The Tinkertons
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Renown
Dragon's Cradle
We're gonna get Zarius back.
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Post by Lady Astrid Stormstone on Oct 5, 2022 17:18:00 GMT -5
SkillsArmor | Novice | Master | Exalted | Blunt | Novice | Master | Exalted | Polearm | Novice | X | X | Sky Arcana | Novice | Master | Exalted | Space Arcana | Novice | X | X | Alchemy | Novice | Master | Exalted | Stealth | Novice | X | X |
Items (26/28)
Weapons and Armor Item | Description | Type | Size | The Doting Dad's Defender | A well-loved battle hammer made of silver with worn leather wrapped around the haft. A frozen mist wafts from runes carved into the hammer's head, and the silver glistens as a threat to monsters. It has been treated to deal extra damage and be super effective against monsters and evil creatures and even cause them to fear you. When fighting, icicles form on the hammer and deliver freezing wounds that prevent the use of the affected limb for the next post. While wielding this hammer, 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.
| Blunt Weapon | 5 | War Hammer | The War Hammer is just a bigger, stronger version of the normal battle hammer. The hammer is so large it can only be wielded with two hands, as the end of the wooden or metal pole is fitted with a massive double-sided hammer. The head is often stone or metal, with a flat surface for bashing and smashing. -Two enchantment slots-
Pale Ice A unique technique for crafting weapons honed in the deep north. A weapon with this enchantment becomes nearly invisible, made out of solid cold ice. Not only does this item deal cold damage, but it is also nearly impossible to see, with only a faint tinge of blue shimmering betraying its shape and form. Things that coat the weapon, such as dirt or blood, will slowly reveal the weapon's form.
Heavy A Heavy weapon is one that has been enchanted to weigh twice the amount it normally would. While this makes the weapon heavy and slower, it doubles its cutting or damage-dealing ability. Strikes from this weapon are staggering and often deal insane amounts of damage.
(Tourney Favor) Double Strike This enchantment allows the wielder to strike twice with a weapon while only making one attack. This lets you deliver two consecutive strikes in the same amount of time it would take to make one. | Weapon | 4 0 | Tourney Favor | This favor appears as a charm decorated with various sheer ribbons and veils; they are often given out as gifts from adoring fans, family, significant others, or admiring apprentices before an event. This charm can be attached to one weapon, giving it an additional enchantment slot. The item does not need to have originally had an enchantment slot but must be a weapon. A weapon can only have one Tourney Favor applied to it at a time.
| Item | 0 | The Drill that Pierces Stone Hearts
| (Crafted Item: stone + claw) This lance functions like a smaller lance than typically used by mounted knights and the like, with it being the size of a standard spear. This weapon has grooves along its lance head that culminate at the tip in a spiral pattern, making it look odd at best. It can be used one-handed as if it was smaller than a normal lance, but if used two-handed, the user can operate a winch crank that is built into the top of the haft, causing the lance head to spin independently of the haft. The crank cannot be separated from the lance without breaking it irreparably as it is forged with the haft itself. -This weapon has One Enchantment Slot-
| Weapon | 3 | 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.
| Item | 1 | Helmet | Armor that can come in many different kinds of material and is used to protect the face and head. While wearing a helmet you block and ignore the first physical attack that strikes your head. 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 can no longer block an attack for the rest of the topic.
If worn overtop a Hood this combines to give the wearer two strike preventions instead of one.
-Has one attachment slot-
| Armor | 3 0 | Rime Mantle (2/topic) | 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 wearer's 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 posts. | Cloak | 0 | Icicle Pauldrons (1/topic) | 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.
Pauldrons are items made of light or soft material and are worn on the shoulders but help to shield attacks towards your arms and hands. Pauldrons can be worn alone to block and ignore the first physical attack that strikes your Arms or hands. This strike can only be blocked if it is from a non-magical or enchanted item and does not ignore the effect of enchantments. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn with Gauntlets this combines to give the wearer two strike preventions instead of one. -Has no attachment slots- | Armor | 2 0 | Spitfire Gauntlets
| 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 fire. This turns any offensive strikes with the gloves into fire damage.
Armor that can come in many different kinds of material and is used to protect the arms and hands. While wearing Gauntlets you block and ignore the first physical attack that strikes your hands or arms. 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 can no longer block an attack for the rest of the topic. If worn with Pauldrons this combines to give the wearer two strike preventions instead of one. -Has two attachment slots-
| Armor | 3 0 | Weapon Tether | A cord or piece of rope that fastens itself to a piece of armor and can attach itself to the end of a weapon or item. This allows the weapon to be tethered to the piece of armor, letting its wielder let go of the weapon without losing it. The item will just dangle for the user to pick back up. -Can only be attached to Gauntlets or a Cuirass- Attached to Cuirass | Attachment | 0 | Padding | Padding is soft or light material like chainmail, leather or cloth that is worn over the body and can be worn underneath a cuirass. While wearing padding you block and ignore the first physical attack that strikes your torso. This strike can only be blocked if it is from a non magical or enchanted item and does not ignore the effect of enchantments. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn underneath a Cuirass this combines to give the wearer two strike preventions instead of one. -Has no attachment slots- | Armor | 2 0 | Phantasmal Diplopic Plate | Fused Diplopia Armor + Phantom Plate All effects/benefits of both.
Diplopia Armor - Mystical Archive ItemThis cuirass is made of supple, padded layer that offers minimal protection yet maximum flexibility. When wearing this armor, one will appear to possess a pair of afterimages at all times. These after images are almost perfect representations of the wearer, although their outline will shift and flicker if watched closely. While they are at rest, one will appear on either side of the wearer. While in motion, one will appear to be slightly ahead of them, with the other slightly behind them. These afterimages are especially convincing in dark environments. Functions as a Cuirass with all normal Cuirass abilities
Phantom Armor - Mystical Archive Item A plate of armor that is almost incorporeal, as if it has been taken from a ghost. It weighs practically nothing, allowing its user to remain nimble. It does little to protect from normal physical attacks however, but gives you three hit preventions against effects or attacks that could bypass armor, either due to abilities, spells, or effects. It also renders all enchantments on a weapon that attempts to attack through the armor useless. This negates all effects from enchantments on the weapon as the attack is being made.
Armor that can come in many different kinds of material and is used to protect the chest and back. While wearing a Cuirass you 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 can no longer block an attack for the rest of the topic. If worn overtop padding this combines to give the wearer two strike preventions instead of one. -Has two attachment slots- 1. Weapon Tether 2. -- Briar Shroud | Armor | 0 | Briar Shroud | (Mystical Archive Item) A small mound of dirt that sits stuck to your armor. If any hit prevention provided by that piece of armor gets consumed, the armor will instantly grow a thicket of thorns which can stab into enemies within melee range. If it was the final hit prevention, a large wave of thorns will fire out in a small area around the user, spraying enemies and dealing many minor wounds. Does not consume an attachment slot Attached to Cuirass | Armor Attachment | 0 | Greaves | Armor that can come in many different kinds of material and is used to protect the legs and feet. While wearing Greaves you block and ignore the first physical attack that strikes your legs or feet. 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 can no longer block an attack for the rest of the topic. If worn with Faulds this combines to give the wearer two strike preventions instead of one. -Has two attachment slots-
Lightning Grounded Unique material built onto a piece of armor to give it resistance to lightning damage from spells or enchantments. This will give that piece of armor one extra hit prevention that can only be used to block damage from a lightning-based spell or enchantment.
-Can be attached to any piece of armor that has attachment slots-
| Armor | 3 0 | Ice Skates | 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.
| Attachment (no slots used) | 0 | Boomer Buckler | A small metal buckler that can be worn on the arm and used like any normal shield. However, this buckler has a unique enchantment engraved on its face. The owner of the shield can toss the shield, using it offensively to attack enemies or to block a mid-air projectile. However the shield will not fall to the ground after striking its target or missing, it will instead act as a boomerang, returning back to its owner's hand, following the same path it took on its throw.
| Shield | 1 | Toy Hammer | 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. | Weapon | 0 | Cold Wood Cane | A polearm with a curved head that resembles a cane in appearance. This weapon has the unique ability to change its size according to the will of its wielder. It can shrink down to six inches in length to be easily carried, but can also extend to be up to twelve feet long. The weight of this item increases proportionally to its length; it is light as a feather at its smallest size, but is very heavy and can be difficult to wield effectively when fully extended.
| Weapon | 2 | Red Rogue's Coat (1/topic) | 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 posts 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.
| Clothing | 0 | Raider's Loincloth | (Mystical Archive Item) A very suspicious piece of damaged cloth that can be worn around the waist, attached to a belt or sewn into another piece of fabric. While wearing this piece of cloth, your movement speed can not be negatively affected. You can't be slowed or restricted from moving by spells or other abilities in any way.
| Clothing | 0 | Cantio's Eternity (Ear)ring | 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)
| Accessory | 0 | Displacer Cloak | (Crafted item - Web + blink dust) A hooded cloak made of Displacer Beast hide that retains the magical properties of the teleporting felines. While wearing this cloak, you can cast the spell Blink at will. It also includes two spiked tentacles of the beast either as decoration or that can be used to attack or defend. | Clothing | 0 | Stormrider's Cloak | (Mystical Archive Item) A cloak commonly worn by Storm Raiders and natives of the Dragon’s Cradle. This cloak offers no hit preventions, but it seems to have been woven out of a thread possessing a powerful enchantment. If wearing this cloak during a magical or nonmagical storm, you are not buffeted by the intense elements, and can move around freely. The cloak repels rainfall, preventing you from getting soaked to the bone and allows you to move without being slowed by the storm. In addition, once per topic when struck by an attack, the cloak lets out a loud thunderclap that stuns all enemies spells within the vicinity, preventing up to three enemies from casting Exalted or Master level spells.
| Clothing | 1 | 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 posts.
| Clothing | 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.
| Clothing | 1 | Caretaker's Shovel | A crusty, muddy shovel that really does not do much, but is good for digging holes and trenches. It can be used as a blunt weapon but does very little damage. However if this shovel is used to strike a summoned minion or creature, such as from a spell or ability, that minion or creature will vanish back to where it came from and is not summoned.
| Blunt Weapon | 2 | Javian's Falcon Blade | A curved, wicked kukuri that's a little bit bigger than normal-sized daggers, approximately the size of a shortsword. A strong cutting tool capable of carving devastating gashes; it is a particularly effective weapon at melee range. This item comes with a unique ability - when scrapped against another hard surface, such as another weapon, a shield, or armor, it will produce a unique screeching sound, one similar to an attacking falcon. This sound will disrupt anyone within melee reach of the weapon, ending any currently active spells cast by the affected target. For their next two posts they cannot cast spells of any level. This can be used once per post.
-Strikes that draw blood with this weapon will apply a one post fear effect-
-Magic Blocker enchantment-
| Dagger Weapon | 2 |
Items/Tools
(with weights)
Item | Description | Type | Weight | Battlefield Smithy | A tool kit that folds up perfectly into a metal box that can be carried around on adventures. Upon opening the box, it unfolds into a full miniature forge complete with a small anvil, forge, table, and tools necessary to do simple field crafts and repairs. This portable workshop can be used a number of times per topic as defined by your kit type for field crafting, repairs, or applying temporary enchantments.
Your experience in the field heavily influences how effective you are with this kit, allowing you to upgrade the kit's abilities and number of uses by completing Guild Quests. Uses can be applied across any level you have unlocked in the kit. The kit requires first-time completion of Guild Quests to unlock higher tiers.
Open the spoiler to see the kit upgrades and unlock requirements.Kit Type | Description | Novice Kit | As a new tinkerer, you’re just learning the basics. You can make simple repairs to armor, weapons, or shields, restoring one hit prevention to armor/shields or repairing one broken weapon per use of the kit. Alternatively, you can repair other broken objects back to a useable state such as repairing a broken wagon wheel.
-This kit grants you 1 use of the Battlefield Smithy per topic.- | Apprentice Kit | You can now make use of common crafting materials in your inventory to smith mundane items on the fly. Using the kit, you can combine two crafting materials in your inventory to create any mundane, non magical item from a basic weapon, armor, shield, or general goods shop without needing access to the shop. They are not as durable as an item purchased from the shop, so they break down back into their base materials after three uses or three posts, whichever comes first.
For example, you could combine a stone and a fire catalyst to create a lantern, or you could use a stone and web to create a grappling hook.
-This kit earns 1 additional use, giving you a total of 2 uses of the Battlefield Smithy per topic.- | Journeyman Kit | With some experience, you can now apply the effects of common crafting materials in your inventory to weapons, armor, and shields as outlined by the table below.
-This kit earns 1 additional use, giving you a total of 3 uses of the Battlefield Smithy per topic.- | Master Kit | With some experience, you can now apply the effects of Rare crafting materials in your inventory to weapons, armor, and shields as outlined by the table below.
-This kit has 1 additional use, giving you a total of 4 uses of the Battlefield Smithy per topic.- | Exalted Kit | You are now considered an expert craftsman who can think on their feet in the heat of the moment. With the Battlefield Smithy, you can now apply the effects of unique crafting materials in your inventory to weapons, armor, and shields.
-This kit has 1 additional use, giving you a total of 5 uses of the Battlefield Smithy per topic.- |
Open the spoiler to see Crafting Material Applications tables for Journeyman and above kits.
Common Material Applications Elemental Catalysts
| Applies an elemental damage type to a weapon or an elemental hit prevention to armor/shield equal to the element of the catalyst used. | Hide/Scales
| Adds a hit prevention to a piece of armor or a shield. | Claws | Can temporarily change the damage type of a weapon to slashing. | Stone | Can temporarily change the damage type of a weapon to blunt. | Fangs
| Allows a weapon to ignore a physical hit prevention on its next strike. | Feather | Temporarily turns the item into a projectile, allowing it to be used with ranged effects. | Gems | Temporarily turns an item into a spell focus for three posts, allowing you to cast spells through the object. | Web | Makes the item sticky or adhesive, allowing it to stick to objects. |
Rare Material Applications Ooze Core / Slime Core
| Adds acidic dark damage to a Weapon Adds one hit prevention for dark damage to Armor/Shield
| Blink Dust | Adds the ability to use the blink spell once while wielding the item | Venom | Adds a venomous or poisonous quality to the Weapon Adds one hit prevention against being poisoned to Armor/Shield | Phoenix Ash
| Add to Armor/Shields, once per post heals a minor wound | Nightmare Dust
| Adds the fear effect to damage done by a Weapon Adds a hit prevention against being feared to Armor/Shield | Crystal Eye | Adds a single post stunning or paralyzing effect to damage done by a Weapon Adds a single hit prevention against getting stunned or paralyzed to Armor/Shield | Mimic Slime | Adds the ability to disguise or alter the appearance of a Weapon, Armor or Shield | Ghost Dust
| Adds the ability to phase or pass through things to a weapon Adds a hit prevention against objects which can phase through things | Dragon Scale | Adds elemental Immunity equal to the elemental type to Armor/Shield | Pulsar Gem | Damage dealt by a weapon prevents the effected from casting spells for one post Adds a hit prevention against any spell to Armor/Shield | Woolful Wool | Makes the item weightless | Zombie Ash | Adds the ability to repel or apply a fear effect to undead |
Unique Material ApplicationsSol Stone Shard | Allows you to apply a single spells effects to a Weapon, Armor or Shield | Night Caller Blood
| Weapons deal grievous wounds which can not be healed for the rest of the topic | Bogaboo Bonemeal
| Weapons, Armor and Shields can not be damaged, broken or rendered useless | Enchanted Red Leaf
| Applies a charming, friend like effect to Armor/Shields, which dissuades enemies from attacking | Obsidian Shard | Adds a shrapnel or shattering effect to Weapons | Ur-Beast Breath
| Adds the ability to speak to animals while wearing the Armor/Shield
| Chthonian Parasite
| Adds a hit prevention against mind-altering effects to Armor/Shield
|
For Journeyman kits and higher, only one effect can be applied to an item at a time, and the effect lasts up to three posts. Each application of an effect takes one use of the kit. These effects can be applied to items created by the kit. Crafting materials used with this kit in a topic are not consumed from your inventory for tracking purposes, but you cannot use materials you do not have, and you cannot use a material more than once (unless you possess multiple materials of the same type). | Item | 3 | 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. | Item | 1 | Shaping Putty | (Gift from Blue Raspberry) 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. | Item | 1 | 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. | Tool | 0 | 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.
| Tool | 0 | Grappling Hook | A 50-foot coil of rope with a metal hook or claw attached to the end of it. This can be used to latch onto objects, cling to walls or even use as a makeshift weapon. The hooked head is extremely good at latching onto objects or the top of walls and the rope allows you to scale or pull the item towards you.
| Tool | 0 | Wanted Poster | (Mystical Archive Item) 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.
| Item | 0 | Sleigh Bell | A single bell, common around the holidays, which is often hung on trees or animals to add a nice tone. This bell can be attached to a pet, such as on its collar, and gives off a light-sounding jingle while worn. You can only own one of this item at a time. While worn, the pet does not count against your pet npc cap
| Item | 0 | House Key | (Mystical Archive Item) A unique key made of unknown material and said to have belonged to master thieves. This key will slot into any keyhole in the world, morphing to adjust to the lock's 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.
| Item | 0 | Seasonal Coupon | (Mystical Archive Item) A rare coupon that can be redeemed through any of our four seasonal shops. (Summer, Spring, Fall, Winter) While you own this coupon, you can purchase items from any seasonal shop at any time even if they are closed. You must spend Solars as normal and follow any purchasing rules. Items purchased through this coupon can not be traded or gifted to other members.
| Item | 0 | WEF Traversal Tool | This piece of equipment is the most advanced and intrinsic part of any Winged Expeditionary member's toolkit. The tool is a gauntlet with a wrist-mounted crossbow that can fire a bolt with a grappling hook-like end. The bolt is attached to a spool of extremely durable dire spider silk rope which is long enough to reach rooftops and tree limbs and can be detached. When deployed, the grappling hook functions the same as the hand-thrown version for the purpose of making climbing vertical surfaces easier. The spool has a small hand crank which can be used to reel in the line.
| Tool | 2 | Arcane Proxy | (Mystical Archive Item) A foot-long metal rod that can be extended outward up to 5 feet. The rod itself has no combat abilities and is easily bent or broken. However, the rod can act like an antenna for spellcasting. If the owner is within 100 feet of the rod, they can choose to use this rod as an origin point for their spells. Spells they cast can come from this rod or affect the area around this rod instead of their person as an origin point. All rules of the spell must still apply.
| Item | 0 | Gift of the Phoenix | (Crafted item) A bright red phoenix feather that shimmers gold and orange in direct light. If you die while this is on your person, the feather will burn up and fully revive you. Item effectively casts Holy Revival automatically upon death (completely restores your body and brings you back to life, resetting all wound counts). Can only be used once per topic. Between threads, the phoenix feather regenerates, mimicking the rebirth of a phoenix from its ashes. | Consumable | 1 | Armor Locket | (Crafted Item) A pendant on a necklace that can keep your armor in a pocket dimension to be worn or stored at will. When activated, any armor stored inside phases into existence and dons the user instantly. This can also be used to instantly doff the armor, storing it away in the pocket dimension within the pendant. This can only store one full set of armor (i.e. one helmet, one set of pauldrons, one cuirass, etc.).
In this case, Astrid turned the wolf pendant Blue Raspberry gave her into this pendant.
| Item | 0 | Broken Monkey's Paw | (Mystical Archive Item) A strange Monkey's Paw which appears to be broken; this Monkey Paw loops the same wish over and over again, and is constantly appearing to point with its index finger; its other fingers are curled down. By pointing with the Monkey's Paw, you trigger the wish— causing you to switch bodies with whomever it is that you are pointing at. Switching with the Monkey's Paw will cause you to take over another's body, and give you access to that individual's inventory— but will also give that individual access to your own. The Monkey's Paw will then curl down, and will reset on a new thread; the soul-switching caused by the Monkey's Paw will last for three posts and can be used once per topic.
| Item | 0 | Signet Ring | 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 find gaining access to most areas of Charon easy for you now, and are rarely turned away from most locations, establishments or activities.
| Accessory | 0 | Guardian Stuffy | (Mystical Archive Item - Gifted by Cantio) 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.
| Item | 0 | Explosive Ornaments | (Gifted by Javal) Three glass ornaments typically used to decorate trees and homes during Winter's Crown. 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, they will instantly explode. This fiery explosion will reach up to five feet from the ornament's origin point, and deals moderate fire damage.
| Item | 0 | Etched Petal | A single petal from a beautiful flower that never dies or wilts away. Upon receiving, your name magically appears etched into the flower petal, and can be given to another Player Character. If someone owns a petal with your name on it, they will be able to treat you as a spell casting focus, able to cast spells on you without needing to see, touch or know where you are. Three times per topic they can channel a spell through the petal and affect the person who's named is etched into it, allowing that spell to take effect on or through that person. Can only have one petal active on your person at once
| Item | 0 | Lucky Clover | 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.
| Item | 0 | Flower Crown | A delicate crown of flora laced with an arcane glow; this flower crown has been lovingly crafted— whether by you, a friend, or an arcane weaver. This beautiful crown of blooming flowers and twisting ivy will dis-spell mind-altering effects and wards when worn; it can deflect or dis-spell one mind-altering effect per thread.
| Item | 0 | Blink Buddies | Crafted Item A set of two stone totems engraved with space domain runes and carved in the shape of smiling humanoids with arms that can interlock while stored. When separated, these totems act as a teleportation point for the other, so long as they are within short distances of one another, such as in the same village; they cannot be used to teleport large distances, such as to different cities or even countries. This allows you to cast the Blink spell even when you cannot see your destination and even travel through walls. Each can cast the Blink spell once per topic, which allows you to Blink to the location of the other totem or directly to the person holding it. | Item | 2 |
Consumables
Item | Description | Type | Uses | Blacksmith's Wishbone
| 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. | Item | 1/topic | Ranger's Rations | (Mystical Archive Item) This small leather pouch contains a random assortment of unique berries, nuts, and plants that are favored by hunters and trackers out in the wild. While these rations are tasty and energizing, they contain a more unique advantage. When consumed, the consumer will regain one use back of any martial skill they has a limited amount of uses and has already been used up. Contains enough for one use per topic per skill.
| Consumable | 1/skill | Essence of the North Own 2 | A necklace made of cold iron with whorls of silver detailing. The pendant can fracture down the middle and release a couple of 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. | Potion | 1/topic | Potion of Shadows | 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 posts. Once you drink this potion, your motions will become silent, any footsteps, limb movements, or actions taken will make no sound whatsoever. In addition, anything you interact with will also make no sound, including stepping on sticks, rocks, or glass. | Potion | 1/topic | Beist's Transmutation Tonic | An odd liquid that seems to change color and density randomly, normally stored in a small container or flask. When this liquid is consumed, it will allow its drinker to change their race, morphing from their current race to a new one. They will still look like themselves, having all their features, but will assume the appearance of themselves as another race. (From Human to Tiefling for example) They will still be recognizable, this potion does not hide their identity. In addition, while under the effects of this potion, you can choose two grafts from Madam Evalyn's Shop to have grown from your body. (These normally mimic racial features that would belong to the race you transformed into) Comes in a set of two bottles, but can only be under the influence of one at a time. Last for the rest of the topic. Graft Shop
| Potion | 2 bottles | Dragon's Chocolate | A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
| Consumable | 1/topic | Storm Chocolate | A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
| Consumable | 1/topic | Blizzard Chocolate | A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
| Consumable | 1/topic | Comrade's Patch | A small patch or emblem that can be worn on the body, usually as a piece of clothing or attached to an item. While this patch is worn, the general public views you as an upstanding member of society and considers you a pretty good person. Once per topic, you can expend the magic from this patch to heal all the minor wounds an ally may have sustained.
| Item | 1/topic | Kvasir's Pride of Solaria Elixir
| A small glass bottle filled with translucent rainbow liquid that swirls around magically. When this potion is consumed, the drinker will be able to cast any of the following spells once during the topic. When you consume the potion you must choose which of the spells you gain access to, but can cast it at any point during that topic. When the spell is cast, a vibrant display of rainbow-colored energy will accompany the spell. Comes in a set of two bottles with each bottle containing enough liquid for one sip. - Minor Healing - Major Healing - Massive Healing - Armor of Faith - Circle of Life Light Domain Shop
| Potion | 2 bottles | Silver Coating | This oil tincture can be applied to any weapon. When applied to a weapon, attacks against undead, monstrosities, or evil-aligned beings deal extra damage and stop any regenerative abilities that they have. Any wound sustained by a weapon with this oil can not be healed or regenerated for three post. Can be applied twice per topic.
| Consumable | 2/topic | Elsewhere Juice | (Mystical Archive Item) A very rare bottle of lavender-colored liquid created by space domain hermits who spend most of their time secluded, studying, and researching. Used to quickly get to a town, when consumed the drinker will instantly be teleported to one of Charon's primary cities (Must be an established city/village sub board). Your body will instantly be removed from time and space and will instantly arrive in the town of your choosing, causing you to exit the current topic (unless that topic takes place in the same city) | Potion | 1/topic | Mount Drakolt Whetstone | (Mystical Archive Item) A whetstone created from a chunk of stone from the remains of Mount Drakolt after its destruction. The obsidian rock emits an unnatural heat and glows with a faint red light. When a weapon is sharpened against this stone, the weapon becomes hot enough to melt ice and ignore resistance to fire-based attacks. In addition, the weapon becomes highly efficient against metal, ignoring one armor-based hit prevention per topic. This item can only applied to one weapon per topic as the stone requires time to reheat, but the effect remains on the weapon for the rest of the topic.
| Item | 1/topic | Bog Water | A glass vial of bog water from the deepest swamps of the Marsh Flats. This bog contains a foul stench that, when released, creates a malodorous fog so potent that all enemies within the immediate area lose concentration and have to deal with an awful stench. For the next two posts anyone who can smell the odor can not cast Master or Exalted level spells and any smell buffing spell or feature will end for the duration.
| Item | 1/topic | Dewdrop Jelly Roll | 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
| Consumable | 1/topic | Gwendolyn's Miasmic Catalyst | A small glass of clear, milky liquid that has no effect on its own and is used to combine with other alchemical potions. You can pour another Alchemical liquid (must be a shop item) into this bottle, mixing the concoctions and causing a reaction to occur. Over the next post a gas will pour out of the bottle and fill a 10 foot cube with a cloud of the gas. This will turn the concoction they poured into the clear liquid into a gas, causing anyone within the range who breathes in the gas to come under the original effects of the mixed potion. The cloud will remain for two post and can only be used once per topic.
| Potion | 1/topic | Space Jam | An orange, somewhat pearlescent and galaxy-like liquid inside of a bottle with black stripes that tastes of Starberries. When this potion is consumed or applied to the hands, you have three posts to touch someone. When you touch that person, you can then steal a skill from them (as high as the target possesses). While you have stolen their skill, they are considered to not have the skill at all and cannot use any abilities/spells that require that skill. (This does not apply to abilities given by Prestige Classes even if they require the stolen skill.) They do retain their equipment and can use it as if they were someone without that skill. This lasts for three post. (Can only be used on PCs with their consent.)
| Potion | 1/topic |
Grafts and Passives Item | Description | Type | Night Vision | Any and all eyes you have been altered to be able to see in the dark. These eyes are given the ability to see regardless of how dark it is. This does not affect your normal eyesight and will not hinder you if it is bright out. These only work in normal darkness and will not see in Darkness created by magic. | Graft | 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. -Can only get this tattoo once- | Tattoo | Bat Wings (2 post cooldown) | (Chocolate bat candy reward - Can be traded for Mystical Archive Ticket) 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 retract, having a two post cool down. While the wings are open the owner can use a form of echolocation. 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. | Graft | 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). | Passive | Arcuila Gland (1/topic) | A lightning filled gland that is static charged and crackles with energy. Once per topic you can send out a small wave of charged energy, up to 10 feet in all directions from your body. This will mark any person within that range with charged particles. Charged individuals will stay charged for three post, ending either at the end of the duration or the first time they take lightning damage. Any person that is charged will have their mana systems and movement stunned the first time they take damage from a lightning source (spell or attack) and will be unable to move their legs or cast spells for one post. They can however still make physical offensive or defensive actions.
| Graft | Baloth Muscles (right arm) | 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 doorways. This graft applies to a single limb but can be purchased multiple times.
| Graft | Storm Lord's Brand | Flavored as Lightning Scars 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 posts, they can not use any martial abilities and they can not use the limb that was shocked to make offensive or defense actions.
| Tattoo | 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 posts. 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.
| Tattoo | Tail Winds | A feather-like tattoo placed on the owner's back. This tattoo can be activated twice per topic and last for one post, but affects both the owner and any ally that is standing behind the owner, up to ten feet. While the tattoo is affected, any moving individual within the range will find their speed slightly increased, and they will be unable to have their movement decreased or slowed in any way.
| Tattoo | Troll King's Heart | 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. This graft will regrow between threads regardless if it was damaged.
| Graft | Aura of Vulcadreaus | 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).
| Passive | Arcanatek Prosthetic | Almost appearing to have been pulled directly from an Arcanatek Golem, this prosthetic can replace any chosen limb outside of your head which acts just as the limb would. This prosthetic can be made of any material, most commonly metal or stone, and is covered in enchanted runes that allow the limb to operate with special effects. It does not have intricate mechanical workings and at most would be as complicated as a piece of armor held together by magic.
You can activate a special state of the Arcanatek Prosthetic in which the material of your prosthetic shifts to suit your needs. You can choose to shift into one of the listed modes below, following its effects and durations. Each mode can only be activated once per topic, and you can only have one mode active at a time, however, you can choose to end a mode early to shift into another.
Open spoiler for modes.Mode | Description | Duration | Illusion Mode | Enchantments in the prosthetic allow it to cast an illusion across itself, allowing you to choose the appearance of the prosthetic for the duration. This does not change up its physical makeup, so the illusion may be seen through with close inspection or certain skills.
| 4 Posts | Offense Mode | Your prosthetic becomes any one-handed weapon you have the skill for. It is considered magical for the purposes of overcoming physical hit preventions but is otherwise mundane with no enchantments. This weapon is a part of the prosthetic and cannot be removed. | 3 Posts | Defense Mode | The material of the prosthetic becomes denser and magically enhanced to protect you. Your prosthetic gains two physical hit preventions while it's active. | 3 Posts | Arcane Mode | You tap into the enchantments of the prosthetic to push beyond your typical limits. By channeling your own energy into the arm, you can increase your spell limits. The next three spells you cast do not consume spell-casting limits. So a spell that can only be cast once is not considered to have been cast if done so through this mode, keeping its once per topic use. | 3 Posts | Utility Mode | Elements of the prosthetic shift and weave themselves together to act as any tool kit from the General Shop for the duration of the activation.
| 2 Posts | Graft Mode | The prosthetic shifts to mimic any graft from the graft shop, even if the graft would not normally go where the prosthetic is. You gain the effects of that graft for the duration. | 2 Posts | Recycle Mode | You can sacrifice the single use of any other mode to regain the use of a mode already used, giving you a second use of an already used mode. | Instant |
| Graft | Displacer Tails | (Mystical Archive Item) (Flavored as part of Astrid's Displacer Cloak) 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. | Graft |
PetsItem | Description | Type | Dancing Chain | Reflavored as a protective lightning bolt. A six-foot-long solid steel chain lightly coated in ice and gives off 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 posts. Can only have two chains out at one time. (Does not count against NPC cap)
| Pet | Scarecrow Squire (Type-I Pawn Blixtbot™ Charles) | Rewarded to Astrid by Veliky for completing a task, this Blixtbot™ Pawn model is called C.H.A.R.L.E.S. (Chasing and Herding Astrid Reactionary Legionnaire Encumbrance Specialization unit). It has a worrisome and somewhat cowardly personality. Astrid regularly rides it when she gets tired of walking.
A humanoid scarecrow made up of sticks, metal, straw and a pumpkin head. This scarecrow will follow you around and listen to any commands, however is unable to attack or block attacks and has no combat abilities. This scarecrow will however carry things for you, holding your packs, weapons and items. Having this scarecrow with you increases your item capacity by 8 points. (Does not count against NPC cap) | Pet +8 | Dreadsnout (Spicy Pawsage the Hellhound) | Reflavored as a Hellhound with tusks/horns. Mystical Archive Item A tusked, medium-sized wild boar that can breathe fire from its nostrils. Dreadsnouts are infamous for their juggernaut-like charging skills, and are known for goring men to death. | Pet | Reindeer (Arcus the Pegasus) | A fuzzy Reindeer from the northern reaches, fitted with antlers to defend itself and able to be used as a mount. These animals are often used to pull heavy sleighs or wagons and are known for their raw strength but kind nature. This Reindeer can use the Flight spell and can cast Minor healing once a topic.
The reindeer is reflavored as a stormy gray pegasus with white speckles. Its name is Arcus. (Counts as a pet)
| Mount | Nightmare Steed (Not in Use - Slepnir) | (Gift from Cantio) A pitch black horse with deep red glowing eyes and a mane of flames. These flames will not hurt its rider but will hurt anyone who does not own the horse. This creature acts as a normal horse and can be used as a mount. The horse is extremely loyal to its owner and is immune to any fear or mental effect that would cause it to leave or turn on its owner. (Counts as a pet)
| Mount | Book Golem (Blu P Rint AKA Blupee) | (Mystical Archive Item) An amalgamation of books, scrolls and loose pages all combined together and enchanted by magic, giving the mass of information life of its own. This golem can be anywhere from 1 foot to 8 feet tall and is extremely passive, unable to attack, defend or deal damage. As long as you can see your golem, your spells, regardless of domain, can not be countered by spells or abilities. This means any spell you try to cast will go off and can not be prevented from being cast. (Counts against NPC cap) | Pet | Thunder-Crested Roc | The Thunder-crested Roc was long thought to have been hunted to extinction by hunters and nobles who learned of their existence within the King's Valley. These once sacred animals were hunted for their feathers, beaks, and claws as they held great value to craftsmen across Charon. Saved from near extinction and bred exclusively for use by the W.E.F, these large avians are used for aerial combat or stealth missions that drakes would not be suited for. These birds are experts at hiding in plain sight, able to blend in with the sky, clouds or storms, allowing them to remain unseen while gathering information in the sky.
| Mount | Tidal Serpent (Tim/Thebes) | A lake-or-sea dwelling serpent distantly related to drakes and wyrms; the tidal serpent is a legless aquatic beast which can be used as a mount in water. This creature grows big enough, and long enough, to carry up to two people on its back; the Tidal Serpent can cast Smashing Wave once per thread, and can use its tail and fangs as a weapon. Counts against NPC Cap
Astrid hasn't been living in this manor for long, and she still hasn't seem all of it. Though new discoveries become less prevalent with every passing day, they still happen every once in a while. Sometimes, it'll be some strange device that Yoci presumably left without realizing; sometimes, it's an inconspicuous security device that turns spiders into dust; sometimes, it's a secret door that leads 5,000 feet into the mountain before ending with a dead end with a sign that reads "Finish Later." However, while many of these new discoveries are so strange and subtle as to bring the question to mind of "Was this always here?", the answer to that question is rather a certain thing in regard the the aquarium that has spontaneously manifested in the manor's living room since Astrid last was home. The deep blue that casts its perfect glow on the floor, illuminated by something in the nebulous waters. Bits of kelp rise high from multicoloured gravel, to a ceiling that can only barely be seen through the muddle. But none of this is quite so astounding as what resides within the aquarium, what necessitates that the aquarium dominate nearly an entire wall. It movements through the water are as graceful as a dancer's ribbon, scales scintillating like glass. It's an entrancing, yet terrifying sight to behold, its serpentine body stretching over forty feet from nose to tail. It meanders in lazy motions... until it catches a glimpse of Astrid, outside its watery home. And then, with its form still hovering gently on the silent waters, it keeps its gaze upon her. It doesn't seem hostile - serpents are often swift to demonstrate their hostility. Only... there's something strange about its visage, but it's difficult to tell what. Something catches the eye. On a table that basks in the deep-blue glow, there is a piece of paper. The symbol at its upper-left corner marks it as one of the neatly-formatted letters composed in Platinum Corp, and the mechanically precise lettering does the same. But, even moreso than that, the tone of the letter immediately gives away its sender. "Astrid, Have you ever heard the term 'bio-engineering?' I wouldn't expect you to have, seeing as Yoci made it up little more than a month ago. It refers to just about everything you do - smithing and artifice in tandem - but incorporated directly into the body. When someone loses a part of themselves, we can use technology to replace those parts. What you're looking at is an example of that potential."
Replaced parts? At first, it's difficult to tell what the letter's referring to. But then, looking more closely at the creature as it looks more closely back, evidence of this 'replacement' can be seen: several of the beast's pectoral fins are actually sail-like replicas, fulfilling the same purpose among organic counterparts. As well, an upper section of the the serpent's head has been plated with steel - perhaps to remedy some cranial damage - and the eye in that same section has been replaced with an orb of glass (likely nonfunctional, of course).
"We found this tidal serpent off the western coast of Zeinav. From what we can tell, it'd been mauled pretty badly. But we were able to transport it to one of our facilities, heal the damage that could be healed and replace that which couldn't. In effect, we saved its life. That said, the technology we used to mend it is very experimental, so we didn't want to release it into the wilds just yet. Instead, we're leaving the responsibility to you. Charles has already been informed of its feeding schedule; all we need you to do is monitor its recovery. Whenever possible, you should bring it out of its cage and into open water so it can more properly explore the use of its prosthetics; as I've been informed, you should possess the magic necessary to do that without much trouble.
Don't worry, it's friendly. In fact, it's unusually friendly for animals of its genus. Just don't do anything to piss it off, and you'll be fine. And if your enemies do anything to piss it off, you'll probably have a few less enemies.
-V
P.S.: The team started referring to it as 'Thebes' at some point. Not sure why, but you can do with that as you will." | Mount | Book Wyrm | (Mystical Archive Item) A small, draconic-like creature that has been brought to life from the enchanted pages of a book. These reptilian creatures are comprised of paper brought to life by the Formulae Arcanum scribbled within the pages, and they thirst for more knowledge. They will eat the pages of the books that they are fed, and while it destroys the book itself, the wyrm will be able to relay information that has been fed to it verbally to its owner. (Does not count against NPC cap) | Pet | Wind Pixie (Wimbledon) | A tiny, six inch, pixie with wings that can fly. Pixie's are extremely loyal creatures that come from a mysterious realm, and will attach themselves wholly to their owner. The pixie will avoid most combat situations and chooses to remain by their owner's side at all times, hovering next to them or resting on their head or shoulders. Once per topic this Pixie can coat its owner in wind magic, which turns all damage the owner would do into wind damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only wind damage, going back to their normal damage types after the duration. Because of how loyal, and jealous, these creatures get, you can only OWN one elemental pixie at a time.
If you already own a Pixie from a previous year, yours will upgrade, learning the spell associated with the Pixie you own. The pet can now cast that spell twice per topic and will not be as scared of combat as before. If you traded in a Pixie, it starts new and does not gain the spell.
Can cast Wind Cutter twice per topic. (Does not count against NPC cap) | Pet | Adult Drake (Big Frizole)
| (Acquired as part of Drake Hussar subclass) Adult drakes are the grown version of their baby counterparts. Large reptilian creatures that are descendants of the dragons. These creatures are just a bit bigger than a mounted bird and can also fly. They are large enough to be ridden and can be driven into the battlefield, allowing you to attack from their backs and navigate the battle field. Depending on which drake you pick, it comes with a breath weapon to defend itself with and attack its enemies. This breath weapon has a damage type equal to its type and breaths out in a medium-sized cone. Drakes come in six types. Fire, Earth, Water, Ice, Wind, Lightning | Mount |
Other Treasures (These items have no mechanical value) Item | Description | Silver Wolf Pendant | Gifted by Blue Raspberry A simple, silver wolf head necklace given to Astrid by Blue Raspberry upon their first meeting when Blue Raspberry was pretending to be a wolf. They left it behind after she fell asleep post-feast. | Embroidered Handkerchief | Gifted by Cantio A brilliant crimson handkerchief with finely stitched golden embroidery. What once held Cantio's initials now says Astrid's name. She and Cantio passed this back and forth two times previously before Cantio permanently gave it to her. In the first instance, Cantio gave the handkerchief to Astrid so she could clean herself up on their first meeting. She held onto the red cloth, cleaned it, and eventually returned it to him the morning after he agreed to be her father. When they next met up, he had expertly embroidered Astrid's name into the handkerchief and gave it to her permanently. | Slaad Bone | Gifted by Shaa Rhunn During the Hearth Day celebration, Shaa gifted this to Astrid as a memory of the adventure they went on together. He said he even went all the way back to the swamp to find it. | Vikram's Scimitar | A gold-hilted scimitar with a silver blade that once belonged to Vikram the Seeker. After the Seeker's death, Shaa handed the blade to Astrid, and she decided to hold on to it as a token of remembrance despite having no skills to use it presently. This Scimitar is enchanted with the Magic Blocker and Silvered Weapon enchantments.
This item cannot be used without first purchasing the Blade skill. | Battle Hammer (fused with Gerhart's Guardian blade) | (Saving info for posterity) The battle hammer is an upgrade from the club, a single-handed rod fitted with a rounded or square piece of stone or metal. Battle hammers are lightweight enough to carry and wield with just one hand but still pack a punch and can deliver devastating blunt damage. The head of the hammer is often flat, giving it a large impact area.
-Two enchantment slots-
Silvered Weapon
This enchantment can be added to any weapon you own that currently has a free enchantment slot. A silvered weapon is one that has been treated to deal extra damage and be super effective against monsters and evil creatures. While this won't do much to normal mortals, this will cause wounds to monsters to be increased and even cause them to fear you.
Ice Rune
An Ice rune etched into the item causing the weapon to appear blue and give off a cold sensation. Small icicles form across the item and attacks from this weapon deliver icy cold freezing wounds, preventing the use of that limb for the next post.
-Cannot be placed on a weapon with another elemental rune-
| Gerhart's Guardian Blade (fused with battle hammer) | (saving for posterity) 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.
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Post by Lady Astrid Stormstone on Oct 24, 2022 11:41:01 GMT -5
Spells/Abilities
(58/60)Spell Slot | Item | Description | 1 | Lightning Armor | Lightning begins to course around your body, slightly illuminating your form in crackling energy. This armor will shock anyone who touches you while it is own, numbing the body part that it struck. The armor will remain for three post, protecting the user from anyone who comes into melee range. If someone has a limb shocked, that limb will go limp for the next post. -Deals lightning damage- | 2 | Charged Object | By touching an item or object, you cause it to become charged with electrical energy. Anyone who touches this item will feel an incredibly strong shock, able to numb and disarm the limb that touched the object. If anyone touches the object they will take damage and be forced to let it go or take it off. -Deals lightning damage- | 3 | Bullet Dash | By swirling wind and lightning around your person, you create enough of a charge to dash insanely quickly in any direction. Your body blurs forward, dashing at inhuman speeds for a very brief distance. This spell is a great gap closer or spell for dodging quick attacks. | 4 | Call Ghost | After holding your hands in a the form of a prayer, you summon forth the ghostly spirit of someone passed. This ghost can not harm anyone or deal any damage, however is intelligent and able to communicate with you. This ghost can pass through objects and walls and even make itself go invisible, making it the perfect spy. This ghost will last 3 post before going back to the afterlife.
| 5 | Halt Undead | You hold both hands out, causing all undead creatures in the area to freeze, stopping their movement and any actions they were taking for one entire post. Regardless of how many are there, they will all cease to move. This effect works on any undead creature, including summons or beings you read as undead. Can only be used once every five post.
| 6 | Frost Flash | The caster of this spell summons a quick, freezing cold gust of wind that will instantly blow through the area. This gust will be so cold that any exposed skin will blister and freeze, becoming dry and sensitive to the touch. Any affected skin will be blistered for three post, and will take double damage from physical attacks. The damaged skin can be prevented or healed by a heat source, such as a campfire.
| 7 | Pet Pocket | (Gift from Cirice) This spell gives the owner a single permanent pocket space that can be used to store a pet inside of, regardless of size. The pet can live inside of this pocket without aging, growing hungry and being affected by anything. The owner can then summon forth the pet from the pocket dimension, bringing it into the real world to assist its owner.
| 8 | Summon Mount | A spell that requires you to first own a mount of any kind. By casting this spell you can instantly summon your mount to your location, making it appear out of thin air. This gives you instant access to your mount without having to take it around with you everywhere.
| 9 | Suspend Item | You target an item suspending it in an aura of time and space. As long as this item is suspended it cannot 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 affected. Can not target living beings and can only affect one item at a time.
| 10 | Summon: Possession | You can call forth a weapon or item that you own, causing it to return to you. This will call forth anything not currently on your person, regardless of where it is. That item will vanish from its current location and reappear in your hand or in a storage item. This item does not travel and instead just teleports. You can not use this spell on something too big or heavy to hold.
| 11 | 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 affected will be able to move twice as fast as normal, increasing their running and moving speed.
| 12 | 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 snail's pace and your reactions are incredibly slow.
| 13 | Replicant | You snap your fingers, summoning a perfect copy of yourself, mimicking the exact way you appear when casting the spell. This copy is physical in form, can speak and mimics your exact personality. This form can move around, away from you and even interact with its environment. This clone can even cast spells and attack, however will deal no damage with any of its abilities or strikes. As soon as this copy takes damage, it will vanish.
| 14 | Step of the Wind | Magic forms around your feet, creating small pads of wind that allow you to physically walk on air. This is not flying, but instead allow you to step up into the air as if a solid surface was there. This lets you cross ravines, scale walls or even use quick dodges in combat.
| 15 | Blinding Clasp | By clapping your hands together you give off a blinding flash that effects anyone with in a couple of feet of you. If anyone happens to be looking at you or your hands, they will be blinded by this flash for their next post. They will be unable to see anything except for pure whiteness until the end of their next post.
| 16 | Resounding Rebound | (Blunt) Using your brute strength, you have discovered how to strike with such force that when you throw a Blunt weapon it will bounce off of armor and hard objects. This allows you to strike at things within five feet of the original target, or catch your weapon if you are close enough.
| 17 | Anvil Smash (1/topic) | (Blunt) Using the utmost control and expenditure of explosive force, you perform an overhead strike that, if it makes contact with your target, it will bypass all hit preventions and cause massive damage. This also stuns the target for a post, making it difficult to cast any spells or use any skills above Novice level. If you use this technique to strike the ground, you create a twenty-foot diameter hazard around you that makes it difficult to use any movement-based spells or techniques for anyone within it. This also knocks anyone else touching the ground at that moment off their feet. Can only be used once per topic.
| 18 | Static Field | 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.
| 19 | Lock Up | A martial skill one uses while wielding a martial weapon and acts like a defensive block. When using your weapon to block another physical weapon, you can use your own body weight to lean into the block, creating a lock of the two weapons. While locked neither combatant can make an offensive moves with the locked weapon and can not move forward. Both combatants are forced to move back and disengage before making another offensive strike with the weapon.
| 20 | Thunder Bomb | By touching an object you can embue it with lightning energy, charging the object. This object will remain charged until activated. When activated the object will explode, sending out a large amount of energy. This energy will slam into anyone near the object, dealing damage and knocking them over or prone. The object can remain charged for several minutes, but you must be able to see the object to activate it. -Deals lightning damage-
| 21 | Frost Pulse | You spend a few moments welling up magical power in your fingertips before releasing a thirty foot long, narrow beam of freezing energy that lasts until it is canceled. The longer it strikes an opponent, the more damage it deals, even capable of inflicting frostbite. This spell is draining on your mana supply, and becomes more draining the longer it is used. You can not move or cast other spells while using this beam
| 22 | Peel From Reality | (Mystical Archive Spell) By casting this spell you are instantly removed from existence for your next post. Your physical and mental form cease to exist. You can not be targeted or affected by anything, spell or ability, and any current active effects will cease and end, both physical and mental. You simply cease to exist until your next post. After the duration you return to reality in the exact spot you left. Can only be used once per topic.
| 23 | Scern's God Killer | (Sol Stone 3 Reward - Can be traded for Mystical Archive Ticket) Exalted level Dark Domain spell (Can be obtained/used without needing the domain skill)
A very powerful spell that was crafted by Scern and used against Ziev in the battle over the Sol Stone. To cast this spell, you must have made no offensive actions on your last post (nothing that intended to deal damage, injure, hurt or afflict some kind of negative effect). When you cast this spell, you target one enemy you see within 20 feet causing red hot burning chains to burst from the ground and wrap around the target. The target will take medium amounts of fire damage and be unable to make movement or take any actions (including casting spells) for their next two posts. This spell can only be used once per topic and cannot be used against Player Characters (unless permission is given).
| 24 | 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.
| 25 | Gifts Ungiven | (Mystical Archive Spell) You target one enemy, for the next two post they are unable to use any abilities or features from a prestige class. This turns off all active effects and prevents them from being used again for the duration. This spell can only be used twice per topic.
| 26 | Momentous Cleave | A technique that applies massive amounts of strength and energy into the attack. This skill allows your next attack to cleave off any unarmored or unprotected limb, such as an arm or leg. (will just knock out if struck in the head) If the attack is blocked or guarded with armor of any kind, this attack will consume all of the hit preventions that armor or defensive source has, and can not obtain any new ones for the rest of the topic. Can only be used once per topic.
| 27 | Grounding Strike | 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 backside. Can only be successfully used once per topic (does not count if the attack was not successful.
| 28 | Head Strike | An attack designed to knock an opponent off of their guard and disorientate them. Normally done by punching or striking an enemy's 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.
| 29 | Wall Dash | This skill allows the user to run short distances across inclined surfaces, such as a wall. While moving at a running pace you can traverse up to 10 feet of a surface that one would normally not be able to run across, allowing you to run sideways or even up a flat surface. The surface must be solid and the runner must touch down on a normal, flat surface before being able to use this again. This does not allow you to cling to the surface and you will fall if you stop moving while on the inclined surface.
| 30 | Rising Strike | This skill allows the user to send an opponent air borne with a physical attack of theirs. By successfully striking a foe (not blocked) with a upward rising strike, the force from the strike will lift the enemy off the ground up to four feet, causing them to rise upwards for their next post. This move allows martial fighters to captilize on a strike, opening up the chance for a combo attack. Can only be successfully used once per topic (does not count if the attack was not successful.
| 31 | Cyran's Dream Walker | A spell that allows you to enter the dreams of a sleeping person. By touching the body of a sleeping person (friend or foe) you will go into a sleep-like trance, connecting to their subconscious. While in their dream, you can control all aspects of the dream, from appearance to theme and activities. You can remain in the dream for three posts and can not be expelled unless the target wakes up. While in the dream you can communicate with the target and even read into their inner thoughts, but can not deal damage or affect their real-world body. When the target wakes up, they will not realize this was a spell and will think it was all just a dream. Can be used once per topic.
| 32 | Lightning Bolt | By pointing your finger, you send forth a thin, quick beam of lighting shooting out. It will crackle and course through the air in a straight line, blasting through anything in the path of your finger. While it is a thin, easy-to-dodge beam, it delivers a high amount of damage. -Deals lightning damage-
| 33 | Lightning Cage | You call down multiple bolts of lightning that strike the ground, creating a cage around an enemy or a target. This cage will pulse with violent energy and is capable of dealing an immense amount of damage. This cage attempts to keep anyone locked inside or others locked out and is very useful at cutting people off from others. If it locks someone in, the cage will remain for two posts. -Deals lightning damage-
| 34 | Cyran's Haunting Blade
| 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.
| 35 | Astrid's Valkyrie Strike | You harness your connection to Sky magic to fully envelope yourself in lightning and launch yourself in any direction. During your movement, you can alter your trajectory twice. Additionally, at the end of the movement, you can choose to release the harnessed lightning in a medium-sized explosion, striking enemies within the range. This deals heavy lightning damage, knocks them prone, and paralyzes them for their next post. While paralyzed, the affected enemies cannot move or take offensive/defensive physical actions, however they can still cast spells. This spell has a two post cooldown.
| 36 | Guard Break | 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.
| 37 | Pet Pocket | (Yes acquired a second one) By waving your hands across your body you can create a magical aura that is specific to one elemental damage type, such as fire, earth, water or ice. The next spell you cast, regardless of its normal damage type, will consume this aura and have the elemental damage type chosen by the aura instead. So if you choose fire, an ice spell you cast will now deal fire damage instead. Can only be used once every three post. | 38 | Jumpstart | (Summer shop) 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 conscious. Can only be used on a specific individual once.
| 39 | Dual Cast | (Mage's Guild) By completing a hand motion you cast an enchantment on yourself that allows you to dual cast your next spell after this one. Once this spell is active on you, the next spell you cast will have a second version of the same spell cast right after it. The copy will be the same exact spell, under the same exact conditions as the first one and must follow the same path or target the same target as the first one. This can only be used twice per topic.
| 40 | Energy Transformation | (Mage's Guild) By waving your hands across your body you can create a magical aura that is specific to one elemental damage type, such as fire, earth, water or ice. The next spell you cast, regardless of its normal damage type, will consume this aura and have the elemental damage type chosen by the aura instead. So if you choose fire, an ice spell you cast will now deal fire damage instead. Can only be used once every three post.
| 41 | Smooth Talking | Your lies can no longer be decerned, 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.
| 42 | 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.
| 43 | Voice of Thunder | (Mystical Archive Item, Black Harvest Giveaway Dragon Stones) After casting this spell, your voice becomes enhanced, now speaking three times as loud as it normal could. This gives you a deafening, booming voice, able to block out other sounds for the next post. If you are directly next to someone and scream, you are able to daze them, making it hard to focus on complex task, preventing them from casting Exalted level spells during their next post. Can be used once per topic. | 44 | Blue Raspberry's Energy Drinker | 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.
| 45 | Divinity's Blessing | (Mystical Archive Item) You target yourself or an ally, coating them in a shield of divine protection. Until your next post they will ignore all damage received from any source, absorbing the damage as energy. They can then release that energy from their body in a burst, healing all allies in a 20 foot range and dealing light damage to all enemies in that same range. This spell can only be used once.
| 46 | Offense is the Best Defense | (Mystical Archive Item) You have an understanding of the concept that sometimes disabling an opponent involves taking risks and sacrificing safety for an advantageous blow. Once per topic, when you are in a situation where you are about to take a melee blow that would be blocked by a hit prevention from any source (i.e. armor, spirit guardians, or another martial ability), you can choose to sacrifice that hit prevention to unleash a powerful retaliation. Using this move means that you will take the full damage from the blow, and at the same moment, you inflict a blow of equivalent damage against your attacker.
| 47 | Snug and Cozy | You can touch yourself or an ally, causing the target’s body to become temporarily compact and malleable. This spell allows you to squeeze through small and tight spaces you normally would not be able to crawl through, such as chimneys, cracks in walls and windows, or small tunnels. This spell has a three post cooldown before it can be used again.
| 48 | Snow Fort | Using yourself or an ally as a point of origin, you can cast this spell to create a snow fort around them or yourself; in cold locations, this spell will use snow— however, in warmer locations, this spell will freeze over the moisture in the air in order to accomplish its arcane purpose. This spell creates a completed circular wall up to four feet high, seemingly crafted of solid bricks of ice and snow. The Snow Fort can take the impact of three magical, ranged, or physical attacks before it crumbles. This spell can be negated by fire spells of the Earth Domain.
| 49 | Cold Fist | This spell causes a thick coating of solid ice to form on the user's hands and forearms, giving them gauntlets of ice around their fists. Any melee attack made with these fists will deal ice damage and cause a small chunk of the ice to break off.
After striking three times with this spell active, the ice around your hands will fully fall off. The shards that fall off during your strikes will take the form of extremely sharp spears which can be picked up and used as weapons for the rest of the topic.
| 50 | 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 palms. 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.
| 51 | Sneak Peek | (Mystical Archive Item) By touching an object that has something written on it, you can instantly transfer the writing into your mind, learning its contents without reading the object. This can be used to sneakily read information, or translate something you do not understand. Spies in Darkvale often pass scrolls off to each other, reading its contents without ever opening the scroll. This can be used twice per topic and can only read up to a page worth of information at any time.
| 52 | Spring Cleaning | A spell developed to help rapidly declutter and remove grime. By touching yourself or a willing creature, you can clean off any dirt or grime that has accumulated on their person. You can also touch a small, disorganized area to reorganize and declutter it - such as cleaning a desk, arranging shuffled papers, stacking a pile of coins, or removing wrinkles from clothes.
| 53 | Enchant This | (Mystical Archive Item) A very powerful spell that allows the caster to send out a pulse of magic, interfering with magically enchanted objects in a short area around the caster. Once per topic you can cast this spell, turning off all enchantments that are currently enchanting weapons, armor, items or other objects, including yours and your allies, in a short area around your body. The enchantments and any of their effects will remain off for the next three post. | 54 | Flight | The peak of sky domain movement, you can now fly, moving through the air as if it was nothing. You surround yourself with wind, lifting up into the air, making yourself able to fly short distances. You still cant soar very high or far, but it is great for battlefield movement.
| 55 | Weaken Armor | A scroll which depicts, describes, and elaborates on the common weak points of armour; after learning this, a martial fighter may target a single weak-point on a piece of armour, and reduce the hit preventions on the targeted piece of armour by two points if it hits. Due to the exertion this technique causes, it may only be used once per topic.
| 56 | Javian's Falcon Wing | When using this combat style, you adopt a stance where your arms hover slightly angular to your hips with a weapon in each hand, preparing to do just about anything from feints, slashes, stabs, and parries at a moment's notice. For the next three posts you can do any of three movements within the Falcon Wing style once per post. After the three posts end, you cannot use this stance again for two posts.
Falcon Glide While shifting your weight forward at a moment's notice you dash in a straight line a short distance away as quickly as you can while angling your weapons to either your right or left side, making a free attack at anything in your path as you do so.
Talon Strike Using the uncertainty of your style's stance you strike with an alacrity rarely seen outside of birds of prey. Swinging one weapon from a lower and the other from an upper angle you make an attack that if only one of the weapons is blocked the other causes massive damage, rending two hit preventions. Both attacks must be blocked to negate this loss of hit preventions. If both blades hit, this move removes 4 hit preventions in total and cannot be used again for the rest of the topic.
Harrying Guard You have trained long and hard with your mastery of dual wielding and it has borne fruit. Your hand-eye coordination and reaction time is like that of a frenzied beast, and you can use that to your advantage as you can make an attempt to block or parry an incoming attack and attack at the same time. If successful you completely block all incoming damage while successfully dealing damage to your opponent instead.
| 57 | Thought Hemorrhage | (Mystical Archive Item) You target one person you can see, filling their mind with a momentary lapse of memory. They will instantly forget any spell that they have already cast this topic, unable to use that spell in any form for the rest of the current topic, regaining memory of the spells afterwards.
| 58 | Tavern Champion | (Mystical Archive Item) 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.
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Prestige ClassesSpellblade
Level 1Arcane Soul | When purchasing this class you must choose a weapon you own. That weapon becomes bonded to you, a magical link being created between you and the weapon. You must also choose an elemental damage type, and can only choose one if you posses Master level in that elements Domain. The weapon you bond with will now always do elemental damage equal to the element you chose, regardless of having an enchantment or not. This elemental damage also can not be ignored due to things like resistant or immunity, allowing your bonded weapon to always deal its damage. | Arcane Focus | Your bonded weapon becomes a conduit for spell casting, allowing you to cast spells through the weapon regardless of domain or element. This allows you to wield the weapon as normal, but channel spells through it, weaving magic through your strikes. You can combo your physical attacks, creating a variety of effects and combos. This includes targeted spells or spells that require you to touch the target, letting you use your weapon instead. Your spell limit also increases by 5, giving you access to more spells which you can cast through your weapon. | One With the Blade | Your bonded weapon becomes more than just a tool, it becomes apart of you. You have wielded this weapon through most of your battles and have come to rely on it to do its job. This weapon no longer hinders you, allowing you to wield it like it was apart of your own body. The bonded weapon no longer counts against your item limit, having 0 points when calculating its capacity limits. |
Level 2Always There | As your primary tool and means of combat, the bonded weapon can never stay away from you for too long, needing to be with you in combat. Your weapon can not be taken from you or forced out of your hand by spells or effects. It acts as if it is glued to your hand. Additionally if your bonded weapon is not currently in your hand, you can summon it to your hand in the blink of an eye. Regardless of where it is or what condition it is in, the weapon will return to you, ready for battle. | Sharing Essence (2/topic) | Your blade is not just a mindless weapon for slaughter, but has bonded with you, feeling and caring for you. Because of this the weapon will attempt to keep you alive, and can access its own magic when in need. The weapon can choose on its own to pump a bit of its magical essence into you, healing you of any minor or major wounds you might have sustained. This can be done without you needing to command it, letting the weapon heal you regardless of the situation. This can be done twice per topic.
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KnightLevel 1Challenging Mark
| This feature allows you to call out an enemy, marking them as a challenger. This forces the marked enemy to focus their attacks and their attention on you, now their primary target. Any offensive move made, such as an attack or a cast spell must be made against you and no one else. However you must also only make offensive moves towards them. If you attack or make an offensive move against anyone that is not your marked challenger, the mark will fade. This mark will naturally last for four post, unless ended early, and has a three post cool down before it can be used again. | Stalwart Armor
| 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
| 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)
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Level 2Rushing Charge (2/topic) | 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 | 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. |
Level 3Battle Cry | You send forth a cry of war, calling out into the air. You and all of your allies are driven to battle, filled with courage and strength. Any allies affected by this cry will deal double physical damage for the next two posts, making their physical strikes from weapons deal increased damage for the duration. In addition, all allies affected by the cry can not be feared or forced to turn against their allies. They will ignore the effect of any fear-type spell or ability until the end of the cries duration. Can only use this feature twice per topic. | Light As A Feather | You have become so used to wearing armor and carrying a shield around with you in battle that it no longer even feels like you are wearing it. Your defenses now just feel like normal clothes, having no weight or movement restrictions. As long as you are wearing the armor or have a shield equipped, those items will not count against your total item limit, allowing you to carry more weapons or items into battle without your armor weighing you down. |
Level 4'Tis But a Scratch | Your body has become an indestructible mass of armor, your skin mimicking the very armor you wear. You now only take half damage from all sources of physical damage, including weapons of all kinds. Regardless of wearing your armor or not, your skin has become tougher, more durable, allowing you to sustain much more damage than normal. Spells and abilities do not apply to this resistance. | Relentless Challenge | Your challenging mark now becomes permanent, having no duration or cooldown. All of the effects of the challenging mark still apply, meaning your mark can only focus on you and you can only focus on them. However the mark will remain active for as long as you only attack them. The only way to end the challenge is by you attacking another person or choosing to end it on your own.
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The ElementalistLevel 1Primordial Paths | 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. |
Level 2Partial Elemental Manifestation | 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. |
Level 3Enhanced Primordial Paths | 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 | 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.
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Primordial PathsPath of LightningBolt Dancer | Whenever you use the Lighting Bolt spell you can instead of damaging with it, move with the bolt itself materializing where it ends. This has a one post cooldown between uses but can be used any amount of times in a thread. | 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 Synapse | 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 affect with a spell or ability that deals lightning damage by placing a static charge upon it. This allows you to freely manipulate the object and whatever is attached to it while it is 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 from enhancement, produce a one-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 (per charge used per affected target). The number of charges that are being used affects the number of times the Elementalist can activate the electrical discharge. (Ex. Use 2 charges on 1 target = 2 rounds of paralysis. Ex. On 2 targets, use 1 charge each = 1 round of paralysis.) |
Path of WindHowling Gale | Your mastery has become so pervasive that you are like a maelstrom, able to create a tornado like effect that encircles you beginning at ten feet from your body and going out another five feet from there. The harsh winds buffet and slice at any you deem an enemy while being completely harmless to yourself and allies. You can see through the effect but others cannot, and it automatically blocks any sky domain or ranged weapon attacks that are used against you, while speeding up those same spells and attacks that you and your allies use. |
Spirit GuardianLevel 1Guardian Spirit | The Spirit Guardian summons forth an ancestral spirit beside them to guard and protect them. This Guardian spirit can take on many forms but is no larger than a medium-sized creature no matter what form it takes on. (A Medium sized creature is defined as being between 3 feet and 8 feet tall.) The spirit can only be summoned once per topic but has two hit preventions, allowing it to take two strikes from an attack before it vanishes back to the spirit world. This guardian will permanently remain until all of its hit preventions have been consumed. It can not attack or interact with objects and is only able to block and absorb attacks. | Spirit Stroud | When the spirit guardian is summoned it creates a spiritual shroud around it, emanating from its body with the spirit being at its center. The shroud has a ten-foot diameter and will move around with the spirit. Any ally inside of the shroud will have their elemental abilities enhanced, increasing the speed and size of an elemental spell that is either ranged or a noncontrollable summon spell aka a wall. (An elemental spell is a spell that deals Fire/Lightning/Ice/Water/Wind/Earth/Light/Dark, only the caster must be within the shroud itself to benefit from this ability, not the effects of the spell being cast, i.e a wall would be larger if it was outside of the aura as long as the caster of the wall was within the aura.) The spell will move twice as fast as it normally would and be twice as big as any spell cast outside of the shroud. This shroud vanishes when the spirit vanishes. |
Level 2
Call of Spirits | The spirit guardian has communed with nature or their ancestors, gaining the ability to call forth a second spirit. They can now summon a second spirit during their topic which follows the same rules as the first, having two hit preventions and vanishing once all hits have been consumed. You can have multiple spirits out at a given time, choosing to summon both at once or splitting them up through out the topic. | Shroud Affliction | The shroud that an individual spirit gives off is now increased to a 15 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy that is inside of the shroud will have their spells adversely affected. An enemies spell will be reduced in level by one, dropping from exalted to master, or master to novice. Any enemy spell that has a duration will have its duration reduced by one and will deal half as much damage while inside the shroud. |
Level 3
Devoted Spirits | The spiritual guardians have now bonded themselves to the summoner even more, dedicating themselves to protecting the summoner and its allies. All of your spiritual guardians now have their hit preventions increased, going from two to four. Now each spirit can absorb four total attacks or strikes before it vanishes into the spirit realm. | Overpowering Presence | The shroud that an individual spirit gives off is now increased to a 20-foot diameter, increasing its range of effectiveness while it is active. Additionally, any enemy inside of the shroud will find their movements and reactions hindered, making it harder for them to close the gap or flee. Any movement increasing buff from spells, abilities, or effects of the enemy will have no effect while inside the shroud. This includes speed buffs or movement enhancements such as dashes, blinks, or teleports. |
Level 4
Ancestral Fervor | The spirits a guardian can summon have now grown attached, not only wishing to protect but now are able to offensively support their summoner. Summoned spirits can now grapple enemies, using their bodies to restrain an enemy. This can take the form of holding a person with their arms, biting down on someone or just sitting on them. A restrained enemy can not move for their next post and any offensive action must be taken against the spirit holding them. The spirits hold will break after the next post and each spirit can only grapple once per topic.
| Spiritual Suppression | The shroud that an individual spirit gives off is now increased to a 25 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy who steps inside of the shroud finds the effectiveness of their physical and martial abilities diminished. Enemy armor loses all current hit preventions (they come back if the enemy leaves the shroud) and all enchantments on enemy weapons will be turned off, being rendered useless and having no effect while inside the shroud (reactivate and come back when the enemy leaves the shroud). |
Bardic VirtuosoLevel 1Bardic MusesVirtuosos find muses in many forms, and these muses can come from nearly anything but generally speaking, they are defined into four categories: Song, Art, Dance, and Expression. These muses are palpable and real just as anything else, and guide the discovery and growth of the Bardic arts, empowering Bards with the ability to create fantastical works. The Muses themselves are Archfey that emanate to bards and so the magic and power they grant are strong and deep-rooted, so much so that it can enhance bards and make them unnaturally charismatic and entrancing. Upon taking this class you choose one of the Muses below that inspire and direct your form of art and expression. While bards are exceptionally good at all of these forms, they gain unique enhancements based on their primary muse. This muse is your source of power and grants you a unique ability based on the one you choose. This muse stays with you for the rest of the class. Muse | Description | Song | Some Virtuosos find song and music to be their magnum opus when it comes to creative muse and it empowers the music they make, giving it magical effects and strength that can quite literally move those enthralled by its sound. | Art | Virtuosos who follow the muse of art weave their essence through sculptures and statues that they create, giving their artwork a life of its own. A Bard who claims the Muse of Art as their source of inner strength possesses near-boundless creativity and seeks to share it with the world. | Dance | Virtuosos who draw their Muse from dance can seemingly grasp the heart of others with their steps alone, empowering, enchanting, or debilitating any who see them or suffer their touch. A Bard who possesses the Muse of Dance seems otherworldly and even ethereal when they move as if they are part of this world and not at the same time. | Expression | Virtuosos who draw their power from the Muse of Expression may be lawyers, statesmen, leaders of men, or charlatans but one thing is certain, their speech and mannerisms have power and can warm the coldest of hearts even if it's only fleeting. The courage, passion, or despair they can cause in others can quite literally change the very face of the world given time and resources. |
Tools of the Trade
Your muse has bestowed a magical tool upon you, one that encompasses your style of art and aids in your performances. The tool you receive is based on the Muse you have chosen to inspire you, allowing its magic to flow through you. Name | Description | Muse | Enhanced Instrument | The Muse of Song has bestowed upon you an instrument of your choice that radiates with arcane energy. You may use this instrument as a spell-casting focus, allowing you to cast spells through the instrument while you are playing it, no longer needing free hands to cast your magic. If you already own an instrument you may choose to have the Muse enchant that instrument instead, gaining this same ability. | Song | Enchanted Clay | The Muse of Art has bestowed upon you a bag of molding clay, which can be used to create small statues or sculptures. Your skill allows you to mold the clay into any humanoid or nonmagical creature with perfect detail. This bag comes with enough clay to make two six-inch sculptures. | Art | Mystic Bells | The Muse of Dance has bestowed upon you two small, silver bells that can be extremely soothing, or very annoying. These bells can be worn on your person and can even be manipulated by the owner, allowing you to increase or decrease the sound the bells give off at will. | Dance | Inspiring Sigil | The Muse of Expression has bestowed upon you a sigil or badge that can be worn on your clothing or gear. While wearing this badge, you gain two hit preventions against fear or charm effects. | Expression |
First StepsNow that you have started along the winding path of the Bard, your Muse has certain aspects that all of their followers possess. You gain the ability listed below that corresponds with your chosen muse. Name | Description | Muse | Perfect Pitch | A Virtuoso with the Muse of Song has trained long and hard to perfect their musical abilities, so much so that they have perfected the art of maximizing a note, allowing them to sing while also performing with their instrument. If you are both singing and playing your instrument, you can cast one spell through your instrument that normally requires touch, allowing you to instead cast it as a ranged spell up to a medium distance. This can be used three times per topic.
| Song | Living Works | Those who follow the Muse of Art are capable of granting life to the physical works of art that they create. By taking a sculpture you have created with enchanted clay, you can grant life to that work of art, turning it into a creature no larger than medium-sized (7 feet max). This creature will follow your commands for three posts, able to attack or defend with basic actions, such as scratches, bites, or tackles. It will then turn back into clay which can no longer be used for this topic.
| Art | Quiet Elegance | Virtuoso's who claim the Muse of Dance have long been extremely skilled at dancing as a way to hide their movements and entrance others into their performances, weaving elegance and precision into every step they make and even in the way they fight. Twice per topic, you can cause your bells to emit a unique frequency, anyone who hears the bells will no longer be able to hear you. They can not hear you speak, walk, or move at all, making you completely silent to them. | Dance | Charming Grace | Virtuoso's who hold the Muse of Expression lay claim to a truly Charming Smile, so much so that it almost seems like they can cause compulsion in almost anyone when it comes to angling a conversation in their favor. Three times per topic you can put any one person you are speaking to under your charm, causing them to see you as a trusted friend. You can ask them to complete one favor, which they will attempt to do to the best of their ability. This favor can not force the enemy to harm themselves and the more in danger they become, the more likely it is for the ability to end. The person will remain charmed until they sustain damage or complete the favor.
| Expression |
Level 2Wrath of The MuseBardic Muses are often resentful of each other and their followers, becoming spiteful when in the presence of another Virtuoso. Once per topic, if you are in the presence of another Bardic Virtuoso and they do not share your muse, you can choose to end one of their active bard abilities or counter one that is being activated. Wrath of the Muse can not be countered this way. Two Step
Your ability to harness your muse has increased further, giving you access to a new ability based on your chosen muse. Name | Description | Muse | Piercing Song | Your song and music get louder, echoing out through the area. It can now be heard over any other sound, regardless of how loud it may be. Your music can now be heard regardless of anyone attempting to block it out, affecting people who are deaf, people who have covered their ears, or who have attempted to ignore the music. The sounds of your instrument and voice can even be heard through structures and walls, affecting anyone in the immediate area. | Song | One with Art | Once per creation, when one of your living sculptures lands a physical melee attack against an enemy, you can command that sculpture to morph and mold around the enemy's limbs, locking them into place. For the next two posts, two of the enemy's limbs (arms or legs) will become stiff and hard, unable to be used. They will still take damage but can not be bent, flexed, or moved in any other way. | Art | Alluring Trance | You begin to dance with seemingly otherworldly movements that grab the attention of others, drawing their gaze and focus with each step you take. Twice per topic, you can jingle your bells to attract those around you, causing them to focus on you instead of others. Enemies who hear the bells will turn their focus to you and away from your allies. Spells, attacks, and abilities used by the affected must target the Bard instead of anyone else. This will also end any active effects on your allies that were cast by the enemies.
| Dance | Rejuvenating Speech | You're voice comes across as very relaxing and calming, filling the air with positive and enthralling vibes that are very sweet to your allies. However, your enemies hear a very different speech, and they begin to feel a sense of foreboding dread that removes their willpower to keep going. An ally who hears you will be healed of all surface-level wounds and will feel inspired, pushing forward and continuing to fight. Enemies who hear you will be unable to cast healing spells or abilities, and can not be healed for the duration of your speech. This effect will last for two posts and can be used two times per topic.
| Expression |
Level ThreeEncoreTwice per topic, you can summon the power of your muse to speed up your reaction time. If you cast a spell or use a martial skill, you can use this ability to gain a free use of the same spell or ability used. This lets you cast the same ability back to back without taking up a new action or consuming one of its activations. This allows you to perform two actions in the time of one and get an extra use out of limited spells or martial abilities. Step Three
Your journey as a Bardic Virtuoso has neared its end, the strength earned through your muse has reached new heights and has given you a new ability. Name | Description | Muse | Dancing Instrument
| Your bonded instrument has taken on a life of its own, now able to float next to you and play music without you needing to touch or interact with it. You can manipulate your instrument and play notes while it hovers next to you, letting you use your free hands to do other things, like attack or defend yourself.
| Song | Art for a life time | You have molded and shaped your sculptures so much that you can now make them hard and more durable. Any Living art you have created with this class now gains two physical hit preventions, and can not be affected by mental effects of any kind, including fear or charms. | Art | Enlightening Steps | Something about the way you move quite literally enhances or debuffs those who look upon you as you give a sense of strength and courage to those you deem allies and a sense of dread to those you deem foes. Anyone who is an ally that sees your dance will have their speed doubled for two posts and ignore movement-restricting abilities, whilst anyone who is an enemy will instead have their movement halved and cannot use any movement-based abilities or spells for the next two posts. This song lasts for three posts and can only be used once per topic. | Dance | Staunch Perseverance | You very voice or gaze fills your allies with the strength to keep fighting no matter how dire the situation is. This affects your allies for two posts and for as long as your allies can hear or see you, they will be immune to spell effects. This will not ignore the damage dealt to them by that spell but will prevent them from any other effects, like being stunned, frozen, shocked, burned, paralyzed, or other status effects.
| Expression |
Level FourJack of all MusesYour Muse's love for you has drawn the attraction of the other muses as they have begun to tempt you with small deals of power. Twice per thread, you can summon forth another muse you have not chosen, earning a tiny bit of their magic. You can use two abilities from any level that belongs to a different muse, able to use that ability once this topic. As you summon the muse you gain a spectral version of that muses Tool of the Trade, able to use another Muses feature. Magnum Opus
You have reached the peak of performance, having become a true master of the Muse. You have earned one final ability from the table below that belongs to your muse. Name | Description | Muse | Crescendo
| The bard has become so skilled at playing their instruments in battle that they are now able to play two at one time, using their dancing instrument feature to play one while playing the other in their hands. This allows you to use two different Spells at the same time. Upon earning this feature you may choose a second instrument to add to your collection, and your Perfect Pitch ability increases from three to six uses.
| Song | Art is a Bang | Now a master at both sculpting and commanding, you have learned the perfect art form. You can now cause any of your active living sculptures to explode, bursting outward in a rain of hardened clay and force. Anyone and everything in a medium area will be pelted with tiny pieces of clay and hit with a massive force, dealing high blunt damage. | Art | Finale | The ultimate form of expression of the Muse of Dance. The bard who performs this movement will seemingly fade in and out of existence from the material plane. Once per topic, you can cause your body to remove itself from reality, while still being able to move, be seen, and perform. For three posts you can become ghost-like, ignoring damage and physical interaction from reality. For the next post after this abilities duration ends, your limbs remain halfway in between reality, allowing your physical melee attacks to go through armor, ignoring hit preventions of any kind.
| Dance | Perfect Charm | Your smile and demeanor are so enthralling that those around you now view you as their best friend, wanting nothing more than to protect you. Anyone who can hear your voice will ignore all fear or charm effects and will do everything in their power to protect and defend you. Once per topic, you can force anyone who hears you, regardless of friend or foe, to commit their life to protect you for three posts, preventing them from being charmed by other effects as well. | Expressions |
SubclassesStalwart
Name
| Description
| Rage Before the Storm | You gain access to the Berserker's Rage ability from the Berserker prestige class and follow all rules of the ability. You can activate this rage once per topic.
If you posses the Berserker class you instead follow all rules of the Rage ability minus the downside. While in your rage state you can now cast spells and activate abilities as if you were not raging, giving you access to those tools while still benefitting from all abilities of the Berserker class. | Sundering Strike | The Stalwart focuses on strength and power, allowing it to channel all of their rage and anger into one mighty strike. Once per topic you can deliver a mighty physical attack that not only ignores hit preventions but consumes all hit preventions an attacked area may have. This attack not only deals high amounts of damage but completely destroys and armor or defenses that may have been struck. You must be in a Berserker's Rage to use this, and using this ability instantly ends your current duration on the Rage. | Iron Skin | The physical manifestation of the honed and sculpted forms that the Stalwart's have gained make their very flesh like iron and better then any armor they could wear. Your skin gains two physical hit prevention across your entire body, protecting you from a physical non-magical attack that would strike your body. | Overwhelming Might
| Stalwarts are physically impressive beings of massive might and prowess, and it shows in the weapons they wield. As long as this subclass is active you can wield any two-handed weapon or a shield in one hand, and heavy enchanted weapons and shields have all of the benefit of being heavy without being slower to use. This allows you to wield a double-handed weapon with one single hand, or even duel wield double-handed weapons.
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Transmuter
Name
| Description
| Alchemical Mastery | Transmuters have honed their alchemical abilities to the point where they can alter and shape the world around them. By touching a potion or consumable, you can increase the amount of times it can be consumed or used by one. This can be used three times per topic, allowing you to gain one extra use of three different potions/consumables. | Hands of the Transmuter | Transmuters spend their time learning the fundamental make up of the natural world, having knowledge of all the natural elements in Charon. Twice per topic you can touch an object and cause it to shift into a natural element or mineral. This effect lasts for the rest of the topic. Examples include turning a door into water, or a sword into sand. You cannot use this on anything that's bigger than an average person (6 feet tall) or a living (or undead) creature, such as an animal or person. | Expanded Spells | Transmuters gain access to new spells that they can cast, these spells can be used for as long as you have the subclass as an active class. If Transmuter is removed, you lose the ability to cast any transmutation spells. You also gain a bag of unique coins crafted specifically for you that can be used in your transmutation spell casting.
Your Pouch contains: 1 Silver Coin 1 Gold Coin |
Transmutation Spells
Name
| Description
| Cost | Silver Barrier | Using a single Silver Coin from your pouch, you infuse magic into the coin, creating a shimmering barrier that reaches out to ten feet in all directions with the coin sitting at the center of it. The barrier will absorb one ranged physical or magical attack, nullifying the attack and ending the barrier. While the barrier is up, evil aligned creatures or individuals will be unable to pass through the barrier, either trapping them inside or outside of the barrier. The barrier will last until it takes damage, in which it will vanish. | Consumes one Silver Coin | Solar Rain | Using a single Gold Coin from your pouch, you infuse magic into the coin and toss it into the air. After reaching its peak, the coin will vanish and dozens of tiny arrows made from golden energy will rain from the sky in a twenty foot area with the gold coin being at the center of the area. For two post after the initial cast, the arrows will remain, making the area difficult to pass through. Enemies in the area upon cast will take light damage and any enemy moving through the area afterwards will have their speed reduced by half. | Consumes one Gold Coin
| Gold Bond | Using a single Gold Coin from your pouch, you infuse magic into the coin and hand it to an ally. For the next three post any buff spell that you cast that targets yourself will also have its effects applied to the holder of the coin. If the effects of the spell are turned off or stopped by an outside effect, that spell will also end on the holder of the coin. | Consumes one Gold Coin
| Glinting Arrow | Using a single Silver Coin from your pouch, you infuse magic into the coin and throw it in a single direction. The coin will transform into a silver arrow of pure light. This arrow will fly in the thrown direction at insane speeds, making it difficult to dodge. This attack can not be dodged such as side stepping, ducking or moving. It can only be blocked with defenses or avoided with a spell, such as Blink. The arrow deals light damage but can be deflected with armor or a shield. | Consumes one Silver Coin | Greed | Using a single Gold Coin from your pouch, you infuse magic into the coin and toss it in a single direction. Upon hitting a surface, such as a wall or the floor, the coin will burst into hundreds of golden coins. The two closest enemies near the burst of coins will be compelled with greed, finding themselves entranced by the gold and unable to help themselves. They will spend the next post trying to collect as many of the coins as they can. (Affected enemies can still take actions and use spells) | Consumes one Gold Coin
| Silver Savoir | Using a single Silver Coin from your pouch, you infuse magic into the coin and hand it off to an ally. For the next two post that ally will count as a spell conduit for you, allowing you to cast a spell through the holder of the coin instead of yourself. This can be used to cast ranged spells with the origin being the ally, or cast touch spells on the holder of the coin without needing to touch them. | Consumes one Silver Coin
| Minting Press
| By taking a single Gold or Silver coin from your pouch, you infuse magic into the coin, converting it into either Silver or Gold, the opposite of its current state. This allows you to convert your coins needed for transmutation spells. | Consumes one Silver or Gold Coin |
Arcanatek ResearcherName | Description | Golemancy | You have formed a magical Arcane Golem, an up to eight foot tall stone, wooden, or metal construct held together and given the ability to move and follow orders by the Formulae Arcanum engraved across the pieces that make up its body.
This Golem does not count against your NPC cap. While in its docile state, the Golem cannot attack or take defensive actions and can only preform menial task such as lifting objects or opening doors. It can also carry or move things around but will not to do so in a violent or defensive way.
If destroyed, the Golem can be rebuilt between topics. | Arcane Activation | Twice per topic you can activate the Golem's combatant state. For four posts your Golem can attack or block with its body. A Golem's attacks are equal to it having Master level in the Blunt Skill. These attacks are considered magical. | Mana Bulwark | While Arcane Activation is active, the Golem shares a portion of your magic thanks to the Formulae Arcanum used in its construction. This allows the Golem to cast spells of its own. The Golem can use any of the listed spells in the Golem Spell Table, but can only cast two spells per Arcane Activation. | Ancient Arcanatek | Your travels or your cooperation with other guild members have led to the discovery of one of three Ancient Arcanatek held deep within ruins from the Age of Wonder itself. While such fascinating and sometimes world altering discoveries are usually kept by the Crown or the Academy-- due to your involvement with the guild and contributions to the ongoing Arcanatek research effects-- you have been allowed to keep your findings for your own use. This functions as a permanent upgrade to your Golem, that you must make when you choose this subclass. Long Range Casting Platform Mages of old from the Golden Era could use their golems in such a way that they became platforms and conduits for their spell casting. Your Golem now acts as a spell focus for you, allowing you to cast spells through the Golem, letting it be the origin of your ranged or touch spells.
Ancient Arcanatek Core This ancient and seemingly infinite capacity core allows for you to store more of your magic in the Golem, giving it the ability to cast one extra spell per Arcane Activation of the Golem.
Ancient Sundial This Ancient Sundial was discovered in one of the older temples to the gods, specifically to Lunala and Solaria. It seems that it was used in many a ritual and has absorbed both light and dark magic so much so that it is now suffused with it and can alter spells cast while using it as a catalyst. All of your Golems spells deal both Light and Dark damage in addition to their normal damage types. |
Golem Spell Table Name | Description | Flame Breath
| The Golem spews out a medium range cone of flames. The flames blow out in a small cone, and while it does not reach very far, the heat radiating off of the cone is still enough to be uncomfortable. The flames are scorching and can burn most things caught inside the fire. -Deals fire damage- | Crumbling Touch | The Golem's appendages become coated in a sand like material, giving it the ability to nullify items or weapons by simply touching them. The Golem can touch an item and cause the surface of the item, weapon or armor to also turn to sand. This removes the item's effectiveness, causing it to lose any of its effects or uses for the duration. The item will remain useless for two posts until it returns back to normal and can be used.
| Lightning Armor
| Lightning begins to course around the Golem's body, slightly illuminating its form in crackling energy. This armor will shock anyone who touches the Golem for three posts. The shock numbs the body part that was used in the attack for their next post. -Deals lightning damage- | Blinding Clasp | The Golem gives off a blinding flash that effects anyone with in a couple of feet of it. If anyone happens to be looking at the Golem, they will be blinded by this flash for their next post. | Water Whip | The Golem forms a medium sized whip of pure water. This whip can be used to lash out at enemies, dealing damage or breaking small objects. This whip can also be used to bind an enemies limb, restricting movement. -Deals water damage- | Frost Web | Ice forms across the surface of the Golem's body which can then peel off to form a sticking, cold web like substance. This can be used for several things, such as climbing or sticking to objects, binding enemies or creating a full web to sit in. Anything caught in this web will find themselves stuck to it and will begin to take cold damage will bound. They can free themselves with enough force or outside help. -Deals ice damage- | Armor Of Faith | By touching a target the Golem cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor the target will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting the Golem protect multiple targets a topic. | Zone of Shadows | A large dome of darkness forms centered on the Golem. This dome will consume the immediate area, enveloping it in magical darkness. Anyone inside of this dome will considered blinded unless they have the means to see through magical darkness. Anyone looking from the outside will just see a giant dome of darkness. | Counter Spell | When a spell is cast, the Golem can use this spell to counter that one, completely negating the spell and any effects. This spell must be used in the post immediately after the target spell was used. This spell can only target other spells and can only be used twice per topic. |
Drake Hussar Name
| Description | 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. |
Electromancer (NIU) Level 1 Static Stature | You have begun your journey over the mastery of the lightning element, adopting the sky domain as your new form. Your eyes become filled with crackling energy, little lightning bolts darting across the surface of your pupils. Your skin also becomes statically charged, your hair standing up on end and your skin shocking to the touch. Anyone who touches you will feel a light shock, dealing moderate damage.
| Charged Particles | Your spells that deal Lightning damage now charge the enemy, causing them to become static for the next two post. If they are dealt lightning damage again while charged they will take double damage from the effect instead. Taking damage while charged will end the charge and not apply a new one.
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Level 2Crackling Stature | Lightning continues to course through your body, consuming more and more as your bond to the Sky Domain continues to increase. Your hair now turns its electricity, taking on a bright free flowing form. It crackles off your head into strands of pure energy, flowing until it fades away. Your body, now with your hair, will continue to shock anyone who touches you. This now applies to anyone who strikes you with a metal weapon, causing them to feel a moderate shock as well, but only if they are holding the weapon when they strike you. | Extended Charge | Your charged particles are enhanced, becoming stronger and applying a new effect. Dealing lightning damage will still charge the enemy for the next two post, causing them to still take double damage from a new source of lightning damage. However, when they take that damage, in addition to the double damage, they will become paralyzed for the next two post, ending the duration of the charge. While paralyzed they can still move around, but can not use any physical attacks or defenses, such as swinging a sword or raising a shield, they still however can cast spells. |
Level 3
Lightning Resistance | Your body has been put through its trials and test, enduring itself to the Sky domain and the element of lightning. You now take half damage from all sources of lightning damage, reducing the effectiveness of lightning-damaging spells and abilities.
| Unstoppable Bolt | Your spells and Lightning damage have become so powerful and so destructive that they now ignore any resistance or immunity. Your spells and effects that deal lightning damage are no longer prevented by effects that resist or are immune to lightning damage, allowing you to deal damage regardless of your enemy's defenses.
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Level 4
Storm Lord | You have reached the peak of lightning control, fully embracing its presence and becoming one with lightning. Lightning now streak across the surface of your body, appearing as if a mini storm is raging beneath the surface of your skin. Your skin becomes so charged that your shocks now paralyze your enemies. If you are touched, not only will you lightly shock them, but you will also paralyze them, preventing them from using a physical attack or defense for the next post. They can still cast spells however.
| Master of the Storm | You may now work with staff to create your very own lightning spell. You will work with staff to create a new spell from the Sky Domain that deals lightning damage or involves lightning in its effects. It will be named after you and you will receive the spell for free. After creation the spell will be added to the shop for others to purchase.
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