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Hawthorne

New Zim'drit [Dragonmark Abilities]

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Hawthorne

 

Username: HawthorneVO

Character Name:  Zim'Drit

Dragon:  Carathoth, Oracle of Rohana

Mark Type: Sorcerer

First Gift: Gravity's Absence: The dragonmark is gifted with a talon necklace crafted out of dragon bone. This gift is capable of passive telekinesis of things under 25 lbs, able to move it by three meters per turn. When this necklace is worn, the dragonmarked is capable of casting from their hands or feet

 

Spells:

  • Spell Name: Black Hole Sun

    Shakti: 3

    Domain: Gravity, Fire

    Concentration: Medium

    Cast Time: 4 Turns

    Duration: 3 Turns

    Range: 20 meters

    Effect: A well of gravity that expands out to a 5x5 area, pulling in those around with a 14, 10 saving throw. Pulling in debris to create a ball of lava. Once the spell ends, the lava is dispersed in the 5x5 area. cooling the next turn. The lava itself causes first to second degree burns based on proximity to the center.

     

    Spell Name: Snapdragon

    Shakti: 3

    Domain: Plants, Fire

    Concentration: Medium

    Cast Time: 3 Turns

    Duration: 5 turns [Unless destroyed]

    Range: 10 meters

    Effect: From the ground emerging from the very soil itself 1-2 plants sprout from the ground, appearing as a vermillion flower with a draconic looking head, within the center of the flowers looks to be a burning and sizzling flame, each head is capable of firing flaming projectiles upon command [adhering to the pet/minion/npc rules] The projectiles are capable of sticking into people to  cause further burns up to the first degree on an un-armored opponent.

     

    Spell Name: Ring of Fire

    Shakti: 3

    Domain: Gravity, Fire

    Concentration: Medium

    Cast Time: 4 Turns

    Duration: 10 Turns 

    Range: 5 meters

    Effect: Creating a ring of dragon fire in a 10 meter radius, this spell is meant to isolate the caster and a singular combatant to one on one combat. The fire itself isn’t the only deterrent, but also the gravity hemisphere surrounding the two, making it impossible for projectiles to get through,  but also creating an intense heat inside. Those seeking to enter the hemisphere will have to succeed a saving throw of 14, passing or not they'll be subject to the ferocity of the flames, causing 1st degree burns to armored, second degree to unarmored, as well as igniting flammables. 

    This spell can be dismissed at any time by the caster, or if they’re knocked unconscious.

     

    Spell Name: Dragonforce - Fire and Flames

    Shakti: 2

    Domain: Gravity, Fire, Plant

    Concentration: Medium

    Cast Time: 2 Turns

    Duration: 6 Turns 

    Range: Self

    Effect: Vermillion dragon flames cover the extremities of the caster, and gravity wells enhance the strength of the caster by 1. This spell also allows for the casting of further more “advanced” spells that use the Dragonforce tag.

    Spell Name: Dragonforce - Starfire

    Shakti: 2

    Domain: Gravity, Fire, 

    Concentration: Low

    Cast Time: 3 Turns

    Duration: 1 Turns 

    Range: Self

    Effect: The caster is launched 10 meters into the air and their entire body is swathed in flames  before crashing down at a spot designated within 5 meters of the original spot the spell was cast. Those within 3 meters of impact are pushed back by a gout of quick drying lava created by the swathes of vines attached to the body of the caster, this causes burns of the first degree.

    Those in the center must succeed a DC 14 saving throw or be forced to the ground. On a successful save they are pushed back in a direction of their choice.

    Spell Name: Dragonforce - Fury of the Storm

    Shakti: 2

    Domain: Fire, Plant

    Concentration: low

    Cast Time: 2 Turns

    Duration: 1-4 Turns 

    Range: 3 meters

    Effect:
    By waving their extremities, the dragonmarked  area with a burning dragon fire vine whip that swathes through the area, Smacking into and entangling around one target in that area and causing 1st-4th degree burns for every turn that the person inside fails a DC 14, 11, 8, 4 strength check on a d20 roll.[Progressing 2 degrees on an unarmored opponent, half as much when in cindium] Till then they are bound and unable to use their arms, however the vine can be put out/pulled off by others.  On a passing save, the creature is released from the influence of the whip



    Spell Name: Jump

    Shakti: 2

    Domain: Gravity,

    Concentration: Medium

    Cast Time:4 Turns

    Duration: 1 Turns 

    Range: Self

    Effect: The caster uses the aspect of their gravity ability to leap up to 15  meters in the air and up to 15 meters away, and land with a soft landing using a gravitational bubble.

    Spell Name: Firebahl

    Shakti: 3

    Domain: Gravity, Fire,

    Concentration: Medium

    Cast Time: 3 Turns

    Duration:  3 turns

    Range: Self

    Effect:Creating a 5x5x0.3M blanket of fire that descends down from above the fire has a unique quality to it that it isn’t just a falling flame, but it has a rather substantial weight to it, capable of pinning down creatures to let them slowly burn. Those in the area of the fire as the spell was cast must succeed a dc 13,9,7 save or be pinned under the flame to suffer 1st to 3rd(4th if unarmored) degree burns they are able to make this save after every turn they’re in the gravitational influence.

    Passives

    Spell Name: Telekinesis

    Domain: Gravity

    Concentration: Light

    Range: 10 meters
    Effect: This passive effect lets the caster whenever they desire, be  able to lift objects no more than 10 pounds, and move them at a speed of 4 blocks an emote. This can not be used as a weapon attack, as any item dropped from said effect is lowered slowly to the ground. 


    Spell Name: Hot in here

    Domain: Fire

    Concentration: Light

    Range: self
    Effect: This passive effect makes it bearable in cold temperatures, and said blessed can walk around with minimal gear in the cold.

Edited by Hawthorne

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