Spells and Abilities
Martial Abilities
Southpaw Shell (Unarmed)
A highly effective defensive stance, the Southpaw Shell requires that the user has their right side forward in a bladed stance and both hands free. When attacked by a physical melee attack, the user is able to use their forward side to deflect the attack past them, not using up a hit prevention in the process. This lets you slide past the attack, putting the striking enemy next to you. This ability has a three post cool down before it can be activated again.
Shiko Stance (Unarmed)
A hard body technique, the user gets into a deep wide legged stance with palms outstretched and upon impact with an individual, creature, object bigger than themselves can absorb and diffuse the impact counting as a hit prevention. This skill has a three post cool down.
Float Like a Butterfly (Unarmed)
A skill that represents years or even decades of training at the edge of physical limitations, you are capable of adjusting your footwork in an instance within melee range of your opponent/enemy. Until you launch your first attack, your fancy footwork grants you a hit prevention while within melee range.
Lunging Haymaker (Unarmed)
A powerful swinging fist attack that upon impact will cause a Major wound to the target. If blocked by a hit prevention from either armor, a shield, or a martial skill, the attack will instead knock the target onto their back side, knocking them out of their defenses.
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.
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.
Stealth AbilitiesEscaping Technique (Stealth)
A very useful skill to have for people who are used to getting caught or restrained. This skill gives you the knowledge and ability to free yourself from normal restraints such as rope or manacles. You know the precise way to free yourself from bondage and can do so in a quick and quiet way. This does not help with magical binding or restraining effects.
Lock Pick (Stealth)
This skill gives you the ability to pick just about any lock using simple tools such as a piece of metal, or even natural items like a stick. You can expertly manipulate the item to find the tumblers and quickly unlock the object, be it a chest, door or even a jail cell.
Flavored as them inserting their ooze into the lock and unlocking it from inside.
Cat's Grace (Stealth)
Your reflexes and basic body movement become extremely agile and nimble, allowing you to move around without the fear of falling or tripping over something. As long as you are moving you can not be knocked over or knocked off of something. If you do fall you will take no damage, landing safely on your feet as long as you have fallen less than two hundred feet. (falling off a mountain does not help you)
Flavored as them splatting on the ground, but then being able to reform without harm and being unable to be harmed by tripping or falling as an ooze with no bones or damageable internal organs.
Sky DomainStatic Field (Sky Domain)
You cause the air around you to become charged, creating a small bubble of static energy around your person. This aura will protect you from the next two ranged attacks that are thrown your way, be it spells or physical weapons. Once it protects you from two attacks, the field fades.
Lightning Armor (Sky Domain)
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 on, 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.
-Deals lightning damage-
Jumpstart (Summer)
You charge your hands with electricity and press them against each side of the chest of an individual who has recently become unconscious, is not responsive, or is not breathing. You send a sudden, electric pulse through their body, with the possibility of bringing them back from the brink without healing magic. This counts as a healing spell but does not heal wounds, only brings an individual back to consciousness. Can only be used on a specific individual once.
Blue Raspberry's Energy Drinker (Sky Domain Exalted)
A spell that temporarily trades ones lightning magic for pure bodily enhancement. While under the effects of this spell, any other abilities or spells they have active will no longer deal lightning damage. In exchange, any time they would have dealt or been dealt lightning damage, it will instead be absorbed and increase their strength and speed greatly. With this enhanced speed, the caster will gain an additional action in the action system up to a total of five additional actions. These additional actions can only be gained every three posts with a two post period for their body to recover from the excessive energy that it took in. The spell can last as long as the caster wishes.
Space DomainMeditate (Space Domain)
You take a moment to yourself to recoup, drawing energy from the space domain to heal yourself. In order to use this spell you must become completely still, unable to move or take any actions for the next few seconds. During this meditation you heal yourself of all minor and surface level wounds, including scratches, cuts and minor wounds. If you are attacked while meditating the spell will end.
Space Pocket (Space Domain Master)
This is a passive spell that is always active after purchase. You now have access to a small pocket of space in which you can store any and all of your items. This pocket exists in its own domain and can only be accessed by you. You can access this pocket by simply reaching into space, pulling out anything that is stored in that pocket. The pocket can hold any amount of items but can not hold anything larger than your own person. Living creatures can not be stored in this pocket.
Flavored as Blue Raspberry storing things inside their ooze, but it's a mystery how they can store so much without ever seeming to get any larger. Where does it all go?Dark DomainFlesh Rend (Fall)
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 affect 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.
Flavored as acidic goo dissolving the target.
Call Ghost (Fall)
After holding your hands in 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.
Summons one of the three Gnome researchers inside them as a spirit to help them out.Acid Spray (Ooze)
This spell allows you to spew acid out from your mouth, shooting out in a stream or spray up to 10 feet in front of your face. The spray itself deals very little damage, causing exposed flesh to burn and tingle for two posts. However the spray is extremely effective at coating the face and eyes, making it hard to see or breathe until removed. The affected target must use a hand to wipe the spray from their face before they can see or breathe again.
Wall of Ooze (Ooze)
By raising a free hand you cause a thick wall of slimy ooze to rise up from the ground. The wall is 20 feet long, 10 feet high and 2 feet thick, made out of solid ooze. The wall will stay stationary for three post, sitting there to defend you or block the path of another. Any physical attack, spell or martial, will get stuck inside the wall, either dissipating or freely floating until the wall vanishes. Likewise, anyone trying to move through the wall will find their movement cut in half, causing them to slowly push their way through the wall.
Slimy Hands (Ooze)
This spell coats both of your hands and/or feet in a sticky slime like substance. This allows you to stick to solid surfaces, like walls and prevents you from being knocked down or prone for its duration. If you are holding an item while this spell is active the item can also not be pulled or knocked out of your hand, allowing you to retain a firm grasp on the item. This can also be used to stick to your enemies weapons and yank them right out of their hands, disarming them. Last for two post and can only be used twice per topic.
Toxic Cloud (Ooze)
By clapping both hands together you cause a cloud of acid-like mist to rise from the ground around you, with you at its center. The cloud spreads out to ten feet in all directions from you, but will not move with you, remaining in place for its duration. This cloud is hazy but will not completely block vision. Anyone stuck inside of the cloud will find their eyes burning and every breath painful. For each post they remain inside of the mist the effects will get worse. This spell last for three post.
Rubber Whip (Ooze)
After touching your palms together, you cause a thick, slimy green whip of ooze to form. This whip is 10 feet long and can be used much like a normal whip, able to slap enemies and deal blunt damage. However this whip is very sticky, allowing it to remain attached to its target or even a surface for the next post. This whip can be pried off with force. Because of its consistency the whip can not be cut through or destroyed. The whip will remain formed for three posts.
Acid Bubble (Ooze)
You form a basketball sized ball of sticky acid in your hands, which can then be thrown at an enemy or location. The blob deals a medium amount of acid (dark) damage, burning and eating away at flesh and weak material like fabric or cloth. When the blob collides with a surface or an object, it will burst, spraying acid in all directions within a five foot area. This acid will coat anything it touches and will deal minor burns.
Goo Puddle (Ooze)
You cause a medium amount of slime to drip down your legs, coating the ground with a puddle of Ooze. The puddle will only be 5 feet in diameter, but will remain until the end of the topic. Anyone who steps in this puddle will find themselves stuck to the ground, unable to move from that location or pull whatever is stuck out. They will be stuck for their entire next post, and can pull themselves free the post after.
Crimson Armaments (Mystical)
When casting this spell, you draw blood out from a wound, be it a wound on an enemy, an npc or yourself. You can cause this blood to take the form of any item from the blade, blunt, polearm or shield shops. This item will last for the rest of the topic and will function exactly like the item from the shop. This item (regardless of what it is) will also have the life link enchantment on it. You can only use this spell once and it lasts for the entire topic.
Sea DomainBouncing Bubble (Summer)
The owner will form a small bubble of pure water in their hand, which can then be thrown onto an ally or enemy. If the bubble touches an ally it will lightly heal surface level wounds and burns, however if it strikes an enemy it will deal a minor amount of water damage. If the hit target is within 10 feet of another person, the bubble will bounce from the original target to the new one, and can bounce up to three times, jumping from friend to foe.
Flavored as a bubble of blue ooze that can leave a cool gel on ally's wounds that soothes them while bashing enemies.[Gift from Astrid]
Liquidate (Summer)
You briefly become water; your physical form melts away in the blink of an eye, collapsing into a puddle of water, or merging and disappearing into a larger body of water. You take on a serpentine form while in motion, able to float or slither along the ground for one post. You cannot take damage from physical objects, but can be forced to reform if hit by a lightning spell. You will reform at the end of your post, but cannot reform inside of an object or person.
Earth DomainSprout (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.
Flavored as Blue sprouting spikes made of hardened ooze.
Light DomainGlow (Spring)
A spell that causes your body to begin to glow in a vibrant light, illuminating the area. Your entire form starts to glow, skin, clothing and armor. This lets you light the area up, even if it is dark. You can turn this glow on and off. While it is bright, it is not strong enough to blind others.
General ArcanaSoft Body (Mystical)
For the next two post one of your limbs becomes incredibly stretchy, able to bend and form in very unnatural ways. It can extend up to three times its normal length and wrap around objects. This can be used to assault foes from afar or even restrain enemies with your limbs. You still take damage as normal while in this state.
The Grand Feast (Winter)
A simple spell that is used on a solid surface, such as the floor or a table. When cast, this spell will fill the surface up with all kinds of food, from cooked meats, to fruits and even desserts. This spread of food will last for 12 hours and is enough to fully feed three people, allowing them to go another 24 hours without needing to eat. This spell can only be used once per topic.
Flavored as all of the food just being made from Blue Raspberry's ooze. It takes the shapes of all sorts of foods, but is all visibly made from blue gelatin-like material and tastes like raspberries.
Traits
Shapeshifter (Reformed Shapeshifter Plate)
With a body that can morph and reshape itself at will, the user can freely transform into any non-magical animal in the stables shop. Additionally, while transformed, the user gains one hit prevention. (This hit prevention, once used, is not regained by transforming again.) Any items of clothing or weapons on their person will transform with them.
Disjoint
This tattoo allows you to manipulate your joints in a very abnormal way. This means you can do things like spinning your head completely around, rotate your arms and legs in awkward directions and even get creative with the way you move your limbs. This only effects the joints and does not apply to body parts that could not normally move.
They have no bones, they are slime.Skin Pocket
This tattoo acts as a small pocket etched into your skin. It can be opened or closed like an actual pocket. You can store one item inside of this skin pocket, be it a weapon or item. The size of the item does not matter (within reason, can not store a whole ship) You can access this item at any point, taking it out or returning it back into the pocket at any given time. One pocket can store one item, but multiple tattoos can be purchased.
Object is just stored inside their slime bodyGills
You have gills grafted onto the sides of your neck, linking them to your lungs. These gills allow you to breath while underwater and allow you to switch between gills or your lungs depending on if your under water or on land.
Reflavored as being amphibious by breathing through their goo.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.
Flavored as them producing refreshing BlixtTM from their own ooze.Webbed Digits
You have webs grafted in between each of your fingers and toes, giving you hands and feet that improve your swimming ability. These allow you to swim faster and move quicker underwater, giving you a sleek streamline glide while underwater.
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.
Bull'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 them manipulating the density of their ooze, making them denser, heavier, and stronger.Bare Hands (Unarmed)
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)-
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).
Mimic Markings (Mystical)
A magical tattoo that imbues the essence of a Mimic within it, allowing you to morph your body into an inanimate object. Twice per topic you can activate the tattoo and turn yourself into a mundane object, such as a cup, chair, door, hat, etc. While transformed you can not speak and must follow all rules of the object, unable to move or interact with things until the transformation ends. You can remain in this form for up to 3 post, choosing to end it early if you desire.
Baloth Muscles
Key muscles in a specific arm or leg is replaced with Baloth muscles, increasing the effect that limb has on structures. It is now extremely easy for the bearer to use said limb to rip through doors, knock down walls, or break holes in structures such as created walls or blocked door ways. This graft applies to a single limb but can be purchased multiple times.
(applied to Right arm and Left arm)
Storm Lord's Brand
A tattoo or rune of a lightning bolt etched somewhere on your skin that crackles with static energy. Twice per topic you can activate this marking to coat your body in static energy, causing it to ripple across the surface of your body, lasting for your next post. While the rune is active, if a successful physical melee attack is landed against you, the deliverer of the attack will feel a moderate shock of damage course through any limbs that were holding the weapon. For their next two post they can not use any martial abilities and they can not use the limb that was shocked to make offensive or defense actions.
Tongue Lash (Mystical)
A rather odd modification to the body, one that strengthens and extends the owners own tongue. You tongue now becomes very durable, gaining a hit prevention and able to bend and flex at the users will. The tongue can also stretch up to 5 feet, simply by the will of the owner. This allows the grafted individual to use their tongue as an item now, striking with it or interacting with objects. The tongue can be used to constrict and bind enemies, but can be easily escaped from with a little effort.
Aura of Vulcadreus (Cycle of Rebirth and Destruction)
Your encounter with Vulcadreaus has left its mark on you. A very tiny fraction of Earth Domain Primordial 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 energy of the primordial realm around you as it flows back into Charon. Your encounter with the Earth Domain Avatar has left a lingering essence around your spirit (no mechanical effect).
Displacer Tails (Mystical)
Two whiplike tails that possess less fine-tuned dexterity than the average prehensile tail, but possess greater speed. These two tails end in barbed weights that act like deadly flails, allowing you to use them like whips. These tails allow you to dig your hooks into a target and grapple them. Twice per topic, when someone attempts to break free of your grapple, you can channel the magic in the tails, allowing you to cast the blink spell and retreat from harm.
Bat Wings (Mystical)
A pair of large bat like wings that function like normal wings from the graft shop. These wings however can be retracted, morphing into the owners back to disappear. The wings can only be out and used for three post before they retrack, having a two post cool down. While the wings are open the owner can use a form of echo location. By clicking your teeth you send out sound waves which bounce off of objects and return to you. This allows you to detect any living creature in a 500 foot range.
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.
Regenerative Form (Forged: Phoenix Ash + Hydra Core)
With a form composed of an amorphous blob of slime, regrowing lost limbs is a matter of simply moving some slime around. You are able to regenerate any lost limbs and even your head. You can do this up to five times per thread before the effort and energy required becomes too much to continue doing so.
Troll King's Heart (Legendary Hunt: Nightcaller Troll)
You now have the same regenerative properties of a troll, healing from all minor wounds as long as you don't come in contact with fire of any kind and your new second heart remains intact. If you go one post without sustaining any damage, your body will passively heal all minor wounds, such as scratches and cuts. If you take fire damage from any source, this passive ability will no longer work for 4 post.
Juggernaut's Fury
A series of tribal like tattoos or markings that are designed to inspire the bearer with courage or rage in the heat of battle. Twice per topic the bearer can activate the energy in the tattoo, causing them to enter a rampage like state for two post. During this duration the bearer can not have their movement reduced or restrained and they can not be knocked off of their feet or made to go prone.
Heroic Reputation (Noble)
You have earned a reputation with your bravery and courage. Any political mission that supplies positive security to your region is increased by 5, however any political mission that supplies negative security to a region is reduced by 5.
Acidic Anatomy (Forged: Night Caller Blood + Dragon Scale)
With a body whose insides are made entirely of acidic slime, poisons and other acids have little to no effect on you before being broken down and dissolved into harmless substances. Any type of poison that has a duration of one post will have no effect, and poisons with longer durations will work for one less post than usual and be less effective. Additionally, you have increased resistance to acid (dark damage), granting you one hit prevention against a major wound from acid. Afterwards, any from acid will reduce major wounds to minor wounds.
Assimilation (Forged: Mimic Slime + Ur-Beast Breath)
Your body has become more permeable, expanding your shapeshifting abilities. At the beginning of a thread, when noting what pets you are bringing with you, you can instead note these pets as assimilated. While any pet is assimilated, that pet cannot be used during the thread. Instead, the wearer gains the ability to transform into that pet and is able to use that pet's abilities. You can choose to take an action to turn into one of your assimilated pets (you can turn into each pet once per thread, giving you two uses of the graft), whose form you take for the next three posts - during which you can take command of their abilities and use them yourself. Any limitations on duration or amount of uses that the pet's abilities have still applies to you. Only two pets can be assimilated at a time regardless of items or abilities that increase the limit on pets that can brought into a thread, and these assimilated pets still count against that cap. The graft physically manifests in the form of animalistic traits from the two pets you have assimilated.
Classes and Subclasses
ElementalistPrimordial 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.
Primordial Paths
Electrical Surge: As you cast lightning spells you built up static charges within yourself. 1 charge for Novice, 2 charges for Master, and 3 charges for Exalted level spells. You can never have more then 4 charges at a time, and you may spend these charges to enhance a spell one stage higher then it currently is for the purpose of damage and clashing. You do not gain charges for a spell that was enhanced with charges.
Static Synapses: If you posses static charges from other Path of Lightning abilities you can use them in hand to hand combat to paralyze and control the movement of your foes. If you posses any charges you can release them upon a successful melee attack to stun the affected limb for an equivalent amount of posts equal to the static charges you used.
Magnetism: You can magnetize any metallic object that you effect with a spell or ability that deals lightning damage placing a static charge upon it. This allows you to freely manipulate the object and whatever is attached to it when within ten feet of you.
Snap, Crackle, Pop: Any spell or ability that is currently using charges from Electrical Surge, can as an alternative effect produce a foot diameter sphere of electrical discharge in the area when activated by this ability. This electrical discharge produces a brief moment of paralysis that lasts a single post. The number of charges that are being used affects the number of times the Elementalist can activate the electrical discharge.
Cloud Waltzing: Your mastery of air allows you to both ride along existing clouds and form one of your own to use as a flying mount as if you had master rank in animal handling. These clouds are solid to you and up to three other people or creatures that you designate.
Breathe In, Breathe Out: You can create an orb of air around your hands, and for two posts if you make successful physical contact with a creature that can breath, you can either give or remove the oxygen in their body. This either removes suffocation or causes it. When suffocating a creature cannot use anything that requires the use of their lungs or mouth and also cannot use spells or abilities that deal wind or fire damage. Suffocation lasts for two posts or ends if a spell or ability removes the effects of suffocation. Giving oxygen to a creature removes the suffocation status effect, eliminates inhaled poisons, and provides fresh breathable air if there otherwise wasn't any
Astral SoulOne With the Cosmos (Astral Soul 1)
The Astral Soul has given up their sense of purpose, forsaking the life they use to know and bonding with the universe, opening up their mind to the world around them. Their forms have been completely swallowed up, losing all sense of who they use to be. Your name no longer matters, the universe assigning you a new one. Things like age, gender and personality are just a concept which is now lost to you. You are able to age yourself, choosing to be any age at any time. You can also change things like your gender, or your appearance, altering hair, eye and skin color as well as taking on any personality you desire in that moment.
Expanded Mind (Astral Soul 1)
Becoming one with the universe has given you an insight into the arcane makeup of reality, allowing you to see magic in more complex ways. The moment a spell is cast in your surrounding area you immediately become aware of it. Not only do you know the spell is being cast, but you know everything about it, the domain its from, its element, its effect and any additional bonuses that are applied to the spell from its owners abilities. You also increase your own magical reserves, gaining 5 more known spells and expanding your spell cap.
KnightStalwart Armor (Knight 1)
You are comfortable with your armor, basically living in it at this point. Your armor has become an extension of your own body. Because of this you no longer feel the effects of armor, moving normally and as nimble as someone without armor. Your armor also now ignores effects that would attempt to bypass armor. If a spell or ability would cause an enemy to ignore your armor for any reason, that effect is now negated.
Master of Combat (Knight 1)
You have spent your years training with a shield in one hand and your weapon in another. You have now learned how to wield any melee weapon in your free hand, regardless of its size. This allows you to use weapons that would normally require both hands to hold with just one hand now. Combining your ability to fight with your ability to defend yourself and others. (This does not apply to ranged weapons such as the bow)
Rushing Charge (Knight 2)
You continue to get comfortable in your armor, your movements fluid and quick. As long as you are wearing your armor and have a shield attached you can charge across the battlefield, rushing into the fray. You may activate this charge which last for only a brief second, sending you dashing forward at incredibly high speeds. Your movement is double for this dash, allowing you to move at inhuman speeds. This dash allows you to close the gap or even use your own body as a weapon. Can only be used twice per topic.
Immovable Bastion (Knight 2)
Now even sturdier than before, you have learned to anchor yourself while wearing armor. You have mastered the art of absorbing damage and shifting your weight. You can no longer be forcibly moved by spells or effects. If something would attempt to move your body or knock you down, you can ignore these effects, remaining in the same spot you were in as the effect attempted to move you.
Drake Hussar
Winged Drake
The Expedition under Sigmund Corvinus have spent significant resources on the breeding of specific winged drakes which all share the characteristics listed below. Upon earning this subclass you receive one free Adult Drake from the Stables without needing the animal handling skill. If you remove or sell this subclass, the drake will no longer obey you and cannot be used again until the class is reactivated.
Mammoth
These winged drakes are twice the size of Adult Drakes and are often mistaken for true dragons due to their immense physical presence.
Thermal Senses
Focusing on reconnaissance, these Drakes are capable of sensing visually and through smell the presence, the type, and number of creatures within their immediate surroundings.
Dual Glands
The primary gland functions as the elemental breath attack of your choice (fire, earth, water, ice, wind, lightning). The secondary gland acts as an exhaust vent which dissipates the byproduct of the elemental breath attack into an obscuring cloud that covers the Winged Drake and can act as cover for one post.
Reactive Hardening
Their main survival mechanism are their reactive scales which harden upon impact or at the will of the drake which allows them to generate a hit prevention upon hardening. Twice per topic you can activate the scales to add one hit prevention to the Drake, however they can not benefit from hit preventions from other outside sources.
Hussar Lance
A uniquely developed lance for the express use by Drake Hussars, the lance is extraordinarily long with a 15 foot shaft and a visible serrated spear point of a foot with an additional foot of spear point spring loaded within the upper section of the shaft which extends upon impact. This extension acts as a secondary hit when accounting for hit preventions and causes a bleed effect when pulled out of the wound.
Altered Physiology
Your body has been magically and alchemically enhanced to be able to handle additional grafts/tattoos beyond the norm. Any graft or tattoo that has the tag "Can only add this graft/tattoo once" can be added one more time. Ignores effect stacking limitations.
Telescopic Goggles
These unique goggles have been crafted for two purposes, to keep the Hussar's eyes clear from wind while riding their drake and allow them to see fine details far below and away from the them as they are flying. One of the biggest reasons for the The Expedition's success is their impeccable reconnaissance which allows the force to operate with the best available information and this is due to these Telescopic Goggles. The goggles are activated by a dial when twisted which extends the framework of the left eye lens into the shape and function of a mini spyglass.
Items
ArmorHelmet (Armor)
Armor | Heavy | Head
A bucket-like helmet with an eye slit and a pair of small horns. It's made up of several interlocking plates that let it adjust to Blue's shapeshifting.
3 Hit Preventions
Cuirass (Armor)
Armor | Heavy | Torso
A heavy suit of dark blue plate armor made up of many smaller interlocking plates designed to allow Blue to open up part of the armor and change its shape to suit their shapeshifting body.
3 Hit Preventions
Icicle Pauldrons (Winter)
Armor | Light | Arms
A pair of metal pauldrons that act just like the armor from the armor shop. However these pauldrons are coated in a thin layer of ice with icicles dripping off of them. Once per topic the wearer can summon the magic within to cause ice to coat their entire being. For their next post they will be completely immobile, unable to take actions or do anything. However they will also be immune to all damage and effects, unable to be targeted by anything. This effect can only be used once per topic.
1 Hit Prevention
Gauntlets of Ginma (Spring)
Armor | Light | Arms
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.
1 Hit Prevention
Gauntlets (Armor)
Armor | Heavy | Arms
A pair of heavy metal gauntlets made of small, interlocking plates that can easily detach to suit whatever form Blue changes their hands into.
3 Hit Preventions
Greaves (Armor)
Armor | Heavy | Legs
A pair of metal greaves and boots made of many smaller plates that can rearrange themselves to suit whatever form Blue changes their feet into.
3 Hit Preventions
Disgruntled Shield (Fall)
Shield | Medium
A steel war shield that acts like a normal shield. This piece of armor however has a very scary looking face imprinted into the shield. That is because this shield is sentient and able to talk to you. However this shield is not nice, everything it says to you or an enemy will be rude and angry. It will constantly yell insults and vulgar things at anyone who can hear it, even taunting or making fun of people.
2 Hit Preventions
Worn EquipmentFalse Pyromancer's Gloves
When these gloves are clapped together, a ball of flame will emit from the flint gems in the middle of the palms. This flame can be controlled so long as it is within range of the gems in the gloves, and may be thrown. It will maintain its shape until it hits a surface, and then explode in a small spray of heat. Once it leaves the palm of the gloves, the flame is no longer able to be controlled.
Arcuila Mantle (Summer)
A mantle crafted from the feathers of the Arcuila; this mantle is soft and weightless. When worn, the Arcuila Mantle turns you into a walking lightning rod and causes the first offensive lightning spell cast in a topic from an opponent to redirect to you. The natural properties of the Arcuila’s feathers will absorb the attack and turn it into one usage of Lightning Bolt, allowing you to fire it back at the caster regardless of your Sky Domain mastery. Can be used once per topic.
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.
Northern Snow Mask (Winter)
A unique mask crafted from animal bone and hide, often worn by hunters or tribesmen in the cold north. These mask come fitted with warm fur and narrow eye slits which protect the eyes from snow, dirt and dust. While this mask is worn, your eyes can not be damaged or affected by things that would try to harm them, such as dust and smoke. Does not protect against blinding effects.
Ice Skates (Winter)
A unique metal attachment that can be fitted to any kind of shoe or boot. Two thin, metal blades are built into the shoe, able to be popped out or popped back in by clicking the sides of the shoes together. When summoned, these thin blades will be coated in a very thin veil of ice, allowing the user to skate across solid surfaces such as earth and stone. The blades can also be used as weapons when kicking.
Lucky Clover (Spring)
A bright green clover that possesses four leaves rather than the usual three. When you have this clover on your person, you gain a single instance of luck. Once per topic, when a physical attack strikes you, you can elect to trip and stumble back, allowing you to negate one attack without costing a hit prevention. However, when this happens, it fills you with a sense of false bravado that you are unhittable, making you more likely to do something rash.
Red Rogue's Hood (Red Rogue)
A unique red fabric hood that can be worn over the head and attached to a piece of clothing. The hood has been magically enchanted to allow its wearer to contact other people who are also wearing the hood, mentally talking to them through the hood and with their minds. You can only talk to one person at a time and only for a single post, before the hood needs a cooldown of two post.
[Gift from Astrid]
Red Rogue's Coat (Red Rogue)
A red fabric jacket that can be worn over armor or other clothes. While wearing this jacket you can summon the magic within to alter your size. For two post you can become smaller, taller, thinner or wider, altering the overall size of your body. You can go as small as 6 inches or as tall as 12 feet. You can go as thin as 6 inches or as wide as six feet. This feature can only be used once per topic regardless of which size you choose. All of your gear will change to fit your current body as well as spells and abilities you may use.
Reflavored as Blue being able to pull their stored mass of ooze out of their pocket space to temporarily grow into a giant ooze.Gwen'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)
Arcane Glasses (Mage's Guild)
When wearing these special glasses, one can easily see magic in effect. By focusing their gaze and concentration on an object they can discern permanent enchantments from temporary enchantments, and even one wholly unskilled in magic can discern magic effects. While looking at a spell or enchanted weapon, you learn everything about that spell or enchantment. You can also identify what kind of magical effect or enchantment is placed on a weapon or item.
Signet Ring (Noble)
A ring, charm, or piece of jewelry that bears your sigil and is proof of your nobility. Wearing this signet allows you to move throughout the world of nobility freely, attending parties, meeting others and never being turned away. You are respected among your circles, with many trying to gain your attention or favor. You finding gaining access to most areas of Charon easy for you now, and are rarely turned away from most locations, establishments or activities.
Guardian Stuffy (Mystical)
A stuffed toy which possesses a protective ward or charm. This cotton-filled guardian is said to ward away nightmares of all kinds and provide emotional comfort for the anxious and distressed. This stuffy exudes an unnaturally comforting aura and protects its holder from mind-altering spells and effects. The guardian stuffy may repel one fear or mind-altering effect passively from its holder once per thread, so long as it is within five feet of its owner.
[Gift from Cantio]
Blink Faulds (Forged: Web + Blink Dust)
This magically enhanced tabard made from the hide of a displacer beast and webbing of high tensile strength, is meant to be worn alongside armor yet offers no inherent protections itself. Instead the wearer can use the blink spell at will allowing them to move about with all of the alacrity and cunning of a Displacer Beast.
Blink
This spell allows you to move your body a short distance through space itself. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. Blink has a cooldown on your body and can not be used for two post after being used.
Thermal Core (Forged: Ice Catalyst + Fire Catalyst)
A small spherical stone that's half icy blue and half fiery orange. It can be worn as jewelry, embedded into a suit of armor, or even simply kept in a pocket. While on one's person, this gem provides a thin layer of air that's always a perfectly comfortable temperature. The holder will no longer feel the effects of nonmagical cold or hot weather. In addition, the layer of air can protect the user from the heat of flames or the cold of ice, giving them one hit prevention each against cold damage and fire damage per thread.
WeaponsGerhart's Guardian Blade
A unique sword with a useful ability to protect its wielders allies. While wielding this sword, if an ally that you can see would take damage or receive a successful attack, you can expend one of your hit preventions to give that hit prevention to that ally. The hit prevention will become a generic hit prevention against physical or magical attacks regardless of what kind of hit prevention you gave up. This can be used equal to the amount of hit preventions you have.
Eldritch Claws (Fall)
These fist weapons are arcane tattoos that rest upon the hands and feet of their bearer, and ignite when needed into a construct of arcane energy that engulfs the users fists and feet giving them claws that are considered magical for the purpose of overcoming damage resistance like effects. The bearers unarmed attacks with their feet and hands now cause slashing damage and dark damage.
Flavored as morphing their hands and feet into the claws of a wolf.
Toy Hammer (Winter)
A wooden toy made to look like a battle hammer. It is light and easy to wield, allowing someone to swing this hammer around wildly. Unfortunately the hammer does very little damage, only delivering a light bonk. However when the hammer strikes an object, it lets out a high pitched squeak that can be annoying and distracting.
Tree (Winter)
A small, 6 foot pine tree uprooted and crafted into a weapon. Used much like a two handed hammer, this tree can be swung around with both hands and deals heavy amounts of blunt damage. Once per topic the tree can be aimed, then fired, using magic to propel all of the tiny pine needles forward in a massive shower of needles. These needles deal very minor amounts of damage but can be fired in a large wave, covering a wide area. The pine needles do nothing against armor and can be destroyed with fire.
Yes, Blue Raspberry ate an entire tree.Explosive Ornaments (Winter)
Three glass ornaments used to decorate trees and homes during the winter. These however have been tampered with by pirates from dragon's cradle and sold as a prank. These glass balls are filled with black powder, and when applied to flame will instantly explode. This fiery explosion will reach up to five feet from the ornament and deals moderate fire damage.
ConsumablesDragon 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.
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.
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.
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.
Reflavored as Blue Raspberry producing some slime for someone else to eat or them eating an inanimate object.Blacksmith's Wishbone (Fall)
A wishbone said to be from the greatest blacksmith alive. Once per topic you can snap this wishbone to cause a spirit to cover you, mending a single piece of armor you are wearing. This will return a single expended hit prevention back to the armor.
Flavored as them refilling the damage in their armor with hardened ooze.Dewdrop Jelly Roll (Spring)
A clear gelatin treat which resembles a large dew drop. It is commonly wrapped in leaves to keep it fresh. It has a refreshing citrus taste and interesting side effects: after consuming this roll, your body becomes similar to the texture of the gelatin. Physical projectiles and non-magical attacks will pass through you while in this form, dealing no damage to you, and lasts for one post after consumption. Comes with one use
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.
Reflavored as them just using part of their body to mimic an objectOther
Tool Pouch
A small pouch equipped with a variety of tools and supplies for basic needs. Comes filled with things like a hammer and nails, crowbar, chalk and thin wire.
Just random things they've eaten in their travels.
Wand
A wand is normally a small enlongated 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 amplfying their magic.
-Increases spell limit by 5 spells-
Wand Charm
A wand charm is a small item or trinket that can be made out of just about anything. Charms come in a variety of things, from small metal sigils, emblems or trinkets found in the wild. The charm is unique to its owner and sets the wand apart from others. The charm is normally attached to a chain or rope and hangs from the back of the wand, but some mages get creative with thier charm placements. These charms further increase a spell casters magic and amplifies it, allowing them more magic.
-Increases spell limit by 5 spells-
Jolly Bag of Gifts (Winter)
A small, decorative, soft blue cloth bag with glinting silver details that appear like snowfall. It is roughly the size of a coin purse and easily fits in an adventurer's pocket. From the outside, the bag looks flat and empty, but upon pulling the silver, tinsel-like strings and reaching into the bag, the following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice The bag takes effect the next post, using what you rolled.
1 - 2
| 3 - 4
| 5 - 6
|
Evergreen Wreath
| Grandma's Fruitcake | Two Black Buttons
|
An Evergreen Wreath that definitely shouldn't fit in this bag. Upon throwing the wreath, it casts "Vine Field" the moment it hits the ground.
| A fruitcake just like grandma use to make. This pastry is full of nutritious fruit, harder than a brick, and can be used as a ranged or improvised weapon. | A pair of cute little button eyes; they also summon a three foot tall snow golem, which will be your ally for three posts at max. If the golem takes damage, it will begin to fall apart, and crumble on the next post. Casts "Ice Spike" for itself to use as a weapon, but cannot speak.
|
7 - 8
| 9 - 10
| 11 - 12
|
Four-Sided Top
| Burning Candle
| Red Envelope
|
This top, oddly enough, may be spun on any surface. Just throw it, and it will right itself regardless of the terrain. Each of the four sides will begin to fire out small, silver coins rapidly, creating a spinning trap which affects everyone in a radius around it.
| A lit candle which will not burn the holder or the bag. By blowing on the candle's flame, the holder may cast "Flame Breath" from the candle once; the candle burns quickly once used.
| A red envelope containing two candy coins. Each coin acts as a minor health potion when eaten, and will only last for the rest of the thread.
|
13 - 14
| 15 - 16
| 17 - 18
|
Goat's Horn
| A Partridge Feather
| A Woven Basket
|
A goat's horn which casts Summon: Ice Elemental. The horn disappears, replaced by a massive, ice-like bipedal goat. It will fight alongside you and your allies for three turns, but will try to take one of your enemies with it when it leaves.
| A partridge feather which summons a chubby partridge. The partridge can fly and speak common, making it a decent spy. It is very polite, but never seems to know how it got here. The partridge remains with you until the thread ends, or until it is dismissed.
| A lovely hand-woven basket; the basket casts "Create Food", and fills itself with a very nice meal for at least two separate individuals.
|
19 - 20
|
Lion Dragon's Tooth
|
The Dragon's Tooth summons a Lion Dragon from the bag, which can be used as a mount for the rest of the thread. The Lion Dragon may defend itself with its teeth or claws, and seems to bounce quite happily (like a dance) when it's idle.
|
Yasaka's Summer Beach Bag (Summer)
A lovely, textured shoulder bag meant for carrying items around. This beach bag is woven from reeds, and features a shoulder strap for easy carrying; it feels empty and has little weight to it, however, individuals seem to be able to pull strange, magical items from this beach bag with varying effects. The following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the little tool bar) The bag takes effect the next post, using what you rolled.
[Gift from Astrid]
1 - 2
| 3 - 4
| 5 - 6
|
Bottle of Sand
| A Crab | Ice Cream Cone
|
A lovely and unbroken bottle full of sand; it seems to be corked tightly, and cannot be opened unless shattered. Upon doing so, the spilled sand will bring forth a golem; this golem, shaped like a sandcastle, can cast one instance of Rumbling Tremors. It cannot speak and will collapse after taking damage; but will otherwise be present for two posts. This golem can follow basic instructions, and fit through any surface where a single grain of sand could.
| You pull a bright red crab from the beach bag; upon pulling the first crab from the bag, the bag will begin to shake violently until dropped. From it, a swarm of crustaceans will rush out towards your opponent; if you have no opponent, they seem to pick a random target to run at, including you if there is no one else in the vicinity. They do not do much damage, but make for a great distraction. After a post of harassment, the crustaceans will turn to red sand. | From the bag, you pull a perfectly pristine ice cream cone of your favorite flavour; the ice cream on this cone will never melt, but tastes of genuine ice cream. This ice cream cone acts as a delicious Minor Healing Potion, causing the person who ate it to feel refreshed and cure minor wounds or injuries… or just have a nice treat.
|
7 - 8
| 9 - 10
| 11 - 12
|
Beach Ball
| Jar of Lightning Bugs
| Glass Canteen
|
You pull a beach ball emblazoned with orange and yellow decorative sun motifs from the bag. Upon throwing the beach ball, it will freeze mid-arc and hang in the air with no regards to gravity, at which point it will erupt into flames, essentially turning itself into a small sun. This sun will cast one instance of Heat Wave, causing the temperature to rise tremendously around you for three posts.
| You pull a jar of lightning bugs from the bag; these lightning bugs seem incredibly fond of you once released; and begin to spark with electricity as they dance around you. The lightning bugs will cast one instance of Static Field around whoever opens the jar, protecting them from ranged projectiles for a time. Once the Static Field spell has been spent, or fades away, the Lightning Bugs will slowly flicker and fade away with it.
| You pull a glass water canteen from the bag; this canteen seems to be full of pure, crystalline water. Upon opening the water bottle, the contents will erupt forth, summoning the water elemental which lives inside. This water elemental will remain for three posts, with the ability to use its own body as if it was a water whip spell; it will vanish after three posts, or upon being hit with a lightning spell.
|
13 - 14
| 15 - 16
| 17 - 18
|
Sparkler
| Cicada
| Coarse Salt
|
You pull a thin stick from the bag; the end of which will alight after being pulled from the bag. This sparkler creates a series of colorful sparks and playful crackling noises, but after flicking this sparkler with your wrist, it will cast forth a Fire Bolt spell. The Sparkler can cast this spell twice before it crumbles to ashes in your hand.
| You pull a cicada from the bag; this cicada will remain perfectly silent until it is thrown or set down, at which point it will begin to scream. This screaming can be heard up to a mile away; and those you consider enemies nearby within a 30 foot radius will be forced to cover their ears, or remain in a distracted/unfocused state, until the cicada stops screaming after one post.
| You pull a handful of coarse salt from the bag; after being pulled, you will begin to feel the air around you grow saltier and heavier as the salt you’ve pulled casts Salt Air. For three posts, it will begin to deteriorate metal, making it useless for a time to your enemies— this will cause metal objects to deal no damage, and offer no defensive protection, until three posts is up.
|
19 - 20
|
Great White Sharkhound
|
From the bag, you pull out an impossibly large Great White Sharkhound that should never have been able to fit in it; this massive land-shark is utterly loyal to you and all you consider allies, and can be used as a mount for at max two people. The Great White Sharkhound can attack with its massive jaws, swim and run at high speeds, and rather enjoys a belly rub and nice walk on the beach. The Great White Sharkhound will remain with you until the end of your topic, or until dismissed.
|
Jackie's Bag of Tricks & Treats (Fall)
A cute crochet bag woven from orange-dyed yarn; this little bag has a spooky face etched into it; and looks vaguely like a pumpkin. This bag has a woven handle for you to carry it with; it feels empty and has little weight to it, however, individuals seem to be able to pull strange, magical items from this bag with varying effects. The following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the tool bar). The bag takes effect the next post, using what you rolled. 1 - 2
| 3 - 4
| 5 - 6
|
Tophat
| Candy Apples | Goo Shoe
|
From the tophat, a spooky scary skeleton can be summoned; this spooky scary skeletal figure will don their tophat and proceed to tell awful jokes at the expense of everyone, and affects even those without hearing. These jokes are magically really funny, and will induce a hysterical effect on all enemies who hear it. Enemies in hysteria will be too busy laughing to even think about attacking you for one post.
| Two candied apples. These apples are coated with a glistening candy shell; and when eaten, these candied apples act like a minor healing potion. | Just a goo shoe. It's a shoe full of ooze. What you decide to do with it is up
to you.
|
7 - 8
| 9 - 10
| 11 - 12
|
Cobwebs
| Human Teeth
| Gnarled Branch
|
A handful of cobwebs; these webs are incredibly sticky, and will allow you to climb the walls, ceiling, or other vertical surfaces as though you were a spider for two posts.
| A concerning amount of teeth tumble from the bag. No matter how they are thrown, they will always land on their crowns and can easily be used as caltrops.
| An ugly, gnarled branch of deadwood. When dropped, the gnarled branch erupts and grows into a large deadwood golem. This golem has one crooked eye, which glows blue through a hollow in its trunk. The deadwood golem can cast Rumbling Tremors, and has two hit preventions. After three posts, or once its two hit preventions are gone, it will fall apart into sticks and twigs.
|
13 - 14
| 15 - 16
| 17 - 18
|
Book of the Dead | Pumpkin | Equine's Jawbone |
This book depicts a series of traditional funerary rites from your nation of origin. Using the Book of the Dead, you may cast one non-exalted/non-mastery dark domain spell.
| A palm-sized pumpkin; this gourd is rotund and bright orange, with a curly green stem. When thrown, the pumpkin explodes into a casting of Vine Field, and summons thick ropes of thorned vines. These vines can be cut, but easily bind enemies within a 5 Foot Radius due to its overgrowth.
| The spirit of a headless horseman upon a skeletal steed appears after resting the equine's jawbone on the ground. This spirit can be commanded for three posts, and will fight loyally by your side. This horseman is considered an undead for spells and abilities, attacks with a three pronged black whip, and can track invisible or hidden individuals with a blind sight that focuses on the beating of their hearts.
|
19 - 20
|
Furberus' Dew Claw
|
A massive dew claw belonging to a species of feline. When used, this claw summons a Furberus to your aid: a massive, three-headed panther which can be used as a mount. Furberus is armed with three heads, three whip-like tails, and six legs with which to carry you and one other individual; they are able to use their claws, teeth, and tails in order to defend themselves.
Once per topic, Furberus may do the following:
Right Head | Once per topic, the rightmost head of Furberus can breathe a plume of smokescreen; this could be used to hide, or to give an evasive advantage. | Middle Head | Once per topic, the middle head of Furberus can breathe a stream of fire to use in offensive scenarios. | Left Head | Once per topic, the leftmost head of Cerberus may breathe a sulfuric smoke; this smoke will cause a poisoned effect upon enemies who breathe it in, causing them to cough uncontrollably for one post. |
|
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.
|
Unique Crafting Materials
Sol Stone Shard (Sol Stone)
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).
Enchanted Red Leaf (Canada Day)
A large, red leaf humming with magic from a mysterious realm that can be used to craft items through our blacksmith. If used to craft an item, this material can add a friendly charming or coercion effect.
Vulcadreus Scale (Cycle of Rebirth and Destruction)
A single scale dropped from Vulcadreaus during his emergence at Mt. Drakolt. This scale radiates with intense Earth Domain energy and pulsates raw magic. If this material is used to craft an item, that item becomes a spell focus for you, allowing you to cast spells through the item without needing to have a free hand. If the item is capable of dealing damage it will now deal fire damage in addition to its normal damage types. If the item is a defensive item, it will give you one hit prevention against an attack that deals fire damage, be it normal or magical.
"Pets"
Dancing Chain (Winter)
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. Can only have two chains out at one time.
(Does not count against npc cap)
Reflavored as a two slimy pseudopods that can each deflect incoming attacks.
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)
Flavored as them making three little orbs of ooze with little arms and legs. Each has the personality of and is remotely controlled by one of the three Gnome researchers whose spirits are inside Blue Raspberry.
Badges
February CoTM | Oct22/Sep23 TotM | Ooze | Red Rogue | Sol Stone | Nobility | Vulcadreus