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om:character:duncan_leetenbaum

Duncan Leetenbaum

Gender: Male
Age: 15
Ethnicity: Caucasian, American
Hometown: Long Beach, California
Affiliation: Duncan
Purity: Indeterminate

Magic Type: Natural
Active Status: Active

Abilities

Primary Ability: Spell Casting

  • Duncan specializes in casting spells through the old fashioned way; chanting. However, due to his personality, he does not settle for 'old fashioned' and applies as many new twists as he possibly can. Due to typically working alone, most of Duncan's spells are much smaller in scale, more energy efficient and faster to cast, allowing him to stay in motion and relocate more frequently.

Secondary Ability: Holding

  • By manipulating the laws of physics itself, space and time bend to Duncan's will to do something seemingly simple; create space where there is none. In other words, he sub-specializes in creating Dimensional Bags and Pockets to squirrel things away.

Tertiary Ability: Caster Weapon and Caster Ammunition Maker

  • Spells of varying degrees of power and purpose are cast and then stored inside ordinary looking shells or bullets to be fired at a later time from a properly adapted weapon. Duncan is capable of producing both Caster Weapons and Caster Ammunition.

How Powers Were Granted: Duncan was born with his powers, but did not inherit them from his parents.

Skill level: 50
Power level: 20
Control: 30

Physical

Appearance: Duncan's hair is a neatly combed brown that goes nicely with his fair skin. He has a rugged, boyish look to him, and is quite fit. The clothing worn is often a blue, long sleeve shirt with the sleeves rolled up to his elbows along with a black or navy blue vest and jeans or khaki pants. He stands at a 5'1“ with room to grow.
Magical Item: Martini-Henry Caster Rifle
Magical Outfit: N/A
Familiar: N/A

Spell List

As a traditional type spellcaster, Duncan requires time to invoke and cast his spells, leaving him vulnerable in the meantime. Though this weakness can be circumvented by either using magical items such as caster weapons or having guards, it is also one of the most flexible magical arts as it can change and adapt on the fly. The following is a list of some of Duncan's more favorite spells:

Offensive Spells

Water Cutter

By using magic to compress the stream, water can be cast out in a thin, ultra high pressure stream over longer distances. The resulting spell cuts through objects easily, much like industrial water cutters do against food or even metal. Duncan can further augment the spell by adding in abrasives such as sand or dirt, speeding up the process at which the stream of high pressure, high velocity water erodes through objects. Out of Duncan's spells, the Water Cutter is one of his favorites due to its energy efficiency and ease of use. It excels against smaller targets, but has more difficulty against larger magical creatures.

Lighting Bolt

A simple and classic spell where an electrical discharge arcs from the caster and onto the target with varying degrees of power. Duncan's personal modifications prevent the spell from traveling at the typical linear trajectory. Instead, the more complex and articulated spell's bolt slightly curves towards the intended point of impact; the target is 'painted' with an electromagnetic charge opposite the lightning bolt. The resulting attraction between target and bolt forces the enemy to leap or run to the side instead of sidestepping the projectile, flushing them out of cover more effectively or corralling them into a more desirable position.

Plasma Bolt

Air is compressed into a small space, then ionized and heated by an electric current to create plasma. Additional thermal shielding and electromagnetic well spells keep the ball of plasma and its heat contained before propelling it forward at relatively high velocity. Due to the nature of the magical containment used, the plasma continues to move forward, even after impact, spending itself on the target. On the event of a miss, the plasma bolt may be called back to be 'caught' and fired again. The Plasma Bolt is one of Duncan's more complex and harder hitting spells, requiring more energy and a longer casting time.

Fireball

One of the most popular and famous spells in the magical and normal world, the humble fireball is exactly what's on the label; a ball of freaking fire hurtling downrange. Duncan's personal modifications to the classic spell has a thermal containment which prevents excessive glare. Heat is radiated up to half a meter away from the projectile, but does not travel any further from the fireball than that. This both preserves the long range effectiveness of the fireball, as well as prevent collateral damage from accidental or unintended fires. In addition, Duncan may detonate the fireball at will, releasing all its magical potential at once in all directions.

Slag Thrower

Rock, metal or even dirt is gathered up into a sphere before being heated to the melting point. Containment spells similar to those used in Duncan's custom fireball keep the molten slag intact and the heat at bay until release in the form of a high pressure and volume stream. For a wide area attack instead, the molten liquid may be sprayed in a flamethrower like plume. The molten liquids cling onto the target as the cooling process takes place, burning and immobilizing it. Due to the energy and complexity of the spell, Duncan requires more time to prepare it.

Ice Blast

One of many simple beginner spells, water is created and then cast forward while being cooled to freezing temperatures, immobilizing the target and other objects in place. Duncan's variation of the spell has him drawing water from the environment, drastically reducing the amount of energy required to cast it, at the cost of TTC (Time To Cast).

Ice Lance

Water is collected from the environment or created using magical energy before being frozen into a long spear or lance before being shot forward as a high speed projectile. Besides being used as a long distance weapon, Duncan's variation of the Ice Lance has it thermally insulated and reinforced, allowing for its easy use as a melee instrument without worry of easily shattering it or freezing hands.

Defensive Spells

Concussion Blast

Air is suddenly shunted away from the user with considerable force, throwing off several attacking enemies when used in a wide arc, or individual projectiles or weapons. When used offensively, it is considered a non-lethal crowd control technique.

Magna Well

A magnetic well of high electromagnetic attraction is generated; all metallic items of ferrous nature within the vicinity are drawn to this location. Primarily used to disarm opponents or to gather resources.

Magna Pulse

Merely a simple derivative of the already simple Magna-Well, the Magna Pulse repels all ferrous objects using a sudden spike in electromagnetic activity. Used for repelling ferric melee weapons, slower moving ferric objects, or personnel with ferric objects on their body.

Miscellaneous Spells

Holding

See Duncan's Secondary Skill

Inventory

N/A

om/character/duncan_leetenbaum.txt · Last modified: 2023/02/07 11:24 by 127.0.0.1