Series of Origin: Final Fantasy Crystal Chronicles
What was the inspiration for them / do they embody a particular feeling or emotion? Awkward, nervous, very animated and someone prone to overreacting. A more of a "comic relief" character that would be fun to play and watch. Someone who isn't a hero in any way or form, but if they somehow manage to do something heroic, it's a huge step for them
Tall, lanky creatures with long arms and large hands, covered in feathers and prominent stripes. They are rather long-lived, but they are one of the least populous races. Known for their magical prowess in their world, they tend to be the scholarly – if a bit reclusive – type. How a Yuke's face actually looks like is unknown to pretty much everyone except the Yukes themselves, always covering their head with some kind of a helmet and only revealing their looks to those they trust and share a strong relationship with. A suggestion of what might be underneath comes in the form of horns some of the Yukes have, though what kind of horn or horns they grow – or where – doesn't really seem to be following any rhyme or reason. Due to them all looking pretty similar and their faces being covered, one way to try to figure out a Yuke's sex would be the small wings on their backs, as the females seem to have feathery, bird-like ones while the males have leathery, bat-like ones – though who knows for sure. Despite said wings however, Yukes cannot fly with them.
Some theorize that Yukes actually lack physical bodies altogether.
Being Type: Somebody
Position: Neutral Good
Appearance: One word that could be used to describe Marmadue would be tall. Standing at a good 7 feet and 3 inches, he tends to tower over many other species of humanoids. Luckily for everyone else, he doesn't really have all that much body mass to go with it, his build lanky and lacking muscle. Everything about him seems a bit elongated and stretched from his thin legs to his long, skinny neck – not to mention his overly long arms that start out thin and thicken up at the forearms to meet with his awkwardly large hands and thick fingers. Marmadue is covered in feathers, colored a pinkish white with darker, duller pink stripes all around him and his limbs – with a few exceptions. His neck and arms lack the stripes and only have the darker coloration to them. On his back, the Yuke has small, bat-like wings that are dark in color.
How does he really look like, one might ask – meaning his face, of course. After all, the Yuke wears a helmet just like many others of his kind. The answer to that question is only something to be revealed to a select few however, the only thing visible being the single dark horn that grows out of his forehead and has a convenient hole in his helmet to jut out of.
But until then, his helmet might as well serve as his face and the narrow horizontal slit as his eyes. It is made of some metal that seems brass-like in color, spotless and without scratches or bumps – clearly something that hasn't been used as battle-wear. It's mostly rounded and seems to be something that follows the shape of his head, even continuing down his neck a bit where it has been tightened with screws so it does not come off very easily. The visor part has a rather prominent beak-like shape to it, long and tapering into a sharp point, covered in some small holes for breathing. A thin leather strap runs over it to keep the visor from just popping open with movement. The sides of the visor have ornamental, fin-like plates that stick close to the sides of the helmet.
Clothing-wise, he gets most of his style from his people – and it's not just the whole helmet thing, either. His pants only cover his thighs, leaving the lower legs bare to show the striped pattern of his feathers. He wears many pieces of random armor like his plated shoes and cuirass, both of which seem to match his helmet in color. All this despite never getting into battle – and indeed, it's possible that the armor isn't even made to really stand up to such, only there for show. Underneath the cuirass Marmadue wears a long-sleeved white shirt, its long hem peeking from underneath. On top of it all, he wears a green coat that has a yellow trim all around, long enough to come down all the way to his knees. The collar and the cuffs have some extra decorative swirly patterns on them, a similar color and thickness as the trim. On the front, there are large yellow buttons, but he usually just buttons the top one.
History: The land in which Marmadue was born wasn't a very peaceful one. It was covered in monsters and the strange dark mist called miasma that would steal the lives of those foolish enough to wander into it. The only thing that managed to keep the miasma at bay were the great crystals each village had, creating small oases where life was possible for the non-monster races. Unfortunately, the crystals wouldn't keep their powers forever, having to be purified yearly by the dew from myrrh trees that grew all over the world. Because of this, there were caravanners in every village with one, very important purpose: to travel in search of the dew that would keep their village going for yet another year, a small crystal they carried around with them their only protection from the deadly miasma.
That was what Marmadue's parents did – well, once a year, at least, for their village of Shella. For the rest of the year, the two were alchemists – and while their other job might have been a rather dangerous one and not very good for raising a family, they still did end up having a single child. When he was young, Marmadue didn't really understand why his parents had to go once a year on a long journey and why he had to be left behind, but he didn't understand the danger and thus was perfectly happy staying with family friends. It was kind of fun, actually, being a part of a different family sometimes, learning different skills…
Of course he eventually learned just how important it was what his parents did – and how dangerous it was. And still, it was something someone had to do. Did anyone like having their friends and family go on a crystal caravan to the ends of the earth? Of course not. But there was no other option, if they wanted to survive. Even Marmadue didn't want to put his needs before, oh, the entire rest of the village. His parents were pretty much heroes anyway, someone to be proud of. Yukes that were doing good things for everyone selflessly.
But perhaps it was no surprise that one time the caravan came back with one less person.
Marmadue hadn't even lived for a decade when he lost his mother. His father did come back, and never went on another myrrh-collecting trip after that, retiring on the spot. Family life never was quite the same after that, his father heartbroken and depressed. Perhaps, in an attempt to give them both something else to think about, his father hoped that Marmadue would join him and start learning his craft of alchemy.
Which the young Yuke did agree to. Honestly, before it all had happened, he had kind of hoped to become a tailor or something instead, having liked it when he had the chance to observe and try – and he wasn't half bad at it, either. But it was hard to say no to his father considering how down he was. They both were hurting, and perhaps this would let them heal. Marmadue never really had the heart to mention other career options even years afterward, seeing how happy it made his father to work together as a father and son. Marmadue was the only thing he had left, after all.
The years passed, uneventful for the most part, Marmadue learning his craft and some simple magic training that seemed to be customary to his species. It was peaceful even, in the protection of the crystal others kept filling with the dew of the myrrh trees. Inside the village, it was almost as if none of the horrible things happening outside even existed. The caravans went and came, bringing with them life and joy that turned into long parties celebrating their great deeds. Marmadue's father wasn't much for the parties, though. He was quite interested in the study of the crystals and miasma, perhaps hoping to come up with something that would have made the crystal caravans obsolete.
The peace did not last. The monsters were usually kept away from the villages, staying to the miasma-filled areas where they seemed to be born. Yet, one day, the skies grew dark and monsters poured in. Marmadue did not know if that happened everywhere, but it certainly happened in Shella. Strange, shadowy creatures no one seemed to have ever seen before, attacking everyone – their numbers seemingly endless, no matter how many of them were vanquished. They were overrun. Many… Well. Many fell.
Marmadue was not a fighter. At the time, he had been alone on the outskirts, picking herbs for his father and himself. An easy target, really. He fled the strange creatures, but there was no place to run to, no place to hide. No one to protect him. He never made it to his father, the village already overrun and too dangerous. What happened next was something the Yuke is still quite unsure about, as the world seemed to grow darker, enveloping him. Perhaps he had ran off too far, perhaps it was the miasma and that was what it would do to those who got too close, but the darkness eventually swallowed him, his vision growing dark. The Yuke panicked and tried to call out, but no voice managed to escape his mouth. No, he almost felt like… Suffocating. No matter how much he tried to fight it, it was no use. He was starting to lose his consciousness, yet another victim to miasma.
...Maybe? If so, it seemed like being engulfed by it wasn't the end, after all. But Shella or the lake was nowhere to be found when he managed to open his eyes – which was preposterous! He had been right outside its walls just a moment ago… And where was everyone?
Current Primary Objective: What else? To get back home, somehow!
Learning type: Auditory
Personality: Marmadue, while hardly carrying himself with some kind of aura of grace, has a bit of a gentlemanly streak to him. He's soft-spoken – even if a bit long-winded – and polite, and doesn't seem like he has one mean bone on him. As an alchemist, he has a good head for numbers and all kinds of strange formulas or other theories, be it magical or mundane. It's no surprise that he enjoys reading and is, actually, well-read and quite knowledgeable despite not really having traveled – when it comes to his own world, of course, which might not be as useful in his current situation.
Considering that he is often calm and how he's wearing a helmet that conceals his entire face, one might worry that he will appear quite unemotional and difficult to read, and thus, converse with. Such isn't quite the truth. The Yuke probably doesn't even realize how he's basically wearing his heart on his sleeve, his tone and body language revealing his true intentions and feelings. Because of this, he's one lousy liar incapable of any kind of deceit, as surely even the most oblivious child is going to catch wind that not everything is as stated! Marmadue isn't all that great at that socializing thing either, a bit awkward all around – but he tries his best and means well.
But he's not very good at noticing when he himself is being fooled by others. He… Tends to trust others and assume they're not up to anything bad, often falling prey to deception due to blindly believing – or perhaps hoping – that the person is good.
Unfortunately, despite often appearing calm in normal situations, Marmadue doesn't handle stress or danger too well. He's a bit of a coward, maybe – but please! He doesn't have any training or other experience in such things! He's no hero. He hasn't been blessed with amazing skills, courage or just dumb luck to survive if he just throws himself at danger without thinking! And he just couldn't possibly think when he's about to be hurt! No, to him, it's better to avoid something like that. He's a real cautious worrywart and a pushover, despite how intimidating he might look thanks to his inhuman appearance and tall stature. Hurting others isn't Marmadue's game, be it physically or emotionally. Unfortunately for him, however, he has a really hard time turning his back on those who are in trouble – if they seem like they're weaker, younger and unable to handle whatever issues they have on their own.
And no, the Yuke won't remove his helmet. Sometimes he might open it to say, eat, but he goes to great lengths to make sure his face doesn't show. Such is the custom of his species: knowledge of how he might look is only given to a select few! And, well, he would also prefer it if you didn't go showing him your intimate bits, too…
Marmadue quite enjoys sewing and knitting in addition to his reading hobby, and his father is also dear to him. He detests violence and fighting, handling blood and other such gore extremely poorly – his knees just turn into jelly at the thought! He dislikes sour tastes and red meat, as well as getting wet. After all, he has lots of feathers and his helmet is made of metal, so it's just all around very uncomfortable.
These days he is rather lost, being thrown into a new world he does not understand, all alone.
Home World: Unnamed World (Crystal Chronicles)
Marmadue's world was a low technology one, the rather usual classical Final Fantasy fare. In the past, there had been a golden age of prosperity when each of the four tribes of people – Clavats, Lilties, Selkies and Yukes – lived together. It all came to an end when a strange meteor crashed down, breaking the great crystal of their city. A poisonous cloud of miasma filled the land, killing anyone who would venture into it – and that wasn't all. Monsters prospered in the miasma, leaving only a few areas of respite thanks to the shards of the great crystals that kept the miasma at bay.
The four tribes separated, going their own ways, creating their own towns and villages where they settled. But the power of the crystals only worked for a year before they had to be recharged again by the dew of myrrh trees that only grew in the most monster-filled areas of them all. Only the bravest and strongest of the crystal caravanners would make the trip and recharge the crystals of their homes. The perished remains of many villages littered the landscape.
Despite all that, the Lilties were a race of conquest, taking much of the land with their wars. The Yukes were the only people they did not manage to conquer, their magic stopping the attackers. It was a long time ago, most of the unrest between the people gone. There is still quite a bit of stereotypes and casual racism going on, the tribes mostly sticking to themselves. Yukes especially tend to not let outsiders into their village of Shella.
Mana Battery: In Marmadue's world, everyone knew Yukes as the creatures best suited for magic. Marmadue is no different himself, with a lot of magical power to spare. Casting spells hardly tires him – unlike pretty much everything else, as he's not very physically gifted. Anyone who can sense magic will definitely be able to sense him, his presence potentially even drowning out those near him and making it difficult to discern them that way. And perhaps, if one is very sensitive to such magical auras, they might feel tad uncomfortable around him.
And who knows, there might even be a way to harness all that energy into something useful, one day.
Cure: A spell that heals bruises, minor wounds and fractures. It can only be cast on a single target, Marmadue himself included, and the target needs to be moderately close though contact is not needed. In theory, if long enough time is given, the slow trickle of healing magic could heal even graver injuries, but often such time doesn't exist if one is about to die. In a battle situation, there is even less time and thus the single burst of magic can't heal much damage.
Esuna: A purifying spell that is able to clear many ailments, such as poisoning, detrimental magical statuses as well as potential curses. It is a single target spell that requires extremely close proximity, and while touching is not required, the hand must hover very close to the target's body. Time varies on the strength of the ailment. Certain diseases and effects might prove to be too strong or resistant for healing, especially anything caused by a more capable mage than Marmadue.
Marmadue has been trained as an alchemist, but right now, it's not much use when he doesn't really know anything except for what might be found in his world, all the ingredients that he might have normally used now unavailable to him. He's also pretty good at sewing – not one who could make you new clothes, but he certainly could stitch something together nicely or patch holes. He can knit though, if you're hurting for a new scarf…
Requires Focus: Magic isn't always easy, something those who have struggled to learn it will know. Marmadue needs to concentrate in order to work his magic, something that can be a little tricky during combat thanks to his inexperience with such situations, hardly able to keep his cool. And in case he is attacked or has to concentrate on getting away from monsters? He's not going to be able to concentrate on his spells – and same goes if he's very injured himself! At his best, he would be protected by someone he can trust to keep enemies away from him, so he can only focus on casting the spells.
Physically Weak: Marmadue couldn't punch his way out of a wet paper bag. He can also take a hit about as well as one. He is not strong, he's not agile, he's not fit, he's not fast – though fear alone might be able to give him a quick spurt he needs to flee. Not something he could hold very long, as his endurance is rather pitiful.
Non-combatant: He also can't fight. He has no training nor the will to actually commit to an attack and harm someone! He is just too soft – or afraid, if it's not a someone but a something that has sharp teeth and claws and such. And despite being good at that whole magic thing, damaging magic runs into similar issues as fighting with weapons: it isn't something he will be able to commit to, unable to bring himself to actually launch the attack. That kind of magic just requires the kind of a mindset he doesn't have! (tl;dr: no offensive magic for this fella, unless his character changes into something different through roleplay)
Clumsy: Two left feet and a towering creature with long, gangly legs? The punchline might or might not be funny depending on which side of it you are.
Magic Dependent: Magic is the only way he might be able to defend himself or help others. Remove that through whatever means, such as a spell or ability blocking his magic, destroying his focus or just plain waiting – or draining his reserves – until he has no more magic juice left, and that's that. Not much else he can do.
Yellow-bellied: Not gonna call him a coward, but… Okay, he's a coward. Marmadue is easily intimidated and hardly someone who can stand his ground even when there's no real danger involved. Add in danger and oh boy. Stressful situations are not his forte.
Squeamish: He doesn't handle blood well. A nosebleed, a little cut? Sure, that's fine. Something more than that? Good luck calming him down – if he didn't already faint.
Modest: Removing a Yuke's helmet is a big no-no, something Marmadue would want to stop from happening to himself. His helmet would be a good, easy target, even if one doesn't manage to remove it: just by trying to rip it off would be enough to incapacitate Marmadue and keep him busy while he tries to avoid helmet accidents.
Sept 18, 2016 16:28:50 GMT -4
Last Edit: Jun 10, 2020 14:34:53 GMT -4 by Marmadue
Somehow, after the darkness swallowed him, Marmadue... Found himself in a strange, unknown place, faced with a stranger, a girl he had never seen before. As hard as it was to believe it, he had been transported into a new world – that didn't seem to be in such a great help. The girl, Avari, did her best to help him, showing Marmadue the town and telling him some unfortunate news about the shadowy creatures called Heartless and the supposed state of his world, his home... And the people seemed to think he was looking strange! The Yuke knew he had to quickly win everyone's trust over or it would be difficult for him, offering his healing services to anyone in need.
The rundown building, despite how dangerous it seemed, also was a thing of curiosity. Half of Twilight Town was cut off from them, apparently connected via these strange train things that no longer could run. Wanting to find his missing father who was nowhere to be found in Twilight Town, Marmadue needed to explore further! He didn't find what he was looking for, but found an odd star-shaped stone and a rabbit-like creature called Oswald.
A mysterious girl had been brought to an inn in Twilight Town, injured and unable to awaken. Marmadue was asked to come take a look – and indeed, with his magic he was able to bring the girl back to consciousness. Introducing herself as Era, she seemed to be quite interested in helping the town out – but honestly, what she needed the most was some rest!
After managing to gather some extra supplies, a strange noise coming from the alley right beside his new home startled Marmadue. Luckily, it was no Heartless. Yet another refugee had made their way to Twilight Town, a man by the name of Shaizen. Being in pretty bad shape, the man needed some healing – after which he seemed to be quite worried about his bag that had disappeared. A short search came up with no results and Shaizen accepted Marmadue's offer of a bed and some quick tailoring when it came to the damaged clothes he was wearing. Unfortunately, in the middle of his rest, Shaizen told him he was going to leave looking for his bag with some man named Mikhail...
When a portal opened in the middle of Twilight Town, the Moogles sent out the word looking for anyone to dare to venture in. Marmadue wasn't too keen on the idea, but the fact that his father was nowhere to be found meant he had to dare to look everywhere. What was behind the portal was a world even more broken than Twilight Town, completely shattered and ruined. An entity forced their party to take on tests before deeming them worthy, revealing himself to be a man called Judge Magister Gabranth who used to live in the world. He warned them of a powerful Heartless that would be making its way to Twilight Town any day now.
While getting ready for the big fight with the monstrous Heartless that was bound to make its way to Twilight Town according to Gabranth, Marmadue ran into a girl by the name of Alice. A newcomer, lost and unsure where to find her friends. The Yuke helped her get around and, after she told him about her budding magical abilities she did not quite know how to control, did his best to help him with a little magical lesson.
Yet another newcomer appeared, but the fact that he was found on Marmadue's roof battling Heartless was new! The Yuke took the man called Aiken Zoran in, treated his injuries and allowed him to stay the night indoors.
By happenstance, Marmadue was walking by the station as he heard strange noises inside. A young man seemed to be causing some sort of a ruckus, someone who called themselves an official tour guide of Twilight Town by the name of Erik. A Twilight Town resident from before it got to its current state. The poor lad seemed to be quite miserable and upset by that fact while trying to mask it and not allowing himself to be sad. They talked, but it was hard to say if Erik was feeling any better afterwards.
After the Battle | Twilight Town | Aqua, Maxwell Tendas, Aku Summers, Oswald, Mikhail Rutherford, Xion, Avari
The battle was over, Xion's awakening turning the tide of battle in their favor. The large Heartless, Dark Hide, was gone. Sandlot suffered damages, and the team that took on the battle didn't escape unscathed, either. Jin was unconscious and his arm was sparkling with electricity, Maxwell seemed to have lost his memory and lashed out at the party before running away. The next course of action was split between sealing the keyhole of Twilight Town and finding some mysterious place called the Castle Oblivion – something that required further exploration once the injured were taken care of.
A girl Marmadue was waken up by when he first stumbled into Twilight Town and explained what was going on. A good-natured girl who does have a slight habit of going into things head first, but surely she does it out of the goodness of her heart. Her world was destroyed by the Heartless long before Marmadue ever arrived in Twilight Town and before the town even became what it is today!
Someone whose past Marmadue can't even begin to guess, but he first met the girl when she was injured and unconscious, called in to see if he could help her with his magic. A more mellow soul who seems keen on helping, but only time will tell. Seemed to think Twilight Town was some place called Traverse Town, a place somehow similar to the town they all now have to call home.
A man who was in need of some quick healing after his arrival to Twilight Town. While Marmadue offered him a place to sleep and some tailoring service for as long as the man needed, he didn't even make it through the night before he left with another man by the name of Mikhail to search for a precious bag of his...
A winged boy who followed them into the dark portal that appeared in Twilight Town. Not the smartest move from the lad, but by then it was a bit too late to do anything about it. Managed to get through the tests in that realm.
Rather sullen young man who does not seem to get along well with Maxwell, though his getting along skills in general might be a bit lacking. Seems to feel like the kind of a person who rather puts himself in danger so others don't have to fight, even if it's above his skill. Or perhaps he just is that sure of his skills. After the battle with Dark Hide, was left unconscious and with a nonphysical arm made of pure electricity.
Young woman Marmadue found when she had recently made her way into Twilight Town, mistaking him for a friend of hers as she looked for her crew. A budding mage with powers of light the Yuke was able to help her with, quite the achievement!
An official tour guide of Twilight Town – possibly. A young boy who seemed to want to put on a cheerful facade and not let himself get upset over the state of his home, but that cracked during his little chat with Marmadue. Poor boy.
Your character's heart brims with Healing based magic.
In Marmadue's world, everyone knew Yukes as the creatures best suited for magic. Marmadue is no different himself, with a lot of magical power to spare. Casting spells hardly tires him – unlike pretty much everything else, as he's not very physically gifted. Anyone who can sense magic will definitely be able to sense him, his presence potentially even drowning out those near him and making it difficult to discern them that way. And perhaps, if one is very sensitive to such magical auras, they might feel tad uncomfortable around him.
A spell that heals bruises, minor wounds and fractures. It can only be cast on a single target, Marmadue himself included, and the target needs to be moderately close though contact is not needed. In theory, if long enough time is given, the slow trickle of healing magic could heal even graver injuries, but often such time doesn't exist if one is about to die. In a battle situation, there is even less time and thus the single burst of magic can't heal much damage.
A purifying spell that is able to clear many ailments, such as poisoning, detrimental magical statuses as well as potential curses. It is a single target spell that requires extremely close proximity, and while touching is not required, the hand must hover very close to the target's body. Time varies on the strength of the ailment. Certain diseases and effects might prove to be too strong or resistant for healing, especially anything caused by a more capable mage than Marmadue.
The Materia boosts Marmadue's natural healing magic, allowing him to heal more efficiently. The burst of magic knits together wounds faster, and the added strength in the spell is able to restore more health. The range is also slightly improved.
With the Materia, Marmadue's powers of purification grow stronger and are able to heal even stronger ailments.
An aura of restorative magic that works over time rather than trying to heal a big burst at once. Some positive effects on fatigue and stamina. Centered around Marmadue with a radius of about 10 feet, healing anyone within. Upkeep requires Marmadue to focus on the spell, but there is some leeway in allowing short bursts of movement without canceling the effects.
By establishing a connection between him and someone – or something – else, Marmadue can share his magical energy and replenish the mana reservoir of the target by giving some of his. Requires focus and close proximity, with it being faster and easier to transfer more the closer he is to the target.
Strengthening the spell of another by channeling his magic through a spellcaster. A more experienced and stronger mage gets more use of it due to being able to handle more magic – and as Marmadue is more capable in defensive and curative magics, those receive a stronger boon than damaging magic.
By channeling the element, an object or even a part of a living creature can be given an elemental charge of Light and temporarily overwrite its previous elements, also giving it a bright white glow. If it is used for an attack, the charge will be released and deal Light elemental damage, returning to its normal state afterward. Only a single charge can be up at a time, not infinite in duration but long enough for time to not be an issue in most cases. As Marmadue is the source of the spell however, going too far from him will cause the magic to fade.
By storing pure Light between his palms for a moment until all the gathered up energy rushes out, Marmadue is able to release a blinding flash of light that surely will make things difficult for anything that requires their vision to see. Obviously doesn't do much if an enemy lacks eyes or just plain shields their eyes in the first place. Doesn't discriminate between allies and enemies, either. A being of darkness that is weak against Light might also find themselves dazed or otherwise repelled, even pushed back if light in weight.
Reveals certain details of the target, such as its elemental affliction, potential weaknesses or immunities, magical statuses be they positive or negative, magical capabilities, etc. As Marmadue is more magical in nature, the spell tells him more about magical aspects and not so much the physical. He most likely wouldn't notice that a creature has a bad leg, but could feel that there is a hole in a magical armor to be exploited. Requires line of sight, and some faint aspects might be missed if too far.
Lessening gravity's effects on a person or an object. A being that can move on its own can do so freely in the air, but an object requires conscious effort from Marmadue to move through the air. As it is a spell, Marmadue can "lift" more than he can physically, but there is still a weight limit. The float status can be given to multiple targets and lasts enough for time to not really be the issue, but Marmadue can only concentrate on so many things at once if he has to move them. Going too far from him will cause the spell to end, though he can also dismiss it when he wants.
By modifying the gravity's hold and lessening its effects on a person and their belongings, their movements become swifter as if a huge weight was suddenly lifted from them. Movements take less energy, jumps reach further, a weapon feels so light to swing and so on. Detrimental effects on a fighting style that relies on heaviness and weight. Lasts for two turns per cast.
A defensive barrier that soaks up half of the physical damage from an attack, able to be cast on a single person, caster included. Could in theory be kept up indefinitely as long as there's mana to spare, though upkeep requires concentration and the caster is unable to cast other spells or do much else while doing that. The barrier's effect lingers for a turn when the caster no longer keeps it up, until after which it dissipates completely and no longer offers protection. A very strong physical attack might be able to shatter the barrier – and while it would still protect the target from the initial damage, the feedback from breaking the spell would leave Marmadue quite dazed.
A magical barrier that soaks up half of the magical damage from a blast of offensive magic, able to be cast on a single person, caster included. Could in theory be kept up indefinitely as long as there's mana to spare, though upkeep requires concentration and the caster is unable to cast other spells or do much else while doing that. The barrier's effect lingers for a turn when the caster no longer keeps it up, until after which it dissipates completely and no longer offers protection. A very strong magical attack might be able to shatter the barrier – and while it would still protect the target from the initial damage, the feedback from breaking the spell would leave Marmadue quite dazed.
A wall of magic that almost has a glassy appearance and feel to it, cast directly in front of Marmadue's hands in a shape that's not quite a full hemisphere. A physical, see-through object that could block a being's passage just as well as any kind of attack. A spell that requires constant focus and doesn't allow for movement, but breaking the shield does require quite a bit of force. Obviously doesn't shield from directions that aren't protected by the spell.
A magical shield that is able to completely block any kind of magic and repel it back to where it came from. Marmadue can only cast it on a single person – even himself – and keeping the shield up requires constant concentration during which the caster isn't able to do much else. A more taxing spell than the normal barrier spells, the reflect's effects do not linger once Marmadue stops the spell. A powerful spell might be able to break the reflect and potentially even pierce the shield.
Dec 18, 2016 3:15:12 GMT -4
Last Edit: Jul 11, 2019 13:11:16 GMT -4 by Marmadue