Andre Charles Ursae-Adept

Rawkiller

Lord of Altera
#1







Minecraft name: Rawkiller12
Character name: Andre Charles Ursae
Link to normal character profile:
{ here }
Current Rank/Proficiency
Adept
Eviscism


Overall Rank:Adept

Spell Points:
125


Active Student:
N/A

Active Teacher:
Azure


Teacher(s):


Protege(s)(Current rank):
N/A

Knack(s): Thermal and kinetic


Known spells(names should contain a link to lore)(# of times cast):



Candle light
17x cast
9x successfully

Spell Type: Thermal.
Spell Effect: A seven-to-ten centimeter controlled flame, as if burning on a wick, is cast from the tip of the focus. Its effectiveness as a light is similar to that of a candle, dim and flickering. When you are first beginning to cast candlelight, it will last less than a minute in duration. The length of time will increase the more proficient you get (more casts).
Spell Adverse Effect: Quick movement will cause the fire to extinguish.
Spell Cost: 5 spell points.

Temperature Control

3x cast
2x successfully
Spell Type: Thermal.
Spell Effect: The ability to raise or lower the caster's body temperature by up to three degrees Fahrenheit. Unless cast once more to end, the effects last for about a day.
Spell Adverse Effect: Misuse that may result in freezing or fever that can lead to death.
Spell Cost: 5 spell points.

Compass.
2 xcast
1xcast successfully

Spell Branch: Magnetism.
Spell Effect: The focus within hand gently guides itself to direct the caster north.
Spell Adverse Effect: None.
Spell Cost: 5 spell points.

Dazzle
8x cast
8xsuccessfully


Spell Type: Penumbral
Spell Effect: A very brief flicker of light emits from the tip of the focus. It is enough to perhaps distract an unsuspecting opponent in combat, or at least impress onlookers.
Spell Adverse Effect:
Spell Cost: 5 spell points.

Attract
1xcast
1x sucessfully

Spell Type: Magnetic
Spell Effect: The caster manifests a cone-shaped magnetic force before themselves (within reasonable distance), that is able to pull and attract applicable objects or materials. The force of the attraction becomes stronger the lighter and smaller the item is, or the more magnetic it is. A firm grip on an object may prevent it from being pulled by this.
Spell Adverse Effect:
Spell Cost: 5 spell points.

Detect Magic
1x cast
1x sucessfully

Spell Type: Evisral.
Spell Effect: The caster illuminates specified branches of energy within a ten meter radius of their focus. It is their focus that reveals them, alike a black light, and the color of the energy is based upon what type of energy is being detected. They must have a direct line of sight for this to properly occur.
Spell Adverse Effect: If not focusing on one type of energy, the colors will be muddled and blurred together and hard to decipher.
Spell Cost: 5 spell points.


Shock
1x cast
1x sucessfully

Spell Type: Electrical
Spell Effect: Dispersal of small quantities of static at the tip of the focus, though not quite an electrical zap. It is mildly irritating, more alike discomfort than anything, to living creatures that come within contact or touch of said static.
Spell Adverse Effect:
Spell Cost: 5 spell points.

Arcane Transmutation
Branch: Evisral.
Spell Effect: Via casting upon a thermal energy source (particularly flames), the caster imbues it and replaces it with Vis energy. Flames will adopt a deep crimson tone, and emanate chill as opposed to any inkling of warmth. Contact with the mystical fire inflicts arcane burns.
Spell Adverse Effect: The preternatural fire might spiral out of control with too much Vis, blazing wildly for a handful of moments before extinguishing abruptly.
Spell Cost: 5 spell points.





Breeze
Spell Type: Kinetic.
Spell Effect: Caster produces a weak kinetic wave that is, in simple description, reminiscent of a shallow gust of wind. There is the potential to gently stumble an already imbalanced opponent or one surprised by the spell cast. It is strong enough to knock over light objects or send parchment flying for dramatic effect. Three meter cast radius.
Spell Adverse Effect: None.
Spell Cost: 10 spell points.

Animate Metal
Spell Type: Magnetism.
Spell Effect: When the focus is aligned to an object (from mere steps away), it is capable of manipulating the magnetic fields encompassing the object in such a fashion that it may be maneuvered, levitated or rotated seemingly by itself. The initial casts result in the object in question quivering and trembling, though as the Eviscist progresses with practice, the influence becomes steadier and far more reliable.
Spell Adverse Effect: The object cannot exceed ten pounds (10 lbs), and the spell cannot abruptly halt or succeed upon swiftly moving objects. While it perhaps may slow them slightly (if justifiably small), the most accurate control of the object is when it remains still. The caster cannot animate more than one metallic object at a single time. If the object is forcefully removed or pulled upon, the tether is shattered.
Spell Cost: 10 spell points.

Temperature control shared
Spell Type: Thermal.
Spell Effect: Through direct contact, whether bodily or that of the focus, the caster and one other they are spreading the effect to begin to experience Temperature Control.
Spell Adverse Effects: The potential to overexert one’s self with heat or chill, or the recipient.
Spell Cost: 10 spell points.

Projection
Spell Type: Kinetic.
Spell Effect: Focus displaces passive and ambient, existing environmental sound to an intended destination. This means that the acting mage is unable to simply will a sound of their choosing into existence. With sufficient practice, an Eviscist is capable of adjusting the pitch and capacity of the sound: resulting in the ability to more accurately distinct between and portray noises (such as replicating quiet tavern chatter fairly realistically).
Spell Adverse Effects: There is an underlying quality to the projected sound that suggests, faintly, it is not entirely organic. While perhaps difficult to discern precisely why this is, concentration and attentiveness may yield realization. It is encouraged to emote that there is an obscure feature to the recreated sound or noise, and expand upon the abnormality of it if appropriate responses are presented (IE the player in question focusing intently).
Spell Cost: 10 spell points.

Ash
Spell Type: Thermal.
Spell Effect: Limited discharge and dispersal of hot ash and wisps of smoke from the tip of the focus, in a “puff” alike to violently snuffing a flame, in approximately half a foot from the tip of the focus. It is enough to cause mild discomfort to exposed skin or catch cinders on flammable material.
Spell Adverse Effect: Cast too close to one's self, the user succumbing to the potential effects as well as irritation in vision or breathing from the smoke.
Spell Cost: 10 spell points.

Heart's Light
Spell Type: Pneumbral
Spell Effect: The heartstone gives off a bright light, the color of which your is the same as the color your hearthstone produces. Similar in strength to a torchlight, isn’t dispelled by touch and lasts 30 minutes.
Spell Adverse Effect: Will end when you cast another spell.
Spell Cost: 10 spell points

Ice
reflect-minor
Spell Type: Evisral.
Spell Effect: Briefly conjure a ward from the direction of your focus. It will repel and deflect opposing spells of the apprentice and journeyman rank.
Spell Adverse Effect: Moving with the ward weakens it. After two or so deflections, the ward will weaken and dissipate.
Spell Cost: 10 spell points.

Disruption
Spell Type: Kinetic
Spell Effect: A small disruption in the earth, akin to a firework going off just below the ground, happens at a point designated by an aimed Foci at a maximum range of 10 MC blocks. Can only effect dirt, sand and gravel. It has no effect on Solid rock. It can cause the person standing under the disrupted earth to lose their balance, and possibly fall to the ground.
Spell Adverse Effect: Spell can on failed casts backfire, with power equivalent to how low the roll is.
Spell Cost: 10 spell points

Throw Pebble
Spell Type: Kinetic
Spell Effect: By having a small rock, pebble, marble or other small item in front of the foci and aiming at a distant target can magically throw a pebble a distance of 40 MC blocks with enough force to sting, or ting glass not break glass. Dangerous only perhaps to eyeballs or other sensitive areas.
Spell Adverse Effect: The pebble can occasionally fly wildly, perhaps even back at the user.
Spell Cost: 10 spell points

Illuminate
Spell Type: Penumbral.
Spell Effect: A sphere of light alike the size of a fist formulates at the tip of the focus, and may then be cast outwards in a radius of three meters if desired. It is compared to that of a torch in lightening radius and effectiveness (flickering, dimmer), and will dissipate in a manner of five minutes if undisturbed.
Spell Adverse Effect: It cannot pass through physical objects or barriers if cast elsewhere, and if maintained upon the focus, significant distraction or erratic movement will cause it to extinguish. Attempting to cast the spell upon another living being results in the 'shattering' of the orb.


Kinetic Wall
Spell Name: Kinetic Wall
Spell Type: Kinetic
Spell Level: Adept
Spell Effect: You form an invisible wall of kinetic force that blocks all incoming kinetic energy from a direction for the duration in a 4MC block (12 foot radius) from the foci. Essentially it stops incoming arrows and bolts. However larger projectiles such as javelins pass through though are slowed, this slowing on even bigger projectile such as siege weapons of any kind is too slight to be noticable. 1 minute duration. Spell Adverse Effect: You must remain stationary while casting this spell, and maintain your concentration. Spell Cost: 25 spell points.

Energy Bolt
ENERGY BOLT
Spell Name: Energy Bolt
Spell Type: Thermal/Electric/Vis
Spell Level: Adept
Spell Effect: A medium sized ball of energy (basketball in size) of a selected energy type hits the target causing effects based on the energy type.
Thermal (Heat)- A fireball hits the target exploding in flames, catching flammable things afire and burning flesh.
Thermal (Cold)- A ball of hyper cold air saps the heat from the target, instantly causing patches of frostbite, and freezing liquids. Movement would be very difficult to a target.
Electric- A bolt of electricity hits the target causing convulsions in the target, and if touching something that is grounded extreme pain as the electricty passes to the ground. Can leave scars similar to a lightning bolt.
Vis- A ball of dark crimson Vis energy smaller in size then the Fireball variation hits the target. Causing arcane burns and consuming flammable objects leaving not even dust behind as it is consumed. Spell Adverse Effect: Spell can be dodged at medium to long ranges, like any other projectile.
Spell Cost: 50 spell points.

MASS TEMPERATURE WARM
Spell Name: Mass Temperature
Warm Spell Type: Thermal
Spell Level: Adept
Spell Effect: In moderate to small sized rooms the caster is able to noticeably raise or lower the room’s temperature for an entire day. The effect emanates from foci, in very large rooms they can only affect their immediate area for a few hours before the temperature in the room evens out.
Spell Adverse Effect: Outside the spells effect is easily displaced in winds of any strength.
Spell Cost: 25 spell points

GLACIAL SHIELD
Spell Type: Thermal
Spell Level: Adept
Spell Effect: From a designated point within 2 blocks of the caster an ice pillar forms from the moisture around it in a 2 block wide, 2 block tall pillar. This pillar breaks on contact with a solid blow (Regular arrows will unlikely to damage it, a solid sword/crossbow bolt or something similar would smash it but be incredibly weakened/slowed by the action).
Spell Adverse Effect: This spell only works in areas where moisture is around and the area is cold, if it is merely raining the width of the column falls by 1 block to a 1 block wide, 2 block tall barrier. It completely fails in arid or dry environments.
Spell Cost: 15 Spell Points

ICE BRIDGE
Spell Name:Ice Bridge
Spell Level: Adept
Spell Branch: Thermal
Spell Effect: Freezes existing water to bridge small spans so that people can walk safely across to the other side safely. 2 blocks wide and 10 blocks long in its base form. It pushes any living creature in the path safely to either side as it forms.
Spell adverse effects:The caster has to remain still and touching the source of water for the spell to take effect. After cast the casters foci must remain in contact with the bridge or it starts to break apart rapidly.
Spell cost: 25+5 per extra 2 blocks in length.

SEE ENERGY

Spell Type: Vis

Spell Level: Adept

Spell Effect: -
  • Kinetic: Viewing these energies allows the caster to preternaturally gauge the strength and speed of moving objects, and also the variability of the wind. In practice, this would allow the mage to better parry an incoming blow or to dodge it, likewise one would be able to let loose and arrow with a deeper understanding of the wind currents between them and the target.​
  • Magnetic: Aligning the spells effects will allow the caster to see the overarching magnetic field surrounding them. While this would not give alarming benefits, the caster would be able to freely discern both North and South by viewing the stronger currents of the magnetic field above them. Likewise, the subtle pull would allow them to see armored individuals, large deposits of metal, or other such projections that'd give way to a change in the otherwise ambient magnetic field.​
  • Thermal: Further built on the simple workings of Detect Energy - but further enhanced. The caster's vision darkens significantly, but allows them to see the direct heat gradients of the world around them. This includes, but is not limited to, people and animals. In the hot summer sun, or a hellish dimension, the world is horribly distorted around them.​
  • Evisral: An often specialized variation of the spell's sub-uses. Viewing the world through this branch allows the caster to see the manifestations of pure Vis. In practical use, this allows the mage to gauge the type and strength beyond a fellow Evicist's spellcasting, roughly their progress in training if allowed an elongated gaze into their Heartstone (30 OOC minutes). Furthermore, their gaze would be faintly pulled towards a fellow Heartstone if it is within 50 meters - even if the gemstone is not visible.​
  • Electric: Attuned to the devastating powers this branch beholds, the caster is able to watch distant storms and innately tell if the coming weather brings lightning strikes and how intense it is. However, with seeing this energy comes a small benefit. The mage is able to detect the gathering energy in the clouds, and possibly draw from it.​
  • Penumbral: The mage's gaze switches, allowing them better sight into darkness - or to let them lessen the pains of bright light. It takes only moments for the caster to lessen or brighten the gradients of light in front of them, adjusting at a whim.​
Spell Adverse Effect: While this spell is in effect the natural colors of the world, are muted and dimmed as if seeing through a desaturated photograph. Only the ripples and waves of the energy of the world around them is brightly colored.

Spell Cost: 25 Spell Points

ENDURING LIGHT
Spell level:Adpet
Spell Branch: Penumbral
Spell Effect: A longer lasting version of Heart's Light, that once cast lasts for one hour emitting with the strength of several torches. You can cast other spells without dispelling this light, but it can be dispelled by the will of the mage. Spell Adverse Effect: None.
Spell cost 25

Kethrons Enduring Light
Spell type Penumbral
Spell level:Adpet
Spell Effect: A longer lasting version of Enduring Light, that sacrifices brightness for longevity. Once cast, lasts for four hours emitting with the strength of a single torch. You can cast other spells without dispelling this light, but it can be dispelled by the will of the mage.
Spell Adverse Effect: None.
Spell cost: 25pts

FREE FALLING

Spell Name: Free Falling
Spell Type: Kinetic Spell Level:
Adept Spell Effect: The mage points their foci at a single point, range is 50 minecraft blocks and a small emerald green light is emitted towards the direction from the foci. If it connects with the ground, the light sticks to the surface and a pillar of light forms for the duration and if the mage is to land in the pillar, all kinetic energy is reduced from a fall within the last few blocks before impact. Allowing for quick descent. Light moves faster than terminal velocity of a human, so could possibly be done while falling. Can be used in any direction to limit impact of kinetic energy.
Spell Adverse Effect: The rapid deceleration even by this means can often cause queasiness and possible nausea.
Spell Cost: 25 Spell Points


Sparking

Spell Type: Vis
Spell Level: Adept
Spell Effect: You channel a massive amount of Vis into a target body and realign their body to accept and channel Vis in an effective manner. This in turn activates a sparking sickness in the body if successful.
A series of three rolls are made during sparking as the power is charged throughout their body. A fourth can be triggered by the mage reactivating the spell. Good emotes can be given bonuses by the sparking mage not to exceed 3 on any roll.
Spell Adverse Effect: Failure can range from simply being incompatible, temporarily to permanently damaging their body from being able to manipulate Vis or even death.
Spell Cost: 25 spell points.

Hearthstone Activation
Spell Name: Heartstone Activation
Spell Type: Vis
Spell Level: Adept
Spell Effect: A stone of some kind is attuned to a mage and becomes capable of storing vast amounts of Vis. The extreme amount of Vis flooding the stone transforms it from a simple gemstone to a magical artifact attuned to the specific mage. It will not function for any other person regardless of their sparked status.
Spell Adverse Effect: The whole chance of death thing for the person having the spell performed on them.
Spell Cost: 25 spell points.​






BLIZZARD
Spell Name: Blizzard.
Spell Level: Master.
Spell Branch: Thermal, Kinetic.
Spell Effect: Creates a synthetic storm of snow, ice, hail and sleet via freezing existing moisture and water particles within the air and recklessly spiralling them around the caster. The mage is the eye and heart of the frozen tempest, the length of which dependent on how long the Eviscist is capable of maintaining it uninterrupted. The storm radius expands the longer it is cast.
Spell Adverse Effect: Over-exhaustion for the caster. The gradual freezing of their own person.
Spell Cost: 150 spell points.
Magnetic - Electric - Kinetic - Evisral - Thermal - Penumbral

Sustained Effects:


Current Magical Status:
 
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