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Perfect Spell

The Perfect Spell (a.k.a. The fifth wizard, the prodigal child)

A few days south of Guldenburg sits a clearing several miles in both width and length. Many craters, trenches, lakes, and sigils spot this torn plain like holes in cheese. This clearing is Spell's secluded training grounds. Today Spell is perfecting his usage of one of his powerful blasts: Boreal Wind.   Spell's internal clock ticked.
Spell stands on the edge of the clearing as he recounts his mental notes regarding the arcane intricacies. Spell's clock ticked.
His mind visualizes the rapid hand-movements, the intricate finger gestures, and the exact vibrations of the air required to manipulate the weave of the magical web to his own desires. Spell's clock ticked.
The timing of the spell was the next subject of his mind's eye. Mentally, Spell placed the precise magical gestures and components onto a sheet of time; creating order from a random series of gestures. Spell's clock ticked.
Spell's hands and fingers flew rapidly in perfect choreography to the esoteric arcane speakings of his voice. Spell's clock ticked.
A prismatic column of searing cold wind emanated from the right hand of Spell. The sudden pressure change ripped nearby trees from their roots and the damaged plain grass under the column was frozen instantly. Spell's clock ticked.
The arcane winds were so intense sectors of frozen sod peeled from the ground and catapulted downrange. Spell's clock ticked.
The quarter mile of ground under the prismatic blast was now fully stripped of it's once beloved grass. Spell's clock ticked.
The sound was deafening. Spell's clock ticked.
This wasn't the first time Spell has cast this spell, nor will it be his last. He wasn't here to destroy dirt. Spell's clock ticked.
He was here to practice, not to play. Spell's clock ticked.
Spell visualized the weave of magic emanating from his right hand, and with his left he started to pull along the tensioned arcane threads. Spell's clock ticked.
Spell strummed an unworldly chord with the tensed arcane, and the blast became even stronger. And louder. Spell's clock ticked.
The dirt below the column had now been removed entirely, creating another trench to scar the landscape. But the storm had yet to fully pass. Spell pulled gracefully against the strained thread, this time creating a soothing harmony that drew the weave more stable, allowing him to maintain this blast for even longer. Spell's clock ticked.
Two minutes passed.
The magic Spell had allocated to his palm to sustain this arcane blast had began to run dry. Spell's clock ticked.
He decided his experiment was a success and dammed the channel of arcane leading to his palm. Spell's clock ticked.
The spell burnt the last of it's magical energy and anticlimactically drew to a close. Spell's clock ticked.
Spell marveled at his handywork. A quarter of a mile of field had just been turned into an utterly smooth rectangle of ice.
There is still work to be done, Spell thought.

Physical Description

General Physical Condition

Perfect Spell, during his time as a mortal, was shorter than average for Humans and Elves.   After Spell ascended to Archangel-hood, his physical appearance changed drastically as he took on a divine form of a Solar.   Spell stands at perfect posture and moves with an overly perfect gait. Spell's body shape is slender and agile; though his construction is beyond rigid.

Body Features

Spell's base body was a fallen warforged. Through the constructive and technical work of the arch-mages, Spell's body was fitted with incredibly complex magitech that allows him to contain all his magical power without simply exploded.   Spell's "skin" is made from enchanted mithril sheeting with rivers of magitech conduits to pipe raw magic to desirable locations.

Facial Features

Spell does not have a normal humanoid face, instead, he his face is a rounded piece of magitech that allows him to display facial expressions, symbols, or text.

Identifying Characteristics

Each of the four arch-mages put their sigil on the components of their perfect invention that they take the most pride (and credit) in.

Physical quirks

Spell is ambidexrious, as most wizards are.   Spell's posture is eerily straight. Too straight.

Special abilities

Spell's innate understanding of the arcane allows him to manipulate magic in ways other casters would dream. His hypersensitivity to spellcraft allows him to manipulate the arcane weave in powerful ways. This ability is not limited to his own magic, as he can use his internal energy to amplify his allies magic as well.   His mastery of this magic manipulation has allowed him to grant himself magical spell abilities that persist throughout the day.   A normal magic user focusing on detect magic is likely to go blind simply looking towards Spell.

Apparel & Accessories

Perfect Spell's wardrobe has been constantly evolving as Spell rapidly experiences life. His robes orginally were pure black with blue magitech channels running through them.   As his heart has grown more pure, the channels have changed to the color that is of life and extropy: vibrant green.   After Spell achieved his final form, Archangel-hood, his robes took a more holy color scheme.

Specialized Equipment

Spell has a radiant greatsword is gathering dusted, sheathed in a holster at his side. A holy longbow rests on his back. He infrequently uses either of these weapons as he prefers to cast magic at his enemies.

Mental characteristics

Personal history

Perfect Spell was an unexpected outcome of the forging of the ultimate weapon to slay the Ice Lich. The four arch-mages of Guldenburg colloborated for probably the only time in their life and worked to create the most powerful arcane weapon to use against the terrible Ice Lich.   Even though they were four best wizards in the realms, they were playing with forces far beyond their comprehension. In a glorious accident, they gifted their ultimate weapon sentience.   The wizards, now all fathers, decided to train their boy to become the most fierce weapon that ever walked the planes. Over the course of Spell's 130 years of schooling, the four arch-mages experimented and taught him every facet of their magic they knew.   As the final step in Spell's education, he was released into the world to unlock powers in which the wizards themselves could not comprehend. Through trial, experience, and, most importantly, adventuring Perfect Spell has finally started to fit snugly into the role of the world's best wizard.   During the Battle against Gyrdr to Save the World, Spell and most of his compatriots were slain as they killed the colossus. Spell's incredibly good act was received kindly by Bahumat.   Perfect Spell was granted the title of Archangel to defend the Mother for all of time until she can escape her prison. Even though he couldn’t defeat the Lich, he became the ultimate defender of the mother. If the Mother is ever released, Spell will descend from the mountaintop to assist whoever wishes to destroy the Lich

Gender Identity

Genderless

Sexuality

Asexual

Education

The four arch-mages of Guldenberg hand-taught Spell how to be a true wizard. He was experimented on, taught, and eventually developed his own style of Wizardry that rivals that of his fathers.   Spell's primary teacher was The Arch-Mage of the South Tower, for who he holds a son-father-esque relationship with.

Failures & Embarrassments

On Spell's first adventure, he fell to his mortal greed and right into the Ice Lich's trap. Perfect Spell strove for power above all else early in his quests and in order to obtain it, he was willing to risk everything. The Ice Lich laid a trap: four Crystalline Ice Giants offered Spell a gift of unlimited power and in his greed he took it without thinking the consquences.   It turned out the gift from the four giants was a perfectly black crystal, a crystal of pure entropy. They placed the crystal into Spell's chest, creating a one-way link between him and his ultimate enemy.   After an epic journey to the tallest mountain in the world, Spell found the cure for the entropy in his chest: the sap from the tree of life. This drop of sap ejected the crystal from his body, putting him back on track to becoming the world's greatest wizard.

Mental Trauma

Perfect Spell once sat in a throne that allowed him to scry into the far distant past. Through the magic of the throne, he witnessed the creation of the races, the founding of cities, and ultimately discovered knowledge that even the gods fear. He freely references events he's witnessed from alternative timelines and ancient history as he sees fit. Many people think he is insane, but in reality he simply doesn't care enough to sound sane to commonfolk.

Intellectual Characteristics

Incredibly logical, meticulous in planning, and always thinking 45 steps ahead.   Spell has such an intuitive grasp of magic that he can't imagine being so blind to it as a normal commoner is.

Morality & Philosophy

Spell's morality has been a constantly shifting compass. When he was fresh from his schooling, he strived only for power and would do anything to achieve it.   But as Spell saw the horrors of the world and the pain he could cause others, he started to explore the true meaning of what it means to be.   His path was unquestionably changed the day his ally, Arida , destroyed the High Orc civilization. From that day onward he wished to preserve and grow civilization.   During the days following, Spell decided on a morality to follow:   "Since I am the weapon created to fight the avatar of entropy, I must become the avatar of extropy in order to annihilate it."

Personality Characteristics

Motivation

Perfect Spell's short term goal is to grow powerful enough to utterly destroy the Ice Lich.   Once the Ice Lich is destoryed, he plans on reclaiming the Tower and using it as the central structure for his own magical academy. Spell wishes to spread wizardry throughout the world, hoping to trigger revolutions in society to improve the well-being of all.

Savvies & Ineptitudes

Master of the arcane. Tailor of the magical web.

Likes & Dislikes

Hates non-sentient animals. Understands that they are useful to maintain mortal societies, but disdains their existence.

Virtues & Personality perks

Quick and precise to act. Very open-minded to ideas. Incredibly logical.

Vices & Personality flaws

Easy to anger when slighted. Incredibly cocky. Arrogant and self-important.

Personality Quirks

Magnetic. Due to the intense concentration of magic contained in his body, Spell naturally draws metallic objects towards him. Due to this, he isn't allowed inside of restaurants.

Hygiene

Far beyond a commoner's hygiene. His magic allows him to clean himself if desired, but he prefers a bath in near-boiling water to rid himself of dirt and germs.

Social

Contacts & Relations

Allies: Arida, Alarde, Petar Tuk, Sei

Family Ties

Fathers: The Arch-Mage of the South Tower , The Arch-Mage of North Tower , The Arch-Mage of the East Tower, The Arch-Mage of the West Tower

Religious Views

Spell knows gods are real, he's met them. Deep in his processors he is calculating the chance of himself ascending to godhood one day.   He wishes to worship The Mother more in-depth, but that knowledge is not known to Spell. Spell worships Setesh as a part of an agreement, Setesh assisted him in curing his dark crystal and in return he worships Setesh.

Social Aptitude

Not great with social situations. His cloistered life lead him to not be great as social cues.

Hobbies & Pets

Likes to fly around towns, inspiring kids with his magic.   Enjoys hunting a bit too much.

Wealth & Financial state

Spell has no disillusions that he wasn't born with a golden spoon in his metaphorical mouth. He is the very definition of privileged.   Being the adventuring type, Spell has run into a very decent chunk of change. He spends a most of his coin on providing monetary compensation to his good artificer friend Alarde. What little gold is left over is typically spent on magical incenses Spell burns to assist in the memorization of arcane spells.   Spell does not own any property. Spell's place of residence, which he rarely used, was located in the adventurers guilder in City of the Guilds, Guldenburg.   After Spell was slain in the Battle against Gyrdr to Save the World, Spell was brought back to the material realm at the Summit of Bergsteiger as an Archangel in defense of The Mother.
Current Location
Bergsteiger Peak
View Character Profile
Honorary & Occupational Titles
The Fifth Wizard
Year of Birth
390 4206 Years old
Children
Current Residence
Gender
Genderless
Eyes
Two strips of enchanted metal that boarder the sides of the face that function like sensors
Hair
None
Height
14'3"
Weight
2780 lbs.
Known Languages
Unaided, Spell can speak fluently in the following languages: Abyssal, Celestial, Common, Draconic, Dwarven, Giant, Goliath, Infernal, Sylvan, and Undercommon.   Spell just recently achieved a mastery of Primal, a language commonly associated with ancient incredible magic.   Every morning at the crack of dawn, he casts a persistent Tongues on himself, allowing him to communicate to any creature in any language.
Character Prototype
Visually, Spell looks like Guy-Manuel from Daft Punk was mashed up with a wizard.   Characteristically, Spell was originally based off of Perfect Cell in his arrogance and backstory, but has grown far from that seed.

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Articles under Perfect Spell

A Simple Hunting Trip

After the encounter with the colossal sentient Neothelid in the Underdark, Spell needed to relieve some stress. Spell thought: What a better way to accomplish that by honing your physical combat skills with hunting with my allies? And the idea of a hunting trip with his companions was born..

After the High Orcs fell

Genocide did not sit well within the deep bowls of Spell. Something about the complete annihilation of one of the world’s rare cities has called into question Spell’s morality. And while at the time he had accepted it as an irreversible moment in the universe, he still needed some alone time to think over the repercussions.

Perfect Spell knew where he wanted to go, and with the newly acquired spell Greater Teleportation, he had no problems getting there. He spoke a single magical phrase: “Bring me to the location I truly desire.” This phrase was spoken in the perfect pitch, cadence, and rhythm to warp space around him to move him into a true giant’s abandoned house atop of the great sky whale he had been graced to land upon after being returned from the realm of dreams.

As the powerful magic faded, he took but a moment to reflect on the life and privileges he had been given to reach this point. The moment yield a single question that he would have to ask himself later: “Why should I only have this power?”. But a more pivotal question was biting at Spell’s moral character:

“Who am I to allow a city to be razed in but 7 minutes?”

The Orcish Khanate’s problem was solved, at least to everyone else in this existence, in less than 7 minutes.

Independent of the moral repercussions of genocide, the fact that a city could be so swiftly destroyed spoke volumes to the strength of the magic Spell and his Compatriots were messing with. If Spell and Arida had wished, it would’ve taken the two less than a fortnight to wholly annihilate every city in the known world. Spell’s mind wandered to the dark logistics of how they could accomplish such a feat, he idealized a plan as to what spells to use and when to use them in such a manner to protect himself and Airda while annihilating the very thing he was created to protect. Ultimately, he decided he had spent far too much energy on contemplating such a horrid nightmare.

Spell, refusing to utilize the tool his fathers provided him to annihilate portions of his own memory, whisked the idea out of his processor and into an isolated and dark tree in his memory bank. Had he not been so manic on never forgetting anything, he would have burnt that evil concept from his memory.

The wizard had distracted himself with one of his inner demons. He needed to contemplate the morality of this massacre, not how to spread more of it. He weighed the cost and benefits of this atrocity.

He began weighing what was lost. A city whose architecture was centuries ahead of its competitors was destroyed in what was a blink of history’s eye. An entire civilization was thrown into chaos with 7 minutes of hell on earth. It did not matter whether the would-be Khan survived because there was now no army to fuel his campaign. Spell shuttered to imagine how many magical items and artifacts were just burnt to a crisp.

Spell had made his way up to the back window of this titanic house. The window was pointed off the beasts port side and was filled with simple beauty. The sky was a bright light blue, freckled with clouds and other giant whales.

He stared down off the edge of the sky whale as he contemplated the benefits of orcish genocide. The orcish khanate was always a thorn in the world’s side; a beast that awoken every couple of centuries to terrorize and enslave large swathes of the civilization. Even if the world wasn’t in imminent danger the net result of killing millions of orcs might actually be positive. Spell had seen firsthand the destructive power of this Khanate. A unified Orcish army could have easily marched on Guldenberg, the Empire, or Free City and have enslaved or murdered each of those cities. Those cities alone total more than a million inhabitants.

The other, and possible greater benefit this genocide and city-razing brings is the (hopefully) permanent annihilation of the Khanate-based system of government. Without the history or the architecture to facilitate it, it’s very likely that Perfect Spell had just witnessed the last Orcish Khanate. This highly probably event could be guaranteed if no one stopped the Orcish colossus that arose from the city’s ashes. The next logical question lead Spell down a path of internal conflict: If we let the colossus cull or, even worse, wholly annihilate the orcs would the world benefit. Spell guesstimated that there were about 10 million Orcs in the world. Is the loss of 10 million mostly evil creatures worth a future of relative civility? If there are no orcs left, who would go to occupy the Pegasus plains? Would another equally evil (or worse, more evil) power rise in the orcs place, like a hydra who had lost their head?

Spell was conflicted, and he realized he will be conflicted about this issue for the foreseeable future. He sought it wise not to waste his energy on what-ifs and instead influence the world to become a better place. That is what Mother would want.

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