Merle "crunchy granola murderer" Highchurch (
extremeteenbible) wrote2017-10-09 04:19 pm
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Powers
DWARVEN PHYSIOLOGY
LONGEVITY ▸ Being a dwarf, Merle lives longer and is hardier than normal humans. Dwarves don't reach adulthood until age 50, and can live up to 350 years.
POSON RESISTANCE ▸ As a dwarf, Merle is resistant to poison.
APPEARANCE ▸ He's shorter than humans, only coming up to 3'6" tall. Like most dwarves, Merle has a big, bushy beard.
VISION ▸ He once had the ability to see in the dark, but gave that up in Wonderland, so now he just has normal vision (albeit he lacks depth perception, only having one working eye).
CLERIC POWERS
TURN/DESTROY UNDEAD ▸ Used to make undead creatures such as zombies or vampires run away, or possibly be destroyed if he rolls well enough.
CHANNEL DIVINITY: NATURE ▸ Used to charm plants.
LEVEL 0 SPELLS (cast any time)
LIGHT ▸ Makes an object glow so it can be used to see in the dark. Lasts up to 1 hour.
LEVEL 1 SPELLS (cast several times per day)
COMMAND ▸ Merle speaks a one-word command to someone, and if their will is not significantly strong, they must obey. Sample commands include "Halt," "Flee," or "Drop," which would make the target stop what they're doing, turn and run away, or drop what they're holding, respectively. Has no effect on undead creatures, or people who can't understand Merle's language. The command will not work if it's directly harmful to the target (you can't command someone to hurt themselves).
CURE WOUNDS ▸ A healing spell which heals a wounded target for a moderate amount of damage. Enough to heal a cut, but not a severed limb. (Can be cast at higher level for more healing power.) Has no effect on undead creatures or constructs (i.e. robots, golems).
HEALING WORD ▸ A healing spell that's about half as powerful as Cure Wounds. Could heal a scraped knee. (Can be cast at higher level for more healing power.) Has no effect on undead creatures or constructs.
SHIELD OF FAITH ▸ A shimmering forcefield appears around a person within 60 feet of Merle, protecting them from harm. Lasts up to 10 minutes.
LEVEL 2 SPELLS (cast several times per day)
CALM EMOTIONS ▸ A spell which suppresses strong emotions in a 20 foot radius around a point Merle chooses. Can be used to stop subjects from being afraid or magically charmed, or can be used to make subjects indifferent towards a creature they were previously hostile towards. Lasts up to 1 minute.
ENHANCE ABILITY ▸ Increases one of the following attributes of a target:
- Bear's Endurance (makes the subject more durable)
- Bull's Strength (makes the subject stronger)
- Cat's Grace (makes the subject faster)
- Eagle's Splendor (makes the subject more charismatic)
- Fox's Cunning (makes the subject smarter)
- Owl's Wisdom (makes the subject wiser)
These effects last for 1 hour, and the spell requires Merle to touch his target.
- Bear's Endurance (makes the subject more durable)
- Bull's Strength (makes the subject stronger)
- Cat's Grace (makes the subject faster)
- Eagle's Splendor (makes the subject more charismatic)
- Fox's Cunning (makes the subject smarter)
- Owl's Wisdom (makes the subject wiser)
These effects last for 1 hour, and the spell requires Merle to touch his target.
PRAYER OF HEALING ▸ A healing spell that's about twice as powerful as Cure Wounds. Could heal a broken bone. (Can be cast at higher level for more healing power.) Has no effect on undead creatures or constructs.
SPIRITUAL WEAPON ▸ Merle summons a floating, spectral weapon that he can attack with, in a range of 20 feet. This weapon can take any form Merle chooses. Lasts up to 1 minute, or 10 rounds of attacks.
ZONE OF TRUTH ▸ Merle creates a 30 foot diameter sphere of TRUTH! All creatures which enter the sphere must tell the whole truth, and nothing but the truth. They can resist, if they are significantly strong-willed, but where would be the fun in that? Creatures within the sphere are aware that they are being made to tell the truth, and can choose to give circuitous answers to avoid spilling the beans, but nothing they say can be a deliberate, outright lie. Lasts up to 10 minutes.
LEVEL 3 SPELLS (cast a few times per day)
MASS HEALING WORD ▸ Like Healing Word, except it heals up to 6 people. (Can be cast at higher level for more healing power.) Has no effect on undead creatures or constructs.
SPIRIT GUARDIANS ▸ A dozen balls of radiant energy appear surrounding Merle in a 15 foot radius. Anyone who Merle doesn't designate as unaffected by the spell who enters this area takes damage from the guardians, and can only move half as quickly as normal. (Can be cast at higher level to increase damage.) Lasts up to 10 minutes.
LEVEL 4 SPELLS (cast a few times per day)
GUARDIAN OF FAITH ▸ A large spectral guardian wielding a sword and shield appears at a point within 30 feet of Merle. Any creature who comes within 10 feet of the guardian takes damage (unless they can successfully dodge out of the way). Merle's guardian takes the form of Della Reese from Touched By An Angel. Lasts up to 8 hours, or until it has dealt enough damage to fell one medium-sized creature.
LEVEL 5 SPELLS (cast once per day)
LEGEND LORE ▸ Merle picks one person, place, or object to be the target of this spell. The spell gives him a summary of the significant lore/history surrounding the target. The more Merle already knows about the target, the more specific the information he gets will be. (I will obtain OOC permission from players before using this spell to gain information about a PC.)
MASS CURE WOUNDS ▸ A healing spell like Cure Wounds, except it heals up to 6 people, and heals significantly more severe wounds. Could reattach severed limbs. (Can be cast at higher level for more healing power.) Has no effect on undead creatures or constructs.
MAGICAL LOOT
EXTREME TEEN BIBLE ▸ Merle's holy symbol which he uses to cast all his spells. It basically just makes all his spells a little bit more powerful.
RING OF RECALL ▸ A ring which gives Merle the ability to cast a spell again if it fails the first time.
SLIPPIES OF HASTE ▸ A pair of fuzzy slippers with wings that make Merle react faster in combat.
THE ZOOM BROOM ▸ A flying broom which Merle can summon remotely by shouting the words, "Hang Ten!"
GILLEY ▸ A wooden club which Merle made himself. Using it, he can sacrifice the ability to cast another spell later in order to make a spell he's casting now more powerful.
PAN CHICK TRACTS ▸ These aren't actually magical. They're just little pamphlets about Merle's god, Pan, of which Merle has an unending supply. He likes handing these out to people to spread the word of Pan.
SOUL WOOD ARM ▸ Merle is actually an amputee (thanks, Magnus), and has a prosthetic right arm made out of "soul wood" with four fingers, that moves and behaves just like a normal arm would.