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 Semira Marise

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Demonsblood
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PostSubject: Semira Marise   Sun Oct 20, 2013 5:14 am

.:Basis:.
Name: Semira Marise
Meaning: Nighttime Companion Endless or Endless Nighttime companion.
~Nicknames: Semi
Pronounced: SE-me-RAH MAA-ree-CEE
Gender: Female
Age (Human): 20 True Age: Uknown
~Sexuality: unknown
Species: Human (Witch)
Clan:

.:Appearance:.
Human Eye Color: Violet
Hair Color: Silver
Figure: Hourglass
Extra Details: The lantern she holds is a magical container she uses to collect souls... She is the most deadly type of Dark Witch a Soul Render... She is Rosa Rose Em' Barrs Master...... Her magic is of the highest caliber..... She can use her powers too do many things from enchanting items to soul captures.... She collects the souls to feed her power and increase her strength.... She never truly gets angry that often but when she does she shows no mercy to any opponent and she does not do useless spells and movements... She applies the right amount of strength to each opponent she faces.... The large dragonic creature behind her is something she herself created by binding dark magic with the soul of a creature she killed several thousand years ago... She calls it a Chimera and it is extremely powerful right one par with the average dragon though a true dragon is much more powerful.... This is one of her many black magic abilities..... She also can control shadows by chanting power words... (Much similar to Ravens ability in Teen Titans) She chanels her magical energy into her staff so as to use it as a weapon and decrease her magical consumption allowing her to fight longer then without it.... She can do this because as she funnels the magic into the staff it condenses and amplifies it increasing its overall strength as if she was using more magic for less.... She can capture souls due to the book she found in her past where she learned all her magic from and she managed to find an excerpt from a reapers book the previous owner had stolen and sealed within it..... It taught her how to manipulate souls....

.:Organization Affiliation:.
Organization Name:
Rank:

.:A little Deeper:.
Personality: She is the opposite of her disciple she is not flashy and seductive.... She is more calm and collected and willing to take her time in everything she does... Her fundamental teaching is that patience is key..... She knows that if you take time in building up the power in your spells and curses it will increase their effectiveness....  She is absolutely ruthless in battle and is afraid of no existence... She is a bothered soul as she calls it and has a tendency to crush the frailty of others unintentionally.... She tends to be quiet but similar to Rosa she has a strong distaste for white witches and mages...

Spells
Reaper Spells Transformed into magical spells
1st Rank


Disguise Self- You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.



Detect Poison- You determine whether a creature, object, or area has been poisoned or is poisonous. You can, if your rank is high enough, determine the exact type of poison.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.



Feather Fall- The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet). However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.

This spell has no special effect on ranged weapons unless they are falling quite a distance.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.



Ghost Sound- Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created.

The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.



Obscuring Mist- A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 2 posts. A strong wind (21+ mph) disperses the fog in 1 post. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.



Sleep- A sleep spell causes a magical slumber to come upon a creature or creatures (no more than three). Creatures with the lowest power levels are affected first.

Among creatures with equal power, those who are closest to the spell’s point of origin are affected first.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.

Sleep does not target unconscious creatures, or constructs.



True Strike- You gain temporary, intuitive insight into the immediate future during your next attack.


2nd Rank


Cat’s Grace- The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement of dexterity and Reflex.



Darkness- This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area are concealed (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower spell level.



Fox’s Cunning- The transmuted creature becomes smarter. The spell grants an enhanced intelligence. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save is that spells they cast while under this spell’s effect do increase.



True Seeing- You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement spells, sees invisible creatures or objects normally, sees through illusions, and sees the true form of poly-morphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal/Astral Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment spells, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.



Illusory Script- You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.

Any unauthorized creature attempting to read the script triggers a potent illusory effect. Only those with a high rank or power level can look away with only a mild sense of disorientation. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

The casting time depends on how long a message you wish to write, but it is always at least 1 minute.



Invisibility- The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

Invisibility can be made permanent (on objects only) with a permanency spell.



Without A Trace- The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by non-magical means.



Spider Climb- The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The subject gains a climbing area of 20 feet; furthermore, it need not speak the spell to traverse a vertical or horizontal surface (even upside down).

A spider climbing creature retains its dexterity (if any) while climbing, and opponents get no special bonus to their attacks against it.


3rd Rank


Deep Slumber- This spell functions like sleep, except that it affects 10 creatures.



Deeper Darkness- This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

Backstory:
She as a young girl was reading advanced chemistry books and even for a short time became interested in Alchemy.... She grew up with a regular family that was wealthy and high up on the food chain.... However it bored her and she one day found the answer to that boredom and that was a human flesh covered book that contained ways to access the dark arts... As she kept reading the more interested she became and she practiced and practiced and practiced until she mastered almost everything she could.... She had performed her first human sacrifice when she was still young and eventually she became encased in evil.... She became the very incarnate of evil.... She kept delving deep into the dark arts until she became the most dangerous kind of being alive....

.:Extra's:.
Human Image(s):

~Favorite Saying: "Burn them all...."
~Theme Song: Dragula- Rob Zombie
~Link: http://www.youtube.com/watch?v=nuLsxo20Rmo
~Lyrics:
Dead I am the one, Exterminating son
Slipping through the trees, strangling the breeze
Dead I am the sky, watching angels cry
While they slowly turn, conquering the worm

Dig through the ditches,
And burn through the witches
I slam in the back of my
Dragula

Dig through the ditches,
Burn through the witches
I slam in the back of my
Dragula

Dead I am the pool, spreading from the fool
Weak and want you need, nowhere as you bleed
Dead I am the rat, feast upon the cat
Tender is the fur, dying as you purr

Dig through the ditches,
And burn through the witches
I slam in the back of my
Dragula

Dig through the ditches,
And burn through the witches
I slam in the back of my
Dragula

Do it baby, Do it baby
Do it baby, Do it baby
Burn like an animal

Dead I am the life, dig into the skin
Knuckle crack the bone, 21 to win
Dead I am the dog, hound of hell you cry
Devil on your back, I can never die

Dig through the ditches,
And burn through the witches
I slam in the back of my
Dragula

Dig through the ditches,
And burn through the witches
I slam in the back of my
Dragula

Do it baby, Do it baby
Do it baby, Do it baby
Burn like an animal

Dig through the ditches,
And burn through the witches
I slam in the back of my
Dragula

Dig through the ditches,
And burn through the witches
I slam in the back of my
Dragula

Dig through the ditches,
And burn through the witches
I slam in the back of my
Dragula


Last edited by Demonsblood on Wed May 28, 2014 2:19 am; edited 4 times in total
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PostSubject: Re: Semira Marise   Sun Oct 20, 2013 6:13 pm

approved
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BlindedElegance
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PostSubject: Re: Semira Marise   Mon Oct 21, 2013 12:26 pm

My major concern is the fact that she collects souls. Essentially, this is the job of a Reaper so it conflicts with her status as a witch. I'm not saying this can't be possible, as Magic is still magic, but the only way I see her to be able to perform such magic is to have somehow gotten hold of an exerpt from a Reaper's book.

If this is the case, it's certainly going to be interesting to see how long she survives with Reapers on her ass xD

As for the channeling magic into her staff to use it as a weapon to use less power...that's debatable. Since channeling takes a lot of energy, wouldn't it take MORE energy to use it in such a way than to not?

Other than this, I love her and after you elaborate more on those two issues, you're all approved :3
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PostSubject: Re: Semira Marise   Mon Oct 21, 2013 9:23 pm

Ok I think I have it edited to the specs.
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PostSubject: Re: Semira Marise   Tue Oct 22, 2013 2:59 pm

approved
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