- Pronouns
- He/Him
Slimy_Froggy
Patron
Basic Information:
Minecraft name: Bartooliini
Character name: Melzar
Character profile: [Melzar The Butcher]
Patron: Skraag
Overall Tier: Tier 1
Spell Information:
Spell Points:
0-3 per day (Blessed)
Prepared spells per day (# of times cast):
Current set:
Vision [3]
Tier 1 || Universal || Incantation || Hand-movement (S) & Verbal (V) || 1 spell-point || One minute duration
Spell: Enact a magical vision that is thematic to your deity to one aware target. They will see it in their minds eye.
Ruin [3]
Tier 1 || Evil || Touch || Hand-movement (S) || 1 spell-point || Permanent duration
Spell: Touch one object to ruin it with the following effect: break, rust, crack, shatter.
Limit: Must be something one can lift or hold. Cannot be anything imbued by Enchantments, Arcane or Divine magic.
Aura of Unease [4]
Tier 1 || Evil & Neutral || Thought || Hand-movement (S) & Verbal (V) || 1 spell-point || Concentration duration
Spell: A glow emits around the Caster’s head for the duration of a speech, or held conversation. It can be visually thematic to a color of whichever neutral/evil god they worship. Players around in speak range will feel uneasy and unsettled.
Limits: Effect doesn’t work on characters feeling extremely violent.
Other spells:
Madness [6]
Tier 1 || Evil || Thought || Hand-movement (S) || 1 spell-point || 1 combat round duration
Spell: Choose a target within speak range. The caster makes a hysterical action that another is forced to display. You laugh, they laugh.
Limit: laugh, scream, cry, be angry, or fearful. Must have intent on only one person of madness. If there is an attempt at physical harm on the subject, the spell breaks.
Gaseous Poison [2]
Tier 1 || Evil || Incantation || Hand-movement (S) & Material (M) || 1 spell-point || 24 hours duration & 1 combat round
Spell: Poison a liter vial of liquid with an incantation turning it green. The vial can be tossed within a 10 block radius, in which it will disperse a gas within a 3 block radius of its location. If inhaled, the targets will feel nauseous and mildly poisoned. If it touches the skin, targets will feel an acidic, burning sensation. The effect of the gas lasts for one combat round.
Limit: The gas becomes expired and loses vigor if not used within 24 hours.
Depose [2]
Tier 1 || Skraag || Touch || Hand-movement (S) & Material (M) || 1 spell-point || Permanent Duration
Spell: Taint a corpse with intention of it turning undead. It begins to decay faster, yet vital parts remain intact. It will rise within a few days.
Limits: It cannot be used inside the wards. (Keep a record of which corpses are marked).
Divination [2]
Tier 1 || Universal || Ritual || Hand-movement (S) & Verbal (V) & Material (M) || 1 spell-point || Changing duration
Spell: With an offering and divine magic of the divine, the Blessed may contact them and ask a single question. If the question appeals to their favor, there may come a reply with a sign, phrase or omen.
Limits: This can be used once a week. The player must contact the God Event Staff at least a week prior to using it so they may know what question is being asked.
Tier 1 || Evil || Thought || Hand-movement (S) || 1 spell-point || 1 combat round duration
Spell: Choose a target within speak range. The caster makes a hysterical action that another is forced to display. You laugh, they laugh.
Limit: laugh, scream, cry, be angry, or fearful. Must have intent on only one person of madness. If there is an attempt at physical harm on the subject, the spell breaks.
Gaseous Poison [2]
Tier 1 || Evil || Incantation || Hand-movement (S) & Material (M) || 1 spell-point || 24 hours duration & 1 combat round
Spell: Poison a liter vial of liquid with an incantation turning it green. The vial can be tossed within a 10 block radius, in which it will disperse a gas within a 3 block radius of its location. If inhaled, the targets will feel nauseous and mildly poisoned. If it touches the skin, targets will feel an acidic, burning sensation. The effect of the gas lasts for one combat round.
Limit: The gas becomes expired and loses vigor if not used within 24 hours.
Depose [2]
Tier 1 || Skraag || Touch || Hand-movement (S) & Material (M) || 1 spell-point || Permanent Duration
Spell: Taint a corpse with intention of it turning undead. It begins to decay faster, yet vital parts remain intact. It will rise within a few days.
Limits: It cannot be used inside the wards. (Keep a record of which corpses are marked).
Divination [2]
Tier 1 || Universal || Ritual || Hand-movement (S) & Verbal (V) & Material (M) || 1 spell-point || Changing duration
Spell: With an offering and divine magic of the divine, the Blessed may contact them and ask a single question. If the question appeals to their favor, there may come a reply with a sign, phrase or omen.
Limits: This can be used once a week. The player must contact the God Event Staff at least a week prior to using it so they may know what question is being asked.
Passives(s) or Sustained Effects:
Passive: Sire of Vyres
Melzar has been gifted the power of the Vyre. His eyes have gone bloodshot and the irises a deep red, his teeth like a dog at this point. He is weaker in the day, a lethargic version of himself, while the night brings a newfound strength giving him the power of an Earthspawn. Normal food doesn't appeal to him, instead he must consume the blood of sentient races. He can sustain himself with the blood of animals for about a week, but then the thirst makes him succumb to his insanity and go on a rampage.
Abilities:
Keen Senses
Hearing of a healthy Elven individual, able to hear whispers in the same room as them.
Eyesight is excellent in the dark, even in pitch darkness they’re able to make out some of it, but to walk in broad daylight is almost disorientating with how bright it is.
During the day he has an itch occasionally, like his skin is crawling, itching.
Able to pick up the smell of mostly fresh blood, within a day old at most, and within a 5ish block radius.
Eyesight is excellent in the dark, even in pitch darkness they’re able to make out some of it, but to walk in broad daylight is almost disorientating with how bright it is.
During the day he has an itch occasionally, like his skin is crawling, itching.
Able to pick up the smell of mostly fresh blood, within a day old at most, and within a 5ish block radius.
Resilience
During the night, his blood clots faster, his bones less prone to breaking. If he has recently fed, even their sense of pain seems dulled and replaced with the excitement of a fresh meal. But during the day, those very same injuries which could have been ignored under the light of the moon come back with a vengeance.
Enduring
Ages unnaturally slowly for a human. Can expect to age somewhere between a quarter to a third as slowly as the contemporary humans. As he grows older, he seems to age even slower.
Sense of Death
Able to smell out death and oddly drawn to it, making him rather capable at finding corpses even if well hidden.
Also drawn to taking a body or bones if they’re not directly risking themselves by doing so, and taking it to the Sorrows.
Also drawn to taking a body or bones if they’re not directly risking themselves by doing so, and taking it to the Sorrows.
Spider’s Gift
Additionally, has the unnatural ability to walk on vertical and horizontal surfaces. Is able to do this at no great personal cost to himself, but does leave strange impressions on the surfaces they walked upon. Dark spots that leave peculiar foot and hand prints which are hard to wash off.
Family Tree:
The Gluttony Bloodline, including the Deaths & Cures, excluding some of their names.
Chain of Three:
Vyres at this level get blisters on exposed skin in direct sunlight if they are in it for five minutes or more, and feel sick and disorientated. (This is less so due to 'Daywalker' trait) They have a repulsion to food of any kind, especially those with strong smells as their sense of smell seems heightened.
The blood of the individual takes on regeneration properties, able to staunch and repair wounds when mingled with the blood of another of the same bloodline. It is limited to wounds up to one inch deep and three across, and is only to be used on surface wounds. It does not heal internal damage beyond a certain depth. Additionally, any injuries sustained on themselves that fit into the same limitation will heal within one night at a cost of making them somewhat more hungry.
They are able to locate those below them in the chain of the same bloodline to the accuracy of pinpointing the town they are located in. The requirement to be able to do so is one minute of focus, and the name of the individual to be quietly whispered for the duration.
Gluttony Bloodline:
Daywalker:
The pupils thin to almost tiny slits and they find they can function much like a human with a mild cold in the day(weakness, lethargic, tired), still relatively strong and capable. They must have recently fed for this to work, or they find they remain weakened.
Addition: The damages taken on by the sun effectively half in regards to generation level. They'll last twice as long, blister half as much, and not set on fire quickly.
Acute Hearing:
Hearing for this bloodline has adapted to pick up traces of movement, and can hear quite well if someone is walking upstairs or if a mouse is moving in the corner of the room. It is not honed so much to whispered conversation, but a predatory awareness of potential prey. They are however easily overwhelmed with places of multiple sources of sound, like taverns or markets, and cannot focus well in these locations.
Additional granted boons:
-Spell name/description/link (#)
Artifacts:
-List of artifacts attuned to or in possession and spell/s involved within each
Current Divine Status:
- Spreading faith and showing the strength of Skraag
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