Medieval & Fantasy Minecraft Roleplaying

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Stella Brydove - Washed Out

Mudpaw11

Lord of Altera
Lore Staff
Patron
Staff
Mudpaw11
Mudpaw11
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Minecraft name: Mudpaw11
Character name: Stella Brydove
Link to normal character profile: {Link}


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☆ Current Rank/Proficiency ☆

Formistry: Sparked through Sugar
Overall Rank: Adept
Spell Points: 125/125

Active Student: Yes
Active Teacher: No


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Teachers
*Sugar Silveria Formistry

Protege:
N/A


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Knack(s): Vesti Specialized+2 Vesti and -2 Insu

Sustained Effects:
The Vesti’s lung capacity doubles. They begin to master their breathing and no longer suffer exceptional breathlessness that was in effect in the earlier levels. They are mostly in a calm and collected state when awake. Their steps are gentle, having only the sound of tip toeing while walking, and while running the steps are muffled though not silent.

Current Magical Status:
* Practicing with Friends
*Suffering effects of overuse


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☆ Spells ☆

Vesti
*Prana [Cost: 10sp/20sp/30sp] [Times Cast: 2] [Successful Casts: 2]
*Layer [Cost: 5sp/10sp/25sp] [Times Cast: 2] [Successful Casts: 2]
*Kali [Cost: 5sp/10sp] [Times Cast: 1] [Successful Casts: 1]
**Elusive [Cost: 15sp/25sp] [Times Cast: 1] [Successful Casts: 1]
**Olfa [Costs: 15sp] [Times Cast: 1] [ Successful Casts: 1]
Prana
Cost: Scaling
Preparation: A deep breath of pure air (free of toxins), inhaled over five seconds.
Effect: The caster’s inner forma makes the most of the inhaled vesti, maximising the efficiency of their lungs, and allowing them to hold their breath for a number of minutes depending on level of cast and amount of sp used. When the spell is active they are unable to talk, or let out the breath or any sort of loss of breath the spell will end.
-Apprentice (10sp): Allows the formist to hold their breath for 1 hour in total.
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Layer
Cost: Scaling
Preparation: A deep exhale of pure air (free of toxins) over 5 seconds.
Effect: After a time of meditation, the caster molds the carbon dioxide expelled from their exhales to create a temporary layer of gas around themselves or one target.
-Apprentice (5sp): Creates a layer of carbon dioxide, no larger than 3inches from the target. It protects from light gusts of: wind, dust, and rain so long as the caster maintains passive concentration and the target is in line of sight. (Cannot cast anything else till expelled)
(Spell cannot affect heavy rain, storms, or directed fast moving toxins in the air.)
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Kali
Cost: Scaling
Preparation: A deep breath in (over three seconds).
Effect: The caster spews forth soot and smoke from their lungs, obscuring the area directly in front of them. If the caster directly inhales smoke from a fire as part of the spell preparation, they gain a +2 modifier to the roll. The area affected is as follows:
- Apprentice (5sp): A small puff of smoke in a 1b cone. Stings the eyes and obscures the area, fading over a couple of seconds.
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Vitae
*Numb [Cost: 5sp] [Time Cast: 13] [Successful Casts: 8] [Nat 20: 2]
*Sew [Cost: 10sp] [Times Cast: 3] [Successful Casts: 3]
*Mend [Cost: 5sp] [Times Cast: 8] [Successful Casts: 5]
*Soothe [Cost: 15sp] [Times Cast: 5] [Successful Casts: 3] [Nat 20: 1]
**Cease [Cost: 15sp] [Times Cast: 2] [Successful Casts: 2]
**Absolve [Cost: 25sp] [Times Cast: 2] [Successful Casts: 1] [Nat 20: 1]
**Orphine [Cost: 20sp] [Times Cast: 7] [Successful Casts: 5]
**Splint [Cost: 20sp] [Times Cast: 1] [Successful Casts: 1]
**Imprint [Cost: 20sp] [Times Cast: 1] [Successful Casts: 1]
**Venna (Purify) [Cost: 30sp] [Times Cast: 1] [Sucessful Casts: 1]
**Retinoic [Cost: 15sp] [Times Cast: 1] [Sucessful Casts: 0]
Numb - Arcturan Knot [Patch]
Cost: 5sp
Sewing Time: 5 seconds.
Application: Anywhere on the body
Effect: This is a beginner Formist’s bread-and-butter when it comes to almost all of their stitching operations. As with Soothe and Hush, Numb affects the amount of prostaglandin released by damaged cells. Immediate and total numbing in a 5cm radius of the knot, which lasts for 10 minutes. Easy to incorporate into running stitches like Mend and Sew to alleviate the pain of the stitching itself.
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Sew - Arrowhead Stitch [Runner]
Cost: 5sp
Sewing Time: 5 minutes.
Application: Over the top of an injury, as with medical stitching thread, in a line.
Effects: Closes skin tears of up to 10cm long and no more than 3cm deep. Does not fuse skin together. Does not absolve infections. Accelerates healing time of uninfected injuries by 150%, at which time the thread loses all magical properties and falls out of the skin.
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Mend - Feather Stitch [Runner]
Cost: 5sp
Sewing Time: 10 minutes
Application: Stitched to encircle the affected area. Cost: 5sp
Effects: Repairs ruptured blood vessels under the skin to reduce swelling and tenderness in a 20cm area. Accelerates healing time by 200%, at which time the thread loses all magical properties and falls out of the skin.
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Soothe - Blanket Stitch [Runner]
Cost: 15sp
Sewing Time : 10 minutes.
Application: Encircling a limb at any point.
Effects: Best described as a magical opiate, soothe reduces the output of prostaglandin by damaged cells throughout the body. Pain is dulled fractionally, but not eliminated. It’s the difference between screaming in agony and groaning in pain.
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Fortis
*Fuse [Cost: 5sp] [Times Cast: 18] [Successful Casts: 14] [Nat 20: 1]
*Pigment [Cost: 5sp/10sp/15sp] [Times Cast: 9] [Successful Casts: 8] [Nat 20: 1]
**Glitter [Cost: 15sp] [Times Cast: 1] [Successful Casts: 1]
*Shell [Cost: 15sp/30sp/30sp] [Times Cast: 3] [Successful Casts: 3]
*Sculpt [Cost: 10sp] [Times Cast: 1] [Successful Casts: 1] [Nat 20: 1]
**Sink [Cost: 15sp/25sp] [Times Cast: 1] [Successful Casts: 1]
*Fray [Cost: 25sp/50sp/100sp] [Times Cast: 2] [Successful Casts: 0]
*Barricade [Cost 10sp/20sp/30sp] [Times Cast: 1] [Successful Casts: 1]
**Thimble [Cost: 15sp] [Times Cast: 2] [Successful Casts: 2]
Fuse
Cost: 5 spell points
Preparation: One emote representing 1 second in-game second.
Effect: The Formists establish physical contact between the skin of their hands or feet. At the point of contact, skin and solid become one, fusing together painlessly. The Formist may choose whether or not their flesh sinks inch-deep into the solid, or if it remains a surface connection. A Formist cannot be disarmed if they have fused with a handheld item. A Formist may use Fuse to climb sheer angles and even horizontal surfaces. To do so costs 5 spell points for every block travelled.
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Pigment
Cost: Scaling
Preparation: Must be able to physically touch where the effect is placed on the object. If used with Fuse, Creates a bleed effect where the pigment will spread over the entirety of the object without the need of the brushing motions of the hand.
Effect: When the formist runs their hands over the targeted object, as though the formists hands were covered in dye, the object's color changes. Altering the shade and hue of the object without damaging the object, this does not change the element of the object (oak remains oak even if colored to look like a birch tree, steel remains steel when colored to be bronze). Must be on non living material, so can't dye the flesh, but can be done on things like hair and fur but once the hair grows it's of the original color and not the pigmented color. It cannot be washed out, it does not fade away over time.
-Apprentice [5sp]: Can cover up at most a small object. (Cup, Head of hair, clothes)
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Herba
*Capsule [Cost: 5sp] [Times Cast: 1] [Successful Casts: 1]
*Fairy Fire [Cost: 5sp] [Times Cast: 2] [Successful Casts: 2]
*Mutate [Cost: 5sp] [Times Cast: 1] [Successful Casts: 1]
*Beanstalk [Cost: 5sp/10sp/25sp] [Times Cast: 2] [Successful Casts: 1]
**Bramble [Costs: 20sp] [Times Cast: 1] [Successful Casts: 1]
*Bounty [Cost: 5sp] [Times Cast: 1] [Successful Casts: 0]
**Accelerant [Cost: --] [Times Cast: 1] [Successful Casts: 0]
**Enlarge [Cost: 10sp] [Times Cast: 1] [Successful Casts: 0]
Capsule
Cost: 5sp
Preparation: A composting mixture made up of shells of seeds (walnuts, sunflowers, peanuts, etc), with 3 emotes describing the creation process.
Effect: When the compost is active, it will grow a small sunflower like plant with the petals colored a deep green, from there the formist can harvest a total of 20 empty seeds to be used for Enrichment spells. The sturdy plant will produce 20 seeds a day, and if the seeds are not used within 8 ooc hours (the 8 hour offline reset for the spells) they crumble apart and the formist would need to gather a fresh set. If the plant is destroyed, the soil will regrow the plant within a day, if the soil is destroyed/scattered then the plant will no longer grow.
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Fairy Fire
Cost: 5sp
Seeds: 5
Preparation: Enrichment of 5 capsule and tossed onto soil, wood, or a crack in a stone surface that is slightly damp.
Effect: After 15 seconds a small cluster of foxfire fungus grows and glows a soft candlelight brightness of the Formists choice of color of the following; Blue, Green, Yellow or White. From there the small plant will stay lite for a total of 10 minutes until the light fades and the cluster of fungus crumbles away.
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Mutate
Cost: 5sp.
Preparation: 3 emotes describing the process of creating the solution.
Effect: This solution produces cosmetic changes in a single plant. These mutations can include any variety or mix of colours, but can also affect texture and smell. The mutations occur only during a four hour period where the plant is unobserved.
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Insu
*Waterdance [Cost: 5sp/10sp/15sp] [Times Cast: 13] [Successful Casts: 10] [Nat 20: 1]
*Flavour Drop [Cost: 5sp] [Times Cast: 3] [Successful Casts: 1]
*Rotting Drop [Cost: 5sp] [Times Cast: 1] [Successful Casts: 1]
**Stingspit [Cost: 15sp] [Times Cast: 2] [Successful Casts: 2]
**Boilblood [Cost: 10sp] [Times Cast: 3] [Successful Casts: 2]
*Grease [Cost: 10sp/15sp/25sp] [Times Cast: 1] [Successful Casts: 1]
**Transfusion v. Blood Duet [Cost: 25sp] [Times Cast: 1] [Successful Casts: 0]
Waterdance (Flow)
Cost: Scaling.
Preparation: The caster must move with the target liquid, which cannot be further than 30b away.
Effect: Waterdance does not have a use beyond practice and performance; consider it a parallel to the Prestidigitation spell found in D&D 5e. As a caster grows in strength, they learn to manipulate the states of matter more intricately, unlocking the respective power brackets below. Waterdance relies on the use of the caster’s forma-muscle, that is to say it puts physical stress on the caster. A caster cannot pull water into the air and have it float there, but they can, with effort, extend water from its source and create shapes and movement. Waterdance lasts for as long as the caster is able to maintain concentration.
-Apprentice (5sp): Through simple gestures; a nod; pointing; waving, the caster is able to shape up to 100 litres of water (a wheelie bin). Example: stirring a brewing cauldron or alchemical concoction from across the room.
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Flavor Drop (Season)
Cost: 5sp
Preparation: A small application of saliva to the target liquid.
Effect: Immediately after casting, the liquid takes on the colour, taste, and texture of any liquid that the Formist has encountered before. The liquid retains the properties of its original state. This spell has no effect on liquids greater than 10 litres in volume.
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Rotting Drop (Taint)
Cost: 5sp.
Preparation: A drop of the caster’s saliva infused with target liquid.
Effect: Immediately after casting, the target liquid sours. Water stagnates, milk begins to curdle, and wine starts to taste like vinegar. Taint essentially brings the liquid to its point of decay. This spell has no effect on liquids greater than 10 litres in volume.
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#AB80A5 #806A94
 
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