Medieval & Fantasy Minecraft Roleplaying

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Active Lysander - Echelon 4

TheDeester

One so Bereft of Light
Lore Staff
Server Outreach
Evil
Staff
Shadow Hedgehog
Pronouns
He/Him
GrapeFlavDragons
GrapeFlavDragons
Evil

[ CHARACTER INFORMATION ]

IGN: Jishrim.
Character Name: Lysander.
Character Profile: Hither.
Current Echelon: 3.
  1. [11/12/22]
  2. [12/23/22]
  3. [02/22/23]
  4. [09/21/23]
Spell Points: 12.
Chosen Schools: Animancy/Eviscism.
Chosen Specialization:
Invocation: Hybrid of Occultism & Stable
Creating rifts between spaces.
Lysander attunes to and invokes the powers of outer realms as he attempts to study and understand them.


Current Status
  • Freshly graduated to Echelon 4; taking apprentices.

Sanctum Location
No sanctum at this time.

Sustained Effects
Sparking Sickness - Animancers:
They manifest this in the form of suddenly feeling extremely cold, hearing incoherent whispers, or seeing shadowy figures in their peripherals. Concluded.

Knack
Planar Lesion:

A tear in Lysander's skin opens over a scar given to him by a figment, now hosting a small rift used to draw and channel extraplanar energy. The rift appears akin to the "Magic Tear" nebula, taking on a red colour due to contact with his leaking blood--making him more pale as a result. Over time the lesion will increase in size and open up elsewhere on his body, drawing upon more volatile powers as his arcane aptitude progresses—and he becomes more and more linked to entities beyond this world.
A wound to these areas will bleed as normal, while bruises alter the composition of the affected areas, darkening the hues of the tears while still displaying the nebulous aesthetic. When healed, the area looks as it did before sustaining any damage.
Cruxstone
The Beetle:

The red amber Cruxstone conjures an intangible aura of beetles and locusts flying amid spells in a matching vermillion coloration. The spectral swarm never moves beyond the range of the spell cast.
Name: Shepherd of Winds
Level: 0
Branch: Occultism
Range: 5 metres
Duration: A turn
Effect: A simple parlour magic that produces a light draft; enough to shutter doors, rattle windows or spoil the warmth of a fireside.

Name: Throw Voice
Level: 0
Branch: Stable
Range: 20 meters.
Duration: Concentration
Effect: The caster manipulates their own voice and projects it so that it seems like it originates from any visible point within range.

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

Name: Guest of Flames
Level: 0
Branch: Occultism
Range: Five metres
Duration: A turn
Effect: By beckoning on fire elementals in the ambient, the caster can manipulate nearby flames to flicker and dance, or twist smoke into simple shapes.
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: 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: 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: Luxstone
Level: 1
Branch: Stable
Range: Held object
Duration: One day
Effect: The caster turns an ordinary gemstone into a source of light by imbuing the gem with a concentrated amount of Penumbral energy. To the touch, this gemstone will feel somewhat warm and pleasant. It will constantly radiate light (about a torch’s worth) for a day, before the light fades away like a dying flame. It can be turned on and off by squeezing it. The colouration of the light matches the gemstone. At Echelon 1 only one may exist at once, but another can exist per Echelon reached, with a maximum of five at Echelon 5.

Name: Cloudburst
Level: 2
Branch: Occultism
Range: 6x6 blocks, within five blocks of the mage
Duration: Three turns
Effect: The mage creates a pact with a water elemental over the course of a turn. Once this turn has elapsed, the area designated by the mage will be subject to a monsoon of razor sharp rain droplets. These water droplets are the size of a knitting needle and will continually pour for the duration, lacerating anything within the area with non-fatal wounds. They can puncture flesh to a depth of one inch, but immediately disperse into ordinary water after they have done so. Anyone within the radius can roll a Body+Fortitude check against the caster’s AoE DC to resist the monsoon. Metal armour resists this effect. The mage is unaffected by this spell.

Name: Elemental Smite
Level: 2
Branch: Occultism
Range: Touch
Duration: Ten Minutes
Effect: The caster wreathes a weapon in an element of their choice. This offers no additional mechanical effect beyond causing additional harm. The damage is less significant than the weapon itself, but adds enough punch to be tangible. The fire does not ignite, the earth does not incur extra knockback, and so on. For creatures or summons with a set number of 'hits,' it counts as dealing an additional hit.

Name: Subjugation
Level: 3
Branch: Occultism
Range: Ten meters
Duration: Concentration up to a minute
Effect: Over the course of a round, the mage conjures forth from the ground a myriad of blackened chains that appear in a gout of darkened fire. These chains will seek to bind a target within range, be they material (Humanoid) or immaterial (spirits). The chains burn those they hold, while those without a body merely feel the sensation of agonising burns. The chains can be physically avoided with a contested Evasion vs. Ranged check, or broken with a contested Might vs. Determination check after the target is caught. If the chains bind a spirit or an otherworldly entity for at least three consecutive rounds, the mage can make another contested roll to banish it to its home plane.

Name: Fiendform
Level: 3
Branch: Occultism
Range: Self
Duration: Ten minutes
Effect: The mage takes on the aspect of a fiend or another hellborn entity for the spell's duration. Within this form, their appearance takes on a hellish countenance: they will sprout horns, their skin will become reddened, etc. The exact form they take is dependent upon the mage’s desires. It takes a turn to manifest this demonic power. In this form, they are immune to the effects of mundane fire and heat, while they are immune to fire spells of L2 and below, or their equivalents. All physical actions made in this form can use the caster’s casting attribute in place of the primary stat. Any wounds this form takes are carried over to their original form. For two days afterwards, the mage will only dream of the bleakest hellscapes imaginable, nightmares untold. If this spell is recast, two more days are added.

Name: Veil of the Void
Level: 3
Branch: Occultism
Range: One target within three meters
Duration: Two turns for the banishment, three days for the curse
Effect: The mage banishes the target into the Planar with a contested roll. For the spell's duration, the target becomes transparent and unable to be interacted with. They will experience a fundamentally, spiritually traumatic event. When they return to their flesh after two rounds, they will return with a sense of pure dread that will fade into a sense of emptiness over the course of an hour. The target is unable to feel and present any form of emotion for three days after the fact.
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Name: Planar Blade
Level: 2
Branch: Stable, Occultism
Range: Self
Duration: 15 minutes
Effect: The caster embeds a physical ‘hilt’ (such as a wand or stick) into a solid surface, affixing a blade made of planar fragments from the point the weapon is drawn. The blade has the same properties as refined steel, and can be no larger than a longsword, with shape subject to the caster’s choice. Rolls made with the weapon use CA + Melee. It may be dismissed at any time before the duration ends, or recast to reset the timer. The hilt must remain in the caster’s hand to work, if the caster is disarmed or hands the sword to another, the spell ends, reducing it back to the mundane hilt-piece. No more than 1 sword per caster can exist at a time.

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: Stridulation
Level: 2
Branch: Occultism, Stable
Range: Self
Duration: 1 hour
Effect: Two talon-tipped arthropod legs of hard light are summoned onto the caster's back, an aberrant color that cannot be rationalized. Outside of combat the caster may use the legs to perform mundane tasks doable without hands. However, during combat, they may be used in lieu of their regular arms to perform unarmed attacks or climb with CA + Grappling, and are considered an instrument and focus. If ripped off, they crumble into nothingness.

Name: Veering Void
Level: 3
Branch: Occultism, Stable
Range: 5 meter radius
Duration: 5 minutes
Effect: The caster creates a small gravitational vacuum filled with small unblinking eyes and shadows, appearing as transient darkness. Projectiles that enter the ‘orbit’ of the item are redirected or slingshotted based on angle of approach, with slight directional influence from the caster. In order to exert influence over a projectile, the caster must succeed a CA + Determination versus the projectiles Body + Ranged. Rolls may be dismissed if both parties agree. Defending more than once per round requires the caster to roll at disadvantage.

Name: Devil’s Instrument
Level: 3
Branch: Occultism, Stable
Range: 30 meters
Duration: 5 minutes
Effect: An instrument is enchanted with aberrant sound, allowing it to send melodies of the depths toward a target within line of sight. The sound, visible as rippling air, inflicts occult damage if the target fails a Soul + Resilience (Malaise) roll against CA + Ranged (Arcane).

Name: Phlegethon
Level: 4
Branch: Occultism, Stable
Range: 50 meters, line of sight
Duration: 5 minutes
Effect: Performing a ritual for 2 turns, a 3x3 meter portal opens in the ground before the caster, erupting with tendrils of eldritch light. Should a target enter within 3 meters of the portal, the light may lash out to drag a target through to the destination, a solid surface within 50 meters designated at the time of casting. Overcoming the caster's AoE DC with either Body + Athletics (Might) or Dexterity (Evasion) negates the grasp for a turn. A total of 2 targets (including the caster) may move through the portal before it closes.
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[
MENTOR INFORMATION ]

Mentor’s IGN: Ressplendent.
Mentor’s Character Name: Iris/Astreia.
Mentor’s Mage Profile: Thither.
 
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