|Copied from the last forum incarnation.
Name: Belgarion Liadon (Bel for short)
Age: 170 (Approximately 25-26 human years)
Birthplace: Copley Forest
Weight: 136 lbs (~70kg)
Alignment: Chaotic Good
Hair: Silver/Grey. Hair reach down to his lower back (Similar to Magus in CT). It's combed backwards.
Tattoos/Marks: Has a draconic mark on his neck that means "dragon". It's covered by his hair.
Eye Color: Black.
Voice: Not too dark and not too light. A little raspy.
Personality: Cynical and/or sarcastic at times but cares deeply for his friends despite coming off as a bit of a dick sometimes. Has a strong sense of justice.
Familiar: A black cat named Dusk.
Weapon proficiency: Longswords, rods, wands, scythes, staffs, daggers and Two-bladed swords.
Weapons in Possession: A family longsword which he carries in a sheath on his back. It's engraved with runes and is rumoured to have magical powers which may activate when the owner is in danger. He also is in possession of a rod (Arcane Rod of Ever Yielding Mystery) which is capable of a number or magical feats such as acting as a torch and enabling teleportation to towns/cities/locations known by the owner. It slightly enhances his magical abilities.
The rod is roughly 2 feet tall (or 50cm) in very fine sculptured wood with a dragon's head at the top with a round crystal in its mouth. Below the dragon's head, its body swirls around the rod, two reptilian hands with adorned claws grasping the rod, one above another. Same with the feet but near the bottom. The tail twirls around the bottom part of the rod. The material of the dragon is unknown at this point. Due to the shape of rods (Thickness can vary but are generally thin. Bel's rod is slightly thicker than the general design, though.) the dragon's body looks to be inspired by chinese dragons while the head is influenced by western design. Looks kinda like Lagiacrus but with dark grey/black colors.
The rod gets the cobra-like "mane" after Bel inserts the two space/time-gems. Before that, it has a more traditional design at the back of its head, neck and throat area.
Flight (limited distance)
Healing Factor: Activates when he gets hurt (think Wolverine but weaker healing factor)
High-level telepathy (short or long-distance)
Arcane senses: Enables Bel to sense when magic is being used/have been used and/or magical artifacts or ancient ones emitting some sort of energy. He can distinguish between hostile and non-hostile magic even if said magic is the same he can use himself. He can also use this ability to scan an area as large as one square mile for magical energy coming from people and/or creatures. Actively scanning for magical energies needs mild concentration and the area of the scan can be increased but requires more concentration.
Signature Attire: Black robe with very small golden lines of magical runes at the end of the sleeves and also at the bottom of the robe itself. The robe has magical properties unknown to everyone but Bel himself. It also has a hood/cowl which shades most of his face making it hard to see. Bel also has a leather belt complete with a golden buckle with some pouches in which he carries various magical powders and other things. It has attachments which can be used to carry Daggers/Rods and such.
Languages (written and spoken):
Infernal (Devils, lawful evil outsiders)
Above-normal agility and dexterity giving a very fast reaction time.
Ray of Frost: Capable of freezing objects and parts of people/creates solid and causing minor damage. 30 feet range.
Mage Armor: Gives him additional moderate physical defense.
Identify: Determines properties of magic item.
Charm: This charm makes a humanoid creature regard you as its trusted friend and ally.
Flash: The eyes of the snake/dragon-like head of Bel's rod emits a blinding flash of light that temporarily blinds one or several enemies in the cone-shaped area it affects. The light is most effective within 40-45 feet from its origin.
Knock: The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.
Discern Location: The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies. An item that belongs to said creature or person is required.
Burning Hands: A cone of searing flame shoots from his fingertips. Flammable materials burn if the flames touch them. Causes minor damage. 20 feet range.
Magic Missile: 5 missiles of magical energy darts shoots forth from his fingertip and strikes his target for moderate damage. This attack cannot miss but it can be blocked by certain magical barriers.
Flaming Sphere: Creates rolling ball of fire which is 5 ft in diameter. A burning globe of fire that rolls in whichever direction he points and burns those it strikes. As part of this movement, it can ascend or jump up to 15 feet to strike a target. The sphere moves as long as he actively directs it. Causes moderate damage. It ignites flammabe substances and causes illumination of the same kind a torch would. It can be extinguished by any means that would put out a normal flame of its size, though.
Scorching Ray: He blasts his enemies with fiery rays. The rays must be fired at the same or different targets, but all bolts has to be aimed at targets within 30 feet of each other and fired simultaneously. Causes medium damage. Sets fire to combustible sources.
Mirror Image: Creates up to 12 decoy duplicates of himself making him harder to hit. These illusionary copies are transparent if you try to him them. This is originally a defensive spell but does have a secondary effect. If Bel would use a flash of light to blind the enemy, for example, the duplicates does so too making it more effective. But would he use an offensive spell, only the original one can harm anyone. The duplicates' attacks are visible but will pass right through the enemy. It serves as a mean of fright, though, as the enemy don't know if all attacks are real or not.
Fireball: A long range spell which sends a fireball from his hands. The fireball is the size of a soccer ball and explodes when it hits the target or anything in the way. The explosion affects an area of 20ft.-diameter. It sets fire to combustibles and causes medium to heavy damage to objects/people in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. Range: 120 feet.
Super Fireball: A souped up version of Fireball created by combining two regular fireballs. It's about 4 feet in diameter and has a area of effect of 40ft in diameter. Causes heavy damage to objects/people in the area. Range: 200 feet.
Ice Storm: Great magical hailstones (roughly as big as bowling balls or slightly bigger) pound down, dealing medium to heavy bludgeoning and cold damage to every creature/target in a 60-ft. diameter, 200 ft. high area. If it's indoors, the hailstones appears from portals. The hailstones disappears after the attack.
Lightning Bolt: Releases a powerful stroke of electrical energy from Bel's fingertips that deals medium damage to each creature/target within its area. The lightning bolt sets fire to combustibles and damages objects in its path. It has a 120 ft. range.
Super Lightning Bolt: Like Lightning Bolt but high damage.
Shockwave: Bel clenches his fists and gathers electrical energy, with a pose similar to the DBZ-style of powering up. The energy gathers between his fists and expands outwards creating a circular, barrier-like formation around him. While in this state, he's also protected from attacks. He then quickly stretches his arms on both sides of his body, causing the barrier to explode, thus creating a shockwave of electrical current that covers an area of 30 meters in diameter. Can be increased further. The power is in between that of Lightning Bolt and Super Lightning Bolt.
Invisibility: Makes Bel or someone/something else invisible. It can be canceled at will.
Thunder: A very powerful and big magical spell that calls lightning down from the heavens and causes major damage to anything in an area up to a 80 feet diameter area that isn't resistant to magic. That makes the damage go down to moderate. Summons up to 12 lightning bolts. Sets fire to combustibles.
Binding of the Earth: Bel calls on the power of the earth to bring forth powerful roots to tie the enemy up or pin it to the ground or to another object. They can also crush objects and/or creatures the same way large snakes do. The roots may vary in thickness but they're all strong. They can travel throgh most forms of dirt, sand, gravel and can even plow through harder materials such as solid rock. They're resistant (but not immune) to most cutting and slashing weapons. They can be torn apart but it requires a significant amount of power.
Earth Spike: Up to 8 spikes of solid rock/earth randomly shoots up from the ground causing low to medium damage to the enemy/enemies. It can penetrate bodyparts and such or at the very least trap whoever it's aimed at. It affects an area of 10 square meters. It obviously doesn't affect flying foes.
Earthquake: Bel calls forth a powerful earthquake with enough power to shake apart large buildings and swallowing/crushing them beneath the earth. It's basically like an 8 on the richter scale and works kind of like the one in pokémon.
Blizzard: While not as strong as Thunder, it can affect a significantly larger area. Summons an intense arctic snowstorm capable of making even the toughest vikings shiver of cold. If you stay in this for too long, you risk freezing to death or even being frozen solid. Can affect an area of up to 500 square meters. Low to medium damage and possibly lasting colds or even death if you're unlucky.
Finger of Death: Allows Bel to slay one living enemy/creature within range of 30-40 ft. If the target survives it suffers medium damage instead. Does not work on undead creatures.
Reverse Gravity: This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area at normal falling speed. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.
Meteor Swarm: Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 6-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. Any creature struck by one of these spheres takes heavy bludgeoning and fire damage. If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. Once a sphere reaches its destination, it explodes in a 50-foot-radius spread, dealing heavy fire damage to each creature in the area. Range: 500 ft.
Protective Orbs: Bel can, if he wants to, summon up to 3 orbs of any element that circles around him rapidly, protecting him against physical threats. Fire would obviously burn the foe if they try to attack and possible set him/his clothes on fire aswell, an electric orb would electrocute the enemy and possibly paralyze him, an ice orb would possibly freeze the enemy or whatever he/she/it decides to attack with. A bonus the ice orb has is that if it freezes a weapon for example, it can be shattered. There are more elements but those are the general functions. They deal low to medium damage.
Barrier: This spell summons an invisible barrier that encircles Bel and possible comrades. It has very powerful defensive capabilities, both physically and magically and can block most, if not all attacks but can only take a limited amount of hits before it vanishes. The barrier shows, briefly, when taken a hit before it reverts to its invisible state. When broken, the effect is that of something that breaks into pieces. This also shows briefly. It is possible to recharge it but at a high mana cost. Last for 6-8 hits. Hits it can take may depend on how many targets it's cast on.
Fire Wall: Bel summons a wall of fire which is 7-12 meters high and as wide as it can be in different areas. Let's say you have a road which is 20 meters wide with house or buildings on each side, then it will stretch until it touches a building. The wall prevents enemies from getting through and deals low to medium damage should they try. It can also ignite flammable substances/materials/objects if they come in contact with the wall. The wall is like a simple forcefield but with additional properties. The wall can be made more poweful with a longer preset routine, so to speak.
Thunder Wall: This is similar to the Fire Wall but with Lightning instead and some differences. The size, however, is the same. This wall sends out lightning bolts with less than half a second between each towards any enemy getting closer than 15 feet to the wall, making them flinch for a very short time if they get hit. The bolts deal low to medium damage and the wall itself deals medium but constant damage. It may be able to short-circuit technical devices. This makes the wall and offensive defensive spell. Should they come in contact with the wall itself, the lightning damage is constant and can also make them immobile as if they touched a cable with heavy electrical current flowing through it. The wall can be made more poweful with a longer preset routine, so to speak.
Mana conversion: This allows Bel to convert some magical energy to physical/healing energy or simply to use it to heal himself from injuries if they're more than the healing factor can cope with or if it heals them too slow during whatever situation. He can also share this energy with others to heal them up/restore energy.
Dispel Magic, Greater: Bel can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect. The dispel magic has a range of 150ft. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell. It affects one spellcaster, creature, or object; or 20-ft.-radius burst.
Antimagic Field: An invisible barrier surrounds Bel and moves with him. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration. Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. A normal creature can enter the area, as can normal missiles. The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field. The field has a 10 ft range and affects an area of a 10 ft radius, centered on the caster. It lasts for half an hour up to an hour.
Gravity Crash: This spell allows Bel to make any object and/or living tissue up to 1000 times heavier than normal. Likewise, he can also make them 1000 times lighter.
Greater Shout: Bel emits an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is stunned for a short amount of time and deafened a bit longer. The range of the spell is 60ft and affects cone-shaped area. Any exposed brittle or crystalline object or crystalline creature is severely damaged. The spell is instantaneous.
Ice Beam: Like Ray of Frost but much more powerful and bigger. This spell has a range of 120 feet. The size of the starting point is like that of a soccer ball but 100% bigger. (Imagine some of the ki blasts from DBZ with that "ball" at the beginning and end of the beams) The "beam" is 75% of the thickness of the "ball". It's of the ice/water element and deals medium to heavy cold damage. It's capable of freezing objects or creatures as big as elephants or even houses solid. Can be lethal.
Control Undead: This spell enables Bel to command undead creatures for a short period of time. He commands them by voice and they understand him, no matter what language is spoken. Even if vocal communication is impossible the controlled undead do not attack him. At the end of the spell, the subjects revert to their normal behavior. The duration of the spell is 15 minutes.
The range is up 50ft due with Bel's skill level at magic, and the limit is up to 4 creatures but they can't be more than 40ft apart from eachother. Intelligent undead creatures remembers that Bel controlled them.
Bolt of Judgment: Shares similarities with Lightning Bolt, is much stronger and has greater range. This spell originates from Bel's rod, sending forth bigger and stronger bolts of lightning at the enemy. The bolts zigzags forward at extreme speeds with thunderous and crackling sounds, searching out the enemy. Said enemy has to be visible, though. The spell can also be made to send continuous lightning bolts out in 360 degree directions, protecting Bel from all sides. Up to 15 bolts can be summoned at once and each of them has enough power to turn something as big as an elephant into charcoal in a couple of seconds. To make the matter worse for the enemy, all bolts can be concentrated on a single target, if needed. Range: 150 ft.
Holy: Bel focuses, connecting the fingers of both hands in a stretched out fashion and summons holy power from the goodness of his heart. The power reaches its peak when Bel's hands starts to glow with a white and bright aura-like light. 5 orbs of powerful, holy energy are then created and position themselves in front of him, when Bel separates his hands roughly one foot. The orbs have a 3 foot diameter. These orbs rockets towards the enemy when Bel stretches his right hand forward in a forceful manner as if taking aim at something, stops and position themselves spinning around him/her/it, thus preventing escape. But moreso for demons and undead due to the orbs illuminating the area around them with holy light. Should the target attempt to hit or destroy the orbs, they will cause excrutiating pain and push the target back, but not detonate. When Bel clenches his fist, all orbs close in on the enemy and explodes in a cascade of pearl-white light, effectively destroying unholy beings.
FINISHER: Heavenly Judgment
Bel creates a total of 4 floating orbs of intense magic energy of the elements water, fire, lightning and earth of which 2 is created by his rod which is floating in front of it, 2 meters away. Each orb is 2 feet in diameter. He sends them spinning in a circle shape high up in the sky while keeping his arms somewhat stretched to control them, then he pushed his hands together to make them all collide at once in a huge explosion sending down 12 vertical beams of non-elemental energy over an area of 120 meters in diameter. Each beam is 3 meters wide and causes explosions with an area of effect of 25 meters in diameter creating big craters. The explosions makes the total area of effect even bigger. The beams possesses crushing force and power and if the enemy manage to avoid the beams, the explosions will get him for sure. The explosions power and heat is enough to vaporize toughened steel/titanium alloys (metals in general), stone, diamond and living tissue. These are the known materials. There might be more, even harder ones that gets broken down. This is a spell/attack of immense destruction. It posseses both physical and magical properties. Naturally it takes a lot of stamina and power to use so overuse is not recommended. More than 2 uses within a short amount of time may result in temporary paralysis of the caster's body due to very high energy usage.
ULTIMATE FINISHER: (No name or desc yet.) Triggered at a certain age/part in his life or when in a hopeless situation/when someone is in imminent need or danger.
Lunar Slash: Bel moves his sword in a half-moon pattern, making an astral image of the moon appear above him. Then he does an downward-slashing move with the sword in the direction the enemy is, sending a half-moon shaped (vertical but spinning sideways) projection of energy that slashes the enemy 5-7 times in a circular motion. (Check some attacks in the Romancing Saga games for more accuracy about the slashes. I don't remember the name of it.) But make no mistake. The attack is physical and can do moderate to heavy damage to an enemy. It's also possible to send several of those energy projection at the enemy at once. They can lock on to an enemy but needs a second or so to do it. Using this attack when there's a moon visible on the sky, be it half-moon or full moon, cranks the power of the attack up to guaranteed heavy damage.
Rayblade: Bel charges his sword with electrical energy that makes it spark a bit and glow a little blue. Then he points it at whatever he wants to hit and shouts "Rayblade!" which unleashes the energy in the form of a round, moderately thick (size of a small table plate) electric beam that flies towards the target at incredible speed (900-1200km/h). The beam can penetrate some kinds of materials like, wood, glass and some kinds of metal. It does moderate damage but has a bonus against mechanical devices, computers and such things which it WILL short-circuit or simply fry if it hits. The electric surge will spread if it hits a computer system or some kind of network. If it hits a humanoid or another living creature, it'll electrocute them and possibly paralyze them aswell.
Grand Cross: Bel concentrates (by calming down) and closes his eyes. The contours of his body starts to emit a white, sacred light. He summons a clone, while holding his sword in a 90 degree angle to the right. The clone appears from the edge of his sword in a way that the visibility of the clone starts with his sword and continues to the right until he's completely visible. He moves in a mirrorized angle from Bel but CAN move freely after that. You can distinguish the clone from the original due to the arcane runes on the robe being silvery instead of golden. The robe itself is white instead of black and his hair is also on the opposite spectrum of Bel's hair color. The clone and Bel moves side to side towards the enemy at very high speeds but with a bit of a distance between eachother, all while seemingly disappear and re-appear to fool the enemy. When they're close enough, they really do disappear, Bel on the left of the enemy and the clone on the right. When they re-appear, Bel is up in the air grabbing his sword from the sheath, making a downward slash at the enemy. At the same time the clone comes from the right doing a wide slash to the left, creating a big, glowing cross of holy energy in unison with Bel that causes heavy damage to anything unholy, be it zombies, devils or demons. The power of Heaven also make the attack penetrate any form of shield the enemy might have up.
Flame of the Dragon King: Bel does a circular motion with the sword, starting from a 90-degree angle to the right and continuing clockwise until he comes back to that point. As he starts doing this, blue/cyan, candle-like flames appears 3, 6, 9 and 12-o-clock in the circle. When he comes back to the original position, the cyan circle begins to spin, or at least appears to do so. He grabs the sword with both hands and holds it forward in the middle of the circle. He then thrusts it forward which causes a pulse-like blast shoot forth towards the target, looking like this from a bit of distance. When it hits, it bursts causing major/very high damage to anything dragon or unholy/dark/demonic and medium/small chance of high damage to anything else. It also has a small chance to stun the target.
Belgarion was born in the village Copley which is named after the forest it lies within. Already as a baby, the village’s wizards could feel slumbering potential in the young Bel. As he grew older (2-3 years) it happened that he accidentally used weak but non-offensive magic without noticing, such as moving objects, small flares and firework effects. This was very unusual for a boy of his age. At 5 years he began to learn weak offensive spells although they were far from lethal. However, it was hard to master them at this age. The wizards knew that he’d become very powerful as an adult but they had to limit the rate his magic powers grew until he became old enough to control them fully as they grew very rapidly. At the age of 10 Belgarion started to show interest in science and books about magic, dragons and other arcane subjects. He also grew more curious and that curiosity got him into trouble at several occasions but due to his magic he could often get out of it with none to minor injuries even though his powers were limited. This was partly due to his healing factor.
At the age of 12, the wizards of the village slowly started to increase the growth of his magic over the coming years as they now felt that he was more able to control it. He also began participating in defending the village against potential threats although under supervision. He managed quite well despite a few mistakes but that was to expect and nothing major. When he turned 15 he got a robe from the Great Wizard of the Copley village as a gift, the robe he now wears. By this time, the rate at which his magic grew was back to normal and he was allowed to practice it on his own a bit outside the village without supervision.
Over the coming years he developed his own spells and gained several that came naturally for a wizard. Sometimes the people in the village could hear loud bangs, rumblings and even feel small vibrations when he unleashed his powers. Such was his powers. He eventually became known for single-handedly slaying several dragons many years later (Elven people age much slower than humans), one of which nearly destroyed his whole home village. Dragons are very tough opponents as they usually have natural resistance against magic so naturally he was exhausted after defeating one.
More sword skills and stuff to be added over time.
There is nothing that can stand against my Zankantou!
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