Medieval & Fantasy Minecraft Roleplaying

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⊰ Cael Mithtanil ⊱ Echelon 3

Sankera

Lord of Altera
In-Game Tech Staff
Merchant
Staff
Pronouns
He/Him, They/Them
Sea_of_Fog
Sea_of_Fog
LegendMerchant

· · ─────── ·۞· ─────── · ·
C A E L⠀M I T H A N I L
L I T L L E⠀S T A R

A place of transformation,
a crucible in which things burn,
and if mortals venture out too close they also burn,

and become more fully who they are.

" A part of me, within a part of you.
I Am thou, and thou art I. "


· · ─────── ·۞· ─────── · ·

IGN || Sea_of_Fog
Current Echelon || III
Chosen Schools || EvicismFormistry
Specialization || Stellar Plasma(Volatile/Matter) & Gravity(Stable/Matter)
Spell points || 9 / 9

· · ─────── ·۞· ─────── · ·

STATUS || After summoning the Court of Elementals, he and his compatriots are now tasked with a brand and a quest.

K N A C K
S T E L L A RE V O L U T I O N
Within Cael's Cruxstone, his Essentia, Vis, and Forma are in constant flux. With each pump of the organic crystalline structure, this destructive magic courses through his veins as it slowly erodes his body, it trying to transform biological matter into Plasma. This magic leaks out in Coronal Loops through scars or other getaways it can find. Over time as he progresses through the Echelons and learns to control this power better, so will the star left within his soul, granted by Lady Sunfall, evolve alongside him, growing in mass and intensity. When casting spells or during bouts of extreme emotion, the Coronal Loops become more prominent as if he were flexing muscles; the light they give off is faint but not enough to aid in seeing in the dark.

· · ─ ·⊰Echelon One⊱· · ·
P R O T O ─ S T A R
The newly ignited star within Cael's soul, bestowed upon him by Lady Sunfall, is increasing, trying to stabilize itself. No healing can cease or prevent this process, such as sparking sickness causes a fresh mage to adjust to their newfound power for a week; the same is happening inside Cael. This causes minor wounds on his skin or coughing up blood as the star consumes biological matter to sustain itself. The Coronal loops violently snap and burst forth from his skin and prosthetic, their shades of Crimson reds and Rust-hued oranges.

· · ── ·⊰Echelon Two⊱· ── · ·
M A I N⠀S E Q U E N C E ─ S T A R
The star within Cael's soul, bestowed and tempered by Lady Sunfall, grows and carefully stabilizes itself. Forma, filled with energy, now inhabits his body. Coronal loops of tangerine orange and blonde yellow flow from open wounds or his prosthetics.

· · ── ·Echelon Three· ── · ·
B R I G H T⠀G I A N T ─ S T A R
As Cael's arcane prowess develops, so does his soul's star. Having amassed enough matter and energy, it would start to swell, burning with incandescent golds, crimson reds, and the occasional flare of deep indigo as gravity now attempts to keep it contained. When casting spells, arcane runes manifest around his wrists made of the coronal loops of his.




· · ─────── ·۞· ─────── · ·


E F F E C T S
DAWNWOKEN || Those who find comfort within the embrace of the Morning Sun find themselves kissed by the light of the wayward star. When the morning comes, those marked by Lady Sunfall’s grace find themselves filled with comfort, contentment, and peace. They also find themselves becoming more accustomed to waking up at the sign of first light, early in the morning, and will be discontented if they miss the first rays of the dawn.

SUNFORGED FLESH || The afflicted limb takes on the colouration of bronze metal, though it maintains the supple nature of ordinary flesh, and skin to the touch. The veins of the afflicted limb have a burnt orange colour to them and glow ever so faintly. When this arm bleeds from a wound, the blood matches the colouration of the veins. The afflicted limb cannot be regrown by arcane or divine magic. When within one metre of the substance known as volatile obsidian, the limb will grow lifeless and inert, as though numbed.


S P E L L S
C A N T R I P S
SIPHON FLAME || 5 Casts​
LEVEL || 0​
BRANCH || Volatile​
RANGE || 10 meters.​
DURATION || One hour​
EFFECT || The mage may target a fire no larger than that of a hearth and siphon the energy into their open hands, absorbing it comfortably into their body. It takes away the heat required for it to remain burning, putting out the fire and rendering them warmer to the touch, for an hour. This provides mild resistance to minor chills but will do nothing to subzero temperatures or frostbite.​

SCULPT || 4 Casts​
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 mould. 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.​

FINGERSMITH|| 8 Casts​
LEVEL || 0​
BRANCH || Stable​
RANGE || 10 meters​
DURATION || Concentration​
EFFECT || The mage can move a single small magnetic object within range, moving it with gentle force. The object must comfortably fit in a palm, such as a coin purse, key, or door handle, and can be manipulated freely as though held by the mage directly. This requires line of sight, and the effect is too weak to work in any sort of combat.​

E C H E L O N⠀1
CLIMATE COMMAND || 12 Casts​
LEVEL || 1​
BRANCH || Volatile​
RANGE || Three meters around the caster​
DURATION || Concentration​
EFFECT || The spell automatically balances the temperatures around the caster to induce an area of relative comfort. Brisk colds become milder, and searing heat lessens. This has no effect on extremes of temperature, nor will it fully prevent frostbite or heatstroke, though it may lessen them.​

FLAME WREATHE || 6 Casts​
LEVEL || 1​
BRANCH || Volatile​
RANGE || 10 meters​
DURATION || 15 Minutes​
EFFECT || The mage may target a hearth fire or smaller to siphon its energy onto their held weapon or, alternatively, their fists if no weapon is held. They may siphon ambient thermal energy. Both options take one round. Their weapon or hands are then wreathed in flames that heat them, with no risk of damaging the weapon or mage. Flames siphoned from an existing source may be directed to a single target within range, ending the spell and causing minor first-degree burns if the target is hit. The target may roll Body + Evasion vs the Caster’s AOE DC to avoid​

REDESIGN || 20 Casts​
LEVEL || 1​
BRANCH || Matter​
RANGE || Touch​
DURATION || Permanent​
EFFECT || The caster is able to alter the colour and texture of up to one cubic meter of the surface of an object. It can be used to change the colour (no neon colours), texture (soft or rough), or both, seeping up to 10 centimeters deep.​

SENTINEL'S GLOW || 2 Casts​
LEVEL || 1​
BRANCH || Stable​
RANGE || Touch​
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.​

TELEKINESIS || 30 Casts​
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.​

E C H E L O N⠀II
AURORAL HOLOGRAPHY || 9 Casts​
LEVEL || 2​
BRANCH || Volatile, Matter​
RANGE || 20 meters​
DURATION || Concentration, up to one hour​
EFFECT || The mage imbues their Forma with Vis, using it to weave an esoteric rune in the air. The mage gains the ability to control energized gasses and change their shape, colour, and density within range. The images or shapes made by these gasses are not opaque and are not believable as illusions. Upon being touched, the energized particles feel warm and jittery but do not dissipate. The mage may consolidate the particles to create an orb of light that has the luminosity of a lantern.​

ARCANE SATELLITE || 20 Casts​
LEVEL || 2​
BRANCH || Stable, Matter​
RANGE || Touch, then 5 meters​
DURATION || 30 minutes or until dispelled​
EFFECT || Over the course of a turn, the mage imbues their Forma with Vis, using it to weave a series of runes upon an object, which converts gravity into a gentle vibrating hum. The object may weigh up to 25kg and can hover at any point in range; even at running speed, the mage is able to push, pull, and perform intricate movements.​

GRAVITURGIC DESCENT || 0 Casts​
LEVEL || 2​
BRANCH || Stable, Matter​
RANGE || Touch​
DURATION || 15 minutes​
EFFECT || Throughout a turn, the mage imbues their Forma with Vis, using it to weave a string of runes for themselves and up to two other people in the air. The runes can be crushed in an open hand, collapsing the gravity around them and providing them with a slow-falling ability for the duration; during this time, they cannot use this hand to hold anything.​

E C H E L O N⠀III
STELLAR THREADS || 2 Casts​
LEVEL || 3​
BRANCH || Stable, Volatile, Matter​
RANGE || 7 meters​
DURATION || 5 minutes​
EFFECT || Pressing their digits together and quickly pulling them away, the mage ignites their living thread, coating it with burning plasma. The threads can be interchangeably woven into a plasmatic whip with a minimum range of .5 meters or net to catch and break melee attacks. Grapples made with the whip are resolved with CA + Ranged and defenses with the net with CA + Athletics (Might). Freeing oneself requires the target's action to cut the thread. Flesh in contact with the threads for 1 round will suffer third-degree burns, and weapons caught in the net for 2 consecutive rounds become superheated. Unless crafted of non-flammable material (ie; Eizholz, Drakodo) the wielder must relinquish their weapon or suffer a burn. Weaponry remains superheated for 1 round after leaving the net's contact.​


G E S T A L T S
CELESTIAL HOLOGRAPHIC GLOBE
BRANCH || Volatile, Stable, Matter, Illusion, Telepathy​
DESIGNED BY || Cael and Athryl Mithtanil, Kethron Dramaign
EFFECT || Physical models of the universe quickly become outdated as more is discovered; thus, a new way to represent such is desired. Based upon the powers of 'Change of Scenery', 'Auroral Holography', and the prior knowledge gained from creating the gestalt 'Runic Illusion', the mages carve an elaborate array of runes into a spherical surface. Within the runes, a permanent yet malleable Plasmatic Illusion is placed.​
These runes draw their diorama from a collection of memory crystals filled with recordings of the night sky across Altera. When a new permanent addition to this diorama is to be added, one must sacrifice a memory crystal containing the recording of the celestial phenomena. The mage must mark the location of an OOC storage on their mage profile and keep a log of sacrificed memory crystals. When the spell 'Auroral Holography' or 'Change of Scenery' is cast within the globe, they may temporarily override the plasmatic illusion.​
OOC INFO || Memory Crystal storage at 3821 95 1784​


S A N C T U M
Below Cael's house, upon the hills of Candlewood, lies his Sanctum. An immense and enigmatic glass dome can be seen from within flashes of Crimson, Tangerine, and other hues.
Magical and astronomic research is performed here to gain a deeper understanding of the workings of the cosmos.


3827.64.1785


#987e41
#7f7f7f
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Last edited:

Sankera

Lord of Altera
In-Game Tech Staff
Merchant
Staff
Pronouns
He/Him, They/Them
Sea_of_Fog
Sea_of_Fog
LegendMerchant
Due to.... events yesterday added a new effect : )c
 

Sankera

Lord of Altera
In-Game Tech Staff
Merchant
Staff
Pronouns
He/Him, They/Them
Sea_of_Fog
Sea_of_Fog
LegendMerchant
Echelon 3 time baby, added the appropriate cantrip and updated the knack section
 
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