The Nine Kings
Would you like to react to this message? Create an account in a few clicks or log in to continue.

The Nine KingsLog in

The LORD of the Rings


descriptionZya EmptyZya

more_horiz
Zya DXRLR0L

Zya FVvFFC0
Name: Zya

Race: Elf

Home: Halls of Ilmarin in Taniquetil

Height: 6’0

Weight: 155lbs

Class: Blue Wizard

Origin/Family:
Zya doesn’t talk about where she was born, allowing the mystery of her origin to lend fuel to the whispers of others in the flickering lights of lanterns, campfires, and candles. What is known about her is limited, and if she was one to speak she’d applaud the vibrant imaginations of strangers in writing her narrative. Instead she can be found with a coy smirk at the rumors surrounding her presence.

In appearance she is of average size for an elf, choosing to clothe herself in dark grey and blacks, that contrast against the vibrancy of her skin. She’s a master of chiaroscuro in aesthetic and spirit.

She considers herself naturally lucky by nature and is often characterized by others as either a talisman of good fortune, where they sing songs of her uncanny ability to surmount all odds when hope appears lost, or a harbinger of damnation for those who cross her. All to say, people either walk away from association with her blessed, or missing.

Zya is often found traveling alone until something about a traveling party calls to her during which she offers her adventuring skills (hunting, archery, sailing, and occasional thievery —and rumored assassination). But despite her distancing from others she’s can be found in obscure moments feeding wildlife, and helping strays, offering odd tidbits of prophetic wisdom to the downtrodden.

Zya is rarely found with her hood down, but those who have seen her revealed often describe her as beautiful. But it’s a beauty she actively hides, instead preferring to pass unnoticed where she can sit and observe those around her.

Zya approaches the world from a trickster stance. She’s unpredictable and coolly mercurial in her allegiance to others, often leaving parties when their paths no longer face the same goals, or she deems a party no longer interesting —or having broken some unspoken code she holds. A code, others will note, doesn’t prohibit killing, treachery, or kidnapping, but somehow feels as if it furthers some larger goal, as if she can see, or knows something just out past the ether of everyone else’s consciousness leaving her to create ripples of consequence by tossing pebbles of chance into the lake of fate.

At the end of the day, Zya is most afraid of containment. Her perchance for wildness speaks of someone whose life was ruled too long by the orders of others.

Last edited by Zya on 26th July 2024, 5:38 am; edited 1 time in total

descriptionZya EmptyRe: Zya

more_horiz
Zya YaurJdV
Clothes:
Light warmth traveling clothes, that minimally restrict movement for women's attire of the time:
Current clothing being worn: a lightweight dark blue wool cotte with a deep slits up the left and right side to her hip where it is tied with leather laces that are quick and easy to remove to reduce movement restrictions, but can be easily replaced for modesty in towns. The cotte is tied at the waist with a strap of beaded
 leather. Under the cotte instead of a traditional chemise she is wearing a light weight linen men’s pant. For footwear she is wearing a pair of basic calf high leather boots. Over top of everything she is wearing a black heavy wool traveling cloak lined with fur.
 
Jewelry: She has none.
 
Backpack (holds 654lbs)
            -A pair of men's clothes, and a second women’s outfit
            - Two fresh loafs of bread
            -1/2 rack of cooked lamb
            -Two rusty canteens of water
            -1 Watermelon (Makes you completely full each, Spoils in 2 weeks)


Zya OcLnhsE


Weapon: Wizard Staff: A hand carved cedar staff inlaid with pearls. An observant person will notice that the pearls are arranged to reflect constellations of the night sky.  
 
 
Known Spells:
Charm Person LvL1
If you can cast this on a target outside of combat without them noticing, this can be a great way to defuse a potentially hostile situation. However, the spell has some complications. Charm Person has no visual effect like a ball of fire, so there’s no visual indication that the spell succeeded or failed. The target doesn’t know that they’ve been targeted by the spell if they succeed on the saving throw, but you don’t know if they succeeded or failed unless your DM decides to tell you (and they are under no obligation to do so). So generally your best bet is to cast this once or twice and hope for the best before presenting yourself to your target.


Chromatic Orb LvL1
Solid damage with good range, and the ability to pick the damage type means that you can always avoid damage resistances if you know what the target is resistant to.


Comprehend Languages LvL1
Cast this as a ritual. Unfortunately it’s a self-targeting spell so your communication will be one-way unless whatever you’re talking to also has a solution.
 
Detect Magic LvL2
Essential. If you’re not concentrating on anything else, it’s often a good idea to cast this as a ritual and walk around with it.
 
Magic Missile LvL2
A great option with long range and reliable damage of what is probably the best damage type in the game.

 
Shield LvL3
Large orb pattern encapsulates you and or your target. The shield will hold against most attacks up to same level once and take several attacks  from lesser level attacks.

Darkness  LvL3
Situational. Typically you can solve the same challenges with Fog Cloud, and you don’t need to worry about the possibility of enemies being able to see through the effect using magic or by being devils or something. Fog Cloud also has 6 times the duration and a radius 5 feet larger and can be expanded using higher-level spell slots. Darkness’s one unique advantage over Fog Cloud is that it’s portable: you can cast Darkness on a rock and toss it into a room or stick into your pocket to produce in the middle of combat by using your item interaction to take it out of your pocket rather than spending an Action to cast a spell.


Detect Thoughts  LvL3
Situational, but a clever player can use this to gather crucial information from enemies unwilling to share it. Wizards are naturally well-equipped to perform the opposed Intelligence checks to continue to read a specific creature’s thoughts, but look for help anyway. If you can, have an ally cast buffs like Guidance or Enhance Ability (Intelligence) on you to give yourself an edge.
 
 
Control Water LvL 4
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water
You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow
You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool
This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex.
 
 
Arcane Eye LvL 4
You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
 
Banishment LvL 4
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Confusion LvL4
90 Feet out | Circular Diameter 10ft
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

Last edited by Zya on 27th July 2024, 12:28 am; edited 2 times in total (Reason for editing : Formatting)
privacy_tip Permissions in this forum:
You cannot reply to topics in this forum
power_settings_newLogin to reply