Edward’s Arsenal
Aug 31, 2022 21:58:06 GMT -5
Post by Edward Ardent on Aug 31, 2022 21:58:06 GMT -5
Skills
Light Domain: Exalted
Polearm: Exalted
Spells (21/25)
Minor Healing: By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. (15 Solars)
Wall of Light: 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. (20 Solars)
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.
-Deals light damage- (25 Solars)
Piercing Light: You call down a beam of light, pure energy cascading down from the sky. This light will cover a medium sized area, filling it with light. This light will burn anyone who stands inside of it, scorching their skin and causing them to take damage. For as long as they stand inside of the light they will continue to take the damage.
-Deals light damage-
Desparation: By pointing at a target, Your target suddenly feels starving, badly dehydrated, mana-deprived and fatigued, as though they are on their last legs. They will struggle with normal everyday functions and will find it incredibly hard to focus, ignoring their ability to cast spells or even make offensive attacks. Lasts for a post, at which point they are returned to the condition they started in before Desperation was cast. Can only be used twice per topic.
Call Ghost: After holding your hands in a the form of a prayer, you summon forth the ghostly spirit of someone passed. This ghost can not harm anyone or deal any damage, however is intelligent and able to communicate with you. This ghost can pass through objects and walls and even make itself go invisible, making it the perfect spy. This ghost will last 3 post before going back to the afterlife.
Flesh Rend: By touching someone's bare flesh you cause the touched area to begin to decay, dissolving their flesh and causing intense pain. This will only effect the touched area, however they will find their upper layer of skin to be rended area, marking this as a weak spot. They will have difficulty moving around this wound and any damage delt to the wound will be doubled.
Vampiric Touch: By touching an enemy's flesh or clothing, you are able to sap their life energy from them. You will cause them to grow fatigued for their next post, feeling dizzy and weak. Their movements will slow and they will stumble for a brief moment. In addition you will heal yourself of all surface and minor wounds, such as scratches, bruises and cuts.
Web: The caster heaves a thick webbing out of his/her mouth, spraying a sticky spider like web out onto a surface or a target. The web swill stick to any surface and is extremely difficult to remove. It requires immense amount of cutting, pulling or tearing to rid oneself from the web. Anyone standing in the web will find their movement reduced to nothing, unable to walk, run or fly until freed.
Howls of the Dammed: 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.
Raven Storm: 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.
Binding Light: You fire out a beam of pure light, illuminating the immediate area. This beam of light is thin and travels in a straight line up to a medium distance away. If this beam of light strikes someone it will wrap around them like a vine, restricting their movement. This light will bind them for their next post, preventing them from moving away. They can still manipulate their hands to a degree.
Solar Flare: You give off a instant flash of light from your body, illuminating the area around you. This light is extremely bright and will attempt to blind anyone who is looking in your direction. If anyone sees this flash they will be unable to see for the next two post, their vision being filled with white light.
Anti-magic field: This spell creates a dome of magical energy around your body, reaching out to 15 feet with you at its center. This dome will last two post and as long as it is active magical effects inside of the dome will automatically end. This prevents any kind of magical effect to exist inside of the dome. Spells can not be cast inside of it, can not cross through it and all magical enchantments or effects will become inactive for the duration of the dome. (does not include prestige classes) This spell can be used twice per topic.
Divinities Blessing: You target yourself or an ally, coating them in a shield of divine protection. Until your next post they will ignore all damage received from any source, absorbing the damage as energy. They can then release that energy from their body in a burst, healing all allies in a 20 foot range and dealing light damage to all enemies in that same range. This spell can only be used once.
Circle of life:You create a small magical ring around you that protects your person and anyone standing next to you. As long as you are standing in this circle you and anyone else inside of it will be protected from taking damage. This prevents any wound that would come from an attack by a weapon or spell, regardless of its type. This ring will move with your person and last for two post. (This can only be cast once per topic)
Inspiring presence: An aura of energy begins to radiate from your person, filling your allies with hope and strength. You begin to inspire those around you to continue fighting, filling them with the will to continue going. Anyone who you consider to be an ally standing in your immediate area will feel their strength grow. For the next three post any ally affected by this spell, including you, will deal double damage with their physical attacks. (does not effect spells)
Summon Light Elemental: You summon forth an angelic being of pure light and energy from the domain of light. This creature will glow with brilliance, hovering in mid air behind your person. The creature will attempt to protect you, remaining for three post while attacking your enemies. The light elemental can cast purity bolt to help defend you.
-Deals light damage-
Massive Healing: A healing spell that can be used to heal unhealable 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.
Scern's God Killer:
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).
Gifts Ungiven: 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.
Equipment (5/12)
Ignis Staff: 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. (35 solars, Yasaka’s Summer Shop)
Flask of Feijoada: 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.
Brain Helmet: A finely fashioned helmet favored amongst battle mages, this steel helmet is made to look like the top of a brain and is able to defend your head from strikes. While wearing this helmet your spell count is increased by 5 and you no longer need any free hands to cast your spells
Red Dragon Plate: A Red scaled cuirass made from the hide of an ancient red dragon. This armor acts like a normal cuirass, having the normal hit preventions and effects of the armor. In addition, while wearing this armor you gain the ability to breath fire, spewing out a 15 foot cone of flames directly in front of them. Once per topic, you can summon a pair of red dragon wings from your back, having a 10 foot wing span and allowing you to fly for three post. This feature can only be used once.
Gargoyle Rooks X2: A stone chess piece taken from a wizards chess set. This piece is a small stone gargoyle with claws, fangs and wings. By holding it in your hand and commanding it, the piece will turn into a full form gargoyle, standing six feet tall and being heavy. This gargoyle will last for three post and will defend you, protecting you from attacks and attacking your enemies. This creature can only be summoned once per topic.
Spell Book: Increase spell point limit by 5, Extra pages: Increase spell point limit by 5
Seconal Coupon: A rare coupon that can be redeemed through any of our four seasonal shops. (Summer, Spring, Fall, Winter) While you own this coupon, you can purchase items from any seasonal shop at any time even if they are closed. You must spend Solars as normal and follow any purchasing rules. Items purchased through this coupon can not be traded or gifted to other members.
Dragon Chocolate: 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. Consumable
Storm Chocolate: 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. Consumable
Blizzard Chocolate 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.Consumable
Touch of Divinity
Passive Trait
Your encounter with the divine has left its mark on you. A very tiny fraction of divine energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the world of the divine around you as its energy flows back into Charon (no mechanical effect).
Blue Egg: From Fae Day giveaway.
Minions (1/3):
Book Golem: An amalgamation of books, scrolls and loose pages all combined together and enchanted by magic, giving the mass of information life of its own. This golem can be anywhere from 1 foot to 8 feet tall and is extremely passive, unable to attack, defend or deal damage. As long as you can see your golem, your spells, regardless of domain, can not be countered by spells or abilities. This means any spell you try to cast will go off and can not be prevented from being cast.
Prestige Classes:
Level 1 Spirit Guardian (50 Solars)
Guardian Spirit
The Spirit Guardian summons forth an ancestral spirit beside them to guard and protect them. This Guardian spirit can take on many forms but is no larger then a medium sized creature no matter what form it takes on. (A Medium sized creature is defined as being between 3 feet and 8 foot tall.) The spirit can only be summoned once per topic but has two hit prevention, allowing it to take two strikes from an attack before it vanishes back to the spirit world. This guardian will permanently remain until all of its hit preventions have been consumed. It can not attack or interact with objects and is only able to block and absorb attacks.
Spirit Shroud
When the spirit guardian is summoned it creates a spiritual shroud around it, emanating from its body with the spirit being at its center. The shroud has a ten foot diameter and will move around with the spirit. Any ally inside of the shroud will have their elemental abilities enhanced, increasing the speed and size of an elemental spell that is either ranged or a non controllable summon spell aka a wall. (An elemental spell is a spell that deals Fire/Lightning/Ice/Water/Wind/Earth/Light/Dark, only the caster must be within the shroud itself to benefit from this ability, not the effects of the spell being cast, i.e a wall would be larger if it was outside of the aura as long as the caster of the wall was within the aura.) The spell will move twice as fast as it normally would and be twice as big as any spell cast outside of the shroud. This shroud vanishes when the spirit vanishes.
Level 2 Spirit Guardian
Caller of Spirits
The spirit guardian has communed with nature or their ancestors, gaining the ability to call forth a second spirit. They can now summon a second spirit during their topic which follows the same rules as the first, having two hit preventions and vanishing once all hits have been consumed. You can have multiple spirits out at a given time, choosing to summon both at once or splitting them up through out the topic.
Shroud Affliction
The shroud that an individual spirit gives off is now increased to a 15 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy that is inside of the shroud will have their spells adversely affected. An enemies spell will be reduced in level by one, dropping from exalted to master, or master to novice. Any enemy spell that has a duration will have its duration reduced by one and will deal half as much damage while inside the shroud.
Level 3 Spirit Guardian
Devoted Spirits
The spiritual guardians have now bonded themselves to the summoner even more, dedicating themselves to protecting the summoner and its allies. All of your spiritual guardians now have their hit preventions increased, going from two to four. Now each spirit can absorb four total attacks or strikes before it vanishes into the spirit realm.
Overpowering Presence
The shroud that an individual spirit gives off is now increased to a 20 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy inside of the shroud will find their movements and reactions hindered, making it harder for them to close the gap or flee. Any movement increasing buff from spells, abilities or effects of the enemy will have no effect while inside the shroud. This includes speed buffs or movement enhancements such as dashes, blinks or teleports.
Berserker Level One
Berserkers Rage:
The Berserker's bread and butter, the legendary rage. These warriors are said to be able to enter a blood thirsty trance, where all logic and caution is replaced by pure anger and the desire to fight. They begin by going into a frenzy, getting angrier and throwing caution to the wind. While under the influence of rage you now ignore all pain, not able to feel the effects of damage. While you still sustain the damage you ignore the pain, which allows you to continue fighting with out the distraction of an injury. However because of the pure anger caused by this rage you are unable to cast any spells for the duration. Your rage last for three post and can only be used once per topic at level one.
Undying Rage:
Berserkers are monsters, unable to be stopped while raging and fighting. As long as a berserker is in their rage, they can not be killed or knocked unconscious, despite how much damage they take. They will continue to push through, even after taking fatal wounds. However once the rage ends the full force of their damage and pain will return, washing over their body and causing them to feel any effects of pain or damage.
Sweeping Fury:
While rage can be a useful tool for the berserker, it forces them to see everyone as a foe, unable to separate friend from their target. While in rage their attacks become more reckless, wild and for everybody. Their melee attacks with their weapons will turn into sweeping cleaves, wide attacks that attempt to hit everyone in their range. They can strike multiple targets with one sweeping strike, with the force of the weapon having just as much impact as a normal strike. Because of this however they can sometimes strike friends who may be standing by their side in battle.
Berserker Level Two
Rampaging Juggernaut:
The berserker is said to be a force unlike any other, a rampaging storm hell-bent on running through everyone, and everything in their path. While in a rage berserkers can charge forward, gaining increased move speed while running towards an enemy. As long as they are moving in the direction of a target they intend to hurt, their movement is doubled, allowing them to dash across the battle field. This dash allows them to break through objects as well, such as walls and barriers. They can charge through a normal structure such as a house wall or a created structure such as a earth or water wall, boring a large hole into it.
Blood Feud:
Everyone is considered an enemy of the berserker, however they take special offense against those who have injured them. While a berserker is raging they will mark anyone who deals damage to them with a blood feud, their focus locking in on that enemy. This blood feud will remain for the rest of your rage duration, and allows you to deal double damage with your martial weapons against the marked enemies. They can not cleanse or remove this mark, with it only ending when your rage ends. Multiple enemies can be marked with blood feud at a time.
Mage Slayer Level One
Sworn Enemy:
The mage slayer has devoted themselves to fighting off magic, regardless of their reason they have chosen to target those who would wield the arcane. If an enemy would cast a spell while you can see them, you can mark that person as your sworn enemy. For the next three post you will deal double damage with your physical and martial attacks against the marked enemy. You can not choose a new sworn enemy until the duration of the current one is over and can not have more than one at any time. If your sworn enemy cast a new spell during the duration, it will not extend the duration.
Spell Drinker:
The slayer has spent their years fighting off magic that they have now learned how to absorb magical energy and use it as their own instead. If you would take damage from a spell, regardless of its type, you can instead choose to heal yourself with that spell, causing the spell to act as a minor healing spell instead of its normal type. This will not ignore effects of a spell, just simply the damage. This feature can only be used twice per topic.
Mage Slayer Level Two
Deflecting Slice:
The slayer has learned the ins and outs of combatting spells, learning how to fight against spells that would be cast against them. You can now slice through a spell that has been cast towards you, ripping the spell in half. If an elemental spell has been cast and it has physical form, such as a fire ball, lightning bolt or wall of ice, you can cut through the spell with one of your martial weapons. This will negate the spell, rendering it useless. This can only be done twice per topic.
Mage Slayer Level Three
Spell Hex:
Mage slayers are so good at fighting spell casters that they can even prevent someone from using a spell of theirs. If someone cast a spell in your vacinity, you can hex that spell for the rest of the topic. That spell can no longer be used by anyone in the topic, regardless of who orginally cast it. The first cast will still go off and have its effects take place, but for the rest of the topic that spell can no longer be used, and if it is it will simply disapate into the void. This feature can only hex one spell a topic.
Remove Magic:
You now have the ability to end spells or remove effects that are currently effecting you. If a spells effect is currently affecting the slayer, such as a stun or a mental effect, the slayer can choose to end those effects instantly, cleaning themselves of the spell. They will still take damage from the spell but will no longer be under any of its effects. This feature can only be used twice per topic.
Were Beast Curse: Werewolf
Bestial Form
This curse has caused a savage animal spirit to dwell within your soul, giving you the ability to fully transform into a violent instinctual creature for a short duration. Upon receiving this curse you must choose what animal form this curse assumes. Common forms are the werewolf, the werebear and the weretiger, however many kinds of animal forms are known to exist. Once per topic you may choose to transform into this animal form, lasting for four post before reverting back. You gain all the abilities of this curse while in the were form, however due to the stress the form causes on your body you can not use these abilities outside of the form and can not transform again after using it once a topic. While transformed all of your gear and armor becomes covered up by your animal form, unable to be used for the duration.
Primal Senses
While in your were form you gain incredible, animal like sense. Your ability to see, hear and smell have increased five fold, elevating your perception skills. You can now see further than ever and can even see in non magical darkness as if it were the middle of the day. You can smell scents you didnt realize existed, picking up aromas from almost a mile away. You can use this to track prey or even identify threats in your area. Your hearing also increases, able to hear anything up to 100 feet away from you clearly, and can now hear very minor sounds like heart beats, whispers and the foot steps of hidden things, like invisible creatures.
Blood feud
While in your were form your mind is consumed by the savage spirit, causing you to hyper focus in on emotions such as rage, anger and hate. Because of this you can no longer separate friend from foe and will view anyone and everything in your area as a threat. This may cause you to turn on allies, attacking even your most trusted of friends. You are also immune to any friendly ability or spell, ignoring the effects of all ally abilities for the duration. Transforming will also instantly end any current active ally effects on you. You also become immune to any enemy mental effect, such as fear. These abilities will have no effect on you during your transformation.
Earth Domain:
Your hide becomes incredibly tough, almost acting like a natural armor. You have two hit preventions while in this form which cover your entire body.
Savage
Might While transformed your physical abilities increase, your rage and anger fueling your ability to hunt down any foe. You can no longer use any of your normal weapons while transformed, however you can now use your body to attack, utilizing any animal traits you gain from transforming. This can be claws, fist, wings, talons, fangs, etc. You are considered Exalted tier when attacking with your body and deal damage equal to a exalted level weapon. Your attacks deal increased damage and your physical strength is doubled.
Light Domain: Exalted
Polearm: Exalted
Spells (21/25)
Minor Healing: By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. (15 Solars)
Wall of Light: 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. (20 Solars)
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.
-Deals light damage- (25 Solars)
Piercing Light: You call down a beam of light, pure energy cascading down from the sky. This light will cover a medium sized area, filling it with light. This light will burn anyone who stands inside of it, scorching their skin and causing them to take damage. For as long as they stand inside of the light they will continue to take the damage.
-Deals light damage-
Desparation: By pointing at a target, Your target suddenly feels starving, badly dehydrated, mana-deprived and fatigued, as though they are on their last legs. They will struggle with normal everyday functions and will find it incredibly hard to focus, ignoring their ability to cast spells or even make offensive attacks. Lasts for a post, at which point they are returned to the condition they started in before Desperation was cast. Can only be used twice per topic.
Call Ghost: After holding your hands in a the form of a prayer, you summon forth the ghostly spirit of someone passed. This ghost can not harm anyone or deal any damage, however is intelligent and able to communicate with you. This ghost can pass through objects and walls and even make itself go invisible, making it the perfect spy. This ghost will last 3 post before going back to the afterlife.
Flesh Rend: By touching someone's bare flesh you cause the touched area to begin to decay, dissolving their flesh and causing intense pain. This will only effect the touched area, however they will find their upper layer of skin to be rended area, marking this as a weak spot. They will have difficulty moving around this wound and any damage delt to the wound will be doubled.
Vampiric Touch: By touching an enemy's flesh or clothing, you are able to sap their life energy from them. You will cause them to grow fatigued for their next post, feeling dizzy and weak. Their movements will slow and they will stumble for a brief moment. In addition you will heal yourself of all surface and minor wounds, such as scratches, bruises and cuts.
Web: The caster heaves a thick webbing out of his/her mouth, spraying a sticky spider like web out onto a surface or a target. The web swill stick to any surface and is extremely difficult to remove. It requires immense amount of cutting, pulling or tearing to rid oneself from the web. Anyone standing in the web will find their movement reduced to nothing, unable to walk, run or fly until freed.
Howls of the Dammed: 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.
Raven Storm: 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.
Binding Light: You fire out a beam of pure light, illuminating the immediate area. This beam of light is thin and travels in a straight line up to a medium distance away. If this beam of light strikes someone it will wrap around them like a vine, restricting their movement. This light will bind them for their next post, preventing them from moving away. They can still manipulate their hands to a degree.
Solar Flare: You give off a instant flash of light from your body, illuminating the area around you. This light is extremely bright and will attempt to blind anyone who is looking in your direction. If anyone sees this flash they will be unable to see for the next two post, their vision being filled with white light.
Anti-magic field: This spell creates a dome of magical energy around your body, reaching out to 15 feet with you at its center. This dome will last two post and as long as it is active magical effects inside of the dome will automatically end. This prevents any kind of magical effect to exist inside of the dome. Spells can not be cast inside of it, can not cross through it and all magical enchantments or effects will become inactive for the duration of the dome. (does not include prestige classes) This spell can be used twice per topic.
Divinities Blessing: You target yourself or an ally, coating them in a shield of divine protection. Until your next post they will ignore all damage received from any source, absorbing the damage as energy. They can then release that energy from their body in a burst, healing all allies in a 20 foot range and dealing light damage to all enemies in that same range. This spell can only be used once.
Circle of life:You create a small magical ring around you that protects your person and anyone standing next to you. As long as you are standing in this circle you and anyone else inside of it will be protected from taking damage. This prevents any wound that would come from an attack by a weapon or spell, regardless of its type. This ring will move with your person and last for two post. (This can only be cast once per topic)
Inspiring presence: An aura of energy begins to radiate from your person, filling your allies with hope and strength. You begin to inspire those around you to continue fighting, filling them with the will to continue going. Anyone who you consider to be an ally standing in your immediate area will feel their strength grow. For the next three post any ally affected by this spell, including you, will deal double damage with their physical attacks. (does not effect spells)
Summon Light Elemental: You summon forth an angelic being of pure light and energy from the domain of light. This creature will glow with brilliance, hovering in mid air behind your person. The creature will attempt to protect you, remaining for three post while attacking your enemies. The light elemental can cast purity bolt to help defend you.
-Deals light damage-
Massive Healing: A healing spell that can be used to heal unhealable 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.
Scern's God Killer:
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).
Gifts Ungiven: 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.
Equipment (5/12)
Ignis Staff: 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. (35 solars, Yasaka’s Summer Shop)
Flask of Feijoada: 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.
Brain Helmet: A finely fashioned helmet favored amongst battle mages, this steel helmet is made to look like the top of a brain and is able to defend your head from strikes. While wearing this helmet your spell count is increased by 5 and you no longer need any free hands to cast your spells
Red Dragon Plate: A Red scaled cuirass made from the hide of an ancient red dragon. This armor acts like a normal cuirass, having the normal hit preventions and effects of the armor. In addition, while wearing this armor you gain the ability to breath fire, spewing out a 15 foot cone of flames directly in front of them. Once per topic, you can summon a pair of red dragon wings from your back, having a 10 foot wing span and allowing you to fly for three post. This feature can only be used once.
Gargoyle Rooks X2: A stone chess piece taken from a wizards chess set. This piece is a small stone gargoyle with claws, fangs and wings. By holding it in your hand and commanding it, the piece will turn into a full form gargoyle, standing six feet tall and being heavy. This gargoyle will last for three post and will defend you, protecting you from attacks and attacking your enemies. This creature can only be summoned once per topic.
Spell Book: Increase spell point limit by 5, Extra pages: Increase spell point limit by 5
Seconal Coupon: A rare coupon that can be redeemed through any of our four seasonal shops. (Summer, Spring, Fall, Winter) While you own this coupon, you can purchase items from any seasonal shop at any time even if they are closed. You must spend Solars as normal and follow any purchasing rules. Items purchased through this coupon can not be traded or gifted to other members.
Dragon Chocolate: 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. Consumable
Storm Chocolate: 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. Consumable
Blizzard Chocolate 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.Consumable
Touch of Divinity
Passive Trait
Your encounter with the divine has left its mark on you. A very tiny fraction of divine energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the world of the divine around you as its energy flows back into Charon (no mechanical effect).
Blue Egg: From Fae Day giveaway.
Minions (1/3):
Book Golem: An amalgamation of books, scrolls and loose pages all combined together and enchanted by magic, giving the mass of information life of its own. This golem can be anywhere from 1 foot to 8 feet tall and is extremely passive, unable to attack, defend or deal damage. As long as you can see your golem, your spells, regardless of domain, can not be countered by spells or abilities. This means any spell you try to cast will go off and can not be prevented from being cast.
Prestige Classes:
Level 1 Spirit Guardian (50 Solars)
Guardian Spirit
The Spirit Guardian summons forth an ancestral spirit beside them to guard and protect them. This Guardian spirit can take on many forms but is no larger then a medium sized creature no matter what form it takes on. (A Medium sized creature is defined as being between 3 feet and 8 foot tall.) The spirit can only be summoned once per topic but has two hit prevention, allowing it to take two strikes from an attack before it vanishes back to the spirit world. This guardian will permanently remain until all of its hit preventions have been consumed. It can not attack or interact with objects and is only able to block and absorb attacks.
Spirit Shroud
When the spirit guardian is summoned it creates a spiritual shroud around it, emanating from its body with the spirit being at its center. The shroud has a ten foot diameter and will move around with the spirit. Any ally inside of the shroud will have their elemental abilities enhanced, increasing the speed and size of an elemental spell that is either ranged or a non controllable summon spell aka a wall. (An elemental spell is a spell that deals Fire/Lightning/Ice/Water/Wind/Earth/Light/Dark, only the caster must be within the shroud itself to benefit from this ability, not the effects of the spell being cast, i.e a wall would be larger if it was outside of the aura as long as the caster of the wall was within the aura.) The spell will move twice as fast as it normally would and be twice as big as any spell cast outside of the shroud. This shroud vanishes when the spirit vanishes.
Level 2 Spirit Guardian
Caller of Spirits
The spirit guardian has communed with nature or their ancestors, gaining the ability to call forth a second spirit. They can now summon a second spirit during their topic which follows the same rules as the first, having two hit preventions and vanishing once all hits have been consumed. You can have multiple spirits out at a given time, choosing to summon both at once or splitting them up through out the topic.
Shroud Affliction
The shroud that an individual spirit gives off is now increased to a 15 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy that is inside of the shroud will have their spells adversely affected. An enemies spell will be reduced in level by one, dropping from exalted to master, or master to novice. Any enemy spell that has a duration will have its duration reduced by one and will deal half as much damage while inside the shroud.
Level 3 Spirit Guardian
Devoted Spirits
The spiritual guardians have now bonded themselves to the summoner even more, dedicating themselves to protecting the summoner and its allies. All of your spiritual guardians now have their hit preventions increased, going from two to four. Now each spirit can absorb four total attacks or strikes before it vanishes into the spirit realm.
Overpowering Presence
The shroud that an individual spirit gives off is now increased to a 20 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy inside of the shroud will find their movements and reactions hindered, making it harder for them to close the gap or flee. Any movement increasing buff from spells, abilities or effects of the enemy will have no effect while inside the shroud. This includes speed buffs or movement enhancements such as dashes, blinks or teleports.
Berserker Level One
Berserkers Rage:
The Berserker's bread and butter, the legendary rage. These warriors are said to be able to enter a blood thirsty trance, where all logic and caution is replaced by pure anger and the desire to fight. They begin by going into a frenzy, getting angrier and throwing caution to the wind. While under the influence of rage you now ignore all pain, not able to feel the effects of damage. While you still sustain the damage you ignore the pain, which allows you to continue fighting with out the distraction of an injury. However because of the pure anger caused by this rage you are unable to cast any spells for the duration. Your rage last for three post and can only be used once per topic at level one.
Undying Rage:
Berserkers are monsters, unable to be stopped while raging and fighting. As long as a berserker is in their rage, they can not be killed or knocked unconscious, despite how much damage they take. They will continue to push through, even after taking fatal wounds. However once the rage ends the full force of their damage and pain will return, washing over their body and causing them to feel any effects of pain or damage.
Sweeping Fury:
While rage can be a useful tool for the berserker, it forces them to see everyone as a foe, unable to separate friend from their target. While in rage their attacks become more reckless, wild and for everybody. Their melee attacks with their weapons will turn into sweeping cleaves, wide attacks that attempt to hit everyone in their range. They can strike multiple targets with one sweeping strike, with the force of the weapon having just as much impact as a normal strike. Because of this however they can sometimes strike friends who may be standing by their side in battle.
Berserker Level Two
Rampaging Juggernaut:
The berserker is said to be a force unlike any other, a rampaging storm hell-bent on running through everyone, and everything in their path. While in a rage berserkers can charge forward, gaining increased move speed while running towards an enemy. As long as they are moving in the direction of a target they intend to hurt, their movement is doubled, allowing them to dash across the battle field. This dash allows them to break through objects as well, such as walls and barriers. They can charge through a normal structure such as a house wall or a created structure such as a earth or water wall, boring a large hole into it.
Blood Feud:
Everyone is considered an enemy of the berserker, however they take special offense against those who have injured them. While a berserker is raging they will mark anyone who deals damage to them with a blood feud, their focus locking in on that enemy. This blood feud will remain for the rest of your rage duration, and allows you to deal double damage with your martial weapons against the marked enemies. They can not cleanse or remove this mark, with it only ending when your rage ends. Multiple enemies can be marked with blood feud at a time.
Mage Slayer Level One
Sworn Enemy:
The mage slayer has devoted themselves to fighting off magic, regardless of their reason they have chosen to target those who would wield the arcane. If an enemy would cast a spell while you can see them, you can mark that person as your sworn enemy. For the next three post you will deal double damage with your physical and martial attacks against the marked enemy. You can not choose a new sworn enemy until the duration of the current one is over and can not have more than one at any time. If your sworn enemy cast a new spell during the duration, it will not extend the duration.
Spell Drinker:
The slayer has spent their years fighting off magic that they have now learned how to absorb magical energy and use it as their own instead. If you would take damage from a spell, regardless of its type, you can instead choose to heal yourself with that spell, causing the spell to act as a minor healing spell instead of its normal type. This will not ignore effects of a spell, just simply the damage. This feature can only be used twice per topic.
Mage Slayer Level Two
Deflecting Slice:
The slayer has learned the ins and outs of combatting spells, learning how to fight against spells that would be cast against them. You can now slice through a spell that has been cast towards you, ripping the spell in half. If an elemental spell has been cast and it has physical form, such as a fire ball, lightning bolt or wall of ice, you can cut through the spell with one of your martial weapons. This will negate the spell, rendering it useless. This can only be done twice per topic.
Mage Slayer Level Three
Spell Hex:
Mage slayers are so good at fighting spell casters that they can even prevent someone from using a spell of theirs. If someone cast a spell in your vacinity, you can hex that spell for the rest of the topic. That spell can no longer be used by anyone in the topic, regardless of who orginally cast it. The first cast will still go off and have its effects take place, but for the rest of the topic that spell can no longer be used, and if it is it will simply disapate into the void. This feature can only hex one spell a topic.
Remove Magic:
You now have the ability to end spells or remove effects that are currently effecting you. If a spells effect is currently affecting the slayer, such as a stun or a mental effect, the slayer can choose to end those effects instantly, cleaning themselves of the spell. They will still take damage from the spell but will no longer be under any of its effects. This feature can only be used twice per topic.
Were Beast Curse: Werewolf
Bestial Form
This curse has caused a savage animal spirit to dwell within your soul, giving you the ability to fully transform into a violent instinctual creature for a short duration. Upon receiving this curse you must choose what animal form this curse assumes. Common forms are the werewolf, the werebear and the weretiger, however many kinds of animal forms are known to exist. Once per topic you may choose to transform into this animal form, lasting for four post before reverting back. You gain all the abilities of this curse while in the were form, however due to the stress the form causes on your body you can not use these abilities outside of the form and can not transform again after using it once a topic. While transformed all of your gear and armor becomes covered up by your animal form, unable to be used for the duration.
Primal Senses
While in your were form you gain incredible, animal like sense. Your ability to see, hear and smell have increased five fold, elevating your perception skills. You can now see further than ever and can even see in non magical darkness as if it were the middle of the day. You can smell scents you didnt realize existed, picking up aromas from almost a mile away. You can use this to track prey or even identify threats in your area. Your hearing also increases, able to hear anything up to 100 feet away from you clearly, and can now hear very minor sounds like heart beats, whispers and the foot steps of hidden things, like invisible creatures.
Blood feud
While in your were form your mind is consumed by the savage spirit, causing you to hyper focus in on emotions such as rage, anger and hate. Because of this you can no longer separate friend from foe and will view anyone and everything in your area as a threat. This may cause you to turn on allies, attacking even your most trusted of friends. You are also immune to any friendly ability or spell, ignoring the effects of all ally abilities for the duration. Transforming will also instantly end any current active ally effects on you. You also become immune to any enemy mental effect, such as fear. These abilities will have no effect on you during your transformation.
Earth Domain:
Your hide becomes incredibly tough, almost acting like a natural armor. You have two hit preventions while in this form which cover your entire body.
Savage
Might While transformed your physical abilities increase, your rage and anger fueling your ability to hunt down any foe. You can no longer use any of your normal weapons while transformed, however you can now use your body to attack, utilizing any animal traits you gain from transforming. This can be claws, fist, wings, talons, fangs, etc. You are considered Exalted tier when attacking with your body and deal damage equal to a exalted level weapon. Your attacks deal increased damage and your physical strength is doubled.