Medieval & Fantasy Minecraft Roleplaying

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Veldric- E3

mageaegis

Lord of Altera
Lore Staff
Staff
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Character Name: Veldric Alraun-Dugald
Character Profile: [x]
Rank: E3
Specialization: Riftweaving (Occultism I/ Stable II)
Knack: The animancy sigil settled on the back of his left hand takes on an inky blackness at all times, shifting constantly similar to a void. While casting the mark takes on a glowing effect. Waves of deep purple pass along the mark, and spells take on a similar hue if they have a visual component.


Mentor(s):
Halvar Varyn [x]

Protege(s):
None



Name: Impulse
Level: 0
Branch: Occultism
Range: Sight
Duration: Ten minutes
Effect: A whisper from beyond causes the target to give in to their worst nature. They are compelled to act on their next impulse without restraint, be it one of anger, greed, desire or devil-may-care. Only after acting or the spell otherwise fading will they have a sense that their heart was tampered with.

Name: Fingersmith
Level: 0
Branch: Stable
Range: 10 meters.
Duration: Concentration
Effect: The mage can move a single small magnetic object within range, moving it with gentle force. The object must comfortably fit in a palm, such as a coin purse, key, or door handle, and can be manipulated freely as though held by the mage directly. This requires line of sight, and the effect is too weak to work in any sort of combat.

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: Blood Cipher(Created Custom)
Level: 1
Branch: Occultism
Range: Touch
Duration: 2 weeks
Effect: A pact with a deep planar entity is signed with an initial cast of the spell and the spilling of the caster's blood onto the surface of written words. The writing will fade away in a show of light, the bound taking the written words as their own for the pact's duration. An imprint of a bloody drop will be left behind, indicating that something was once written on the surface. When magical blood from a mage, blessed or contracted, is reintroduced to the surface, the writing will be brought back with a soft glow for an hour. A number of written works may be hidden in this manner up to the CA, and each cast may affect a journal's worth of information. The caster may also break the pact with another cast, letting the words be read normally again.

Name: Dancing Stars(Learned Custom)
Level: 1
Branch: Occultism
Range: 10 meters
Duration: One hour
Effect: The caster summons forth twelve flickering motes of fiendish white or teal flame from the Planar. Each of the motes is as bright as a candle, bearing some resemblance to that of a star in appearance. These motes can be willed to move to create basic patterns or 'constellations' within ten meters of the caster. The motes can ignite candles or torches; doing so causes that mote to disappear as it lights the candle or torch; the flames will be of the same white/teal hue. Alternatively, this spell can also be cast to create a singular larger mote, as bright as a torch, that will hover around the caster within ten meters for the duration.

Name: Heirloom(Learned Custom)
Level: 1
Branch: Occultism
Range: Touch
Duration: 30 minutes
Effect: The caster commands an earth elemental to create a weapon out of hardened earth, over the course of a turn. These weapons may take the form of any weapon the caster has seen before and holds the quality of a mundane steel weapon of average quality. If the weapon moves beyond a 15 meter radius originating from the caster or the duration elapses, the weapon turns into dust. Up to two small (dagger) to medium (arming sword) weapons can exist at a time through the use of this spell, or alternatively one large (longsword) or great (greatsword) weapon.

Name: Ice Stride(Learned Custom)
Level: 1
Branch: Occultism
Range: Self
Duration: One hour
Effect: The mage allows their being, from deep within the soul to their outer bodily self, to be engulfed by elementals of cold and ice. These will prevent the mage from coming in direct contact with bodies of water. Wherever, on a surface of water, their body nears to, a layer of ice strong enough to only hold the mage from being submerged, will form. The layer of ice will instantly dissipate behind the mage.

Name: Locksmith(Base Grimoire Stable)
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 CA + Deception (Thievery) with one step of advantage.

Name: Telekinesis(Base Grimoire Stable)
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: Eclipse Point(Created Custom)
Level: 2
Branch: Occultism, Stable
Range: 10 meters
Duration: 1 minute
Effect: A small rift takes form at a point within 10 meters of the caster. All light within a 5 meter radius of the rift is sapped, regardless of mundane or magical origin. The affected area becomes an opaque black, unable to be seen into or through; the lone source of visible light within is the rift itself. Those within or outside may make a Mind + Awareness check against caster AoE to discern location through other senses. After 1 minute, the rift collapses inwards and light returns to normalcy.

Name: Planar Blade(Learned Custom)
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: Shadowstep(Base Grimoire Stable)
Level: 2
Branch: Stable
Range: Self
Duration: Concentration
Effect: Provided that the mage is stood within relative darkness (e.g. a gloomy cave, a shadowed corner) they are able to bend light in such a way that they become one with the shadows, light curving around their form and shadows embracing them. They become effectively invisible, provided that they are able to maintain cover within a lowlight setting. They can move with this spell, provided they constantly remain in lowlight. If the lowlight is removed or the caster prepares to make an attack, the spell ends. They make the same level of sound as normal.

Name: Spatial Scission(Learned Custom)
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: Backup Plan(Created Custom)
Level: 3
Branch: Occultism, Stable
Range: 150 meters
Duration: 12 hours
Effect: With an initial cast of the spell, the mage prepares a softly glowing rune 2 meters in diameter at a point of contact. The mage may then cast the spell again while within range, taking 2 turns to open a rift to the prepared destination within duration. They may designate passengers as their CA allows, each taking a separate turn to go through the rift. The rift lasts for 10 turns or until the mage and passengers have passed through.




Riftweaving: In an attempt to create a rift stable enough to transport a group to hell, Veldric alongside several evists and animancers tested and pushed the limits of magical creation of rifts. While not utilized for the initial purpose that was set out for in the beginning, a greater understanding of creating gateways through the planar or to other realms was gained. Further research will be conducted on closing open rifts.
 
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