In The Land of Niseb
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Name:
-- Azazel
Species:
-- Magi
Gender:
-- Male
Feathers: 
-- 4 feathers

Level:
-- 6

Class:
--  Magus        
--TTB: High Light Summoner

Health:
192/192

Mana:
518/518


Known Languages:
-- Common
-- Magi
-- Impan
-- Toteman
-- Icanim
-- Reading Common
-- Reading Magi
-- Reading Impan
-- Reading Toteman
-- Reading Icanim
 

Equip:

Weapon:
-- Ring-sword of May-She-I (b)(1K 14L)(Lvl 5)(+14 healing)(+14 summon defense)
Off-Hand/Ammo:
-- Spell Ball of Lles Summons(1K 70L)(Lvl 5)(+15 healing)(+15 summon defense)
Head:
-- Barbuta (helmet) of Summoner's Knights (n)(2K 14L)(Lvl 5)(+14 summoning defense)(+14 summoning health)
Neck:
-- Necklace of May-She-I (s)(1K 72L)(Lvl 5)(+13 summoning defense)(+13 healing)
Cloak:
-- Hooded cape of Famatar (n)(2K 14L)(Lvl 5)(+14 summoning defense)(+14 summon health)
Chest:
-- Robes of May-She-I (b)(2K 52L)(Lvl 5)(+14 healing)(+14 summon defense)
Pauldrons:
-- Pauldrons of Aurin (b)(2K 52L)(Lvl 5)(+14 healing)(+14 summon defense)
Belt:
-- Belt of Famatar (n)(2k 52L)(Lvl 5)(+14 summon defense)(+14 summon health)
Bracers:
-- Bracelets of May-She-I (n)(2K 1L)(Lvl 5)(+13 healing)(+13 summoning defense)
Gloves:
-- Leather Fingerless Gloves of May-She-I (n)(2K 1L)(Lvl 5)(+13 healing)(+13 summon defense)
Ring:
-- Trilliant Stone Ring of Summoning (t)(1K 76L)(Lvl 5)(+13 summon defense)(+13 healing)
Ring:
-- Haste Ring (t)(legendary)(Increase amount of turns in cycle from 1 to 2)
Earring:
-- Hoop Earring of Famatar (t)(2K 1L)(Lvl 5)(+13 summon defense)(+13 summon health)
Earring:
-- Hoop Earring of Famatar (t)(2K 1L)(Lvl 5)(+13 summon defense)(+13 summon health)
Legs:
-- Armored Legs of Azazel's Health(b)(2K 14L)(Lvl 5)(+14 healing)(+14 summoning defense)
Boots:
-- Mesh Boots of Azazel(n)(2K 52L)(Lvl 5)(+14 summoning healing)(+14 summoning defense)
Accessory:
-- Golden Talisman Accessory of Azazel(s)(2K 52L)(Lvl 5)(+14 summoning defense)(+14 healing)

Abilities:
/

Skills:
	Forage to Cauterize (1/2ch)(Once per node and only on grassy areas, attempt to forage for the materials for Cauterizing potion. half chance to make Cauterizing Potion(s)(11L)(Cauterize your wounds removing blood ailment))
	Forage to Salve (1/2ch)(Once per node and only on grassy areas, attempt to forage for the materials for Salve Potion. half chance to make Salve Potion(s)(11L)(Cure poison))
	Charm (1/2ch)(once per encounter, attempt to charm someone who is neutral, and if they are negative and wish to fight, a chance to be neutral. On success, they will like you more. On failure, they will be unchanged. Can use once per encounter on a single target)
	Magical Douser (1/2ch.)(once per node, attempt to find something valueable. If successful, have a chance to be given the direction it would be, be it nearby, or very far in that direction, if not, they will have no idea.)
	Summoner's Preparation (Be able to summon a summon right before battle for the purpose of battle)
	Transmutate Armor (1/2ch)(outside of combat, once per node, attempt to transmutate a piece of armor to a different enchantment. If correct on the rule, get a chosen transmutation, if incorrect, a random enchantment)
	Imploding Energia (1/2ch)(Attempt to take an underleveled item and make it your level. Can perform once per node. If it is a 4, roll a 6-sided dice. If it is a 5 or a 6, upgrade 2 items instead of 1)
	Summoner's Surprise (1/2ch.)(If surprised in an ambush, have an ability to summon something prior to combat starting)
	Can you check again for me? (1ce per encounter)(Ask a shopkeeper to check again for their inventory. Perhaps they have the item you asked for and they didn't find it the first time? Roll again to see if they do find it, reveal the roll 4 sided dice and a 3 or a 4 is a reveal)
	Light Orb (Summon a light source up to 4 blocks away radius illuminating the dark with a floating orb that follows you)
	Tithings of May-She-I (Roll 4 sided dice. once per encounter, attempt to request donation from a friendly or neutral humanoid. On success, receive a donation:
		Roll 1: No donation
		Roll 2: 10L
		Roll 3: 50L
		Roll 4: 1k)
	Collect a Crowd (once per node)(can only perform if in a moderately populated area such as towns and cities)(Attempt to gather a crowd yelling "hear ye hear ye all who are around" to see if a crowd forms around you. Rise yourself up on a stoop you find somewhere and attempt to get the attention of a crowd of following size:  Roll 1 4 sided dice:
		Roll 1: People are upset by what you are doing
		Roll 2: People look but do not respond
		Roll 3: 1-4 people decide to listen (roll second 4 sided dice)
		Roll 4: 5-15 people decide to listen (roll 10 sided dice))
	By the Might of May-She-I Tithe (once per node)(can only use if a crowd has formed around you)(Attempt to collect donations from a crowd that forms around you. Collect an average of coins from the crowd rolling 1/20 sided dice, each amount representing a lichen) 
	Change in Luck(1/2ch)(Attempt a reroll of a failed skill roll. Can only perform once per node)
	Blessing of May-She-I (1/2ch)(Fills the target with a warm soothing light which makes a person feel at ease, if they are aggressive and not wanting to actively fight, can make them neutral. Does not actually apply any blessing, but look at that smiling face)
	Are you sure you don't want to donate? (1/2ch)(If NPC is not aggressive, attempt the skill Tithings of May-She-I instead)
	Illumination (Able to tell if there could be something that hurts you within 10ft of self)
	Medician (once per encounter)(1/2ch per skill, there are 8 skills total)(Use the various methods to be able to attempt healing various wounds.  1/2ch. to heal the following: physical ailments such as broken bones and limbs, burns, scratches, poison, smoke inhalation, drowning and blood loss)
	Home Teleport (once per node)(Place a teleportation block somewhere. Upon casting home teleport again will result in the player and group going to that location; cannot teleport entire nodes)
		--currently used on the town of Tenturan
	Cartiport (once per node)(Make a portal to transport as many items as you need straight to a cart owned by a player)


Attack Skills:
	Spirit Archer (22h)(22m)
		-- 2x Light Arrow (strike foe with 11d light, then another 11d light)
		-- Duality of Light (1trn)(cannot be countered)(target friend or foe, if foe, deal 22d light to foe, if friend, heal 22h)
		-- Wispers in the Moon (turn into smoke, reappear 3 blocks away)
		-- Barrier of Light (block attack with a light barrier, block all except arcane. If hit anyway, -22d)
	Seraph Guardian (48h)(48m)
		-- Ent Curaga (Pillar of energy in a 2x2 block going upwards healing friend/foe by 20h)
		-- Aegis Ward (1trn)(Create a protective barrier around allies granting 6 phys defense or 6 magus def. for 3trn)
		-- Guiding Illumination (foes within 3 blocks have 1/2ch. to become blinded. Cannot move accurately for next 1trn, can still attack/block/dodge and target)
		-- Harmonic Blessing (1trn)(place 3x3 square on field. Allies in field at beginning of turn heal by 48h)
	Defensive Wisp Knight (99m)(99h)(31 summoning def, can only move 3 blocks instead of 5)(Large knight that is made of light wielding steel armor with a short sword and shield)
		-- Fountain of Health (1trn)(Cast 3x3 AOE block to heal 45h at beginning of turn for 3trn)
		-- Blessings of the Wisps (can only be cast on one ally at a time)(Cast on friend, if friend takes damage, Wisp knight takes the damage instead)
		-- Protector of Allies (if within 10 blocks of ally, teleport to them)
		-- Taunt (1trn)(Bash your shield with your blade of light, taunting foes to attack for 3trn)
	Pegasus of Radiance (36h)(36m)
		--Luminous Flight (if next to an ally, take them on your back and fly them out of harms way)
		--Healing Halo (1trn)(Submit a halo of light, for next 2trn, target gains 18h)
		--Aureate Mane (block with a protective magical shield, if hit anyway, -36 damage)
		--Dispel (dispel 1 magical debuff)
	Racoon Priest (78h)(78m)
		-- Racoon's Blessing (1trn)(Enchant target with: On next hit heal up to 78h)
		-- Light of the Racoon (1trn)(Create a flash of light on enemies within a 3x3 block around Racoon Priest. 1/2ch. they are blinded for next action)
		-- Racoon's Judgement (1trn)(cannot counter)(Lowers enemy phys or magus attack for 2trn by 27)
		-- Racoon's Curse(1trn)(cannot counter)(Shoot a bolt of lightning causing confusion making next attack target random. Can only perform on targets that have multiple similar units)
	Mischevious Fairy (30h)(30m)
		-- Flight of the bee (fly forward 5 blocks striking those in the way dealing 30d light)
		-- Sunbeam Sparkle (1trn)(cannot counter)(foes within 2 blocks of Mischevious fairy are dealt 10d light)
		-- Radiant Ray (Shoot beam of light at foe dealing 30d light)
		-- Reflective mirage (create magical shield that blocks magic damage, but not physical)
	Spirit Turtle (34h)(34m) - if hit, -10 damage, can only move 3 blocks
		-- Fighters Respite (1trn)(Create magical shield around self that reduces physical or magical damage -11 for 3trn)
		-- Hide! (Block, not an attack, hiding in turtle shell, if hit, -11 damage, then pop back out dealing 35 phys damage)
		-- Lles Curaga (Explosion in a 2x2 block situated how the player decides 35h)
		-- Halo Headbutt (headbutt foe dealing 35 light damage)
	Angel of Disaster (43m)(43h)
		-- Resurrect from Abyss (1trn)(Resurrect ally gaining 43h)
		-- Light Beam (strike foe with a light beam dealing 43d light)
		-- Flight (fly up in the air 25ft. If hit, 1/2ch. to dodge next 1 move)
		-- Spear of might (strike foe with a spear, dealing 43d. light, if hit, foe has 1/2ch. to become fallen, must spend 1 action getting up)
	Shard (72m)(1h)(can only have 1 health)(+25 light damage)
	 -- Slice (slice foe moving forward 3 blocks dealing 72 light damage in a line)
	 -- Light Teleport (teleport within 5 blocks dealing 72 light damage within a 1 block radius)
	 --3x Strike (strike foe dealing 24, then 24, then 24 damage light damage)
	 -- Explode (kill self, deal 72 light damage in a 3x3 radius)
	Armored Light Gryphon (80m)(80h) (as long as on the field, generally has aggro upon being summoned)
		-- Auric Blessing (1trn)(Create a magical aura around ally that increases physical or magical damage by 27 for 3trn)
		-- Shirra Cura (Dome of healing in a 3x3 range healing 80h)
		-- Collect (Grab ally and bring them back over to where you were up to 10 blocks away (ally, not both ways))
		-- Exhaustion (counts as a block)(block, if contact is made, reduces physical or magical defense on foe attacking by 27 for 3trn, DOES NOT STACK)
	Cherub (86h)(86m)(on summon, can reduce health by 28h and replace with 28d light)
		-- Light Beam (1trn)(no counter)(Strike foe with beam of light dealing 86d. light)
		-- Flight of feathers (teleport to nearby teammate within 5 blocks of Cherub)
		-- Healing Aura (1trn)(Cast on ally or self. Heal for 50h for 2trn)
		-- Light Trap (Create 1x1 space. If foe lands in that space, foe takes 86d. light and space goes away)

	Summonus Invictus (1trn)(Can only use if a summon is out and another summon is alive)(Desummon a summon and summon a new creature)
	Summoner's Respite (1trn)(Enchanted with, when summon dies, can replace the summon with another summon as soon as it dies)
	Summoner's Resurgence(48m)(1trn)(Cast a buff on self, if summoning, heal allies within 2 blocks of self 48h) 
	Assurance of Senra(1trn)(48m)(Cast on self or ally.  If enchanted player is hit, damage is blocked up to 48h and heals for the same amount for next attack)
	Auric Fighter's Chance (1trn)(72m)(Can only cast if summon is out)(Buff summon that gives an aura of increasing by 25 phys damage or magus damage of self and near allies within 1 block of summon for 3trn)
	Sommonus Elbaratus (1trn)(61m)(Cast on unsummoned creature, select one summon that has its summoning defence swapped with summoning attack upon summon)
	Light's Death (1trn)(96m)(Cannot be countered)(Can only cast if summon is out)(Summon is killed and deals 96d flat damage (no resistances, no additional modifiers) in a 5x5 block light damage)
	Resurrect (1trn)(68m)(Resurrect ally with 68h)
	Light's Judgement (1trn)(Cast on foe, no damage is dealt now, but at the end of 3 turn foe is dealt 100 damage light minus 31 resistances)
	Temporal Understanding (1trn)(104m)(Turn is replaced with another player. Player can move immediately at the end of self's turn) 


Rune Infused Bag (25):(9.4)
	Shirra Stone(t)(H)
	Shirra Stone(t)(M)
	Shirra Stone(t)(M)
	Blade of Truths (n)(legendary)(This blade speaks to you in a whispering tone only truth. Ask questions to receive the truth)
	Message to Magi Tribunal Audience(s)(0L)(quest item)(Message to summon you to the Magi Tribunal in the Deadbarren. Can only use to obtain an audience with the Magi Tribunal)
	Ration (15L)(s)(eat/drink heartily for a node staving off hunger. But it's boring.)-3
	Tiny Metal Bell (t)(11L)(Ripped off a chain somewhere, maybe it fell. Is it made of silver? Oh well, a pretty trinket)
	Ainlem's Bane (s)(quest item)(Enchant the Ainlem's crystals to stave off the rage of Ainlem's spirit)
	Climbing Gear Set (n)(1K 40L)(Contains a full set of climbing gear. Has climbing boots, hemp rope over 30 feet long, hooks, Pitons, and a harness suitable for climbing)
	Bug Lantern (s)(32L)(Lights up the way a faint blue glow)


Money Bag:
L: 2
K: 61
M: 
B: 
T: