Post by Harpsdesire on Sept 3, 2009 0:08:09 GMT -5
ID: SD343
Name: Dania
Suit: Diamond
Rank: Queen (born a Seven)
Gender: Female
Animal: Rodent (Rat)
Region: Torquehelm
Dealer: Harpsdesire
Notes: Her parents couldn't bear to pierce her soft, velvety skin and fur to bind her and were considering a blindfold when they saw how utterly long and flexible her tail was. Her tail itself is tied up around her ankle to keep her leg hiked up in the air. At night it relaxes and allows blood to flow normally to both limbs, but during the day, the binder's curse keeps both hauled back a little painfully. Running is not her strongest suit.
Basic Magical Ability: She can act charismatic and persuasive at times, whether or not she actually has the natural charm and grace to pull it off.
Moderate Magical Ability: When activated, she can decipher up to two languages of the player's choosing. These languages are in addition to the common tongue and the Diamond house language.
Strong Magical Ability: When activated, she can cast a lie-detector spell on a card of any suit and of a rank lesser or equal to her own, once per day. Cards of equal rank would be aware of the spell, but cards of lesser rank would not.
Powerful Magical Ability: When activated, she can fly for up to 20 minutes. Winged Diamonds can use this ability for effortless, perfectly controlled flight.
Jack's Ability: Once a day, she is now able to cause another Card to be forced to hover upside down off the floor for a full minute. They only rise about half a foot off the floor and are otherwise fully in control of their bodies...they're just up in the air and have to use objects to drag themselves around...
And stop the blood from rushing to their heads and causing blackouts...(Cards ranked 5 and below are quite susceptible.)
King's Ability: Once a week, she is able to cause a thick wall of books to slam out of nothing, at least 400 of them, from either side of her. They create an incredibly high wall, at least 25 feet, and rotate around her in what is nearly a blur, pages flying and their thick, leather spines deflecting any spells ranked Jack (or 50pt) and under. The books stay two feet around Dania, last for up to 40 seconds and being hit by them causes deep gashes and maybe even broken bones if you get too close...
Queen's Ability: Once a week, she is able to cause an incredible agony in another Card ranked King or lower as she sucks the knowledge from them.
She will steal all knowledge on a particular subject directly out of their minds, stealing it for herself.
This causes the victim intense pain and they are aware of the knowledge they are losing as it leaves them, making it feel as though their minds have been picked and giving them a slight paranoia that they will carry for the rest of their lives.
The knowledge she has stolen will leak back to them over the course of a day, but the nerves will never be quite the same.
Ribbon Ability: The fur on her paws can now become utterly, silky soft at will. It takes no concentration and she can change it back to her normal texture whenever she desires. If she goes to touch another SD, the other will find themselves being calmed slightly, even if they were horrendously angry, though not completely. They will also have a very hard time telling her to stop touching them with those silky paws.
Moderate "Unicorn-Blessed Water" Ability: Once a week, she is able to "repress" a traumatic memory in either herself or another SD that is plaguing them, to prevent mental scarring. They will then react as though the memory has been obliterated, unable to dig it back out until either a month has passed or until another mental spell is used on them, wherein they will remember it at once.
Since she is able to preform this spell once a week, she could (technically, unless hit with a more powerful mental spell) repress a selected memory forever by writing herself a note to keep erasing it once a week.
This spell could become dangerous if used to erase something necessary (like the birth of a child; causing the mother to then forget she actually has children. She'll remember spending time with them after that event, but she'll think they're someone else's.)
If this spell is used not to heal mental scarring, but to take a memory away in cruelty of for one's own gain...it could backfire...PM the admin if this occurs.
Ink Well Ability: Once a week, they are now able to cause a thick blot of ink to appear in their hands, about the size of their palm; this can then be thrown, smeared, or otherwise propelled at an enemy. Once it hits any SD other than its caster, the ink will seek out the victim's eyes, nose, OR mouth, only one of them, and proceed to block them off entirely. Nothing can break through the barrier it creates and it will seal itself for a full 24 hours. There is no way to break this spell once cast.
Red Dust Effect: Once a week, this SD is now able to cause a victim to see themselves change slowly into a shambling corpse over the course of 3 minutes. The victim will believe fully and utterly while under this curse, that the caster is making them into a walking-dead puppet and the sense of fear it will instill in them is tantamount to temporary insanity. During this time; only they will visualize the horrible effects of their body appearing to shrivel up, bone being exposed and organs failing, even though nothing is happening to them in actuality.
This spell will cause them to become weak and feeble the more they realize what is "happening" to them, as fear and insanity grips them. Some weaker willed souls may even crawl to the caster awaiting orders after a minute or so have passed, thinking this is all they can now do.
Using this spell causes the caster's face to contort into a ghastly rictus for a full half a day. They are unable to speak properly because of it and that horrifying grin is unnatural and really ought to be covered up.
Staff Ability: Once a week, she is able to light the crystal in the knotted top with the word realize. Once lit, Cards ranked 6 and lower will fall into a hypnotic trance for up to 5 minutes, or until Dania releases them. During this time, they cannot be killed or encouraged to injure themselves grievously, but they can be asked to...do things they wouldn't normally do. Careful though, after 5 minutes it wears off regardless, and they remember what it is you've caused them to do...
Other Forms: