Post by Annasiel on Feb 19, 2016 17:18:51 GMT
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Seanfear, the Warlock of the Glen
Seanfear, the Warlock of the Glen
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"All living things hold mystery. I wish to unravel them like the wrapper of a Hot Pocket."
Age: 75
Sex: Yes, please.
Race: Human, though he thinks there was some gnome on his mom's side.
Height: 5'8"
Weight: 149 lbs
Geis Seabach
The Seabach is Seanfear's crowning creation, or so he chooses to believe. Craft from the elemental powers of wind and water, the Seabach is a hawk familiar capable of many magical feats. Seanfear affectionately named them after his old rival, Greisimn, and enjoys ordering them around because of it. The Seabach is very tough for its stature, able to take any blows a fighter could. However, they are unarmored, so die very easily to weapons and powerful spells. The two tiered higher forms of the Seabach, however, are much stronger. The first tier, considered "worldly", are comporable to a trained gladiator, while the "primordial" tier act as though they are in a full suit of armor. The second tier is strong enough to lift an average human.
Equipment
- a knife made of pure silver, around 5 inches in length. It has a ruby-encrusted hilt.
- A 5'10" staff carved from mammoth bone. It serves to direct and amplify his magic.
- The robes on his back, and a pair of worn sandals.
Combat Style
Seanfear relies on setting multiple events into motion at once, micromanaging the battlefield. He tries to defend against every possibility he can while fighting. If he is outnumbered or outmatched, he has no qualms about running away, and he won't chase a fleeing opponent. Honor is not really a concept he knows, but he doesn't care much for needless combat out of sheer laziness. For familiar-based spells, Seanfear is allowed one turn-based action for each hawk is commanding. This means he is able to command all three hawks to perform different actions in a single turn. Generally, winning for him relies more on tactical planning and strategy than outright force.
Spell Repositore
SPELL NAME | SPELL TYPE | INCANTATION | DESCRIPTION | REQUIREMENTS | MATERIALS | CASTING SPEED |
GEIS SEABACH | Summon | "A dheanamh." | Calling upon the energies of wind and water, the caster creates a hawk elemental spirit. Upon being summoned, it perches somewhere near its caster, awaiting further instructions. The hawks themselves are average in size, with fierce talons and beaks as hard as blades. They possess a remarkable tenacity, able to absorb about three direct hits before dissipating. | A period of concentration lasting a single post while the elemental energy is being gathered. Only three familiars may be present at a time. | None | 1 post |
SUMMON FAMILIAR | Mental Command | Teacht. | The commanded familiar immediately stops whatever task it is doing, and returns to the caster. If it is unable to return, it will become increasingly agitated and aggressive to whatever is holding it back. | None | None | Instant |
CALL TO ATTACK | Mental Command | Mharu! | The familiar will immediately search out and try to destroy the pictured target, with no regard for its personal safety. It will only stop if it is killed or if the caster issues another, conflicting command. | A mental sensation pertaining to the target. This can be a name, a face, or even a scent, as long as it distinguishes who the hawk is attacking. | None | Instant |
CALL TO DEFEND | Mental Command | Chosaint! | The hawk will immediately intercept the most dangerous incoming attack towards the protected target. If there are no threats, it will merely circle above, ready to block one when it does appear. | Like with the Call to Attack, a mental sensation is needed for a target to protect. If no source is given, the hawk will immediately default to defend the caster. | None | Instant |
FETCH | Mental Command | Beir. | The familiar will fly in search of the requested item, bringing it back if it is able to. If it cannot, it will perch on or near it, and wait for the caster to find it. | Again, a mental sensation is needed, or a cognitive description of the item or item's location. | None | Instant |
TACITURN | Mental Command | Cheilt. | By focusing on a single familiar, the caster renders it invisible to the basic human senses. It is a simple illusion, easily broken by detection magic or movement from the subject. The caster can also apply this spell to himself, for whatever nefarious, intrusive purpose he chooses. Pervert. | None | None | Instant |
PHOENIX | Invocation | "Sruthan." | The targeted hawk bursts into flames as fire energy is pushed into its being. It can now be used to ignite flammable material or burn enemies. | The caster must focus on the mental link with the targeted hawk, gathering and channeling fire elemental energy. | None | 1 post |
ELECTRAL | Invocation | "Forsa." | The familiar becomes ebued with lightning energy, shocking anything it touches. A faint crackling noise eminates as it flies while in this form. | Same as above, but with lightning energy. | None | 1 post |
HOARFROST | Invocation | "Reo." | The hawk's outer exterior turns to ice, and a faint mist trail follows behind it. Those that touch its flesh unprotected may be afflicted with frostbite. | Same as above, but with ice energy. | None | 1 post |
FIREBOLT | Mental Command | Tine. | The hawk begins charging for a firebolt attack on its intended target, flying around the victim's head all the while. When it is ready, it releases a blast of flame from its beak that explodes on contact. The firing of the blast may be delayed by caster command. | Phoenix must be active, a target must be pointed out through sight or finger. | None | The commands to charge and fire are instant, but the familiar must take a turn to charge before being able to fire. |
THUNDERSTRUCK | Mental Command | Turraing. | The targeted familiar flies above an enemy, and releases a lightning bolt down. The bolt takes a moment to manifest, and is precursed by a crackle and the smell of ozone. The shock itself is relatively minor, only confusing and lightly harming. | Electral must be active, a target must be pointed out through sight or finger. | None | Instant, with a minor delay on the attack. |
ICE SHIELD | Mental Command | Sciath. | The hawk flies in front of the caster with its wings extended, creating a barrier of ice between him and the most prevalent incoming attack. If the attack is physical, the shield will easily shatter, though provide relative hindrance towards the fighter. If the attack is magical, it is reflected back, though a strong enough magical attack will overload and destroy the mirror. | Hoarfrost must be active, the caster must be under attack. | None | Instant |
HAWKSIGHT | Passive Action | None | By closing his eyes, Seanfear may see a live feed from a hawk's optical input. He may also take over the hawk, though his own body will be in a vulnerable, trance-like state. While in the hawk's mind, he can relay speech to those he wishes to, though the hawk itself is unable to speak while free from his influence. | Concentration on the targeted hawk's psychic link. | None | Continuous (Requires no activation, merely concentration on the phenomena.) |
BARREL BLAZE | Mental Command | Tine casadh. | An augmentation on the firebolt attack, this again requires charging. While commencing the attack itself, the hawk begins to spin at intense speeds, increasing its firey output tremendously. It then propels itself in a straight line, boring a flaming hole in anything it strikes until it either loses momentum or hits an immotable object like the ground or a castle wall. This attack is easily dodged, as it cannot change direction while in effect. | Same as Firebolt. | None | Same as Firebolt. |
FLASHBANG | Mental Command | Solas. | The hawk flaps its wings at supersonic speeds, letting out a loud noise and a brilliant flash of light. No damage is actually done, but the attack easily distracts or deters when unexpected. | Same as Thunderstruck. | None | Instant |
WINTERGALE | Mental Command | Buille. | The targeted familiar creates a billowing, chilly breeze in a targeted direction. While this isn't strong enough to knock an enemy off-balance unless they are ridiculously clumsy, it will misdirect physical projectiles, fan flames, scatter papers, or anything else a moderate wind can do. | Hoarfrost must be active, a target must be pointed out through sight or finger. | None | Instant |
SELF DESTRUCT | Mental Command | Bas. | A last ditch effort to distract an opponent or save Seanfear from telepathic attacks on his familiars. The targeted hawk begins to expand, and pops in a flurry of feathers like an overinflated balloon. | None | None | Instant |
METEOR HAIL | Mental Command | Realta. | The hawk charges for a long period of time. When it is ready and signaled to attack, it fires a barrage of tiny fireballs into the air above the opponent. They fall like hellish rain from the sky, causing intense burn damage to exposed flesh and physical damage to armor. | Same as Firebolt. | None | Two turns for the familiar to charge, though the commands to charge and attack are instant. |
MINEFIELD | Mental Command | Urlar. | A bolt of energy is released from the targeted familiar into the ground. Anyone near the strike is shocked through their feet, causing distraction, loss of balance, and general hotfooted discomfort. Collateral damage is possible. | Same as Thunderstruck. | None | Instant |
AERIAL ASCENSION | Mental Command | Ardu. | The targeted hawk creates an upward gust around the target, suctioning it into the air. This ability has a giant drawback; there are no landing gears. The higher the caster allows the target to go, the more painful the ground impact will be. If the suctioned target struggles, it can easily escape the vortex. | Same as Wintergale. | None | Instant |
DANTE | Invocation | "Sruthan mor!" | An augmentation on Phoenix. The hawk grows twice its size, taking in more fire energy than before, and literally becomes a body of flame. Embers fly off of it like from a roaring fireplace, and the heat felt by those nearby is intense. All abilities requiring Phoenix can be used, and are tripled in strength. Additionally, the Call to Defend is no longer usable, but the Call to Attack shoots a beam of violent heat instead of a physical attack. | Phoenix must be active. The caster must focus on the mental link with the targeted hawk, gathering and channeling fire elemental energy. | None | 1 post |
THOR | Invocation | "Forsa mor!" | An augmentation on Electral. The hawk doubles in size from an increase in lightning energy. It becomes so brilliant it is difficult to look at, and hairs stand on end in its presence. All abilities requiring Electral can be used at double strength. Call to Attack and Call to Defend are no longer usable, but the bird can teleport short distances for its other abilities. | Electral must be active. The caster must focus on the mental link with the targeted hawk, gathering and channeling lightning elemental energy. | None | 1 post |
TITANIC | Invocation | "Reo mor!" | An augmentation on Hoarfrost. The hawk doubles in size, taking in more ice energy than before. Vegetation freezes to death around it, everywhere it touches leaves frost, and icicles fall in its wake. All abilities requiring Hoarfrost can be used at double strength. Call to Attack is no longer usable, but Call to Defend erects a story tall, foot thick ice wall in front of the caster. | Hoarfrost must be active. The caster must focus on the mental link with the targeted hawk, gathering and channeling ice elemental energy. | None | 1 post |
PRIMORDIAL INFERNO | Familiar Primordial | "Naimhde mianach sruthan." | A basic primordial spell. The caster's target is surrounded by a thirty-foot wall of flames, which slowly expands inward. When the circle closes, it explodes in a brilliant pillar of firey radiance. | A Dante familiar must be present. The ash is scattered into the wind, and a target is named. The familiar spreads its wings, and on the turn following the incantation, the spell will take place. | A vial of ash. If this is not included, the spell will function, but the familiar will revert back to base form. | 1 post |
PRIMORDIAL CANTOR | Familiar Primordial | "Lig an torann a bheith ar mo chumhacht." | A basic primordial spell. An unearthly wail comes from the mouth of the familiar, sending terror into the hearts of all that hear it. The hawk then flaps its waves with a massive boom capable of harming hearing. | A Thor familiar must be present. The incantation is spoken slowly, and the leaf is ripped in half. As the leaf is ripped, the familiar will effect the spell. | A dead leaf. If this is not included, the spell will function, but the familiar will revert back to base form. | 1 post |
PRIMORDIAL MIST | Familiar Primordial | "Ta clear mo chara amhain." | A basic primordial spell. A thin haze descends on the battlefield, obscuring everything in sight. It is frigid to the touch, inhibiting movement to the point of hypothermia. | A Titanic familiar must be present. The incantation is spoken while the bell is chimed. The fifth chime must signal the end of the words, and the mist will soon follow. | A silver bell. If this is not included, the spell will function, but the familiar will revert back to base form. | 1 post |
PRIMORDIAL HURRICANE | Weather Primordial | 1) "stoirm dona mor!" 2) "chloisteail mo caoin!" 3) "scrios mo naimhde!" | A hurricane forms in the immediare area. It may take several minutes after the ritual ends to form, depending on the conditions of the current weather and how much they have to be altered. The storm brings heavy rain, gale-force winds, and lightning. Once it forms, the caster has no control, so he and all affected must ride out the storm. | The first line is spoken as the caster cuts into the wood with the silver knife. A stroke must be cut for each syllable spoken. When the second part is spoken, the caster must prick his thumb, and smear blood down the lines. Finally, the caster takes the fint and steel, burns the wooden tablet, and inhales the ashes before speaking the final line. | A wooden tablet made of oak, a silver knife, flint and steel. | 5 posts: One for part 1, one for part 2, two for part 3, and the actual spell cast on the fifth post. |
PRIMORDIAL BLIZZARD | Weather Primordial | 1) "teacht chugam, sneachta." 2) "Ba mhaith liom a itheann tu." | The sky darkens, temperatures drop, and heavy snow begins to fall. It obscures sight to the point where one may get lost in the storm. Snow falls for an indefinite time, though usually raises to two feet at the very least. After the snow stops, it may take days for the temperature to return to normal and the snow to melt. | As the caster chants the first part of the spell, he cuts himself with the knife and allows the bloos to drip into the water. As the second part is spoken, the yak hair is dipped into the bloody water, and shaken in the air frenetically. | A vial of water, a silver knife, the hair of a northern yak. | 4 posts: One for part 1, two for part 3, and the actual spell is cast on the fourth post. |
PRIMORDIAL QUAKE | Weather Primordial | 1) "Is maith leis a bhogadh bhogadh." 2) "Is maith leis a bhogadh bhogadh." 3) "Is maith linn a bhogadh... bhogadh!" | As the caster strikes his staff into the ground, a wave of seismic force erupts around him. The result of this is devestating, collapsing buildings and opening crevices in the crust of the earth. Anyone short of a cat god will be knocked to their feet, and damage from excessive trauma, falling debris, and sinkholes is very likely. | The husk of the worm is ground into dust with the two rocks, and the beak is thrown over the left shoulder. The lines are spoken in a sing-song voice, while the caster gyrates his hips. At the end of every line, the rocks are clapped together. As the last line is spoken, the rocks are dropped, and a staff driven into the ground. | Two rocks, a staff, an eagle's beak and an earthworm's husk. | Six posts: Two to prepare, one for each part, and one to actually cast the spell. |
PRIMORDIAL VOLCANO | Weather Primordial | 1) "pian , sruthan tine te." 2) "Ni mo mhathair!" | The earth begins to rumble as magma pushes its way to the surface. The targeted area bulges, and then erupts in a spew of burning hot lava. This is not recommended to cook food, unless you enjoy your steaks at the 'incinerated' level. There is no easy cleanup like many of the other spells; the lava cools, hardens, and remains as a physical entity long after the spell is cast. | The effigy is wrapped in the paper, and the grapes chewed. As soon as the flesh of the fruit pops, the candle is used to light the paper, and the burning ball is thrown in the direction the volcanic geyser is desired. The spell is quickly chanted. | A lit candle, two grapes, an effigy of a hamster, and a piece of paper. | Four posts: Two to prepare, one for both parts 1 and 2, and one to cast the actual spell. |
PRIMORDIAL FOREST | Weather Primordial | "Ag fas , siol , ag fas." | Undoubtedly the easiest of the primordial spells to cast, and for good reason. A forest swiftly grows around the caster. A forest. No flashing lights, big explosions, death toll in the millions. Just a bunch of newborn trees that probably don't know how to chlorophyll yet. They can't even impale enemies, growing around any obstacles that may be in their way. | The acorn is planted in the soil, and the words are whispered tenderly. | An acorn, or some other tree seed. | Two posts: One to plant the seed, one to say the incantation. |
PRIMORDIAL WOODBIRTH | Summon Primordial | "Bi saor in aisce, Antioch." | The ground breaks, and from its depths rises a 50-story-tall treefolk, Antioch, made of intertwined branches and roots. The creature is incredibly slow for a being of its size, but its strength and stanima are astonishing. Usually, this is the time enemies go running away, screaming like children. | All three primordial familiars must be present, and primordial forest must be present. The knife is used to cut the caater's arm, and all three familiars drink from the wound. The caster then walks among the trees, smearing his blood on the bark while chanting the incantation over and over. After every tree is marked, Antioch will arise in the center of the forest. | A silver knife. | Generally nine to ten posts, to complete all the preperations and the ritual. |
The familiar magics are of Seanfear's own design, while the Primordial spells were discovered from research into ancient druidic tomes. In addition to these heavier, more defined spells, Seanfear also has a slew of related druidic and elemental abilities, such as basic manipulation of his focused elements of fire, energy, ice, and especially air, basic manipulation of natural phenomena, and simple communication with all living creatures. These 'cantrip' abilities don't require incantation to put into effect, only concentration.
Dante Familiar
Thor Familiar
Titanic Familiar
Biography
I bet you duddering muletards have heard of Greisimn, the great Eldritch Knight, hero of the war against Sayre and legend of the people.
Well, you see, he's nothing more than a sodding asshead. I knew Greisimn, back at the academy. We could even be called friends. Friendly rivals, at least. We learned from each other, pranked together (though he wasn't the most into it), and beat each other up with the most brilliant magic students of our age have ever done. Probably.
But Greisytits went AWOL after the battle against the Blood King, and is probably dead. At least, that's the official idea. Knowing the scumwitted bastard, he's got us all fooled.
Ass.
Oh, is this not enough of a story for you? You want to know more about my life?
Fudge off, you stalkery stiltwagon.