Medieval & Fantasy Minecraft Roleplaying

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Matt - Echelon 3

Sergeant Freedom

Lord of Altera
Sergeant_Freedom
Sergeant_Freedom
Legend
1670175156765.png
In-Game Name

Sergeant_Freedom

Character Profile
Matt

Current Echelon
Echelon 3

Chosen School(s)
Evisicim

Chosen Specialization(s)
Pyromancy/Cryomancy
(4 Volatile)

Spell Points
9 SP

Mentor(s)
Ayda The Cinnaroll

Frost Fronslin



Protege(s)
N/A

Knack
As the mage continues down the path of fire, his body would become scorched and seared with burn marks. Beginning with his fingertips, their surface turning to resemble black cinder, while still leaving the fingers useable. As they progress through the Echelons, these changes spread to other parts of his body, resulting in small fissures opening on the surface of his skin, flames visible within; intensifying during spellcasting. These flames do not produce heat, but are still uncomfortable for the mage.


Echelon 2:
The burns would've spread to mid forearm during this period of time, showing small fissures opening across his left palm and right wrist


Echelon 3:
As the mage casts, he becomes enveloped in the elements of ice and fire, wrapping themselves around his figure. The left side composed primarily of ice, while the right is composed primarily of flame, and upon mixing where they meet, neither giving way to the other. To others, the flames do feel hot, and ice does feel cold, but neither can inflict any sort of harm upon touch, nor affect the temperature of a room. Likewise, the flames cannot spread to flammable materials, and the ice cannot cause frost. The mage can call forth some of the energy wrapping around themselves to form themselves into single shapes of the same element. Entirely aesthetic and harmless, these shapes can only be those of simple nature and disperse upon contact with anything outside of itself, creating small wisps of fire or frost.



Sustained Effects
N/A

Current Status
Thuggin as always

Sanctum Location
N/A





Spells
Key: Green is customs learned by others. Red is my own customs. White are spells learned from the base grimoire
Cantrips
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: 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. This spell may only affect flames of the size prescribed and will have no bearing on larger fires, nor will it work upon smaller chunks of one larger fire, provided that that fire is considered a single fire. The spell takes away the heat required for it to remain burning, putting out the fire and rendering the caster warmer to the touch, for an hour. This spell provides mild resistance to minor chills, but will do nothing to subzero temperatures nor frostbite. This spell can be recast, with the original heat dissipating from the body of the mage, absorbed wholly into their Cruxstone.


Level 1:
Name: Flame Wreathe
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

Name: Thaw and Boil
Level: 1
Branch: Volatile
Range: A 5x3 area from the emitter of the caster
Duration: Concentration
Effect: The mage directs a visible heatwave from the tips of their fingers or held weapon, causing ice to gradually thaw away, akin to how it would naturally. Standing directly in front of these heatwaves is uncomfortable and might cause skin to remain red and agitated for a day if contact persists for four rounds or more. The heat is not sufficient to damage delicate objects like books or similar. If their hand or held weapon is dipped into water of up to a cauldron in volume, it gradually heats it to a boil over the course of a minute. The boiling water created by this spell will not adversely affect the caster while it is being boiled.


Name: Climate Command
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.

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: Flaming Bulwark
Level: 1
Branch: Volatile
Range: 3 Meters
Duration: 2 Turns
Effect: Over the course of a turn, the caster forms a flaming shield anywhere within three meters from their current position. Thereafter, a two meter high two meter wide wall of flames forms, occupying the space prescribed. The flaming wall will instantly disintegrate mundane projectiles of a size similar to an arrow or smaller than one that pass through it. The wall offers no protection against larger projectiles. The wall, if contact is made with it, will inflict minor burns on those who touch it. It can be passed through by an individual, but that individual will suffer minor patchwork burns across their body.


Level 2:

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: Brimstone Battlements
Level: 2
Branch: Volatile
Range: 10 meters centered on the caster.
Duration: 3 rounds
Effect: The mage conjures a ten meter line of fire within ten meters of them over the course of a round, reaching up about five meters in height. In the turn the fire is conjured, people nearby are aware of the sudden scent of sulfur and can move out of the way of the rising flames. The designated line does not need to be straight, but it can’t exceed ten meters in length if stretched out. The fire is smokeless, and people may see through it, even if they cannot move through it without burning themselves with the superheated flames (second degree burns upon making contact). The air a meter or so above the flames will become hot enough to cause flammable material to immediately combust.


Name: Burning Parry
Level: 2
Branch: Volatile
Range: Touch
Duration: 2 rounds
Effect: The mage instills their blade with an intense heat, their weapon glowing a pale clearly visible red. When another weapon clashes with the weapon's blade, the caster attempts to ignite the hilt of their opponent, or relative facsimile. The caster must make a Casting Attribute +Melee check, opposed to the attacker's attack or parry roll. If the caster succeeds, the hilt of their opponent's weapon ignites, a burst of flame forcing the opponent to release their grip on the weapon. The hilt will remain alight for one round before dissipating, the heat and flame dying out immediately. This spell does not work on materials typically immune to fire damage (ie; Eizholz, Drakodo Leather).


Name: Grounded
Level: 2
Branch: Volatile
Range: 30 meters
Duration: Concentration, up to 5 rounds
Effect: The mage points their focus or hands at a flying target within range and begins to channel the ambient warmth of the air underneath the flyer into their focus. This creates a strong downdraft of air, resulting in contest between the flyer and the caster. The caster rolls CA + Determination/Ranged against the flyer's Body + Evasion/Might. Should the flyer lose this contest, they will descend onto the ground within the next turn without harm and with some control. Until the end of the spell's duration, or until the caster wills it, the flyer cannot ascend again. This only works against mundane methods of flight and will not work against magic-given flight.



Name: Intendi Lucerna
Level: 2
Branch: Volatile
Range: 1 m
Duration: Concentration
Effect: The mage concentrates on their focus/hand in order to produce an extremely hot flame capable of cutting through frames of metal that are three centimeters or less in thickness; such as doors, chains, bars or armor. However, the mage cannot move and must maintain concentration for this to work. The flame itself is fully produced over the course of three turns or thirty seconds, the flame becoming stronger each turn. Interrupting this process will cancel the spell.









Memorable Moments
Flame Wreathe: Saving his friends and ally's Matt set alight a tower using flame wreathe causing it to fall behind them crushing hellspawn that followed. This allowed everyone to escape without being pursued

Flaming Bulwark: Using this spell Matt was able to shield Jerr'co during an attack on the Ivory King's stronghold. The shield protected the Earthspawn from catching arrows while his back was turned

Thaw and Boil: He boiled some soup. It was good soup




Since Echelon 2

Brimstone Battlements: Used to cut off any number of people from fleeing, Matt's used this spell on Gwyth (The nasty greyling) after he bit Melarue in the tavern

Burning Parry: An attempt was made to peacefully resolve a situation by using this spell; When he set alight a polearm, causing Eirlys to drop it from her grasp moments before he and Lysander traded blows

Intendi Lucerna: A wonderful party trick he continues to use, burning away doors that people assure him can only be gotten through by picking the lock. All things are possible through fire

Grounded: Used to safely and very gently captured one of Charity's missing orb children things


Elemental Volley:
 
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Sergeant Freedom

Lord of Altera
Sergeant_Freedom
Sergeant_Freedom
Legend
With the coming of time, all things come to pass. Whether that be the rise of Kingdoms, or the fall of man, new will rise up in it's place. All we may do is cherish the time we spent with these things and hope that the new provides fond memories alike.

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