Cyran's Fanny Pack
Oct 10, 2022 21:05:46 GMT -5
Post by Cyran Fenastra-Asiliari on Oct 10, 2022 21:05:46 GMT -5
Skills
Stealth | Exalted |
Blade | Exalted |
Arcana: Dark Domain | Exalted |
Arcana: Space Domain | Exalted |
Renown: 24
Noble
Noble
Cyran's Arsenal of Daggers
Name | Blade | Small | Slashing | Offhand, Double Strike |
Spell Slicer | One half of a pair of small, matching knives; each one a perfect mirror of the other. The blades are smaller than your average knife, but they are perfectly sharpened to a fine point. These knives are the perfect finesse weapon for those who are quick and agile. Both daggers are identified by their black-leather hilt. Spell Slicer is markedly different from its twin in that the silver steel that makes up its blade is marked with cracked, molten gold spiderweb fillings, as if it has been broken and resealed with pure gold. The act of kintsugi applied to a weapon. Such an act seems to have drained the enchantment from the weapon, but it is still an ideal offhand knife. Offhand A defensive Enhancement, this allows a weapon used in the non primary hand to block a blow with one hit prevention, or to be used in conjunction with the primary weapon hand as a combined attack. Can only be applied to Small weapons or those with the Hand-to-Hand tag.Shadowglass Enhancement n enchantment forged by shadowdancers that imbues umbral magic into their weapons. This enchantment gives a darkened quality to the weapon it is applied to, almost making it appear like shimmering, translucent obsidian. When used to attack a target, the Shadowglass weapon does not deal physical wounds, but rather, passes through the target's body to cause internal damage which eats away at the person's soul. The enchanted weapon can make two strikes that ignore armor and hit preventions, before the magic subsides and goes dormant for the rest of the topic. -Applied to weapon via Tourney Favor- |
Name | Blade | Small | Slashing | Ice |
Cold Steel | One half of a pair of small, matching knives; each one a perfect mirror of the other. The blades are smaller than your average knife, but they are perfectly sharpened to a fine point. These knives are the perfect finesse weapon for those who are quick and agile. Both daggers are identified by their black-leather hilt. Ice Applies Ice Elemental Damage upon contact. |
Name | Blade | Small | Slashing | Pale Ice |
Nothing | This small dagger was one of the first in Cyran's arsenal... his oldest blade. It looks worse for wear now, with a modest hilt covered in cracked leather. The blade is nearly invisible thanks to the enchantment which has been placed on it. The blade is smaller than your average dagger, which makes it ideal to use in a pinch. Cyran rarely uses this. Pale Ice Enchantment 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, 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 weapons form. |
Name | Blade | Small | Slashing | Shadowglass |
Darkheart | A thin blade that looks as if it has been made of obsidian, or black crystal. This blade has been formed from a shard of Cyran's own soul, as impossible as that sounds. It glints under the darkness of the shadows and cuts through flesh to touch a person's very soul, rather than their mortal body. Though he usually keeps it tucked in a plain, black-leather sheath, it gives off a melancholic, slightly menacing aura. Shadowglass An enchantment forged by shadowdancers that imbues umbral magic into their weapons. This enchantment gives a darkened quality to the weapon it is applied to, almost making it appear like shimmering, translucent obsidian. When used to attack a target, the Shadowglass weapon does not deal physical wounds, but rather, passes through the target's body to cause internal damage which eats away at the person's soul. The enchanted weapon can make two strikes that ignore armor and hit preventions, before the magic subsides and goes dormant for the rest of the topic. |
Name | Blade | Small (0 Points - Spellblade) | Slashing |
Wraithsbane | This cold iron dagger went through the painstaking process of being cold forged in order to ensure the properties of cold iron were imbued into the metal itself. It can be used to physically attack and injure spirits, Elderbeings, undead, and other supernatural monstrosities to the same effect that an enchanted or silvered weapon would. Del crafted this dagger for Cyran so that he might have a means of defense against such entities, and it serves as a way of ensuring his safety. A piece of her that can be a constant presence, should the nightmare become too much. |
Name | Blade | Medium | Slashing | Drowned, Scorched |
Chandra | This sword is longer than the blades Cyran normally uses, and not one he generally keeps on his person. It was a gift from Javal's mentor from their time spent together in the Dragon's Cradle under a strict training regimen. The blade is straight and well-crafted, almost like a katana. One side of the blade is hot to the touch, and the other side appears as if it is weeping. Drowned An enchantment mastered by Hydromancers; this enchantment causes your weapon to consistently drip water when unsheathed; going so far as to grow barnacles, urchins, and other stationary sea-life along its length as if permanently submerged in water. Hydromancers and Cryomancers may use the drowned enchantment as a constant source of water with which to manipulate, even in the dryest environments. Scorched Your weapon has been forged by the strongest flames, and treated by Pyromancers. Upon being removed from its hilt, your weapon begins to glow red-hot, emitting an unbearable heat to anyone but the owner of the weapon. This weapon becomes as scorching as it first was when it was forged; it deals fire damage which instantly cauterizes the wounds of the target when used to slash, and leaves behind a severe burn— the pain of which is rumored to linger for months afterwards. |
Item | Description | Weight |
"Mercy's Lament" Dagger of Torment | This jagged and serrated dagger is said to be filled with the soul of an anguished spirit. This weapon has the serrated enchantment on it, causing any wound inflicted by this blade to rip and tear flesh, unable to be healed by normal healing magic. In addition the injured targets mind will be filled with horrifying images of pain and death, they will watch the death of the spirit who's soul is trapped in the blade, violent and bloody scenes playing out in their mind for a single post. Blade | Small | Slashing | 2 |
Concealed Blades 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. | |
Noble's Pride Blade | An elegant dagger decorated with tiny pieces of black onyx, indicating its rarity. Many nobles keep this dagger as both a weapon and symbol of their nobility. However, its is rarely ever seen and even considered a rumor among the lower class. The reason for this is because the blade portion of the weapon is enchanted to be invisible to non nobles. To anyone that is not a noble, the weapon looks like just a handle with no blade, while nobles will see the full dagger. Blade | 0 Points | Slashing | |
Hunter's Boots | A pair of old, rough leather boots. These boots contain metal heels that act as if they have the Silvered Enhancement, making a powerful last-resort weapon for any hunter. They also have the added bonus of being able to fit one small item (weighing 1 point or less) inside, letting the hunter effectively conceal a small weapon or trinket from sight. The boots can be worn on the feet like normal but can also be used like a mace, hammer, or be worn on the arms with the wielders hands inside, allowing you to punch with the boots. Unarmed | Bludgeoning | Hand to Hand |
Item | Description | Size |
Shaping Putty | A small glass jar that contains an odd pink substance. This material is sticky and cold to the touch, and feels like goo. However the owner can hold the goo in their hand and cause it to shape change, taking on the appearance of any object. This can be a normal item like a coin, torch or bag, but can also take the form of a weapon, like a dagger, shield or spear. While the goo itself deals no damage, it can be used to trick an enemy. -Gift from Blue Raspberry- | |
Smoldering Cape | A large black cloak that can be worn on the back and is made out of comfortable fabrics. It comes equipped with a hood that can be used to cover ones head. While wearing the cloak with the hood up, the user can command a plume of smoke to escape from the cloak and cover the owner in a cloud of dark smoke. This smoke will obscure the wearer for three post until it dissipates. The cloud will be large enough to hide the owner inside of the cloud, making it hard to find them. -A cloak made of dark fabric, though there are several small silvery stars stitched on the inside of the hood, out of sight for all except the one wearing the cloak.- -Gift from Iryla, who decorated it herself- | |
"Charon's Best Dad" Purifying Flask | A small flask or cantin that can store water, ale or other kinds of liquid. This flask is unique however as it is able to cleanse the liquid of any unwanted toxins or imperfections. Whatever liquid is placed in this flask will have all undesired effects removed from it by its owner. -Gift from Cirice, who decorated it to say 'Charon's Best Dad' herself- | 1 |
"Charon's Best Mom" Essence of the North | A necklace made of cold iron with whorls of silver detailing. The pendant can fracture down the middle and release a couple ounces of sparkling water. This ice-cold liquid has powerful healing properties and with direct contact it can mend all critical wounds, scars and disfigurements currently on your body. Can only be used once per topic. -Gifted from Cirice- | |
Del's Eternity 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) | |
Spider Silk Boots | A pair of black leather boots with silver spider web designs printed across the surface. While wearing these boots you gain the ability to walk up vertical surfaces as if it was flat ground. This lets you walk up walls or across ceilings like a spider, however does not let you cross non solid surfaces. | 1 |
Pondcho | A cloak or cape with designs of ponds, lakes or rivers embroidered on it. While wearing this cloak, once per topic you can choose to morph your body into that of a small, normal frog. For two post you gain all the normal features of a frog, and can choose from any variety of non poisonous frog. -Gift from Cirice- | |
Dart of Teleporting | A single pitch black dart said to have been crafted by a highly skilled shadow dancer. This dart acts like a normal dart, can be thrown and used to deal minor amounts of damage. However the owner of the dart can teleport to the darts location, allowing them to move through time and space to return to the dart. This can be a tricky item, as sometimes the dart ends up in a dangerous area. When teleporting, you can not be affected until you return to the dart. This ability can only be used once per topic. -Gift from Del- | |
Essence of the Knowledge Eater | A pair of silver pointed ear sheaths that have been crafted with the essence of a telepathic parasite. While wearing these earrings, the user is protected from unwanted telepathic advances - such as dream entering, scrying, and mind reading, which is consumed by the telepathic essence. You have one hit prevention against mental effects such as charms or fears. Additionally, once the spell/ability fails, the person who used the ability or spell becomes temporarily disoriented, forgetting the ability they have just tried to use against you. Their use of that spell/ability, on the other hand, is not consumed. Almost like it didn't happen at all. | 1 |
Backpack x2 | A small bag normally made out of cloth, leather or other fabrics. This bag comes fitted with straps that can be worn on your back or even attached to a saddle. The bag is big and strong enough to carry a decent amount of supplies, and comes with loops on the side to hold other objects, like weapons. -Increases item point limit by 4 points- | |
Mask of Memories | A wooden mask etched with images of moons and stars, painted to look like the night. For as long as you are wearing this mask, you can not be made to forget anything, or have your mind cleared, wiped or erased. Your memories can not be read, altered or affected in anyway. | 1 |
Charmer's Bouquet | A gorgeous bouquet certain to charm your beloved… or your arch nemesis if that’s what you’re into. This gorgeous group of flowers, largely representing love and affection in flower language, produces a sweet, lovely smell will cause an individual to fall smitten upon being handed the bouquet. This will last for three posts, in which they will consider you an ally and fight with you; this effect will be broken if you cause physical, emotional, or mental damage to them. | |
Umbrella Combo | A shield and sword combo made into an umbrella. The steel umbrella is made of metal that can be folded in on itself, but when opened will act as a small shield, able to deflect physical attacks. The umbrella also has a small stiletto or rapier hidden inside of the handle which can be removed and used as a weapon. | 1 |
Sea Urchin Caltrops | These spiky, black balls are actual, living sea urchins. Each one is about the size of a marble and covered with needle-like spines that can pierce even the toughest leather-soled shoe. Those who step on one of these caltrops will suffer from mild paralysis in their ankles and feet, limiting their mobility. Approximately 50 caltrops come in this pouch. -Father's Day gift from Cirice, Cashmere, and Cypress- | |
Klepto Gloves | A pair of fine silk gloves that provide no actual protection for the wearer, but they possess magical properties that make them invaluable to any thief. Any small object that is touched with the left-hand glove can be transported to a pocket dimension. These items can then be summoned back to the right-hand glove at desire of the wearer. Up to three items can be stored within the pocket dimension at a time; attempts to add more will have no effect. Items currently being touched by another person cannot be stored using these gloves. -Gift from Del- | 1 |
Dark Weakness Potion | Created potion is thick and black, can be applied to a weapon or item and takes effect when consumed or applied to an enemy through a wound. Anyone under the effect of this potion is now weak to dark damage for the next two post, taking double damage from any source of dark damage. | |
Lightdrinker | A wrought-iron hand-carried lantern similar to the kind commonly seen in the streets of Darkveil. Rather than a regular flame contained within the glass, however, there is an enchanted dark light that almost seems to absorb the very air around it. It is difficult for most to make out the sheer scope of darkness contained within. For those that have levels of shadow dancer, they are able to make out the pure, harnessed darkness inside the lantern, and are not as effected by the horrifying visage. However, those who are not as attuned to the darkness are fully affected by the shadows that dance around this lantern. Any sources of light that exist within a 20 foot diameter range of the lantern will have their effects reduced by half, making the area dimmer and darker around the item. Twice per topic you can cause the shadows within the lantern to pulsate outwards, growing in strength. For two post after activating, Novice light domain spells can not be cast into or out of the lanterns reach and anyone standing inside the aura who is not a shadowdancer will become afraid, unable to attack or make offensive actions against the person holding the lantern. -This items has no affect in daylight- | 1 |
Volcano Ash Cigar | A rare, expensive Cigar made from ash wood near Mt. Drakolt. It is more of a status symbol than a true cigar, with many smokers only taking one puff from the item to preserve its lifespan. However, when lit, black smoke will dance from the cigar, even allowing the smoker to control the smoke, creating shapes, designs or even cover with the smoke. The smoke is heavy and can not be moved by things such as wind, but will fade on its own after one post. Can be used three times per topic. | |
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 proportional 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. | 2 |
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 finding gaining access to most areas of Charon easy for you now, and are rarely turned away from most locations, establishments or activities. Signet Ring of House Fenastra "Luna eclipsin Solem" A silver ring that bears the crest of the Fenastra family, a noble trade family in Eclipse City. The crest resembles a single band of light surrounded by curling ocean waves, resembling the calm tide during a total solar eclipse. Though this ring was stripped from Cyran when he was exiled, recent events have led to him bearing this ring and title of the scion of House Fenastra once more. He keeps the ring tucked on a silver chain under his shirt and cloak, invisible save when he needs it. | |
Bottled Stars | A bottle of pitch black liquid that looks like the night sky. Occasionally bright specks of light will flicker, mimicking stars in the sky. This bottle has enough for one sip, but grants the drinker a flood of magic. Once per topic, the drinker of this potion may select any novice or master level spell from the base domain shops, which can be cast once during that topic. The drinker does not need the required skills to cast the spell and is considered to cast it at the level the spell is, meaning a novice spell is cast at novice level. Sky Domain Sea Domain Earth Domain Dark Domain Light Domain Space Domain -Gift from Lynn- | |
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. -Favor gift from Del, tied around Spell Slicer- | |
W.E.F. Traversal Tool | his 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. | 2 |
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. |
Total Item Weight (19/20)
Crafting Materials
- 1 Lightning Catalyst
- 1 Claw
- 1 Scale
- 1 Ur Beast's Breath
Stealth Abilities
Item | Description |
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. |
Minor Trickery | You can draw forth a minor amount of magic to assist yourself, regardless of the job. This spell lets you interact with small objects and can do a variety of things. You can create noises centered on an area, even if nothing is there to make the sound. You can open or close unlocked doors and windows without needing to touch them. While effective at many things, this spell excels at being a distraction. |
Cat's Grace | Your reflexes and basic body movement become extremely agile and nimble, allowing you to move around without the fear of falling or tripping over something. As long as you are moving you can not be knocked over or knocked off of something. If you do fall you will take no damage, landing safely on your feet as long as you have fallen less than two hundred feet. (falling off a mountain does not help you) |
Back Stab | You are most deadly when unseen, and this skill allows you to strike at the perfect moment. As long as you are striking you enemy in the back or from an unseen position, you deal double damage with your strikes. You enemy must not be able to see you for this ability to work and it must come from behind them. However when these conditions are met, you are able to deal a large amount of damage. |
Create Door | Your finger begins to glow as it is filled with magical energy. You can then use your finger to trace the shape of a door way or opening into a solid surface. This can be used to cut doors into walls, create hiding holes in the floor or create windows when trying to make a quick escape. After the door or opening has been created you can choose to remove the opening simply by willing it. |
False Object | Using a bit of magic you can take a random object, like a cup, piece of food or any other random object. You can then cause that item to change shape, taking the form of another object. This will not actually turn the item into another, but will take its form and image, tricking anyone into thinking the object is really the other item. This wont effect the actual abilities of either item. |
Silent Step | You have trained and honed your body to be as quiet as it can be. Your foot steps now make no noise when stepping, walking or moving across surfaces. Your foot steps are muffled and silent, allowing you to move without being heard. This does not work if you are running however and can still be heard when moving at quicker speeds. |
Arcane Lock | By touching an opening or entry way, such as a window, door or a hole in the wall, you create a magical barrier around the passage way. The magical barrier acts as a solid wall, preventing anyone from getting through it, either way. If someone were to come up against it they will find that it is nothing but an invisible solid wall. However this wall can be knocked down by abilities that would tear down a normal wall. |
Martial Techniques
Technique | Description |
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. |
Steel Catch | A scroll describing an unarmed technique. Fighters who learn this technique can, when necessary, catch an incoming blade with their bare hands while sustaining minimal damage. They clap their hands over the flat of an incoming blade with tremendous speed, halting its progress and momentarily trapping it between their hands. This technique takes a large amount of finesse and can only be used if the fighter was completely unarmed before the incoming attack even began. |
Viper Dance | A unique fighting style crafted by desert assassin's and unarmed fighters using quick speed and agile reactions. If you are in the process of being attacked by a physical weapon attack and have both hands free (not physically holding anything) you can use a free hand to snake up the attackers arm while stepping to the side to dodge the attack. You then strike the wielders upper arm with your finger tips, dealing a small amount of damage but forcing them to drop the weapon used to attack. This can only be used once per topic. |
Head Strike | An attacked designed to knock an opponent off of their guard and disorientate them. Normally done by punching or striking an enemies head with a blunt object, but can be done with any attack that hits the head. When applied your opponent will become dazed, their ears ringing, vision blurry and senses stunned. Any active effects they have on them from spells or abilities will end, and they will be unable to cast spells or use abilities during their next turn. |
Gerhart's Final Strike | Skilled fighters know how to use the weight of their weapon to deliver devastating wounds. If a martial weapon (Sword, Axe, Hammer, Staff) would deal damage to its target, the wound will become severe, bleeding out and unable to be healed by Novice or Master level healing effects. This ability can only be used once per topic and must be applied to an attack as it is being used. |
Heart Seeker | By taking a thrusting stance with your blade, you are able to analyze your opponent's movements and defenses. If you charge this stance for one post, this attack cannot be blocked on your next post (ignores armor, shields, or any attempt to block) and can only be avoided by dodging. If the strike hits, it will apply a bleed that cannot be healed for four posts. Can only be used twice per topic. |
Boomerang Arc | With your heightened skill-level with the blade, you have learned how to throw a bladed weapon as if it was a boomerang. The violent spinning causes a whirlwind of air sharp enough to cut through stone. Its spin also functions as a multi-hit upon interacting with objects that have hit preventions, eliminating up to three hit preventions upon contact. One post to throw, one post to return. |
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. -Winter's Crown Gift from Javal- |
Passive Features
Name | Description |
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). |
Aura of Vulcadreus | 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). |
Spells
Spell | Description | Domain |
Death Swipe | Causes your hands to grow claws of pure darkness that are several inches long. These claws can pass through physical obstacles (such as armor) to stab at flesh underneath, dealing moderate damage. Consequently, they cannot be used to block physical attacks. -Deals dark damage- | Dark Domain |
Chaos Bolt | This spell allows you to fire a bright purple bolt of energy from your finger. This bolt will crackle like lightning, twisting and arching through the air. This bolt of energy can be fired up to long distances and deals a moderate amount of damage. -Deals dark damage- | Dark Domain |
Remove Light | You can target a source of non magical light, be it a torch, flame or other source of natural light. You can then cause this light to go out, snuffing the light immediately. This will remove the source of light until re lit. | Dark Domain |
Ebon Eyes | Your eyes gloss over with pure darkness, becoming pitch black. For a brief duration you gain the ability to see in the darkness no matter how dark it is. This spell also allows you to see normally in magical darkness, giving you sight regardless of the source of the darkness. | Dark Domain |
Zone of Shadows | A large dome of darkness forms, engulfing you and anyone inside of it. This dome will consume the area, enveloping it in pure magical darkness. Anyone inside of this dome will be unable to see, finding their vision filled with pure darkness. Anyone looking from the outside will just see a giant globe of darkness. | Dark Domain |
Vampiric Touch | By touching an enemy's flesh or clothing, you are able to sap their life energy from them. You will cause them to grow fatigued for their next post, feeling dizzy and weak. Their movements will slow and they will stumble for a brief moment. In addition you will heal yourself of all surface and minor wounds, such as scratches, bruises and cuts. -Gift from Caedes- | Dark Domain |
Howls of the Damned | You let out a normal scream, triggering this spell on anyone who hears you scream. Their hearing will instantly be filled with extremely loud howling, crying and screaming, making them unable to hear anything else for the next two post. They will also find it hard to focus, losing concentration while the screaming persist. This spell can be cleansed by a mind altering cleansing spell. -Gift from Socket- | General Magic |
Cold Fist | This spell causes a thick coating of solid ice to form on the users hands and forearms, giving them large ice fist. Any melee attack made with these fist will deal ice damage and cause a small chunk of the ice to break off. After the fist strike three things, the ice will fully fall off, becoming useless, but will remain until they do. The shards that fall off will take the form of extremely sharp spears, which can be picked up and used as weapons for the rest of the topic. -Gift from Socket- | Ice Domain |
Scern's God Killer | Exalted level Dark Domain spell (Can be obtained/used without needing the domain skill) A very powerful spell that was crafted by Scern and used against Ziev in the battle over the Sol Stone. To cast this spell, you must have made no offensive actions on your last post (nothing that intended to deal damage, injure, hurt or afflict some kind of negative effect). When you cast this spell, you target one enemy you see within 20 feet causing red hot burning chains to burst from the ground and wrap around the target. The target will take medium amounts of fire damage and be unable to make movement or take any actions (including casting spells) for their next two posts. This spell can only be used once per topic and cannot be used against Player Characters (unless permission is given). | Dark Domain |
Cyran's Dreamwalker | 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 post 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 effect 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. | Space Domain |
Phase Walk | This spell turns your body into a spectral form for a few seconds. This allows your entire body to phase out of the physical realm, allowing you to move through solid objects. This lets you do things like walk through walls, move through objects or even ignore physical attacks. For the next few seconds your body can not be touched in anyway. Can only use this spell once per topic. | Space Domain |
Reveal Truth | By touching a living creature, you learn everything about them. You know their name, age, gender and any other information about that person. You become aware of any information on their character sheet. You also become aware of their skills and abilities, knowing anything they own in their inventory as well. | Space Domain |
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 to big or heavy to hold. | Space Domain |
Stinging Nettles | You cause sharp, thorny vines to sprout from the ground in a ten foot square, making it hard to walk through. Anyone who passes through this terrain will be cut by the thorns and will find their movements restricted, unable to boost their speed or leave the ground. If anyone gets cut or injured by the thorns, the caster will heal all surface level wounds, such as scratches and cuts. | Earth Domain |
Blink | This spell allows you to move your body a short distance through space itself. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. Blink has a cooldown on your body and can not be used for two post after being used. | Space Domain |
Summon: Dark Elemental | You summon forth a massive creature from the dark domain. This creature will be transparent and its form will be one of smoky darkness. It will appear as a large winged bat, circling around your person and attempting to defend you or attack your enemies. This elemental will remain for three post and can fire the spell chaos bolt from its mouth. -Deals dark damage--Can only have one out at a time- | Dark Domain |
Soul Shackle | You bind yourself to another target, causing a thin beam of energy to connect you and that person. This binds your souls together, and shackles the target to you. This bond causes you all to share damage, meaning if you take damage, so will the person on the other end of the shackle. This also works in reverse, meaning you will take any damage the other target takes. This last 2 post. | Dark Domain |
Meditate | You take a moment to yourself to recoup, drawing energy from the space domain to heal yourself. In order to use this spell you must become completely still, unable to move or take any actions for the next few seconds. During this meditation you heal yourself of all minor and surface level wounds, including scratches, cuts and minor wounds. If you are attacked while meditating the spell will end. | Space Domain |
Quicken | By casting this spell on yourself or an ally, you cause them to speed up for their next post. During the next few seconds the person effected will be able to move twice as fast as normal, increasing their running and moving speed. | Space Domain |
Telekinesis | You warp space around an object, giving you the ability to lift or move that object with your mind. You can target any object that is roughly the same size as yourself and one that you can see when casting the spell. You can then move that object around, lifting it up, moving it from side to side or even using the object for its intended purpose. You do not need to physically touch the object and can move it around as long as you can see it. | Space Domain |
Counterspell | You can only use this spell to target other spells, regardless of who cast them. When another spell is cast you can use this spell to counter that one, completely negating it. This will instantly cancel the spell, removing any effects. This must be used the post after the spell your targeting was used and can only be used twice per topic. | Space Domain |
Death Wave | You shoot a wave of dark energy out from your body in all directions. These wave only goes up to a medium distance, but pushes out from your body in all directions. The wave of darkness deals damage as well as pushes each person struck backwards to the edge of the range. It will knock each living creature to the edge scorching them with the dark energy. -Deals dark damage- | Dark Domain |
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. | General Magic |
Petal Storm | This spell is a fluid and rhythmic spell; it often appears as a dance when cast; and allows the caster to control leafage of the flora in their surroundings. This spell picks up fallen leaves and petals from the ground, or pulls them off nearby flora, and whips them around the caster, following the movements of their hands; being hit by this spell will cause dozens of small, painful cuts where the edges of leaves and petals have brushed. | Earth Domain |
Fluency | The owner can cast this spell on themselves or on another target. Once under the effect of this spell the target can speak, understand, read and write any language, regardless of what it is. This allows them to speak to other beings who may not understand them, or read a language they might not know. This can not be used to speak to animals or beings that are not considered self aware. | General Magic |
Overcast | A simple spell that can be used regardless of the time of day or the weather. When this spell is cast the sky will grow dark, much like a looking storm has formed overhead. This will blot out the sun and prevent from shadows from being cast by objects due to sunlight specifically. This can also be used to cool down the temperature or darken the area. -Gift from Yokai- | Sky Domain |
Dual Cast | 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. | General Magic |
Toxic Touch | Your touch becomes extremely toxic, your hands coated in a dangerous poison. You can touch a creature or enemy and cause that area to become inflicted with the toxin. The skin will burn and rot away, becoming useless for the next three post. In addition to dealing damage it will render that limb useless. They can strike with it or use it until the poison fades. -Deals dark damage- | Dark Domain |
Black Shield | You or an ally instantly become surrounded in darkness, your entire outline glowing a deep purple. This energy will remain on you for the next two post and will protect you from any other magical effect, positive or negative. For the duration of the spell, you will ignore damage and effects that come from spells cast. This spell has a three post cooldown and can not be used again until the cooldown is over. | Dark Domain |
Mubashir's Summoning Pact: Grand Dracolich | You summon forth dark energy that takes the form of a skeletal drake and descends from the sky. This drake will fly in a straight line over the intended area and spew out a line of toxic and corrosive poison, covering a line 20 feet wide and 50 feet long. Anyone caught in this area will take medium amounts of dark damage and will find it hard to breath or move. For the next post they will be unable to leave the affected area, stuck in the toxic gas left behind. The drake will fade away at the end of the post, but can be used twice per topic. | Dark Domain |
Resist The Elements | You can choose yourself or an ally, coating them in an aura of energy. Upon casting this spell you must choose one of the eight elemental damage types (Fire, Earth, Wind, Lightning, Water, Ice, Light or Dark) For the next two post the effected target will become immune to that single damage type, taking no damage from spells or effects of that damage type. You can only effect one person at a time with this spell and can only cast it twice a topic. | Space Domain |
Hold Person | You can touch another being, humanoid or creature, and bend space around them. For as long as you touch this being, you both will be completely frozen, unable to do anything, speak, move or interact with things. The only movement that can be done is the caster of this spell choosing to release the touch and spell. Things can still interact with you however, dealing damage or affecting you. If pulled apart the spell will break. | Space Domain |
Desert Blessing | An Earth Domain spell that allows the caster to form a weapon out of sand and earth. Sand will flow through your hands and take the form of one of the weapons listed below. You are considered to be Master level with the weapon if you do not already have the weapon's skill. You can only summon one weapon per cast, able to cast this twice per topic. The weapon will remain for three post and will deal earth damage. Since the item is formed from sand, if it is damaged or broken during its duration, you can use sand to reform and mend the item. -Fighting Knives -Glaive -Fighting Sticks -Throwing Knives -Knuckle Knife | Earth Domain |
Spectral Shadow | You fire out a spectral ghost like image of yourself in a straight line, up to 30 feet away from you. This image can pass through solid objects and living beings and can be commanded to stop anywhere along the 30 foot line. This ghost image is immune to all damage and effects and will just sit there in place. While the ghost is summoned you can activate the spell again to instantly switch places with the image, moving through space to replace to ghost. The ghost will then vanish and the spell ends. | Dark Domain |
Ring of Daggers | You cause three ghostly daggers to form and begin floating around you. These daggers will hover and orbit around you until all three have been used. You can command one of the daggers to fly forward, striking an enemy much like a throwing knife. The daggers will continue to float until all three of them have been fired off. This spell can not be cast again while it is still active. | Dark Domain |
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. | |
Disarming Aura | By casting this spell, you send a wave of energy out and up to 20 feet in all directions. Space magic will grab a hold of all weapons on all persons inside of the aura. For the next two post all Blades, Blunt weapons, polearms, ranged or other type of weapon will blink out of space and cease to exist. All enchantments and additions will also vanish with the item, leaving the caster and all other affected person without weapons. | Space Domain |
Cyran's Anathema of the Fallen Star | Your mastery of the Space Domain allows you to control the overwhelming darkness and the brightest lights, turning them into pure, cosmic energy. Once per topic, when you see a Light Domain spell of any level being cast, you can command the forces of darkness to overturn it, negating the spell and creating a mote of pure cosmic darkness in the space it was cast. This sheer influx of arcane energy causes the darkness to absorb everything within its path. For the next three posts, this mote remains affixed in place, altering the gravity within a Short distance around it. The area around the mote becomes difficult terrain as it draws both physical items and magic into its sphere. Any Light or Dark Domain spell cast nearby is absorbed by the mote, making it grow in size. At the end of three posts, the black hole explodes outwards, dealing Force Damage proportional to the spells it absorbed, inflicting the following: 1-2 spells: 1 Minor Wound 3-4 spells: 2 Minor Wounds 5 spells: 2 Major Wounds | Space Domain |
Cyran's Manifest Memory | Once per topic, you can touch a creature and draw upon one of their worst memories. It has to be a memory you know about in order to find it; but once you do, you draw that memory out of them and bring it to life. You create a minor, grim illusory effect related to the memory, such as an object, place, or even a person. This memory possesses no physical form and merely replays the events of that specific memory. However, in the event this memory illusion represents a living being, it can be applied to a Dark Domain summon or Spirit, making that summon appear in the form of a living memory that can physically interact with the world. If the Memory was an enemy of the spell’s target, it will cause Fear in the target and become immune to any mind-altering effects from the target on top of any abilities the summon/spirit possesses. This memory illusion lasts for three posts. This spell can only be used on PCs with their explicit consent. | Dark Domain |
Knife Flicker | A spell for Blade type weapons, the caster designates a trio of Blade weapons with a sequence of Arcane Formulae that when activated allows the caster to switch the blade that they had in their hand with one of the other two Blade weapons that were designated with that Arcane Formulae. Requires touch to activate the Arcane Formulae sequence. Exalted | Enhancement | Touch -Birthday Gift from Otto- | Space Domain |
Reaper's Reckoning | Once per topic, you can mark a target you can see who has already taken damage. This target feels a chill run down their spine, along with a grim feeling they’re being watched. When the target is close to death/has taken two major wounds, they will see a robed skeletal figure following them, exuding an unsettling aura. The figure will not attack - however, when the target would recieve their final wound, which would kill or knock them unconcious, any items, spells or abilities that would allow them to stay conscious are negated by the reaper’s presence. For the next post the unconscious target can not benefit from any healing or attempts to revive/bring them back to consciousness. | Dark Domain |
Total Spells/Abilities (55/70)
Grafts
Graft | Description |
Bat Wings | A pair of large bat like wings that function like normal wings from the graft shop. These wings however can be retracted, morphing into the owners back to disappear. The wings can only be out and used for three post before they retrack, having a two post cool down. While the wings are open the owner can use a form of echo location. By clicking your teeth you send out sound waves which bounce off of objects and return to you. This allows you to detect any living creature in a 500 foot range. |
All Eye | A pure white eye ball that replaces one of your two primary eyes. This eye works like a normal eye, however has the added effect of being able to see through vision impairing effects, such as mist, smoke or dirt. This eye is also immune to blinding effects from things like flashes and magic. -Gift from Vi'ira, giving Cyran a purely black eye to match hers- |
Frozen Solid | A very unique gland that is frozen and iced over, installed in the body, causing the user to feel very cold to the touch. This graft will allow the user to not be bothered by non magical warmth or heat, and will constantly give off a small aura of cold around their body. This cold is not enough to deal damage, but can be uncomfortable if exposed to for an extended amount of time. |
Tattoos
Tattoo | Description |
Insight Rune | A small abstract rune tattooed somewhere on your face or head (above the collarbone) This tattoo prevents anyone from lying to you, normal or magic. They can still tell the lie to you or in your presence, but you will immediately be aware of the lie. This effect can not be removed from you or ignored. |
Arcane Mark | Arcane Mark Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells. -Increases spell limit by 10 spells- |
Arcane Mark | Arcane Mark Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells. -Increases spell limit by 10 spells- -Gift from Myst- |
Arcane Mark x2 | Arcane Mark Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells. -Increases spell limit by 20 spells- |
Razor Ice Tattoo | A design of a snowflake or other ice related imagery is marked on the top of a hand or foot. This tattoo can be activated to cause the specific limb (hand or foot) to become coated in very sharp ice, turning their fingers or toes into stabbing implements. For two post the affected limb can be used as a blade, and can even be used with martial abilities. However the limb can not be used to hold or wield other items until the tattoo is deactivated. There is a two post cool down after use to prevent the limb from freezing over. |
Eve of Harvest | An ornate skull etched into your skin which lies dormant until you die or fall unconscious due to damage. The first time you would die or fall unconscious in a topic the tattoo will glow, replenishing any used prestige or subclass abilities. You will remain unconscious unless returned by other means. But if you manage to do so, all of your spent class abilities are refilled. |
Pets
Pet | Description |
Bespoke Horse | The basics in traveling across the land, you can not go wrong with a horse. Horses come in many different kinds of breeds, sizes and colors. A loyal pet that will let you ride it without any training or skills. They are perfect for cross country traveling as they are loyal, sturdy and able to carry huge amounts of weight. |
Yeux the Vampire Bat | A small bat that has bonded with you. This bat is fairly weak when it comes to combat but can be used to distract enemies. The bat can also bite creatures and drain a small amount of blood from them, healing the bat of any damage it had sustained. Bats can fly a far distance from its owner and can rely simple ideas back to you. -Counts as a pet- -Gifted from Cirice, who suggested the name Yeux- |
"Tengu, Inugami, Yurei, and Ijin" The Nobiagari Shadowlings Bottle of Snowlings | A round bottle of what appears to be never-melting snow... but tip the bottle, and snowlings will pour out. Snowlings, little round snowballs (about the size of a golf ball) with legs, are eager to help perform tasks, chores, carry an item, or cause a distraction— but they have no combat abilities, and cannot speak. The entire group of Snowlings may be assigned one type of task at a time. -Does not count against pet npc cap- -Gifted from Seiya- Dear Cyran, Hey there-- been a hot minute since I've seen ya anywhere! Think we've both been a bit busy and all, but don't worry, I ain't the sort to forget anyone who matters to me. Hey, I did wanna ask-- have ya ever heard of the nobiagari? They're these little shadowy smoke yokai you can find in the Bamboo Forest-- they're kinda shy, but they're shapeshifters. I found a bunch of 'em that took the shape of little bats, and they were all docile and sweet, unlike most of 'em, and they made me think of you! Take good care of 'em, okay? I think they'll like ya a lot. I'll come by and see ya as soon as I can! Take care, Seiya |
"Umbra" or "Blackberry Cheesecake" Mimic Moth | A large, docile moth that is about the size of a cat; this breed of moth is well-known for camouflaging itself by mimicking the colouration of its surroundings and also making it rather hard to find. This mimicry allows the moths to essentially become invisible, or close to it, for up to three posts as a self-defense mechanism. -Does not count against pet npc cap- -A cat-sized, fluffy, black witch moth that normally resides in the orphanage as a therapy moth and a pet for the children (A.K.A. Oriole and Andromeda) to take care of. When Cryan told them the moth's name, they decided that Blackberry Cheesecake was better and that name, unfortunately, stuck. The moth responds to both names and is a rather cuddly creature.- |
Nightmare Steed | 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 creatures 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 against pet npc cap- |
"Aruna" Water Pixie | A tiny, six inch, blue 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 water magic, which turns all damage the owner would do into water damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only water 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. -Can Cast Water Whip twice per topic- -Does not count against Pet NPC Cap- |
"Commander Peepers" Songbird Griffon | As the summer draws closer and the temperature warms, the songbird griffons come out to play; these creatures are happy, highly-evolutionary hybrids between songbirds and small mammals; with the large majority of them able to sit comfortably in the palm of the average hand. Songbird Griffons are loved for their brightly-colored appearances, small size, and their unique melodies— which differ between types of Griffons. While they can defend themselves with their beak and claws, the Songbird Griffon is not compatible with combat; they can, however, perfectly replicate any melody that they hear. -Does not count against pet NPC cap- |
"Smidge/Admiral Peepers" Songbird Griffon | As the summer draws closer and the temperature warms, the songbird griffons come out to play; these creatures are happy, highly-evolutionary hybrids between songbirds and small mammals; with the large majority of them able to sit comfortably in the palm of the average hand. Songbird Griffons are loved for their brightly-colored appearances, small size, and their unique melodies— which differ between types of Griffons. While they can defend themselves with their beak and claws, the Songbird Griffon is not compatible with combat; they can, however, perfectly replicate any melody that they hear. -Does not count against pet NPC cap- -Gift from Gem- |
"Ivrae" Book Wyrm | 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 first 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 pet NPC cap- -Gift from Yokai- |
"Ashen Shackle" Dancing Chain | A six-foot long and solid steel chain; it is lightly coated in ice and gives off a faintly 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, but can be summoned to defend its owner; it will float in front of an offensive physical attack such as a fired arrow or a sword slash. The Dancing Chain can block one attack before needing to recover for three posts. You may only have two chains out at one time. -Does not count against pet NPC Cap- |
"Cahya" Aura Hawk | A brown and white-feathered hawk with luminescent blue eyes. This hawk sits slightly bigger than regular birds, and it possesses a long, glowing tail that almost fades into pure light. Aura Hawks are creatures that have been imbued with the magic of the northern lights - when they fly, their wings light up, trailing an aura of multicolored, shifting northern lights through the air where they move. This light cuts through fog and fog-based spells, serving as a beacon to guide its lost owner in areas where their sight has been impacted. -Counts against pet NPC Cap- |
Ashlands Jackal | A canine native to the gloomy and peril-wrought city of Darkveil. This magical creature exists in a semi-illusional state; its movements appear shaky and broken. Unlucky individuals on Darkveil's abandoned streets find the jackal to be much faster than the average dog, with expertise in quickly pouncing and biting at vital locations often before it is even seen by its prey. Coupled with the shifting image it projects that makes it hard to accurately target, it is a nasty encounter in an alley. -Counts against pet NPC Cap- |