Spells and Abilities
Minor Trickery (Stealth Novice)
You can draw forth a minor amount of magic to assist yourself, regardless of the job. This spell lets you interact with small objects and can do a variety of things. You can create noises centered on an area, even if nothing is there to make the sound. You can open or close unlocked doors and windows without needing to touch them. While effective at many things, this spell excels at being a distraction.
Quick Palm (Stealth Novice)
A simple technique that allows you to hold small items in the palm of your hand with no effort at all. You have mastered the skill of holding an item in your hand and making it look natural. In addition you can hold the item in a way that makes it look like the item is not there, concealing it within your palm. This does not work on large items like a sword or shield.
Surface Scaling (Stealth Novice)
This technique makes you an expert climber or scaler, giving you the knowledge of how to climb and cling to surfaces. Almost like a spider you have gained the unnatural ability to hang onto walls or solid surfaces and climb up vertical surfaces that normal people could not. You have expert knowledge of hand holds and vertical movement, letting you reach higher places than normal.
Create Door (Stealth Master)
Your finger begins to glow as it is filled with magical energy. You can then use your finger to trace the shape of a doorway or opening into a solid surface. This can be used to cut doors into walls, create hiding holes in the floor or create windows when trying to make a quick escape. After the door or opening has been created you can choose to remove the opening simply by willing it.
Martial Abilities
The Buff Buff (Summer)
A unique ability utilized by extremely strong or beautiful individuals, who flaunt their physique to impress, distract or charm a target. Once per topic you may exhibit a display of charisma with your body, such as flexing your muscles or abs, or winking and fluttering your eyes. One single target of your choosing who witnesses this display will be charmed by you for their next post, unable to take any offensive or damaging actions against you.
If you are under the effects of a strength boosting effect, such as Baloth Muscles or Bull's Strength, you will gain one physical hit prevention against your torso, as long as it is not already armored.
Dark Domain
Cloak of Shadows (Dark Novice)
A wispy cloak of shadows forms around your body causing you to appear as a simple shadow. If you are currently standing in darkness or a shadow, your image becomes harder to see, but not impossible. Unless someone is extensively searching for you they will find it hard to see you.
Death Swipe (Dark Novice)
Causes your hands to grow claws of pure darkness that are several inches long. These claws can pass through physical obstacles (such as armor) to stab at flesh underneath, dealing moderate damage. Consequently, they cannot be used to block physical attacks.
-Deals dark damage-
Howls of the Damned (Fall)
You let out a normal scream, triggering this spell on anyone who hears you scream. Their hearing will instantly be filled with extremely loud howling, crying and screaming, making them unable to hear anything else for the next two posts. They will also find it hard to focus, losing concentration while the screaming persists. This spell can be cleansed by a mind altering cleansing spell.
[Winter's Crown gift from Ray]
Wither (Fall)
This spell only effects vegetation such as plants, grass, vines or creatures made out of the same material. By touching the target you will cause the vegetation to wither away, dying and dissolving into the earth. This can be used to clear away thick plant life or combat mages using plant like spells.
The Spirit of Giving (Revenge of the Rich)
Red Rogues are commonly known for taking from those who are more fortunate and giving to those in need. When you see a spell, stealth, or martial ability being used, you can choose to steal that ability from them and 'give' it to something else. The stolen skill can not be used by its owner for the next three posts but allows you to give it to someone else. The recipient of the ability does not need a level of the skill that corresponds to the ability being used, and gets one use of that particular ability that they can use when they desire for the remainder of that thread. This spell can be used twice per topic.
Hylltywyll's Shady Shelter (Dark Exalted, Master of the Arcane)
This spell is a passive spell that gives the caster access to a small, dark pocket space within the shadows that they can enter and store items in. They can only enter this space through a shadowy or dark area. They can pull items out and put them in through their own shadow without needing to fully enter the space whenever they like. The interior of the space pocket can vary in appearance according to the caster’s wishes, including furniture, but nothing can be taken out of it that wasn’t brought in from outside and it is always the size of a small house. In addition, within the pocket space are four doors. One always connects to wherever you entered from, but the other three can connect to other locations that meet two requirements:
1- the location must be dark or have a large enough shadow within it for the caster to pass through
2- the caster must already be familiar with the location and have been there before that is within the same region that you are currently in. Passing through one of these doors will cause the door you entered from to disappear. Once chosen, these three locations cannot be changed for that topic, new locations may be chosen for new topics.
The pocket space can be used as a home, but does not give access to the political system and cannot have attachments. Others can enter the shelter and pass through the doors with the caster as long as they are in physical contact with them (even if the caster doesn’t want them to.) They can also leave the space through the entrance door without touching the caster. Once you use this spell to travel and not place items in it, you are considered to have exited the thread unless all rp partners have also gone through the same door.
Foreboding Presence (Mystical)
Casting this spell sends an aura out from your body, up to 100 feet from you. However this spell will only affect anyone in the area who can not see, detect or is unaware of your presence. If anyone in that range is unaware of you or can not see you they will fall under the spell's effect. Those affected will get a sick sense of dread, like someone is watching them or stalking them. They will become fearful, nervous, anxious and start to panic, causing their problem solving skills and decision making to drop severely. This spell lasts for two posts.
Scern's God Killer (Mystical)
Exalted level Dark Domain spell (Can be obtained/used without needing the domain skill)
A very powerful spell that was crafted by Scern and used against Ziev in the battle over the Sol Stone. To cast this spell, you must have made no offensive actions on your last post (nothing that intended to deal damage, injure, hurt or afflict some kind of negative effect). When you cast this spell, you target one enemy you see within 20 feet causing red hot burning chains to burst from the ground and wrap around the target. The target will take medium amounts of fire damage and be unable to make movement or take any actions (including casting spells) for their next two posts. This spell can only be used once per topic and cannot be used against Player Characters (unless permission is given).
Reflavored as shadowy tendrils coming out of the ground and binding the target before burning them with purple and black flames.The Moon Maiden's Favor (Mystical)
Although the gods have been dead for millennia, the belief in them has only been emboldened. This belief has been passed to you, granting you the favor of the moon above. Although this spell can only be channeled in the dark of the night, you can consult the celestial bodies to draw on the power of the moon, as one of Lunala's favored children. Depending on the phase of the moon when you cast this spell, you create one of the following effects:
Waxing - The waxing moon represents new beginnings. When you cast this spell under the waxing moon, a weeping ghost in the visage of Lunala appears behind you, her hands clasped. She whispers in your ear, giving you guidance on the optimal direction to go. Take caution when heeding her words, though, for she may seek to possess you.
Waning - The waning moon represents an end to things. When you see someone casting a healing spell on another target, you can choose to either redirect it to yourself or transmogrify the spell into inflict wounds.
Full - The full moon promises madness and chaos to the world. By strengthening its powers, you can draw upon its strength, and begin to glow with a faint light. Any shapeshifters that are within a twenty-foot radius, such as those afflicted by the werecurse, find themselves reverted to their bestial form. In addition, anyone within that radius will be affected by little instances bad luck, such as losing their footing or getting dust in their eyes. Lasts for one post.
New - The new moon is a time of cleansing and resetting. By selecting a target you can see, you can cause chains of pure light to burst from the ground and wrap around their arms and legs. These runes glow with the power of cleansing starlight. Any spell they attempt to cast will only strengthen the bindings. Any active effects cast on them are immediately ended, as well. Lasts for 1 post.
This spell can be used twice per topic, though not in the same night.
Light Domain
Mend Object (Light Novice)
By touching an object you can mend or repair any damage that object might have obtained. This can be fixing rips or tears, mending broken armor or fixing a broken weapon. This does not add extra strike preventions onto armor.
Detect Lies (Light Novice)
You may cast this spell on any target you can see. For the next 24 hours you can detect any truth or lies they may speak. If they tell a lie, you become aware of the fact that they are lying to you. You do not know the actual truth or what it is they are hiding, but you do know that they have lied to you.
Wall of Light (Light Novice)
You throw up a transparent screen of yellow light, hanging in the air and glowing. This wall of light will remain for three posts hovering in midair, and will protect anyone who stands behind it. This wall can be controlled by its creator, allowing you to push it forwards, backwards or side to side.
Remove Poison (Light Novice)
By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments)
Minor Healing (Light Novice)
By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds.
Major Healing (Light Novice)
A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell.
Courting Gift (Land of Wonder)
A spell developed by members of the Primavera court to diffuse combat situations. When you touch a weapon or a physical object capable of dealing damage, blooming, multicolored flowers and vines will sprout along it. For the next three posts, it is no longer capable of dealing damage; instead, when you hit a creature with it, that creature will be healed for one minor wound. This spell can be used once per topic.
Dance of the Fireflies (Summer)
You summon a medium sized swarm of bioluminescent insects that twinkle and blink as they hover around you in a short radius. Their patterns are random and they are incredibly elusive, and will try to evade capture. For the next two posts, anyone who can see the fireflies and are close enough to do so will be compelled to reach out and grab one. If a Firefly were to be killed, it will deal a minor jolt to its killer, however if it can be caught without killing it, the catcher will heal a minor wound.
Naughty or Nice (Winter)
When speaking with a person, you can cast this spell to get a sense of their intentions. It does not tell you whether the target is telling the truth or lying, but it does give you a general sense if that person means you good or ill will. Additionally, if there is an alignment attached to this creature, you can immediately sense it - good creates the smell of peppermint, while evil creates the smell of burning coal. This spell works on any creature intelligent enough to hold a conversation.
Hylltywyll's Mirror Mimic (Light Exalted, Master of the Arcane)
The caster of this spell can create a physical copy of someone other than themselves. That copy will look exactly like the individual, and will perfectly mirror their actions, doing whatever they do at the same time, including casting any spells. While this means any spells or attacks will collide and mostly be canceled out, the person being imitated may be harmed as a result if they attack with their bare hands as the copy is made of light and inflicts light damage if its attack hits. The copy's spells also only deal light damage regardless of what element the original spell was of. While unlikely to actually do serious harm to a target, it is a great distraction and seriously annoying to try to deal with. Only one Mirror Mimic can be active at any time from any source, including other casters. This copy will last for three posts
but can only be used once per topic.Singular Mastery- ArchmageDivinities Blessing (Mystical)
You target yourself or an ally, coating them in a shield of divine protection. Until your next post they will ignore all damage received from any source, absorbing the damage as energy. They can then release that energy from their body in a burst, healing all allies in a 20 foot range and dealing light damage to all enemies in that same range. This spell can only be used once.
Space Domain
Blink (Space Novice)
This spell allows you to move your body a short distance through space itself. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercepted mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. Blink has a cooldown on your body and can not be used for two posts after being used.
Telekinesis (Space Novice)
You warp space around an object, giving you the ability to lift or move that object with your mind. You can target any object that is roughly the same size as yourself and one that you can see when casting the spell. You can then move that object around, lifting it up, moving it from side to side or even using the object for its intended purpose. You do not need to physically touch the object and can move it around as long as you can see it.
Counter Spell (Space Master)
You can only use this spell to target other spells, regardless of who cast them. When another spell is cast you can use this spell to counter that one, completely negating it. This will instantly cancel the spell, removing any effects. This must be used the post after the spell your targeting was used
and can only be used twice per topic.Signature Spell- ArchmageUnearthly Aroma (Land of Wonder)
You can draw upon the ambient magic of the Land of Wonder. By taking an action, you can create an olfactory illusion of your choice; this can be used to manipulate the smell and taste of things around you. It can be used to either create or cover up a certain smell, or even change the taste of food and drink. This spell can be used to mask your own scent, or distract others with unique, created smells. Can also be effective at hiding foul tasting poisons or making your moms food taste better.
Back to Basics (Summer)
This is a counter spell that can only target a spell that is found in the mystical archive (any spell in the archive store room can be targeted) You react to the casting of a spell by casting this spell, instantly countering and voiding the spell that was cast. You do not need to know the spell, just be able to see the caster when the spell is cast. Can only be used once per topic.
Snug and Cozy (Winter)
You can touch yourself or an ally, causing the target’s body to become temporarily compact and malleable. This spell allows you to squeeze through small and tight spaces you normally would not be able to crawl through, such as chimneys, cracks in walls and windows, or small tunnels. This spell has a three post cooldown before it can be used again.
Spring Cleaning (Spring)
A spell developed to help rapidly declutter and remove grime. By touching yourself or a willing creature, you can clean off any dirt or grime that has accumulated on their person. You can also touch a small, disorganized area to reorganize and declutter it - such as cleaning a desk, arranging shuffled papers, stacking a pile of coins, or removing wrinkles from clothes.
Cyran's Dream Walker (Sultan's Armory)
A spell that allows you to enter the dreams of a sleeping person. By touching the body of a sleeping person (friend or foe) you will go into a sleep-like trance, connecting to their subconscious. While in their dream, you can control all aspects of the dream, from appearance, to theme and activities. You can remain in the dream for three posts and can not be expelled unless the target wakes up. While in the dream you can communicate with the target and even read into their inner thoughts, but can not deal damage or affect their real world body. When the target wakes up, they will not realize this was a spell and will think it was all just a dream. Can be used once per topic.
Gifts Ungiven (Mystical)
You target one enemy, for the next two posts they are unable to use any abilities or features from a prestige class. This turns off all active effects and prevents them from being used again for the duration. This spell can only be used twice per topic.
Peel From Reality (Mystical)
By casting this spell you are instantly removed from existence for your next post. Your physical and mental form cease to exist. You can not be targeted or affected by anything, spell or ability, and any current active effects will cease and end, both physical and mental. You simply cease to exist until your next post. After the duration you return to reality in the exact spot you left. Can only be used once per topic.
Disarming Aura (Mystical)
By casting this spell, you send a wave of energy out and up to 20 feet in all directions. Space magic will grab a hold of all weapons on all persons inside of the aura. For the next two posts all Blades, Blunt weapons, polearms, ranged or other types of weapon will blink out of space and cease to exist. All enchantments and additions will also vanish with the item, leaving the caster and all other affected persons without weapons.
Enchant This (Mystical)
A very powerful spell that allows the caster to send out a pulse of magic, interfering with magically enchanted objects in a short area around the caster. Once per topic you can cast this spell, turning off all enchantments that are currently enchanting weapons, armor, items or other objects, including yours and your allies, in a short area around your body. The enchantments and any of their effects will remain off for the next three posts.
Sea Domain
Water Spirit Barrage (Eclipse of the Sun)
The caster manipulates a source of water to cause a small barrage of fish like creatures to form from the water and shoot outwards towards a target, their forms ripping and tearing at whatever they make contact with. This barrage covers a small area but can be fired outward up to a long distance. Anyone hit by the barrage will take minor damage but will also be forced to drop any weapons they are holding, as the fish bite and gnaw at their hands. Can be used twice per topic.
Frost Pulse (Winter)
You spend a few moments welling up magical power in your fingertips before releasing a thirty foot long, narrow beam of freezing energy that lasts until it is canceled. The longer it strikes an opponent, the more damage it deals, even capable of inflicting frostbite. This spell is draining on your mana supply, and becomes more draining the longer it is used. You can not move or cast other spells while using this beam
Summon: Snowball (Winter)
By concentrating your mana within your fingertips, you summon a ball of snow into your hands. This snowball is formed with the moisture lingering in the air, and is made of fine, packed ice particles. You can throw this snowball as a distraction, or otherwise use it to be a general annoyance. This snowball does not melt when exposed to heat, but if placed directly into fire, or hit by a fire spell, this snowball will melt back into the water particles that it was pulled from, and evaporate back into the atmosphere.
Puddle Portal (Spring)
This spell allows you to choose two bodies of water with which to connect in a local area (both bodies of water must be within sight of the caster), creating a portal that allows you to drop into one body of water and emerge from the other. This spell will work even with rain puddles; this allows casters to travel through so long as the puddle is bigger than they are. The portal will remain open for two posts unless cut off early by the caster. The caster is the only one who can move through the water.
Sky Domain
Overcast (Summer)
A simple spell that can be used regardless of the time of day or the weather. When this spell is cast the sky will grow dark, much like a looming storm has formed overhead. This will blot out the sun and prevent shadows from being cast by objects due to sunlight specifically. This can also be used to cool down the temperature or darken the area.
Raven Storm (Fall)
After lifting your hands in the air you call forth a flock of ravens to swarm the area, appearing as if out of nowhere. A dozen ravens will descend upon the area, flying around, pecking and clawing your targets. These ravens can not speak to you and will only ever attack enemies, unable to complete other tasks for you. This storm will last for one post and can not be summoned again for three posts afterwards.
Drizzle (Spring)
A spell that allows its caster to make it rain regardless of the current weather. This is a normal rainfall that begins to blanket the area. The rain itself is normal and has no magical properties to it.
Fairy Dust (Spring)
This spell can be cast on you or an ally but only last for a quick couple of minutes. When cast the target will begin to hover, levitating for a brief moment. You will only hover a couple of inches off of the ground and can not control your movement while hovering. This does let you avoid dangers on the ground though.
Earth Domain
Desert Blessing (Sultan's Armory)
An Earth Domain spell that allows the caster to form a weapon out of sand and earth. Sand will flow through your hands and take the form of one of the weapons listed below. You are considered to be Master level with the weapon if you do not already have the weapon's skill. You can only summon one weapon per cast, able to cast this twice per topic. The weapon will remain for three post and will deal earth damage. Since the item is formed from sand, if it is damaged or broken during its duration, you can use sand to reform and mend the item.
-Fighting Knives
-Glaive
-Fighting Sticks
-Throwing Knives
-Knuckle Knife
Reflavored as forming the weapons from hardened shadow and repairing them with shadow.[Birthday gift from Veliky]
The Willow Weeps (Land of Wonder)
By pointing at a medium-sized humanoid enemy you select them as the target for this spell. You can choose to summon a large tree which sprouts from the ground, encasing the target within its trunk for a few seconds. Within the trunk they will hear nothing but the sound of crying. The willow's melancholy will sap the target's strength; then release them. They will no longer be able to tap into their own power, stunning all Martial abilities and all Earth Domain spells/abilities of the target for two post. Can be used once per topic.
Vanishing Flowers (Mystical)
This spell allows you to protect yourself by turning into a cloud of flowers and reforming somewhere else. When you are struck by a successful attack your body will burst into a cloud of flowers. In this cloud you can move up to ten feet away from your last location before reforming into your normal body. This protects you from the attack that triggered the spell, dealing no damage. This spell can only be used once per topic.
The Stone Titan's Hunger (Mystical)
This spell represents the intersection between the earth and the sea domain. By crushing a piece of coral, the material component required by this spell, you can let out a loud bellow and summon a stone leviathan. The leviathan lasts for three posts, and it swims through the air in an almost lethargic, sluggish manner. Although its movements are slow, its massive size and tough hide make it nigh indestructible. Its overwhelming hunger compels it; it will attempt to swallow the first hostile person it sees in one piece, enveloping the target in its stomach. If the person attempts to flee, the leviathan will do whatever it takes to chase that person down - even though its movements are slow in the air it is capable of burrowing underneath the ground and moving under the earth with startling speed. Once the target is trapped in the stomach for the duration of the spell and takes minor acid damage from the titan's digestive tract. Once the titan dissolves in a wave of seafoam, the target is dropped to the ground. This can only be summoned once per topic.
General Magic
Folly of Avarice (Revenge of the Rich)
A spell designed by thieves to target nobility. By placing your hands on another person other than yourself, you cause their skin to be encased with gold where you made contact with them, making it difficult to move that particular part of their body. The strength of the spell is determined by the amount of gold/solars the target has on their person at the time of the spell - the more money the target possesses with them, the more gold spreads across their body, encasing an entire limb or even their whole body. While encased in gold, the body part becomes extremely difficult to use and is slowed down tremendously, reducing the target's movement to half. This spell has a three-post cool down.
Mind Ward (Mage's Guild)
You place an aura of protective energy around yourself by touching your hands to your head. this aura will defend your mind from altering effects such as fear or calming of emotions. For two posts you can not be influenced, charmed or mentally affected by spells or abilities. Once this spell has been used it can not be used again for three posts.
Traits
Turtle Tattoo (Summer)
A tattoo of a sea turtle which gets etched onto the body. The owner can activate the tattoo to summon forth a large sea turtle which can then be rode on like a boat. The turtle is large enough for a humanoid to sit on and ride comfortably, allowing it to carry you across large bodies of water. The turtle has no combat ability
Flavored as a turtle formed from a shadowy substance pulled from his fur.Arctic Fox Whiskers (Winter)
Tattooed markings resembling stripes on the sides of the face that resemble whiskers. This tattoo is commonly utilized by Frostgale shamans and travelers to represent their connection with nature. Twice per topic, you can activate this tattoo to glow, allowing you to turn into a white-furred fox. This form lets you act as a fox through actions such as burrowing in holes, blending into white and snowy environments, and climbing trees. While in hot environments, though, the thick winter pelt makes you sluggish and slow. Your fox form lasts for two posts.
Class Features
Shadow Dancer
One with the Shadows (Shadow Dancer 1)
You are always aware of any form of shadow or body of darkness in the immediate area, able to passively sense where these shadows are and what is creating the shadow. You gain the following dominion over shadows:
You can manipulate your own shadow, changing its size, shape and even removing it altogether.
While within a shadow you have the effects of the ability Shadow Hiding from the Stealth Shop active at all times, and you can now move and interact with objects without breaking its effect.
While inside of a shadow created by you or another object, you can see perfectly, and your vision not hindered by the darkness.
You can see others who would attempt to conceal themselves in the shadows or darkness. You can see the outline of others who are within the shadow or darkness as if you could see them in the daylight - however, this does not apply to magical effects such as spells or abilities.
The Shadowed Waltz (Sahdow Dancer 1)
The inherent base skill of a Shadow Dancer is the way they move through the shadows. Upon engaging their Shadowed Waltz, a Shadow Dancer is capable of flitting in and out of the shadows of their surroundings, taking on the form of any shadow that they enter. You are still detectable by magical methods. While this ability is active, you can passively trigger other abilities related to movement from spells, abilities, items, prestige classes or subclasses.
Shadow Manipulation (Shadow Dancer 1)
You can manipulate shadows that you are a part of or are touching with the umbral magic of the Shadow Dancers. When you are a part of a shadow, cross over one, or manipulate a shadow as part of another ability from this class, you gain one Umbral Mote. You can only have a maximum of four Umbral Motes at a time and can only gain a maximum of two per post. Each shadow can only give you one Umbral Mote per thread, meaning you must traverse through a new shadow every time you want to gain an Umbral Mote. By expending an Umbral Mote, you can perform one of the following:
Umbral Binding - A tendril of shadow moves from yours to your target's. If it makes contact with their shadow or body they become bound to you, unable to move more than a short distance from you. This also functions as a tether allowing you to be "grappled" to another person.
Umbral Thorns - A shadowy tendril leaps from your shadow and attempts to pierce your target. If it makes contact with your opponent's shadow or their person, it stabs through them and deals moderate piercing damage.
Umbral Movement - You can move from one shadow to another instantaneously so long as it is within a short distance of you.
Mass Shadow Control (Shadow Dancer 2)
Your ability to manipulate shadows has moved beyond your own, allowing you to affect any shadow, regardless of who or what it belongs to. You can change the shape, size, motion and other features of any shadow in the area. This can even be used to detach shadows from their source, moving them around and controlling them. Shadows can also now make noise, mimicking sound and voices. However, these sounds will sound a bit distorted, muffled or altered.
Overbearing Shadow (Shadow Dancer 2)
While standing in a shadow, any source of natural or magical light will be unable to reveal your presence or remove the shadow. The shadow will remain as long as you are within it - it cannot be manipulated, altered or removed by anyone else until you leave it. You can also affect the light source creating the shadow, increasing or decreasing the amount of light that affects the shadow. Once you leave that shadow, it can be affected by light once more.
Domain of Shadows (Shadow Dancer 2)
Upon having four Umbral Motes, the Shadow Dancer can expend all four of their motes at once to generate a Large sized area of black and white that visually looks the same as their current environment that only they can see. While a Shadow Dancer moves through the darkness in a Domain of Shadows using either Shadowed Waltz or Umbral Movement, they can collect additional Umbral Motes, increasing their maximum to six and are able to generate three Umbral Motes per post.
Archmage
Arcane Wellspring (Archmage 1)
Magic begins to flow through your entire body, becoming one with your very soul. You feel its presence grow within you as you begin to harness its raw power. Your Ability limit increases by 5 for each level of Archmage you posses, giving you access to 20 additional ability slots at level 4.
Signature Spell (Archmage 1)
Your mastery of Arcane Formulae is so superb that you have claimed a single spell as your Signature, able to cast it seemingly at will and alter its capabilities the more familiar you become with it. Any Specialty shop spell, MA spell or spell of Master Rank or below that you possess can be made your Signature Spell, and after this choice is made it is permanent. Your Signature Spell will have new features applied to it based on your level of Archmage.
Counter Spell
Level One:
Your Signature Spell can not be Countered, it can not be removed from you and any ability preventing you from casting spells will not work on your Signature Spell.
Level Two:
You can now choose to Double Cast your signature spell, allowing you to use the spell back to back in quick succession. Twice per topic, when you cast your Signature Spell, you may choose to instantly cast the spell again for free, without consuming an action. The spell will be the exact same as the first, but can target a different target.
Level Three:
You can now alter the application of your signature spell, altering how it can be applied to it's target. If the signature spell is normally a ranged spell, you can now also choose to apply it with touch. If the spell is normally a touch spell, you can now cast it up to a medium distance away from you.
Level Four:
Your Signature spell now ignores any use limits that would normally restrict how many times you can use the spell. Additionally, if the spell has a cooldown, that cooldown now becomes one post, regardless of how many it was normally.
Master of Formulae (Archmage 1)
Spending your time manipulating magic and learning the arcane arts, you have learned how to harness all of the elements. While you still cannot cast spells from a Domain you do not own, you can alter the elemental damage type of spells you do own. Whenever you cast a spell that deals elemental damage, you can choose to change its original damage type to another, such as turning a spell with Fire damage into Water damage, or Light damage into Dark damage. This can change the overall appearance and residual effects of the spell depending on the element used. Aka a fireball when converted to water might soak the target and its surrounding area, creating a small field of water.
Combined Casting (Archmage 2)
Twice per topic, you may manipulate the Arcana of another, attaching your own magic to them and bequeathing them any one spell you own. They can not cast the spell themselves, and instead it will lay dormant until you choose to activate the spell yourself. You can only store one spell per person, but it will remain dormant until you decide to cast it using the target as it's point of origin.
Speed Casting (Archmage 2)
An Archmage is capable of circumventing the traditional casting time of their spells, allowing them to quickly throw out multiple instances within short order. Three times per topic you may choose to reduce the casting time of a spell, making it cost one less action then normal. This allows you to cast a spell with one action for free, and reduces any spell with more than one action by one. Any spell that has a charge up period now ignores the charge and can be cast right away. This does not apply to Scern’s Godkiller.
Spell Suspension Field (Archmage 2)
An Archmage is capable of generating a field of Arcane energy that radiates a short distance around them with a constant running formulae. This allows you to suspend spells, halting them in time and space. When a spell is cast, by anyone, you can choose to freeze that spell, suspending it in the void. This spell will sit suspended until the end of the features duration, in which the spell will then be cast. A suspended spell will remain suspended for two post, after which it will be cast instantly, targeting its original target or moving along its original path. You can target one spell suspended and increase or decrease the size of the effect of the spell, increasing or decreasing both it's power and range of effect. This would allow you to make a fireball gigantic or turn an enemies into a tiny mote of flame. You can only have two spells suspended at a time and can only suspend four spells per topic.
Overwhelming Magic (Archmage 3)
The magic that flows through you has become so powerful it is practically bursting from you. Every atom in your body can feel the effects of the magic, almost elevating you beyond the normal realm. All of your spells have become empowered, regardless of the domain or damage type. Any damage you would deal with a spell will now bypass magical hit preventions, and cannot be effected by magical dampening or immunity effects. Additionally you may choose to have your Signature spell ignore the effects of other Archmage's Suspension Fields.
Master of Form (Archmage 3)
Your ability to understand the intrinsic makeup of Arcane Formulae allows you to alter the shape of spells you cast, giving you new and exciting ways of changing your spell’s inherent function. Three times per topic you can reshape the form of a spell, allowing it to take on strange and unique shapes. This does not alter the given size of the spell but does allow you to shape it into any shape that still abides by the original size of the spell. I.E Converting your earth wall into a dome, or your magic missiles into a star instead of a bolt. You can cause spell effects to bend, warp and reshape, becoming almost fluid. This also allows you or allies to move through your own spell effects shaping them around your being allowing you to be unharmed and unaffected, or closing off areas to enemies by reforming the spell.
Infinite Soul (Archmage 4)
You cease to age, no longer growing older or aging. You can not die due to old age and will continue to live on past your normal life span. Your physical appearance can age however you wish, remaining as young or as old as you wish to look. Your body will no longer decay and unless you are killed, you can live as long as you choose.
Master of the Arcane (Archmage 4)
You may work with staff to create two spells of your very own. You will work with staff to create a new spell from each of the two Master level Arcane Skills you used to qualify for this class. The spells will be named after you and you will receive the spells for free. After creation these spells will be added to their shops.
Singular Mastery (Archmage 4)
Your aptitude and understanding of your signature spell has hit new heights, unlocking the ability to add a new spell to your Signature Spell list. You can choose one spell that you have created through your Master of the Arcane feature to become a second Signature spell along side your first. This spell gains all special features unlocked through your Signature Spell Ability.
Hylltywyll's Mirror Mimic
Astral Soul
One With The Cosmos (Astral Soul 1)
The Astral Soul has given up their sense of purpose, forsaking the life they use to know and bonding with the universe, opening up their mind to the world around them. Their forms have been completely swallowed up, losing all sense of who they use to be. Your name no longer matters, the universe assigning you a new one. Things like age, gender and personality are just a concept which is now lost to you. You are able to age yourself, choosing to be any age at any time. You can also change things like your gender, or your appearance, altering hair, eye and skin color as well as taking on any personality you desire in that moment.
Expanded Mind (Astral Soul 1)
Becoming one with the universe has given you an insight into the arcane makeup of reality, allowing you to see magic in more complex ways. The moment a spell is cast in your surrounding area you immediately become aware of it. Not only do you know the spell is being cast, but you know everything about it, the domain its from, its element, its effect and any additional bonuses that are applied to the spell from its owners abilities. You also increase your own magical reserves, gaining 5 more known spells and expanding your spell cap.
Mind Parasite (Astral Soul 2)
Not only has the Astral Soul become one with the universe, but they can now become one with other beings, choosing to pair their minds together. You can link your mind with that of an ally, or even an enemy if you desire. While linked you can speak to that person mentally, without having to actually vocalize anything. You can also see what they see, hear what they hear and feel what they feel. Your enter mind feels as if it is sharing a body with your linked target, allowing you to continue to cast spells or activate features while linked.
Chaos Warp (Astral Soul 2)
While the infinite knowledge of the universe can be an amazing experience, it is also chaotic, consuming your mind at times. You can harness this chaos and exert it on the world around you, choosing to manipulate others. When someone else attempts to cast a spell you can instantly choose to change that spell, stopping what they had originally intended to do. Instead you choose a different spell they own from their inventory and force them to cast it instead. It will keep the same targets or path as the original spell had intended, just will be replaced with the effects of the new chosen spell. This can only target one spell cast at a time and can be used twice per post.
Enter the Infinite (Astral Soul 3)
You can target a single living being, be it you, an ally or an enemy. You allow the universes energy to flow around that person, cloaking them in the very essence of creation. For the next two post that person will become one with space, becoming immune to all damage and all effects from any source. While they can still speak, move around and acknowledge the world around them, they can not deal any damage, cast any spells, activate any effects or use any features. This places them in a stasis where nothing effects them and they can not effect anything. Can only be used once per topic.
Continuum Shatter (Astral Soul 3)
The Astral Soul uses time as a plaything, able to manipulate the lasting effects of the world around them. You can choose to end any currently running or active effects that may be taking place as a cause of a spell or an ability. If an effect has a duration you can choose to end that duration early, stopping whatever is taking place instantly. In addition you can choose to increase that durations effects by one extra post instead of ending it, this allows you to increase the amount of time an effect goes on for. This can not be used on any of your own features however and can only be used twice per topic.
Remove from Existence (Astral Soul 4)
The mysteries of space and time have unfolded before you, giving you complete control over the reality around you. You have tapped into this energy and now can remove things from existence, treating them as if they were never there. You can target a single item and cause it to blink out of existence. That item will vanish instantly and just disappear, like it was never there. This can cause things like weapons or armor to just simply cease. This will end any current effects on the items and remove any conditions the items might have applied. This item will cease to exist for the remainder of the topic, only returning to its owner after the topic. This spell does not effect living creatures, beings or things that use to be alive, like the undead. Can only remove one object per topic.
Alter Reality (Astral Soul 4)
The world around you sits in your palm, now aware of the structure of reality. You can target an item or a living being and simply shape it to your whim. You can change its physical appearance, like shape, size, color, sound, anything your mind could think of. You could turn a sword into a carrot, a cat into a lion, an allies hand into a sword. What ever the item was turned into will gain all natural qualities of the new thing it was changed into for the next two post. The person effected will not take any damage from this feature and can not be effected with any status changes, but will keep any physical alterations for the next two post. This feature can be used on any object but can only alter allies or willing subjects. This feature can only be used once per topic.
Acolyte
Vestige of Light (Acolyte 1)
Your bond to the light or dark domain has manifested itself as a in the form of a physical object. This object can take the form of any weapon or armor from the general martial shops and can be used as a casting focus for your Light or Dark domain spells (You may also choose an item you already own to become your vestige). Your vestige can be equipped with enchantments from their corresponding shops just the same as if they were a traditional item but cannot be used in the Blacksmith system. While dormant, the vestige looks like its normal form - however once per topic you can activate the vestige, causing it to dimly radiate with light, whether the bright harsh light of the sun or the dim light of the moon, which gives off a medium range aura for the next six posts. This aura will illuminate the area, even in magical darkness. While the Vestige is active, it can also be used to activate and target others with your Blessings and other class features.
Finger ClawBlessings of the Divine (Acolyte 1)
When you take this class at level one, you choose the Path of Sun or the Path of the Moon and gain class abilities related to that chosen path from then on. You can only choose a path if you have the necessary domain; Light for Path of the Sun and Dark for Path of the Moon, and can only choose one of those paths, gaining that path's abilities. You can only have one Blessing active at any time, but can end a Blessing early.
Controlled Immunity (Acolyte 1)
Gaining mastery over the healing arts has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect lasts for one turn less on you and will not affect you as much as normal.
Blessings of the Divine (Acolyte 2)
Your devotion to your path and your allies has elevated, giving you access to another blessing which can affect those within your Vestige's Aura.
Blessing of Protection (Acolyte 2)
If your Vestige of Light is in effect, you can activate this blessing, buffing up the defensive abilities of allies within your Vestige's Aura. For the next three posts any spell or ability you use to heal an ally will be increased, healing all minor and major wounds from them, regardless of the spell's level. Additionally, if any ally enters the Aura while this Blessing is active, they will instantly gain one Physical and one Magical hit prevention. (cannot obtain more than once)
Blessings of the Divine (Acolyte 3)
Your devotion to your path and your allies has elevated, giving you access to another blessing which can affect those within your Vestige's Aura.
Blessing of the Mind (Acolyte 3)
If your Vestige of Light is in effect, you can activate this blessing, buffing up the mental resistance of allies within your Vestige's Aura. For the next three posts any ally inside of the aura cannot be targeted or affected by mental conditions, such as fear, charming, mind reading, or other similar effects. Any ally who was under these conditions will have them instantly end upon entering the Aura or starting in it.
Blessings of the Divine (Acolyte 4)
Your devotion to your path and your allies has elevated, giving you access to another blessing which can affect those within your Vestige's Aura and increasing the duration of your light's aura. Your Vestige of Light now last eight post instead of six.
Mastery of Light and Dark (Acolyte 4)
Your years of dedication to the light has allowed you to fully manifest its power, even dipping into the opposite domain. By having Exalted in the opposite domain as the one you joined with, you gain access to all of the Blessings related to that Domain. This allows you to use both Path of the Sun and Moon blessings by having both Light and Dark Domain at Exalted.
You now also gain the ability to create your own blessing, adding it to the class for future Acolytes. This will become a Blessing that anyone who reaches this level can claim for their own. The custom Blessing must be from the Domain you used to obtain this class. Once you have unlocked this ability, you can create a custom Blessing in the Custom Creations board, allowing staff to work with you on the specifics of the ability - once your ability has been crafted, it will be stored in a table below for other Acolytes to learn. In order to learn another Acolyte's Blessing, you must complete the following quest:
Blessing of Life (Acolyte 4)
If your Vestige of Light is in effect, you can activate this blessing, creating an aura of life. For the next two posts, if you or any ally within the aura were to be knocked unconscious or killed, they will instead be stabilized and left at the brink of death. This allows allies who would have normally fallen to remain conscious and alive until they can be healed. Allies stabilized in this way can not cast spells or use abilities until healed or attended to.
Blessings
-Path of the Sun Blessing of the Hallowed
If your Vestige of Light is in effect, you can activate this blessing, affecting all allies within your aura. For the next three posts your allies within the aura will have their weapons engulfed in divine fire and glow with a warm light, allowing their attacks to now deal Light and Fire damage in addition to their normal damage. Their spells will also now deal Light and Fire damage in addition to their normal types. Damage against creatures that fall under the Horrors/Undead category cannot be ignored or prevented by hit preventions.
-Path of the Moon Blessing of the Crescent Moon
If your Vestige of Light is in effect, you can activate this blessing, affecting all allies within your aura. For the next three posts your allies within the aura will have their weapons encrusted with ice and give off a moonlit glow, allowing their attacks to now deal Dark and Ice damage in addition to their normal damage. Their spells will also now deal Dark and Ice damage in addition to their normal types. Damage against creatures that fall under the Celestials/Demons category cannot be ignored or prevented by hit preventions.
-Path of the Sun Blessing of Illumination
If your Vestige of Light is in effect, you can activate this blessing, creating a bubble of Sunlight within your aura. For the next two posts, any enemy standing within your aura will find that their vision is filled with bright light, making it very hard to see. They are not completely blind, but lose 75% of their vision. Allies within the aura will see the light but will not be blinded by it in any way. If anyone under any version of the Vampire Curse enters this blessing they will be burned instead, taking medium fire damage.
-Path of the Moon Blessing of the Full Moon
If your Vestige of Light is in effect, you can activate this blessing, creating a bubble of Moonlight within your aura. For the next two posts, any enemy that crosses into your aura will be unable to benefit from spells, items or abilities that attempt to hide, disguise, or deceive others. This will end effects like being invisible, wearing a disguise, or anything that is intending to hide or obscure yourself from others. If anyone under any version of the Werebeast Curse enters this blessing they will instantly transform back to normal, ending the curse and any of its effects.
-Path of the Sun Blessing of Vengeance
If your Vestige of Light is in effect, you can activate this blessing, causing allies within the aura to glow softly with a warm light. For the next three posts, if any ally inside the aura takes damage from a source that bypasses protections such as armor, resistances, immunities, or hit preventions, that same damage will instantly be applied to the enemy that caused it. The enemy does not need to be inside the aura as long as the damaged ally is.
-Path of the Moon Blessing of Pain
If your Vestige of Light is in effect, you can activate this blessing, causing enemies within the aura to glow softly with a cool light. For the next three posts, if any enemy inside of your aura tries to heal or mend themselves or another enemy, they will instead take damage equal to the amount they were trying to heal.
-Path of the Sun Blessing of Harmony
If your Vestige of Light is in effect, you can activate this blessing, calming and subduing anyone inside. For the next two posts, anyone inside of the Aura will be charmed and become non-hostile, having no desire to fight or engage in conflict. For as long as they remain inside the aura or until damaged, they will cease any offensive or violent actions until the Aura is ended.
-Path of the Moon Blessing of the Shadowed Night
If your Vestige of Light is in effect, you can activate this blessing, cloaking yourself and any ally within the Aura. For the next two posts, any ally inside your aura will become invisible, unable to be seen or detected by nonmagical means. Invisible allies can move around and cast spells, but using any offensive action or attack will end the invisibility on the person who made the attack.
-Path of the Moon Blessing of Trickery
If your vestige of light is in effect, you can activate this blessing, creating a disorienting aura of trickery. For the next three posts, any enemy that enters your aura will have their sense of direction suddenly reversed. Trying to move forward will cause them to move backward. Trying to step to the left will cause them to step to the right. In addition, any attacks made by an enemy inside the aura toward you or an ally will instead be targeted at another enemy. This other enemy does not have to be inside the aura as long as they are in range of the attack. If there is no other enemy in range of their attack, they will target no one and waste their attack. An enemy cannot target themself with their own attack.
-Path of the Moon Blessing of the Overbearing Shadow
If your Vestige of Light is in effect, you can activate this blessing, calling upon the oppressive dark of the night. For the next three posts, your Vestige grows dark, drawing in the light around it and making the area within the aura appear as if it is nighttime. You have total control of the darkness within your domain, and you use that to bolster the strength of your allies and steal from your enemies. While this blessing is active, allies can choose a single Dark Domain spell in your inventory (effectively giving each ally one spell). They gain the ability to cast this spell for the rest of the blessing’s duration – use limitations and durations of individual spells still apply. At the same time, this darkness has been stolen from your enemies. Any enemy in your aura that possesses a Dark Domain spell cast by one of your allies can no longer access that spell for the rest of the blessing’s duration.
Quillomancer
Inked Markings (Quillomancer 1)
The Quillomancer's tool of the trade is a small, glass vial of black writing ink, which all Quillomancers keep on them. By infusing your magic into this ink, you can place your hand on a target, transferring the ink onto their skin in the form of a tattoo of your own design. You can make three tattoos per topic, which are permanent and stay until the end of the topic, morphing back into ink when the topic ends. Anyone who has an Inked Marking will be able to telepathically communicate with others who also have an Inked Marking, even if they are unable to see one another. Those with an Inked Marking will also know the exact whereabouts of others with the markings, able to speak with and track others affected by the tattoos. An individual can only have one Inked Marking applied.
Summons from the Void (Quillomancer 1- Master Dark Domain)
Utilizing the unique intricacies of Dark Domain magic, you are able to create semi-living creatures of Ink known as Ink Blights that follow your every mental command. Twice per topic you can create a creature made out of ink that is no larger than medium-sized (7 feet max). This creature will last for two posts and will follow your commands, able to attack or defend with basic actions, such as scratches, bites, or tackles. The blights can cast any novice level Dark Domain spell that you own on your inventory but can only cast one spell per post. These creatures also have a single hit prevention and if they receive any damage past that they burst into a cloud of obfuscating ink that lasts a single post.
Bestowed Defense (Quillomancer 2)
Having adapted to the dangers of the battlefield, Quillomancers have created a way to not only protect themselves but protect others as well. Upon having an Inked Marking applied, you gain two magical hit preventions against a spell of any domain. These hit preventions will remain for as long as you have the tattoo or until they are consumed and protect against both physical and mental spells. The tattoo will continue to remain even after the hit preventions have been consumed.
Eldritch Might (Quillomancer 2- Master Dark Domain)
Your ability to manipulate ink into living creatures has advanced enough to add shape and detail to your blights. When creating an Ink Blight, you can choose to give it wings or fins, but not both. Ink blights with wings can now fly as if under the fly spell, and Blights with fins can now freely move through water as if made of it themselves. Your Ink Blights will now remain for three posts instead of two and can now cast Master level Dark Domain spells you own.
Scrollwork (Quillomancer 3)
As your studies and control of ink increase, your ability to transfer your own magic grows as well. You now own two blank scrolls of parchment, which you can transfer magic infused ink onto. By touching a scroll, you can infuse one spell that you own in your inventory into the scroll, allowing anyone who holds the scroll to cast that spell once. The scroll can be used once per topic and does not expire until used. Anyone holding the scroll can cast the spell as if they owned the spell, however the strength of the spell depends on your level. For example, if you have Master in Sea and infuse a sea domain spell, anyone who uses the scroll will cast the spell at Master as well.
Looming Darkness (Quillomancer 3- Exalted Dark Domain)
Your blights have become more powerful, now frightening and foreboding. Once per activation, a blight can bend and reshape itself to fit through areas that no normal sized creature could. This allows them to move through cracks or tiny holes, letting them navigate through spaces such as walls, doors, windows, or other tight areas. Your Ink Blights will now remain for four posts instead of three, and blights can now cast Exalted level Dark Domain spells you own.
Reworded (Quillomancer 4)
Your control over your own magic in tandem with the ink has given you access to the ability to swap the place or location of anyone bearing an Inked Marking. You target two marked individuals that you can see, causing them to instantly switch their positions with each other. This allows you to move others or yourself around, putting people into positions that magnify their abilities. Additionally, you can choose to consume a tattoo on someone else, removing the tattoo but teleporting them directly to your location, standing next to you. This can be done remotely, even if you cannot see the person; however, after returning to your location, they no longer bear the tattoo and cannot have a new one applied.
Ink Pot (Quillomancer 4- Exalted Dark Domain)
As a master Quillomancer you have learned many things, one of which is that it can never hurt to have more ink on hand whenever you need it. You have increased your pool of ink by modifying your ink container with Arcanatek, giving you extra uses of your class's features. The following features gain extra uses.
-Inked Markings | Tattoos increase from three to four
-Summons from the Void | Blights increase from two to three
-Ink Wielder | Creations increase from two to three
-Scrollwork | Scrolls increase from two to three
-Flexible Medium | Spells increase from two to three
Envoy of the CourtsHaute-Couture (Envoy of the Courts 1)
The Fae Court chooses its Envoy's from those that have the potential to represent them the best, and in doing so they also choose those most capable of adapting to the plane of wonder. This process instills the chaotic ever shifting nature of the Fae into their chosen envoy's causing their form to become more reflective of the courts themselves and the seasons of the plane. After taking this prestige class your form shifts to that of a Fae associated with the court that is currently in season for Charon proper. During the Spring, Summer, Fall, and Winter months your base form reflects that of the season we are in. While in this form abilities from that court have an additional use for as long as you are in that form, however you spend an action to shift into another Court's form and if you do you cannot shift back into a different court's form for the remainder of the thread.
Fae of the Spring Court appear with vibrant tones and pleasant flowery aromas, their hair and skin may appear like flowers or pulsing with life.
Summer Court Fae have sharp flame or metallic like tones and their skin and hair may seem like fire or light itself and are warm to the touch.
Fall Court Fae have earth tones and their skin or hair may seem tree like, leafy, or vine like in appearance.
Winter Court Fae have ice like tones and their skin or hair may seem like water or ice, and cold to the touch.
Fall Cover (Envoy of the Courts 1)
The powers that come from the Land of Wonder give the Envoy a glimpse of power from the courts, always as a trickle at first allowing them access to the court of Fall to begin with. These powers allow them to manifest magical camouflage over a short distance or around a small object. This magical camouflage doesn’t change the mass of the object/distance but is able to affect how the distance/object looks and feels. Can only affect three individual objects or spaces at a time.
Comfy, Cozy, Sleep (Envoy of the Courts 1)
The powers of the court of Fall don't stop at just hiding the presence of objects or spaces, but also sleep or hibernation. This allows the Envoy to increase levels of drowsiness upon a target, channeling enervation towards them which makes them begin to become tired. Three times per thread a Envoy can attempt to channel enervation at a target of their choosing, which applies a stack of Drowsiness on contact. For every stack of Drowsiness the afflicted can only move half as fast as they used too and at three stacks they fall into a deep magical slumber for three posts. Any damage taken while slumbering immediately wakes the target up and they gain immunity from further enervation magic for the remainder of the thread once awoken.
Wonder-light (Envoy of the Courts 1)
Lastly the power that comes from the World of Wonder allows the Envoy to eliminate the trickery of others in a way that most assuredly emphasizes the more capricious nature of the Fae themselves. Choose an area that you can see that is no larger then a Medium area. For the rest of the topic that area is covered in a faint glittering light caused by the spreading of bioluminescent pollen from the Land of Wonder which marks and highlights anyone who enters through it with a magical glow, eliminating any means of subterfuge that the target may try to use. This also highlights whomever has pollen on them to the caster, even through objects or coverings allowing them to see them for their rest of the thread.
Winter Wonder-Land (Envoy of the Courts 2)
As your connection to the fey court's increase, you are now able to affect a medium distance or object with your spells and abilities from this prestige class. As winter is the season where nature dies or goes dormant, you are capable of producing a mirage that makes an object or distance seem cold and lifeless. Able to affect the sense of smell and even the feeling of the space or near it with an unnerving chill. This affect bypasses any resistances to temperature that a target may have as their mind itself is enthralled in the illusion provided. Any flames or source of heat in the area will instead feel icy and biting rather then warm and inviting.
Cold and Uninviting (Envoy of the Courts 2)
Your connection to the Winter Court has given you the ability to induce fear in those that are affected by either Pollen or Enervation effects from your class ability's. When you use this ability on someone who is affected by Pollen or Enervation effects from this class you cause a stack of fear which is a status effect that only goes away if someone is granted courage, resistance to mind altering effects, or they make a successful blow against you. For each stack of fear you have on a target you have a free hit prevention against them and are able to use these hit preventions to remove a stack of fear from them and cause them to not hit you with the triggering attack. No target can have more then two stacks of fear at a time.
Chilling Harvest (Envoy of the Courts 2)
Your ability to wield fear and enervation against your enemies is impressive indeed and the lords and ladies of the Winter Court think so as well, as such they allow you to channel painful feelings of dread and despair onto those affected by your fear and enervation effects. For each stack of Fear or Enervation you have on a target you can consume it to cause mental anguish and suffering that results in a wounding effect as you attack the sanity of your enemies. Your illusions might seem so real that they can harm your targets, or your words bite into deep seating fears, whatever the case you can twist your targets mind into a sharpened point against them.
Titania's Grace (Envoy of the Courts 2)
Your voice carries weight, if any ally is under the affect of a mind altering ability or spell, you can immediately end it, and cause whomever placed the mind altering effect on them to be unable to cause the same mind altering effect on any target for the next three posts.
Vampire
Vampiric Heritage- Chaos Touched (Vampire)
Your lifeforce has been touched by the untamed magic of the primordial planes and twisted you into an ageless being. If your vampiric origins are chaos-touched in nature, you are a day walker— you are able to withstand the light of day without ill effect, but feel unnaturally restless and hungry during the night. You crave raw magic and can feel the arcane pulsing within the very souls of those around you through Arcane Senses; you are able to passively detect the domain of trained or innately powerful spellcasters as long as they are 20 feet away from you. Through your Arcane Senses, you can determine the element of a spell before it is cast through your sense of smell.
Wicked Desires (Vampire)
The tampering of magic with your lifeforce has left you craving something which your body no longer produces naturally. No matter what this may be, your hunger is rarely satiated and you feel the effects to your very core. You are no longer able to be healed with healing spells from any domain and must satiate hunger in order to heal wounds or regain energy.
Minor Vampiric Healing (Vampire)
You are able to heal surface level wounds, light burns, and regain energy through a minor feeding of arcane or lifeforce energy. This process leaves the donor feeling tired and lightheaded due to arcana or blood loss; they may have trouble remaining steady, or casting spells.
This may be used on animal or humanoid NPC's or PC's.
Major Vampiric Healing (Vampire)
You are able to heal deep wounds, severe burns, and even regenerate amputated limbs through a major feeding of arcane or lifeforce energy. This process leaves the donor feeling exhausted; they will be on the verge of passing out due to loss of arcane or blood loss. They will be unable to fight or cast spells, and may be at risk of death if left untreated.
This may only be used on humanoid NPC's or PC's.
Powerful Presence (Vampire)
Once per topic, you may make eye contact with a target and cause them to become hypnotized by your mere presence. If you, or your target, are unable to see, this may be used similar to a touch spell.
A hypnotized individual will follow your commands without question, believe everything you say, and see you or themselves as whatever you ask them to. A hypnotized individual can be induced to fear you or be charmed by you; they can be asked to do certain tasks; or coerced to believe something is real that is not with ease.
If you physically harm this individual, this effect will drop. Powerful Presence will last for three posts before the target returns to normal.
Demon of the Mist (Vampire)
Once per topic, you are able to turn your entire body into mist and become incorporeal for a few moments. For one post you may move through objects and obstacles, and traverse while in this form— but you are unable to interact with your surroundings, cannot cast spells, or attack. You cannot reform inside of a person or object.
Last Resort (Vampire)
When you reach a state where you should die or become unconscious, you instead retreat to your soul form in your exhaustion.
This form is distorted but humanoid in appearance and embodies the essence of how your vampirism has bound to your soul. You become feral for three posts, seeking the nearest source of energy to heal yourself, whether it be friend or foe, without bias. You have three hit preventions in this form, are twice as strong, twice as fast, and twice as resistant in your curse's desperation to fuel itself.
If you do not feed while in this form, or lose all your hit preventions, you will fall unconscious; you do not retain memories while in this form.
Oniwanban Shadow
Evasive Grenade Arts | The Oniwanban acquired black powder long ago and have chosen to mix it with phosphorous to create their penultimate support item - The smoke grenade. They usually carry quite a few on their personages and they can use it in a number of ways, but none is so great as their rapid movement technique. After using a smoke grenade you can move to any point you were aware of within the smoke instantaneously. The cloud of smoke is heavy and will remain for the next two post, only able to be blown away by Master or higher Wind spells.
You have three uses of Evasive Grenade Arts per thread, with each Grenade filling a medium sized sphere. |
Advanced Smoke Arts | The Oniwanban has many mystical techniques but none are as feared as their smoke manipulation technique. They can infuse any smoke be it natural or magical with their mana and then freely change its shape and density. For three posts after activating their manipulation technique they can create constructs of shadow that can be a weapon from any of the shops or a piece of armor or shield. These constructs dissipate if affected by wind damage immediately but otherwise function like their normal counterparts.
The Oniwanban can also make a tendril of lashing or grabbing smoke from a smoke source that will attempt to smack or grapple any foe near it. This technique lasts for as long as the source it was made out of last, and can be used twice per topic. |
Smoke Field | The Oniwanban have passed down many sacred arts and skills over the centuries but none is as feared as their Smoke Field technique. Once per topic you are able to generate massive amounts of smoke from your body, filling in the area around you with thick obscuring, black smoke. The smoke will remain for three post and can only be blown away by Exalted level wind spells. While in the smoke you can sense the movement and location of anyone else caught within its range. |
Smoke Sealing | You can target one enemy who is within a cloud of smoke, affecting a spell they have cast or an item that is within the smoke as well. Once per topic you can choose a spell that was cast or a specific item and cause a plume of smoke to swirl around it, sealing it away. The spell or item will stay sealed away for the rest of the topic, preventing its owner from casting that spell or getting the weapon back, even through retrieval means such as spell blade. You can choose to cast the sealed spell yourself once, or summon the sealed weapon to use for yourself. |
Tools of the Trade
| The Oniwanban use unconventional weaponry that can be quickly converted into other more mundane items if the need arises. As a member of the Oniwanban you also have access to the below items:
The Kusarigama The Kusarigama is comprised of a Kama or Sickle, and long piece of chain with a weight attached at the other end. You can use this weapon to grapple people or objects and pull them towards you a short distance, as well as attack with the sickle or weighted side at range. -Has two enhancement slots, that can be used on enhancements from the Blades or Marksmanship shops-
The Folding Shuriken The folding Shuriken looks like a large talon like blade attached to a circular ring, with the blade being roughly the size of an adult human forearm and looks very similar to a hoof knife meant for the large stone Oxen found throughout the Crescent isles. The user however can unfold the blade into a four bladed star shaped throwing weapon, making it look like a comically large shuriken. These are typically used with rope or wire to redirect them once thrown and retrieve them easily. -Has one enhancement slot that can be either from the Marksmanship or Blades shops- |
Sacred Scroll Arts | The Oniwanban have several sacred scroll arts that they have passed down through the ages to their members, and you have learned how to prepare these ahead of time. You can carry three scrolls into a topic with you, chosen from below, and can use each one once per topic. This can be activated while holding them or remotely if charged with mana and placed like a tag some where.
Star Storm Scroll This scroll or seal tag can be placed and used remotely or used directly by the Oniwanban Shadow. When used or activated it releases a torrent of Ninja Stars from it that fan out in all directions for twenty feet piercing and slashing at anything in the area, causing moderate damage. This damage bypasses all hit prevention as it spans the entirety of its 20 foot diameter space in a dome like fashion.
Fire Flower Scroll This scroll or seal tag can be placed and used remotely or used directly by the Oniwanban Shadow. When used or activated it releases a fan of fire balls that barrel forward in a twenty foot cone and burn anything in their path dealing moderate fire damage. Some say the fire itself looks like a budding flower as it moves outwards.
Concussion Scroll This scroll or seal tag can be placed and used remotely or used directly by the Oniwanban Shadow. When used or activated it releases a forward facing explosion of massive kinetic force that deals heavy blunt and fire damage on contact.
Concealment Scroll This scroll or seal tag can be placed and used remotely or used directly by the Oniwanban Shadow. When used or activated it makes whatever it is attached too or a medium sized space completely invisible and undetectable for the next two post, unless the tag is exposed to fire to which the invisibility ends early.
Clone Scroll This scroll or seal tag can be placed and used remotely or used directly by the Oniwanban Shadow. When used or activated a cloud of smoke will rise from the tag, taking the exact form and image of yourself. This clone will look exactly like you, but can not move or interact, remaining in a single spot. It can mimic minor movements like lifting a leg, to appear real, but stays stationary for two post.
|
Arcanatek ResearcherName | Description |
Golemancy | You have formed a magical Arcane Golem, an up to eight foot tall stone, wooden, or metal construct held together and given the ability to move and follow orders by the Formulae Arcanum engraved across the pieces that make up its body.
This Golem does not count against your NPC cap. While in its docile state, the Golem cannot attack or take defensive actions and can only preform menial task such as lifting objects or opening doors. It can also carry or move things around but will not to do so in a violent or defensive way.
If destroyed, the Golem can be rebuilt between topics. |
Arcane Activation | Twice per topic you can activate the Golem's combatant state. For four posts your Golem can attack or block with its body. A Golem's attacks are equal to it having Master level in the Blunt Skill. These attacks are considered magical. |
Mana Bulwark | While Arcane Activation is active, the Golem shares a portion of your magic thanks to the Formulae Arcanum used in its construction. This allows the Golem to cast spells of its own. The Golem can use any of the listed spells in the Golem Spell Table, but can only cast two spells per Arcane Activation. |
Ancient Arcanatek | Ancient Sundial
This Ancient Sundial was discovered in one of the older temples to the gods, specifically to Lunala and Solaria. It seems that it was used in many a ritual and has absorbed both light and dark magic so much so that it is now suffused with it and can alter spells cast while using it as a catalyst. All of your Golems spells deal both Light and Dark damage in addition to their normal damage types. |
Golem Spell Table
Name | Description |
Flame Breath
| The Golem spews out a medium range cone of flames. The flames blow out in a small cone, and while it does not reach very far, the heat radiating off of the cone is still enough to be uncomfortable. The flames are scorching and can burn most things caught inside the fire. -Deals fire damage- |
Crumbling Touch | The Golem's appendages become coated in a sand like material, giving it the ability to nullify items or weapons by simply touching them. The Golem can touch an item and cause the surface of the item, weapon or armor to also turn to sand. This removes the item's effectiveness, causing it to lose any of its effects or uses for the duration. The item will remain useless for two posts until it returns back to normal and can be used.
|
Lightning Armor
| Lightning begins to course around the Golem's body, slightly illuminating its form in crackling energy. This armor will shock anyone who touches the Golem for three posts. The shock numbs the body part that was used in the attack for their next post. -Deals lightning damage- |
Blinding Clasp | The Golem gives off a blinding flash that effects anyone with in a couple of feet of it. If anyone happens to be looking at the Golem, they will be blinded by this flash for their next post. |
Water Whip | The Golem forms a medium sized whip of pure water. This whip can be used to lash out at enemies, dealing damage or breaking small objects. This whip can also be used to bind an enemies limb, restricting movement. -Deals water damage- |
Frost Web | Ice forms across the surface of the Golem's body which can then peel off to form a sticking, cold web like substance. This can be used for several things, such as climbing or sticking to objects, binding enemies or creating a full web to sit in. Anything caught in this web will find themselves stuck to it and will begin to take cold damage will bound. They can free themselves with enough force or outside help. -Deals ice damage- |
Armor Of Faith | By touching a target the Golem cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor the target will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting the Golem protect multiple targets a topic. |
Zone of Shadows | A large dome of darkness forms centered on the Golem. This dome will consume the immediate area, enveloping it in magical darkness. Anyone inside of this dome will considered blinded unless they have the means to see through magical darkness. Anyone looking from the outside will just see a giant dome of darkness. |
Counter Spell | When a spell is cast, the Golem can use this spell to counter that one, completely negating the spell and any effects. This spell must be used in the post immediately after the target spell was used. This spell can only target other spells and can only be used twice per topic. |
Items
Wand
A wand is normally a small elongated item made out of wood or metal and often has unique carvings or designs on it. Wands are magical items that store the users magic, remembering it and imprinting their spells on the item. Wands allow mages to cast their spells from it while also amplifying their magic.
-Increases spell limit by 5 spells-
Wand Charm
A wand charm is a small item or trinket that can be made out of just about anything. Charms come in a variety of things, from small metal sigils, emblems or trinkets found in the wild. The charm is unique to its owner and sets the wand apart from others. The charm is normally attached to a chain or rope and hangs from the back of the wand, but some mages get creative with their charm placements. These charms further increase a spell casters magic and amplifies it, allowing them more magic.
-Increases spell limit by 5 spells-
Tsarra's Eternity Ring (Hearth Day)
A single ornate ring that is said to magically bind itself to your soul upon receiving the ring. This ring is not for you to wear, instead it is meant to be given to another like someone you love, trust, care about or value immensely. While someone is wearing your ring, they are able to read your emotions or mood, and tell if you are happy, sad, scared, etc. The wearer of your ring is also able to cast one spell, or use one martial/stealth ability that you own (is in your inventory) once per topic. They cast the ability at the same level you posses (Novice, Master or Exalted) and can be used without needing to be in the topic together. A ring can only be bound to one person at a time and you cannot wear multiple peoples' rings. (Only one can be in effect at a time)
Mask of Memories (Mystical)
A wooden mask etched with images of moons and stars, painted to look like the night. For as long as you are wearing this mask, you can not be made to forget anything, or have your mind cleared, wiped or erased. Your memories can not be read, altered or affected in anyway.
Pondcho (Spring)
A cloak or cape with designs of ponds, lakes or rivers embroidered on it. While wearing this cloak, once per topic you can choose to morph your body into that of a small, normal frog. For two post you gain all the normal features of a frog, and can choose from any variety of non poisonous frog.
Soggy Treasure Map (Mystical)
A thick scroll of parchment which has been soaked, leaving the paper wet to the touch. The ink that once made up the map has been scrambled and obscured, making the original destination indecipherable. Although the original destination might have been lost, the enchantments imbued into this map still provide insight into the user's surroundings. By unrolling the map and gently shaking it, the user can transform the soggy ink to recreate a new image of the area you are in. An accurate map is forged of your surroundings within a mile radius - and more importantly, marking any monetary, magical, or informational valuables that might be concealed within. This map allows the user to see through any glamour that might obscure the value of an item. It can be used once per topic and lasts an hour before the parchment dissolves.
Finger Claw (Vestige of Light)
A black metal set of connected rings that fits over one finger, tipped with a sharp claw.
Type- Unarmed | Size- Small | Damage- Piercing | Specialty- Hand to Hand
Piercing- The first time you would strike a piece of armor or a shield with this weapon, the attack both consumes the first Hit Prevention and still deals damage as if the Prevention was not there.
Lucky Clover (Spring)
A bright green clover that possesses four leaves rather than the usual three. When you have this clover on your person, you gain a single instance of luck. Once per topic, when a physical attack strikes you, you can elect to trip and stumble back, allowing you to negate one attack without costing a hit prevention. However, when this happens, it fills you with a sense of false bravado that you are unhittable, making you more likely to do something rash.
Flower Crown (Spring)
A delicate crown of flora laced with an arcane glow; this flower crown has been lovingly crafted— whether by you, a friend, or an arcane weaver. This beautiful crown of blooming flowers and twisting ivy will dis-spell mind-altering effects and wards when worn; it can deflect or dis-spell one mind-altering effect per thread.
Etched Petal (Hearth Day)
A single petal from a beautiful flower that never dies or wilts away. Upon receiving, your name magically appears etched into the flower petal, and can be given to another Player Character. If someone owns a petal with your name on it, they will be able to treat you as a spell casting focus, able to cast spells on you without needing to see, touch or know where you are. Three times per topic they can channel a spell through the petal and affect the person who's named is etched into it, allowing that spell to take effect on or through that person.
Can only have one petal active on your person at once
Brain Helmet (Mystical)
A finely fashioned helmet favored amongst battle mages, this steel helmet is made to look like the top of a brain and is able to defend your head from strikes. While wearing this helmet your spell count is increased by 5 and you no longer need any free hands to cast your spells.
Sun Sparked Goggles (Summer)
A small pair of goggles with a leather strap used to wear the pair of glasses. The goggles themselves are made of red tinted plastic and fitted to securely sit pressed against the face. The red plastic is tinted to protect the eyes from bright lights of all kinds, including flames, light and even magical blinding effects. While wearing these goggles you ignore any blinding effects.
Hood of Horrors (Fall)
A dark black hood that can be worn over your head. While worn your entire face will vanish, being replaced by a ghostly or skeletal face. This face can look however you please, but it will be unsettling, scary and frightening, terrifying those who look upon it. Once per topic you can invoke a fear, causing anyone who can see your face to fear it. For their post they will be unable to move towards you or take offensive actions against you.
Shapeshifter's Plate (Mystical)
An enchanted steel plate cuirass that gives the wearer the ability to change shapes. They can freely transform into any non-magical animal in the stables shop while wearing this armor. Additionally, the armor's magical properties allow it to morph to fit their new form, still protecting their torso (or equivalent body part). Any other items of clothing or weapons on their person will transform with them.