Alavor Bodrik

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Name: Alavor bodrik
Title: Hydro/Cyromancer
Age: 29
Race: Human
Eye: Dark Cyan
Hair: Cyan
Height: 5'9
Weight: 170 lbs.


Contents

Equipment

He wears a blue cloak. It represents water. He wears gloves, which save his hands form frostbite up in the cold mountains. He wears normal shoes, up in the mountains he wears boots.

Personality

Alavor has an "icy" personality. He dislikes the heat, and he dislikes when people start talking back to him, or become too over confident. Anyting against him offends him, half the time. He also likes ot sleep alot.

Spells

Hands of the Fountain

Cast Time: 1 Turn, Simple Spell

The mage cups their hands, which fill with pure, drinkable water. This water will refill slowly as if from some unseen tap. While impractical for battle, it is useful for travel. (Note: all water mages must begin by learning this spell)

Rank II: The mage can project the conjured water away from themselves by up to three feet.


Water Shot

Cast Time: 2 Turns, Simple Spell

The mage condenses water into a compressed ball in their palm, and then throws it. Upon impact, it will burst. The concussive force of the pressured water will do moderate-to-light damage, based on the target’s armor, and will extinguish most fires.

Rank II: The mage learns to condense the water into a dart-like projectile. At this level of pressure, the dart may pierce leather or chain, but will still be ineffectual against thicker metals.


Water Curtain

Cast Time: 2 Turns, Simple Spell

The mage motions upward and downward, raising a moving curtain of water from the ground. The curtain is only about three feet wide and five feet tall, but it can be used to nullify fire attacks or soften projectiles. Anyone who attempts to walk through it must do so slowly or be thrown back – 1 turn to pass through.

Rank II: The curtain can now be made into any shape within a 6x6 limit, and the water can be made transparent or murky.


Groundwater Tap

Cast Time: 3 Turns, Simple Spell

The mage focuses all their intent on one area (declared during their first turn by pointing to it), calling the water deep within the ground to burst forth. In non-arid areas, this geyser will break through the ground with concussive force, stunning and knocking back anyone in the blast area (roughly two people abreast)

Rank II: The mage can now direct groundwater from a larger area to erupt, creating a larger blast zone roughly four people abreast. The spell will no longer fizzle in arid areas.


Water’s Embrace

Cast Time: 3 Turns, Complex Spell

The mage gathers water to create a rushing dome around them. Anything that tries to enter the dome will be pushed backward forcefully, though things like a crossbow bolt at close range can still penetrate. The mage cannot move while the dome is up.

Rank II: The mage’s dome becomes easier to conjure, now requiring only two turns of work.


Water Tendrils

Cast Time: 2 Turns, Complex Spell

The mage condenses water from the air into two snake-like tendrils that can be controlled independently. They are quite solid for water and can be used as whips, rope, etc. If the mage is severely jarred, the tendrils will evaporate.

Rank II: The mage can summon four tendrils instead of two.


Torrent

Cast Time: 3 Turns, Complex Spell

The mage focuses all the water in the area into a large orb in their hands. After gathering it and putting it under intense pressure, they can release a jet of water that will damage anyone it hits and knock them back. The force of the jet is very intense and will bruise through padded or leather armor.

Rank II: The mage may now cast this spell in 2 turns, rather than 3.


Fountain of Life

Cast Time: 5 Turns, Complex Spell

The mage lays their hands on the intended target's wounds. Water flows from their hands as per the Hands of the Fountain spell, then covers the wound. Over the course of the spell, this enchanted water will flow into any open wound, knitting the flesh neatly but still leaving a scar. Mortal wounds will usually kill the wounded before the healing can do anything to stop it. If the mage is disturbed in any way, the spell will usually fail- as such the spell if difficult to cast on the battlefield.

Rank II: This spell now takes four turns to cast, and leaves no scarring.


Ice

Winter’s Touch

1 Turn Simple Spell The mage concentrates for a moment, bathing their main hand in an azure light. The next object they touch will be rapidly cooled. It takes ten seconds of contact to reach the freezing point, and any further contact will merely maintain that temperature.

Rank II: The spell may now delve into subzero temperatures until about 0 degrees Fahrenheit. Reaching the freezing point now requires only five seconds of contact.


Crystalline Wall

3 Turn Complex Spell The mage motions from the ground up, first summoning moisture then condensing it into a wall of thick permafrost-grade ice. Once complete, the ice wall will be a rectangular wall roughly five feet wide and six feet tall. The wall will absorb attacks as if it were elemental plate armor, but it can be circumvented. Fire attacks will melt the wall very quickly, possibly striking through it.

Rank II: The mage can now shape the structure made. While it can be no larger than five feet by six, it can be virtually any shape they desire. It remains 1/3rd of a foot thick.


Icy Embrace

3 Turn Complex Spell The mage drastically lowers the temperature around the target, attempting to freeze their feet in place. If successful, the target will be unable to move from the spot where they’ve been frozen until the mage releases the spell, they break the ice from a turn of physically intense struggling, or a fire-based attack strikes the ice.

Rank II: The mage has gotten craftier, and may now attempt to encase a target’s hand rather than or in addition to their feet.

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