Spells and Abilities
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 from shadows from being cast by objects due to sunlight specifically. This can also be used to cool down the temperature or darken the area.
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.
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 door way 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.
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.
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.
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 spells 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 last for two post.
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 post. They will also find it hard to focus, losing concentration while the screaming persist. This spell can be cleansed by a mind altering cleansing spell.
[Winter's Crown gift from Ray]
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
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 post all Blades, Blunt weapons, polearms, ranged or other type 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 person without weapons.
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.Hylltywyll's Shady Shelter (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.
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.
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 post 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.
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.
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 intercept 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 post after being used.
Cyran's Dream Walker (Sultan's)
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 post 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 effect 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.
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.
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.
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.
Mind Ward (Mage's Guild)
You place an aura of protective energy around yourself by touching your hands to your head. this arura will defend your mind from altering effects such as fear or calming of emotions. For two post you can not be influenced, charmed or mentally effected by spells or abilities. Once this spell has been used it can not be used again for three post.
Gifts Ungiven (Mystical)
You target one enemy, for the next two post 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.
Desert Blessing (Sultan's)
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]
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 no where. 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 task for you. This storm will last for one post and can not be summoned again for three post afterwards.
Hylltywyll's Mirror Mimic (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 cancelled 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 post but 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.
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.
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.
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.
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 targets movement to half. This spell has a three-post cool down.
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 post 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.
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 post.
Traits and Class Features
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.
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. In addition 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 spell Shadow hiding active at all times, but can now move and interact with objects without breaking the effect.
Shadow Hiding
By standing completely still you can cause a simple shadow to fall over your body. This allows you to blend in to the darkness or even a pre existing shadow. As long as you are not moving, you fade into blackness, becoming hidden within a shadow or absence of light. While you are nearly impossible to see, if you move it will break the skill and you will become visible.
Shadow Sight (Shadow Dancer 1)
While inside of a shadow created by you or another object, you can see perfectly, your vision not hindered by the darkness. You can also 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 means from spells or abilities.
Pass Without a Trace (Shadow Dancer 1)
The shadow dancer has learned to completely conceal themselves while hidden, becoming one with the very shadows. While under the effects of a hiding spell or ability, or while concealed in a shadow, you can no longer be detected by any some of the mortal senses. You can not be smelled or heard, preventing people with increased senses to detect you. For as long as you are concealed they can only find you by physically detecting you or removing you from the shadow. Your tracks also no longer exist, leaving no foot prints or indentations in the ground.
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, regardless of it being yours or not. 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. These however will sound a bit distorted, muffled or altered.
Overbearing Shadow (Shadow Dancer 2)
While standing in a shadow, any source of light, natural or magical, will be unable to reveal you or remove the shadow. The shadow will remain as long as you are within it, and can not be manipulated, altered or removed by anyone else until you leave the body of shadows. You can also affect the light source creating the shadow, increasing or decreasing the amount of light that effects the shadow. However once you leave that shadow light can now affect it.
Archmage
Infinite Soul (Archmage 1)
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.
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 spell limit increases by 5, allowing you access to more spells during battle.
Elemental Master (Archmage 2)
Spending your time manipulating magic and learning the arcane arts, you have learned how to harness all of the elements, despite not having any levels in that elements domain. While you still can not cast spells from a domain you do not own, you can access their elemental damage now. When ever you cast a spell that deal elemental damage, you can choose to alter that damage, changing its original damage type to another, such as turning a fire spell into water damage, or light damage into dark damage.
Spell Suspension (Archmage 2)
Manipulating raw magic comes with its perks, allowing you control over the energies of the arcane. You are now able 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 only have one spell suspended at a time and can only suspend two spells per topic.
Overflowing Energy (Archmage 3)
Your strength as a spell caster has continued to grow, your capability to harness magic has also increased, allowing you to tap into the raw magic flowing through you. Your spell limit has once again increased by 5, letting you have access to more spells.
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 ignore any resistance or immunity, preventing anyone from defending themselves from your spell damage.
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 classes 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.
Increased Suspension (Archmage 4)
Your ability to suspend spell has increased, your control over spells greatly improved. While still being able to suspend spells, your control over them has gotten much better. You can now have two spells suspended at once, halted in time until ready to be used. The amount of spells you can suspend per topic has also been increased, letting you suspend four spells total per topic.
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.
ClawsBlessings 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 Quest-
You can obtain another Acolyte's player-made blessing by completing this quest. In order to complete this quest you must start a topic and roleplay with another character containing the Acolyte prestige class (they do not have to be the one who created the art).
Your topic must be about you and the other acolyte learning or acquiring the desired Blessing, whether through study or prayer. The specifics are entirely up to you, but the thread must include the blessing's acquisition. You must make five posts each with a minimum of 150 words. Once you have completed this quest you can turn it in Sales Counter and add the desired Blessing.
You must complete this quest each time you wish to learn a new Blessing from the table.
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.
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.
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-
Claws (Vestige of Light)
Claws are small pronged blades fashioned to mimic cat or lion claws. These are fitted over the top of the hand and give the user the ability to claw with them. This also frees up their hands to use other things while the claw rest atop their hands. The claws can be worn on one hand, or on both.
-One enchantment slot (applies to both hands)-
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.