Name: Adronis Markerrigan
Race: Human/Elf
Alignment: Church of the Four Spirits
Age: 56
Appearance:
Bio:
Adronis is from an order of High Priests and Magi. His father being human and his mother a sand elf, Adronis believes in a more peaceful solution to the warring of the three factions on the Eastern Islands. He is highly intelligent, however his aging has shown since he is more Human than Elf. His age, however, is still young compared to how old he can become. His aging process has ceased, keeping him looking in his mid fifties. As is currently stands, he is attempting to become a conciliate member for the Church to make decisions regarding the land and how to go about things; however he knows the Church of Adonai has far more reasonable approaches to things, the Church of the Four Spirits follows his guidelines of respecting the elements.
Abilities:
- Elemental Manipulation:
- Fire - Adronis can manipulate flames, making fireballs, flamethrowers, or other fire based attacks.
- Earth - Earth element allows armor, fire able boulders, and strong earthquakes.
- Air - Allows strong gusts of wind, tornadoes, and waves of air that can cut foes.
- Water - Waves, jet-streams, and bubbles that can allow underwater breathing.
- Light - Causes blinding light that can stun foes or cast out shadows.
- Shadow - Brings indescribable darkness that can black out an area.
- Combination - Adronis can combine elements into stronger attacks, however this takes much more focus, time, and energy. (For example, combining Air and Water to make Ice attacks, or Earth and Fire for Lava attacks.)
- Teleportation
- Basic - Allows teleporting small distances on battlefields or around a small area. Takes no time and happens spontaneously.
- Advanced - Teleportation over a long distance. Takes a couple of hours of concentration and preparation.
- Mass - A very advanced technique allowing the Mage to take multiple comrades with him or her in teleportation. Takes the same amount of time as an Advanced teleportation technique, however it uses a much larger amount of energy.
- Summoning
- Arcane - Allows summoning of Arcane weapons to defend in melee combat.
- Astral - Summoning of Astral beings (wolves, bears, tigers, and other vicious animal spirits).
- Elemental - Using the powers of the elements, summons elementals from the void. Strong and resilient, these take a lot of energy to produce.
Weaknesses: Adronis is weak at melee combat and has only a staff to protect him, as well as being lightly armored. He is also susceptible to attack when preparing spells.