- Invitation Status
- Look for groups
- Looking for partners
- Posting Speed
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Online Availability
- My time zone is Mountain Standard Time. I work a very stressful job, and am usually busy.
- Writing Levels
- Intermediate
- Adept
- Advanced
- Adaptable
- Preferred Character Gender
- No Preferences
- Genres
- I don't have a favorite genre. I can role-play under any genre and I enjoy doing so. Though, I tend to stray more towards Fantasy, Modern, Scifi, Drama, Magical, Supernatural, and Romance (BL/Hetero/GL).
Between Worlds
Either do it with passion
or not at all Darling.
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Character Name: Wyles the Illusionist
Preference: Wyles
Nickname: Wy or Wyl
Species: Changeling
Age: 3 years
Sex: Female
Court: Spring
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Content
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Temperament:
Moral Alignment: Chaotic Good
Loyalty: "What isn't there to love about Spring!?" In her mind, Wyles feels like she was saved by the fae and given a better life. The Spring Court seemingly fits her own ideals nicely, and she would not do anything to jeopardize her status with both the Fae of Spring and the citizens of Teart. While she's wholly loyal to Spring, never missing the chance to sing praises, it is easy to tell that she is not loyal to Fae kind in default. Her opinions of the other courts vary, and change as she grows older. The new experiences, either good or bad, during her visits are always impactful, and sometimes even inspirational. She enjoys visiting the lands belonging to the Summer Fae because the warm glow of the sun and the gentle breeze are the perfect place for rest. Additionally Wyles is very fond of Empyridon's architecture. When she needs a break from the constant fun at the Spring Court, then Summer is typically where she goes. She has mixed opinions on the Autumn and Winter courts, and for different reasons. Wyles finds immeasurable beauty in the lands of the Winter Court, and never passes on a chance to tour everything the court has to offer. She enjoys the purity of fresh snow, and of course the Winter Court is not with out it's amazing architecture as well. Additionally Wyles is a fan of glimmering crystals, a product easily found in the lands of winter. Wyles does not enjoy the cold though, and she has seen with her own eyes the damage caused from the war. The Frost Scar a sensitive topic for Wyles due to the loss of life and irreparable damage caused on the land. Spring is her home after all, and she doesn't enjoy seeing it in such a state. Then there is Autumn Court. Wyles once got lost in the labyrinth of Mistwatch and as a result missed her own show. The situation hurt her reputation among the residents of the Autumn Court. Additionally to that she doesn't find the lands under the Autumn Court's rule to be as awe inspiring as that of the others, it's mystifying atmosphere hard to draw inspiration from. However Wyles is a huge fan of the court of weavers. Wyles always had an eccentric style of fashion that she believes only the Court of Weavers can produce. Her cloak, the one that resembles that of a whimsical painting, is one of their works.
Quirks:
Habits:
Likes:
Dislikes:
Her penchant for huge illusionary tricks make her a wonder to see. The only problem is that she doesn't know when to quit! Under the impression that the world is a stage, it is hard to wager where the actress stops, and the changeling begins. While she is incredibly charismatic, and acting like she's the best thing since sliced bread, she's got a nasty inferiority complex. She doesn't like being looked down on, hypocrisy, or unwarranted criticism. If she doesn't like how she's being treated then she will play nasty tricks on those that have wronged her. She claims to not remember anything from her life in the Iron Realm.
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Illusion Magic
Programmed Illusion - You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
Greater Illusion - You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
Mirage - You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Copy Cat - You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see through its eyes and hear through its ears as if you were in its space. you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
+ Mislead: You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
Glamour - This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
+ Cloak: You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
Dream Touch - This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
Nightmare Zone - A mist surrounds those in a 30 foot area. Wyles then projects a phantasmal image of a creature's worst fears. Each creature in this zone must drop whateve rthey are holding and become frightened for the duration of the spell. The creatures are illusions, and visible to all. If a victim is able to overcome the fear to engage in physical interaction then they will learn of the trick. The illusion will fade for that individual who can then use this knowledge to help their comrades if they did not run away from their fears.
Fear Struck - You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.
Invisibility - You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
Phantasmal Mount- A Large quasi-real, creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount.
Hypnotic - You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Those who witness it become entranced unable to attack Wyles, and unable to move. The spell ends for an affected creature(s) if any damage is taken or shook out of the trance by those unaffected.
Silence - For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point of Wyles choosing within range. Any creature or object entirely inside the sphere is immune to sound damage, and creatures are deafened while entirely inside it.
Magic Mouth - You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
Blur - Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attacks against you.
Illusionary Script - You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear.
Color Flash - A dazzling array of flashing, colored light springs from Wyles hand(s). Each creature affected by this spell is blinded for short period of time.
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