Zarius' Satchel of Stuff
Sept 27, 2022 11:49:20 GMT -5
Post by Eameia (Zarius unavailable) on Sept 27, 2022 11:49:20 GMT -5
Skills
Eameia's Kit
Unarmed | Novice | Master | Exalted |
Stealth | Novice | Master | Exalted |
Animal Handling | Novice | x | x |
Space Domain | Novice | Master | x |
Eameia's Kit
Abilities
(49/50)
Slot | Name | Description |
1 | Smooth Talking | Your lies can no longer be discerned, allowing you to say whatever you want, no matter how wrong it is, to be taken as truth. This skill is useful for getting away with things you normally would not be able to. Friend, family and foe will think you are always telling the truth, no matter what. |
2 | Lock Pick | 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. |
3 | Minor Trickery | You can draw forth a minor amount of magic to assist yourself, regardless of the job. This spell lets you interact with small objects and can do a variety of things. You can create noises centered on an area, even if nothing is there to make the sound. You can open or close unlocked doors and windows without needing to touch them. While effective at many things, this spell excels at being a distraction. |
4 | Escaping Technique | A very useful skill to have for people who are use to getting caught or restrained. This skill gives you the knowledge and ability to free your self 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 quit way. This does not help with magical binding or restraining effects. |
5 | Dark Vision | Spending much of your time in the shadows and darkness your eyes have become adjusted to seeing in the dark. This allows you to see normally in any amount of darkness as if it was day time. This only works in natural darkness and does not apply to magical darkness or spells. |
6 | Quick Palm | A simple technique that allows you to hold small items in the palm of your hand with no effort at all. You have mastered the skill of holding an item in your hand and making it look natural. In addition you can hold the item in a way that makes it look like the item is not there, concealing it within your palm. This does not work on large items like a sword or shield. |
7 | Surface Scaling | This technique makes you an expert climber or scaler, giving you the knowledge of how to climb and cling to surfaces. Almost like a spider you have gained the unnatural ability to hang onto walls or solid surfaces and climb up vertical surfaces that normal people could not. You have expert knowledge of hand holds and vertical movement, letting you reach higher places than normal. |
8 | Cats Grace | 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) |
8 | Silent Step | You have trained and honed your body to be as quiet as it can be. Your foot steps now make no noise when stepping, walking or moving across surfaces. Your foot steps are muffled and silent, allowing you to move without being heard. This does not work if you are running however and can still be heard when moving at quicker speeds. |
9 | Back Stab | You are most deadly when unseen, and this skill allows you to strike at the perfect moment. As long as you are striking you enemy in the back or from an unseen position, you deal double damage with your strikes. You enemy must not be able to see you for this ability to work and it must come from behind them. However when these conditions are met, you are able to deal a large amount of damage. |
10 | Invisibility | You cause a shimmer to fall over your body as your entire person becomes invisible. You become transparent and incredible hard to see, both while moving or standing still. Anyone just glancing or looking at you will find it impossible to see you, however the more you move the more it breaks the effect, meaning attacking someone or casting a spell will cause you to become visible for a few moments. |
11 | Blow Back (2/topic) | This skill allows you to create space between you and an enemy by forcing them back after an attack. Your next attack, regardless of if it successfully hits or is blocked, will send the opponent sliding backwards 10 feet, forcing them away from you. This will not disrupt their own actions, allowing them to continue to move, however is a good skill for creating a pause in the fight, allowing you to create a moment to readjust. This skill can only be used twice per topic. |
12 | Grounding Strike (1/topic) | This skill allows the user to knock an opponent down to the ground and off their feet. By successfully striking a foe (not blocked) with a downward directed attack, the force from the strike will be enough to push the enemy downward, collapsing them and causing their knees to buckle. This will knock an enemy off of their feet, either down to their knees or onto their back side. Can only be successfully used once per topic (does not count if the attack was not successful. |
13 | Guard Break (1/topic) | By using momentum and a specific striking technique, you are able to cause your next physical attack with a martial weapon to break your opponents guard. If they attempt to block this strike, such as with a shield, armor or another weapon, their guard will be broken, causing them to stumble. They would have successfully blocked the attack, however are now opened up and can not block the next physical attack. This technique can only be used once per topic. |
14 | Steel Catch | 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. |
15 | Fluency | The owner can cast this spell on themselves or on another target. Once under the effect of this spell the target can speak, understand, read and write any language, regardless of what it is. This allows them to speak to other beings who may not understand them, or read a language they might not know. This can not be used to speak to animals or beings that are not considered self aware. |
16 | Adrenaline Rush (2/topic) | A skill that allows you to summon forth an immense amount of energy from within your body, allowing you to increase your own bodies speed. You can use this ability to instantly dash in one single direction up to 15 feet. You remain physical and simply run at increased speeds for a burst of time. This allows you to close gaps or create gaps when needing to flee. You can still be hit while dashing but move three times your normal running speed. Can only be used twice per topic. |
17 | Guillotine Drop | A martial technique that can only be used while you are in the air and falling. Using the moment of the fall you are able to increase the speed and force of an attack. While falling your next attack is doubled in its velocity and striking power, causing it to deal increased damage as well. This makes it extremely hard to dodge or even block. You must be more than 10 feet in the air for this to apply. |
18 | Heart Stopper (1/topic) | Requiring precise timing and knowledge of your opponent, after three posts of observing your opponent you come to understand the rhythm of their breathing. Once you are primed with that information, a strike specifically aimed at the heart will cause it to momentarily pause its beating if the blow lands, sending the victim into an unconscious state for their next post. Can only be used once per topic. |
19 | Scern's God Killer | 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). |
20 | Head Strike | An attacked designed to knock an opponent off of their guard and disorientate them. Normally done by punching or striking an enemies head with a blunt object, but can be done with any attack that hits the head. When applied your opponent will become dazed, their ears ringing, vision blurry and senses stunned. Any active effects they have on them from spells or abilities will end, and they will be unable to cast spells or use abilities during their next turn. |
21 | Cyran's Haunting Blade (2/topic) | A technique best utilized by fighters who have honed their speed and precision to deliver quick, deep incisions in a target’s vulnerable spots. When a fighter uses this technique, their speed allows them to deliver a whirlwind of attacks that deal double the damage of normal attacks. Within the time it takes to make one attack, you are able to deliver three attacks that all deal double damage. At the end of this strike (regardless if the attacks hit or not) You use your speed and agility to disengage from the enemy, allowing you to retreat without your opponent being able to attack you as you flee. This can be used twice per topic. |
22 | Mage Armor | This spell causes arcane energy to coat the users body, protecting them from attacks. Their entire body will be covered in this energy which will act as a cuirass from the armor shop. This will block and ignore the first physical attack that strikes your torso. This strike can come from any weapon, magical or not, and will ignore the effects of any enchantment attached to the item. Once this blocks an attack it will vanish. The spell does not stack with other armor and will not double the amount of protection you wear. Can only be used twice per topic. |
23 | Ashen Silhouette (2/topic) | A spell which causes the user to turn into ash; the form taken will look like a silhouette of their usual appearance, but featureless and composed of thousands of sediments of soot. While in this form, they are able to separate, in order to fit through any space that a single sediment of soot could fit through, allowing them to access or cross through tight spaces. They cannot take any damage while in this form. This spell ends in the same post that it was cast, and may only be cast twice per topic. |
24 | Message | This spell allows you to speak directly into the mind of another person. You do not need to use your actual voice, you simply will your voice into their mind. The person you are speaking to can respond back to as long as you continue to respond. The range of this is not very far, but does allow you and the target to be separated. |
25 | Calm Emotions | By touching a target, you can impose calming and relaxing emotions into that person. This will settle them down and cause them to become relaxed. This spell will instantly end any fear or rage effects, and will settle someone who has been turned, controlled or forced against their will. |
26 | Meditate | 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. |
27 | Suspend Item | You target an item suspending it in an aura of time and space. As long as this item is suspended it can not be affected in any way. It will not age, rot or rust, it takes no damage and deals no damage. Any effects or abilities are also suspended, preventing them from being activated or used. The item can still be used, just has no effect and can not be effected. Can not target living beings and can only effect one item at a time. |
28 | Force Wall | You hold you hand outwards palm first, sending out a wave of unseen energy. This energy forms a small barrier that flies out from your hand. This barrier has a short range and only last for a brief second, but is strong enough to block the next spell or ranged attack that comes your way. This is a one time use and the barrier fades after a few seconds or after blocking an attack. Does nothing against melee attacks. |
29 | Tri-Beam | By holding out your hand you cause three small orbs to form, an orb made of Fire, Water and Wind. You can then fire these three orbs out in a medium range, attempting to strike a target. You can split these orbs up, choosing to send them all at the same target, or splitting them up among three different targets. - Deals Fire, Water or Wind damage, each belong to a separate orb- |
30 | Quicken | By casting this spell on yourself or an ally, you cause them to speed up for their next post. During the next few seconds the person effected will be able to move twice as fast as normal, increasing their running and moving speed. |
31 | Slow | You can cast this spell on an enemy or other target, causing them to slow down. During their next post their speed will be cut in half, causing them to move very slowly. You walk at a snails pace and your reactions are incredibly slow. |
32 | Resist the Elements | You can choose yourself or an ally, coating them in an aura of energy. Upon casting this spell you must choose one of the eight elemental damage types (Fire, Earth, Wind, Lightning, Water, Ice, Light or Dark) For the next two post the effected target will become immune to that single damage type, taking no damage from spells or effects of that damage type. You can only effect one person at a time with this spell and can only cast it twice a topic. |
33 | Hold Person | You can touch another being, humanoid or creature, and bend space around them. For as long as you touch this being, you both will be completely frozen, unable to do anything, speak, move or interact with things. The only movement that can be done is the caster of this spell choosing to release the touch and spell. Things can still interact with you however, dealing damage or affecting you. If pulled apart the spell will break. |
34 | Chromatic Blast | You draw forth the energies from the world around you, tapping into the other domains outside of your own. You may choose one of the eight magic domain types ( Fire, Earth, Wind, Ice, Water, Lightning, Light or Dark) then create a medium sized orb of raw magic in your hand. You then fire forth a beam of magical energy, its damage type being the one you chose. This will be a medium sized beam that can be fired at medium ranges. -Deals damage equal to the type chosen- |
35 | Telekinesis | You warp space around an object, giving you the ability to lift or move that object with your mind. You can target any object that is roughly the same size as yourself and one that you can see when casting the spell. You can then move that object around, lifting it up, moving it from side to side or even using the object for its intended purpose. You do not need to physically touch the object and can move it around as long as you can see it. |
36 | 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. |
37 | Banish | You can cast this spell on summoned creatures or items that have been summoned from other domains. This spell allows you to send those things back to the domain in which they were summoned, ending any durations or effects they may have. Any spell that has the Summon: tag or any creature brought from a different domain can be targeted, sending them away instantly. |
38 | Astral Projection | You can allow your spiritual form to leave your body, free floating through the air. You appear as a translucent ghost form of your current body, can move around and speak. However you can not interact with the physical world around you. This spirit form can go anywhere and any distance from your body, however while you are projecting your real body goes limp, unable to move, see, hear or interact with anything until the spirit returns. |
39 | Phase Walk | This spell turns your body into a spectral form for a few seconds. This allows your entire body to phase out of the physical realm, allowing you to move through solid objects. This lets you do things like walk through walls, move through objects or even ignore physical attacks. For the next few seconds your body can not be touched in anyway. Can only use this spell once per topic. |
40 | Counter Spell | You can only use this spell to target other spells, regardless of who cast them. When another spell is cast you can use this spell to counter that one, completely negating it. This will instantly cancel the spell, removing any effects. This must be used the post after the spell your targeting was used and can only be used twice per topic. |
41 | Space Pocket | 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 exist in its our 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. |
42 | Rewind Time | A complicated spell that allows the caster to manipulate the very time and space around them. By casting this spell you can rewind yourself, moving to a past position. You can return to a location that you were previously in during the post before the one you cast this spell in. You can not take living creatures with you and this does not alter any damage you might have taken. This simply returns you to a previous location. This can only be used twice per topic. |
43 | Reveal Truth | By touching a living creature, you learn everything about them. You know their name, age, gender and any other information about that person. You become aware of any information on their character sheet. You also become aware of their skills and abilities, knowing anything they own in their inventory as well. |
44 | Fade from Memory | By touching a living creature you can completely erase any memory of you during that topic from that persons mind. If they met you in a previous topic it will not erase that memory, just the memory of anything you did or even your existence during that topic. The effected target will have no recollection of you being there or doing anything. |
45 | Alter Self | A unique skill that allows you to alter most aspects of your physical form. This is purely aesthetic and only changes how you look, it does not change how parts of your body function. You can alter things like your voice, the color and design of things like hair, eyes and skin. This skill is perfect for looking like a different person but only effects your biological appearance and will not alter your items or clothing. |
46 | Create Door | Your finger begins to glow as it is filled with magical energy. You can then use your finger to trace the shape of a door way or opening into a solid surface. This can be used to cut doors into walls, create hiding holes in the floor or create windows when trying to make a quick escape. After the door or opening has been created you can choose to remove the opening simply by willing it. |
47 | Arcane Lock | By touching an opening or entry way, such as a window, door or a hole in the wall, you create a magical barrier around the passage way. The magical barrier acts as a solid wall, preventing anyone from getting through it, either way. If someone were to come up against it they will find that it is nothing but an invisible solid wall. However this wall can be knocked down by abilities that would tear down a normal wall. |
48 | Silent Spell | By activating this feature you can cause the next spell you cast to be completely silent, giving off absolutely no sound. This allows you to cast spells from a hidden location or prevent your spell from alerting others in the area. This feature can only be used twice per topic. The spell can still be seen and felt, is just silent. |
49 | Tavern Champion* | You fight best when you have a rowdy environment and an audience cheering you on. When you are fighting multiple opponents, you can take an action to become emboldened for the next four posts - you cannot be overwhelmed by multiple enemies; where their numbers would normally overwhelm you, you know how to maneuver around them. During this period, you can take an action to redirect one of their attacks towards you to another enemy. Additionally, if a projectile is thrown at you during this period, you can catch it and use it as an improvised weapon, which breaks at the end of this emboldened state. |
50 |
Items
(14/Unlimited)
Name | Description | Size |
Knuckle Knife (Dashing) (Life Link) | The knuckle knife is a unique weapon, created from a set of brass knuckles, this item is a small metal set of knuckles that allows its user to fit their fingers inside of the rings. This covers the knuckles in a metal coating, letting them punch or block with their knuckles. Additionally a small metal spike or blade sticks out from the side, giving it extra punching power. -Two enchantment slots (applies to both hands)- This enchantment buffs the user instead of the weapon, allowing the wielder to dash a very short distance while simultaneously striking, giving them the chance to close a gap and attack at the same time. The dash can be seen but gives them a spurt of energy. This enchantment allows the wielder to heal from attacks landed against an enemy. After striking an enemy minor cuts, scraps and wounds will slowly heal up, giving the weapons wielder some rejuvination. | 0 |
Spit Fire Gauntlets (Armor) | A pair of lightweight gauntlets that seem normal on the outside. Made of light metal, the gauntlets cover the hands and forearms and have designs of flames etched into them. These gauntlets count as normal gauntlets from the armor shop and have the same properties. However, the owner can slap the gauntlets together to cause flames to spread forth from the palms and coat the gauntlets in the fire. This turns any offensive strikes with the gloves into fire damage. | 3 |
Medical Kit | A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment, and other basic items helpful in mending wounds. | 0 |
Spider Silk Boots | A pair of black leather boots with silver spider web designs printed across the surface. While wearing these boots you gain the ability to walk up vertical surfaces as if it was flat ground. This lets you walk up walls or across ceilings like a spider, however does not let you cross non-solid surfaces. | 1 |
Constrictor Wraps | A long cloth wrap that can rest on your forearm or your leg, covering the space from elbow to wrist (or knee to ankle). When you successfully make a melee strike with your hand or foot, you can summon the cloth to spiral down your limb and onto the attacked target. The cloth will wrap around the struck limb, constricting and binding the limb for the next post. The bound limb can not be moved or used in any way while it is wrapped. After the next post the wrap will drop and return to its owner, snaking up their body and resting on their limb once again. | 0 |
Morph Suit* | A skin tight suit made of odd fabric that covers your entire body all the way up to your neck. This suit can be worn under any other article of clothing or armor as it fully forms to your bodies proportions. Upon command you can control the way this suit looks, changing its color, texture, appearance, and any other aspect of it. It can be used to look like a full outfit of clothing, or used to blend in with patterns or the background, and can even be made to look like skin. Any image, color and texture can be replicated on the suit. | 0 |
Liars Quill* | A small feather quill that comes with its own ink. Those who write with this quill find they can write in any language, can alter their hand writing and ever write words they do not understand. Also, anything written down with this quill is taken as the truth, no matter how much of a lie they are. This will not convince people to do things against their will, but will be considered to be the truth. | 0 |
Potion of Shadows (1/topic) | A vial of dark purple liquid that swirls and moves on its own. This vial has enough liquid to drink one sip, letting you use it once per topic and the effects of the potion will only last for two post. Once you drink this potion Your motions will become silent, any foot steps, limb movements or actions taken will make no sound what so ever. In addition anything you interact with will also make no sound, including stepping on sticks, rocks or glass. | 0 |
Smoldering Cape | A large black cloak that can be worn on the back and is made out of comfortable fabrics. It comes equipped with a hood that can be used to cover ones head. While wearing the cloak with the hood up, the user can command a plume of smoke to escape from the cloak and cover the owner in a cloud of dark smoke. This smoke will obscure the wearer for three post until it dissipates. The cloud will be large enough to hide the owner inside of the cloud, making it hard to find them. | 2 |
Sun Sparked Goggles | A small pair of goggles with a leather strap used to wear the pair of glasses. The goggles themselves are made of red tinted plastic and fitted to securely sit pressed against the face. The red plastic is tinted to protect the eyes from bright lights of all kinds, including flames, light and even magical blinding effects. While wearing these goggles you ignore any blinding effects. | 1 |
Shaping Putty | 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. | 1 |
Ignis Staff | A long wooden staff made out of solid wood and used for striking, attacking or defending. The wood was treated in a volcano, warming the inside and baking the wood. The staff is incredibly warm to the touch and smells like hot coals. Any strike against exposed flesh will cause burns and feel as if the flesh is touching flame. The burn will remain for the duration of the topic unless healed. | 2 |
The Truthseeker | A spyglass that folds in on itself to where it can be worn as a medallion. It is not a spyglass that magnifies distances, but one that magnifies the truth about an individual. This spyglass sees the true nature of all things, no spell, item, ability, or race that can change its appearance or the way they speak can function when under the gaze of the spyglass. No lie can be told, instead silence replaces when a lie would be told. | 0 |
Essence of the North (1/topic) | A necklace made of cold iron with whorls of silver detailing. The pendant can fracture down the middle and release a couple ounces of sparkling water. This ice-cold liquid has powerful healing properties and with direct contact it can mend all critical wounds, scars and disfigurements currently on your body. Can only be used once per topic. | 0 |
Rope | 50 foot of rope coiled around itself in a bundle. This rope is sturdy and strong, able to withstand a very large amount of weight. The rope can be used to tie to objects, bind things or even restrain creatures. It has a large variety of uses. | 0 |
Talking Heads | This item comes in a set of two, small shrunken heads fixed with a rope. They are about the size of a small ball and can be attached to a belt or piece of clothing. When someone speaks to one of the heads, the person holding the other can hear it. This acts as a two way speaking device, letting the two people holding them talk to each other at long distances. | 1 |
Manacles | A single pair of metal manacles used in restraining or binding other people. These metal rings come equipped with a small chain in the middle connecting the two rings. These rings can be clasped around someone's wrist or ankles to prevent them from moving or fleeing. | 0 |
The Snuggle | A large jacket, cloak or cape made out of a heavy blanket and designed to be worn backwards, having arm holes on the front and allowing the blanket to fully wrap around your body. While average looking at first, the Snuggle can be commanded, and its wearer can cause the cloth to fly from their body and assault their enemies, attempting to bind them in the snuggle themselves. The cloth itself is not very strong and any amount of effort can remove it, however it makes for a great distraction. | 0 |
Dragon Chocolate | A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used. | 0 |
Wanted Poster* | An enchanted scroll that looks like a blank piece of parchment. However the owner, at will, can choose to have any image or any written text appear in ink on the surface of the scroll. This can be used to mentally write messages, draw pictures or create any other sort of image. The imagery can be as realistic as you would like, but appears only as black ink on a piece of parchment. | 0 |
Red Rogue's Hood | 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. | 0 |
Bag of the Infinite | A small leather bag that can be worn on the hip or belt and looks like a normal coin purse. This bag however is much bigger on the inside that it looks on the outside, and can store any amount of items on your person. While these items are in the bag they are considered weightless, allowing you to move without the weight of the item being a burden. While this bag is on your person you have no weight limit for items, and all your items count as having 0 weight while in the bag. | 0 |
House Key* | A unique key made of unknown material and said to have belonged to master thieves. This key will slot into any key hole in the world, morphing to adjust to the locks shape and size. When the key turns, the door will unlock and can be opened like normal. However, instead of opening into its original room, it will open up into your own home. Where ever you live or claim as your homestead will open up before you, letting you escape into your home and shut the door behind you. | 0 |
Sulphuric Smoke Bomb | An enclosed, round glass bottle containing sulphuric gas. This vial may be thrown, and will spread in a 10 foot diameter around the impact zone; if exposed, targets will suffer from viewing impairment, burning lungs, and uncontrollable coughing. The gas can be ignited by introducing fire to it, which will cause it to erupt into a cloud of fire. The cloud will linger for two posts. After moving from the cloud, the poison will wear off on your next post. Comes with one single-use. | 0 |
Obsidian Arrows (x5) | Long, slim pieces of carved deadwood fitted with thin, obsidian arrowheads. These obsidian arrowheads can be used like a normal arrow, but are crafted and fine-tuned to explode upon impact with hard object(s). Shooting an obsidian arrow into any surface as hard, or harder than stone, will cause the arrowhead to explode— sending sharp scatterings of shrapnel and splinters of deadwood into anyone and anything within a 5 foot radius. | 1 |
Blink Potion (1/topic) | Drinking this potion gives the consumer a single use of Blink. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. | 0 |
* Mystical Archive Ticket items
Grafts and Passive Abilities
Name | Description |
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. |
Touch of Divinity | 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). |
Crafting Materials
Material | Type | Description |
Sol Stone Shard | Rare | 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). |
Blink Dust | Supplemental | Crafting material that adds a blinking or teleporting like effect to the crafted item. |
Hide (x2) | Defensive | Can be used to craft an item from the shield or armor shop |
Web (x1) | Supplemental | Used to craft clothing or mundane items |
Claw (x1) | Offensive | Can be used to craft an item from the blade, blunt, polearm, unarmed or marksmen |
Feather (x1) | Supplemental | Used to craft unique arrows or bolts |
Water Catalyst (x1) | Elemental Material | Adds the water element to a crafted item |
Dark Catalyst (x1) | Elemental Material | Adds the dark element to a crafted item |
Enchanted Red Leaf | Unique Crafting Material | 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. |
Hydra Core | Offensive Material | Gives crafted items the ability to branch off of themselves into smaller attached copies. Ie. the seven-branched sword or a spear with multiple smaller spear splitting from it like thorns, up to seven times. |