Spells and Abilities
Control Flames (Earth Domain)
A simple spell that allows you to shape pre existing fire or flames. This can be used to make an already existing fire bigger or smaller, change color, smell or even move the fire from one place to another. Can only effect an existing fire, be it magical or natural.
Heat Cloak (Earth Domain)
The users skin becomes warm, giving off an immense amount of heat. The heat will radiate off of you and affect anyone who comes within melee range. The heat burns and is unbearable enough to push enemies away, making it hard for them to breathe.
-Deals fire damage-
Fire Bolt (Earth Domain)
By summoning a small mote of flames in your hand, you can then fire the bolt outwards to deal fire damage. A small basketball sized ball of fire forms and can be held in hand until ready to fire. It can be fired up to medium ranges and splashes when it collides with something.
-Deals fire damage-
Ring of Fire (Earth Domain)
You create a large ring of fire to circle around the battlefield, trapping those close to you inside of this ring. The flames are tall and rise up into the air, dancing around burning anyone or anything that passes through the flames. The ring deals a large amount of damage, forcing enemies away from it.
-Deals fire damage-
Heat Wave (Earth Domain Master)
You cause the air in the immediate area to become increasingly hot, rising in temperature by several degrees. While this not directly deal any damage to your enemies, this spell does have its other uses. It will instantly melt any ice spells in effect or created ice structures, rendering them useless. The heat will also begin to wear on anyone in the area beside the spells user. This will begin to fatigue them, causing their movements to slow as well. This spell remains active for three post and while its active enemies can not cast ice or water spells.
Vampiric Touch (Fall)
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.
Call Ghost (Fall)
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.
Flavored as the spirit of Xildak, one of his fellow tribesmen who died in the fire.Undying Fervor (Mystical)
A spell used by warriors to give them bravery and courage during even the most violent battles. When this spell is activated you become cleansed of all fear effects that may currently be present on you. In addition you can not be feared or affected by fear inducing abilities for the next four post. Once during the four post duration you can send a pulse out from your body, pushing back all enemies who are within a 10 foot diameter. This may cause them to stumble, fall down or slide backwards.
Flame Hoop (Summer)
The owner will summon a small ring of fire to hover in mid air around their torso, with them being at the center of this ring. The ring (like a hoola hoop) will float 3 feet away from its owner on all sides, giving a bit of space between the user and the ring. The hoop will last for three post and will follow the owner around, moving through items and burning anyone who touches it.
-Deals Fire damage-
[Grift from Leni]
Massive Fireball (Master Earth)
By holding your hands up above your head, you form a large ball of fire, four times the size of a fire bolt. You can then lob this fire ball at an enemy, chucking it into the air as it soars over head. When the fire ball lands it will erupt, sending fire lashing out in all directions. This is an Area of effect spell that can deal damage to multiple enemies at one.
-Deals fire damage-
Scern's God Killer (Sol Stone)
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).
Sprout (Spring)
A spell that allows the caster to grow vines and plants on their body or armor. This vines can be used to protect the user, sprouting tiny thorns that deal damage to someone touching or striking you. You can also use them offensively, allowing you to strike an enemy with your hands or body, dealing damage with the thorns.
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.
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.
Flavored as the fiery hole in his prosthetic arm's shoulder where the flame spirit powering it lives and is able to come out of now and then.
Summon: Flame Sprite (Earth Domain)
You summon a small fire sprite that hovers in the air around you. The tiny ball of fire will slowly rotate around your person, just hovering in the air until you unsummon it or it takes damage. Once per post the tiny sprite will fire out a miniature fire bolt from its mouth, attempting to hit an enemy.
-Deals fire damage-
Flavored as the fire spirit living in his shoulder coming out to assist him in battle.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.
Traits and Class Features
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.
Drake Gland- Fire
You get the breath gland of a young drake grafted into your body, giving you access to one of six elemental breath weapons. This breath weapon will spew out in a small cone in front of you, dealing damage equal to the type of gland you have. You can choose one of six glands from Fire, Earth, Water, Ice, Wind or lightning.
[Winter's Crown gift from Ray]
Touch of Divinity (Sol Stone)
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).
Perennial Prosthetic (Spring)
A flowering prosthetic which can replace any chosen limb; this prosthetic is magically enhanced and behaves just as your previous limb would. This prosthetic is made of wood, but is not flammable; it magically blooms with seasonal flowers, vines, and flora depending on the time of year. Once per topic, you may cause this prosthetic to explode into flowering vines, allowing you to grapple a single target for two posts, or until cut free.
Heated Gland
An extremely warm gland is grafted into your body, causing you to be be incredibly warm to the touch, giving off a small aura of heat and allowing you to ignore non magical cold. While this heat is not strong enough to burn or cause damage, it can be extremely uncomfortable if exposed for an extended amount of time.
Witcher Pitcher Leaf (Bogaboo)
A tattoo of a leaf from the Witcher Pitcher plant found in the Marsh Flats. While dormant, this tattoo can detect magic, and will vibrate the closer it gets to rare and mysterious magic. It will ignore you and any of those you are frequently around, however if a new source of magic is detected, it will vibrate.
Once per topic you can activate the tattoo to cause two large plant vines to sprout from the tattoo, directed at someone within arms reach of you. The vines will wrap around one of the targets limbs and will prevent that person from using that limb or moving away from you for one post.
For Vulcadreus
A red, glowing brand that is tattooed on your body and is a symbol of Vulcadreaus. If you would be killed or knocked unconscious due to damage, this brand will explode, covering your entire body in fire which burns outward in a 10 foot diameter. This will burn anyone who was near you, but protects your body. The flames ignore you, allowing the opportunity to be revived or attended to.
Primordial Paths (Elementalist 1)
The primordial paths of the Elementalist draw on the energies of the Primordial Planes and the very essence of the domains and elements, allowing them to claim mastery over their chosen paths as they weave fantastical elemental magic, that has been further enhanced by the loosening of the planar veil caused by the destruction of the Sol Stone. When you achieve Master level in the elemental Domains, you unlock paths to invest into with your growing ties to the Primordial Plane.
Master Skill in a Domain allows you to open up three pathways (this counts for each time you achieve master rank in one of the three elemental domains).
Sea Domain opens the Paths of Water and Ice, Earth Domain opens Fire and Earth, Sky Domain opens Air and Lightning.
Partial Elemental Manifestation (Elementalist 2)
An Elementalist is capable of manifesting the properties of an elemental over a chosen portion of their body. The elemental type is based on which paths you have opened and with multiple paths open, you can choose which elemental type you want to manifest. These properties, based on what element is chosen, are as follows: Immunity to that specific elemental damage, the ability to move through solid objects, and causes contact damage of that elemental type. This level of manifestation lasts for three posts.
Enhanced Primordial Paths (Elementalist 3)
You have further tapped into the energies of the Primordial Plane, giving you even more ways to bend the elements to your will. When you achieve Exalted level in the elemental Domains, you unlock more paths to invest into with your growing ties to the Primordial Plane.
Exalted Skill in a Domain opens an additional three pathways (this counts for each time you achieve exalted rank in one of the three elemental domains).
Sea Domain opens the Paths of Water and Ice, Earth Domain opens Fire and Earth, Sky Domain opens Air and Lightning.
With Exalted Skill in all Domains you should have a total of eighteen pathway points to spend.
Full Elemental Manifestation (Elementalist 3)
Achieving further mastery has allowed the Elementalist to evolve their Partial Manifestation into a full body physical transformation of that chosen elemental type. The duration remains the same, and you may now move through solid objects with your whole body, cause contact damage based on the element that you are manifesting with any part of your body, and whole body immunity to all elemental damage of the corresponding element.
Arcane Soul (Spell Blade 1)
When purchasing this class you must choose a weapon you own. That weapon becomes bonded to you, a magical link being created between you and the weapon. You must also choose an elemental damage type, and can only choose one if you posses Master level in that elements Domain. The weapon you bond with will now always do elemental damage equal to the element you chose, regardless of having an enchantment or not. This elemental damage also can not be ignored due to things like resistant or immunity, allowing your bonded weapon to always deal its damage.
Dagon's Demise Battle Axe with Fire DamageArcane Focus (Spell Blade 1)
Your bonded weapon becomes a conduit for spell casting, allowing you to cast spells through the weapon regardless of domain or element. This allows you to wield the weapon as normal, but channel spells through it, weaving magic through your strikes. You can combo your physical attacks, creating a variety of effects and combos. This includes targeted spells or spells that require you to touch the target, letting you use your weapon instead. Your spell limit also increases by 5, giving you access to more spells which you can cast through your weapon.
One With the Blade (Spell Blade 1)
Your bonded weapon becomes more than just a tool, it becomes apart of you. You have wielded this weapon through most of your battles and have come to rely on it to do its job. This weapon no longer hinders you, allowing you to wield it like it was apart of your own body. The bonded weapon no longer counts against your item limit, having 0 points when calculating its capacity limits.
Always There (Spell Blade 2)
As your primary tool and means of combat, the bonded weapon can never stay away from you for too long, needing to be with you in combat. Your weapon can not be taken from you or forced out of your hand by spells or effects. It acts as if it is glued to your hand. Additionally if your bonded weapon is not currently in your hand, you can summon it to your hand in the blink of an eye. Regardless of where it is or what condition it is in, the weapon will return to you, ready for battle.
Sharing Essence (Spell Blade 2)
Your blade is not just a mindless weapon for slaughter, but has bonded with you, feeling and caring for you. Because of this the weapon will attempt to keep you alive, and can access its own magic when in need. The weapon can choose on its own to pump a bit of its magical essence into you, healing you of any minor or major wounds you might have sustained. This can be done without you needing to command it, letting the weapon heal you regardless of the situation. This can be done twice per topic.
Elemental consumption (Spell Blade 3)
Your bonded weapon has become strong, its elemental energy increasing with each and every use. It has now become resistant to its own elemental damage type, hungry to feed off of the magic of that element. You can now use your bonded weapon to absorb magical energy from spells or effects. Your weapon can target a spell that shares an elemental damage type with it, and as that spell is cast the weapon will consume it, absorbing the spell and rendering it useless. The weapon will store this spell and give its owner access to that spell for the rest of the topic. You can now cast a single use version of the absorbed spell, even if you do not own the spell. This can only be done twice per topic.
Unseen Companion (Spell Blade 3)
Fusing magical energy with your bonded weapon has given you unique abilities that only the spell blade has access to. Your weapon is not just a piece of wood or metal, but is a living being and reacts to your magic. You can coat your weapon in arcane energy causing the entire weapon to become invisible, unseen by anyone who would look at it. Your weapon will remain invisible for the next two post and can not be seen for the entire duration. This allows you to attack with your weapon while confusing the enemy, and maybe catching them off guard. This can be done twice per topic.
Splintered Soul (Spell Blade 4)
You may now choose a second weapon with a second elemental damage type. This weapon does not replace your original, but instead becomes a second spell blade, sharing a soul with the first. Not only do you have access to a second spell blade, but that second weapon will have all of your spell blade prestige class abilities applied to it. These weapons act as one, sharing a soul with you and able to be wielded expertly together or on their own.
Dagger of Torment with Earth damage
Living Weapon (Spell Blade 4)
Your bonded weapon gains a soul of its own, mimicking your personality and becoming one with your mind. You can now telepathically control your weapon, allowing it to hover in the air around you, attack and defend without being in your hand. You can also move it with your mind, allowing you to swing with it even if it is not in your hand. While this weapon can move on its on it can not go very far from you, having to stay relatively close to your person.
Sacrificial Bond (Spell Blade 4)
Your bonded weapons have come to love you, doing everything in their power to keep you alive. If you were to die or fall unconscious the weapons will instead give their own souls, preventing you from falling in battle. If you were to be knocked out both of your bonded weapons will instead become useless, unable to be used for the rest of the topic, and instead will keep you alive and standing. Your weapons will return to you after the topic, using the time to rebuild their stamina.
Guardian Spirit (Spirit Guardian 1)
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.
Can summon the spirit of Durumann.Spirit Shroud (Spirit Guardian 1)
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.
Caller of Spirits (Spirit Guardian 2)
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.
Can summon the spirit of Kar.Shroud Affliction (Spirit Guardian 2)
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.
Devoted Spirits (Spirit Guardian 3)
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 (Spirit Guardian 3)
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.
Prayer of Fire (Ashen Vicar 1)
The first of your incantations allows you to produce simple geometric constructs made out of pure fire that form at a maximum size of medium and at medium distance from your person. This construct of fire will remain in the spot it was created and burn anything it comes into contact with. The fire produces a cloud of smoke the same size as the design upon it materializing, which will linger for two post around the object. These geometric shapes could be spheres, triangles, pyramids, squares, etc that fill up a three dimensional space. You can only have one of these fire constructs up at a time. (All constructs are wielded or used at the skill level the character has in Earth Domain)
Ashen Censer (Ashen Vicar 1)
The Ashen Censer is a sanctified relic of Vulcadreaus and the source of your power. Carved from the obsidian formed by Mount Drakolt, the Ashen Censer is a round orb with holes around its entire body and a chain of obsidian prayer beads. At its forging and sanctification, the Ashen Censer is filled with a mixture of lava and ash that produces an eternal warmth and stream of smoke. Due to the nature of its structure, it functions as a Blunt Weapon and grants the user novice with this weapon. This weapon has five feet of reach and can be used much like a flail or club or whip to that extent. As the Censer is used, it will slowly pour out smoke that mildly fills the immediate area but does not inhibit vision.
Primordial Paths
Sweltering Aura: An Elementalist would be able to push forth the heat in their own body outwards to affect the world around them. You can channel a wave of fire within your body, causing the area around you to increase in temperature. The area will increase by twenty degrees, getting so much hotter than it was before. Those in the area will find it hard to breathe, breaking a sweat with the smallest of actions. This heat will also kill minor plants, causing them to shrivel up and will evaporate small bodies of water like puddles or spells. This heat wave will remain for three posts and can only be used once per topic.
Conflagration: Your spells that deal Fire damage now ignite the enemy, giving them a stack of Conflagration. They will remain ablaze for the next two posts, keeping the stack of conflagration until the end of its duration or until its triggered. If they are dealt fire damage again from any source while affected by this ability the fire will deal double damage, igniting the stack and burning even hotter than normal.
Scorching Touch: As your body continues to increase in temperature and heats up, your hands become weapons for you, with your very touch able to burn and scorch skin. They do not catch fire preventing you from igniting flammable objects, but your skin does burn, able to singe others as you touch them. You can increase or decrease this heat, allowing you to interact with others without harming them. Your hands also give off a small amount of light which can be used to navigate the dark.
Geomagnetic Sense: A constant passive effect, an Elementalist has constant awareness of what moves on the ground through continuous magical energy pulses that provide a general understanding, and when focusing on a specific area that has been pulsed within its large area range can tell exactly how many and how much each of the creatures/beings weigh and move within the area as long as they are touching a solid surface that makes contact with the ground.
Animate Stone: Infusing your mana into a sizeable amount of rock/stone/metal/gems or an active stone creation, you can turn the mass or your construct from Stone Creation into an animated form. It can burrow through the earth as if it was swimming and it attacks with physical blows of great strength. It has three hit preventions regardless of its size and crumbles in place possibly bludgeoning anything in the same space as it. While this ability is in use you can have no more then two Animate Stone constructs at a time.
Rolling Stone: Encasing yourself in stone as you roll into a ball, you can begin to move much the same as a gyroscopic ball. You can move up walls of earthen make while using this ability and can perceive the area around yourself as you do so. For every post you remain in ball form you become five feet thicker, at any point you can explode the ball outwards and shoot several hundred earthen shards from yourself outwards in every direction for ten feet per turn spent in the ball.
Subclass Features
Disciple of Vulcadreus
Draconic Visage
Imbued with the draconic energy of Vulcadreaus, the Disciple is capable of accessing and molding this energy causing them to undergo a physical transformation into a humanoid dragon hybrid form. This form lasts for 5 posts, and can be used twice per topic. While transformed you gain all of the grafts listed below for the duration, acting as natural body parts.
-Claws -Fangs -Drake Gland(Earth or Fire) -Wings -Prehensile Tail -Horns
Ashen Breath
The Disciple naturally exhales small clouds of ash as they breathe, but can also spend one post to hold their breath, charging up the volume of the cloud of ash. When it is released, the ash cloud encompasses a ten foot by ten foot space. This volume of ash can cause minor burns on unprotected skin and acts as a visual impairment.
Cycle of Rebirth
An aspect of the draconic energy of Vulcadreaus is the ability to restart the cycle of rebirth of an organic object. Twice per topic the user can channel this energy into an organic object through touch, which causes it to transmute into its most raw form. (A staff made of wood would turn into a seedling of the type of tree the wood came from, as an example.)
Gift of the Ancient One
While in your hybrid form your skin becomes as hard as dragon scales as a thin layer of obsidian forms over you, and punishes those that would try to harm your being. The thin layer of obsidian appears as black, red, or brown color spectrum scales that cover the entirety of your body. You gain two hit preventions against physical attacks or attacks that deal earth or fire damage. When each hit prevention is broken the scales explode outwards in a hail of serrated shards of obsidian that deal slashing and piercing damage within the immediate area. This retaliatory armor can be used twice per transformation before any remaining obsidian scales naturally shed off of you.
Items
Dagon's Demise (Item Fusion, Battle Axe + Soul Crusher)
A wicked battle axe with a blade that looks like shimmering, translucent obsidian with black smoke swirling inside it and a handle of blackened wood that looks as if it's been burnt. Despite such a fragile appearance, the axe is incredibly durable and the blade is quite heavy. When used to attack, the axe does not deal physical wounds, but rather, passes through the target's body to cause serious internal damage which rends and eats away at the person's soul. When swung, the axe is followed by a second axe made of black smoke that deals just as much damage as the real thing should it pass through its target. Every hit that lands with this weapon or its smoke copy creates a stack of Soul Waning on the target. At three stacks, the target's very soul ignites in an explosion of flame and smoke that engulfs the target for a single post and causes immense pain and damage. Twice per topic, the axe can ignore armor and hit preventions, passing through them as if they weren't there.
Weight: 2
(Shadowglass, Double Strike, and Heavy Enchantments + Soul Crusher's Soul Waning ability.)
Battle Axe (Blade)
A small Ax that is double the length of a hand ax but is still light enough to be wielded in a single hand. The head of the blade is a sharp ax head able to cleave and chop with great ease, attached to a wooden handle that allows the user to wield it with ease. Battle Ax's are often wielded by close combat warriors looking to use their free hand for other uses.
-Two enchantment slots-
Shadowglass Enchantment (Fall)
An enchantment forged by shadowdancers that imbues umbral magic into their weapons. This enchantment gives a darkened quality to the weapon it is applied to, almost making it appear like shimmering, translucent obsidian. When used to attack a target, the Shadowglass weapon does not deal physical wounds, but rather, passes through the target's body to cause internal damage which eats away at the person's soul. The enchanted weapon can make two strikes that ignore armor and hit preventions, before the magic subsides and goes dormant for the rest of the topic.
Double Strike Enchantment (Blade)
This enchantment allows the wielder to strike twice with a weapon while only making one attack. This lets you deliver two consecutive strikes in the same amount of time it would take to make one.
Soul Crusher (Fall)
This massive Warhammer is heavier and more brutal then any other that has ever graced the land, its blows rend the very soul of its victim. Every hit that lands with this weapon creates a stack of Soul Waning on the target at three stacks the targets very soul ignites in an explosion of flame that engulfs the target for a single post and causes immense pain and damage. This Warhammer has no additional enchantment slots and carries both its unique effect and the heavy enchantment.
Heavy Enchantment (Blade)
A Heavy weapon is one that has been enchanted to weigh twice the amount it normally would. While this makes the weapon heavy and slower, it doubles its cutting or damage dealing ability. Strikes from this weapon are staggering and often deal insane amounts of damage.
Tourney Favor (Mystical)
This favor appears as a charm decorated with various sheer ribbons and veils; they are often given out as gifts from adoring fans, family, significant others, or admiring apprentices before an event. This charm can be attached to one weapon, giving it an additional enchantment slot. The item does not need to have originally had an enchantment slot but must be a weapon. A weapon can only have one Tourney Favor applied to it at a time.
Dagger of Torment (Fall)
This jagged and serrated dagger is said to be filled with the soul of an anguished spirit. This weapon has the serrated enchantment on it, causing any wound inflicted by this blade to rip and tear flesh, unable to be healed by normal healing magic. In addition the injured targets mind will be filled with horrifying images of pain and death, they will watch the death of the spirit who's soul is trapped in the blade, violent and bloody scenes playing out in their mind for a single post.
Flavored as the souls of his fellow tribesmen who died charging into a fire, following the orders of Dagon.Weight: 2
Rime Mantle (Winter)
The Rime Mantle is a relic of ages past, used by the first people of the Pale City long before the Dark elves called it home. These stark white almost translucent cloaks conceal the wearer perfectly in any snowy environment, and can be hardened at will with a small input of the wearers Mana, giving them an almost steel like cloak to block physical attacks with. The cloak can only be activated twice per topic and last for two post.
Weight: 1
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.
Gauntlets of Ginma (Spring)
A pair of overgrown, magical gauntlets made of stone and covered in moss and small white flowers. These gauntlets provide one hit prevention, and allow the wearer to smash through stone as if it were glass, and lift natural boulders more than twice their weight. The abilities of these gauntlets will last as long as they have a hit prevention left.
Weight: 2
Shimmering Scorpion Blade (Summer)
This blade-whip features unique patterns and colours which have been crafted from reinforced glass and infused with obsidian from blacksmiths in the Zeinav Desert. This blade is a work of art; and is as beautiful as it is deadly. Twice per thread, the user may use this whip to reflect the sun into their opponent's eyes, causing a glinting flash through the glass blade which will blind them for one post.
Weight: 3
Backpack
A small bag normally made out of cloth, leather or other fabrics. This bag comes fitted with straps that can be worn on your back or even attached to a saddle. The bag is big and strong enough to carry a decent amount of supplies, and comes with loops on the side to hold other objects, like weapons.
-Increases item point limit by 4 points-
Wand
A wand is normally a small elongated item made out of wood or metal and often has unique carvings or designs on it. Wands are magical items that store the users magic, remembering it and imprinting their spells on the item. Wands allow mages to cast their spells from it while also amplifying their magic.
-Increases spell limit by 5 spells-
Tear of Vulcadreus (Summer)
A ruby-red Crystal that is warm to the touch. Once per topic when you break this stone upon the ground, the fragments break the earth and form a small patch of lava to flow forth. For the next three posts it slowly spreads, turning the ground into perilous terrain that causes fire damage if you step in it. Additionally, when you cast earth-domain spells during this period, you draw magical energy from this lava font - your spells will be coated in molten lava which gives your fire damage spells immunity to being put out by water.
Crafting Materials
Sol Stone Shard
Rare Crafting Material
A tiny piece of the now shattered Sol Stone made of golden metal and etched with strange markings, the true nature of the stone has yet to be understood. This item can be used in our crafting system. When used to craft you can take one spell that you own and add its effects to the crafted item. Just like other crafted items, staff will work with you to clearly define how the spell works on the item. Once crafted, this material can not be used to craft again (you can keep the stone in character for story reasons).
Pets
Ghastly Lantern (Fall)
A black iron lantern with a faint, ghostly blue light inside of it. This flame is a ghost fire elemental, which can be summoned outside of the lantern. The lantern will still give off light, but the ghost can be used to hold and carry the lantern for you, allowing you hands to remain free. This ghost will deal no damage and will vanish when struck, but can communicate with you.
Flavored as a little fire spirit that lives in and powers his wooden arm.Dancing Chain (Winter) x2
A six foot long solid steel chain lightly coated in ice and gives of a faint cold sensation. This chain is animated and will slowly float around the owner with a mind of its own. This chain can not be used to attack with but can be summoned to defend its owner, floating in front of an offensive physical attack, such as an arrow or a sword slash. The Chain can block one attack before having to recover for three post.
(Does not count against npc cap)
Flavored as roots that grow from his wooden arm.
Bottle of Snowlings (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 sootlings that Kamille had a Black Quill stuff in Xalmann's bag one day to annoy him and Xalmann kept them, putting them into a jar. They did prove themselves pretty useful in that underground city...[Birthday Gift from Kamille]
Badges
Lloyd's Ooze Badge
Sol Stone Badge