Crepuscular Rays, Stealthy Sage
◤≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡◥Late twenties | Unicorn | Male
Purple fur, blue eyes, short mane and tail (and short, scruffy beard) darker blue than eyes. Slightly taller than average (roughly average for male). Decidedly non-muscular. Cutie mark is a dotted outline of a pony. Magic aura indigo. Neutral expression appears unfriendly.
- Cranky
- Sarcastic
- Has trouble with social interaction
- Generally remains quiet unless he has something to say
- Introverted
- Thirst for knowledge
After proving less than capable at interacting with his fellow foals, Crepuscular Rays began to prefer being ignored over the embarrassment of actually talking to other ponies. One day, he was so desperate to be left alone, he channeled his magic with the wish “Please just ignore me”. Rays was astonished when the other foals suddenly behaved as if he weren’t there. When his impromptu spell finally broke, he found a cutie mark adorning his flanks.
Rays spent many days and nights using his new privacy to study magic and history and folklore (with detours into fiction when he felt like a change of pace). He grew to crave exploration and discovery. When he heard about the new world discovered by Twilight Sparkle, he was excited beyond measure, only to become horrified by the thought of all the destroyed knowledge during humanity’s decline. When Earth became a colony of Equestria, Rays knew that somepony needed to find and protect what was left of humanity’s legacy before even more of it was lost forever. That somepony might as well be him.
Crepuscular Rays is well versed in magical theory, as well as the history and folklore of his homeworld. His knowledge of pre-Equestrian Earth is second to few, though still frustratingly minimal. Rays is a fairly adept woodsman, which serves him well while exploring. He has decent horn-flow, though his reservoir is only slightly-above-average at best. His specialty, however, is spells that reduce his presence (like the one that got him his cutie mark).
◇Relics, Spells, and Techniques◇
Rays can use
telekinesis at the level of an average adult unicorn. He can also use
prestidigitation,
magic sight, and
dancing lights. His specialty spells are, in ascending order of cost,
Notice-Me-Not,
See-Me-Not and
Hear-Me-Not,
Remember-Me-Not, and
Touch-Me-Not. Due to his proficiency with these, he can combine them freely as modular components, though it costs more energy to use them this way.
Aside from spells, Rays is also capable of firing a blast of raw magic at a target (like any unicorn can), but has no training in doing so safely. As such, he runs the risk of harming his magical pathways or overexerting his mana supply.
Magic blast is therefore reserved for extreme emergencies only.
Telekinesis: The inborn unicorn ability to manipulate objects with magical force. Negligible mana cost. Cost increases with distance and weight of objects.
Prestidigitation: A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial. The materials created by a
prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally,
prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. (from Pathfinder Core Rulebook) Minimal mana cost.
Magic Sight: Allows user to see and identify magical auras. Requires some concentration. Minimal mana cost.
Dancing Lights: Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps). The
dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
You can only have one
dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. (from Pathfinder Core Rulebook) Minimal mana cost.
Notice-Me-Not: The caster becomes extremely uninteresting to other nearby creatures. Becomes less effective if target(s) already aware of caster's presence or actively searching for caster. Can be broken by subject actively drawing attention to itself. Does not affect machines or other mindless things, such as mindless undead. Minor mana cost. Cost can be raised to increase radius of effect.
See-Me-Not: The caster and carried gear become entirely transparent to light (though not to magic). Can be cast on others. Moderate mana cost.
Hear-Me-Not: The caster and carried gear do not radiate sound. Can be cast on others. Moderate mana cost.
Remember-Me-Not: All other creatures within 60 ft. forget caster’s existence. Memory loss temporary, returns once out of range. Does not affect machines or other mindless things, such as mindless undead. High mana cost.
Touch-Me-Not: Caster becomes intangible. Concentration required to maintain. Can be cast on others. High mana cost.
Cloak: Dark grey, hooded, waterproofed, lined with pockets.
Saddlebags: Brown, waterproofed when closed, enchanted to double holding capacity.
Canterhorn hiking staff: Magically toughened, enchanted for reduced weight, enchanted with recall charm (within range of 100 miles, bonded unicorn [Rays] may cast specialized cantrip, staff teleports to bonded unicorn’s possession). Very expensive (it was a graduation present).
Survival gear: Pocket knife of the Swiss persuasion, canteen, flint & steel, emergency blanket (salvaged), rope (50 ft.), compass, binoculars, small mirror, tinder, small hatchet.
First aid kit: Barely used yet.
Identification materials (whatever form those take in this setting).
Reference books: Titles TBD, no more than 5.
Currency:
107 101 bits