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*Name:
Markus 'Drevis' Autumns
Alias:
Justice
Username:
WeaverOfDestiny
Age:
16
Race:
Half-Alvs
Class and Level:
Lvl. 90 Sorcerer
Subclass and Level:
Arcane Scholar Lv 82
Details: Arcane scholars is a subclass generally taken by the mage-class who seek to have fun roleplaying as well as combat wise. It takes dedication for a player to fully reach the max level of this subclass, as not only you have to do many side-quests which takes an absurd time to finish, this class it also requires several raids to progress the the levels. Making it difficult for many to pass during mid-game. However if a player does complete all these challenges, then they are rewarded both combat-wise and characteristically as well. People of this subclass are also known to surprise many people with their diversity of magic, often betraying what their class is really making them versatile mages however even they have their limits on what they can do.
This subclass also gives special items if special raid quests are taken and complete that are artifact-tiered to the arcane scholar as well as other members in the raiding party. However the difficulty of these raids are harder than the normal one, being usually a good step-up from the normal one, it challenges the party making if difficult to beat without trying several times. This subclass most unique feature is that, it can give raids that will produce specific artifact-tiered items for a certain class, however a great deal of time must be spent before preforming these raid, as finding these raids are like a 'spell' for Arcane Scholars. As they are searching through scrolls, books and other things, basically being the casting time of any spell, generally ranging from two to four days.
Race -> Class -> Abilities -> Items -> Final Stats
HP: 1
MP: 7
STR: 0
DEX: 2
Physical DEF: 2
Magic DEF: 5
INT: 8
WIL: 5
AGI: 3
Passive
Assistance of a Demon
In the body of Justice, a spirit inhabits his body making him a host to the spirit. The spirit was gained through a sidequest early in his advenutres and was neutral about Justice and didn't mind him as the spirit was of wisdom and knowledge however it was twisted during an sidequest in which Justice was trapped in the dungeon for a extended period of time. The dungeon's mysterious properties and creature's influenced the spirit to be driven mad, turning into a spirit of vengeance and pride. Despite his former spirit ally turning into a demon, he could still a strong connect linking the demon and him, being their two similar yet different interest in knowledge. This demon of vengeance and pride, is a powerful creature in magical terms, as it grants Justice +2 in mana and intelligence, however the demon drains Markus of his energy causing a -2 in both health and strength making him very incapable to do tedious tasks.
Demon's Overwhelming Power
In conjunction to Justice's own naturally powerful character, the demon's power too increased his potential. Causing him to fight harder and deal more damage to his opponents whenever he casted spells making them deal twice the damage. However by using Justice's body as a medium, the demon causes him to consume 2.5x more mana in exchange for the power the demon grants him. However with the demon's enhanced magical prowess working along with Justice's own, he can regenerate mana during combat and regenerates mana at a moderate speed. Being able to cast spells of varying degrees without worrying much as he can that mana quickly, however all his spells are given 5 more seconds of cooldown time to reduce the stress that Justice's body takes. However it takes about 60 seconds to regenerate the energy capable of casting a powerful spell if he has no mana to cast it. Outside of combat, the demon is relatively 'peaceful' to say the least as it will assist Justice, every once in a while if it feels like it. However in dangerous situations, the demon is willing to work with him in order to survive, as the two are connected.
Demon's Fury
When casting spells, Justice's demon companion often times can cause him to magical create another copy of the spell he just recently preformed at twice its cost. Combined with the demon's magic prowess causes the mana cost to be a hefty price of 4.5x however, passively this ability also grants a slight amount of mana regeneration. When casting another copy of a spell Justice still has to go through the casting time, making his opponents have a small time-window of escape however most of the time it is useless.
Demonic Presence
As the bad thing about letting a demon inhabit your body, it causes you to always carry around a dark blue aura that wards away most people, except for adventurers that have are level 70 and above. If anyone approaches him that are lower than that level, they will usually feel intimated or scared when they see him as it is because of the aura. During combat, this aura slowly starts to condense until it becomes a rib-cage that surrounds Justice, that grants him a +1 to both physical and magical attacks, repelling away attack just like it would to people. Its aura form also provides this same protection as its density is surprising from what you can see, easily absorbing attacks and cushioning them. Before they even can get to Justice's health bar, they must fight through this aura which has a health stat of half Justice's intelligence stat. After getting through the aura, in a battle the ribcage will appear shattered and worn with the aura appearing faint and almost transparent. While outside of combat the aura itself will be reduced to a faint whispy layer over him. It will take 2 minutes for the demon's shell to be reconstructed making Justice very vulnerable during that time frame.
Spells
[b]Bolt of Dagon:
A powerful spell, learned through deciphering old texts of a lost ruins underground that had been forgotten until recently. It is a spell which sends out a beam of grey energy at a target which damages them majorly. The magical beam upon contact of anyone blocking it physically either with shield or body, will feel a blunt force upon them that presses against them making them be blasted away by the beam, slowly pushing them back 2-3 feet every so often by the force of the spell. It singes and burns through fabric expect of the most rarest and magical kind, and can make metal start melting slowly upon long sustained contact. Against magical barriers, it pressure can be felt as tiny shockwaves are carried through the air. This spell also has the special ability that everytime it is cast, its cost for casting it, is reduced by 15% each time as well as its magical damage by the same amount. The casting period is 10 seconds and the cooldown period is 60 seconds.
[b]Oblivion's Finger:
A spell thought to be log forgotten, having been scavenged from ruins of kingdoms to old forgotten sites long since anyone visited. This spell required the sacrifice of an artifact to be discovered, as it required the knowledge of an otherworldly being. This spell sends out a black streak of lighting that causes the air to crackle as the molecules are energized making a nice sound and visual effect. Once the lighting reaches a target, if it is blocked by a shield it causes a large explosion to accrue dealing moderate damage to the defending target, and minor aoe damage to anyone nearby the target, agaisnt magical shields it deals 1.5x more damage to them as the black lightning interferes with the magic creating the shield. If it hits an unguarded target ult will hit them with the full force of the spell and deal a high amount of damage to their health.
[b]Calling of Nothingness:
A spell recovered with the help of multiple journals from the people of the land. This spell was recovered when it was separated into tiny pieces to keep it from being used by anyone who could find out how. This spell sends down a pure white line of energy, that deals massive AoE damage, however requires 20 seconds to cast and is obvious when done so, as literally a white line will appear in the appear before it begins to have rings that extend slowly at first before becoming fast. After those 20 seconds a 20 meter radius is consumed in a bright white light that comes from the sky, parting away clouds if any and slams into the earth, erupting the ground with the force it has. The spell blinds everyone in a 10 meter radius outside the initial blast range of the spell. This spell has a 2 day cooldown and cannot be reduced or increased. Another part of casting the spell, is that it must be also prepared outside of the casting time, as a circle of magic must be completed to preform.
[b]Desecration
A spell requires both of the caster's hand to preform, it sends out an energized bolt that glows a dark purple and surrounding it is a whispy coat that leaves a tail behind it as it travels. If it hits an opponent it deals a moderate amount of damage and leaving them with a debuff that deals a minor amount of damage over time, along with their physical and magical defenses slightly lower. It requires 5 seconds to cast this spell, and has a cool down of 30 seconds.
[b]Energy Blast
A spell which sends a swirling ball of blue energy that flies toward an enemy, if it hits it deals a moderate amount of damage, and slows them by 25%. When it hits the opponent it discharges in a flash of blue, sending of sparks that deal minor damage in a AoE area of 15 feet. The caster may also change the ball into a beam of energy that hits the target with a high amount of damage instead if they dont want to use the AoE effect. It takes 5 seconds to cast this spell and has a cool down of 25 seconds.
Astil Codex: (Reforged, Requires 3 Artifact-Tiered grimoires to create)
A powerful artifact that is said to have the knowledge from other worlds, it is created by merging other grimoires into a single one with all the collected knowledge of those grimoires into a single one. With their collected knowledge they allow special interactions with Elder Tales with anything magical, as one of the prerequisites of obtaining this artifact-tiered item is being an arcane scholar. The Astil Codex itself boosts your magical damage and magical defense greatly, while allowing you to regenerate your mana quicker than normal. It also . however when equipped it grants the character the ability to float above the ground simply or to ascend 10 feet in the air. The codex also can study spells that other opponents cast, and cancel them out if they are 40 levels lower than him.
Robes of Shielding Knowledge: (Artifact-Tiered)
With these Robes, they increase the magical defense of the wearer and makes them slightly more resistant to physical attacks as well. These robes have a variable depending on their owner as the higher their intelligence stat, the more powerful these robes become as they produce a magical barrier that is basically like a second health bar for them. Making the enemy having to get through that before actually damaging their actual health bar. However for every 2 intelligence stat, it equals to 1 hp stat when the health of the shield is being calculated. If the shield is broken it takes him 60 seconds to fully restore back to its original form, but if the wearer drains his mana into the shield, it will be restored after a moderate amount of mana been consumed.
Scholar's Messy Satchel: (Magic-Class)
A regular looking satchel that looks like a regular satchel, however has scrolls and papers stuffed and sticking out of pockets that makes it looks messy. However dispute its appearance, there is more space that what comes to the eye, as you could store a small dresser in there if he wanted... But you get the point that the satchel can store a lot of items, mostly being papers and other important documents.
Radiant Mana Crystal: (Magic-Tiered)
A special item harvest from a cave located inside a forest, it is difficult to find on the market and is best if you hunt for the crystal yourself. The reason why these crystals are so rare and hard to get is because of how often these crystals are protected by ancient magic that most mages wouldn't understand. These ancient magic come from the Alvs who often used these crystals for their machinery in many ways, as these crystals could absorb residue mana in the air and from other adventurers who insert their mana in the crystal. The crystal can hold a very large amount of mana, however can be dangerous as if these crystal crack with a large amount of mana is store. They are basically a bomb...
Vial of Fog: (Magic-Tiered)
A special vial in which if you leave half the bottle filled with water it will, the next day turn into vial full of mist. The amount of mist stored inside this vial can cover 10 meters in a hazy fog which makes it hard from opponents outside to see what going on side the fog. Any kind of wind magic will dispell the fog away in 30 seconds, if there is no wind the fog with last for 3 minutes. Also if a projectile has enough force, it could easily remove the fog effect as well, as the momentum pushes the fog apart.
Vial of Evermist: (Magic-Tiered)
Same like the Vial of Fog, the Vial of Evermist requires the liquid in the vial to be something alcoholic, as the next day the wine will turn into a sweet syrup that can be used twice to heal minor wounds. if another liquid is used but it is not alcoholic, it will simply cause the liquid to disappear the next day with nothing inside the vial. If this happens twice, the vial will simply stop working...