nice, shy guy but his manner belies that impression
-eyes: depending on his mood his eyes change color. They have that unique feeling of intelligence and mysticism that powerful mages tend to have
-nose: high arch and the end is roundly pointed
-mouth: seemingly wide mouth, mediocre lip size
-voice: used to being in charge, it has a demanding and condescending tone to it at most times. Despite his looks his tone can be dangerous and threateningly cruel
-clothes: often he wears button-up shirts with small buttons and loose comfortable pants, both of varying shades

Physical Weapons: only a nondescript, dull dagger in a pocket, which he can’t use very well in combat

Armor: nothing physical, but he can put up magical barriers

Powers: He has very “wizard-like” (requires concentration, very low amount of mana used) spells which he can use only every once in a while, but mainly he sticks to a more flowing natural style (energy and elements). His areas of expertise are combinations of elements (wind and earth, fire and metal mainly) and he’s also good with illusions and electricity (purely raw energy).

Spells: Haze of Dust (a cloud of dry dirt or sand rises around the area, getting in eyes and limiting visibility), Lightning (sporadic bursts of pure electricity which rips through air, making thunder and frying whatever it hurts: uses with caution), Charged-Wire Touch (touch electrocutes and target reacts just like immense energy is charging through them, they spaz and cannot control their body until touch is withdrawn), Furnace (intense heat focused in a certain spot, used to melt metal weapons or armor or flesh), and Illusions can be any small thing: objects are unnoticeable or the target(s) sense things that are not there, etc. Once cast they do not drain more mana to maintain but last a certain time.

His sorcery magic is molded energy that sorcerers can control into certain forms (examples: mechanical, heat, kinetic, etc.), and the medium with which he controls it is called “mana”. Overuse will tire him out from lack of “mana” and he will enter a comatose state (called “wizard’s sleep” where he learned magic). This helps him to recover the magic energy much faster than normal. (Normal can be a day or so, sleeping only at max 3 hours.) If he falls sick or is damaged beyond human repair he will enter the same un-wake-able state and all his magic energy will go to healing or fighting the illness. He will awake at full health. Though this will keep him alive in dire times, sometimes it occurs when it would be safer not to. He is also totally helpless during this time, and unconscious. If his mana runs out before he is fully healed and is still dying, he will die. If attacked when recovering mana only wounds will be healed, but he can still die before it can save him.

Barriers: This is a type of sorcery not in the form of spells. However, elements are used, not forms of energy. (example: fire, water, earth, etc.) Self-barriers are formed from mana radiating from the hand in a semicircle (at most). With both hands out to his sides he can have a full 360-degree sphere around himself. Barriers around objects or people other than himself are not possible unless they are close enough to him to be encased within the barrier(s). Some barriers will harm physical attackers with the element (example: hot fire will burn when people stand too close to it on the outside of the barrier). Barriers tend to drain mana heavily over time, so he tends to stick with small ones focused near his hands and block swings or cuts with that. Barriers are also used to block magic. Spells consisting of elements are countered with the annulling element, magic taking a physical form can be countered by any.

Weaknesses: Wizard’s sleep cannot be controlled and he is defenseless at this time, also spells that are being maintained will collapse. His mana is not limitless and he does get physically tired. Magic cannot accomplish everything, though he wishes to find a way for it to. He’s no good with people because of his violent and bossy attitude.

Belongings: he’s spent most of his money on clothes and food, he carries a bag with some sorcerer ingredients for random potions or such that he can sell. He carries a very cryptic, difficult book, which he usually stays up all night reading and taking notes on. His scribbles are on a pad in his bag. There are also a few other books and papers stuffed in it.

Motivation: His main goal is to become immortal, and he’s willing to do anything to get it. He also aspires to be master of forbidden and forgotten magics.

Personality: I think of him as a quirky and witty individual that does as he pleases and doesn’t care about consequences or what he did to get to where he is today. His outlook is Machiavellian. His one fault in terms of personality is he does not accept who he is, which is human, and denies himself instincts as long as doing so won’t kill him. This makes him irritable and unhappy, and especially drives him to accomplish his goals impatiently. Things he doesn't understand fascinate him, such as death and intriguing people.

Summary of Past: He grew up on a peasant sort of island that governed itself. Magic and technology was forbidden. Knowledge was guarded closely. When he hit puberty his volatile nature began to force itself physically, coalescing into destruction. First he killed an acquaintance that was pissing him off with magic, then hid the body. By the time it was found he had murdered a few others in cold blood. Horrified and very afraid, the townspeople tied up his family in their house and burned it all. Jazyr escaped, lying to himself that he didn’t care, stole a boat, and sailed off. He reached another place not too far away that did accept magic and had libraries and Jazyr indulged himself, then entered a mage school. But soon he began getting into the most forbidden, foul arts and before he could fully control it he had to run away or face what the teachers would do to him. He had always been aloof and made few friends but controlled one of the largest factions in the school, which had allowed him to get so far without being expelled. They searched for him but there was no trace, along with a rare and treasured book. He reappeared again in other cities with large centers of knowledge, but the rumors of him spread and he was an outcast among the magically able and adept. He was also hunted down for the book. So he wandered around away from hubs of power, freeloading and selling his handmade potions and other trinkets of magic. He heard tales of “Terre Haute” and immediately headed for this land, liking what he heard about a vampire and old ruins of another civilization.

Extra Important Info: He’s of an evil alignment. He likes playing around with gadgets and experimenting with his powers. But he dislikes eating and puts no importance to taste or nutrition. Jazyr is usually shy around females.

To explain the difference of spells and “sorcery:” Spells, here, are one-cast for a certain amount of mana and last a certain amount of time (in which it is impossible to cast again). Sorcery drains mana as the power is used, depending. If something is thrown with telekinesis and the magic lets physics take over no more mana is drained. In this way he can manipulate things to the best of his ability without draining tons of mana. This takes skill and he understands the idea very well, taking advantage of every “magical loophole” if you will.