Medieval & Fantasy Minecraft Roleplaying

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Ayda Ulamyar - Echelon 3

The Cinnaroll

The Cinnamon Roll
Very Sweet
Legend
Retired Staff
Pronouns
She/Her, They/Them
Asirel_Luik
Asirel_Luik
Sweetheart

Art done by the lovely Cukie1
:heart:
Minecraft name:
Asirel_Luik
Character name:
Ayda Taionia Ulamyar
Link to normal character profile:
{ X }
Spell Points:
9
Teacher(s):
N/A
Protege(s)(Current rank):
N/A
Sustained Effects
None Currently
Chosen School
Eviscim
Chosen Specialization
Volatile - Electromancy
Knack
During times of heightened emotion, Ayda’s arms and hands play host to errant currents of electrical energy, most prominently along the length of her pre-existing lightning burn. These currents are accompanied by an audible popping sound; akin to that of electrical wires brushing together. During spellcasting, the effect intensifies, her burned arm becoming sheathed in fully fledged bolts of lightning, cascading down to cover her Foci. All lightning created as a result of this knack is mechanically harmless; it does not provide any additional damage or detrimental effect by virtue of its existence.
Sustained Effects
None
Current Status
Nothing of note.
Sanctum Location
There isn't one yet.


Name: Shock
Level: 0
Branch: Volatile
Range: 3 meters.
Duration: One minute.
Effect: Static electricity is pulled from the air around the mage, appearing as small sparks that align their hands. The mage may move the sparks and project a dart of electricity toward a target, causing a static shock and superficial numbness at the point of contact. The same effect may be achieved by contact with the mage's hands. The mage may also transfer the energy to a metallic object on contact, causing the object to take on the effects of the spell without the visible sparks for the duration.

Name: Siphon Flame
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 nor frostbite.

Name: Chill
Level: 0
Branch: Volatile
Range: Touch.
Duration: One hour.
Effect: The mage touches an individual with their hand, keeping them comfortably cool in hot environments for one hour. Touch must be maintained for this effect to persist.
Name: Zap
Level: 1
Branch: Volatile
Range: 10 meters.
Duration: n.a
Effect: The mage directs their hands towards any point within range, and an arc of energy forms for an instant between their fingertip and the directed location. It is enough energy to kill or severely injure a small animal such as a bird, while if cast on a person it is only enough to hurt like a strong shock.
Name: Elemental Volley
Level: 2
Branch: Volatile
Range: 50 meters, with disadvantage at a range of 30+ meters
Duration: Instantaneous
Effect: The mage looses a projectile of ice, fire, or electricity from the end of their outstretched hand. The projectile is about the same size and speed of an arrow loosed from a shortbow, does not impart any force on impact unless stated otherwise, and affects, roughly, a one foot by one foot area. A fire bolt results in flames being loosed at a target, acting like ordinary fire; an electric bolt causes intense pain and electrical burns on impact (those with insulated armor find this effect reduced, the pain only moderate and the burns minor); and a blast of condensed frigid cold air, carrying a payload of sharpened hail, causes moderate frostbite as well as smaller puncture wounds therein.
Name: Stormwalker
Level: 3
Branch: Volatile
Range: Seven meters
Duration: Two turns
Effect: The caster raises their hands aloft, generating a small cluster of storm clouds above their person and pulling minor arcs of electricity to dance along their outstretched arms. The caster can then wield this lightning as a whip, using it to lash out at a target within seven meters. Targets struck by this whip will suffer from electrical burns where the whip makes contact, and are unable to effectively use the struck limb for the next turn. The whip itself is conjured to a single arm of the mages choice, but the thunder cloud thematic persists around both arms for the duration.
 
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