Medieval & Fantasy Minecraft Roleplaying

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Kethron Dramaign - Echelon 4

Heie

Lord of Altera
Lore Staff
Legend
Staff
Mage Profile: Updated
Kethron-Mage.png

Knowledge is proud that he has learn'd so much;
Wisdom is humble that he knows no more.
Books are not seldom talismans and Spells.
-William Cowper,
"The Task, Book VI: Winter Walk At Noon"
Minecraft name: Heie
Character name: Kethron Dramaign
Link to normal character profile: [Forthcoming]
Current Rank/Proficiency
Eviscism:
Adept
Formistry: N/A
Cogimency: N/A
Animancy: N/A

Overall Rank: Adept
Spell Points: 125

Active Student: No
-Eviscism

Active Teacher: No
Izhomoz - Eviscism
Athryl - Eviscism
Tol'lek - Eviscism

Teacher(s):
-Azure - Eviscism

Protege(s)(Current rank):
Fronslin (Adept)
Kaelin (Adept)
Asero (Adept)
Izhomoz Hakiaz (Journeyman)


Knack(s): +4 Evisciral, -4 Electric
The ‘arcane sense’ of Eviscism spellcasting is extended outwards to a twenty block radius. In addition to that, he gains a passive boost to any usage of the ‘Sense Energy’ spell by enlarging the radius of the effects by two meters(blocks). For 'Detect Energy' , while other Evist's may see blurred colors and only within a short distance, Kethron may cast it outwards to fifteen(15) meters (blocks) and the clarity of the sight is finer to their gaze. 'See Energy' spell are refined and empowered. Kethron only need a full minute to switch energy types with the spell and he can take in the information it grants with less confusion.

Both Foci were lost. New ones were ignited
Image of focus below. Kethrons glows a soft crimson.

Second Heartstone Activated: Diamond, Glows Crimson, Attached to Shield

Known spells (names should contain a link to lore)(# of times cast):
Lvl 0 Spells: [#cast: 171]
[Thermal]
-Heat Warp (2)
-Temperature Control (39)
-Candle Light (20)
[Penumbral]
-Dazzle (14)
-Grace (1)
[Kinetic]
-Breeze (7)
-Throw Pebble (11)
[Magnetic]
-Compass (7)
-Attract/Repel (22)
[Evisral]
-Arcane Transmutation (9)
-Sense Energy (36)
[Electrical]
-Shock (4)

Lvl 1 Spells: [# cast: 145]
[Thermal]
-Ember (2)
-Flurry (1)
-Ice Minor (14)
-Heat Minor (7)
-Temperature Control [Shared] (14)
[Evisral]
-Detect Energy (16)
-Minor Ward (5)
[Penumbral]
-Brume's Gloom (9)
-Illuminate (29)
-Heart's Light (8)
[Kinetic]
-Projection (12)
-Disruption (6)
[Magnetic]
-Animate Metal (9)
-Lock/Unlock (13)

Lvl 2 Spells: [# cast: 206]
[Evisral]
-See Energy (53)
-Ward (4)
-Heartstone Ignition (9)
-Sparking (1)
[Thermal]
-Flare (7)
-Pull Flame (2)
-Dragonbane (5)
-Ice Bridge (11)
-Glacial Shield (12)
[Kinetic]
-Breath of the Land (6)
-Kinetic Empowerment (4)
-Free Fall (7)
-Inertia (2)
-Kinetic Wall (6)
-Knockdown (6)
[Penumbral]
-Enduring Light (9)
-Kethron's Enduring Light (27)
-Invisibility Minor (6)
[Electric]
-Burst (1)
[Split spell]
-Empower [Evisral (1) Thermal (0) Electric (0) Kinetic (6) Magnetic (0)]
-Energy Bolt [Evisral (9) Thermal (9) Electric (3)]

Lvl 3 Spells: [# cast: 1]
[Evisral]
-Major Arcane Bolt (1)
[Thermal]
-Blizzard (0)

Sustained Effects:
Am Magical

Current Magical Status: N/A


Cheat Sheet:
Thermal
- Warm Amber
Electric - Silvery Blue
Kinetic - Emerald Green
Penumbral - Pale Gold
Magnetic - Deep Lilac
Evisral - Sharp Crimson


Chosen School(s)
Eviscism [Stable]
Animancy [Occult]
Cogimancy [Telepathy]
Formistry [Matter]

Chosen Specialization(s)
Thaumaturgy
Summoner

Spell Points
12

Mentor(s)
N/A

Protege(s)
N/A

Knack
When casting, his magic takes the form of runes most basic, up to complex magic circles depending on the complexity of the spell.

Sustained Effects
His heart is now an organic crystalline structure that pumps living magic through their veins.

Current Status
Seeking Teachers for further Arcane Knowledge. Seeking Student to follow him into Thaumaturgy.
Name recorded in a tomb by the Tallyman.

Apprentice

Name: Push
Level: 0
Branch: Stable
Range: 5 meters.
Duration: n.a
Effect: The mage is able to pantomime the act of shoving something, and exert force equivalent to a firm, physical shove upon any point of an object or person in range. This does not exert enough force to impede someone braced for the impact, and is spread evenly over the target.

Name: Sculpt
Level: 0
Branch: Matter
Range: Touch
Duration: Concentration
Effect: An object held within the hands of the caster becomes malleable like wet clay. The larger the object, the more effort it takes to mold. The object can’t be larger than a tankard, and can’t be attached or connected to anything larger. It does not work on metal.

Name: Telepathy
Level: 0
Branch: Telepathy
Range: 5 meters.
Duration: Concentration.
Effect: The mage initiates mental contact with a willing, sentient being within range. They may maintain this contact with only one person at a time. The mage and the willing target are able to share and interpret each other's thoughts, and anything which can be imagined by either party may be shared over the link.

Name: Weaver of Rushes
Level: 0
Branch: Occultism
Range: Five meters
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.

Journeyman

Name: Locksmith
Level: 1
Branch: Stable
Range: Touch
Duration: 30 seconds for a standard lock. Indefinite for a complicated lock.
Effect: The mage places their hand over any metalwork lock and manipulates the mechanism within. By doing this, they can attempt to lock or unlock any standard metallic lock with a roll using their casting attribute and Thievery with one step of advantage.

Name: Telekinesis
Level: 1
Branch: Stable
Range: 10 meters, within line of sight
Duration: Concentration.
Effect: The mage may manipulate an object within range that is five kilograms or less as though by an invisible hand, moving it at any point in range, able to push, pull and perform intricate movements. The mage must mime with their hands the movements they want the object to perform, and so cannot use it while holding an object in that hand. Further, the kinetic link is not possible with an object currently in use or in the possession of another.

Name: Sentinel's Glow
Level: 1
Branch: Stable
Range: 10 meters
Duration: Ten minutes, or until used
Effect: The caster manifests a small fist sized orb of incandescent light behind them that shimmers with a faint golden fire. This orb will harmlessly float behind the caster until used, providing the relative light of a candle. It is also slightly warm to the touch, akin to the sensation of standing in the midday sun. The orb can transform into a dagger of pure light; this can either be fired at a target within range, in a manner akin to throwing a knife, or held comfortably in the hand of the caster, able to be used as a stabbing implement. The area that is impacted by this dagger will suffer minor damage: flesh will experience first degree burns in its wake and the dagger will pierce into organic matter, causing minor burns within the target too. Only one orb may be active at a time. Once the dagger impacts anything, it disappears.

Name: Tremorsense
Level: 1
Branch: Matter
Range: 10 meters.
Duration: Concentration.
Effect: The mage is able to feel the steps of creatures and the movement of objects out to the given range. They can feel the steps they take, and the objects touching the terrain that they move, such as furniture or doors.

Name: Message
Level: 1
Branch: Telepathy
Range: One kilometer.
Duration: Instantaneous
Effect: The mage is able to send a thirty word message to a single target within range. The target is then able to reply with their own thirty word message.

Name: Boulder Blockade
Level: 1
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: Devourer's Vault
Level: 1
Branch: Occultism
Range: Touch
Duration: Indefinite
Effect: The caster stows away an object (that does not exceed 10kg) in a pocket dimension beyond mortal sight and touch. This takes a minute to perform. This spell may be cast again to summon the object from the pocket dimension, the caster requiring a minute to do so. Only a single object may be stored in this fashion, and the object in question must be noted clearly on the mage's arcane profile. Artifacts of any origin cannot be stored.

Name: Sylph's Shielding
Level: 1
Branch: Occultism
Range: Touch
Duration: Instantaneous
Effect: The mage conjures an air elemental, manipulating it to swell underneath a target they touch and slow their descent for up to 10 meters in height. This allows the target to land on the ground upright and unscathed. The mage cannot cast this spell while in freefall, and must cast it before they begin to plummet.


Adept

Name: Ward Minor
Level: 2
Branch: Stable, Matter
Range: One Meter
Duration: Concentration
Effect: The Caster manipulates the flow of Essentia around themselves in an intricate pattern of runes. When magic targets the caster or brushes against the ward, it reacts retroactively to unravel the magical elements, thus expending both the casters ward and the opposing spell. As a minor ward, it only affects spells of tier two and below. If the caster passes a Casting Attribute + Determination check against the target's CA + Determination, the target spell is unraveled before contact.


Name: Spatial Scission
Level: 2
Branch: Occultism, Stable
Range: Touch
Duration: 30 minutes
Effect: The caster’s hand invokes an arcane rune against a solid, unmoving surface that activates upon the placement of the second rune. A tear in reality up to 10cm (~4in) wide rips open on each rune, linking the two like a window. Items that fit may pass through, exiting the opposite end unchanged. Magical effects, arcane or divine, cannot pass through it. Should the effect end with something submerged in the portal, it is forcibly ejected through whatever side held the most mass with no material harm. The spell dissipates if either rune is moved.

Name: Psychopenumbral Projection
Level: 2
Branch: Stable, Telepathy
Range: 500 meters
Duration: Concentration
Effect: The caster can project themselves as an ethereal, white image of light at a location within their range. This image can see and hear within 10 meters, speak and move their limbs but cannot move from the chosen location nor physically interact with anything. The caster is locked in concentration and cannot interact with anything whilst casting. The caster cannot project themselves at a location they are unfamiliar with, nor one shrouded in complete darkness.

Master

Name: Spacial Conveyance
Level: 3
Branch: Stable, Telepathy, Occultism
Range: 300 metres
Duration: Concentration up to 1 minute, or until used.
Effect: Casting their mind out to a familiar location within range, the caster links the two locations within his mind and creates a planar rift to step through over the course of three turns. On the third turn, the caster or another may then step through the temporary crack in space before it closes behind them. The portal is one way, though it may be chosen on creation for the portal to be used from the destination's side instead. The casters portal cannot transport to or from a location they are unfamiliar with, nor can they sustain the portal long enough for another to follow. While the portal is forming, the caster may not take any other actions as it requires their complete focus.

Name: Arcane Revelation
Level: 3
Branch: Matter, Stable, Telepathy
Range: 50 meters
Duration: Concentration
Effect: The mage’s eyes change, the exact change is up to the mage, but it must be the same change every time. They are able to peer into the world around themselves, and tell what is magical or not. They know if it is of divine or arcane origin, and they know what school of magic it is from or most closely resembles Anima, Forma, Mens or Vis.



Magus

Name: Abrogation
Level: 4
Branch: Matter, Occultism, Stable, Telepathy
Range: 30 Meters
Duration: Instant
Effect: The caster weaves a series of runes which he sends out to unravel a spell into its most basic element of Essentia, thus releasing it into the environment harmlessly. The caster must sense or see the target and the spell being cast while being within range. If the caster passes a Casting Attribute + Determination check against the target's CA + Determination, the target spell is unraveled.

Sanctum Location
Moonstone Isle

Progression Goals [6/6]:
Created a sanctum
Craft a spell: Ward Minor, Arcane Revelation, Abrogation, Spacial Conveyance
Gestalts: Runic Illusion, Invite Only, A Warm Welcome, Homunculus Reborn
Magical Research: Airships
 
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