Ayda Ulamyar - Magus

Ayda

The Cinnamon Roll
Staff member
Asirel_Luik
Asirel_Luik
#1

Art done by the lovely Cukie1
:heart:
Minecraft name:
Asirel_Luik
Character name:
Ayda Taionia Ulamyar
Link to normal character profile:
{ X }
Current Rank/Proficiency
Eviscism: Magus
Formistry: N/A
Cogimency: N/A
Animancy: N/A
Overall Rank:
Magus
Spell Points:
350
Active Student:
No
Active Teacher:
No
Teacher(s):
N/A
Protege(s)(Current rank):
N/A
Sustained Effects:
-2 Penumbral | +2 Electric | +2 Evisral | -2 Magnetic
Current Magical Status:
- Magus

Known Spells:
Electric - Evisral - Kinetic - Magnetic - Penumbral - Thermal

ARCANE TRANSMUTATION
Spell Rank: Apprentice.
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.

ATTRACT
Spell Type: Magnetism.
Spell Level: Apprentice.
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: Should two of these spells be directed and cast towards one another, the two casting foci will be magnetically flung away - likely to disarm the caster.
Spell Cost: 5 spell points.

CANDLELIGHT
Spell Type: Thermal.
Spell Level: Apprentice.
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.

DAZZLE
Spell Level: Apprentice.
Spell Branch: 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: The delivery of the ‘flash’ may be delayed, surprising the caster.
Spell Cost: 5 spell points.

COMPASS
Spell Level: Apprentice.
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.

DETECT ENERGY
Spell Type: Evisral.
Spell Level: Apprentice.
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 blacklight, and the colour 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 colours will be muddled and blurred together and hard to decipher.
Spell Cost: 5 spell points.

HEAT WARP
Spell Type: Thermal.
Spell Level: Apprentice.
Spell Effect: Slight modification in the heat of an object, namely the focus. Warm enough to gradually melt thin ice if the focus is held to it persistently.
Spell Adverse Effect: Self-infliction and the uncomfortable freezing or burning of the wielding grip.
Spell Cost: 5 spell points.

SHOCK
Spell Type: Electric.
Spell Level: Apprentice.
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: Self-infliction, momentary numbness along the fingers gripping the focus.
Spell Cost: 5 spell points.

TEMPERATURE CONTROL
Spell Type: Thermal.
Spell Level: Apprentice.
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.

GRACE
Spell Rank: Apprentice
Branch: Penumbral
Spell Effect: Any engravings, sharp dents or prominent depression in the Focus illuminates the color of your heartstone. Active for around one in-character minute.
Spell Adverse Effect: Not a reliable source of light, but the spell is visible in the daylight and dark alike.
Spell Cost: 5
ANIMATE METAL
Spell Type: Magnetism.
Spell Level: Journeyman.
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.

BRUME'S GLOOM
Spell Rank: Journeyman
Branch: Penumbral
Spell Effect: By drawing in the nearby Penumbral energy to a singular pinpoint of light centered on the emitter, the caster submits the nearby environment to supernatural pitch-black darkness. Enough to engulf a small room in darkness or 4 MC blocks in all directions from the foci. Can last around 5 minutes.
Spell Adverse Effect: The caster is also subject to the impaired visibility of the magical darkness. Area of effect can easily be walked out of, with light and visibility gradually returning the further they get from the spell's effect.
Spell Cost: 10 spell points.
DEFLECT - MINOR
Spell Type: Evisral.
Spell Level: Journeyman.
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.

EMBER
Spell Type: Thermal.
Spell Level: Journeyman.
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: Penumbral
Spell Level: Journeyman
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

THROW PEBBLE
Spell Type: Kinetic
Spell Level: Journeyman
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

DISRUPTION
Spell Type: Kinetic
Spell Level: Journeyman
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 affect 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

ILLUMINATE
Spell Type: Penumbral.
Spell Level: Journeyman.
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.
Spell Cost: 10 spell points.

TEMPERATURE CONTROL - SHARED
Spell Type: Thermal.
Spell Level: Journeyman.
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.

BREEZE
Spell Type: Kinetic.
Spell Level: Journeyman.
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.

PROJECTION
Spell Type: Kinetic.
Spell Level: Journeyman.
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.

ICE MINOR
Spell Type: Thermal
Spell Level: Journeyman
Spell Effect: When you place your foci in contact with water, you draw the heat from several points in the water creating a bucket of individual ice cubes, no bigger than 1 inch in size.
Spell Adverse Effect: You get one big ice cube which is stuck to your focus.
Spell Cost: 10 spell points.

HEAT-MINOR
Spell Type: Thermal
Spell Level: Journeyman
Spell Effect: With the foci touching liquid, intense heat will be generated through it into the liquid itself, raising it to a boiling state. It affects about a bucket worth of liquid. The caster may instead choose to vaporize the same amount of liquid instead on a success.
Spell Adverse Effect:The heat becomes too intense and will vaporize the liquid instead of heating it. Metal parts of the foci may overheat and become harmful to touch for a short while, roughly an hour.
EMPOWER
Spell Type: Thermal/Vis/Magnetic/Penumbral/Electrical/Kinetic
Spell Level: Adept
Spell Effect:

  • Thermal (Heat)- Flames engulf a section of your foci designated by yourself, there they burn hot until the spell is dismissed. Must recast the spell every IC minute.Spell Adverse Effect: The flames heat your foci, which can make it grow hot enough to burn your hands if you leave the spell on too long. 3 Continuous casts will make the metal extremely hot to touch, 4 casts will heat the pieces connected to the inflamed piece to unweildable levels.
    • Thermal (Cold)- Ice crystals form on the sides of your foci designated by yourself, a chill emanates on the blade until dismissed. Must recast the spell every IC minute. Spell Adverse Effect: The chill seeps through the foci draining your own heat even through gloves if you leave the spell active too long. 3 Continuous cast will make the metal too cold to touch for sometime, 4 casts will start to cause your hands to develop severe and debilitating frostbite.
    • Vis- The foci has Vis run through the section of the foci designated by yourself. This has no effect other than to cause the blade to disrupt beings Vis. The effect upon humanoids would be non noticeable but elementals or other beings with large amounts of Vis would find themselves harmed by the blade, when otherwise it would not. This effect lasts 5 minutes. Spell Adverse Effect: This grants no combat advantage against another player character, the effects of having a Vis infused blade wound would be not be different from a mundane blade wound.
    • Magnetic- The foci is able for the next 3 IC minutes, lock itself into place when coming into contact with another magnetic surface. This effect can be triggered multiple times during its cast. Spell Adverse Effects: If used in combat against another blade it locks the blades at the point of contact, which can then turn them into a tug of war. You can lose tug of war if they are stronger than you.
    • Penumbral- For the next 5 IC minutes your blade either emanates light like a torch or darkness like ripples across a section of your choosing. When it comes into contact with another object with force either light or darkness will momentarily 'spark' at the point of contact. Can be disorienting to fight for both user and fighter. Spell Adverse Effect: The obvious.
    • Electrical- Your blade becomes charged with electrical energy that can cause extreme pain and convulsions on a target. It can travel through metal but a thin layer of insulating material can stop the charge. I.E. The leather binding on a sword hilt. This effect lasts 1 minute or until discharged. Spell Adverse Effect: If you get careless and smack yourself it will discharge on yourself.
    • Kinetic- For the next IC minute your foci moves more effortlessly and hits harder. If using a melee weapon as a foci the opponent would feel a noticeable difference in the strength and speed of your impacts. Spell Adverse Effect: You can lose control of your weapon if you are not prepared to handle the increase in force as the spell does not improve your grip.
Spell Adverse Effect: -Was placed in the actual description of each effect.
Spell Cost: 25 Spell Points

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 electricity 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.

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.

INERTIA
Spell Level: Adept.
Spell Branch: Kinetic.
Spell Effect: Caster experiences gentle upwards kinetic force equal to their own personal downwards kinetic force for one second. This effectively abruptly halts their descent, and by extension it is slowed for a moment before resuming as uninterrupted.
Spell Adverse Effect: Mistiming the spellcast. If the plummet is unreasonably high or if the caster rolls one, then they are susceptible to the appropriate injury and repercussions.
Spell Cost: 25 spell points.

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 v heision 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

SUNBURST
Spell Type: Penumbral+Thermal (Use modifiers for both not to exceed maximum of +4)
Spell Level: Adept
Spell Effect: A caster's focus channels natural light in a concentrated beam from their weapon that causes burns on flesh and may dry objects (hay, paper) on fire. These burns are identical to a natural but extreme sunburn. The caster targets a person or object by pointing their focus at them, with a range of five MC blocks.
Spell Adverse Effect: The spell can only be cast in the open under sunlight, and will blind the caster and any bystanders should they look directly at it as it is cast. The caster must maintain the targeting motion with their focus for a few seconds before the beam of light strikes.
Spell Cost: 50

DRAGONBANE
Spell Type: Thermal
Spell Level: Adept
Spell Effect: Over a large area far above, the mage can create a large warming or cooling effect, creating a strong updraft or downdraft. The heavy air currents push for about 10 seconds before the spell dissipates. The radius of this force is about 30 meters (30 blocks). Might cause a flying creature to fail in flying, with a more severe effect on creatures with large wingspans.
Spell Adverse Effect: Can only be cast far above. While the mage can control and move the area of the downdraft, they must keep the focus aligned to the location. Moving the focus away quickly will cause the spell to dissipate.
Spell Cost: 50 spell points.

PULL FLAME
Spell Type: Thermal
Spell Level: Adept
Spell Effect: Manipulate an open flame, pulling it in its entirety towards the Focus, creating a bridge of flame between the emitter and the flame itself. The Eviscist can utilize this spell by swinging or moving their focus to pull the flame from its source in the direction the focus is moved to. The Eviscist uses their Vis to maintain the size of the flame as it is moved. Intensity and heat of the flame depends on it's original size. Usually hot enough to set flame to whatever the Eviscist pulls the fire towards.
Spell Adverse Effect: The mage cannot increase or decrease the size of the flame once pulled. The flame cannot be pushed further than the original flame's location. Flame cannot be smaller than campfire, as the flame will be snuffed out, nor bigger than something akin to a funeral pyre, lest the Eviscist risk burning themselves as the flames near the mage. Eviscist must be within (5 MC blocks) of the flame to effectively cast this spell, and can only move the flame to the sides for (5 MC blocks). Beyond that point, for another (2 MC blocks), smoke and embers (similar to Ember) can cause mild discomfort for whatever is in the area.
Spell Cost: 25 spell points.

KINETIC EMPOWERMENT
Spell Type: Kinetic
Spell Level: Adept
Spell Effect: This spell when cast, allows the mage holding their foci to continually increase their kinetic energy as they run. Allowing them to reach speeds twice that of their normal speed, and jump increased distances. Last about one minute.
Spell Adverse Effect: More likely to trip, inability to turn very well, and stopping is very difficult. If you trip and fall at high speeds, you're going to have a bad time.
Spell Cost: 25 spell points.

INVISIBILITY MINOR
Spell Type: Penumbral
Spell Level: Adept
Spell Effect: You twist the light around your being giving you about five feet in all directions. People outside the bubble cannot see you or anything in the bubble but instead see it as the normal space without you or anything inside the spell effect's presence. This does not stop sounds from carrying. Spell endures for ten minutes or until dispelled.
Spell Adverse Effect: The outside light is bent away from you as a result causing you to be blind to only be able to see five feet in any given direction, with only supernatural darkness in all directions from you. Movement causes the invisibility to flicker, with quick movement of any kind on the focus causing the spell to fail entirely.
Spell Cost: 25 spell points.

BURST
Spell Level: Adept.
Spell Branch: Electric.
Spell Effect: A two second burst of electricity is emitted from the focus. It is potent enough that it may temporarily seize musculature of the offended region and cause significant pain, though not so much that there will be any permanent repercussions inflicted. If appropriate, there is the potential to render a victim unconscious, provided both parties are cooperative.
Spell Adverse Effect: The electricity is misguided and self-infliction ensures.
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 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.
Spell cost: 25+5 per extra 2 blocks in length.
HEARTSTONE ACTIVATION
Spell Cost: 25 spell points.

SPARKING
Spell Cost: 25 spell points.
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.
 
Last edited:

Ayda

The Cinnamon Roll
Staff member
Asirel_Luik
Asirel_Luik
#10
So is it master or Magus you have both in the post.
Its master until RP states otherwise. Is there a cause for concern or just curious?

Edit:
I had updated the profile considering Cap had put in the Lobby chat the decision. Solus asked for me to leave it at Master until things are finished.