The Expedition
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Renown
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Moonglade
The most powerful dadbod in Charon
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Post by Beistmild on Aug 31, 2022 13:06:38 GMT -5
Spells and AbilitiesCreate Food (Earth Domain) This spell creates a small amount of natural food for consumption. You summon food such as fruit or vegetables in a location near you. This food is considered fresh and natural, will last as long as normal food and can be stored for later.
Giant Size (Earth Domain Master) By filing yourself with earth magic, you can increase your body size by four times, making you taller, larger and stronger. Not only does this turn you into a giant size wise, but it makes your physical strikes stronger as well. In this form you can lift heavier objects and hit harder, making you a monster. The giant size last 3 post. Reflavored as his monstrous, 50 foot tall Werebeast form gained after his failed potion. In this form, his horns grow into antlers, his legs become digitigrade, and his mouth sticks out more like a bear's snout. His torso and arms are disproportionately larger than his legs. With his morph suit, his clothing changes size and shape to be able to fit him in this form.
Massive Healing (Holy Gifts) A healing spell that can be used to heal un healable wounds. This includes things like lost limbs or body parts. It will regrow a lost arm or leg, repair a damaged eye or other organ. This will give the target full control of a healthy limb or organ as if it was never damaged before. You must touch the target for this to take effect.
Pet Pocket (Summer) This spell gives the owner a single permanent pocket space that can be used to store a pet inside of, regardless of size. The pet can live inside of this pocket without aging, growing hungry and being affected by anything. The owner can then summon forth the pet from the pocket dimension, bringing it into the real world to assist its owner. [Winter's Crown gift from Ray] Flavored as a charm hanging from Beist's horn that acts as a door for one pet into the pocket space.
Druid's Hut (Spring) This spell allows you to shape the environment around you, causing trees, roots, earth and grass to rise up forming a fully functional three room house. This house will remain for the rest of the topic and can be used like a tent, allowing you and allies to rest inside it and be protected from the weather. [Winter's Crown gift from Ray]
Camp Fire (Winter) You choose a empty location you can see, summoning an average sized campfire to match the area. For the next 10 post this campfire will give off magical heat and warmth, and can not be extinguished outside of canceling the spell. While able to keep anyone warm during any kind of weather, this campfire deals little to no damage, making it perfect for falling asleep next to.
Steel Catch (Winter) A scroll describing an unarmed technique. Fighters who learn this technique can, when necessary, catch an incoming blade with their bare hands while sustaining minimal damage. They clap their hands over the flat of an incoming blade with tremendous speed, halting its progress and momentarily trapping it between their hands. This technique takes a large amount of finesse and can only be used if the fighter was completely unarmed before the incoming attack even began.
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.
Purify Poison (Spring) This spell allows you to cleanse something of toxins or poison. You can remove poison from food or water, or even remove the poison from a wound or a person. By touching the target, you instantly purify it of any toxic materials that may be corrupting it.
Fluency (Summer) The owner can cast this spell on themselves or on another target. Once under the effect of this spell the target can speak, understand, read and write any language, regardless of what it is. This allows them to speak to other beings who may not understand them, or read a language they might not know. This can not be used to speak to animals or beings that are not considered self aware.
Harvest of Plenty (Fall) Autumn is the optimal season for harvest, where connection with the earth is strong as the seasons change. You can tap into these energies, allowing you to bring forth the harvest. You can call forth vegetables that burst from the ground, creating difficult terrain from pumpkin vines and tall wheat stalks, covering a 20 by 20 foot square. If these plants are attacked in an attempt to clear them out, they grow back twice as plenty, multiplying the more they are met with violence.
Create Spark (Earth Domain) By snapping your fingers you can summon forth a small flame that dances on the ends of your finger tips. This flame can be used to ignite flammable material like straw or hay, can be used to heat food or ignite objects like camp fires or torches. While this does burn, it does not create enough fire to deal large amounts of damage.
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.
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.
Stinging Nettles (Spring) You cause sharp, thorny vines to sprout from the ground in a ten foot square, making it hard to walk through. Anyone who passes through this terrain will be cut by the thorns and will find their movements restricted, unable to boost their speed or leave the ground. If anyone gets cut or injured by the thorns, the caster will heal all surface level wounds, such as scratches and cuts.
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.
TraitsBull's Strength This tattoo increases your normal strength, making you twice as strong as you normally would. This is a latent tattoo that is always in effect, making you permanently strong. This tattoo does not stack with itself or other strength buffing items. Flavored as just his natural strength instead of from a tattoo.
Prehensile Tail You have a medium sized tail grafted onto your body. This tail can come in a variety of shapes, colors or designs and mimics the tail of an animal. You have full control of this tail, having the ability to move it around, interact with items or even strike enemies with it.
Extra Arms This tattoo allows you to grow two extra arms that are identical to your two normal arms. These arms will sprout forth from your torso, directly underneath your current arms. These arms can do anything your normal arms can, wielding weapons, casting spells or interacting with objects. Flavored as a second pair of arms grown after his failed attempt to regain a human form using a potion.
Giant Heart A graft that adds extra valves to the heart, making it mimic that of a giant's heart. This graft causes the user to permanently grow an extra three feet, with their body proportions growing to match their new size. Beist grows to 15 feet tall.
Quill Spikes (Mystical) A set of ten, four inch quills have been grafted somewhere on the body, mimicking the quills of a porcupine. These quills are very thin but extremely sharp, able to puncture through most soft material like clothing or leather. You can choose to fire any amount of these quills from your body, shooting them up to 30 feet from your person in the direction the quills are pointed. Flavored as a few of the spikes going down Beist's back.
Arcane Mark Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells. -Increases spell limit by 10 spells-
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.
Ever Flowing Chalice A tattoo often in the design of a cup of water, a lake pond or ocean. This tattoo is magical in means and allows its wearer to summon forth a very small amount of drinking water from the tattoo. This water is fresh and can be consumed, producing enough for one person to remain hydrated.
Malik's Coat of Perfection (Golden Consortium Encounter) A unique skin graft that covers the entire outer layer of skin, covering the entire body or selected portions. This skin looks normal and has no obvious effects at first, however the longer one stares the more obvious it becomes that the person is extremely beautiful, almost flawless. A thin layer of magic is etched into the skin, allowing the owner to alter minor aspects of their appearance, often to remove flaws and blemishes. Making one look more attractive is not this graft's only effect however. Once per topic you can shift your entire outer appearance, changing things like hair and eye color, face shape and other specific details. You remain your height and general shape, but can shift the majority of your other features. This shift cannot be detected or seen through by any means.
Class and Subclass Abilities Primeval WardenOne With Nature (Primeval Warden 1)As a warden of nature, you have built a bond with your natural environment, befriending the animal life in that region and are now able to change your form into that of the myriad of creatures that call Charon home. Your forms that you are able to change into are dependent upon the region you call home, as you are intrinsically bonded to that natural space and the flora and fauna that live there. Upon earning this level, you must choose one region to be your home region, or if you have already claimed a region, you will use that one, however you cannot change this region after claiming it for this class. Once per topic you can choose to shift into the natural, non-magical form of an animal from that specific region. Your transformation will last for two posts and will give you the natural abilities of that animal. (Wings for birds, gills for fish, etc.) While in this form, any attack you make with natural features will count as Novice with unarmed if you do not possess the unarmed skill. You cannot access any of your items or gear but are still able to cast spells and use features while transformed.Moonglade: Reptiles, Insects, Amphibians, Felines, and Primates that are found in Jungle or Tropical like habitats. Wild Speaker (Primeval Warden 1)Now attuned to your environment you are able to speak and communicate with non-magical animals from your selected regions, even in your normal, non-transformed form. You can perfectly understand their actions and intentions, as well as relay and communicate your own thoughts and intentions to them. Animals from your home region view you as one of them, a friend and an ally, but this does not affect animals owned by others, such as pets or mounts. You also begin to grow very minor physical changes related to an animal from your region, from things like fur and whiskers, to feathers, claws, fangs, or even fins. Each Primeval Warden is different in what they grow, taking on their own colors and patterns, allowing them to blend in with other animal life. These physical changes can be toggled on or off but generally speaking are as intrinsic as breathing. Increased Transformation (Primeval Warden 2)Your ability to stay transformed into an animal has now increased, allowing you to stay transformed for up to four posts. You can now also break up your uses, able to shift in and out of animal form at will. While transformed, your duration does not need to be consecutive, allowing you to save uses of this ability to be used in later post. While transformed, any attack you make with natural features will now count as Master with unarmed if you do not possess the unarmed skill.Heart of the Pack (Primeval Warden 2)As you have gathered more experience within the world, you are capable of forming bonds with the creatures that you transform into. At this level you are capable of forming a link between you and one other creature, forming a partnership with a single, specific animal. By picking a creature from your selected region above, you gain a pet companion that will follow you and obey your commands. This animal is unable to attack or deal damage but can be asked to perform small tasks and can be used as a scout or lookout. This pet does not count against your npc cap. (Example: Primeval Wardens from Dragon's Cradle might have a ram or goat as an Animal Companion, while those from the Crescent Isles may have a fish or a bird)Mouse LemurWanderlust (Primeval Warden 3)While Primeval Wardens are experts in their own environment, they are not isolated to just their home region and often times wander the world around them, becoming skilled in a variety of environments. You can choose a second region from the table above, allowing all of your class features to now include this second region. You can communicate with animals from this newly chosen region as well as use this region for your One with Nature feature. Additionally, you can now be transformed for a total of six posts, able to split these posts up as you please. While transformed, any attack you make with natural features will now count as Exalted with unarmed if you do not possess the unarmed skill.King's Valley: Birds, Reptiles, Canines, Ursines, Equine, Ungulates and Felines that are commonly found in Plains or Prairie like habitats. Wild Soul (Primeval Warden 3)You can target a Pet or Animal Companion you own, altering and changing it. You can polymorph one of your pets or Animal Companions, turning them into another normal, non magical animal from one of the regions you have become bonded to. For instance, you can change a cat into a turtle, or your pet crab into an eagle. The creature will take on the form of the chosen animal, gaining all features of that creature. It will remain polymorphed for the next four posts, retaining any abilities of the chosen animal while still being affected by your class features. This ability can target any amount of pets or companions you have and can be used as many times as you like.Soul of the World (Primeval Warden 4)The bond between you and your animals has become perfect, their trust in you unwavering. All of your Pets or Animal Companions can now attack and deal damage, acting as a source of offense or defense for you. Any of their attacks, be it from bites, scratches, or other attacks will now be treated as magical as well as physical and count as Master. You can also now choose a third region from the table above, allowing all of your class features to now include this third region. You can communicate with animals from this newly chosen region as well as use this region for your One with Nature feature.Dragon's Cradle: Birds, Canines, Felines, Ungulates, Ursines, and Bovine that are commonly found in Alpine or Tundra like habitats. Primal Shifting (Primeval Warden 4)You can now transform into a creature from your base home region (the first region selected when you purchased this class) found within the Bestiary that is not greater than High in power level. This means a Primeval Warden from the Frost Gale Region could transform into the mighty Girallon or a Warden from the Ashlands could become the Majestic Phoenix. This transformation lasts for three posts and must be done consecutively and can only be used once per topic. You have all of the abilities of the creature you transform into when using this class feature.Pack Leader (Primeval Warden 4)Your pack has grown as your attachment to nature has fully manifested. As such you can now add a new animal companion to your pack. By picking a creature from any of your selected regions above, you gain a pet companion that will follow you and obey your commands. This animal is unable to attack or deal damage but can be asked to perform small tasks and can be used as a scout or lookout. This pet does not count against your npc cap. Now with two pet companions, you can easily communicate and command them individually or together. Leaping LemurCelestial Angelic Pact (Celestial 1)You have made a contract with an angelic being of good. This creature of light has taken residence within your soul, bonding itself to you and granting you a portion of its power. You can allow a small portion of the celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color.QuetzalcoatlHoly Gifts (Celestial 1)Upon unlocking this level you may choose one of the Master level spells from the Light Domain shop to purchase for free. This will allow you to buy the spell like normal, but not have to pay its cost. You can pick any of the master level spells and do not need the light domain skill to gain or use the spell.Massive HealingAngelic Light (Celestial 1)The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death. BeastmasterGotta Catch Them All (Beastmaster 1)You have begun your journey to tame a wild beast found in Charon, learning its habits, and training it to be an ally. You have gained access to a special quest that lets you hunt down a creature, tame it, and earn it as a pet. You can choose one of the creatures listed in the Level One Creature Table, and upon completion of the quest you will earn that creature as a pet. This creature starts with its Base Ability. In addition to the creature, you gain a magical scroll that can store this creature in a space pocket, allowing you to transport it and summon it again later.(Woolful)Quest Completed Space pocket scroll flavored as a magic charm hanging from Beist's horns that acts as a door to the pocket space.My Best Friend (Beastmaster 1)You have grown close and created a bond between you and your first animal friend. You count on each other on your adventures through Charon. This creature is now your primary pet and no longer counts against the pet NPC cap.(Woolful)Journey Continues (Beastmaster 2)You have trained and honed your skills, becoming one with nature and learning the basics of most creatures. You can now complete the Creature Quest one more time and choose a creature from the Level Two or One Creature Tables, giving you access to another animal companion with its Base Abilities. You now have a total of two creatures under your control including your primary pet, with this new creature counting against your pet NPC cap.(Lightning Mephit)Quest CompletedStage One (Beastmaster 2)The bond between you and your first companion has increased greatly, strengthening your relationship. Your first level companion has now gained their Enhanced Ability in addition to their Base Ability.Travel Across the Land (Beastmaster 3)Your skills as a monster tracker, hunter and taker have peaked, becoming a master of the wilderness and earning a true understanding of the wildlife that lives in it. You can once more complete the Creature Quest to choose a creature from the Level Three, Two, or One Creature Tables. You now have a total of three creatures under your control including your primary pet, with the other two counting against your pet NPC cap. Stage Two (Beastmaster 3)The bond between you and your second companion has increased greatly, strengthening your relationship. Your second companion has now gained their Enhanced Ability in addition to their Base Ability.I Choose You (Beastmaster 4)You can choose to upgrade any one of your creatures, replacing it with another creature from any table, regardless of its original level. You can trade one of your level one or two creatures out for another level three, or just replace one creature with another from the same level. You can also change which creature is your primary pet, moving the My Best Friend ability from its original creature to a new one. This allows the creature to ignore the pet NPC cap when joining you in a topic.Lightning Mephit changed to Lightning Elemental My Best Friend Moved to Light ElementalFinal Evolution (Beastmaster 4)The bond between you and your third companion has increased greatly, strengthening your relationship. Your third companion has now gained their Enhanced Ability in addition to their Base Ability.The Perfect Pet (Beastmaster 4)Beast masters have spent most of their life training or living with animals, giving them expert knowledge when it comes to wildlife or having a pet companion. The Beast Master can now fuse animals, pets or mounts that they own (does not need to be a chosen companion through this class) You can fuse two animals using the blacksmith, just like you would an item or weapon. You can combine two animals, taking qualities from both of them to fuse into a single, new animal. This must follow any general creation rules. A single animal can only be used once to fuse and can not be crafted further once it has been fused.WarlordHired Help (Warlord 1)A Warlords true power comes from the influence they impose on others, recruiting other people to do their dirty work for them. At level one you have hired a trusty minion to work for you. This minion has novice level in one martial or utility skill of your choice and comes with one item or ability from the shop related to the skill chosen. This minion gets added to your inventory as an NPC in your employ, choosing the skill and weapon upon earning of this level.Terry, the Earth Golem
A strong, reliable helper made by Beist himself to help him with the gardening. Terry has quite the green thumb and spends most of his time tending to the plants in the greenhouse and garden, and watching over the animals while Beist is away from home. He's made mostly of dirt and moss and stands at a height of 4'2". He might be small, but he's got a mean right hook. | Novice Skill: Unarmed Item: Bare Hands | Bare Hands: While most people can throw punches and use their hands to attack, only those who have trained and mastered the art of hand to hand combat have truly turned their fist into weapons. This upgrade gives bare hand users the edge, allowing their hands to act like small clubs.
-One enchantment slot (applies to both hands)- |
Banner Lord (Warlord 1)The warlord often wears a symbol or sigil portraying their influence. This can come in the form of a banner worn on their person, a cloak, cape or other piece of fabric brandishing their mark or some other form of recognition of their power. The warlords own power emanates from this mark, instilling fear in those around them. A 10 foot diameter aura pulsates out from this banner, allowing the warlord to exert their influence and fear. Once activated any enemy within the range of the aura will become fearful of the warlord, unable to move towards them or take offensive actions against them for their next post. This ability can only be used once per topic.[/spoiler][/font] Transmuter
Name
| Description
| Alchemical Mastery | Transmuters have honed their alchemical abilities to the point where they can alter and shape the world around them. By touching a potion or consumable, you can increase the amount of times it can be consumed or used by one. This can be used three times per topic, allowing you to gain one extra use of three different potions/consumables. | Hands of the Transmuter | Transmuters spend their time learning the fundamental make up of the natural world, having knowledge of all the natural elements in Charon. Twice per topic you can touch an object and cause it to shift into a natural element or mineral. This effect lasts for the rest of the topic. Examples include turning a door into water, or a sword into sand. You cannot use this on anything that's bigger than an average person (6 feet tall) or a living (or undead) creature, such as an animal or person. | Expanded Spells | Transmuters gain access to new spells that they can cast, these spells can be used for as long as you have the subclass as an active class. If Transmuter is removed, you lose the ability to cast any transmutation spells. You also gain a bag of unique coins crafted specifically for you that can be used in your transmutation spell casting.
Your Pouch contains: 1 Silver Coin 1 Gold Coin |
Transmutation Spells
Name
| Description
| Cost | Silver Barrier | Using a single Silver Coin from your pouch, you infuse magic into the coin, creating a shimmering barrier that reaches out to ten feet in all directions with the coin sitting at the center of it. The barrier will absorb one ranged physical or magical attack, nullifying the attack and ending the barrier. While the barrier is up, evil aligned creatures or individuals will be unable to pass through the barrier, either trapping them inside or outside of the barrier. The barrier will last until it takes damage, in which it will vanish. | Consumes one Silver Coin | Solar Rain | Using a single Gold Coin from your pouch, you infuse magic into the coin and toss it into the air. After reaching its peak, the coin will vanish and dozens of tiny arrows made from golden energy will rain from the sky in a twenty foot area with the gold coin being at the center of the area. For two post after the initial cast, the arrows will remain, making the area difficult to pass through. Enemies in the area upon cast will take light damage and any enemy moving through the area afterwards will have their speed reduced by half. | Consumes one Gold Coin
| Gold Bond | Using a single Gold Coin from your pouch, you infuse magic into the coin and hand it to an ally. For the next three post any buff spell that you cast that targets yourself will also have its effects applied to the holder of the coin. If the effects of the spell are turned off or stopped by an outside effect, that spell will also end on the holder of the coin. | Consumes one Gold Coin
| Glinting Arrow | Using a single Silver Coin from your pouch, you infuse magic into the coin and throw it in a single direction. The coin will transform into a silver arrow of pure light. This arrow will fly in the thrown direction at insane speeds, making it difficult to dodge. This attack can not be dodged such as side stepping, ducking or moving. It can only be blocked with defenses or avoided with a spell, such as Blink. The arrow deals light damage but can be deflected with armor or a shield. | Consumes one Silver Coin | Greed | Using a single Gold Coin from your pouch, you infuse magic into the coin and toss it in a single direction. Upon hitting a surface, such as a wall or the floor, the coin will burst into hundreds of golden coins. The two closest enemies near the burst of coins will be compelled with greed, finding themselves entranced by the gold and unable to help themselves. They will spend the next post trying to collect as many of the coins as they can. (Affected enemies can still take actions and use spells) | Consumes one Gold Coin
| Silver Savoir | Using a single Silver Coin from your pouch, you infuse magic into the coin and hand it off to an ally. For the next two post that ally will count as a spell conduit for you, allowing you to cast a spell through the holder of the coin instead of yourself. This can be used to cast ranged spells with the origin being the ally, or cast touch spells on the holder of the coin without needing to touch them. | Consumes one Silver Coin
| Minting Press
| By taking a single Gold or Silver coin from your pouch, you infuse magic into the coin, converting it into either Silver or Gold, the opposite of its current state. This allows you to convert your coins needed for transmutation spells. | Consumes one Silver or Gold Coin |
Items
Minor Health Potion (Alchemy) A small glass flask of red liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. The liquid itself has healing properties and will heal any small surface level wounds of the person who drinks it. This will instantly heal any cuts, scratches or bruises. Comes in a set of two bottles.
Potion of Shadows (Fall) A vial of dark purple liquid that swirls and moves on its own. This vial has enough liquid to drink one sip, letting you use it once per topic and the effects of the potion will only last for two post. Once you drink this potion Your motions will become silent, any foot steps, limb movements or actions taken will make no sound what so ever. In addition anything you interact with will also make no sound, including stepping on sticks, rocks or glass.
Beist's Transmutation Tonic (Greenhouse) An odd liquid that seems to change color and density randomly, normally stored in a small container or flask. When this liquid is consumed, it will allow its drinker to change their race, morphing from their current race to a new one. They will still look like themselves, having all their features, but will assume the appearance of themselves as another race. (From Human to Tiefling for example) They will still be recognizable, this potion does not hide their identity. In addition, while under the effects of this potion you can choose two grafts from Madam Evalyn's Shop to have grow from your body. (These normally mimic racial features that would belong to the race you transformed into) Comes in a set of two bottles, but can only be under the influence of one at a time. Last for the rest of the topic.
Frostfire Extract (Winter) Applying the poison to a weapon gives its strikes a unique effect reflecting its name. For 2 posts after application, wounds inflicted by the poisoned weapon produce a moderately painful, localized burning sensation that slowly removes body heat from the victim. If these wounds are left untreated or unhealed, the poison will eventually induce severe hypothermia. Anyone afflicted by this poison can not cast spells that use or deal fire damage. Can only be applied once per topic.
Dragon Chocolate (Hearth Day) A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Storm Chocolate (Hearth Day) A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Blizzard Chocolate (Hearth Day) A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used. Flask of Feijoada (Giveaway) A glass bottle with a unique cuisine from a far off land inside of it. A stew containing beef, pork, black beans and commonly served with rice. When consumed you find yourself instantly filled with joy and no longer hungry, able to survive an entire day off of this one bottle. You also heal yourself of any fatigue, tired or exhaustion effects, ending the active effect. This can only be used once per topic and contains enough for one person.
Else Where Juice (Mystical) A very rare bottle of lavender colored liquid created by space domain hermits who spend most of their time secluded, studying and researching. Used to quickly get to a town, when consumed the drinker will instantly be teleported to one of Charon's primary cities (Must be an established city/village sub board). Your body will instantly be removed from time and space and will instantly arrive in the town of your choosing, causing you to exit the current topic (unless that topic takes place in the same city)
Potion of Water Breathing (Summer) A potion which appears as a gradient of light, to deep blues, with bubbles that rise or fall occasionally from bottom to top. Drinking this potion gives the consumer a single use of Breath Water. This spell allows you to breath under water for several minutes. You gain the ability to breath normally while submerged underwater as if you were breathing normally. Has one use worth of potion.
Shaping Putty (Summer) A small glass jar that contains an odd pink substance. This material is sticky and cold to the touch, and feels like goo. However the owner can hold the goo in their hand and cause it to shape change, taking on the appearance of any object. This can be a normal item like a coin, torch or bag, but can also take the form of a weapon, like a dagger, shield or spear. While the goo itself deals no damage, it can be used to trick an enemy.
Sanguine Locket (Fall) A locket filled with the acidic blood of a cockatrice. This locket can be used as a poison, causing full body paralysis for two posts if ingested— or limb paralysis for two posts if struck by a weapon laced with the toxin that it possesses. Individuals with the Vampiric curse can, alternatively, use this as a Minor Healing potion.
Spiced Milk (Winter) A canteen of custard-milk spiced with cinnamon and cloves. This milk is quite heavy on the stomach, but fills the user with a sense of peace and tranquility. When drinking this potion the user can cast one of the following novice-level spells from the light domain Shop: Control Light Solar Flare Turn the Dead There is enough drink in the canteen for three uses. However, due to the heaviness of the mixture, this drink requires a three-post cooldown before using again on the same individual.
Warmth of Saffron (Winter) A lovely pastry bun full of delicate saffron notes. This puffy pastry is curled up like a cat and is always warm to the touch; after eating it, the warmth of this bun begins to transfer to whomever ate it. The Warmth of Saffron is used often in Frost Gale medical kits in order to bring frozen travelers a quick way back from the brink of hypothermia. The Warmth of Saffron will keep you, or whomever has eaten it, warm in even the frostiest temperatures for five posts. The Warmth of Saffron can be used once per thread.
Malik's Ambition (Golden Consortium Encounter) A crystalline bottle containing a thick, golden liquid that looks far more viscous than traditional potions. When ingested, the user will notice that it is so cold that it almost tastes like molten fire in the back of the throat. By imbibing this potion, the user will find that their senses have become sharper - the range of their vision is doubled, and their strength is increased. It is as if the limiters connecting their brain to the part of their body that feels pain has been disconnected. They gain five feet in height, and their skin takes on a golden sheen, becoming hard to the touch and granting them one hit prevention. This state lasts for three posts, in which the user's mind progressively begins to cloud with overconfidence, making them act recklessly. At the third post, the state ends as the user's body rejects the golden serum, and they return to normal with a small headache.
Bag of the Infinite (Red Rogue) A small leather bag that can be worn on the hip or belt and looks like a normal coin purse. This bag however is much bigger on the inside that it looks on the outside, and can store any amount of items on your person. While these items are in the bag they are considered weightless, allowing you to move without the weight of the item being a burden. While this bag is on your purpose you have no weight limit for items, and all your items count as having 0 weight while in the bag.
Cold Wood Cane (Winter) A polearm with a curved head that resembles a cane in appearance. This weapon has the unique ability to change its size according to the will of its wielder. It can shrink down to six inches in length to be easily carried, but can also extend to be up to twelve feet long. The weight of this item increases proportional to its length; it is light as a feather at its smallest size, but is very heavy and can be difficult to wield effectively when fully extended.
Ignis Staff (Summer) A long wooden staff made out of solid wood and used for striking, attacking or defending. The wood was treated in a volcano, warming the inside and baking the wood. The staff is incredibly warm to the touch and smells like hot coals. Any strike against exposed flesh will cause burns and feel as if the flesh is touching flame. The burn will remain for the duration of the topic unless healed. Used as a walking stick
Eldritch Flute (Fall) A flute made out of the antler of a large deer or elk and etched with druidic shapes and symbols. When this flute is played you can choose to, instead of playing normal music, mimic the sounds of any natural animal, such as a bear, wolf or hawk. These animal sounds will sound exactly like the real animal and can not be indentified as a fake. This flute also acts as a spell casting focus for earth domain spells, letting you cast earth domain spells without needing to do their casting animations or needing a hand free.
Alchemy Kit A small leather pouch filled with several empty glass bottles, vials and stoppers. Also comes with measureing glasses, and tools needed for creating potions and elixirs.
Purifying Flask A small flask or canteen that can store water, ale or other kinds of liquid. This flask is unique however as it is able to cleanse the liquid of any unwanted toxins or imperfections. Whatever liquid is placed in this flask will have all undesired effectes removed from it by its owner.
Medical Kit A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds.
Pumpkin Cottage (Mystical) A tiny golf ball sized pumpkin that hangs from a chain that can be attached or worn on the body. This pumpkin can be placed on the ground or a solid surface, and then activated. When activated the pumpkin will grow to create a full sized single room cottage, fit with windows and doors. This pumpkin cottage can hold up to six full sized individuals and is fitted with beds and tables to make a comfortable resting experience. The pumpkin gives off a comfortable warmth, keeping anyone inside warm regardless of the weather outside. This pumpkin will last for 24 hours before it begins to rot.
Sleigh Bell (Winter) A single bell common around the holidays, which is often hung on trees or animals to add a nice tone. This bell can be attached to a pet, such as on its collar and gives off a light sounding jingle while worn. You can only own one of this item at a time. While worn, the pet does not count against your pet npc cap [Gift from Leni] (On Dora the Griffin)
Sweet Lily (Spring) A beautiful spring flower fitted with a thin piece of metal which allows it to be clipped to clothing or worn in your hair. This flower gives off a sweet aroma which fills the immediate area with a strong smell. The wearer of this flower can actually change the scent of the flower at will, causing it to fill the area with different smells. The flower is magical in nature and will never wilt or die, regardless of how cold it gets.
Beist'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)
Morph Suit (Mystical) A skin tight suit made of odd fabric that covers your entire body all the way up to your neck. This suit can be worn under any other article of clothing or armor as it fully forms to your bodies proportions. Upon command you can control the way this suit looks, changing its color, texture, appearance, and any other aspect of it. It can be used to look like a full outfit of clothing, or used to blend in with patterns or the background, and can even be made to look like skin. Any image, color and texture can be replicated on the suit.
Crystal Ball (Mystical) A small, weightless glass ball that is magical in nature but seems to have no unique qualities. It weighs nothing, can not be used as a weapon and appears to just float around your person. It can not be controlled or commanded, and passively hovers around you with a mind of its own. However this magical ball has a unique effect, it records everything that the owner sees, keeping a collection of their memories and experiences within the glass ball. While not in combat you can hold the glass orb and watch your memories play out through it. Whatever the glass orb was able to record can be retrieved and viewed later.
Veiled Sunhat (Summer) A sunhat popularized in the deserts of Zeinav; this hat is veiled by translucent sheer fabric around its rim which falls down to the wearer's shoulders. The veil blocks both sand and sun from hitting the wearer's face. While wearing this hat, your sight is unaffected by particles such as snow, sand, or silt.
The Gardener's Spade (Spring) A squat, flat metal blade commonly utilized for digging up dirt in garden patches. The end of this spade has been sharpened, turning it into a fine stabbing instrument. Twice per topic, when a spell that does earth damage is directed at you, you can cut through the spell and turn the spell into harmless dirt, which negates any effects of the spell and acts as the perfect soil for your garden.
Lilypaddle Raft (Summer) The Lilypaddle Raft is a unique, portable vehicle originally hailing from Ribbinynh cultures settled at the shores of rivers, swamps, and other bodies of water. This enchanted lilypad is the size of an average solar and could hypothetically fit in your wallet for easy transport; however, upon being exposed to a large amount of water (such as setting the coin-sized lilypad into a river), the Lilypaddle Raft will rapidly expand. It is able to carry up to three individuals or pets regardless of their size, and must be dried out after use in order to shrink back to its original size. Ribbinynh generally suggest shaking the Lilypaddle Raft violently to rapidly further along the drying process of the raft.
Alchemist Satchel (Golden Consortium) A small magical bag used for storing materials and components which can be carried with you in the field. This bag can be used to craft potions without the need of taking time or using an alchemical station. In the matter of moments you can combine crafting materials to create a potion, using recipes listed below to determine the effects of the potion.
Item | Materials | Effects | Fire Resistance Potion | Defensive Material + Fire Catalyst | Created potion gives off a warm glow and a small amount of heat, and slightly burns when consumed. Whoever drinks this potion will become immune to fire damage, ignoring any damage dealt by a source of fire, be it a spell or enchantment. The effects of the potion last for two post. | Earth Resistance Potion | Defensive Material + Earth Catalyst | Created potion gives off an earthy smell, smelling like flowers and grass. Whoever drinks this potion will become immune to earth damage, ignoring any damage dealt by a source of earth, be it a spell or enchantment. The effects of the potion last for two post.
| Wind Resistance Potion
| Defensive Material + Wind Catalyst | Created potion gives off a strange sound when opened, the sound of howling winds coming from the bottle. Whoever drinks this potion will become immune to wind damage, ignoring any damage dealt by a source of wind, be it a spell or enchantment. The effects of the potion last for two post. | Lightning Resistance Potion | Defensive Material + Lightning Catalyst | Created potion gives off the sound of static, crackling from within the bottle, and gives off a minor shock when consumed. Whoever drinks this potion will become immune to lightning damage, ignoring any damage dealt by a source of lightning, be it a spell or enchantment. The effects of the potion last for two post.
| Water Resistance Potion | Defensive Material + Water Catalyst | Created potion flows and swirls as if it was a rushing sea, and gives off a smell of salt water. Whoever drinks this potion will become immune to water damage, ignoring any damage dealt by a source of water, be it a spell or enchantment. The effects of the potion last for two post | Ice Resistance Potion | Defensive Material + Ice Catalyst | Created potion is cold to the touch and gives off a frosty mist. Whoever drinks this potion will become immune to ice damage, ignoring any damage dealt by a source of ice, be it a spell or enchantment. The effects of the potion last for two post. | Light Resistance Potion | Defensive Material + Light Catalyst | Created potion glows bright and gives the drinker a warm feeling. Whoever drinks this potion will become immune to light damage, ignoring any damage dealt by a source of light, be it a spell or enchantment. The effects of the potion last for two post. | Dark Resistance Potion | Defensive Material + Dark Catalyst | Created potion is thick and dark and fills the drinker with dread. Whoever drinks this potion will become immune to dark damage, ignoring any damage dealt by a source of dark, be it a spell or enchantment. The effects of the potion last for two post. | Fire Weakness Potion
| Offensive Material + Fire Catalyst | Created potion is thick and red, can be applied to a weapon or item and takes effect when consumed or applied to an enemy through a wound. Anyone under the effect of this potion is now weak to fire damage for the next two post, taking double damage from any source of fire damage. | Earth Weakness Potion | Offensive Material + Earth Catalyst | Created potion is thick and brown, can be applied to a weapon or item and takes effect when consumed or applied to an enemy through a wound. Anyone under the effect of this potion is now weak to earth damage for the next two post, taking double damage from any source of earth damage.
| Water Weakness Potion
| Offensive
Material + Water Catalyst
| Created potion is thick and blue, can be applied to a weapon or item and takes effect when consumed or applied to an enemy through a wound. Anyone under the effect of this potion is now weak to water damage for the next two post, taking double damage from any source of water damage.
| Ice Weakness Potion
| Offensive Material + Ice Catalyst
| Created potion is thick and white, can be applied to a weapon or item and takes effect when consumed or applied to an enemy through a wound. Anyone under the effect of this potion is now weak to ice damage for the next two post, taking double damage from any source of ice damage.
| Wind Weakness Potion
| Offensive Material + Wind Catalyst
| Created potion is thick and green, can be applied to a weapon or item and takes effect when consumed or applied to an enemy through a wound. Anyone under the effect of this potion is now weak to wind damage for the next two post, taking double damage from any source of wind damage.
| Lightning Weakness Potion
| Offensive Material + Lightning Catalyst
| Created potion is thick and yellow, can be applied to a weapon or item and takes effect when consumed or applied to an enemy through a wound. Anyone under the effect of this potion is now weak to lightning damage for the next two post, taking double damage from any source of lightning damage.
| Light Weakness Potion
| Offensive Material + Light Catalyst
| Created potion is thick and is transparent, can be applied to a weapon or item and takes effect when consumed or applied to an enemy through a wound. Anyone under the effect of this potion is now weak to light damage for the next two post, taking double damage from any source of light damage.
| Dark Weakness Potion
| Offensive Material + Dark Catalyst
| Created potion is thick and black, can be applied to a weapon or item and takes effect when consumed or applied to an enemy through a wound. Anyone under the effect of this potion is now weak to dark damage for the next two post, taking double damage from any source of dark damage.
| Flame Breath Potion | Fire Catalyst + Crafting Reagent | Drinking this potion gives the consumer a single use of Flame Breath. The consumer spews out a medium range cone of flames from their mouth. 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. | Crumbling Touch Potion | Earth Catalyst + Crafting Reagent
| Drinking this potion gives the consumer a single use of Crumbling Touch. Your hands become coated in a sand like material, giving you the ability to nullify items or weapons by simply touching them. You can touch an item and cause the surface of the item, weapon or armor to also turn to sand. This removes the items effectiveness, causing it to lose any of its effects or uses for the duration. The item will remain useless for two post until it returns back to normal and can be used.
| Lightning Armor Potion | Lightning Catalyst + Crafting Reagent | Drinking this potion gives the consumer a single use of Lightning Armor. Lightning begins to course around your body, slightly illuminating your form in crackling energy. This armor will shock anyone who touches you while it is own, numbing the body part that it struck. The armor will remain for three post, protecting the user from anyone who comes into melee range. If someone has a limb shocked, that limb will go limp for the next post. | Wind Cutter Potion | Wind Catalyst + Crafting Reagent | Drinking this potion gives the consumer a single use of Wind Cutter. You spew out a thick cone of fierce cutting wind. This wind will flow out from your mouth in a medium ranged cone, covering a wide area. Anything inside this cone will take several cuts and slices, feeling the impact of the quick moving wind. | Water Whip Potion | Water Catalyst + Crafting Reagent | Drinking this potion gives the consumer a single use of Water Whip. By clapping your hands together, you form a medium sized whip of pure water. The water will flow from your hands, giving you access to a liquid rope. This whip can be used to lash out at your enemies, dealing damage or breaking small objects. This whip can also be used to bind an enemies limb, restricting movement. | Frost Web Potion | Ice Catalyst + Crafting Reagent | Drinking this potion gives the consumer a single use of Frost Web. You cause ice to form across the surface of your skin which you 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. | Purity Bolt Potion | Light Catalyst + Crafting Reagent | Drinking this potion gives the consumer a single use of Purity Bolt. This spells allows you to form a small bolt of light, pulsating energy in the palm of your hand. This bolt is about the size of a dagger and while it can effectively be used in melee combat, it excels at range, growing in size as it soars through the air. It can grow in size to equal a spear, piercing its enemies and dealing damage. | Chaos Bolt Potion | Dark Catalyst + Crafting Reagent
| Drinking this potion gives the consumer a single use of Chaos Bolt. This spell allows you to fire a bright purple bolt of energy from your finger. This bolt will crackle like lightning, twisting and arching through the air. This bolt of energy can be fired up to long distances and deals a moderate amount of damage. | Blink Potion | Blink Dust + Crafting Reagent
| Drinking this potion gives the consumer a single use of Blink. 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. |
Spring Herb Basket (Spring) A woven basket bearing delicious-smelling green herbs commonly grown in the spring. You may activate this basket twice per thread by reaching into it and pulling out an herb at random, causing one of the following effects. To determine which effect occurs, you must roll a dice (can be found on the little tool bar) By consuming the herb, the magic takes effect the next post, using what you rolled.
1-5 | Parsley | A plant with a fresh, almost minty scent. When you consume this herb, the next post you uncontrollably spew frigid air that does minor cold damage as if you possess the breath weapon gland.
| 6-10 | Sage | A plant commonly utilized to combat memory loss. When you use this herb, your memory or perception cannot be influenced for the next two posts.
| 11-15 | Rosemary | A plant with a strong piney aroma. When you consume this herb, your fingers grow long and spiky like pine needles, allowing you to use them as claws for the next two posts.
| 16-20 | Thyme | Who's got the Thyme? When you consume this herb, the next time you cast a spell with an effect that has a duration, that duration is extended by one post.
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Homes and Vehicles Wagon- Travelling Tinctures Wagons are large covered wooden structures that are often used for traveling across long distances. Fit with a roof wagons are good for traveling as they give the rider a comfortable place to rest. Wagons, much like carts, need to be pulled by an animal and has plenty of room in the back for luggage and items. The wagon can store a small group of people and can even be lived in. -Needs an animal to pull, can be used as a home for one person- (pulled by Griffon)
Medium Home- Beist's Animal Sanctuary A medium home comes with 5 rooms, a living space, a eating space, a sleeping space and two extra rooms to use for your own. The home itself can look however you want, being any size or color. A medium home can be used by two people to live in.
Greenhouse An attachment that allows you to store and grow plants, giving you a space to work, study and even hone your alchemy skills. -Allows you to create a custom potion to go into the alchemy shop-
Stables Stables are an addition to the home that allows your pets and animals their own space, increasing how many you can have with you. -Adds +1 to the amount of Pets you can take into a topic-
Pets and Mounts Raccoon Dog -Awd (Mystical) Because of their extremely soft, unique, and waterproof pelts, these little critters have been hunted nearly to extinction. Omnivores, growing to a maximum of about 20 lbs., raccoon dogs are wonderful trackers and are very intelligent and exceptionally loyal. Once per thread, a raccoon dog can produce a high-pitched howl that will disrupt any charms or mind-altering spells in the immediate vicinity.
Griffon -Dora (Mystical) The Griffon is a mythical creature with the head of an eagle and the body of a lion, outfitted with a pair of large eagles wings. This creature is capable of flight, can be rode and can use its claws and beak as a weapon to defend itself. (Has Sleigh Bell equipped, making her not count toward NPC cap.)
Vampire Bat -Bull (Fall) A small bat that has bonded with you. This bat is fairly weak when it comes to combat but can be used to distract enemies. The bat can also bite creatures and drain a small amount of blood from them, healing the bat of any damage it had sustained. Bats can fly a far distance from its owner and can rely simple ideas back to you.
Oozeling -Thrashjar (Ooze) A small round glass bottle, able to fit on your hip or in a bag. Inside of this bottle rest a baby Ooze, only 6 inches in diameter. This ooze lives inside of the bottle and will not come out for any reason. However it will consume anything you drop inside of the bottle, completely dissolving any kind of material, from wood to metal. If dumped out or upside down, the ooze will remain inside, but remains of if will spill out, dissolving and burning very small holes in objects. These holes can only be baseball sized.
Big Bee -Ned (Mystical) A large, fuzzy, cat sized bumble bee. This creature is loyal to its owner, able to fly, carry objects and obey commands given to it. The bee does not speak and attempts to avoid combat if it can. If it needs to fight the bee will stab someone with its larger stinger, dealing a large amount of piercing damage. However the bee is now injured for the rest of the topic, leaving you to rest and only returning in a new topic.
Woolful -Leon (Gotta Catch Them All) Noted to be emissaries of Ginma, Woolfuls travel in herds across vast stretches of the continent. They are said to bring the blessings of Ginma if they cross your path, while attacking a Woolful is said to bring terrible fortune. Gentile by nature, it is easy to approach them if you move slowly. The beasts are most known for their wool which is used to make clothes that are incredibly durable. There have been stories of a rainbow colored Woolful which some have claimed to be Ginma himself come to watch over the world. Base Abilities: Headbutt Enhanced Ability: Minor Healing (My Best Friend, making him not count toward NPC cap.)
Bottle of Snowlings -Uno, Duces, and Trip the Dirtlings (Winter) A round bottle of what appears to be never-melting snow... but tip the bottle, and snowlings will pour out. Snowlings, little round snowballs (about the size of a golf ball) with legs, are eager to help perform tasks, chores, carry an item, or cause a distraction— but they have no combat abilities, and cannot speak. The entire group of Snowlings may be assigned one type of task at a time. (Does not count against npc cap) Reflavored as Dirtlings, balls of dirt with grass blades for limbs and horns made of the tips of tulip buds. Uno with 1 on their forhead, Duces with two horns, and Trip with three in a line down their back like a mohawk.
Snow Owl -Sorbet the Snowy Mothcat (Winter) A large snow owl from Frost Gale. Beautiful creatures that live in the forest and are used by mages to deliver messages and packages. This pet can not attack but is large and strong enough to pick up and carry items, including being able to lift a living creature for two post. This owl can cast the snow flurry and Heavy Blizzard spells once per topic. Reflavored as a huge, fluffy white cat with six legs and moth withs with light blue patterns on them.
Door Mouse -Dash the Door Turtle (Winter) A small normal sized mouse trained and honed to work with individuals. A highly intelligent creature capable of problem solving, skilled in staying silent and moving through tight areas. While the mouse offers no combat effectiveness, it can lurk and sneak silently and is able to hold small items on its back. Comes with a tiny back pack that people use to store or hide important information. (Does not count against npc cap) Reflavored as a tiny turtle with a tiny red backpack on his shell. He resembles a painted turtle, black with colorful markings. Whenever given something to deliver, they walk slowly, but as soon as they are out of sight for even a moment, they just disappear, reappearing near the recipient of their delivery.
Lightning Elemental -Moe the Lightning Fox (Journey Continues, I Choose You) Elementals are beings of pure elemental energy such as fire, earth, wind, or water. They are created from the arcane energy of the world and roam the world to consume more energy. They are powerful, dangerous creatures that can level towns and create terrible natural disasters like floods, earthquakes, and volcanic eruptions. Base Abilities: Chain Lightning Enhanced Ability: Lightning Cage
Fire Pixie -Arson (Day of Fae) A tiny, six inch, red pixie with wings that can fly. Pixie's are extremely loyal creatures that come from a mysterious realm, and will attach themselves wholly to their owner. The pixie will avoid most combat situations and chooses to remain by their owner's side at all times, hovering next to them or resting on their head or shoulders. Once per topic this Pixie can coat its owner in fire magic, which turns all damage the owner would do into fire damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only fire damage, going back to their normal damage types after the duration. Because of how loyal, and jealous, these creatures get, you can only OWN one elemental pixie at a time. Can cast Fire Bolt now that he's one year old. (Does not count against npc cap) A tiny, red-furred monkey-like little being with wings resembling that of a dragonfly that flicker and glow like there's fire within them. His fur flows as if it's made of fire and covers almost his entire body, the only exceptions being his face and the insides of his ears. He has a long, thin tail with a tuft of fur at the end. He wears an outfit of a vest with a single little wooden button on the front and an open back for his wings and shorts both knitted from green woolful wool that Beist made for him himself after he hatched from his egg. He also wears a tiny wooden mask that was somehow already on his face when he hatched. He can often be seen hanging upside from one of Beist's horns by his tail.
Flitten -Cookie (Spring) A flitten is a palm-sized feline with butterfly’s wings and fluffy antennae. Flitten live in small colonies where the flowers grow in plenty, and they are believed to be responsible for the pollination of plants (similar to a bee) in a realm which is different from Charon’s own. Although rare and localized to the Moon Glade at first discovery, flitten have exploded in population this spring, and can be found fluttering wherever flowers may grow. Flitten make a lovely and magical honey when left to their own devices, and have poisonous claws with which they may protect themselves and their colonies with.
Mimic Moth -Simon (Spring) A large, docile moth that is about the size of a cat; this breed of moth is well-known for camouflaging itself by mimicking the coloration of its surroundings and also making it rather hard to find. This mimicry allows the moths to essentially become invisible, or close to it, for up to three posts as a self-defense mechanism.
Crab Apple -Haralson (Summer) A unique crustacean which disguises itself as an apple; the Crab Apple lives in the branches of native apple trees near bodies of water, tucking its limbs into itself to give itself an apple-like appearance. These quizzical crabs are incredibly territorial, dropping down to lash out at anyone who attempts to pick an apple from their home tree; they are not very threatening, but the Crab Apple can deliver quite the pinch to an unsuspecting passerby.
Songbird Griffon -Tico (Summer) As the summer draws closer and the temperature warms, the songbird griffons come out to play; these creatures are happy, highly-evolutionary hybrids between songbirds and small mammals; with the large majority of them able to sit comfortably in the palm of the average hand. Songbird Griffons are loved for their brightly-colored appearances, small size, and their unique melodies— which differ between types of Griffons. While they can defend themselves with their beak and claws, the Songbird Griffon is not compatible with combat; they can, however, perfectly replicate any melody that they hear. A tiny griffon with the body of a squirrel with fur in bright hues of orange, yellow, and green and the head, wings, and front legs of a sun conure parrot.
Eel Hound -Banana (Summer) A curious four legged amphibian which resembles a canine. The eel hound seems to have the head and long neck of an eel, but the four-legged body of a hound. The eel hound can be found accompanying aquatic races as a pet or hunting companion, and has been introduced to coastal cultures along the Luna Sea. This hound can defend itself by biting or scratching, but has the playful & loyal nature of any domesticated dog.
Magma Ignalis -Chili (Vulcadreus) A massive, ill-tempered sabre cat which inhabits the precipices of Mount Drakolt. The Magma Ignalis is an isolated creature, and capable of igniting itself at will; it has thin, opaque skin which becomes transparent upon ignition of its defense mechanisms, revealing its skeleton underneath. The Magma Ignalis may breathe fire in a 10 foot cone and may burn anyone touching it (aside from its owner) while it is ignited. It may also defend itself with its claws, fangs, or prehensile tail.
Obsidian Wyrm -Calzone (Vulcadreus) A long, snake-like wyrm with two forelegs which grows roughly the size of a large dog; the wyrm has a rough but smooth exterior, with its scales often compared to polished obsidian. It is a somewhat fickle creature, but loyal to its owner. Its venom acts similar to lava, and the Obsidian Wyrm is able to projectile spit its venom, creating a pool of magma-like acid in roughly a 3 foot circumference. Its venom may burn through most things, and may super-heat metal if exposed for long periods of time.
Skewt -Spooky (Fall) A strange, semi-transparent newt species which lives in the waters of Lilicors; Skewts are cutely named for their skeleton-like patterns and their resemblance to a regular newt. These little creatures, roughly weasel-sized, can create a slippery mucous as a defense mechanism which makes them taste awful, and makes them very hard to hold onto. This slime can be collected, or used, once per topic to make an extremely slippery concoction with which to inconvenience your enemies.
Tukuarôzi -Paprika (Mystical) A spirit common in Crescent Islander mythology whose name translates in common to 'Moon Master' - a quadripedal creature whose true form is unknowable, constantly shifting and morphing, seemingly possessing different animal features as one attempts to perceive them. Rather than food, the Tukuarôzi sustains itself on dreams, protecting its owner from nightmares. When sleeping in close proximity to a Tukuarôzi, you are protected from having your dreams entered by others attempting to enter them. In addition, the Tukuarôzi grants you one hit prevention from being scried in your sleep. Be careful, for this creature might start to leech on your good dreams, as well...
Light Elemental -Pretzels the Quetzalcoatl (Travel Across the Land) Elementals are beings of pure elemental energy such as fire, earth, wind, or water. They are created from the arcane energy of the world and roam the world to consume more energy. They are powerful, dangerous creatures that can level towns and create terrible natural disasters like floods, earthquakes, and volcanic eruptions. Base Ability: Binding Light Enhanced Ability: Circle of Life
Manul Tuftbird -Pebbles (Winter) A small and very fluffy cat; the Manul Tuftbird is a winged feline with plenty of soft feather and fur rounding it out, and keeping it warm in the cold of the Frost Gale. These felines often blend in to rocky environments, standing on their fluffy tails to keep warm. The Manul Tuftbird can defend itself with its sharp teeth and claws, and makes for an extremely cuddly companion. The Manul Tuftbird, despite its roundness and small wings, can fly quite well and makes for a capable sender of message.
Candle Golem -Flicker (Winter) A wax golem carved in the magical runes of the Arcana Formulae; this little candle golem makes a consistent light through the wick on its head, which only burns out when the golem is inactive. It is not very strong, nor is it very smart, but this little golem is very loyal; no matter the form it takes, a candle golem will fit in the palm of your hand and act as a light. It may complete small, simple tasks such as carrying very small objects, but cannot understand more complicated requests. While the flame it emits is warm and bright, it is not strong enough to set fire to things, and can be blown out by a Wind spell.
Cat-cus -Prickle (Mystical) A feline that would be mistaken for an average housecat if it weren’t for the green hue of its fur and the spikes and cactus flowers along its back. This cat is a common stray animal in Zeinavian deserts and oases. It can disguise itself as a cactus plant when it is absolutely still. Once per topic it can shoot out the spikes on its spine in a volley - these spikes do minor piercing and poison damage to everyone around it. The cat, however, is a fickle creature, and may release this volley according to its own whims, and may even catch you in the crossfire.
Greater Dragoonfly -Sticky (Summer) A furry, wyrm-like creature with a large set of wings which appear similar to a dragonfly. The aptly named Dragoonfly has a long fluffy body, six legs, and a thick tail ending in a fluffy puff. This creature is beloved for its gentle nature, and is a pollinator of some of Charon's largest plants. The Dragoonfly is able to spit a sticky substance similar to honey within a five foot radius, trapping anyone standing within it for one post, as a form of self-defense, and can carry one individual in flight.
Lesser Sea Draxolotl -Pierogi (Summer) A tiny, pink creature that appears to be an aquatic dragon. It is marked by the characteristic barbed whiskers that grow on either side of its face. The Lesser Sea Draxolotl is comfortable breathing in both water and air, and does not grow to be larger than the palm of your hand. It possesses no self-defense skills whatsoever. It can, however, create bubbles with its mouth while underwater, creating tiny pockets of air.
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