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Arte Astatre Printable version

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Arte Astatre

Biographical information
Vae'Zhar 27 No Where, Travels where he pleases. For now. (Currently: Elbion)
Physical description
Kysha'ra (Lunari) Male 3'6 Violet
Political information
Gambler / Scholar
Out-of-character information

"Where oh where will fate take you? I can't wait to find that answer out. For now, I will just sit back and.... Observe."

Appearance

  • Arte possesses thick, well-groomed fur in shades of slate grey and snowy white. His ears are pointed and alert, framing a face with a refined, almost aristocratic muzzle.
  • His most arresting feature is his luminescent purple eyes, which glow with an inner arcane light, suggesting a deep connection to the magical arts.
  • He has a humanoid posture with dexterous, clawed hands capable of both delicate somatic gestures and gripping heavy ancient tomes
  • He wears a heavy, high-collared navy blue mage’s cloak. It is heavily customized with ornate silver buckles and leather straps, giving his scholarly look a rugged, adventurer’s edge.
  • His clothing is punctuated by polished silver filigree and glowing violet gemstones—likely conduits for his mana—pinned to his lapels and cravat.
  • Beneath the cloak, he wears a structured black waistcoat with sharp crimson trim over a high-collared white shirt, signaling a preference for formal, sophisticated fashion.

Skills and Abilities

  • Enchant Spell Cards:Like the ones seen in the image of Arte, these are often used as "anchors" for specific spells. The intended use for these specifically is to act as a Catalyst to Capture and Store spells. Though they seem strong, the usage is limited.
    • The nature of the spell must be understood.
    • Storing a Spell Takes time, where as Capturing a Spell must be prepared in advance.
    • The Spell Card can be Thrown if a Capture is being used.
    • The Spell Card is a one-time use. Once used the spell and all the stored mana inside the card disintegrates the item.
    • The limit (so far) of Cards is a 30 - Card Deck (Blank, Capture, Stored)
  • Arcane Transmutation: Using his own Mana and Materials he purchases, he can create the Very Cards he needs with the aid of Rune Magic and the very Claws of his hands.
  • Arcane Sight: They can inherently see magic auras without needing to cast a spell. This is an innate trait for those of his specific Sub-Race.
  • Moonlight Weaving: They can bend light to create illusions or turn invisible under moonlight. The innate trait for those of his Sub-Race.
  • Chance Magic: The so-called 'Ace in a Hole' of the Lunari Sub-Race, that focuses on manipulating the laws of luck, fate, and randomness. Instead of casting predictable fireballs or shields, a practitioner of Chance Magic leans into the "what if," turning the battlefield into a game of high-stakes gambling. In some ways, its akin to Divination. However, when one tips the scales to their favor rest assured the consequences hit twice as hard.
    • There is a way around the Chance Magic. Offerings towards the magic can sway the outcome. So even a potential bad end can lead to a good end. ( Player must keep an accurate track of their IC Coin. Please, I want this magic to be fair... )​
    • Enchanted Spell Card:
      Blank Card: 10/10
      Capture Card: 10/10
      Ignite: A small flame erupts from your outstretched hand, dealing fire damage to a target. This is a basic spell for novice pyromancers.
      Tidal Mend: A gentle wave washes over a target, mending wounds and invigorating them. This spell is particularly effective when cast near a body of water, but can be used anywhere.
      Frost Aegis: Summon a shimmering shield of ice to absorb some of the impact, potentially reducing the damage you take. The ice forms around you, offering temporary protection.
      Gale's Embrace: A Gust of wind that enhances the speed and agility of the targets within its small area. For a short duration, movement is amplified and reflexes are sharpened, allowing them to move with a boost and react more effectively to danger.
      Earthen Grasp: Tendrils of earth erupt from the ground in a 20-foot radius centered on a point you choose within range in an attempt to restrain and tighten around them until either caster releases or duration of 5 seconds fades.
      Paralyzing Touch: Touch a creature and attempt to overload its nervous system with magical energy, potentially paralyzing it for a moment. Roughly 4 seconds.
      Hypnotic Pulse: An attempt to lull a creature into a stupor. Depending on if the user can catch the target off guard or how much will power the target has can determine how effective. The more unprepared, the longer the slumber. At most, an hour.
      Veil of Shadows: A 10-foot radius sphere of magical darkness springs into existence, centered on a point you choose within range. The darkness spreads around corners.
      Glimmer: A small, floating orb of light appears in an unoccupied space within range. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
      Whispers of the Unseen: You can perceive the faint magical auras of creatures and objects within range for the spell's duration. This allows you to sense the presence and general direction of magical entities, even if they are hidden or invisible.

      Copper: 10
      Silver: 23
      Gold: 1

Personality

While he appears composed, Arte harbors a fundamental love for the unpredictable. He doesn't just study chance; he enjoys the rush of it. He is likely the person who remains perfectly calm in a crisis, not because he is brave, but because he finds the chaos interesting. He views every challenge as a "hand" he’s been dealt, and he takes a quiet, internal joy in winning against impossible odds.

Biography & Lore

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