Knight Title: Kursk (Location of Earth's largest
magnetic anomaly)
Uniform: Please see concept contest art.
Weapon & Magic The hope is that as he grows, the magic in the stones would be able to magnetically deflect, or redirect single-target magic or weapon attacks either by pulling it towards him and away from an ally, or away from himself to avoid being hit.
Page Weapon: His weapon is two magnetic stones - no magic but has the strength of a 5-lb magnet each, at best he can stick it to something but that’s the nature of what they’re made of.
Squire: A round buckler with a Polaris symbol in the center; strong magnets keep it fixed to a bracelet worn on his wrist.
The shield can be thrown like a disc, however, while it is attached to the bracelet Kursk is able to channel his magic to repel enemy attacks on him and his allies within a 10' radius, for third stage characters this is only half as effective.
Magic duration: 30 seconds
Knight Weapon: A larger round shield with a decorative border and Polaris symbol in the center; strong magnets keep it fixed to a bracelet worn on his wrist.
While the shield can be thrown, as long as Kursk is holding the shield he is able to channel his magic to repel enemy attacks on him and his allies within a 10' radius. At Knight stage his magic is also able to repel enemies, pushing them away from him and his allies up to 10' away causing them to at bare minimum stagger away, up to player discretion if their character is knocked off their feet.
Magic duration: 45 seconds