Star Wars Roleplay: Chaos

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Syd Celsius

NAME: Syd Celsius

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Image Credit: Greg Land, Marvel.

FACTION:

RANK: Living Weapon. (Witch Spellweaver)

SPECIES: Flame Geist. (Formerly) (http://starwarsrp.net/topic/132923-flame-geist/), Light Side Shi'ido Force Spawn

AGE: Thousands of years old.

SEX: Female

HEIGHT: 6'0

WEIGHT: 225 lbs

EYES: Orange (Formerly), Blue (Currently)

HAIR: Fiery Orange. (Formerly), Deep Crimson (Currently)

SKIN: Bronze in tone. (Formerly) Fair, (Currently)

FORCE SENSITIVE: Yes (Grandmaster rank)


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STRENGTHS:



Living Weapon: Created to kill Dark Side Adepts, Syd is an extremely dangerous pyrokinetic being that is capable of posing an immense threat to Dark Siders, due to her preferred method of dealing with threats--killing said threat with fire. Her flames have only gotten stronger in passing years, to the point she is able to vomit powerful red flames that can damaged Alchemized and Force Imbued Objects

Sorcery: Syd is extremely adept at witchcraft, due to her being a product of Magic. She can call on numerous spells and rituals to enhance the already lethal threat she poses. Many of her spells are flame-based.

Archeologist: Syd knows a great deal about archeology, especially in regards to archeological findings related to Force Adept matters.

Duelist: Syd was once a very skilled fighter at Form 2 lightsaber combat. Particularly, the Jar -Kai variant. Since merging with another, extremely powerful Force Spawn and taking on her appearance as a result, She has gained immense skill at Niman

Melee: Syd is even more skilled at sword fighting, particularly, rapiers. As well as hand to hand, where she can take full advantage of how her touch is capable of burns.

Alkahest: Syd has a Grandmaster skill in enhancing weapons and armor with the Force.

Highly Intelligent: Syd is no fool. She is easily capable of deducing the strategems of her opponents based on observation and coming up with effective counter-strategies.

Piloting: Very good at piloting Light Corvettes, Speeders, Air Speeders, and Speederbikes.

Stealthy: Believe it or not, yes...through clever use of both Force Phase and Force Flight, as well as through certain sorceries

Absorber: Syd can absorb imprints of other Witches, taking their form and persona for a short time

Seductress: Though Syd despises the form she is currently stuck with, she is not above using it in an emergency to persuade someone to do her a favor, no matter their gender, as it is absolutely gorgeous to look upon


WEAKNESSES:



Magic: She bears a number of weaknesses being composed of magic. Magic weapons can seriously hurt her without the right protection, and her flesh reacts more volatile than other people when exposed to magic giving away a completely inhuman Nature

No range: Save for crossbows and longbows, she is terrible at ranged weapons of any sort.

Weak: Very vulnerable to strong and fast duelists should they get in range and manage to keep a constant offense in a duel. It must rely on finesse and agility in duels, which is why it prefers Its Pyrokinesis and witchcraft as its primary means of offense.

Force Voids: Her flesh sags and starts to hang off the Skeleton and she is severely weak, sluggish, and has trouble thinking in one

Claustrophobic: Being encased in a Chunk of nullification resin for centuries has left her with a fear of enclosed spaces. While her fear is not totally crippling, it can make it much more difficult for her to focus her magic or the Force, nearly twice as mentally taxing, and with weakened effects. Though she can focus while flying, She doesn't like being on her ship unless she has to be. This could be exploited by a foe.


Rattled: Emotionally devastated after more than ten years of war, trauma, and losing the love of her life to the dark side, along with being forcibly fused to the light side remnants of the monster that stole her lover from her has left her mind and memories a complete mess. She is very fragile emotionally, and may struggle to use her powers as the deep conflicts in her own skull threaten to drive her insane. She is also ashamed of her current appearance, hiding her face from others unless there is no choice.


APPEARANCE:
A tall, bronze skinned woman with fiery orange hair and eyes, in their early thirties., often clad in a red and gold, temperature resistant combat bodysuit, with a muscular figure.( Formerly) Currently she resembles a petite yet athletic woman of extreme beauty, with fair skin and red hair.

BIOGRAPHY:

Syd Celsius, the only known example of what certain Jedi referred to as a "Flame Geist" was created as a living weapon to kill Dark Side Force Sensitives, through a combination of the head of an obscure band of Alkahest using abomination hunting Jedi suffering a bout of intense insanity in which he created bizarre Alkahest spells and enchanting rituals, and summoning a Smoke Demon to whom said spells and enchantments applied, Syd was created, and for the next twenty five years, would be used to hunt down and kill dangerous dark side users, overwhelming them often through her pyrokinetic abilities, never once failing to obey her creators. But discontent stirred among other Jedi who felt its creation and use violated The Force. Its creators, The Resistors of Darkness held off petition to relinquish its use for years, until a visit from no less than the senior masters of the order was required in order for them to cease their use or be exiled. Finally relenting, Syd was tricked into touching a chunk of Nullification Resin and hidden away in a dank cave, where she suffered for years from isolation and the feelings of betrayal. Fate has now intervened, in the form of a hapless thief who stole her prison and broke it by accident, releasing her into an unfamiliar world, yet somehow, at the same time, all too familiar...

PERSONALITY

Friendly to a certain degree, and polite and civil in most cases, Syd nonetheless is a proponent of The Living Force, and believes in living for the moment. She is kind and helpful to the innocent, but due to her magical nature, while she does possess a full range of emotions, they are somewhat dulled, and due to her nature, has an instinctual distaste and inherent desire to kill Dark Adepts, which it can ignore completely, though it will become very aggravated around them. She regards all Jedi civily, but with an inherent suspicion combined with feeling severely betrayed by the order has left her working alongside them with clenched teeth. She takes great pride in both her nature and purpose, and--perhaps arrogantly--regards herself as as one of the few experiments of this sort by the Jedi that functioned exactly as intended, with only the whims of short sighted people keeping her from continuing her important work. Now free, Syd is free to chart her own destiny but her nature as a weapon will always put her in the path against the Dark Side... Formerly...

Currently...

Syd is an extremely rattled being that has suffered severe war trauma and the guilt of being once an extremely heinous and evil Sith known as Darth Phyre. Virtually every hope has been torn away, and she is locked in a Bond with a man she once murdered who has been resurrected but what fused with her is another matter entirely.

SHIP:

Scorched Earth (Vintage Star Courier)
http://starwarsrp.net/topic/136853-scorched-earth/#entry1868997

KILLS:


BOUNTIES COLLECTED:


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ROLE-PLAYS:
 
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Hit Points

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Force

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Force Defense

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Magic

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Magic Defense

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WEAPONS AND EQUIPMENT (WIP)

ARMOR

451 Suit (http://starwarsrp.net/topic/136742-451-suit/)
This skin-tight red and gold combat suit, able to stop pistol-strength blaster bolts and pistol bullets, and non-vibro melee weapons, is also lined with heavily thermal-resistant materials, allowing her to channel fire from and around herself without fear of burning her protective gear. Primary gear.

90 Suit
This Gold and Blue, skin tight combat suit, is different from the 451 Suit only in appearance.

WEAPONS

Wind And Fire Wheels.

Heliosphere (Curved Hilt Lightsaber)

Shooting Star (Crossbow pistol)

Blaze of Glory (Tactical Longbow)

SKILLS

Force Powers

About Force Powers: Syd can only use certain core abilities, and will never be able to Master them, with the sole exception of Pyrokinesis, which it is a master of.

Initiate: Character is unfocused in their use of the Force Power in question, and only calls on it rarely or haphazardly. Must wait a short time before before calling on the power again and effects are weak

Padawan: Character can focus power slightly better and has to wait less before having enough focus to call on power again. Effects more potent.

Knight: Character has experience with using the Force and has to wait a very short time, usually a minute at most. Effects very potent.

Master: Character usually only has to wait three seconds at most, before using the Force again. Effects extremely potent. This rank counts only toward Pyrokinesis....all other powers cap at knight rank.

Pyrokinesis(****P*******K***********M**************G)
Highly Dangerous multi-use Force Power, and the only one she will ever master. Syd's use of Pyrokinesis is impressive, even by the standards of other pyrokinetics. It allows it to summon and control flame easily, creating temporary constructs even with enough concentration. It often uses simple large blasts of flame from its hands to try and torch opponents or the area and can strategically use fire to cut off retreat. Or throw condensed balls of flame that she can direct towards opponents, or conjure large whirls of fire. Useful also for creating light in dark areas, or creating spaces to heal or alter form in. Born with natural mastery of flame. Due to its nature, other Pyrokinetics users will have immense difficulty controlling fires generated or created by it, and it has a chance of being able to control a less skilled fire users flames.

Fire Blasts:

Large Blasts of fire are projected towards a target in an attempt to overwhelm them with flames. Also used to Torch flammable surfaces. Its most common tactic

Flame Control:

Can direct and control fire in complex ways, moving around corners, and striking from unexpected angles, even forming constructs of fire with enough concentration.

Twister: Can conjure large tornados of fire, albeit with great effort, especially without a source of fire nearby.

Fireball:

Throws a condensed ball of fire Syd can redirect in mid air. Can manuver it about quickly, but can be dissipated with blaster fire or if a weapon strikes it.

Heavy Fireball:

Throws a much larger ball of condensed fire, which can be redirected, albeit slowly. Can be dissipated by blaster fire or a weapon striking it.

Ignite:

Any fire that is nearby it can enhance and control. Any fuel source will ignite easily.

Flame Immunity: As it relies on fire to form its shell and change its shape, as well as heal, it is naturally immune to fire and fire attacks.

Temperature raise:

Can raise the temperature in its immediate radius drastically.

Burning Touch: Its touch can leave severe burns, especially if it is touching a dark adept due to the enchantments that sustain her shell. Very useful in hand to hand combat.

Kagutsuchi's Blessing:

Enhanced by the Eldritch Fire Magic of The Atrisian God of Fire, Kagutsuchi, during Mythos's attempt to take over Atrisia, Syd's flames have been permanently increased in strength and no longer must speak spells to summon Weapon Constructs of fire. She has also unlocked the capacity for other Pyrokinetic related abilities.

Telekinesis (*P--K)

Force Sense (***P------K)

Force Flight (****P*******K)

Force Phase(****P*******K)

LIGHT POWERS (HUMAN ONLY)

About Light Powers: Syd can only use Light Powers when wearing Darth Phyre's Armor.

Purity

Syd's sincere attempts at doing good have not gone without effect. In human form, she can exude a pure aura that can calm animals and weak minded people, getting increasingly stronger as she grows in the Force as a human.

Current Rank: 4

Rank 1: Calm small animals and possibly weak minded individuals. Resist Dark temptations and Dark Side mental attacks slightly

Rank 2: Calm medium sized animals and possibly minds of average strength Resist Dark temptations and Dark Side mental attacks. Purity causes muscles and blood to mutate and turn green. Visible veins turn green. Dark Adepts may find her aura slightly disrupting to their abilities. Speed and reflexes improve by half the user's normal ability. Strength slightly improves.

Rank 3: Calm large animals and possibly strong minded individuals. Resist Dark temptations and Dark Side mental attacks much better. Purity causes body to slightly resist average poisons. Body now becomes capable of disrupting the concentration of strong Dark Adepts in very close vicinity, making it potentially difficult for them to focus Dark Side attacks.

Rank 4: Calm very large animals and possibly very strong minded individuals. Resist Dark temptations and Dark Side mental attacks Greatly. Purity causes the whites of eyes to turn a shiny bronze color and the irises to turn a solid green. Aura can greatly disrupt a dark adept's attempts to use the Force. Flesh from slain Sith Spawn can be absorbed to repair body in an emergency

Heal

Rank: 3

Manifests as a strange blue light emitted from Syd's mouth. Capable of healing more severe wounds as rank progresses. Only capable of healing others.

Rank 1: Heal lascerations and burns but not broken bones or contusions very slowly.

Rank 2: Heal severe lascerations and burns and slight fractures and mild contusions slowly

Rank 3 : Heal or restore organs as well as severe lascerations, broken bones, and contusions fast

Rank 4: Regrow limbs.

Force Light

Manifests as a strange white light emitted from Syd's mouth that can be used to temporarily blind enemies. As character progresses, stronger beings can be blinded.

Current Rank: 3

Rank 1: Blind very physically and spiritually weak beings

Rank 2: Blind beings of moderate spiritual and physical strength

Rank 3: Blind beings of strong spirit and physical strength

Rank 4: Dark Adepts stay blinded for double the time

Cleanse

Through intense meditation, Syd can purify a tainted area. As rank increases, larger areas can be purified.

Current Rank: 1

Rank 1: Purify very small areas

Rank 2: Purify moderate sized areas.

Rank 3: Purify large areas. Areas purified become areas in which Syd is extremely difficult to damage.

Rank 4: Purify very large areas.

Tutaminis

Drain energy from mechanical or non-living sources to boost recovery from injuries, and temporarily boost the strength of magical attacks and Force Powers. As rank grows, more energy can be absorbed for greater effects. Cannot be used to survive damage to the brain or heart.

Current Rank: 1

Rank 1: Drain energy to quickly recover from fatal lascerations, bone fractures, piercing damage and burns, and slowly regrow lost limbs. Offensive Force Powers other than Pyrokinesis are slightly increased in strength

Rank 2: Offensive and Defensive force powers are slightly increased in strength

Rank 3: Increased repair speed

Rank 4: Offensive and Defensive Force powers are moderately increased in strength.

Force Regeneration

For a short time, heal even the most fatal of damage as well as repair whatever armor is being worn with extreme speed. Can only be active a short time, however, no other Force powers or magic can be used while active, a significant cool down time, reduced physical speed by fifty percent while active, weakened Force and Magic for a short time afterward is the price for such power.

Rank 1: Become near unkillable to anything short of a disruptor for 3 minutes, at the cost of physical speed being reduced by half Greatly weakened Force and magic afterward for fifteen minutes, and must wait that length of time before power can be used again.

Rank 2: Become near unkillable for 3 minutes, 30 seconds,

Rank 3: Become near unkillable for four minutes

Rank 4: Become near unkillable for six minutes



WITCHCRAFT

About Witchcraft: As Syd is a being of Magic, she has great aptitude for spells and rituals finding many spells incredibly easy to learn

Initiate: Effects of spell are weak and do not last long, but even at low levels, the wait time before one is ready to cast the spell again is quite low...only a minute and a half.

Weaver: Spell effects stronger, wait time cut by fifteen seconds.

Caster: Spell effects stronger and last longer, wait time cut by fifteen seconds.

Elder: Spell effects very strong. Wait time reduced by fifteen seconds.

Spell of Stealth Fire (****W*******C***********E)
This spell causes whoever the character points at to become sheathed in transparent flame resembling heat waves that does no physical or mental harm. While they are still visually detectable, the person enshrouded cannot be sensed with The Force.

Initiate: Can enshroud a person in transparent flames resembling heatwaves that renders them undetectable in the Force for Ten minutes.

Weaver: Renders target undetectable in the Force for twenty minutes. An person touching the primary target will also become enshrouded with the fire also, but for ten minutes only.

Caster: Renders target undetectable in the Force for thirty minutes. Any person touching the primary target will also be enshrouded, but only for fifteen minutes.

Elder: Can enshroud up to two people at once for thirty minutes. Any person touching the targets will also be enshrouded, but for fifteen minutes only.

Spell Intonation: "Ashla, hide my allies from The Inner Eye"

Spell of Fire Camouflage (****W*******C***********E)
This Spell bathes a target in transparent fires that rapidly cause the target to visually disappear, save for a shimmering, heat wave like effect at close range. The target can still see themselves and what they are doing perfectly. Cannot be used in conjunction with the above spell. Combat disrupts the spell effects.

Initiate: Bathe the target in painless magical fire that functions like a stealth field for Ten minutes.

Weaver: Time flames last increases to twenty minutes. Any person touching the primary target will also be rendered invisible, but only for ten minutes

Caster: Spell effects increase to thirty minutes. Any person touching the primary target will also become invisible, but only for ten minutes.

Elder: Can cast spell over Two targets for thirty minutes, and any person touching those targets apiece will also become invisible for half the normal length of time.

Spell Intonation: "Ashla, hide my allies from The Outer Eye."

Spell of Empower (****W-------C-----------E)
Speaking this spell enshrouds the target in transparent red flame that doubles their physical strength, even if they were already incredibly strong before. Can only be used on its own.

Initiate: Can enshroud up to three people at once for five minutes.

Weaver: Time increases to ten minutes.

Caster: Can enshroud up to five people.

Elder: Can enshroud up to eight people.

Spell Intonation: "Ashla, grant my allies strength."

Spell of Flame Trap
This spell creates a small stationary whirlpool of orange fire. Upon approach by an enemy, The Whirlpool speeds forward at the speed of a fast walk to a target, setting anything flammable in its path ablaze. Can be dispersed with blaster fire or Cryokinesis. No ranks for this spell.

Spell Intonation: "Ashla bear this gift to my foes"

Spell of Spectral Flock (****W-------C-----------E)
This spell conjures fiery purple bird like constructs that do not burn, but harrass and try to obscure an opponents vision. Can be dispersed with blasterfire or Force pushes, or even melee weapons. Incapable of physical damage.

Initiate: Conjure five fiery purple birds of average size to harass an try and block the vision of the opponent.

Weaver: Summon Ten Spectral Birds.

Caster: Flight speed of birds doubles.

Elder: Flight speed triples.

Spell Intonation: "Ashla, harrass my foes with an unruly flock."

Fire Constructs (****W*********C***********E)

Can create magical weapons using her own magical energy and control of pyrokinesis. Syd must speak the spell and imagine the weapon she wants. Melee weapins function like ordinary vibroblades, resistant to lightsabers but only for a few blows, and have incendiary effects. Ranged weapons have ordinary piercing and incendiary effects, and cannot penetrate shields. Syd must find a heat source to replenish herself in an emergency. Spell lasts ten minutes.

Weapons summonable are:

Longbow

Crossbow

Axe

Rapier

Longsword

Dagger

Hatchet

Spear

Initiate: Can withstand one to two lightsaber blows

Weaver: Can withstand three to four lightsaber blows

Caster: Can withstand four to six lightsaber blows

Elder: Can withstand 007 lightsaber blows

Spell of Fire Serpents (****W*********C***********E)

Casts a swarm of fiery serpents that slither silently along the ground, tracking a caster's target. Cannot be sensed with the force, though the heat and light they emit will be dead giveaways. Can be destroyed with blaster fire and melee weapons. Used as a swarm attack. Though not capable of penetrating even light armor, the heat burns can be in the second degree range.

Initiate: Conjures ten serpents that swarm and attack prey

Weaver: Conjure twenty serpents

Caster: Conjure thirty serpents

Elder: Conjure forty serpents

Spell Intonation: "Ashla, swarm my foes with burning snakes."

Ashla's Aura (****W*********C***********E)

Offers Syd protection from Dark Side Abilities for Five Minutes. As skill increases, is able to resist more powerful Dark Adepts. Failure to resist compromises integrity of psychic shell.

Initiate: Offers protection from weak Dark Side Attacks.

Weaver: Offers protection from moderate Dark Side Attacks.

Caster: Offers protection from strong Dark Side Attacks

Elder: Offers protection from very strong Dark Side Attacks.

Spell Intonation: "Ashla, Shield me from wickedness."

Spell of Magic Shroud (****W*********C***********E)

Offers protection from a wide variety of magic based attacks and weapons for five minutes. Pyrokinesis cannot be used while spell is active. Failure to resist compromises Syd's psychic shell.

Initiate: Protects from weak spells and magic weapons.

Weaver: Protects from moderate spells and weapons

Caster: Protects from strong magic spells and weapons

Elder: Protects from very strong magic spells and weapons.

Spell Intonation: "Ashla, protect me from the Etherial."

Spell of Enhance

Increases Syd's speed and reflexes by four for thirty seconds when spell is spoken. No ranks.

Spell Intonation: "Ashla, make me swift as the wind."

Spell of Strengthen

Increases Syd's strength by four for one minute when spoken. No ranks.

Spell Intonation: "Ashla, make me strong as The Rancor."

Spell of Fire-Portal
This Spell allows teleportation between two large fires connected by line of sight. Limit is eighty meters. No rank for this power.

Spell Intonation: "Ashla, transport me through my element."

Spell of Resistant Flames (****W*******C-----------E)
Speaking this spell creates a fiery green shield around a target that provides very high protection from Dark Side Force Attacks. Can only be used by itself.

Initiate: Cover two targets in green flames that provides very high protection from Dark Force Attacks for three minutes.

Weaver: Length of time increases by three minutes.

Caster: Can enshroud three people for six minutes.

Elder: Can enshroud three people for twelve minutes

Spell Intonation: "Ashla, Shield my allies from the Dark."

Spell of Kinetic Flames (****W*******C***********E)
Speaking this spell enshrouds a target in Dark Blue Flames that protect from kinetic weaponry to a very high degree. Can only be used by itself. Limit of people who can be enshrouded at once is three

Initiate: Enshrouds up to three people in blue fire that provides protection from small caliber pistols and rifles for three minutes

Weaver: Can withstand large caliber pistol rounds, and intermediate caliber rifle rounds.

Caster: Can with stand Large Caliber rifle rounds

Elder: Enshroudment now last six minutes.

Spell Intonation: "Ashla, protect my allies from slings and arrows."

Spell of Reveal
Upon speaking this spell, when touching any surface, that surface is rendered one way transparent. No ranks to this spell.

Spell Intonation: "Ashla, reveal the secrets beyond."

Spell of Fire Shroud.
Upon speaking this spell, whenever stepping into a large patch of fire, the character is rendered temporarily invisible, both visually and thermally, but not through the Force. Effect is capped at five minutes, broken once Character steps out of fire, forcing them to remain stationary. No ranks to this spell.

Spell Intonation: "Ashla, Cloak me from The Outer Eye."

Spell of Sonic Flame (****W*********C-----------E)

Speaking this spell allows Syd to sheath herself in magic flames that make her heavily resistant to sonic attack. As skill grows, the stronger the attack that can be resisted. Failure to resist compromises Syd's shell.

Initiate: Allows Syd to resist weak sonic attacks

Weaver: Can resist moderate strength sonic attacks

Caster: Can resist strong sonic attacks

Elder: Can resist very strong sonic attacks

Spell Intonation: "Ashla, shield me from the scream of death."

Spell of Magical Sight

Allows characters to perceive hidden writings as well as magic based traps. No ranks.

Spell Intonation: Ashla, give me and my allies the Inner Sight."

Litany of Purification

A Light aligned spell, Litany of Purification is a special chant and meditative effort developed by the resistors of darkness. Syd most focus her magical aura while verbally reciting the chant to purify a corrupt object. The more corrupted an object is, the more Syd struggles to complete it. No ranks to this spell. Especially corrupt objects can threaten to discorporate her psychic shell should she lose focus in the process

Ritual of Suspension

Using The Kolda-Bratha Calculus, The magical formula that allows Syd to exist, Syd can suspend the injuries of a person in a stasis like effect. No ranks, and requires practice to set up.


Ritual of Healing Flames
By using a small measure of targets blood as fuel, target of ritual can be set ablaze in a white fire that heals only twenty five percent as fast as natural Force healing, though the effect does not stop until the target is at least able to walk safely under their own power. Though it can heal nearly any wound, and cure the effects of nearly any poison, the target must burn in the white fire much longer and must remain stationary. Requires preperation.

Ritual of Mental Flames
Using Target's own blood as magical fuel, target is bathed in sky-blue flames that slowly repair mental damage caused by Force Attacks, though it cannot undo diseases of the mind that were already present. Target will slowly, steadily recover from even the most severe mental assault.



ALKAHEST

Empower Armor

Empower Weapons

COMBAT

MELEE

Hand To Hand

Broken Gate (****P*********K***********M)

Stava (****P*********K-----------M)

Eagle Fist. (****P*******K***********M)

Dragon Fist. (****P*******K***********M**************G)

Melee Weapons.
Longswords (****P*********K-----------M)

Rapiers (****P*******K***********M)


RANGED
Crossbows (****P*******K***********M)

Longbows (****P*******K-----------M)

Pistols (****P*********K-----------M)

LIGHTSABER COMBAT
Single blade (****P*********K***********M)

Dual Blade (****P*******K***********M)

Shii Cho (****P*******K***********M)

Makashi (****P*********K***********M)

Soresu (****P*********K***********M)

Strong Style (****P*********K-----------M)

Resistor's Niman (****P*********K***********M)

MISCELLANEOUS

PILOTING
Light Corvettes 10/10

Personal Starships 10/10

Speeders 7/10

Air Speeders 8/10

Speeder Bikes 10/10


ARCHEOLOGY
Recovery 10/10

Identification 10/10

Preservation 10/10


Sorceress of Yurb


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Force Sense

Force Jump

Single Bladed Lightsaber

Form One

Djem So

Vibro Resistance

Kinetic Resistance

Geokinesis

Force Breach

Sand Healing

Sand Spell: Sand Storm

Sand Spell: Sand Pit

Sand Spell: Sand Port

Sand Spell: Sand Transmogrify

Sand Spell: Sand Inertia

Ritual: Healing Sands

Ritual: Sand Dialation

Ritual: Create Sorceress Copy

Long Fist

Daggers

Long Bows


Sorceress of Zeffo

a44e73c5dd1ae58d24fa3deb31b9b599.jpg


Force Sense

Force Empathy

Force Speed

Double Bladed Lightsabers

Form 4

Form 007

Form Six

Energy Resistance

Magic Suppression

Magic Resistance

Force Heal

Snake

Magma Healing

Magma-Kinesis

Light Spell: Bolt

Light Spell: Spectrum

Light Spell: Render Invisible

Light Spell: Embue

Light Spell: Entrap Darksider

Magma-Spell: Bombardment

Magma-Spell: Erupt

Magma Spell: Embued Barrier

Magma Spell: Magma Claymore

Ritual: Healing Flare

Ritual: Magma-Nado

Ritual: Impart Mark

Ritual: Create Sorceress Copy


Sorceress of Kashyyyk

c84e41d965f8864313bf64c0dc76058f.jpg


Force Sense

Force-Warp

Force Phase

Jar'Kai

Vaapaad

Force Light

Atmokinesis

Cleanse

Force Protection

Light Healing

Spark Spell: Blinding Spark

Spark Spell: Sonic Spark

Spark Spell: Ion Spark

Spark Spell: Overcharge Spark

Spark Spell: Hydrophobic Spark

Spark Spell: Confusion

Ritual: Empowering Spark

Ritual: Impart Mark

Ritual: Impart Force Sensitivity

Ritual: Posthumous Conversion

Ritual: Enhance Light Adept

Ritual: Create Sorceress Copy


Sorceress of Coruscant

c50fcd2579c5b2517fac85eaec1f9f39.jpg


Force Sense

Force Flight

Double Bladed Spinning Lightsabers

Form Two

Emerald Fire

Electric Judgement

Cleanse

Force Slow

Energy Resistance

Metal Healing

Metallo-Kinesis

Metal Spell: Guardian

Metal Spell: Enclosure

Metal Spell: Repurpose

Metal Spell: Leech Metal

Metal Spell: Casting

Metal Spell: Increase/Decrease Thermal/Electrical Conductivity

Ritual: Alchemy Forge

Ritual: Healing Inferno

Ritual: Iron Platoon

Ritual: Energy Damage Reduction

Ritual: Create Sorceress Copy

Acquired Form for Sorceress Copy:

The Grid

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Force Sense

Light foils

Form 1

Form 2

Electrokinesis (Non Lethal)

Force Jump

Force Speed

False Dark Side Aura

False Death Field

False Bolt of Hatred

False Lightning

False Poison

False Horror

Electrical Spell: Traps

Electric Spell: Redirect Flow

Electric Spell: Bolt Healing

Ritual: Create Sorceress Copy


Sorceress of Tython

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Force Sense

Force Speed

Force Jump

Single Bladed Lightsaber

Soresu

Telekinesis

Force Push

Force Whirlwind

Force Wave

Nuetral Resistance

Telekinesis-Spell: Mind Shearing

Telekinesis Spell: Mend

Telekinesis Spell: Stasis Ward

Telekinesis Spell: Jam Telekinesis

Telekinesis Spell: Amplify Telekinesis Radius

Ritual: Telekinesis Sheath

Ritual: Remote Repulse

Ritual: Create Sorceress Copy


Sorceress of Ossus

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Force Sense

Force Phase

Force Flight

Force Speed

Single Bladed Lightsaber

Double Bladed Lightsaber

Jar'Kai

Form Six

Form One

Rapiers

Daggers

Pistols

Crane

Hematokinesis

Blood Heal

Wall of Light

Force Sever

Force Resistance

Poison Resistance

Liquefy/Solidify

Blood Spell: Suppress Aggression

Blood Spell: Paralytic

Blood Spell: Light Side Poison

Blood Spell: Slow Disease

Blood Spell: Kill Pain

Blood Spell: Dark Immunity

Blood Spell: Spirit Ward

Blood Spell: Presence Cloak

Blood Spell: Enhance Presence

Ritual: Damage Reduction

Ritual: Blood Re-Agent

Ritual: Create Sorceress Copy

The Coven

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Force Sense

Pyrokinesis (Master)

Aerokinesis (Master)

Geokinesis (Master)

Telekinesis (Master)

Hematokinesis (Master)

Metallo-Kinesis (Master)

Magma-Kinesis (Master)

Ionize (Master)

Plant Surge

Single Bladed Lightsaber

Form One

Form Two

Form Three

Form 6
 
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