Dakimh the Enchanter Hero

Real Name: Dakimh.
Occupation: Sorcerer, swamp dweller.
Identity: Dakimh's existence is unknown to the general public; his identity of Dave Kraft is known to the people of Citrusville, Florida, although they are unaware of his existence as a sorcerer.
Legal Status: Citizen of the United States with no known criminal record; former citizen of antediluvian Atlantis.
Other Aliases: Dave Kraft.
Place of Birth: An unrevealed location in pre-Cataclysm Europe, believed but not confirmed to be in the Pyrenees Mountains.
Marital Status: Unrevealed, possibly a widower several if not hundreds of times over.
Known Relatives: None.
Group Affiliation: Mentor to Jennifer Kale; former disciple of Zhered-Na; adjunct member of the Cult of Zhered-Na.
Base of Operations: A pocket dimension connected to the Nexus of All Realities in the Florida Everglades, outside Citrusville, Florida.
First Post-Reboot Appearance: DOCTOR STRANGE: SORCERER SUPREME ANNUAL #2.
History: Over twenty thousand years ago, the island continent of Atlantis was ruled by King Kamuu and Queen Zartra, with the sorceress Zhered-Na as the nation's court wizard and high priestess of the gods. However, Zhered-Na prophesied Atlantis's destruction by sinking beneath the waves, and refused to recant the prophecy when ordered to by the King; because of her station, Kamuu exiled Zhered-Na from Atlantis rather than having her killed as he wished.

Zhered-Na spent much of her time on the sea in meditation, during which time she was gifted with visions of events of things to come, from the fall of Atlantean civilization to the rise of the superhuman age. Upon landing on the shore – in a region now believed to be the Pyrenees Mountains between France and Spain – she settled in a cave and drew several disciples to her from a nearby settlement; Dakimh was one of these disciples. Several of these disciples, presumably including Dakimh, transcribed Zhered-Na's knowledge and prophecies to scrolls; in later millennia the surviving scrolls would be gathered as the Tome of Zhered-Na.

When the Great Cataclysm hit, sinking Atlantis, Dakimh's home settlement was hit with earthquakes. The people there, reportedly influenced by the demon D'spayre, irrationally believed Zhered-Na to be responsible and attacked her cave. Sacrificing her life, Zhered-Na told her followers to scatter with the scrolls. One of her last spells extended Dakimh's lifespan.

Dakimh's activities during the intervening millennia are unknown. It is known he faced the demon D'spayre on numerous occasions, but the details are lost to history and prehistory. He is alleged to have tutored several sorcerers who have held the position of Sorcerer Supreme of Earth, although which ones remain unrevealed.

Dakimh helped found the most recent incarnation of the Cult of Zhered-Na in and around the Florida Everglades town of Citrusville, in part to protect the Nexus of All Realities, located only a few miles outside the town. To facilitate keeping an eye on the Nexus, Dakimh moved to a castle in a pocket dimension anchored to a cabin in the swamp near the Nexus. Although he has not participated in their rituals in decades, he has kept a close eye on the Cult, occasionally sneaking into their meetings; the only one aware of Dakimh's nature is their leader, Joshua Kale, whose granddaughter, Jennifer, has since become Dakimh's apprentice.

When the demon Thog the Netherspawn attempted to pass his demonic army through the Nexus in an attempt to conquer the Earth, Dakimh, fearing he and Jennifer would not be sufficient to hold back the demons, sent out a mystic call for help. This call was answered by Earth's Sorcerer Supreme Doctor Strange, Strange's ally Wong, Strange's own apprentice Clea, and Daimon Hellstrom. The battle left Dakimh near death, although he later recovered under Strange's medical care.

When the Zodiac Cartel erected an energy dome around and over the island of Manhattan, Dakimh was unable to assist when Strange gathered a number of mystics to combat them; he instead sent Jennifer in his place.

Dakimh continues to tutor Jennifer in the Atlantean mystic arts.
Age: over 20,000, appears 80-ish.
Height: 5' 8".
Weight: 145 lbs.
Eyes: Hazel.
Hair: White, formerly light brown.
Uniform: None; prefers to wear loose dark purple-gray robes, a pointed dark purple-gray hat with a dark red brim, a dark red rope belt, and leather moccasins.
Strength Level: Dakimh possesses the normal human strength of a man of his apparent age, height, and build who engages in light exercise.
Known Superhuman Powers: Dakimh the Enchanter is one of the world's foremost wielders of arcane magics. Strictly speaking, Dakimh and other human sorcerers do not have superhuman powers; only the ability to manipulate mystical energy lies within an Earth-born sorcerer, not the energy itself. Theoretically, any Earth human being can tap into an infinite amount of mystical energy. However, each person is limited by his own amount of training, discipline, knowledge, and enlightenment as to the mystical arts. As the oldest living sorcerer on Earth, Dakimh possesses a greater knowledge of the arts than almost anyone else on Earth.

Dakimh's magic, like that of other magicians, is derived from three major sources: personal powers of the soul/mind/body, derived through developing one's own psychic resources (mesmerism, astral projection, thought-casting, etc); powers gained by tapping the universe's ambient magical energy and employing it for specific effects (teleportation, illusion-casting, energy projection); and finally powers gained through invoking entities or objects of power existing in mystical dimensions tangential to his own. The latter means of power is usually gained through the recitation of spells; either ritualized ones found in various mystical texts or by original spells invoking extra-dimensional assistance. Dakimh is a master of the magic practiced in ancient Atlantis; how this differs from that of other sorcerers such as Doctor Strange is unknown.

To begin with his personal powers, Dakimh has mastered the art of astral projection, the mental ability to separate the astral self – the sheath of the soul, or the life essence – from his physical self, and in this form traverse through space unbounded by the physical laws but fully retaining human consciousness. This form is invisible, intangible, and incapable of being harmed except through the most rigorous of mystical means. The astral form only possesses those magical powers residing in the sorcerer's mind: thought-casting, psychokinesis, etc. Dakimh is of such mastery that in his prime he could remain in his astral form for up to 48 hours before there is corporeal deterioration of his physical body; his current limit is closer to 18 to 24 hours. The physical form is quite vulnerable to attack when the astral form is absent. If harm were to befall his physical form while he was in his astral form, he would be stranded in the wraith-like state. While the astral form is absent, the physical form remains in an inert, death-like trance.

Dakimh can cast his thoughts over short or vast distances in a manner virtually identical to telepathy. The entire Earth is within the reach of his mind, provided he knows where to contact the specific mind he is seeking. He can simultaneously communicate with up to a half dozen minds at a time.

Dakimh is also able to tap this universe's store of ambient magical energy and manipulate it for a variety of effects. He is able to form and hurl magical energy bolts, and erect energy shields or screens with a high degree of resistance to both physical and magical damage. He is able to use local magical energy for the conjuration of small physical objects like money or rabbits, or for unusual luminescent effects. He is also able to transform one object into another, although the transformation only lasts for as long as he wills it.

Due to his millennia of activity, Dakimh has knowledge of a host of sorcerous spells and incantations invoking various extra-dimensional objects and beings of power. He is able to call upon these extra-dimensional power sources for very specific effects without taxing his own personal abilities. Presumably Dakimh, Jen Kale, and the Cult of Zhered-Na invoke different entities than those invoked by Strange's mystical order.

Through unknown spells, Zhered-Na extended Dakimh's lifespan, enabling him to age very slowly over the intervening millennia.
Other Abilities: Dakimh is fluent in a multitude of languages, many of which are otherwise considered dead languages or not even known to or guessed at by modern-day linguists. He is also a skilled alchemist, specializing in the alchemy of ancient Atlantis. It's often said that he's forgotten more magic than most other sorcerers will ever know.
Paraphernalia: Dakimh owns a castle in a pocket dimension connected to a cabin near the Nexus of All Realities. This castle possesses a large mystic library that Dakimh has collected over the millennia, as well as a number of mystic artifacts.
Limitations: Dakimh is physically an old man with all the physical aches and pains that entails. His extreme old age has taken its toll on his once prodigious mind, making him forget to take various precautions or overlook various solutions that may be obvious to others.

Where did you dig up that old fossil?
– Han Solo, Star Wars


1,083 points

ST: 9 [-10] HP: 11 [4] Speed: 5.50 [0]
DX: 10 [0] Will: 18 [20] Move: 4 [-5]
IQ: 14 [80] Per: 14 [0]  
HT: 12 [20] FP: 10 [-6] SM: 0
Threshold: 45 ER: 30  
 
Dmg: 1d-2/1d-1 BL: 16 lbs
Dodge: 8 Parry: 8 DR: 0


Languages: Ancient Atlantean (Native) (Native Language) [0]; English (Native) [6].

Cultural Familiarities: Netherworlds [2]; Western (Native) [0].

Advantages: Academic 4 [20]; Eidetic Memory [5]; Energy/3 [60]; Energy Reserve (Magical) 20 [60]; Increased Threshold (Partial) 13 (Threshold 45) [13]; Indomitable [15]; Magery 3 (Solitary Ceremonial, +10%) [38]; Matter/3 [60]; Mind/3 [60]; Occultist 6 [60]; Omnilingual [40]; Social Regard (Venerated) 2 [10]; Space/3 [60]; Spirit/3 [60]; Time/3 [60]; Unfazeable [15]; Wealth (Filthy Rich) [50].

Perks: Magical School Familiarity (Cult of Zhered-Na) [1].

Disadvantages: Absent-Mindedness [-15]; Bad Back (Mild) [-15]; Chronic Pain (Mild; Interval: 1 hour) (12) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Status 0 [-5*].

Quirks: Congenial [-1]; Fashion Disaster [-1]; Hoarder [-1]; Limited Hearing Loss (Low-Frequency) [-1]; Tactless [-1].

Skills: Alchemy/TL6 (VH) IQ+6 [8] – 20†; Area Knowledge (Extradimensional Realm of Therea) (E) IQ+0 [1] – 14; Dreaming (H) Will+0 [4] – 18; Exorcism (H) Will+4 [1] – 22†; Fast-Talk (A) IQ+0 [2] – 14; First Aid/TL7 (Human) (E) IQ+0 [1] – 14; Gardening (E) IQ+0 [1] – 14; Hidden Lore (Demon Lore) (A) IQ+5 [1] – 19†; Hiking (A) HT+0 [2] – 12; Innate Attack (Beam) (E) DX+2 [4] – 12; Innate Attack (Projectile) (E) DX+2 [3] – 12‡; Literature (H) IQ+4 [1] – 18†; Mind Block (A) Will+0 [2] – 18; Naturalist (Earth) (H) IQ-2 [1] – 12; Observation (A) Per+2 [8] – 16; Occultism (A) IQ+11 [20] – 25†; Panhandling (E) IQ+0 [1] – 14; Public Speaking (Storytelling) (E) IQ+4 [1] – 18§; Research/TL7 (A) IQ+10 [2] – 24†§; Riding (Equines) (A) DX+0 [2] – 10; Savoir-Faire (High Society) (E) [1] – 14; Scrounging (E) Per+2 [4] – 16; Survival (Mountain) (A) IQ-1 [1] – 13; Survival (Swampland) (A) IQ-1 [1] – 13; Swimming (E) HT+0 [1] – 12; Symbol Drawing (Atlantean Sorcery) (H) IQ+0 [4] – 14; Teaching (A) IQ+3 [1] – 17§; Thaumatology (VH) IQ+11 [16] – 25†#; Weather Sense (A) IQ+0 [2] – 14; Writing (A) IQ+4 [2] – 18§.

Magical Realm Skills: Energy (VH) IQ+11 [40] – 25#; Matter (VH) IQ+11 [40] – 25#; Mind (VH) IQ+11 [40] – 25#; Space (VH) IQ+11 [40] – 25#; Spirit (VH) IQ+11 [40] – 25#; Time (VH) IQ+11 [40] – 25#.

Starting Spending Money: $400,000 (20% of Starting Wealth)


* Includes +1 from Wealth.

† Includes +6 from Occultist.

‡ Defaulted from Innate Attack (Beam).

§ Includes +4 from Academic.

# Includes +3 from Magery.

Role-Playing Notes:

Dakimh is perhaps the oldest living person on the planet, having lived over 20,000 years (only the senile Aged Genghis may rival him in age). This has granted him near-infinite patience and a unique perspective on the world around him. Extreme age has also dulled his wits, as he will often occasionally fail to take various precautions until something or someone reminds him.

Dakimh is not normally suited for use as a PC; he's basically Gandalf to Jen Kale's Bilbo, Frodo, or Pippin (he even looks the part!). As such, he makes a good Patron or Ally for a PC group.

Design Notes:

1. The Great Cataclysm happened ca. 18,000 BC. Read it. Learn it. Live it. Love it.

2. The Magery price combines the price of an unmodified Magery 0 [5] with the modified Magery 3 (Solitary Ceremonial, +10%) [33]. It just looked wrong when placing the two on the sheet together.

3. Dakimh's Status reflects how his Dave Kraft identity is viewed by the citizens of Citrusville, Florida, who believe he lives alone in a cabin in the swamp.

4. The points in and levels of his magical skills reflects his twenty thousand years of experience, while his Magery 3 reflects his reduced power owing to old age.