Medieval & Fantasy Minecraft Roleplaying

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Lilith’s Grimoire

Arcana

Daedric Prince
Pronouns
She/Her
Please view in light mode :, )
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MC NAME: Arcana_
CHARACTER NAME: Lilith Alraun
CHARACTER PROFILE: { x }
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MAGIC SCHOOL: Animancy {Occultism & Spiritualism}
OVERALL RANK: Echelon V
SPELL POOL: 15 Points
MENTORS: None.
APPRENTICES: Maebh, Halvar, Veldric, Iskvandar, Atrus, Vowrawn
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OTHERWORLDLY
[Unworldly Aura] Lilith gains a vaguely otherworldly appearance. There’s just something about her and the way she carries herself, her presence doesn’t feel genuine or even here, most insist. Something is certainly off.
[Occult Oculus] Her pupils become slit in heights of emotion, when casting, or in bright light. Her irises carry a permanent subtle glow, which can be willed to darken for short periods of time.
[Devil’s Fingers] Her fingernails become small black claws of what appears to be solid shadow, with a dark gradient reaching out from the upper half of her fingers. They cannot cause harm and will phase through flesh if attempted.
[Eldritch Blood] Her blood becomes aesthetically blackened, inklike, as a result of her dalliance with dark magic and her connectedness to that which lies beyond the Veil.
[Signature] All of her magic carries a signature coloration upon casting. Violets, occasional Silvers, or pure black Darkness. Ex: a spell that has flames would manifest in a glowing violet color, or creatures summoned by her would have deep black flesh and/or fur. The Animancy brand scar upon her hand tends to softly glow violet during spellcasting that requires touch.
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TENATUR POST MORTEM LOG
BLACK BOOK PACT LOG
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-- Adjusting. Empowering. Teaching.
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NAME: Impulse
LEVEL: 0
BRANCH: Occultism
RANGE: Sight
DURATION: Ten minutes
EFFECT: A whisper from beyond causes the target to give in to their worst nature. They are compelled to act on their next impulse without restraint, be it one of anger, greed, desire or devil-may-care. Only after acting or the spell otherwise fading will they have a sense that their heart was tampered with.
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NAME: Weaver of Rushes
LEVEL: 0
BRANCH: Occultism
RANGE Five metres
DURATION: Concentration
EFFECT: The Caster manipulates the flow of waters around them with a murmured word. They can cause small quantities of water (a cup) to slowly gather to a point in range or disperse from their person; used to quickly dry soaked objects or ward oneself from rainfall.
NAME: Induction
LEVEL: 0
BRANCH: Spiritualism
RANGE: 10 meters.
DURATION: n.a
EFFECT: The mage inclines a target toward a particular emotion. If the emotion is inappropriate, at the arbitration of the target’s player, then nothing happens. It lasts until the target’s player deems their emotions to have settled, or the mood to have passed. Those involved may make a relevant check to resist the effect.
NAME: Shadow Dance
LEVEL: 0
BRANCH: Spiritualism
RANGE: 10 meters.
DURATION: Concentration.
EFFECT: The mage is able to make the shadows of everything around them move as they wish: whether elongating, shortening, moving, dancing, flickering, disappearing, whatsoever they will them to do.

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NAME: Impish Delight
LEVEL: I
BRANCH: Occultism
RANGE: One domicile of the mage’s choosing
DURATION: One day
EFFECT: The mage conjures forth a small imp-like creature in a home of their choosing, over the course of a round. When summoned, the mage can pact with it to have it act as a servant for that household for a day. It will fulfill any housekeeping duties offered to it, and is entirely unsuited for combat and is entirely non-verbal, though it seems to understand any languages spoken by the mage.
NAME: Candelabra Conflagration
LEVEL: I
BRANCH: Occultism
RANGE: Five meters
DURATION: Instantaneous
EFFECT: The mage, within a five meter radius, conjures forth a small elemental composed entirely of fire. This small elemental will seek to set any unlit lights (candles, lanterns, fireplaces) within a five meter radius of its summoning point on fire, moving at the pace of a walking human.
NAME: Boulder Blockade
LEVEL: I
BRANCH: Occultism
RANGE: Touch
DURATION: Two turns
EFFECT: The mage plants a small fragment of sharpened rock into the ground in front of them. Over the course of a turn they will imbue within it an earth elemental. After this turn, a small blockade will erupt from the ground, thematic to whatever fragment of rock was used (e.g. a marble fragment produces a marble wall). This wall occupies a width and height of two meters. It is solid enough to shield the mage from arrows and some melee weapons (e.g. knives, ordinary swords), but shatters instantly under more substantial force (e.g. a mace, warhammer).
NAME: Deed to the Dead
LEVEL: I
BRANCH: Spiritualism
RANGE: Touch
DURATION: n.a
EFFECT: The mage is capable of gleaning the next of kin of a corpse they touch. They are also able to gain a vague sense of this person's location (at that player’s discretion for accuracy). If the deceased had a single affair they wished to put right, the caster is able to glean this as well, felt as an imprint on their mind rather than a conversation with the deceased themselves. This single affair can be last words or a matter of inheritance, but nothing too extensive.
NAME: Shadow Puppet
LEVEL: I
BRANCH: Spiritualism
RANGE: 20 metres
DURATION: 10 minutes
EFFECT: The Animancer weaves a creature of darkness through shadow-puppetry or discreet gestures. It may take the form of a small animal (e.g a mouse, a bird) - or simply a ropey copy of the mage’s hand - though it will be entirely obfuscated in shadow, a mere silhouette. The puppet can be directed to perform simple tasks within range; it can interact with objects of 10 lbs or less, moving them or fetching them to the mage at their command.
NAME: Maddening Malady
LEVEL: I
BRANCH: Spiritualism
RANGE: Five meters
DURATION: One turn minimum
EFFECT: The mage causes their target’s emotions to heighten almost to the point of madness. Sadness becomes despair; anger becomes rage. How this affects a character’s actions is still up to the target, but it cannot be outright ignored. The induced emotion lasts for at least a turn, before it can then be normalised at the discretion of the target. A contested soul roll is required to induce the spell.
NAME: Capture Anima
LEVEL: I
BRANCH: Spiritualism
RANGE: Touch and 5 meters of the target
DURATION: Two days
EFFECT: The caster replicates the anima from a target into an object over the course of a round, temporarily bestowing upon that aspect of the target's emotions to this object. The object gets a dim sheen to it that can differ depending on the emotion or person, and gives off that emotion for the duration. Those within fifteen meters of the object for more than two rounds will find their emotions pushed into the direction of the emotion stored within the object until they depart the area. They can roll Soul + Determination against the caster's Casting Attribute to resist the effect. This goes for base emotions (anger, sadness, etc.) and not extreme manifestations (rage, depression, etc.), nor can this emotion be affected by cantrips or spells like Induction.

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NAME: Pact of Dominance
LEVEL: II
BRANCH: Occultism
RANGE: Twenty meter radius
DURATION: Concentration, up to a minute
EFFECT: The mage conjures forth a humanoid demonic soldier to fight in their stead. The summoning of this creature requires a ritual that takes a turn to cast. Once summoned, the demonic soldier will attack anything hostile to the mage. The caster’s vigor is drained for the duration, giving them a step of disadvantage to any Body-based rolls. The creature can sustain two wounds before dispersing into blackened ash, and it uses the caster’s casting attribute and skill for any of its rolls.
NAME: Cloudburst
LEVEL: II
BRANCH: Occultism
RANGE: 6x6 blocks, within five blocks of the mage
DURATION: Three turns
EFFECT: The mage creates a pact with a water elemental over the course of a turn. Once this turn has elapsed, the area designated by the mage will be subject to a monsoon of razor sharp rain droplets. These water droplets are the size of a knitting needle and will continually pour for the duration, lacerating anything within the area with non-fatal wounds. They can puncture flesh to a depth of one inch, but immediately disperse into ordinary water after they have done so. Anyone within the radius can roll a Body+Fortitude check against the caster’s AoE DC to resist the monsoon. Metal armour resists this effect. The mage is unaffected by this spell.
NAME: Cacophony
LEVEL: II
BRANCH: Occultism
RANGE: Same plane (e.g. Overworld/Nether)
DURATION: Instantaneous
EFFECT: Upon performing a ritual that lasts two rounds, the mage sends a message of fifteen words or less to one target of choice through a Planar courier. Upon receiving the message, the target may respond to the caster with five words or less. Messages will be heard as multiple whispers in a slight, distorted alteration of the voice coming from around them. Upon receiving a message or reply, the impression of a chill settles on them briefly, for the duration of the whispers.
NAME: Elemental Smite
LEVEL: II
BRANCH: Occultism
RANGE: Touch
DURATION: Ten Minutes
EFFECT: The caster wreathes a weapon in an element of their choice. This offers no additional mechanical effect beyond causing additional harm. The damage is less significant than the weapon itself, but adds enough punch to be tangible. The fire does not ignite, the earth does not incur extra knockback, and so on. For creatures or summons with a set number of 'hits,' it counts as dealing an additional hit.
NAME: Hallowed Haunting
LEVEL: II
BRANCH: Spiritualism
RANGE: n.a
DURATION: Three days.
EFFECT: If the mage has possession of a fresh body part of the target (e.g. hair, blood that is no more than a week old) they are able to intone a ritual to curse that target. For the duration, the target will be convinced that someone is following them, inducing paranoia within them. The shadows around them seem to take a life of their own, moving in unnatural fashions, bending towards the target like grasping hands. If they touch the target, the target will feel these shadows tangibly. These shadows will seek to rake their cold fingers upon the target's skin. The target's own shadow leaves them alone. The target will also experience an irrational paranoia and deep sense of claustrophobia when in complete darkness.
NAME: Seance
LEVEL: II
BRANCH: Spiritualism
RANGE: 5 meters
DURATION: Concentration
EFFECT: The mage summons the spirit of a dead person into either a mirrored surface such as water or glass, or as an intangible entity within range. When summoned into their vicinity, the spirit is incredibly cold and feels thin - almost immaterial. The spirit acts at the discretion of their player, or the DM where appropriate.
NAME: The Knock
LEVEL: II
BRANCH: Spiritualism
RANGE: A doorway - 4x4 meters
DURATION: One day
EFFECT: The mage calls forth an unknown entity from within the depths of the river, a soul unbound and unfettered. The mage can create a pact with the spirit to have it inhabit a totem of their design. If thrown onto the ground, the talisman explodes. All within the area are quickly made unsteady on their feet as something knocks them off balance (felt as a shove from behind). The mage is immune to the effects of the spell.

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NAME: Blades of Ebony [HALVAR'S CUSTOM]
LEVEL: III
BRANCH: Spiritualism, Occultism
RANGE: 15 meters
DURATION: 1 minute
EFFECT: The caster manipulates the shadows around themselves, forming a blade that floats passively behind them until used. The blade is able to effectively harm supernatural creatures, whether ethereal or not, inflicting an additional step of damage to those entities. Once per blade, the caster can forego their own turn and can instead take one of the following actions with the blade; Launch: The blade nears a target within range and makes a hearty swing. It can do so on any target within range (Casting Stat+Melee vs Body+Evasion). Parry: The blade intercepts between a target (caster/another within range) and a perceived incoming danger. Whether it be a projectile from a bow/crossbow, a strike from a melee weapon, or spell projectiles of a lower echelon level (Casting Stat+Might vs Attacker Roll). Upon use, the blade dissipates. The caster can form another blade on their next turn, provided the spell has duration left to do so. The caster can create up to a maximum of three blades per cast of the spell.
NAME: Tenetur Post Mortem [LILITH'S CUSTOM]
LEVEL: III
BRANCH: Spiritualism, Occultism
RANGE: Touch
DURATION: One week per item
EFFECT: The caster spends an hour long ritual to ward an item (clothing, armour, jewelry, weaponry), binding it to the target's soul. If the warded item is on their person at a time of death, it will vanish and be with the target upon revival. The effect must be recast after revival; effected objects cannot exceed CA and must be clearly noted on the caster's profile. Artifacts of any origin cannot be stored. The caster may dispel the effect through contact.
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NAME: The Black Book [LILITH'S CUSTOM]
LEVEL: IV
BRANCH: Spiritualism, Occultism
RANGE: Caster and one willing target
DURATION: Permanent until broken or null
EFFECT: An otherworldly tome summons to the caster's hands. They and one willing target come to an agreement of terms, writ on a page signed in blood. Both parties become tethered, prompted to follow the pact unless a Soul + Determination check is made against the caster's AoE DC. Passing allows the subject to act freely, but inflicts a cursed brand on the palm; the sigil feels ever-burning and cannot be healed without returning in a day's time. Each day a Soul + Fortitude roll against caster AoE DC determines how wracked the cursed is by pact conditions. Signing a new pact with the offended party will allow for the brand to heal. Should the contractor die, the pact is considered broken and the contracted is cursed.
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