Vi'ira's Satchel
Oct 22, 2022 0:17:56 GMT -5
Post by Vi'ira on Oct 22, 2022 0:17:56 GMT -5
Skills:
Blade (NOVICE)
Sky Domain (MASTER)
Sea Domain (NOVICE)
Items:
A small reddish brown leather-bound journal, containing sketches and stories from all across Charon
A rapier, with the dark blue hilt decorated with intricate details of constellations, and brushed over with silver-colored dust
A Sailor's Kit
Spells:
Spell Slot Enhancer:
Spell Books (+5 Slots)
Pets:
Tattoos/Grafts:
True North (Located on her left wrist)
Languages:
Spoken -
Elvish
Common
Dwarvish
Written -
Elvish
Common
Dwarvish
Blade (NOVICE)
Sky Domain (MASTER)
Sea Domain (NOVICE)
Items:
A small reddish brown leather-bound journal, containing sketches and stories from all across Charon
A rapier, with the dark blue hilt decorated with intricate details of constellations, and brushed over with silver-colored dust
A Sailor's Kit
Sea in a Bottle | A small glass bottle filled halfway with sea water from the luna sea. This bottle comes with a cork stopper and a leather sash to wear on your belt. A magical bottle that allows you to store a single sea creature or even a single boat or ship inside of it. By touching the opening of the bottle to a ship or a sea creature, the object will shrink to fit inside the bottle and be stored there until summoned. This lets you carry around a boat or a sea creature onto land with you. |
Femur Club | The femur bone of a skeleton that had been brought to life and now serves as a bashing weapon. The bone itself is extremely hard, allowing it to sustain damage without breaking while still being used to defend yourself. Dark magic courses through the club, left over from the spell that animated the skeleton. Once per topic you can animate a dead body or corpse in the area, allowing it to serve you for the next 3 post. This minion will only obey you, choosing to defend and attack your enemies. It will retain any things it died with, including items but can not cast spells. |
Jolly Bag of Gifts | A small, decorative, soft blue cloth bag with glinting silver details that appear like snowfall. It is roughly the size of a coin purse and easily fits in an adventurer's pocket. From the outside, the bag looks flat and empty, but upon pulling the silver, tinsel-like strings and reaching into the bag, the following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the little tool bar) The bag takes effect the next post, using what you rolled. |
Spells:
Inclement Weather | By imbuing magic into the air, you can alter the weather ever so slightly. You can cause it to rain, cause clouds to form and even become overcast. The air will fill with strong winds and heavy gust, but nothing super dangerous can come from it. |
Gust Thrust | You cause a large burst of wind to shoot out of one of your limbs, be it an arm or a leg. This burst of wind does not deal any damage, but is strong enough to push an object away from you, or even push your own body in the opposite direction. |
Push/Pull | By summoning a large amount of wind energy, you can either cause the wind to pull towards you or push away from you. This will happen in one large gust. This spell will either pull all the loose objects in the area towards you, or push it all away from you. This can also effect other people or creatures. |
Steps 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. |
Summon Wind Blades | You create two long sword like blades of wind to form in your hands. These blades will course with cutting power, but have a physical feel to it like a normal weapon. These blades can be used for weapons much like a normal sword. In addition if you are currently holding a weapon, the wind will instead cover that weapon, giving it extra cutting power. -Deals wind damage- |
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- |
Create Water | This spell creates a small amount of natural water for consumption. You summon water in a container near you such as a bowl or bag. This water is considered fresh and natural, will last as long as normal water and can be stored for later. |
Shape Water | A basic water spell that allows you to manipulate small bodies of pre existing water. You can target water in the area but can not control massive bodies of water like ponds, lakes or oceans. You can alter the flow of the water, change its shape, even add or subtract from its mass, making more or less water. |
Ice Over | You cause the surface of an object to ice over. This causes the surface of the object to grow a very thin layer of ice that covers the full object. This makes the surface slippery and cold to the touch. This spell can also freeze the surface of a body of water, allowing one to cross over it. |
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. |
Be-Jolly Spell | By touching your target, you place a curse on them, forcing them to be kind and gentle. This curse will last for two post and can not be removed. While cursed, if the target cast an offensive spell (one meant to deal damage or negatively effect someone) the curse will end and they will take a large amount of mental damage. If they take the damage, they can not cast any spell for the next post. |
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. |
Summon: Air Elemental | You summon forth a swirling creature of wind and air, a beast from the sky domain that will fly through the air. It will remain in your area, spiraling around you, protecting you and attacking enemies in your area. This elemental has access to wind bullets which it can fire forth from its mouth. The elemental will last for three post and will vanish if struck by an ice spell. -Deals wind damage- |
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 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 post. -Deals lightning damage- |
Spell Slot Enhancer:
Spell Books (+5 Slots)
Pets:
Snow Owl | A large snow owl from Frost Gale. Beautiful creatures that live in the forest and are used by mages to deliver messages and packages. This pet can not attack but is large and strong enough to pick up and carry items, including being able to lift a living creature for two post. This owl can cast the snow flurry and Heavy Blizzard spells once per topic. |
Tattoos/Grafts:
True North (Located on her left wrist)
Languages:
Spoken -
Elvish
Common
Dwarvish
Written -
Elvish
Common
Dwarvish