D&D Servants Project: Medea

Disclaimer: I focused more on accuracy to the Fate canon in these builds that I did on keeping them balanced. Therefore, these builds/homebrew will be incredibly overpowered, please do not misuse them.

The Witch of Betrayal

Medea

Name: Medea

Race: Human/Servant

Alignment: Neutral Evil

Servant Class: Caster

D&D Class: Wizard (School of Evocation)

Level: 20

Hidden Attribute: Earth

Height: 163 cm

Weight: 51 kg

 

Stats:

Strength: 12 (+1)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 22 (+6)

Wisdom: 16 (+3)

Charisma: 9 (-1)

 

Armor Class: 13

HP: 122

Initiative: +3

Speed: 30 ft

Proficiency Bonus: +6

Hit Dice: 20D6

Spell Attack Modifier: +12

Spell Save DC: 20

Spell Slots:

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

8

6

6

6

6

4

4

2

2

 

Saving Throws:

Intelligence: +12

Wisdom:  +9

 

Proficiencies & Languages:

Skills: Arcana (+12), History (+12), Medicine (+9), Religion (+12) Stealth (+9)

Armor:

Weapons: Daggers

Tools: Alchemist’s Supplies, Herbalism kit, Woodcarver’s tools.

Languages: “Common”, Greek, Celestial.

Passive Perception: 13

Passive Investigation: 16

Passive Insight: 13

 

Equipment:

Magic Staff: Medea’s spellcasting focus.  If this staff is lost, it will return to Medea after a short rest. Additionally, while the staff is in her possession she can materialize and dematerialize it at will.

 

Rule Breaker: Medea’s Noble Phantasm. A strange ritual dagger that severs the bonds of magic. This dagger has a +3 to hit. Deals 1D4 piercing damage. This damage is magical for the purpose of overcoming resistance. The purpose of this weapon is not to harm people, but to destroy enchantments. If Medea successfully attacks a creature with this weapon, any and all magical enchantments on them (whether positive or negative) are instantly dispelled. Additionally, if Medea stabs an object that has been enchanted, the same effect occurs. This has no effect, however, on creatures or objects that are inherently magical. If a creature is subordinate to another creature by magical contract, Medea transfers ownership of that contract to herself. This essentially allows her to steal familiars. Furthermore, Medea can attack magical barriers with Rule Breaker. The barrier’s DC is equal to the original caster’s spell save DC. If she hits, the dagger dispels the barrier. If Rule Breaker is lost, it will return to Medea after a short rest. Additionally, while the dagger is in her possession she can materialize and dematerialize it at will. 

<small>Noble Phantasm</small>
<small>Noble Phantasm</small>

 

Argon Coin (EX): A magic item belonging to Medea that has been sublimated into a personal skill. The legendary golden fleece that is the royal treasure of the Colchis. It supposedly has the potential to summon a dragon, but Medea doesn’t know how to do that. However, cuddling with the fleece promotes healing. If she cuddles with it while resting, she has advantage on the hit dice rolls.

 

Abilities & Skills:

Item Construction (A): Class skill of casters. Improved ability at making items. When making a check to create a magic item or brew a potion, it instantly succeeds.

 

Territory Creation (A): Class skills of casters. An ability that can create terrain that’s favorable for oneself as a spellcaster. Medea can spend 4 hours converting an area of up to 2,500 ft2 into a “temple”. When she’s in this area she gains the following benefit.

  • She gains advantage on spell attack rolls.

  • Enemy’s have disadvantage on saving throws against her spells.

  • Spells of 3rd level or lower can be cast without extending spell slots.

 

High-Speed Dive Words (A): Personal skill of Medea. An ancient language lost to time that greatly increases the speed and efficiency of spells. It grants the following effect.

  • Medea can cast ritual spells as single actions

  • Medea can speak celestial.

  • Medea does not need a material component or a spellcasting focus for spells of 8th level or lower (unless the components have significant monetary value).

 

The following abilities are paraphrased from the various D&D Sourcebooks.

Arcana Recovery: A technique Medea learned from Circe to recover magic energy. Once per day when she finishes a short rest, she can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half her wizard level (rounded up), and none of the slots can be 6th level or higher. Medea can recover up to 10 levels of spell slots.

Spell Mastery:  Medea have achieved such mastery over certain spells that she can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in her spellbook. She can cast those spells at their lowest level without expending a spell slot when you have them prepared. If she wants to cast either spell at a higher level, she must expend a spell slot as normal. By spending 8 hours in study, she can exchange one or both of the spells you chose for different spells of the same levels.

Mastered Spells:

  • Dragon Tooth Warrior

  • Κεραινο (Celaeno)

Signature Spells: Medea has gained mastery over two powerful spells and can cast them with little effort. She can choose two 3rd-level wizard spells she knows as your signature spells. She always has these spells prepared, they don’t count against the number of spells she can have prepared, and she can cast each of them once at 3rd level without expending a spell slot. When she does so, you can’t do so again until you finish a short or long rest. If she wants to cast either spell at a higher level, you must expend a spell slot as normal.

Signature spells:

  •  Fly

  • Lighting Bolt

Sculpt Spells: Medea can create pockets of relative safety within the effects of your evocation spells. When she casts an evocation spell that affects other creatures that she can see, she can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Empowered Evocation: Medea can add her Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that she casts. The damage bonus applies to one damage roll of a spell, not multiple rolls.

Overchannel: Medea can increase the power of her simpler spells. When she casts a wizard spell of 5th level or lower that deals damage and isn’t a cantrip, she can deal maximum damage with that spell. The first time she does, she suffers no adverse effect. If she uses this feature again before she finishes a long rest, she takes 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time she uses this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

 

Spell List:

 

Rain of Light: Machia Hecatia Graea. 9th level evocation. Time: 1 action. Medea’s preferred method of attack. Fires a barrage of ten beams of light that destroy anything in their path. Each beam has a radius of 10 ft and a length of 100 ft can be summoned anywhere within 200 ft of the caster. Any creature caught within a beam must make a dexterity saving throw. They take 40d6 damage on a failed save and half as much on a successful one. Creatures caught in more than one beam take damage only once.

 

Αερο (Aero): 5th level evocation. Time: 1 action. Summons a gust of cursed wind that tears the flesh of those caught into it. Attacks in a 60ft cone in front of the caster. Any creature caught in the blast must make a constitution saving throw. They take a 8D8 slashing damage on a failed save and half as much on a successful one. If this spell is casted at higher levels, it does an additional D8 of damage of each level above the 5th.

 

Κεραινο (Celaeno): 2nd level evocation. Time: 1 action. Fire three bolts of electricity as a ranged spell attack (range 120 ft) at any target within range. Each attack deals 2D6 lighting damage. If casted with a spell shot of a higher level, it fires one additional bolt for each level above the 2nd.

 

Ατλας (Atlas): 5th level enchantment. Concentration spell (1 minute). Range: 90 ft. Pressurizes the air around the target, holding them in place. The target must succeed a strength saving throw or be restrained for the duration of the spell. At the end of each of their turns, the target can make another strength saving throw in an attempt to break free. If casted at higher levels, the spell can hold one additional creature for each level above the 5th. All the targets must be within 30ft of each other.

 

Μαρδοξ (Argos): 5th Level Abjuration. Can be casted as a bonus action. Concentration (10 minutes). Creatures a glass like shield in front of the caster, which adds +10 to their armor class. If the caster receives a critical hit, the shield shatters.

 

Tροψα (Trofa): 6th level conjuration. A limited imitation of second magic. The caster can teleport anywhere within 10 miles. The caster may also bring one willing or incapasited creature with her. You can exactly teleport directly into any space you know of, or a specified distance in a specified direction. If the caster teleports into a space that’s already occupied by an object or creature, they take 4D6 force damage and the teleportation fails.

 

Reinforcement (human): 2nd level transmutation. Can be casted as a bonus action. Medea can reinforce any willing creature she touches. Concentration: 1 hour. The creature gains +1 on all their attack rolls, their unarmed strikes are magical for the purpose of overcoming resistance, their unarmed strikes deal an extra damage die of damage, and they gain +2 to their armor class.

 

Dragon Tooth Warriors: 1st level conjuration. Plants dragon teeth into the ground to call forth warriors. Summons 1D4+1 dragon tooth warriors. If this spell is cast at higher levels, one more warrior is summoned per level above the first. The golems have the following stats.

The golems are completely loyal to the caster, and will follow any command given to them without question.

 

Dragon Tooth Beast. 2nd level conjuration. Plants dragon teeth into the ground to call forth a beast. Summons a single dragon tooth beast. If this spell is cast at higher levels, one additional beast is summoned per two levels above the second. The golems have the following stats:

The beasts are completely loyal to the caster, and will follow any command given to them without question.

 

The following spells are paraphrased from the various D&D Sourcebooks.

 

Fly: 3rd level transmutation. Cast Time: 1 action. Concentration: 1 hour. You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, you can target one additional creature for each slot level above 3rd.

 

Lighting Bolt: 3rd level evocation: A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 

Hallucinatory Terrain: 4th level illusion. Cast time: 10 minutes. Range 300 ft. Duration 24 hours. You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, Equipment, and creatures within the area aren’t changed in Appearance. The tactile Characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the Illusion. If the difference isn’t obvious by touch, a creature carefully examining the Illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the Illusion for what it is, sees it as a vague image superimposed on the terrain.

 

Dominate Person: 5th Level Enchantment. Casting time: 1 action. Range: 60 ft. Concentration: 1 minute. You attempt to beguile a Humanoid that you can see within range. It must succeed on a Wisdom saving throw or be Charmed by you for the Duration. If you or creatures that are friendly to you are Fighting it, it has advantage on the saving throw. While the target is Charmed, you have a Telepathic link with it as long as the two of you are on the same plane of existence. You can use this Telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the Actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a Reaction, but this requires you to use your own Reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels: When you cast this spell using a 6th-level spell slot, the Duration is Concentration, up to 10 minutes. When you use a 7th-level spell slot, the Duration is Concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the Duration is Concentration, up to 8 hours.

 

Clairvoyance: 3rd level divination. Casting tim: 10 minutes. Range: 1 mile. Concentration: 10 minutes. You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

 

Geas: 5th level enchantment. Casting time: 1 minute. Duration: 30 days. Range: 300 ft. You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

 

Mirage Arcane: 7th level illusion. Cast time: 10 minutes. Range: sight. Duration: 10 minutes. You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately. Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

 

Sunburst: 8th level evocation. Time: 1 action. Range: 150 ft. Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.

 

Chain Lighting: 6th level evocation. Time: 1 action. Range: 150 ft. You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

 

Sunbeam: 6th level evocation. Time: 1 action. Concentration: 1 minute. A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

Witch Bolt: 1st Level Evocation. Concentration: 1 minute. Range: 30 ft. A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Blur: 2nd level illusion. Time: 1 action. Concentration: 1 minute. Your body becomes blurred, shifting and wavering to all who can see you. For the Duration, any creature has disadvantage on Attack Rolls against you. An attacker is immune to this Effect if it doesn’t rely on sight, as with Blindsight, or can see through illusions, as with Truesight.

Arcane Eye: 4th level divination. Time: 1 action. Range: 30 ft You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Dominate Monster: 8th level enchantment. Time: 1 action. Range 60 ft. Concentration 1 hour. You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be Charmed by you for the Duration. If you or creatures that are friendly to you are Fighting it, it has advantage on the saving throw. While the creature is Charmed, you have a Telepathic link with it as long as the two of you are on the same plane of existence. You can use this Telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the Actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a Reaction, but this requires you to use your own Reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels: When you cast this spell with a 9th-level spell slot, the Duration is Concentration, up to 8 hours.

Aganazzar’s Scorcher: 2nd Level Evocation. Range: 30 ft. Time: 1 action. A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Ice Storm: 4th level evocation. Time: 1 action. Range: 60 ft. A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Storm Sphere: 4th level evocation: Time: 1 action. Range: 150 feet. Concentration: 1 minute. A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.

Sleep: 1st level enchantment. Range: 90 ft. Duration: 1 minute. This spell sends creatures into a magical slumber. Roll 5d8, the total is how many Hit Points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Hit Points (ignoring Unconscious creatures). Starting with the creature that has the lowest current Hit Points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature’s Hit Points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being Charmed aren’t affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, roll an additional 2d8 for each slot level above 1st.

Ice Knife: 1st level conjuration. Range: 60 ft. Time: 1 action. You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Minor Illusion: Illusion cantrip. Cast time: 1 action. Duration: 1 minute. You create a sound or an image of an object within range that lasts for the Duration. The Illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a Whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the Duration, or you can make discrete Sounds at different times before the spell ends. If you create an image of an object – such as a chair, muddy footprints, or a small chest – it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory Effect. Physical interaction with the image reveals it to be an Illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the Illusion becomes faint to the creature.

Ray of Frost: Evocation Cantrip. Range: 60 ft. Time: 1 action. A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

 

Fire Bolt: Evocation cantrip. Range: 120 ft. Time: 1 action. You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 4d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

 

Frostbite: Evocation cantrip. Range: 60 ft. Time: 1 action. You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 4d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

 

Lighting Lure: Evocation cantrip. You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 4d8 lightning damage if it is within 5 feet of you.

 

Blade Ward: Abjuration Cantrip. Casting time: 1 action. You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

 

History:

This is mostly paraphrased from type moon wiki, so most of the credit to this goes to them.

 

Medea, the princess of Colchis and the witch would appear in the legend of the Argonauts. While not as famous as her mentor Circe, she still carries the reputation of one of the strongest spellcasters of the western world.

Medea was born as the princess of the island of Colchis. Her father, King Aeёtes, was a accomplished mage, and had his daughter educated as such. Medea received training in magic from the infamous sorceress Circe as well as the blessing of Hecate, the goddess of witchcraft. Despite this, back in her youth, she did not at all resemble the witch that she would become, preferring to use her magic for healing rather than harming. While she didn’t see much of the world, Medea was content with living her peaceful, isolated life. She was happy there. However, this peace would not last. 

One day, a man named Jason arrived on Colchis. Jason sought the Golden Fleece, the royal treasure of Clochis, in order to reclaim his rightful throne back in his home country of Iolcos, gathering heroes from all over Greece to do so. When he got there, King Aeёtes refused, not wishing to part with the Fleece. However, Aphrodite, the goddess of love, was quite invested in Jason’s journey, so she decided to give him an edge against the king. She cursed Medea, making her fall madly in love with Jason. Using her magic, Medea disabled the protections her father put around the Fleece, allowing Jason to steal it.

The king was furious, and he personally led his armies to capture Jason. Seeing this, Aphrodite forced Medea to assist Jason as well. She covered his escape, even going as far as to slice her own brother to pieces. The King, grief stricken, halted his assault to collect the pieces of his son, giving Medea time to board the Argo and escape with Jason.

Medea received a cool reception amongst the argonauts. Despite the fact that she saved their leader, they couldn’t trust a girl who’d just murdered her own brother. Jason, however, was grateful to her, and that’s all she cared about.

Upon returning to his native land, Jason learned that the Usurper King Pelias had no intention of giving Jason his throne back like he promised. He then attempted to kill Jason, who was only able to survive thanks to Medea’s magic. Eventually Jason came up with a plan to be rid of the king. He invited the king to their home to see Medea’s magic. They killed an old sheep in front of the king, then Medea used her magic to revive it as a young lamb. Medea offered to do the same thing for the king. Overjoyed, the king has his daughters cut him to pieces. However, Medea did not revive the king, and threw his body into the sea. Jason then used the charge of patricide to get rid of the king’s line. 

Jason finally gained his rightful throne, but the other Argonauts did not approve of Jason’s conduct, especially Medea’s existence. As such, they rallied the people against Jason, and drove him and Medea out of the country. The two of them wandered for many months until they reached the land of Corinth, where they were welcomed by the king. Medea was able to enjoy a short peace, but it was short lived.

The King of Corinth took a liking to Jason, and asked him if he would marry his daughter. Jason also found the princess attractive, and as such banished Medea, despite the fact she’d already bore him two children. This filled her with a burning rage, and she plotted revenge. She came to the wedding, and incinerated everyone except Jason, who she spared in order to make him feel her despair. From there, she disappeared. No one knows exactly what happened to her but rumors of an evil witch appeared throughout Greece for years afterwards.

 

Personality:

This is partially paraphrased from type moon wiki, so some of the credit to this goes to them.

 

On first impression, Medea seems to have the personality of a witch. She acts cruel and cold hearted, and when it comes to achieving her goals, no action is wicked to her. No code of honor binds her. She has definitely been hardened by the world and she often dismisses idealism as childish and foolhardy.

She is not completely heartless. While she’s willing to expend human life to achieve her ends, she doesn’t like throwing it away unnecessarily. She also seemed to have a distaste for spending the lives of children. However, if a person’s death is beneficial to her, she’ll kill without hesitation.

Medea has a high resilience to failure. As one who’s had her life crumble apart in front of her more than once and survived, it takes a lot to crush her spirit. The only thing that could possibly shake her is the loss of a loved one. Additionally, despite having been forced into a role of a witch, she accepted it, and dedicated herself to showing humanity it’s own ugliness.

Medea is ruthless towards her enemies. Most heroic spirits are, but Medea often goes about it with an unusual amount of cruelty, sometimes even going as far as to humiliate her foes in an attempt to break their spirit.

Medea often fights her battles before she begins, often relying on schemes rather than her raw power. Despite her cruelty, she’s often willing to seek a more peaceful solution to a conflict, even going as far as to collaborate with old foes. To her, a new ally is better than a defeated enemy. However, this often proves difficult due to her reputation.

Despite her high intellect, she has a short temper. She hates being called a witch, she’s willing to put up with it once but won’t give anyone a second chance. She also doesn’t like anyone inquiring about her age.

Despite her ruthless reputation, all Medea really desires is peace. Her wish for the only grail would be to go back to the ways things were before she met Jason, her calm if admittedly mundane life with her father and brother. If that’s unavailable, she’d probably want to settle down with a calm, reserved, and loyal man. Unexpectedly, she actually likes the idea of being a housewife.

In peace times, a softer side of her reveals itself. While she does come off a cold and sarcastic, she doesn’t really seek conflict. While she won’t try to become friends with anyone, she won’t try to make enemies either. Most importantly, she takes a break from doing “witch things” and tries to live as a normal woman.

Medea does actually have a couple of hobbies. She enjoys making models, especially model ships, and her collection tends to grow fast. She also has a fondness for cute girls and coordinating their outfits. She also likes cooking, though she’s really bad at it. Despite her general aloofness, she’s actually able to find kinship in those with similar hobbies.

Medea really hates overly muscular men. She also hates handsome and flirtatious men that remind her of Jason.

Medea has a tendency to become lovestruck to an unhealthy degree. When she falls in love with someone, they become the center of her life. She obsessed over taking care of them, and making sure they’re happy. She does use this a motivator for self improvement, but even there she goes overboard. Due to her past experiences, she’s paranoid about infidelity from her boyfriend/husband, and she often overthinks her actions.

 

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