Headshot: Dulcedomum: Kasper headshot
Name: KasperGender: MaleHeight/Weight: 5' 11"Age: 22, D.O.B: September 24Wizard Parent: Sybil Redstone, a sixth generation witch born in 1899, proved herself to be a talented fire using wizard. Deciding that living at Dulcedomum was not for her, nor was settling in any one place for too long, She and her Guardian, Norman, both agreed to become scouts together in order to not only keep in touch with the Family and travel, but to also aid in seeking out more family members and possible future guardians to train. She gave Kasper a different name from hers to keep him under the knights radar while she left him in the care of Norman's grandson when Kasper proved to be too young and vulnerable for a scout's lifestyle as a child with few signs of showing he would be a wizard.[First Spirit]Name: Nymorra (Nym for short)A playful youngster, Nymorra traveled with her two sisters all over to find the sweetest fruit trees and to cause mischief. Kasper came across this bat-like spirit purely by chance when he decided to read under a large fruit tree. The young bat grew curious about the man as he continued to come back again and again to visit her and her sisters. Growing fond of Kasper, she decided to travel with him to see the rest of the world with him and made a pact with him when he offered to take her home, giving the wizard a bit more than what he was expecting.
Spell 1 (Defensive)--The ShriekLevel one: Kasper is able to let out an ear-piercing scream when (and only when) threatened that is powerful enough to stun his attacker for a few minutes.
Level two: A scream loud enough to crack glass and make a person's ears bleed, Kasper's shriek would leave his attackers stunned for just over 10 minutes (again only when threatened) Spell 2 (Offensive)
<Level three: With a voice like that he can shatter things like glass and knock out his attackers to provide escaping. (Only when he is threatened and this is a last resort)
at it's strongest this power would at best be able to make a person grow dizzy and faint. The best way to describe it is like a vacuum effect rendering you unable to breathe
level 1- At this range Kasper can take away the breathable air within a four foot area for no more than a minute and 30 seconds maximum without himself growing weak and dizzy. Can only manage this if given 10 hours between uses.
level 2- Range has expanded to a seven foot radius and can last up to two and a half minutes before Kasper needs to take an immediate break. Still needs the 10 hour cooldown.
level 3- Range is now a ten foot radius and can last up to three and a half minutes of breathlessness maximum with Kasper on the verge of being affected himself.
Personality: The best way to describe Kasper's personality is to imagine a wet cat. Often seen as cranky, rude, stubborn, and at times aggressive, Kasper isn't the best at making friends or any good relationships with large amounts of people. However, being more bark than he is bite, and will show a different side to him if given the patience. Has a habit of becoming nothing more than a pile of fluff around those he likes.
History: Born a fussy baby, Kasper caused Sybil to take time away from her duty as a scout to raise the boy. When she deemed him old enough to travel with her with hopes that she could possibly raise him to be a scout like her. Sadly, despite Sybil's hopes and her attempts to teach the fussy boy, it appeared that Kasper was showing little to no signs of having any abilities that were anticipated nor the attitude. To make it worse after a too close for comfort encounter with a low-level monster proved that he was either not ready or not meant for this lifestyle at all. To make sure Kasper was out of harm's way Sybil left her son in the care of the youngest grandson of her Guardian, Derek at the age of nine.
Of course, this proved to be no easy task for the unexperienced man as Kasper proved to be a difficult and emotional child and often got into fights at school. As an attempt to give the boy a safe place to vent out all that energy and out of his hair, Derek sent Kasper to a summer camp every year while keeping in contact in case he needed to come home. Amazingly enough though, at camp was where Kasper was able to establish a strong friendship with a girl named Adam, a feisty little thing that could pack a nasty punch. Their friendship was not to last as the camp had closed and Kasper was forbidden by his caretaker to keep in contact with the girl, something about their families holding a grudge against the other from what Kasper could recall.
Another handful of years passed and Kasper graduated from highschool and was already planning on going to college to become a writer, but like many things, this was not meant to be. On a fateful evening while he was looking through college brochures Kasper had decided to sit under a particular fruit tree where he met and befriended a spirit, Nymorra. As their friendship grew, Kasper agreed to take Nymorra home with him and on his journey, or what he was expecting to be college, only to wake up the next morning with a strange green mark on the back of his neck.
-The spot on his lip is not a mole, but a freckle/birthmark
-he also has several lighter freckles on his nose
-The real reason why he has so many ear piercings was from his early relationship with Nym in which she bit hard enough to bite holes into parts of his ear, the earrings are to cover them up.
-when out in public or not training, Kasper will be often seen wearing a scarf or an article of clothing that can cover his mark.
-Has a pair of reading glasses
-has a broken pocketwatch given to him by Aristar, though refuses to say what will fix it
-owns a pendant that Johan gave him on his birthday that glows in darkness
-has the most untamable hair possible, trust me, he's tried