Name: Thomas Richard Harrison
Aliases: Tom, Master Wolfgang's Apprentice.
Age: 19
Race: Human
Alignment: lawful Neutral
Place of Origin: Listcrest, a little known hamlet with a population of five dozen people.
Gender: Male
Class: Sorcerer (Cosmic Blood)
Strength: 16
Dexterity: 10
Constitution: 8
Intelligence: 16
Wisdom: 10
Charisma: 15
Height: 5'9"
Weight: 121 lbs
Build: Medium frame for an average body, some visible muscle tone for his age, but nothing too developed.
Eyes: Changes with the varying light, in sunlight it appears flashy golden-yellow, in moonlight it appears pale greyish-yellow, and in firelight somewhere in between.
Hair: Chestnut brown with bits of underlying ghostly silver and radiant gold interplayed with blackest night.
Skin Tone: Somewhere between light and fair.
Racial Abilities: N/A (Human)
Tattoos/Scars/Piercings: A
mystical tattoo on the back of his neck sitting at the base and comprised of three individual parts which represent the active phase of the cosmic cycle. The inner circle the sun, the network of lines the moon, and the glyphic outer rim the stars. Only one is seen at a given time as the magic ink reacts with the magic flowing through him and appearing on his flesh as the others disappear.
Day to Day Attire: While not strictly reserved for each, Tom wears a different set of robes befitting his current Cosmic Phase. He usually wears his red robes (see reference picture above) when he is in Sun Phase, but there are also robes for
Moon Phase and one for his
Star Phase. Although the robes do not dictate themselves his phases.
Strengths: Vast magical potential, quick-thinker, budding spellcrafter
Weaknesses: Mercurial due to phase changes, susceptible to energy siphoning or leakage due to raw magical energies being barely suppressed within his body, laughable attempts at wielding weaponry.
NaĆÆve * Innocent * Unstable * Knowledgeable
Sexuality: Experimenting
Relationship Status: Single
Personality: Tom's personality changes with the phases he is in, making it rather difficult to ascribe any one given personality type. Although the underlying tones are there, the shades of Tom are heavily coloured in by the active phase (usually sun phase). Overall however, Tom is still developing an identity for himself. His core is that of a boy filled with wonder, innocent and naĆÆve, sheltered away in his tower to deal with the arcane arts. There is a bit of country still left in him, a budding gentleman and scholar, but still holds trepidations in going through uncharted waters. Highly impressionable and a brilliant youth, there is much for him to learn for all his schoolboy spirit.
Sun Phase = His usual default phase, bright and sunny, bold and adventurous. A personality that is as vibrant as the sun itself. It takes quite a bit to damper him as his confidence beams resolute. But of course the problem with this phase is often the impulsiveness which comes with leaping into something new. Willingness becomes arrogance at times, and certainly expected of a spellcaster, although perhaps his youth would excuse him as well.
Moon Phase = A charming phase, eloquent with poise, alluring and attractive. A personality that is as captivating as the moon itself. It takes quite a bit to unnerve him as his tranquility beams placidly. Despite this, he does seem tired, lethargic, and melancholy, as if wasting away despite his glowing demeanor. Often mistaken as illness, if not the pallor of spellcasters never seeing sunlight or physical activity.
Star Phase = An aloof phase, enlightened and contemplative, detached and uncaring. A personality that is as distant as the stars themselves. It takes quite a bit to engage him as his demeanor beans coldness. Often mistaken as reclusiveness, if not the willingness of spellcasters to shut themselves in.
Habits: Hobbies: Gardening, Reading, Roleplaying (who doesn't want to pretend to be a great and powerful wizard?).
Fears: - Snakes: Why did it have to be Snakes?
- Claustrophobia: Because when you have the vastness of the universe in your veins, small spaces make you feel uncomfortable.
- Brooms: It's a long story, but Tom no longer trusts brooms.
Likes: - Dogs: Dogs think you're a god because you feed them.
- Large Lakes: Nice to drink from, catch fish in, and cool off with a swim on a hot day.
- Apples: A great snack, anytime, anywhere, also comes in many colours.
Dislikes: - Cats: Cats think they're god because you feed them.
- Large Fires: Oops.
- Meat: When you've taken care of cows, chickens, sheep, and pigs, you find fruits and vegetables a tad more humane.
- Ignorant people: He may be a countryborne boy, but Tom knows a thing or two, and people who don't seem to care brush him the wrong way.
- Swim Can swim, even in robes, although probably better to take those off first as wet robes are a pain to swim in, and even more of pain to dry without shrinkage.
- Knowledge: Farming Has some background in working with crops and field.
- Knowledge: Arcane Has some background in the greater arcane arts, being taught how to identify spells, magical items, the presence of spells, and a bit of the who's who in the history of magic as a formal institution.
- Knowledge: Astrology Has some background in charting the movements of celestial bodies, predicting cosmic events and can navigate by the celestial positions given measuring device.
- Ritualcaster: Can learn, prepare and partake in rituals.
- Spellcrafter: Can create new spells by often dangerous experimentation, doing what comes naturally as opposed to having to study on how a spell is casted.
- Brew Potion: Given ingredients, and maybe a recipe or two, can craft a quantity of potion, elixir or whatever alchemic product you need with familiarity with common basic alchemic techniques.
- Language(Common): Speaks, reads, and writes in the day to day common tongue of humans, with an accent of formal education but knowledge of rural dialect.
- Language(Elven): Speaks, reads, and writes in the day to day the tongue of the elves, albeit speaking only at a beginner level, enough for day to day conversation.
- Language(Dwarven): Speaks, reads and writes in the day to day the tongue of the dwarves, albeit speaking only at a crudely level, just enough to make some sense at the cost of sounding like an uncouth barbarian.
- Cosmic attunement: body shifts between attunement of the sun, moon, and stars, in that order. After either an hour of meditation, or when a threshold of damage is received (within 25% of total health remaining), the phase will shift into the next phase. Each phase offers various perks and drawbacks, as well as personality changes:
- Sun Phase = Radiant skin softly glows, provides light, but makes it impossible to hide.
More adventurous and warm personality.
Willing to take unnecessary risk, but body seems to beam with health (wisdom -1, constitution +1) - Moon phase = Eyes become more photosensitive, providing night vision, but bright lights cause nauseating headaches.
More calm and charming personality.
Skin seems paler than usual, but words seem to be far more persuasive (constitution -1, charisma +1) - Star phase = Body becomes lighter although mass remains the same, making movements slightly faster, but more prone to being easily pushed around.
More aloof and cold personality.
Not social as normal, but seems to be far more intellectual than normal. (charisma -1, Wisdom +1)
- Celestial Beam (Starfall Variant): A varying spell that taps into the raw cosmic magic in the caster's blood, manifesting in a downward blast of heavenly light aimed at a single targeted area visible within 50 feet. After a moment (approximately 1.3 seconds) of gesturing in the direction of the area and concentrating on a single point a few feet above, the spell yields a column of pure light hits anything within its 6 feet diameter for minor radiant damage (1d4+charisma) and creates a zone of either sunlight, moonlight, or starlight (as dictated by the current Phase the caster is in) around the perimeter that fades within 1 minute or up to 2 minutes if the spell is used in the presence of the respective celestial light. Anything that attempts to leave the marked area takes either fire, cold, or psychic damage equal to the caster's strength modifier dependent upon the type of light (Sun, Moon, and Star respectively) warding the area as the remaining light flashes in a display of cosmic power. The caster is temporarily dazed for 1 minute after casting this spell. This spell can be casted multiple times a day given the caster has exposed themselves to the light of a celestial body for as many hours as times desired to be cast.
- Gravitational Void (Dragonfrost Variant): A manipulation spell that taps into the raw cosmic magic in the caster's blood, manifesting in a gravity well behind a single target visible within 50 feet. Within moments (approximately 1.3 seconds) after gesturing in the direction of the target and concentrating on a single point a behind it, the strong gravity well manifests and the force of the unstable gravity well pulls the target 5 feet towards its center before collapsing in on itself for minor physical damage (1d8+charisma). If the spell is used in the absence any celestial light, the caster may also attempt to pull any other targets with 5 feet of the original target for additional damage (1d4) but the additional targets are free to orient themselves as they like after the well collapses. The caster is temporarily blinded for 1 minute after casting this spell. This spell can be casted multiple times a day given the caster has not exposed themselves to the light of a celestial body for as many hours as times desired to be cast.
- Radiant Sunflare (Tearing Claws Variant): A solar spell that taps into the raw cosmic magic in the caster's blood, manifesting in a burst of celestial flames around the caster in a five foot radius. The spell is prepared by waving one's right hand in a clockwise circular motion (taking one complete turn) and channeling energy into the action as the spell is set. Once prepared, anytime within the next hour the caster takes damage from an attack, the spell can be unleashed on verbal command ("Flare") and wave of fire erupts from the caster's body to quickly scorch anything (friend or foe) caught within the burst range for radiant and fire damage (1d10+charisma). If the caster is currently attuned to the Sun Phase, the caster may also heal minor damage (1d6+strength), then the caster shifts attunement to the Moon Phase. If the caster is not attuned to the sun phase and this spell is triggered, the caster can shift phases according to the current phase. If the caster is attuned to the Moon Phase, then they may shift the Star Phase, or if in the case of being in Star Phase to the Sun Phase. After casting (not triggering) the spell the caster is also more susceptible for cold damage and suffers chills, until the next moonrise. This spell can only be used once per day, with at least one sun rise and sunset experienced between casts.
- Distant Starcall (Spatial Trip Variant): A stellar spell that taps into the raw cosmic magic in the caster's blood, manifesting in a sudden vanishing of the caster, reappearing some time later a distance away from where they were. The spell is prepared by bringing one's hands together and channeling energy into the action as the spell is set. Once prepared, anytime within the next hour the caster would be attacked by an enemy, the spell can be unleashed on verbal command ("Call") and the caster is sent into a plane of existence beyond the reach of most attacks to save the caster from the attack. Yet for every few moment the caster spends inside the safe realm, the caster takes damage while sustaining the spell (sustainable for 3 rounds, taking 1d4, 1d6, 1d8 damage respectively per round). Residing the safe realm, the caster cannot do anything except for sustain the spell or immediately end the spell, but while in the realm all other spell effects sourced from the caster immediately end. Upon returning, the caster reappears up to 10 feet away + 10 feet per round spent in the plane (maximum of 50 feet total). If the caster is currently attuned to the Star Phase, the caster may also inflict half the damage experienced while in the safe realm (rounded down) as psychic and radiant damage to 1 target within 5 feet of the new position, then shift attunement to the Sun Phase. If instead the caster is attuned to the Sun Phase, then they may shift the Moon Phase, or if in the case of being in Moon Phase to the Star Phase. After casting (not triggering) the spell the caster is also more susceptible for fire damage and suffers fever, until the next sunrise. This spell can only be used once every 7 days and requires exposure to starlight once between casts.
- Elegant Moonbeam (Chromatic Orb Variant): A lunar spell that taps into the raw cosmic magic in the caster's blood, manifesting in a spectacular display of celestial power which varies upon the moon. The spell is prepared by waving one's left hand in a counterclockwise circular motion (taking one complete turn) and channeling energy into the action as the spell is set. Once prepared, anytime within the next hour the spell can be unleashed on verbal command ("Beam") and the caster is lifted off the ground, transforming into celestial entity as a glimpse into the truth of their magic being. Immediately after the transformation, the caster glances a single target in visible range within 50 feet and emits a blast of light from their entire body at the target. The beam does massive radiant and cold damage (1d10+charisma) with increasing power with respect to the current stage of the lunar cycle:
- New moon: additional 1d4 radiant and cold damage
- Crescent moon: additional 1d6 radiant and cold damage
- Quarter moon: additional 1d8 radiant and cold damage.
- Half moon: additional 1d10 radiant and cold damage
- Gibbous moon: additional 2d6 radiant and cold damage
- Full moon: additional 2d8 radiant and cold damage
If the caster is currently attuned to the Moon Phase, they do an additional 1d6 radiant and cold damage, then shift attunement to the Star Phase. If instead the caster is attuned to the Star Phase, then they may shift the Sun Phase, or if in the case of being in Sun Phase to the Moon Phase. After triggering (not casting) the spell the caster is also more susceptible for psychic damage and is knocked unconscious, until the next sunset. This spell can only be used once every 28 days.
Possessions Generally On Person:- Basic Clothing: Refer to Main Image Above and Day-to-Day attire
- Belt: Simple leather belt, to keep various pouches on.
- Coins: just a few coppers and silvers in a pouch.
- Spellbook: A small leather-bound tome for notes on spellcrafting really.
Weapons: - Iron knife: A rather sharp multipurpose knife for harvesting plants, preparing ingredients, cutting nibs for quills, and drawing fresh blood. Can be used as an improvised weapon, but generally too flimsy to do anything that requires force.
Armor: N/A
Animals: N/A
Pack Contents: What do you carry in you bag of holding when traveling
- Meditation Cushion: Who needs a bedroll when you can fall asleep meditating?
- Waterskin (Aqua Fons): Standard waterskin for drinking water
- Silver Flask (Aqua Vitae): Small flask with 99% pure distilled alcohol. For alchemic reagent, not for consumption. Although this stuff will probably taste like liquid fire
- brass Flask (Aqua Munda): Small flask with double distilled water. For alchemic reagent, not for consumption.
- Ink: glass vial of ink for writing
- Quill: Feather with sharpened tip for writing
- Parchment (7 Rolls): 7 scrolls of blank writing surfaces
- Tallow Soap: Because cleanliness is next to godliness.
- Sealing Wax: light blue wax usually signifying associations with magic and mages.
- Signet Ring: Master Wolfgang's parting gift, bearing the Master's personal seal
- Clothing: 2 additional robes (see Day-to-day clothing) and some plain white linens for more comfortable nightwear.
- Chronastrodynamus: Once a marvelous contraption that charts the sun, moon, stars, comets, time, seasons, and other celestial bodies. Unfortunately it is currently broken and Tom is attempting to tinker around with it.
- Basic Alchemist's Kit: A small traveler's set of vials, decanter, alembic, retorts, pestle and mortar, and a small firestand. Not exactly useful in creating major potions, but will work to create basic potions while travelling.
Magical Items: - Hand of the Mage: A shriveled, mummified elf hand hanging by a golden chain to be worn as a necklace. More than just a disturbing fashion accessory, as it allows the wearer to point a finger at an object within 30 feet, lifting it and move it at will by as if manipulated by an invisible hand. Object must be nonmagical, unattended, and weighs no more than 5 pounds. It takes concentration to sustain the effect, and the wearer can move the object freely in any direction at a rate of 15 feet per second, but the effect immediately ends if the object leaves a distance 0f 30 feet from the caster.
- Eternal Chalk: A small piece of chalk that never wears down when used, and cannot be broken into more pieces. The when used, anything written using the chalk cannot be wiped away for 1 week by anyone other than the original writer. The chalk dust itself also retains some faint magical traces of its enchantment and can be detected by those with magical training or keen senses.
Potions: Premade or prepurchased potions - limit 5
- Red Elixir of (Moderate) Healing: 2 healing potions, ingest to stop internal bleeding and remedy poison, apply directly to the wound to mend and counteract venom. Useful in a pinch, but will only cure moderate wounds (2d8) and reduce the potency of poison or venom. - Brewed using Master Wolfgang's Alchemic Lab, standard recipe known by Tom.
- Green Potion of Stallion's Vigor: 2 stamina potions, ingest to imbue a sudden rush of energy to someone who needs to catch their breath. Alternatively, give it to someone who is preparing to do laborious task to give them a slight edge. May have some nauseating side effects after the potion wears off (usually in 10 minutes), use as directed as can be slightly addicting. - Brewed using Master Wolfgang's Alchemic Lab, standard recipe known by Tom.
- Blue Tincture of Mana Essence: A potion to help spellcasters raise their wand. Guaranteed to treat the most embarrassing forms of magical impotency, using exotic ingredients to increase the flow of magic to reach new heights. Allowing another performance for exactly one expended spell for up to one hour after drinking. Although there may be residual magical sensitivity for up to the next 4 hours after ingestion, resulting in difficulty in heightened arousal and concentrate, along with possible altered states of mind. - Gifted by a rather embarrassed Master Wolfgang after Tom found it lying around the mage's study, supposedly was meant for the boy anyways as a present, not that Master Wolfgang needed it.
Creation Materials:- 5 x Dried Landel Leaf: Basic ingredient for Red Elixir and other health restorative alchemics
- 2 x Petal of Lotus Blossom: Basic ingredient for Red Elixir.
- 2 x Thistle Root of Lotus Blossom: Basic ingredient for Red Elixir.
- 3 x Dried Gerr'fel Flower (helps stop bleeding): Basic ingredient for Red Elixir.
- 2 x Rendat Root: Basic ingredient for Green Potion and other stamina restorative alchemics
- 1 x Extract of Stallion: Basic ingredient for Green Potion of STALLION's Vigor, don't ask how this is obtained.
- 2 x Dried Foxglove Flower: Basic ingredient for Green Potion
Parents: - James James Harrison - Father: a simple farmer who hated Tom because he couldn't believe the child was his.
- Maryanne List - Mother: a farmer's wife, but also heiress of Listcrest, she kept her maiden name due to its importance in the hamlet. She is one of the three daughters of Makynna List, who in turn is the great granddaughter of Goethius List supposedly a great mage of old. Died in childbirth
Siblings: None.
Childhood: Born under an a starry night, an omen of single star vanishing from the night sky, within the quiet hamlet of Listcrest. A rural farming town, small and unassuming, completely unaware of the infant sorcerer within their midst. Only that Mary didn't make it, and James was bemoaning the loss of his wife. The homestead of course was empty, and life as a farmboy wasn't easy especially with a father who was harsh on the one reminder he had left of his wife. Soon Tom was waking up before dawn to tend to the chickens, the pigs, the cows, the horses, and all. Making his rounds with the sharecroppers during planting, and working the field during harvest. Of course there was that time when the Tom was working the grain silo in the early hours and the building suddenly caught on fire. The flames reducing the winter stores to ashes as the smoke took days to clear over the town. What happened was a mystery that day, as no source of flame was brought with anyone. The day was hot after all, and sunlight plenty, there was no need for any sort of firelight.
A few years after the fire incident, with in his early teens, the second manifestation of his powers occurred. One hot summer night the towns prized heifer found frozen to death under the moonlight. With Tom still frozen to it, unsure of his powers as they began to flux, his mood changing throughout the day as his friends found him increasingly erratic. They had all but abandoned him, including his own father who hardly spoke with the boy now. Even his cousin was told to stay away. Only one person stood up for him as the town grew to scorn the uncontrolled magic in his veins. But she too would walk away as he drove her father into madness one fateful night driving him to take his own life to get the voices out of his head. A demon child they called him, yet no one in Listcrest dared to say it to his face.
Fortunately a passing magister stopped by Listcrest returning from one final adventure as he said, and the townsfolk begged him to take the boy away. Needing a new serving boy and perhaps someone to keep his tea warm, the Mage Johann Wolfgang took him in. And so Tom left his childhood and Listcrest behind. Venturing to a place he never knew as the created a mage's tower. He became the Magician's apprentice. Learning the arcane arts and how to better control his powers.
Adulthood: Adulthood, or so it would seem had barely began for Tom. Days became weeks, weeks became months, and months became years with Master Wolfgang. Fully fledge as a budding sorcerer now, but still a boy at heart. Wondering more about the world they lived in beyond the pages of books. Yet there was never time to travel, only keeping the grounds and meditating underneath the sun, moon, or stars. Perfecting control over his own powers as he should, learning to create spells and more. Yet on his 18th birthday, it was time for the Master to push the student out. Sending him off on a quest, either having grown bored with the boy, or perhaps having too much faith in his abilities.
Special Moments: Creating the first spell, a memory like no other. Discovering that your will alone could change the cosmos. And from nothing, came something, a beam of light from the sky. And then passing out.
Current Events: Tom is currently travelling, his funds are slowly dwindling and he desires to find people to travel with, adventurers hopefully as his Master suggested.
ā High Ranking * āÆ Neutral * ā® Friends * ā„ Crush * ā¤ Significant Other * ā Enemy
- ā Master Johann Wolfgang: Retired Wizard Adventurer - Tom's master, tutor and mentor in the arcane arts. Famed for useful spells which bear his namesake, particular "Wolfgang's Mass Silence" which involves the caster screaming for everyone in the vicinity to hold their tongue (warning explicit!). Rather well known in the upper echelons of magical societies, although his renown is fading with his age and inactivity.
- ā Kristian Marlowe: Childhood friend turned enemy - A village girl who planned to be knight after making out of Listcrest. A lady knight anyways. Bit of a tomboy this one. Might have had a slight thing for Tom, but now after he turned her father into a mess. She now hates him, for breaking both her heart and her father's mind.
- ā® Billy (William) List: Cousin - From his Mother's side, didn't seem to inherit any unusual magic, but liked to pretend with Tom.
- āÆ Lady A'Nyffa : Master Wolfgang's Acquaintance - an elven lady who visits Master Wolfgang, supposedly one of his old adventuring companions. That being said, there's probably a history (or lovestory as rumors say) between them as they seclude themselves into his private chambers and return hours later smiling at each other. Although being an elf does have its advantages over a human. She is somewhat of a mother figure to Tom, despite her mysterious comings and goings.
Character Quote: "Look up at the Heavens, Do you see the majesty of the blazing sun? The mystery of the shifting moon? The multiplicity of the twinkling stars? The memory of the deepening void? My master says I am all that and more... Do you believe him?"
Theme Song: Behind the Stars By Adrian von Ziegler
Aura Color: Pure white, a celestial light which shines radiant from his body, almost blinding it is so bright. This light is tinted ever so slightly with his overlying phases, such that the Sun Phase gives the light a burning brightness with bits of yellow-red, the Moon Phase gives the light a cool brightness with bits of blue-violet, and the Star Phase gives the light an otherworld brightness with bits of iridescence.
Scent: A vanilla-like warm sweetness, like sugar cookies baking, combined with the subtly of spring grass, autumn leaves, summer sunshine and winter starlight, and finally add in a bit of musty leather tomes, a farmboy's workday musk, and a faint twinge of apple blossoms.
Anything Else: