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AatR - OC Ref - Gink

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AatR Profile: Gink
OC Owner: Pikmaniak

Name: Gink
Age: Unknown
Time Period: Middle Ages
Species: Blue-Tailed Skink (Lizard)
Height: 3'5
Weight: 60 lbs
Weapon of Choice: Dark Wizard's Staff, Black Spellbook of Apocolypse

Personality: Gink is very skilled in magic, especially dark magic. He's been around the block 100x over, so he's become rather cocky and arrogant. He thinks rather high of himself, and boasts about his magical powers a bit. He's generally a decent guy, but his cocky attitude can sometimes prove a hinderance to a team...

Strengths: Various magical abilities. All dark magic, and dark summoning spells. Elemental spells. Etc... He's pretty quick for a Wizard, and can vanish temporarily, to confuse his foes. Long Range combat type. Can see in the dark very very well. Does massive damage to light-based foes.

Weaknesses: Physically weak, cockyness gets in the way too often, durability is very low, cannot attack opponents who are also dark-based.

Notes: Gink was originally a part of a traveling group long ago. Eventually he found himself alone, as the world outside his cave home was evolving. He began studying his black magics again, and has successfully regained more than half of what he knew before. His spells are devastating, and can cause status effects like poison to his foes. Although he lacks physical power, he more than makes up for it with speed, and powerful magic. He also can use some defensive tactics as well, which will keep opponents guessing.

Special Notes: List of spells -

:bulletred: Fire -
Flare - Weakest fire attack. Causes burning.
Inferno - Mid fire attack. Causes extreme damage, and burning.
Flame Pillar - Strongest fire attack. Creates a wall of fire, that causes massive damage to anything near it.

:bulletblue: Water/Ice -
Splash - Weakest water attack. Minor damage.
Shard - Weakest ice attack. Causes slowing in opponent's movement.
Wave - Mid water attack. Decent damage.
Ice Pillar - Strongest ice attack. Traps opponent in a chunk of ice.
Water Pillar - Strongest water attack. Does great damage.

:bulletyellow: Electricity -
Spark - Weakest electric attack. Minor damage against human/organic opponents, good damage against artificial ones. Causes a short lasting paralysis.
Purge - Mid electric attack. Mid damage against human/organic opponents, deals massive damage to artificial ones. Causes a long lasting paralysis, unless enemy is artificial. If artificial, causes systems to fry, forcing a reboot.
Static Pillar - Strongest electric attack. Mid damage against human/organic opponents, massive against artificial ones. Causes artificial to malfunction, and cease attacking for a short time.

:bulletgreen: Wind or Earth -
(If Wind)
Gust - Minor wind damage. Causes smaller/lighter opponents to be blown around.
Surge - Major wind damage. Causes massive damage to small opponents.

(If Earth)
Tremor - Minor earth damage. Causes larger/heavier opponents more damage, may knock them over.
Quake - Major earth damage. Causes massive damage to large opponents.

:bulletblack: Darkness -
Vortex - Causes mid damage. Massive to light opponents.
Shadow Spire - Causes massive damage to light opponents.
Shade Storm - Blackens the arena, causes massive damage to light opponents. Appears as if all light has been eliminated from the area...

:bulletwhite: Light/Heal -
Healing Aura - Heals 50% Health, unless used by Dark Wizard. Then, it only heals 25% Health.

:bulletpurple: Poison -
Toxic Tendrils - Low poison damage. Leaves a continuous toxic substance, that causes poison damage to an opponent. Does nothing to an already poison-based opponent.


Sorry for the long explainations !

(c) - Gink - :iconpikmaniak:
(c) - AatR - :iconthereal-oct:
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