Bristal Trinity 

Species: Mage

Time 10
Hit points 2000
Bonus 100
Total 2100
Dice 12 
Sides 12
Rec .10
Spell level All
 

Gender: Male
Type of Character: Atlantian

Ley / Earth Witch

Character Description: 6'1 stocky built, Dark hair, Amber eyes. His dress is usually casual, yet dated. 

Mental: He was slowly loosing his mind, he was fairly certain he had a short time left on this earth, but Raven healed him so now he is in the mind set of "living on Borrowed  time" and all is good in his world. 

History: 

Brite Trinity was born in Atlantis, before it was moved from this place. His father was an Atlantian leader who had risen by driving back the gods of that later became the Greek gods. His mother was a power onto her self, and she was the keeper of all knowledge in their world. Both their mother daunted upon him and his sister and their father, taught to not only be teachers by the mother, but warriors and protectors by their father.

 

The gods from both the Greek and Egyptian worlds descended upon Atlantis, it was far to advanced, far to powerful for them to be left alone. Brite and Sierra’s mother cast a spell changing them to small children in appearance. During the battles his father had befriended one god who had balance named Osiris, calling upon him to assist. Osiris knew of a good priest in his temple.

 

During 4th Dynasty Egypt, Amid’s wife had died before during child birth, Amid  had long been a priest in the Temple  of Osiris and prayed to the god, to return his wife and unborn son, that he deserved better having served him all his life. Osiris found the prayers and faithfulness worthy appeared to him with the two small children, telling Amid that his wife carried would of given birth to these two children, if he so desired he would be allowed to raise them and to be their father. He also explained that these children were taken from the after world and would never see death. When they reached an age that was old enough they would no longer age. He must send them to travel so others would not notice.  Amid welcomed the children and raised them in the temple with love and caring. The children accepted Amid’s care never telling him that they were anything but his children.

 

The Trinity’s being placed on earth soon learned that their gift their power now required them to draw on the ley lines and the earth. The Trinity’s found the library of their mothers, around 2nd dynasty. Vowing to never all the gods to destroy or to find jealousy again. Traveling through the world, Looking for magical items, books, or anything else that may lead a civilization to come under the eyes of two many. Placing each item away to be protected from all.

 

Brite, semi-retired moving to the Isle, his sister has picked up the slack. Now most of their work is trailing demons hunters who find about treasures from newly placed souls in hell. Bristal still makes his turns in the hunt and working in the library. Recently engaged to a woman, he is teaching as witch. On the Island, and accepting a part time role at the Mythica University as a Professor his life has calmed some.

 

He is a scholar with a love of knowledge, from the fey he learned Myther, his earth magic is used to mix potions , salves , tonics , poultices  and infusions 


Witch  Spells

Unlike other creatures and magic users, his kind must draw on ley lines that circle the earth, the closer to the ley line the more power is available for them to do the spell, they keep a book of shadows, with all the spells they have learned over time, with in each book of shadows are greater secrets.. 

Protection : 

                                             Ley Circles: 

Level 1:   Using a line of sea salt, making the line so there are no breaks in it, then placing candles with in calling., using the spell will cause a circle that keeps what ever was called inside, Ley witches can call demons and other creatures from other realms . Using this keeps them trapped inside the circle, Unless someone breaks the line it will hold as long as needed. (roll of 15)  

Level 2:   Using a line of sea salt, making the line so there are no breaks in it, then placing candles with in calling., using the spell will cause a circle that keeps Can be used for protection nothing will be able to enter the circle until the someone with in the circle crosses the line at that point the shield will fail and anything may enter.  (roll of 15)  

Level 3:   Using a handful of sea salt, turning quickly making a loose line  Calling on the Ley line will pull a shield up protecting what ever is inside the salt circle. The shield will be broken if someone from with in the circle breaks it or someone from the other side can roll three times the roll of the caster. at point the shield will fail and anything may enter.  (roll of 22)  

Level 4:   Using simply the ley line and spinning around in a quick circle pulling the ley line will make a circle of protection up to 6 feet around the caster, keeping everything with in the circle protected. to break the circle someone from within must cross it, or you must out roll caster by 3 times (roll of 33)

Level 5   Using simply the ley line arching the arms  pulling the ley line will make a circle of protection up to 6 feet around the caster, keeping everything with in the circle protected. nothing inside or outside the circle can break it unless the caster drops it ,to break or you must out roll caster by 3 times (roll of 44)

Level 6:   Using simply the ley line arching the arms  pulling the ley line will make a circle up to 6 feet around the person or object cast on., keeping everything with in the circle protected. nothing inside or outside the circle can break it unless the caster drops it ,to break or you must out roll caster by 3 times (roll of 44) If caught inside against your will you simply need to out roll the caster to escape. 

 

Scrying: Using this they must have a stone or gem. An item of the person or thing they looking for. (auto, if they want to be found or if it is a non magical creature. Magical creatures who have the ability to cloak them selves must out roll the caster to stop him from locating you.

Teleportation: Using this the caster simply opens a portal in reality and moves to their choice of place. If some where of the Isle they must roll at least a 18. If on the other side of the Isle it is automatic unless the other side is hidden then must out roll the target. no roll needed if known place on either side of Isle. 

Warding: Using this the caster the caster can ward a place, when doing so they must use a spell and then cast at least a 200 to set the warding in place. Then each place that is warded must be noted and to over come that ward you must out roll the spot to move on or else the wall would not let you through. This also must be RP'd not just rolled on either side. To cast or to overcome. 

Ward: Calling to the ley line, can create a ward over an object that serves as a protection and a deterrent, the more complex the pattern the more time needed to remove it or to block it.  Example used on a door and you just walked through it you would be hit with every the spells power. If on an object made for a specific protection you would have to over come the items power. 

                                                   

Objects

Complex Objects,  Using this the caster can create higher levels of items such as working engines cars etc. 

Shaping, Using this the caster with visualization can reshape something to look like something eles (this can not be used on living things)

Transmutations Using this the caster can cause animals and even creatures to mutate. (if used on another player will have to out roll by 20 each number over that last 1 hour longer)

 

Earth Magic

An earth witch can pull from things of the earth, he/she can make potions, ect they can also call to the earth to aid them in times. 



Fey Sight


A witch  with this power is in tune with faeries and things faerie. The Witch can see faerie regions (areas which are part of this world and Arcadia). They can also see through  glamour and see invisible. The Witch can make out the faint outlines of spirits that are not on the physical plane, though this requires intense concentration. (roll of 10 to activate, target must out roll you by 10 not to see their true form. 


Goblins
The Earth Witch  has an innate understanding of earth and stone. The Earth witch can instantly identify metals, rock formations and stones. Through long and strenuous effort, the Witch can also alter earth and stone. The Witch can use this power for many purposes, such as shaping tunnels, building supports for underground havens, and smoothing out surfaces into flat floors and walls.System: The knowledge and direction sense associated with this power do not require a roll, but shaping rock means the Witch must summon faerie goblins to aid him. The goblins will be inclined to help him, but not obligated. One goblin will appear per success on a per 20 dice count on his/her  roll and will last stay to help based on a separate roll of 20 per hour.

Pixies / Brownies
The Earth Witch is in touch with other creatures that live and flourish in the garden and in the earth, because of this he has a close bound with pixies and brownies. He/She will usually have a garden that besides being a place where he/she can get the herbs and other items for the mixing, It is a place that a family of Pixies can call home.  It is a fair trade they will guard the home front because it is their home as well. Everyone knows nothing is worse then fighting a pack of pixies or Brownies. (To battle these it will have to start in the description the exact rolls protecting the garden and the powers achieved by the pixies. If one fails to defeat the pixies, they will suffer great damage so do not take on a family of pixies unless you are sure of your success.)

Earth Sword
The Witch  causes huge, strong spikes to shoot out of walls, ceilings and floors. These will be made of whatever material they shoot out of and can be especially dangerous to vampires in wooden houses. It takes a roll of 20 to activate, and then a separate roll to attack those inside the spikes, each must out roll the dice of the caster to avoid being struck. Damage occurs per chart. 


Basilisk's Touch
The Earth Witch can turn victims to solid stone simply by touching them. The effects are semi-permanent,
to avoid you must out roll caster to stop transformation, if you are out rolled , the following chart will take place. out rolled by 10 or less lasts less then 10 min, out rolled by 10 to 15 lasts 60 min, out rolled by 15 to 20 lasts 1day, out rolled by 20 to 25 lasts a week, out rolled by more then 25 to 30 lasts 2 weeks, past 30 lasts one month.  Caster can recant or if you can find another earth witch that can out roll his roll, they could over come it as well. 


Wards, Items to scare and ban evil : Can bless a home or place to keep evil from it. Can create items that ward away evil (this is done by rituals, a sheet must be turned in showing the rolls no roll under 18 counts, if less then 100 total points  is very weak a roll over 10 could break it. 500 total would require a roll over 15 to break it. total of 1000 a roll of over 20 to break it , roll over 1500 with at least three rolls that have no less then 1 point per dice off. example rolling 5 6 sides, would need at least a roll of 25. would require a roll of 24 to break it, Roll of 2000 with at least 3 perfect rolls. would require a perfect roll to break and if not the other party would feel damage.