Medieval & Fantasy Minecraft Roleplaying

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox! Be sure to "Get Whitelisted" to join the community on server!

[Valiant] Byrne


Byrne Decroation.png
❄ =======================================❄
D I V I N E - P R O F I L E
❄ =======================================❄

Minecraft name: Byrne_Nisovin
Character name: Byrne Valhart
Character profile:[X]
: Valiant
Overall Tier: Tier 1
Their shoulders get a little broader and they grow up to an inch taller.
QUIRK - They have an easier time inspiring others and when they shout they give allies who can hear it a mild sense of courage and adrenaline.

Achievements - Tier 1
1. Show worship of a Divine for at least one month OOC from the creation of a divine profile/thread.
2. The character must be at least two months old OOC.

3. The character must be at least sixteen years of age.
4. Must significantly contribute to or host an event which is of thematic significance to their divine

Consecration & Retribution
5. Three notable acts in line with their Divine (Hunting, Healing, Bartering, etc)
1. Being trained by Rolland Schniff, learning much from the man and recieved his first sword from him, Sparksong.
2. He had requested a meeting with Uriel Valhart, the moment he heard of the man, and sent him a adorable letter found here
eventually being adopted by the man after he had learned of his home life, on that day Byrne became a Valhart, ready to take on the training of Uriel as Rolland was dismissed.
3. Proving his vigilance when he was in the Garden of Jishrim, defending his aunt from who he believed was being attacked, letting her go free when he was offered up, being a hero. He then attempted to save the group before Jishrim brought him back to the cathedral, he then met with Valiant, being told he did well. This was his second time meeting the man.
4. Killing his father in a joust, winning the joust, a form of battle, honoring him after his death and contributing to his re-exaltment.

7. One offering of an item to their Divine at the Grand Cathedral. (Place in hoppers.) The lance that killed his father

❄ =======================================❄

Smile for those who don't, everyone is happier when someone is there to smile! - A wise man

❄ =======================================❄

Spell Points

Artifacts and Trinkets:

Passives(s) or Sustained Effects:

❄ =======================================❄

Byrne is a gymrat, a monkey for working out, 4 hours of running, 2 hours of training with swords and lifting, he is a bodybuilder boy, focused on his muscles and strength.
His body seems to become more defined, more lithe, and two rings around the pupil becomes an electrical blue that regularly seems to flicker into the rest of the iris of which has become more white in colour. White markings curl over the entire back, resembling wings. He has Incredible reflexes and is agile as he is strong, often doing acrobatics when he can. he often finds himself roaming around, pacing and twiddling with objects.

Luft - Air Elemental - Enthralled

With a wave of their hand or a kick of their foot, they send a small gust of air forth, enough to ruffle hair and scatter papers, or extinguish a candle. [Uses- 500+ Day]

They float to the ground after jumping from anything under the average first floor of a building, and have the ability to hover off the ground up to a height of one foot for around five minutes at a time, to be used once a day. [Uses- 1]

They are able to make small items such as coins, buttons, or leaves float and twirl idly an inch above their palms. [Uses- 0]

[Drift II]
They can float to the ground from twice the height as before, and their moments of levitating one foot high from the ground can last up to ten minutes in one use per day. [Uses- 0]

[Gust II]
They find that in moving their arms or legs to create the gust of wind known to them it can be strong enough and direct enough to knock back those in its path at the expense of feeling out of breath. Limited to effect only those in a ten block range. [Uses- 15-30+ Day]

[Levitate II]
They can focus on items larger and heavier than before, still limited to an inch above the palm. Items such as cups, daggers, or plant pots are good examples. [Uses- 0]

Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 1SP
Duration: 5 minutes.
Spell: The caster commands the attention of a violent foe, providing it is not a murderous rage. Events beasts and monsters will focus on the caster at the discretion of the DM, and player characters may lose the attention after a pause.

Divine: Valiant.
Tier: 1
Action: Prayer and touch of the target.
Cost: 2SP
Duration: One hour.
Spell: The caster touches a target and after uttering a soft prayer over one turn/10 seconds, takes the pain from them upon themselves enough that the target feels only a dull ache for the duration and the caster feels it not quite in full (up to the player how severely). Phantom wounds mirroring the targets appear upon the caster, though the wounds do not bleed. After the duration, the pain returns to the target and the caster feels drained. Should the target die whilst this spell is active, the caster feels it intensely, but does not die themselves.

Divine: Valiant.
Tier: 1
Action: Prayer.
Cost: 1SP
Duration: One day.
Spell: The caster wards themselves for the rest of the day, enabling them to lift an arm as if holding a physical shield to deflect one physical blow, blue lightning arcing in the form of a shield before fading away. Cannot exceed the force of the average Earthspawn using a weapon. Can only be used once per day.

Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 2SP
Duration: One day.
Spell: The caster calls to the skies and wills for light blue lightning to arc about the clouds in something of a light show, before willing it to strike the ground anywhere around them in RP range, so long as it is hitting open ground (no buildings nor individuals). Wherever it strikes leaves behind a banner showing Valiant's sigil, the sigil of the caster, or a simple red/blue banner. This banner cannot be removed or tampered with by anyone but the caster for the duration, and the radius around it of 5b gives a sense of calm focus, protecting the caster and up to two allies from tampering of the mind.
Note: This spell only protects against T1/Apprentice level spells that would interfere with the mind (emotion manipulation, for example).

Action: Prayer and the holding of a container of water.
Cost: 1SP
Duration: One day.
Spell: The caster blesses the equivalent to one cup’s worth of water and changes it’s qualities. It must remain in a container, and contact with said container must be held for at least ten seconds to fully turn its contents. The contents may be poured into another container but will turn back into water the next day. This cannot be stockpiled, for any liquid will revert back after the duration. The following can be made by any Blessed:
Holy Water: Undead, Vyres, Mages, and Heretics (those who worship something not of the Pantheon) are burnt by this water like it has the same properties of boiling water. It causes nasty burns, but these burns will heal over the span of three days and leave behind no markings, not can the burns become infected. If consumed by any individual not those it burns, it eases and heals: headaches, minor bruises, stomach upsets, scratches.
Lifeblood: This blood can be used to satisfy any Vyre as sustenance, tasting wonderful and lightening their mood. This blood does not burn anyone, not holding the same properties as Holy Water. A small circle made of this liquid has been known to ward away supernatural entities such as ghosts/wraiths for a limited time, as if the blood itself reminds them of the living. It can be smelt as normal blood would be, and may trigger Feral Vyres in the same manner.
Divine Oil: This oil cannot be used to harm another, but it becomes scented and ideal for the use of anointing in ceremonies. If the container is lit, it will burn for one day as a small fire with hues thematic to the specific divine (up to the player), though will extinguish if removed from the container and return to water.

Action: An uttering of; “[Divine], let them hear me.”
Cost: 1SP
Duration: Five minutes.
Spell: A halo of light forms behind the caster’s head, the colour thematic to their deity. For up to five minutes, those in RP chat range will be able to hear them clearly (providing they are not behind a wall or so on) and consider them paying attention to. They may instil a faint sense of Calm, Fear, or Courage within the audience.
Note: Should a higher tier blessed cast this spell in the same radius, it will over-ride the lower one.

Action: Touch, or the offering of an item thematic to the divine (holy symbol, coin, bone, letter, etc).
Cost: 1SP
Duration: One minute.
Spell: By touching the target or offering an item, the caster wills the scene of something vaguely thematic to their divine in the mind of another, though it is not distracting enough to hinder them in combat or tense situations. With enough focus, the target can try to tune it out, but it cannot be entirely ignored. Can only be used on the same target once per day.

Action: The prayer of, “[Divine], carry my words.”
Cost: 1SP per rank.
Duration: Must be asked and answered in the same day.
Spell: The caster is able to send a word or sentence depending on the rank it is used, which become available as your rank higher in divine tier. It can travel any distance, and the target will hear it spoken in their mind with the voice of the caster. The caster must know their target in some manner, be it name, face, or alias, the spell will work based on intention for who it is for and cannot be accidentally sent to another. This is a universal language, heard and understood by each as clearly as their native tongue.
Rank I - T1
The caster can send one single word to their target. They cannot be given a word in response.

Action: Prayer. They must keep their hands on the location on which to summon it for one minute.
Cost: 1-3SP
Duration: One hour.
Spell: The caster summons forth a platter of food that can feed up to three people. It can be cast upon an existing surface (table, for example), or the floor. Eating divine food will restore some energy, ease minor pain, and give a sense of warmth and comfort from the divine in question. Once the spell ends, everything flickers away.
This spell can be cast at 1SP per person, up to three.

Valiant; Feast of the Brave
Simple wooden tableware and cups with iron utensils form upon a dark blue cloth. Healthy, hearty foods form, like stews, soups, and bread, but seem a type commonly available to all. Water is served.
Action: Prayer, an offering to the divine, and touch.
Cost: 3SP
Duration: Permanent.
Spell: The caster offers something thematic to their divine (an animal, a corpse, golden goblet, sword, etc - It should be notable) and prays whilst marking a symbol upon an infant anywhere from newborn to three years old. This marking can be in water, ash, blood, etc. and does not denote where a marking (no bigger than an inch long/wide) will form. The marking location is at the choice of the parents OOC, and whilst most markings will be replaced by another, it is possible for a secondary mark to be present as a 'birthmark' only (in the cases of two parents of different faiths). Clarify with Divine staff if it is applicable.
Note: This can be cast on a pregnant mother instead, in which the child will be born with the marking already applied, automatically applying to both twins/triplets if applicable.

Valiant; Mark of the Brave
The offering disperses into flakes of blue and maroon before vanishing entirely. A mark appears upon them like a healed light scar, in the vague shape of a sword or shield. Children who grow up with this mark may show traits of being a little brave, finding they shrug off those bumps and bruises they get through the early years.
Last edited: