• Anders the Mage's Gallery
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  • Artist Info: Name: Anders <br />
    Age: Late 20's to Early 30's <br />
    Gender: Male <br />
    Race: Human <br />
    Job: Mage: Spirit Healer, Keeper, Blood Mage <br />
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    Weapons <br />
    -Spellfury: This staff is covered in old Tevinter script. It reads: "Yours is the fury of the elements". (+4 all attributes, Rapid aim, +1 Mana regeneration, +20 spellpower) <br />
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    Armor<br />
    -Reaper's Vestments: Reaper was an apostate mage who evaded the templars for many years before being captured. Part villain, part folk hero, it is said he led a charmed life avoiding dangers that would have killed lesser men. (+6 constitution, +20% fire resistance, +16% spell resistance, +10% chance to dodge attacks, +12 armor)<br />
    -Sash of Power: Markings reveal this belt was made in Tevinter: Unsurprisingly. (+50% fire resistance, +50% cold resistance, +50% electricity resistance, +50% nature resistance, +10 physical resistance)<br />
    -Sash of Forbidden Secrets: This belt is embroidered with Tevinter symbols of the occult. It was recovered in Amgarrak, amid the dusty bones of it's previous owner. Ancient bloodstains on the item are a grisly reminder of why certain magics are forbidden. ( +6 willpower, +6 spellpower, Improves Blood Magic, +15 mental resistance)
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    Accessories <br />
    -Lifegiver: The dark arts of a powerful blood mage forged this ring. Despite its unsavory origin, the ring's power has made it a favorite of many nobles and heroes over the centuries. Some say its abilities come at a price, but if true, that price is not apparent. (+10 constitution, +6 health regeneration while in combat, +10 health regeneration while exploring, +3 armor, +20% healing effects received)<br />
    -Ring of Ages: The shopkeeper claims this artifact may be among the oldest magic items in all of Thedas, from an era before even the elves mastered the magical arts. Quite likely that is mere salesmanship, but the ring is certainly powerful and feels truly ancient. (+20% to Fire, Cold/Ice, Electrical/Lighting, Nature and Spirit resistance) <br />
    -Seal of Rat Red: When Orlais invaded Ferelden, a folk hero arose to torment occupying forces. Impossible to kill, he was actually a series of people who passed on the seal and the secret when each could no longer fight. (+10 mental and physical resistance)<br />
    -Soulbound: Archon Lovias forged two rings to simultaneously command the physical realm and the Fade. When equipped with the ring Earthbound, the person gains a bonus to willpower. (+50% Spirit resistance, +20% Spell resistance, +100% Spirit damage)<br />
    -Earthbound: Archon Lovias forged two rings to simultaneously command the physical realm and the Fade. When equipped with the ring Soulbound, the character gains a bonus to willpower. (+15% Nature damage, +15% Nature Resistance)<br />
    -The Spellward: Templars assigned to hunt the most dangerous apostates and blood mages treasured this amulet above all else. The circumstances through which it left Chantry control are better left unconsidered. (+5 Willpower, +8 Health Regeneration while exploring, +30% Spell resistance, +10% chance to avoid missiles, +6 defense against missiles)
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    Extras<br />
    None at this moment <br />
    <br />
    Passive Abilities<br />
    -Elemental Mastery: The mage has learned to amplify the effects of each of the elements, increasing any elemental damage inflicted by him.<br />
    -Attunement: The mage has become more attuned to surrounding magical energies, gaining bonuses to willpower, magic, and mana regeneration. <br />
    -Invigorate: Waves of invigorating bolster nearby allies, substantially reducing their fatigue, meaning that their spells or talents will cost less to activate.<br />
    -Blood Magic: The caster sacrifices health to power spells instead of expending mana, but effects that heal the blood mage are much less effective than normal.
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    <br />
    Skills <br />
    Mage<br />
    -Arcane Bolt: The caster fires a sphere of magical energy at an enemy, dealing moderate spirit damage.<br />
    -Arcane Shield: The caster generates protective sheath that helps divert incoming attacks, gaining a bonus to defense.<br />
    -Fade Shield: The mage alters Arcane Shield to step partway into the Fade, adding a significant chance of resisting hostile spells or evading physical attacks while the spell is active.<br />
    -Time Spiral: The mage, through great concentration, is able to alter perception of time, resetting the cooldown on all spells. <br />
    -Repulsion Field: For as long as this spell is active, waves of repulsive energy emanate from the mage. With every wave, nearby enemies are knocked back unless they pass a physical resistance check. Mana is consumed each time a creature is knocked back. <br />
    -Arcane Field: While this spell is active, the mage radiates arcane energy every few seconds, emitting waves of projectiles that deal spirit damage to enemies within the field. Each projectile consumes a small amount of mana. <br />
    -Mystical Negation: An aura of beneficial magic surrounds the mage while this spell is active. Every few seconds, the spell banishes any magical effects within the field that were created by a hostile creature. Each dispelled effect consumes a small amount of mana. <br />
    -Flame Burst: The caster's hands erupt with a cone of flame, inflicting fire damage on all targets in the area for a short time. Friendly fire possible. <br />
    -Fireball: The caster's hands erupt with an explosive ball of flame, inflicting lingering fire damage on all targets in the area as well as knocking them off their feet unless they pass a physical resistance check. Friendly fire possible. <br />
    -Inferno: The caster summons a huge column of swirling flame. All targets in the area take constant fire damage as they burn. Friendly fire possible. <br />
    -Rock Armor: The caster's skin becomes as hard as stone, granting a bonus to armor for as long as this mode is active. <br />
    -Stone Fist: The caster hurls a stone projectile that knocks down the target and inflicts nature damage, possibly shattering those that have been petrified or frozen solid. Friendly fire is possible. <br />
    -Earthquake: The caster disrupts the earth, causing a violent quake that knocks everyone in the targeted area to the ground every few seconds, unless they pass a physical resistance check. Friendly fire possible. <br />
    -Petrify: The caster draws from knowledge of the elements to turn the target into stone unless it passes a physical resistance check. While petrified, the target is immobile and vulnerable to shattering from a critical hit. Creatures already made of stone are immune. <br />
    -Winter's Grasp: The caster envelops the target in frost, freezing lower-level targets solid. Those that resist suffer a penalty to movement speed. <br />
    -Cone of Cold: The caster's hands erupt with a cone of frost, freezing targets solid unless they pass a physical resistance check, and slowing their movement otherwise. Targets frozen solid by Cone of Cold can be shattered with a critical hit. Friendly fire possible. <br />
    -Blizzard: An ice storm deals continuous cold damage to everyone in the targeted area and slows their movement speed while granting bonuses to defense and fire resistance. Targets can fall or be frozen solid unless they pass a physical resistance check. Friendly fire possible. <br />
    -Lighting: The caster fires a bolt of lightning at a target, dealing electricity damage. Friendly fire possible. <br />
    -Shock: The caster's hands erupt, emitting a cone of lightning, damaging all targets in the area. Friendly fire possible. <br />
    -Tempest: The caster unleashes a fierce lightning storm that deals constant electricity damage to anyone in the targeted area. Friendly fire possible.<br />
    -Chain Lighting: The caster's hands erupt, emitting a bolt of lightning that inflicts electricity damage on a target, then forks, sending smaller bolts jumping to those nearby, which fork again. Each fork does less damage than the previous. Friendly fire possible. <br />
    -Enchant Weapon (Fire or Ice or both): Enchant the targeted weapon in flames or ice.<br />
    -Heal: The caster causes flesh to knit miraculously, instantly healing an ally by a moderate amount. <br />
    -Rejuvenate: The caster channels regenerative energy to the selected ally, granting them a short term boost to mana or stamina regeneration. <br />
    -Regenerate: The caster infuses an ally with beneficial energy, greatly accelerating health regeneration for a short time. <br />
    -Mass Rejuvenate: The caster channels a stream of rejuvenating energy to all members of the party, significantly increasing mana and stamina regeneration for a short duration. This spell includes the character who casts it and it also stacks with Rejuvenate. <br />
    -Mass Regenerate: Same as Rejuvenate, save for health.<br />
    -Heroic Offense: The caster enhances an ally's aptitude in battle, granting a bonus to attack. <br />
    -Heroic Aura: The caster sheathes an ally in an aura that completely shrugs off most missile attacks for a moderate duration. <br />
    -Heroic Defense:The caster shields an ally with magic, granting bonuses to defense and elemental resistances including cold resistance, electricity resistance, fire resistance, nature resistance, and spirit resistance, although at a penalty to fatigue, meaning that the ally's talents or spells will cost more to activate. <br />
    -Haste: While this mode is active, the caster imbues the party with speed, allowing them to move and attack significantly faster.<br />
    -Spell Wisp: The caster summons a wisp that grants a small bonus to spellpower for as long as this mode is active. <br />
    -Grease: The caster summons a grease slick that slows anyone who walks on it, as well as causing them to slip unless they pass a physical resistance check. If the grease is set on fire, it burns intensely for a time. Friendly fire possible. <br />
    -Spellbloom: The caster creates an energizing bloom of magic that grants anyone nearby, friend or foe, a bonus to mana regeneration. <br />
    -Dispel Magic: The caster removes all dispellable effects from the target. Friendly fire possible. <br />
    -Anti-Magic Ward: The caster wards an ally against all spells and spell effects, beneficial or hostile, for a short time. <br />
    -Anti-Magic Burst: This burst of energy eliminates all dispellable magic effects in the area. Friendly fire is possible. <br />
    -Mana Drain: The caster creates a parasitic bond with a spellcasting target, absorbing a small amount of mana from it. <br />
    -Mana Cleanse: The caster sacrifices personal mana to nullify the mana of enemies in the area. <br />
    -Walking Bomb: The caster magically injects a target with corrosive poison that inflicts continual spirit damage. If the target dies while the effect is still active, it explodes, damaging all targets nearby. Although this spell is related to Virulent Walking Bomb, the magic behind the two does not interact; a target cannot be inflicted with both. Friendly fire possible. <br />
    -Death Syphon: While this mode is active, the caster draws in nearby entropic energy, draining residual power from any dead enemy nearby to restore the caster's mana. <br />
    -Virulent Walking Bomb: The caster magically injects a target with corrosive poison that inflicts continual spirit damage. If the target dies while the effect is still active, it explodes, damaging nearby targets and possibly infecting them in turn. Although this spell is related to Walking Bomb, the magic behind the two does not interact; a target cannot be infected with both. Friendly fire possible. <br />
    -Animate Dead: The caster summons a skeleton minion from the corpse of a fallen enemy to fight alongside the party for a short time, although, as a puppet of the caster, it will not use any talents or spells without specific instruction. <br />
    -Weakness: The caster drains a target of energy, inflicting penalties to attack and defense, as well as reducing its movement speed unless it passes a physical resistance check. <br />
    -Paralysis: The caster saps a target's energy, paralyzing it for a time unless it passes a physical resistance check, in which case its movement speed is reduced instead. <br />
    -Miasma: While this mode is active, the caster radiates an aura of weakness, hindering nearby enemies with penalties to attack and defense. Unless the opponents pass a physical resistance check, they also suffer a penalty to movement speed. <br />
    -Mass Paralysis: All hostile targets in the area are paralyzed for a short time unless they pass a physical resistance check, in which case their movement speed is reduced instead. <br />
    -Disorient:The caster engages in subtle mental manipulation that disorients the target for a short time, making the target a less effective combatant by inflicting penalties to attack and defense.<br />
    -Horror: The caster forces a target to cower in fear, unable to move, unless it passes a mental resistance check. Targets already asleep when the spell is cast cannot resist its effect and take massive spirit damage. <br />
    -Sleep: All hostile targets in the targeted area fall asleep unless they pass a mental resistance check, although they wake when hit. Sleeping enemies cannot resist the Horror spell, which will inflict additional damage. <br />
    -Walking Nightmare: Hostile targets are trapped in a waking nightmare unless they pass a mental resistance check. They are randomly stunned, attack other enemies, or become the caster's ally for the duration of the effect. Enemies that are already asleep cannot resist. <br />
    -Drain Life:The caster creates a sinister bond with the target, draining its life energy in order to heal the caster. <br />
    -Death Magic: While active, the caster draws in nearby entropic energy, draining residual life-force from any dead enemy nearby to heal the caster. <br />
    -Curse of Morality: The caster curses a target with the inevitability of true death. While cursed, it cannot heal or regenerate health and takes continuous spirit damage. <br />
    -Death Cloud: The caster summons a cloud of leeching entropic energy that deals continuous spirit damage to all who enter. Friendly fire possible. <br />
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    Spirit Healer<br />
    -Group Heal: The caster bathes allies in benevolent energy, instantly healing them by a moderate amount.<br />
    -Revival: The caster revives a fallen party member, raising them from unconsciousness and restoring some health.<br />
    -Life Ward: The caster places a protective ward on an ally that automatically restores health when the ally falls close to death.<br />
    -Cleansing Aura: Waves of healing and cleansing energy emanate from the caster, restoring health to all nearby allies every few seconds and curing the injuries of allies very close to the caster.<br />
    <br />
    Keeper<br />
    -One with Nature: The keeper's bond with the earth creates a defensive shield that immobilizes the keeper for as long as this spell is active, but inflicts nature damage and a penalty to movement speed on any enemy that enters the field.<br />
    -Thornblades: The keeper calls roots from beneath the earth to inflict physical damage on all enemies within the field created by One With Nature. The roots also knock enemies back unless they pass a physical resistance check.<br />
    -Replenishment: No living thing can escape the cycle of life; all who fall return to the earth. The mage now regains some health whenever a keeper spell inflicts damage. When an enemy dies within the field of One With Nature, the body is consumed, giving the mage a large bonus to health regeneration for a short time.<br />
    -Nature's Vengeance: The keeper summons gigantic roots from within the ground to attack all enemies in the area, impaling the opponents for a short time unless they pass a physical resistance check.<br />
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    Blood Mage<br />
    -Blood Sacrifice: The blood mage sucks the life-force from an ally, healing the caster but potentially killing the ally. This healing is not affected by the healing penalty of Blood Magic.<br />
    -Blood Wound: The blood of all hostile targets in the area boils within their veins, inflicting severe damage. Targets stand twitching, unable to move unless they pass a physical resistance check. Creatures without blood are immune.<br />
    -Blood Control: The blood mage forcibly controls the target’s blood, making the target an ally of the caster unless it passes a mental resistance check. If the target resists, it still takes great damage from the manipulation of its blood. Creatures without blood are immune.<br />
    -Bloody Grasp: The mage's own tainted blood becomes a weapon, sapping the caster's health slightly but inflicting spirit damage on the target.
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    Appearance: Anders stands at 5'5", weighs 130lbs, and appears to be wearing a dress when in reality it is his robes. Though Anders appears fragile, he has taken severe precautions in both spells and armory to reduce any sort of damage. He has a lean but well muscled frame, just in case his spells or armory fails him to take a blow. Anders looks like he could use a shave, though he hardly does.<br />
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    He has dirt blonde hair that appears a fiery orange color in sunlight, candlelight or just sometimes confused for having orange hair, which he keeps in a short ponytail. In his left ear, he wears a singular golden earring to which no one has a clue why he does nor does he share,ever, why he does. He also has a pouch that only keeps his spell components, but a kitten as well who was named "Ser Pounce-a-lot."
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    Biography: As an adolescent he was taken to the Circle Tower by the templars, which he despised as he compared it to a prison. He's a very talented mage and has escaped from the tower seven times, only to be captured and brought back by the templars. Despite accusations that he is a maleficar, he is only an apostate and wants nothing more than to be free. He managed to escape an eigth and final time, thanks in large part to the Warden-Commander and becoming a Grey Warden.
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