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Ruvan Kegheart - Echelon 4

TagTeamChampion

Metaiyyehmorphosis Master
Legend
Retired Staff
Pronouns
He/Him
TagTeamChampion
TagTeamChampion
Legend


[X]

In-Game name: TagTeamChampion
Character Profile: [X]
Current Echelon: 4
Chosen School: Formistry (Matter)
Chosen Specialization: Nephomancy (Cloud Control)
Spell Points: 12
Knack:
[ C L O U D Y D A Y ]
Ruvan perpetually has some small, white clouds (roughly the size of an orange) that appear around and above him, increasing in size (maximum size of a cantaloupe) and density (can still be seen through) when spells are cast. The clouds form quickest from any area of exposed skin, slowly drifting away from Ruvan, completely dispersing after three meters.
At Echelon 3, Ruvan's clouds become more in tune with the meteorological patterns of Altera; his clouds shift in appearance to match those in the sky; if a storm is brewing, his clouds would darken to match, manifesting flickering threads of Forma to mirror any lightning that may be formed by the cloud, or forming small drops of rainwater that fall from them with the same cadence as the clouds above him. The changes to his clouds happen at the same time as the ones above; they cannot be used as a predictive measure.

Sustained Effects:

Mentors:
Milah Reehd Sicarus-Freyr
Proteges: Freia Bonnelick Flortel, Keone of the Makani

Current Status:
Learning, practicing and teaching.


Archive:
Having been sparked via the Insu method, Ruvan's sparking sickness leaves him incredibly parched, needing to constantly keep a source of potable drinking water on hand at all times

 
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TagTeamChampion

Metaiyyehmorphosis Master
Legend
Retired Staff
Pronouns
He/Him
TagTeamChampion
TagTeamChampion
Legend
Spells Known

Name: Control Water
Level: 0
Branch: Matter
Range: Ten meters.
Duration: Concentration
Effect: The mage can slowly move a volume of up to one cubic meter of water or comparable liquid, within a range of ten meters. This can take the form of directing streams, forming tendrils or shapes, stirring a cauldron, etc.

Name: Imperius Ventus
Level: 0
Branch: Matter
Range: Three Meters
Duration: Concentration
Effect: The mage may focus their efforts to disrupt the winds around them, guiding them to cause minor flavorful effects. It could be used to snuff a small candle, make a cloak billow dramatically, or flip a page, but the currents are not strong enough to displace projectiles.

Name: Meld
Level: 0
Branch: Matter
Range: Touch
Duration: Concentration
Effect: The mage presses their hands to a nearby surface, and the material melds over their skin up to their elbow. They cannot move their digits or wrists while covered. Depending on the material, it may be able to ward off minor superficial cuts, and it may slightly increase the density of their hands if they elect to start swinging. When concentration lapses, the material sloughs off their limbs like clay.

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: 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.
Number of Casts: 49

Name: Waterway
Level: 1
Branch: Matter
Range: Touch
Duration: Concentration
Effect: The caster makes the water flow around them in such a way that they can swim at twice their usual speed for as long as they maintain their focus.
Number of Casts: 38

Name: Potability
Level: 1
Branch: Matter
Range: 1 meter
Duration: Instantaneous
Effect: The caster can change a number of characteristics related to a potable liquid within range, provided the total amount of liquid is less than one cubic meter. These characteristics include taste, viscosity and texture. The affected liquid will begin to then emit faint plumes of thin white smoke; nowhere near thick or dense enough to obscure sight, merely serving as a visual indicator that the drink has indeed been altered.
Number of Casts: 10

Name: Aeroch Ammur
Level: 1
Branch: Matter
Range: 10m
Duration: Instantaneous
Effect: The caster manipulates the air around them to coalesce into a dense orb, of a size that is comfortably sat within a palm. It can then be launched with a successful {Casting Attribute + Ranged} roll at a target within range. The orb disperses on impact, imparting force equal to that of a strong punch. The air used to create the orb retains its properties after impact; for example, strong odors would now linger, or airborne toxicants would begin to take effect in the new location.
Number of Casts: 4

Name: Redesign
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.
Number of Casts: 9

Name: Knit
Level: 1
Branch: Matter
Range: 10 block radius, line of sight
Duration: Concentration
Effect: The mage binds their Forma to an inanimate object that fits within a cubic meter, the object able to be moved freely within the radius. Up to 3 objects may be moved at once, as long as their joint weight is less than 5kg.
Number of Casts: 3

Name: Condensate
Level: 2
Branch: Matter
Range: 10 meters
Duration: 5 minutes
Effect: The caster pulls moisture from the air in the surrounding area into a radius around them. The humidity rapidly rises to the point of forming fog thick enough to completely obscure vision, dampen clothing and extinguish weak flames such as those of candles or small torches and lanterns.
Number of Casts: 0

Name: Cloud Coverage
Level: 2
Branch: Matter
Range: Self
Duration: 3 Hours
Effect: The caster draws on the moisture in the air around them, wreathing their entire body in a layer of cloud-like fog. This fog does not obscure sight for the caster nor observers. While under the effects of the spell, the Caster is afforded a measure of protection against excessively hot or cold environments; including underwater (does not protect against pressure), underground or while airborne; the spell maintaining a comfortable microclimate for the caster. Additionally, they are always able to draw breath while affected by the spell, the coverage providing clean air for them to breathe.
Number of Casts: 4

Name: Cloud Hop
Level: 2
Branch: Matter / Nephomancy
Range: Self
Duration: 10 Minutes
Effect: Holding their hands out, the caster spreads their living thread to the moisture in the air around them. Over the course of a round they either form a spiraling tower of clouds that travels up into the air for 15 meters, or a 15 meter bridge that extends in front of them. These clouds are soft and springy to the touch, but can be stood upon provided the weight exerted upon the cloud totals less than 400lbs. There are gaps between the clouds, small enough to not be dangerous to characters walking across the clouds while being disastrous to any carts or animals.
Number of Casts: 1

Name: Deprive
Level: 2
Branch: Matter
Range: 5 meters
Duration: Concentration up to a minute
Effect: The caster thins the air around them. After one round, anything within the radius will be unable to breathe, and will be unable to effectively fight within for more than a few rounds. Any fires smaller than a big bonfire will be diminished during the first and snuffed out after the second round, if within range.
Number of Casts: 0

Name: Earthen Wall
Level: 2
Branch: Matter
Range: 10 meters
Duration: Three rounds
Effect: The mage is able to raise a one meter thick, three meters high and five meter long wall of the material they are in contact with over the course of one round. The wall crumbles once its duration has elapsed or if it is hit by excessive force (ballistae, trebuchets, etc)
Number of Casts: 0


Name: Liquid Limbs
Level: 3
Branch: Matter
Range: 15 meters.
Duration: Concentration
Effect: The caster manipulates a liquid they are at least partially submerged in (e.g. to the knees) to create up to five tentacle-like limbs within one meter of themselves, over the course of a round. These limbs are strong enough to deliver blows as a well-toned person would; attacks made with these limbs are resolved with a Casting Attribute + Grappling roll. Only one target may be attacked in this way per turn of the spell. They can also be used to manipulate objects in a rudimentary manner. For the duration of the spell, the caster must remain partially submerged in the liquid they are manipulating.
Number of Casts: 1

Name: Attrition
Level: 3
Branch: Matter
Range: 5 meters
Duration: five rounds
Effect: The caster condenses a wall of air within five meters of them, up to ten meters long, five meters high and one meter thick. Any small (knives, arrows, bolts) to medium (axes and similar) projectiles that would pass through the area the wall inhabits instead fall to the floor. The wall cannot be crossed by people and lasts for five rounds, but cannot stop large projectiles like ballista bolts or trebuchet/cannon shots.
Number of Casts: 0

Name: Aeroch Spydi
Level: 3
Branch: Matter
Range: 30 meters
Duration: Instantaneous
Effect: The caster manipulates the air around them to coalesce into a dense spear shaped projectile, of a size proportional to the caster. It can then be launched with a successful {Casting Attribute + Ranged} roll at a target within range. The spear disperses upon impact, sending them stumbling back two meters along with deep but not lethal lacerations from the cutting winds. The air used to create the spear retains its properties after impact; for example, strong odors would now linger, or airborne toxicants would begin to take effect in the new location.
Number of Casts: 4

Name: Dusted
Level: 3
Branch: Matter
Range: 50 meters
Duration: Two rounds
Effect: Over the course of two rounds, the caster sinks into the ground beneath them (along with all their belongings), reappearing in a known location within range a turn later. The caster must nearby a large chunk of any natural material to cast this spell. After a round, they slide into the ground or wall before they rise from any natural material somewhere within 50 meters after another round. If interrupted by pain or sharp motion, or attempting to bring anyone other than caster with them, the spell fails. The ground at both the initial and transported location is marked by dry and dusty material; dried dirt, sand or gravel as appropriate to the material.
Number of Casts: 0


Name: Squall
Level: 4
Branch: Matter
Range: 10 meters
Duration: Concentration
Effect: Over the course of one minute, the caster channels the air and winds around them, lifting themselves and up to two other willing individuals into the air. The caster and the other individuals must remain still within the range for the entire minute, or the spell will fail to affect them. While concentrating, the caster can levitate into the air, gaining the ability of flight at the speed of a sprint. If all individuals affected by the spell wear heavy armour, they can collectively move at a walking speed in combat/stressful situations as the caster must focus deeply to keep afloat. Those under the effect of Squall become "anchored" to the caster; they may move freely in a 10 meter radius of the caster, but are unable to willingly move further away. If forcibly moved more than 10 meters, the spell no longer effects the individual.
Number of Casts: 2


Name: Potability
Level: 1
Branch: Matter
Range: 1 meter
Duration: Instantaneous
Effect: The caster can change a number of characteristics related to a potable liquid within range, provided the total amount of liquid is less than one cubic meter. These characteristics include taste, viscosity and texture. The affected liquid will begin to then emit faint plumes of thin white smoke; nowhere near thick or dense enough to obscure sight, merely serving as a visual indicator that the drink has indeed been altered.

Name: Aeroch Ammur
Level: 1
Branch: Matter
Range: 10m
Duration: Instantaneous
Effect: The caster manipulates the air around them to coalesce into a dense orb, of a size that is comfortably sat within a palm. It can then be launched with a successful {Casting Attribute + Ranged} roll at a target within range. The orb disperses on impact, imparting force equal to that of a strong punch. The air used to create the orb retains its properties after impact; for example, strong odors would now linger, or airborne toxicants would begin to take effect in the new location.

Name: Cloud Coverage
Level: 2
Branch: Matter
Range: Self
Duration: 3 Hours
Effect: The caster draws on the moisture in the air around them, wreathing their entire body in a layer of cloud-like fog. This fog does not obscure sight for the caster nor observers. While under the effects of the spell, the Caster is afforded a measure of protection against excessively hot or cold environments; including underwater (does not protect against pressure), underground or while airborne; the spell maintaining a comfortable microclimate for the caster. Additionally, they are always able to draw breath while affected by the spell, the coverage providing clean air for them to breathe.

Name: Cloud Hop
Level: 2
Branch: Matter
Range: Self
Duration: 10 Minutes
Effect: Holding their hands out, the caster spreads their living thread to the moisture in the air around them. Over the course of a round they either form a spiraling tower of clouds that travels up into the air for 15 meters, or a 15 meter bridge that extends in front of them. These clouds are soft and springy to the touch, but can be stood upon provided the weight exerted upon the cloud totals less than 400lbs. There are gaps between the clouds, small enough to not be dangerous to characters walking across the clouds while being disastrous to any carts or animals.

Name: Aeroch Spydi
Level: 3
Branch: Matter
Range: 30 meters
Duration: Instantaneous
Effect: The caster manipulates the air around them to coalesce into a dense spear shaped projectile, of a size proportional to the caster. It can then be launched with a successful {Casting Attribute + Ranged} roll at a target within range. The spear disperses upon impact, sending them stumbling back two meters along with deep but not lethal lacerations from the cutting winds. The air used to create the spear retains its properties after impact; for example, strong odors would now linger, or airborne toxicants would begin to take effect in the new location.

Name: Squall
Level: 4
Branch: Matter
Range: 10 meters
Duration: Concentration
Effect: Over the course of one minute, the caster channels the air and winds around them, lifting themselves and up to two other willing individuals into the air. The caster and the other individuals must remain still within the range for the entire minute, or the spell will fail to affect them. While concentrating, the caster can levitate into the air, gaining the ability of flight at the speed of a sprint. If all individuals affected by the spell wear heavy armour, they can collectively move at a walking speed in combat/stressful situations as the caster must focus deeply to keep afloat. Those under the effect of Squall become "anchored" to the caster; they may move freely in a 10 meter radius of the caster, but are unable to willingly move further away. If forcibly moved more than 10 meters, the spell no longer effects the individual.

Learning in Progress

NONE

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.
Date Started: 27/01/22
Date Completed: 29/01/22
Teacher: Self-Taught

Name: Waterway
Level: 1
Branch: Matter
Range: Touch
Duration: Concentration
Effect: The caster makes the water flow around them in such a way that they can swim at twice their usual speed for as long as they maintain their focus.
Date Started: 11/02/22
Date Completed: 12/02/22
Teacher: Milah Reehd Sicarus-Freyr

Name: Condensate
Level: 2
Branch: Matter
Range: 10 meters
Duration: 5 minutes
Effect: The caster pulls moisture from the air in the surrounding area into a radius around them. The humidity rapidly rises to the point of forming fog thick enough to completely obscure vision, dampen clothing and extinguish weak flames such as those of candles or small torches and lanterns.
Date Started: 26/04/22
Date Completed: 30/04/22
Teacher: Self Taught

Name: Liquid Limbs
Level: 3
Branch: Matter
Range: 15 meters.
Duration: Concentration
Effect: The caster manipulates a liquid they are at least partially submerged in (e.g. to the knees) to create up to five tentacle-like limbs within one meter of themselves. These limbs are strong enough to deliver blows as a well-toned person would, and can be used to manipulate objects in a rudimentary manner. For the duration of the spell, the caster must remain partially submerged in the liquid they are manipulating.
Date Started: 30/4/22
Date Completed: 6/4/22
Teacher: Self-Taught

Name: Attrition
Level: 3
Branch: Matter
Range: 5 meters
Duration: five rounds
Effect: The caster condenses a wall of air within five meters of them, up to ten meters long, five meters high and one meter thick. Any small (knives, arrows, bolts) to medium (axes and similar) projectiles that would pass through the area the wall inhabits instead fall to the floor. The wall cannot be crossed by people and lasts for five rounds, but cannot stop large projectiles like ballista bolts or trebuchet/cannon shots.
Date Started: 22/06/22
Date Completed: 28/02/22
Teacher: Self-Taught

Name: Redesign
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.
Date Started: 28/06/22
Date Completed: 30/06/22
Teacher: Self-Taught

Name: Knit
Level: 1
Branch: Matter
Range: 10 block radius, line of sight
Duration: Concentration
Effect: The mage binds their Forma to an inanimate object that fits within a cubic meter, the object able to be moved freely within the radius. Up to 3 objects may be moved at once, as long as their joint weight is less than 5kg.
Date Started: 30/06/22
Date Completed: 01/07/22
Teacher: Freia Bonnelick Flortel

Name: Deprive
Level: 2
Branch: Matter
Range: 5 meters
Duration: Concentration up to a minute
Effect: The caster thins the air around them. After one round, anything within the radius will be unable to breathe, and will be unable to effectively fight within for more than a few rounds. Any fires smaller than a big bonfire will be diminished during the first and snuffed out after the second round, if within range.
Date Started: 03/07/22
Date Completed: 07/07/22
Teacher: Self-Taught

Name: Earthen Wall
Level: 2
Branch: Matter
Range: 10 meters
Duration: Three rounds
Effect: The mage is able to raise a one meter thick, three meters high and five meter long wall of the material they are in contact with over the course of one round. The wall crumbles once its duration has elapsed or if it is hit by excessive force (ballistae, trebuchets, etc)
Date Started: 02/08/22
Date Completed: 06/08/22
Teacher: Self-Taught

Name: Dusted
Level: 3
Branch: Matter
Range: 50 meters
Duration: Two rounds
Effect: Over the course of two rounds, the caster sinks into the ground beneath them (along with all their belongings), reappearing in a known location within range a turn later. The caster must nearby a large chunk of any natural material to cast this spell. After a round, they slide into the ground or wall before they rise from any natural material somewhere within 50 meters after another round. If interrupted by pain or sharp motion, or attempting to bring anyone other than caster with them, the spell fails. The ground at both the initial and transported location is marked by dry and dusty material; dried dirt, sand or gravel as appropriate to the material.
Date Started: 11/08/22
Date Completed: 14/08/22
Teacher: Freia Bonnelick Flortel
 
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TagTeamChampion

Metaiyyehmorphosis Master
Legend
Retired Staff
Pronouns
He/Him
TagTeamChampion
TagTeamChampion
Legend
Alternate Progression Goals

Created a Sanctum within Keg's Hearth
6723 22 2558

Research a new spell: Potability
Research a new spell: Aeroch Ammur

Teach a custom spell of your creation to at least three other mages: Potability
1. Niko Variclav (16/04/22)
2. Freia Bonnelick Flortel (28/04/22)
3. Milah Reehd Sicarus-Freyr (28/04/22)
Research a new spell: Cloud Coverage
Raise a protégé to at least Echelon 2, and teach them at least one spell: Freia Bonnelick Flortel / Potability (29/05/22)
Raise a protégé to at least Echelon 2, and teach them at least one spell. Keone of the Makani / Aeroch Ammur (29/05/22)
Research a new spell: Cloud Hop

Research a Custom Spell: Aeroch Spydi
Raise a protégé to at least Echelon 3 and teach them at least two spells: Freia Bonnelick Flortel / Cloud Coverage / Waterway / Cloud Hop (30/07/22)
Raise a protégé to at least Echelon 3 and teach them at least two spells: Keone of the Makani/ Cloud Coverage / Potability (30/07/22)
 
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TagTeamChampion

Metaiyyehmorphosis Master
Legend
Retired Staff
Pronouns
He/Him
TagTeamChampion
TagTeamChampion
Legend
Through tutelage of others, Ruvan's introspection has unlocked new heights
Ruvan has reached the rank of Echelon Four

 
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