Morrigan Moonweaver's Bag of Wonders
Nov 2, 2022 0:07:40 GMT -5
Post by Morrigan Moonweaver on Nov 2, 2022 0:07:40 GMT -5
Morrigan Moonweaver's Endless Litany of Skills
Alchemy | Exalted |
Blade | Master |
Animal Handling | Exalted |
Stealth | Novice |
Renown: 17
Dignitary
Dignitary
Morrigan Moonweaver’s Menagerie of Things, both Magical and Nonmagical
Item | Description | Weight |
Sickle | A single handed curved blade normally used for farming and harvesting grain. The hooked shape of the blade allows for hooking limbs and catching other weapons. Both the outside and inside of the curve is sharp and can be used in a variety of ways. -One Enchantment slot- -Currently Stored in the Wagon- | 1 |
Alchemy Kit | A small leather pouch filled with several empty glass bottles, vials and stoppers. Also comes with measuring glasses, and tools needed for creating potions and elixirs. | |
Dagger | A small compact blade that can be wielded in a single hand. It is lightweight enough to manipulate rather quickly and is small enough to hide or stash within clothing. While the blade is short, it is sharp enough to stab or slice, making it a very deadly and useful tool for quick and stealthy needs. -One enchantment slot with Pale Ice in Use- -Dagger with Pale Ice Enchantment is attached to the tip of the Prehensile Tail- | 1 |
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. -Applied to Dagger- | |
Dancer's Fan | A very fine fan made of various fabrics or feathers and is often used by dancers in their performances. While it is nice looking, the fan can also be used to cool yourself or someone else down, much like a normal fan. While it seems like an average dancing fan, this can also be used as a weapon, with blades hidden in the folds and feathers of the item. This can be used to defend oneself and deliver slicing damage while going undetected. -An ornate fan decorated in hues of violet, black, and silver. Peacock feathers and elaborate beadwork are adorned in the fabric, concealing the blades hidden within.- -A Winter's Crown Gift from Kvasir- | 2 |
Explosive Ornaments | Three glass ornaments used to decorate trees and homes during the winter. These however have been tampered with by pirates from dragon's cradle and sold as a prank. These glass balls are filled with black powder, and when applied to flame will instantly explode. This firey explosion will reach up to five feet from the ornament and deals moderate fire damage. | |
Dragon Chocolate "Ghost Pepper flavored chocolate heart" | A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used. | |
Storm Chocolate "Marshmallow flavored chocolate heart" | A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used. | |
Blizzard Chocolate "Mint flavored chocolate heart" | 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. | |
"Pocket Glitter" Pouch Sand | A small bag of fine white sand said to be mixed with finely ground glass and only found in this part of the world. The owner can grab a small handful of this sand and throw it, using it as a distraction or a tool for blinding and damaging an enemies eyes. If this sand enters the eyes, it will damage the eyes and cause blindness for their next post. If inhaled, the sand will cut and damage the throat, making the injured unable to speak or use vocal abilities/spells for their next post. There is only enough sand to be used twice per topic and the sand can only be thrown up to 5 feet from your person. -Gift from Izzy- | |
Rooted Boots | Thick brown leather boots that strap up your shins. They are comfortable but have a decent amount of weight to them. Engraved in the leather are designs of trees and vines. Upon command you can cause thick tree roots to grown out of the bottom of the shoes, burrowing into the ground and rooting you in place. While rooted you can not move, but you can not be knocked down or forcibly moved against your will. This can also be used to attach yourself to walls and hang from ceilings. | 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. | |
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. | |
Gauntlets of Ginma | A pair of overgrown, magical gauntlets made of stone and covered in moss and small white flowers. These gauntlets provide one hit prevention, and allow the wearer to smash through stone as if it were glass, and lift natural boulders more than twice their weight. The abilities of these gauntlets will last as long as they have a hit prevention left. | 2 |
Kvasir'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) | |
"Morrigan Moonweaver's Glitter Slime" Shaping Putty | A small glass jar that contains an odd pink substance. This material is sticky and cold to the touch, and feels like goo. However the owner can hold the goo in their hand and cause it to shape change, taking on the appearance of any object. This can be a normal item like a coin, torch or bag, but can also take the form of a weapon, like a dagger, shield or spear. While the goo itself deals no damage, it can be used to trick an enemy. | 1 |
Moustache of Deceit | This sentient piece of face fuzz, most often seen as an exquisite handlebar moustache complete with side curls, is actually a living creature. It thrives off of dead skin cells and as such will lovingly attach to one's face, warming the upper lip (or brow ridge if so inclined). Other than being extremely fashionable, and able to crawl around like an inchworm, the Moustache of Deceit has the ability to change one's voice into whatever the wearer chooses, mildly increasing one's ability to lie convincingly. In addition, when attached to a weapon, it gives the weapon the ability to speak to the wielder...Although, it often lies. | |
Floral Gloves | A pair of green cloth gloves with designs of flowers all over them. They offer no protection but can be used to grow lush plant life. When touching a surface with your gloved hand, you can cause moss, grass or flowers to grown over that surface. It will begin to cover the entire surface up to 10 feet, however does not change the normal effects of the surface covered. | |
Shimmering Scorpion Blade | This blade-whip features unique patterns and colours which have been crafted from reinforced glass and infused with obsidian from blacksmiths in the Zeinav Desert. This blade is a work of art; and is as beautiful as it is deadly. Twice per thread, the user may use this whip to reflect the sun into their opponent's eyes, causing a glinting flash through the glass blade which will blind them for one post. | 3 |
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. -Gift from Yokai- | 1 |
Crystal Ball | A small, weightless glass ball that is magical in nature but seems to have no unique qualities. It weighs nothing, can not be used as a weapon and appears to just float around your person. It can not be controlled or commanded, and passively hovers around you with a mind of its own. However this magical ball has a unique effect, it records everything that the owner sees, keeping a collection of their memories and experiences within the glass ball. While not in combat you can hold the glass orb and watch your memories play out through it. Whatever the glass orb was able to record can be retrieved and viewed later. | |
"The Unweaver" Spell Eater | A dark jagged long sword that is said to consume the magical essence of those around it. As spells are cast in its presence, it absorbs the energy from that spell, getting stronger and more deadlier. While the owner is wielding this blade, each spell that is cast in its presence causes the blade to glow more and more, dealing increased damage to the spells caster. | 2 |
"Morrigan Moonweaver's Glamorous Face Palate Kohl Set" Face Paint Kit | This set of paints comes with a myriad of brushes and colors that are safe to apply on skin. By taking a post to apply it to yourself or another, you can conceal your face with decorations and designs, making the wearer otherwise indistinguishable from their original self. This makes you impossible to identify by sight for the rest of the topic - however, water from any source can be particularly effective for removing this disguise. Can be used twice per topic. | 1 |
False Pyromancer Gloves | When these gloves are clapped together, a ball of flame will emit from the flint gems in the middle of the palms. This flame can be controlled so long as it is within range of the gems in the gloves, and may be thrown. It will maintain its shape until it hits a surface, and then explode in a small spray of heat. Once it leaves the palm of the gloves, the flame is no longer able to be controlled. | |
Broken Monkey's Paw | 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. | |
Wizard's Hat | A tall, pointy hat which is worn on the head, typically by professors, wizards or scholars. The owner of the hat can pull themselves up into it, revealing a small, single room magical space. This room is small but can provide a private space for you. Objects can be stored in the hat, but still count against your weight limit. You can leave the hat at will, however if the hat is damaged or destroyed, you will be forced out. | |
Earring of Secrets | A heavy, gilded earring that drips with wealth and opulence, commonly utilized by court nobles and the wealthy elite. When wearing this earring, your hearing becomes highly sensitive and selective, allowing you to accurately hear whispered conversations happening long distances away from you. While the ear ring allows you to hear whispers even over loud crowds and noises, it specifically focuses on salacious secrets, hot gossip and rumors. It's the go-to piece of jewelry for rich nobles eavesdropping at parties or in court. |
Weight (15/20)
Morrigan Moonweaver's Martial Abilities
Ability | Description |
Blade Dance | With your weapons feeling as light as air in your capable hands, you are able to whirl them around you in beautiful and complicated ways as if you were performing a dance. If you are within melee range of an enemy while whirling your weapons in this way, your next attack will ignore hit preventions. If you are not within melee range of an enemy, you will instead gain one hit prevention against ranged physical attacks. Can only be used twice per topic. |
Weaving of the Moonlight | A martial skill that becomes active upon the use of any additional skill/spell/ability that involves the movement of the body to activate. Weaving of the Moonlight draws the primordial energies into the user, outlining them in silver moonlight, and allows them to add Light or Dark elemental energies to an attack for damage or as a hit prevention against those elemental types. Once those energies are expended, they can be reapplied upon next activation of Weaving of the Moonlight. -Birthday gift from Otto- |
Morrigan Moonweaver's Repetoire of Finely Honed Stealth and Misdirection
Ability | Description |
Escaping Technique | A very useful skill to have for people who are use to getting caught or restrained. This skill gives you the knowledge and ability to free your self from normal restraints such as rope or manacles. You know the precise way to free yourself from bondage and can do so in a quick and quiet way. This does not help with magical binding or restraining effects. |
Lock Pick | This skill gives you the ability to pick just about any lock using simple tools such as a piece of metal, or even natural items like a stick. You can expertly manipulate the item to find the tumblers and quickly unlock the object, be it a chest, door or even a jail cell. |
Quick Palm | A simple technique that allows you to hold small items in the palm of your hand with no effort at all. You have mastered the skill of holding an item in your hand and making it look natural. In addition you can hold the item in a way that makes it look like the item is not there, concealing it within your palm. This does not work on large items like a sword or shield. |
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. |
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. |
Abilities (7/10)
Morrigan Moonweaver’s Collection of Elixirs Most Wonderful
Elixir | Description |
Smoke Flask | A small glass flask filled with thick dark smoke, swirling around inside of it. This bottle can be smashed or broken to allow the smoke to spill out of it. The smoke creates a large cloud, filling up the area and consuming anyone standing inside of it. This smoke obscures vision, blocking out anyone inside of it and preventing people from seeing. Anyone looking from the outside in won't be able to see anything either. Comes in a set of two bottles. |
Minor Health Potion | A small glass flask of red liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. The liquid itself has healing properties and will heal any small surface level wounds of the person who drinks it. This will instantly heal any cuts, scratches or bruises. Comes in a set of two bottles. |
Parasite Poison | A tiny glass bottle filled with lavender liquid. This liquid can be applied to objects or even applied directly to the target. When the liquid is applied to the skin, it will begin to eat away at the top layer of skin, almost like burning it away. This will expose the wound and make it vulnerable to more damage, as well as deal damage itself. |
Eagle Sight Potion | A small glass flask filled with thick grey liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. Anyone who drinks the contents of the flask will find their eye sight vastly improved. You can see twice as far as normal and can even see in vision obstructing material like smoke, mist or fog. Comes in a set of two bottles. |
Numbing Poison | A tiny glass bottle filled with thick dark green liquid. This liquid can be applied to objects or even directly applied to a target. When this liquid is applied to the skin it will begin to numb that area, causing whoever it is own to lose all feeling in that area. This will allow the afflicted to ignore the sensation of damage applied to that area. They will still take the damage, but ignore its pain. Comes in a set of two bottles. |
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 |
Frostfire Extract | Applying the poison to a weapon gives its strikes a unique effect reflecting its name. For 2 posts after application, wounds inflicted by the poisoned weapon produce a moderately painful, localized burning sensation that slowly removes body heat from the victim. If these wounds are left untreated or unhealed, the poison will eventually induce severe hypothermia. Anyone afflicted by this poison can not cast spells that use or deal fire damage. Can only be applied once per topic. |
Morrigan Moonweaver's Dragon-Be-Gone | This crystalline bottle contains a sparkling magenta liquid. Upon consumption the user will be coated in a skin tight shimmering force field that coats their person. The next magical or elemental ranged attack (Such as a spell or an ability that does elemental damage, like a fire bolt spell or a dragons flame breath) that would hit them will be completely ignored. All damage and side effects of the attack will be rendered useless, and the force field will shatter in a puff of smoke that leaves the user covered from head to toe in glitter which can not be removed or cleaned off for the topic, leaving you sparkly. This comes in a set of two bottles and will last two post after being consumed. |
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 grow 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. Lasts for the rest of the topic. |
Plague's Pandemic | A small glass bottle filled with a neon green gas, it can be shattered or lit with a fuse to cause a detonation. When the bottle breaks, the gas will spill out across a 20 foot diameter, afflicting anyone who breathes it in or comes into contact with it through their eyes, nose or mouth. Once afflicted, sores will grow across the affected skin, they will come under an intense rage, losing their mind and lashing out at anyone near them. Friends and family will attempt to kill each other for the next two post. During the duration the afflicted will have double strength and speed, increasing their physical abilities while raged out. During the third post, the gas will wear off, and they will become fatigued, unable to cast spells for that post. Comes with a single usage. |
Bull's Strength Potion | A small glass flask filled with thick dark brown liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. Anyone who drinks this potion finds their physical capabilities increased, feeling much stronger than normal. Their physical strength is now increased, allowing them to deal double damage with physical attacks. Comes in a set of two bottles. |
"Morrigan Moonweaver's Demon-Be-Gone Elixir" Holy Water | A small vile of water that has been blessed by priest and clerics, and is good at warding off evil. This water can be placed on a weapon, a location or even your person, but only has enough water to be used once in a topic. The effects of the water will last for two post, but can be dried up early by fire or even just a towel. The water will give off an aura which scares undead or evil creatures. A monster or an undead creature will have fear applied to them, not able to move towards the source of the water or make offensive actions against it for its duration. -The long-awaited sequel to Dragon-Be-Gone!- |
Morrigan Moonweaver's Malady Cure-All | A snake oil potion that is part of Morrigan’s collection, advertised as a miracle cure-all. This potion can be ingested orally or applied to the skin and gives the user a sort of warm, pleasant feeling upon ingestion, as well as delusions that make them believe that their disease or injuries have been healed. However, all the insane amount of glitter and the essence of holy water in the potion makes the user dizzy, disoriented, and gives them a minor tummy-ache or hives in the form of light-based damage. Can be used twice per topic. |
Goblin Slag Bomb | This rather insidious creation that was adopted from goblin tribes who used random objects to create devestating weapons. A small box made from wood is slam packed with random items, like nails, shards of glass or metal, thorny plants or other sharp edged objects. The rest of the space is filled with black powder or oil and the box fitted with a fuse. This fuse can be lit, and within 10 seconds the box will explode out in a 20 foot diameter, showering the area with the jagged, sharp, random items. Anyone caught in the blast will suffer high amounts of surface level wounds, such as cuts and scratches. |
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 post. Once you drink this potion Your motions will become silent, any foot steps, limb movements or actions taken will make no sound what so ever. In addition anything you interact with will also make no sound, including stepping on sticks, rocks or glass. |
Sanguine Locket | A locket filled with the acidic blood of a cockatrice. This locket can be used as a poison, causing full body paralysis for two posts if ingested— or limb paralysis for two posts if struck by a weapon laced with the toxin that it possesses. Individuals with the Vampiric curse can, alternatively, use this as a Minor Healing potion. |
Sulfuric Smoke Bomb | An enclosed, round glass bottle containing sulphuric gas. This vial may be thrown, and will spread in a 10 foot diameter around the impact zone; if exposed, targets will suffer from viewing impairment, burning lungs, and uncontrollable coughing. The gas can be ignited by introducing fire to it, which will cause it to erupt into a cloud of fire. The cloud will linger for two posts. After moving from the cloud, the poison will wear off on your next post. Comes with one single use |
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 post 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. |
Crafting Materials
- 1 Water Catalyst
- 1 Hide
- 1 Enchanted Red Leaf
- 1 Ice Catalyst
- 1 Wind Catalyst
Morrigan Moonweaver's Mounts and Land Vehicles
Item | Description |
"Sparkle Blossom" the 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. |
"Morrigan Moonweaver's Wagon of Wonders" | Wagons are large covered wooden structures that are often used for traveling across long distances. Fit with a roof wagons are good for traveling as they give the rider a comfortable place to rest. Wagons, much like carts, need to be pulled by an animal and has plenty of room in the back for luggage and items. The wagon can store a small group of people and can even be lived in. -Needs an animal to pull, can be used as a home for one person- |
"Adult-form Bubbles" Adult Drake | 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 |
"Seth" War Camel | A camel bred and trained for warfare, able to be used as a mount for combat. The animal is fearless, does not get spooked when combat begins and is immune to mental affects such as fear or control, making it a loyal creature. If the camel is moving across sand, it can not have its speed reduced or manipulated in anyway, and comes with a set of armor that gives the camel one hit prevention anywhere on its body. -Winter's Crown Gift from Javal- |
Morrigan Moonweaver’s Roadside Circus
Pet | Description |
Bottle of "Sparkling" 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 npc cap) |
"Junior" Black Bog Leech | A chunky leech from the black bog, said to live off of toxic material and poisonous plant life. This Leech must be stored in a container of some kind when worn on your person. When applied to flesh, the leech will pull out, drain and consume any type of poison or toxin that was affecting the target. This will end any poisonous effects and cleanse the system. (Does not count against npc cap) |
"Flitter" Flitten | A flitten is a palm-sized feline with butterfly’s wings and fluffy antennae. Flitten live in small colonies where the flowers grow in plenty, and they are believed to be responsible for the pollination of plants (similar to a bee) in a realm which is different from Charon’s own. Although rare and localized to the Moon Glade at first discovery, flitten have exploded in population this spring, and can be found fluttering wherever flowers may grow. Flitten make a lovely and magical honey when left to their own devices, and have poisonous claws with which they may protect themselves and their colonies with. (Counts against pet cap) -Name suggested by Myst/Cirice- |
"Síoda" 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 cap) -Name suggested by Elebolt- |
"Concorde" Scarecrow Squire | 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 minion npc cap- |
"Clawdius" Gargoyle Rook | A stone chess piece taken from a wizards chess set. This piece is a small stone gargoyle with claws, fangs and wings. By holding it in your hand and commanding it, the piece will turn into a full form gargoyle, standing six feet tall and being heavy. This gargoyle will last for three post and will defend you, protecting you from attacks and attacking your enemies. This creature can only be summoned once per topic. -Does not count against pet npc cap- |
"Pink Lady" Crab Apple | A unique crustacean which disguises itself as an apple; the Crab Apple lives in the branches of native apple trees near bodies of water, tucking its limbs into itself to give itself an apple-like appearance. These quizzical crabs are incredibly territorial, dropping down to lash out at anyone who attempts to pick an apple from their home tree; they are not very threatening, but the Crab Apple can deliver quite the pinch to an unsuspecting passerby. -Counts against pet npc cap- |
"Chiquitita" 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- -Birthday gift from Keyke- |
Skewt | A strange, semi-transparent newt species which lives in the waters of Lilicors; Skewts are cutely named for their skeleton-like patterns and their resemblance to a regular newt. These little creatures, roughly weasel-sized, can create a slippery mucous as a defense mechanism which makes them taste awful, and makes them very hard to hold onto. This slime can be collected, or used, once per topic to make an extremely slippery concoction with which to inconvenience your enemies. |
Skull Snail | A cracked skull in which a slug from the deepest swamps of the Marsh Flats has taken residence, using the skull as a home. Dark tentacles protrude from the mouth and eyes of the skull that allow the creature to scuttle around. It has a habit of sticking to dark areas and is attracted to the scent of rot, which makes it quite the handy companion for locating dead bodies and burial sites. While it is afraid of combat and has no fighting ability, it will sniff out the stench of dead and eagerly seek it, alerting you to the presence of death or undeath. |
Grafts
Tattoos
Morrigan Moonweaver's Followers
Graft | Description |
"The Scorpion's Sting" Prehensile Tail | You have a medium sized tail grafted onto your body. This tail can come in a variety of shapes, colors or designs and mimics the tail of an animal. You have full control of this tail, having the ability to move it around, interact with items or even strike enemies with it. -Blade attached to tail- |
Claws | You have your finger and toe nails replaced with long sharp claws, very similar to the claws of an animal. These allow you to scratch and stab like an animal with claws would do, giving your unarmed attacks and normal strikes a sharp edge. |
Tattoos
Tattoo | Description |
Disjoint | This tattoo allows you to manipulate your joints in a very abnormal way. This means you can do things like spinning your head completely around, rotate your arms and legs in awkward directions and even get creative with the way you move your limbs. This only effects the joints and does not apply to body parts that could not normally move. |
Lantern Light | A small tattoo of a flame, lantern or candle is marked somewhere on the body. This tattoo can be turned on or off, allowing the owner to control when it is active. While active, the area of the body where the marking is will begin to glow, giving off a very small, dim amount of light. This light can illuminate up to 5 feet around the area of the tattoo. |
Mark of the Mana Cursed | A pulsar gem has been broken down, and its essence imbued into a tattoo needle, allowing the owner to have a magical tattoo etched into their skin. Once per topic, the user can activate the tattoo, creating an anti-magic barrier around them in a ten-foot radius. Any spell that has been cast immediately ends. Additionally, for the next two posts, no one - neither friend nor foe - can cast a spell within that radius. |
Witcher Pitcher Leaf | A tattoo of a leaf from the Witcher Pitcher plant found in the Marsh Flats. While dormant, this tattoo can detect magic, and will vibrate the closer it gets to rare and mysterious magic. It will ignore you and any of those you are frequently around, however if a new source of magic is detected, it will vibrate. Once per topic you can activate the tattoo to cause two large plant vines to sprout from the tattoo, directed at someone within arms reach of you. The vines will wrap around one of the targets limbs and will prevent that person from using that limb or moving away from you for one post. |
Morrigan Moonweaver's Followers
Warlord One
Hired Help
A Warlords true power comes from the influence they impose on others, recruiting other people to do their dirty work for them. At level one you have hired a trusty minion to work for you. This minion has novice level in one martial or utility skill of your choice and comes with one item or ability from the shop related to the skill chosen. This minion gets added to your inventory as an NPC in your employ, choosing the skill and weapon upon earning of this level.
Banner Lord
The warlord often wears a symbol or sigil portraying their influence. This can come in the form of a banner worn on their person, a cloak, cape or other piece of fabric brandishing their mark or some other form of recognition of their power. The warlords own power emanates from this mark, instilling fear in those around them. A 10 foot diameter aura pulsates out from this banner, allowing the warlord to exert their influence and fear. Once activated any enemy within the range of the aura will become fearful of the warlord, unable to move towards them or take offensive actions against them for their next post. This ability can only be used once per topic.
The Great Wizard's Banner: Affixed to the back of Morrigan's coat is a patchwork of colorful cloth that depicts a swarm of swirling magic surrounding a glass vial that seems to contain the cosmos inside. This piece of artwork is also depicted on the side of Morrigan's wagon, and represents the Great Wizard of the Wastes. While the design may seem crude, what most don't know is that this artwork was carefully stitched together by a young sixteen-year-old in the back of madam Medb's tent with dreams of grandeur.
Two for one
The warlords name and power have started to grow, more and more people aware of their presence. You have now hired a second minion to assist you in your endeavors. This minion follows the same rules as the first, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have two novice level minions in your employ.
Enchanting Sigil
The power of the warlords name and mark have increased, allowing you to instill and grant more power to those that follow you. You may choose one of the following runes to mark your banner with, listed below. This mark can not be changed and is always present on your banner. Any minion granted to you by this class will have their weapons enchanted with the chosen rune permanently.
Gotta Catch them all
You have begun your journey to tame a wild beast found in Charon, learning its habits, and training it to be an ally. You have gained access to a special quest that lets you hunt down a creature, tame it, and earn it as a pet. You can choose one of the creatures listed in the Level One Creature Table, and upon completion of the quest you will earn that creature as a pet. This creature starts with its Base Ability. In addition to the creature, you gain a magical scroll that can store this creature in a space pocket, allowing you to transport it and summon it again later.
My Best Friend
You have grown close and created a bond between you and your first animal friend. You count on each other on your adventures through Charon. This creature is now your primary pet and no longer counts against the pet NPC cap.
Journey Continues
You have trained and honed your skills, becoming one with nature and learning the basics of most creatures. You can now complete the Creature Quest one more time and choose a creature from the Level Two or One Creature Tables, giving you access to another animal companion with its Base Abilities. You now have a total of two creatures under your control including your primary pet, with this new creature counting against your pet NPC cap.
Stage One
The bond between you and your first companion has increased greatly, strengthening your relationship. Your first level companion has now gained their Enhanced Ability in addition to their Base Ability.
Travel Across the Land
Your skills as a monster tracker, hunter and taker have peaked, becoming a master of the wilderness and earning a true understanding of the wildlife that lives in it. You can once more complete the Creature Quest to choose a creature from the Level Three, Two, or One Creature Tables. You now have a total of three creatures under your control including your primary pet, with the other two counting against your pet NPC cap.
Stage Two
The bond between you and your second companion has increased greatly, strengthening your relationship. Your second companion has now gained their Enhanced Ability in addition to their Base Ability.
Bardic Muses
Virtuosos 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.
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.
Wrath of The Muse
Bardic 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.
A Warlords true power comes from the influence they impose on others, recruiting other people to do their dirty work for them. At level one you have hired a trusty minion to work for you. This minion has novice level in one martial or utility skill of your choice and comes with one item or ability from the shop related to the skill chosen. This minion gets added to your inventory as an NPC in your employ, choosing the skill and weapon upon earning of this level.
Banner Lord
The warlord often wears a symbol or sigil portraying their influence. This can come in the form of a banner worn on their person, a cloak, cape or other piece of fabric brandishing their mark or some other form of recognition of their power. The warlords own power emanates from this mark, instilling fear in those around them. A 10 foot diameter aura pulsates out from this banner, allowing the warlord to exert their influence and fear. Once activated any enemy within the range of the aura will become fearful of the warlord, unable to move towards them or take offensive actions against them for their next post. This ability can only be used once per topic.
The Great Wizard's Banner: Affixed to the back of Morrigan's coat is a patchwork of colorful cloth that depicts a swarm of swirling magic surrounding a glass vial that seems to contain the cosmos inside. This piece of artwork is also depicted on the side of Morrigan's wagon, and represents the Great Wizard of the Wastes. While the design may seem crude, what most don't know is that this artwork was carefully stitched together by a young sixteen-year-old in the back of madam Medb's tent with dreams of grandeur.
Warlord Two
Two for one
The warlords name and power have started to grow, more and more people aware of their presence. You have now hired a second minion to assist you in your endeavors. This minion follows the same rules as the first, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have two novice level minions in your employ.
Enchanting Sigil
The power of the warlords name and mark have increased, allowing you to instill and grant more power to those that follow you. You may choose one of the following runes to mark your banner with, listed below. This mark can not be changed and is always present on your banner. Any minion granted to you by this class will have their weapons enchanted with the chosen rune permanently.
Enchantment | Description |
Earth Rune | An Earth rune etched into the item causing the blade to appear dark and like cracked earth. The weapon gives off an aroma of soil and dirt, masking the scent of the user of the weapon. Attacks from this weapon decay the skin and dry it out, causing anyone to use that part of the body to experience pain. |
Curse | Description |
Mana Curse | Those born with the Mana Curse are like black holes in regards to mana and the ever flowing energy of magic and the domains that is so central to Charon. They are completely unable to possess or gain mana wells of any form, acting like an antithesis to the very nature of magic. This oddly gives them no immunity or resistance to magical effects and seems completely random as to whom is born with this curse. Some manifest marks or seals upon their bodies like birthmarks, others have auras about them, and some have no physical indication whatsoever leading them to discover the unfortunate aspect of their curse later in life. |
Mage Slayer Level One
Sworn Enemy
The Mage Slayer has devoted themselves to fighting off magic. Regardless of their reason, they have chosen to target those who would wield the arcane. When an enemy casts a spell while you can see them, you can mark that person as your Sworn Enemy. For the next five posts that person will remain your Sworn Enemy and can now be targeted by other features of this class. You cannot choose a new Sworn Enemy until the end of the previous one's duration and cannot have more than one at any time. Physical attacks and martial abilities used by the Slayer against a Sworn Enemy will now remove two hit preventions instead of one and wounds cannot be healed by spells. This ability can be used twice per topic.
Spell Drinker
The Slayer has spent their years fighting off magic - they have now learned how to absorb magical energy and use it as their own instead. If you were to take damage from a spell, regardless of its type, you can instead choose to heal yourself with that spell. The spell acts as a minor healing spell instead of its normal type. If the damage came from a spell that was cast by your Sworn Enemy, it instead heals a major wound. This will not ignore effects of a spell, just the damage. This feature can only be used twice per topic.
Arcane Infection
When you mark a Sworn Enemy, you can disrupt their magic, tampering with the flow of Arcana Forumlae. Your sworn enemy can no longer benefit from any effects that increase their spellcasting limits. Any effect that would give the caster the ability to use spells beyond their listed limit end, restricting them to the base spell limits. This ability can be used once per Sworn Enemy.
Mage Slayer Level Two
Arcane Restriction
Training teaches a Mage Slayer that the best magic user is one who can't use their spells - they have learned unique techniques to limit their enemy’s abilities. Upon marking a Sworn Enemy, you now limit how many spells they get access to, thus restricting them to ten more spells. For as long as they remain your sworn enemy they can only cast ten spells before their arcane abilities are frozen for the rest of the duration of the Sworn Enemy mark. This can be used once per sworn enemy.
Deflecting Slice
The Slayer has learned the in and outs of combatting spells, learning how to fight against spells that would be cast against them. If a non-mental spell that has a physical form is used against you, you can slice through the spell, ripping it in half. If an elemental spell has been cast and it has physical form, such as a fireball, lightning bolt or wall of ice, you can cut through the spell with one of your martial weapons. This will negate the spell, rendering it useless. If the spell that was deflected belonged to your Sworn Enemy, they can no longer cast that spell for the rest of the topic. This can only be used twice per topic.
Mage Slayer Level Three
Countering Wound
When you strike an enemy with a martial ability or physical attack, you can wound their bodies in a way that disrupts their magic's flow. If the damaged target uses a spell during their next post, the spell will backfire and be considered countered. If the spell is a damaging spell, such as a fireball or lightning bolt, it will blow up in their face, dealing minor damage. If the affected target is your Sworn Enemy, the next spell they cast will be countered, regardless of whether it happens during their next post or not. This can be used twice per topic.
Forumlae Cleansing
You now have the ability to end spells or remove effects that are currently affecting you. If a spell’s effect is currently active on the Slayer, such as a stun, charm, fear, or a mental effect, the slayer can choose to end those effects instantly, cleaning themselves of the spell. They will still take damage from the spell but will no longer be under any of its effects. This feature can only be used twice per topic.
Mage Slayer Level Four
Null Zone
Once per thread you can activate a null zone that disables all spells, magical effects, or enchantments around you for four posts. Any spell or magical effect cannot be used within close or short distance of you, either from you or anyone else. All enchantments will turn off and become void until the end of the zone’s duration. This functions as a total anti-magic zone, causing any spell that enters or is cast inside to fizzle out immediately.
Stolen Power
While the Slayer has vowed to combat spell casters, they do understand that magic has its uses - and sometimes, fighting fire with fire is necessary. When the Slayer witnesses someone casting a spell they can choose to steal it, absorbing its magical essence for themselves and rendering the spell useless to its owner. The stolen spell can no longer be used for the rest of the topic by its owner, and empowers the Slayer based on the spell stolen. If the spell was stolen from your Sworn Enemy you can now also cast the stolen spell once throughout the rest of the topic. Stolen Power can be used twice per topic and ignores the Null Zone.
- If the stolen spell has an elemental damage type, all of your weapons are coated in that element and deal that elemental damage for the rest of the topic.
- If the stolen spell would heal a wound, your weapons now deal damage that cannot be healed for the rest of the topic.
- If the stolen spell is a mental effect, such as charm, fear, or mind manipulation, you become immune to that same effect for the rest of the topic.
- If the stolen spell possesses a stealth effect or a spell meant to conceal, such as invisibility, your weapons instead become invisible for the rest of the topic, unable to be seen by normal vision.
- If the stolen spell is a defensive or protective spell intended to defend, you instead gain one magical hit prevention against any kind of spell.
Beastmaster Level One
Gotta Catch them all
You have begun your journey to tame a wild beast found in Charon, learning its habits, and training it to be an ally. You have gained access to a special quest that lets you hunt down a creature, tame it, and earn it as a pet. You can choose one of the creatures listed in the Level One Creature Table, and upon completion of the quest you will earn that creature as a pet. This creature starts with its Base Ability. In addition to the creature, you gain a magical scroll that can store this creature in a space pocket, allowing you to transport it and summon it again later.
My Best Friend
You have grown close and created a bond between you and your first animal friend. You count on each other on your adventures through Charon. This creature is now your primary pet and no longer counts against the pet NPC cap.
Beastmaster Level Two
You have trained and honed your skills, becoming one with nature and learning the basics of most creatures. You can now complete the Creature Quest one more time and choose a creature from the Level Two or One Creature Tables, giving you access to another animal companion with its Base Abilities. You now have a total of two creatures under your control including your primary pet, with this new creature counting against your pet NPC cap.
Stage One
The bond between you and your first companion has increased greatly, strengthening your relationship. Your first level companion has now gained their Enhanced Ability in addition to their Base Ability.
Beastmaster Level Three
Travel Across the Land
Your skills as a monster tracker, hunter and taker have peaked, becoming a master of the wilderness and earning a true understanding of the wildlife that lives in it. You can once more complete the Creature Quest to choose a creature from the Level Three, Two, or One Creature Tables. You now have a total of three creatures under your control including your primary pet, with the other two counting against your pet NPC cap.
Stage Two
The bond between you and your second companion has increased greatly, strengthening your relationship. Your second companion has now gained their Enhanced Ability in addition to their Base Ability.
Creature | Description | Ability |
"Luna Rose Moth" Mephit disguised as a Rosy Maple Moth | Mephits are capricious elemental tricksters whose idea of a prank is to kill you, or at least cause wanton destruction. They are elusive, tricky creatures that move in packs, attacking randomly and without cause. They are formed from chaotic elemental energy and can come in various forms. Water, Ice, Fire, Earth, Wind, Lightning, Light, Dark Base Abilities: Claws, Fangs Enhanced Ability: Light- Control Light | Light Domain Elemental |
Rune Bear | Rune bears are normal forest bears tainted by magic energy, often from the land itself. They are resistant to magic and often hunt spellcasters to feed on their energy. They are strong, savage creatures that kill other animals and even people to survive. Base Abilities: Claws, Fangs Enhanced Ability: Immunity to Novice Level Magic -Beastmaster Quest not started yet- | Immunity to Novice Magic |
"Nugget" Phoenix | The phoenix is a large flame-wreathed bird known for its unique ability to immolate itself only to be reborn again from its ashes. It is revered in some cultures as a deity. While they are capable of flight and able to breath fire, most phoenix are peaceful calm creatures. They can be very dangerous if angered. Base Abilities: Flight, Fire Bolt Enhanced Ability: Revives itself instantly | Fire Bolt |
Bardic Virtuoso One
Bardic Muses
Virtuosos 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.
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. |
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.
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. |
Bardic Virtuoso Two
Wrath of The Muse
Bardic 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.
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. |
Scarab
The Scarab is a subclass that mimics warriors from ancient Zeinav, skilled assassins, hunters, fighters and protectors of nobility. They worked as the private guard to the Zeinav people, dedicating their lives to the protection and growth of Zeinav. To purchase this Subclass you must have at least one martial skill at Master level.
Born from the Desert | Scarabs spent the majority of their lives in the desert, training, working and living. This honed their abilities and gave them unnatural control of the desert itself. A Scarab can Summon forth sand from the ground beneath them, then control this sand as if it had a mind of its own. Using both of their hands, the scarab can move, manipulate and control sand, using it to block physical attacks or strike enemies offensively. The sand does minor amounts of blunt damage and can be used to obscure vision and even hide the Scarab while moving across the desert. When activated, this ability will last for two post and can be used twice per topic. The Scarab can control the sand up to 10 feet from their body but can only summon a medium amount. |
Scorpion's Venom | The Scarab always carries around a tiny glass vial of modified scorpion's venom which can be applied to weapons or wounds. This poison does nothing at first other then irritation or slight numbness to the area, but with each subsequent blow of an envenomed weapon it grows until it knocks the affected target unconscious. If any enemy is wounded by a weapon with this venom three times, they will fall unconscious, unable to withstand the venom any longer. They will fall unconscious for the entirety of their next post, unable to take any actions. This venom can be removed by Greater Healing or similar strength healing magic. This venom can only coat one item, but that item will remain coated for the rest of the topic. |
Desert Stinger | The Scarab has a unique weapon at their disposal, a six inch knife or blade that is mounted into a bracer and worn on the forearm. The blade can be retracted by a single flex of the forearm muscle, allowing the scarab to summon or return the blade almost instantly. This makes it the perfect assassination weapon, able to be hidden and concealed until needed. Scarabs often used this weapon to initiate surprise attacks, or keep their hands open and free from weapons. The Scarab is considered Exalted when using this hidden blade and can use sand from Born from the Desert to repair the knife if it breaks or becomes damaged. |
Spirit Walk | Scarabs become inherently bonded to their Tattoo upon being chosen, so much so that their very soul is already become attached too and dwelling within the mark, ready to make its next journey should the Scarab fall. This same esoteric bonding allows the Scarab to Once per topic launch their mark in any direction as it takes on a spirit form and moves through any solid object, stopping once twenty feet has been traversed. At this point the Scarabs physical form reshapes from their Spiritual Mark placing them in the exact location that the spirit form ended. |
Transmuter
An exclusive order of alchemists, Transmuters contribute to the continued alchemical testing of materials, particularly focusing on the manipulation and creation of gold, silver and other precious metals out of less valuable materials. Transmuters are a secretive lot that have helped to shepherd the Consortium for many generations and have ensured the coffers are well maintained when full, and well obscured if less than.
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 |
Transmuter Spells
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 1 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 1 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 1 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 1 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 1 Gold Coin |
Silver Savior | 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 1 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 1 Silver or Gold Coin |
Jolly Bag of Gifts
-Gift from Socket-
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.
Yasaka's Summer Beach Bag
A lovely, textured shoulder bag meant for carrying items around. This beach bag is woven from reeds, and features a shoulder strap for easy carrying; it feels empty and has little weight to it, however, individuals seem to be able to pull strange, magical items from this beach bag with varying effects. The following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the little tool bar) The bag takes effect the next post, using what you rolled.
Number | Description |
1-2 | An Evergreen Wreath that definitely shouldn't fit in this bag. Upon throwing the wreath, it casts "Vine Field" the moment it hits the ground. |
3-4 | A fruitcake just like grandma use to make. This pastry is full of nutritious fruit, harder than a brick, and can be used as a ranged or improvised weapon. |
5-6 | A pair of cute little button eyes; they also summon a three foot tall snow golem, which will be your ally for three posts at max. If the golem takes damage, it will begin to fall apart, and crumble on the next post. Casts "Ice Spike" for itself to use as a weapon, but cannot speak. |
7-8 | This top, oddly enough, may be spun on any surface. Just throw it, and it will right itself regardless of the terrain. Each of the four sides will begin to fire out small, silver coins rapidly, creating a spinning trap which affects everyone in a radius around it. |
9-10 | A lit candle which will not burn the holder or the bag. By blowing on the candle's flame, the holder may cast "Flame Breath" from the candle once; the candle burns quickly once used. |
11-12 | A red envelope containing two candy coins. Each coin acts as a minor health potion when eaten, and will only last for the rest of the thread. |
13-14 | A goat's horn which casts Summon: Ice Elemental. The horn disappears, replaced by a massive, ice-like bipedal goat. It will fight alongside you and your allies for three turns, but will try to take one of your enemies with it when it leaves. |
15-16 | A partridge feather which summons a chubby partridge. The partridge can fly and speak common, making it a decent spy. It is very polite, but never seems to know how it got here. The partridge remains with you until the thread ends, or until it is dismissed. |
17-18 | A lovely hand-woven basket; the basket casts "Create Food", and fills itself with a very nice meal for at least two separate individuals. |
19-20 | The Dragon's Tooth summons a Lion Dragon from the bag, which can be used as a mount for the rest of the thread. The Lion Dragon may defend itself with its teeth or claws, and seems to bounce quite happily (like a dance) when it's idle. |
Yasaka's Summer Beach Bag
A lovely, textured shoulder bag meant for carrying items around. This beach bag is woven from reeds, and features a shoulder strap for easy carrying; it feels empty and has little weight to it, however, individuals seem to be able to pull strange, magical items from this beach bag with varying effects. The following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the little tool bar) The bag takes effect the next post, using what you rolled.
Number | Description |
1-2 Bottle of Sand | A lovely and unbroken bottle full of sand; it seems to be corked tightly, and cannot be opened unless shattered. Upon doing so, the spilled sand will bring forth a golem; this golem, shaped like a sandcastle, can cast one instance of Rumbling Tremors. It cannot speak and will collapse after taking damage; but will otherwise be present for two posts. This golem can follow basic instructions, and fit through any surface where a single grain of sand could. |
3-4 A Crab | You pull a bright red crab from the beach bag; upon pulling the first crab from the bag, the bag will begin to shake violently until dropped. From it, a swarm of crustaceans will rush out towards your opponent; if you have no opponent, they seem to pick a random target to run at, including you if there is no one else in the vicinity. They do not do much damage, but make for a great distraction. After a post of harassment, the crustaceans will turn to red sand. |
5-6 Ice Cream Cone | From the bag, you pull a perfectly pristine ice cream cone of your favorite flavour; the ice cream on this cone will never melt, but tastes of genuine ice cream. This ice cream cone acts as a delicious Minor Healing Potion, causing the person who ate it to feel refreshed and cure minor wounds or injuries… or just have a nice treat. |
7-8 Beach Ball | You pull a beach ball emblazoned with orange and yellow decorative sun motifs from the bag. Upon throwing the beach ball, it will freeze mid-arc and hang in the air with no regards to gravity, at which point it will erupt into flames, essentially turning itself into a small sun. This sun will cast one instance of Heat Wave, causing the temperature to rise tremendously around you for three posts. |
9-10 Jar of Lightning Bugs | You pull a jar of lightning bugs from the bag; these lightning bugs seem incredibly fond of you once released; and begin to spark with electricity as they dance around you. The lightning bugs will cast one instance of Static Field around whoever opens the jar, protecting them from ranged projectiles for a time. Once the Static Field spell has been spent, or fades away, the Lightning Bugs will slowly flicker and fade away with it. |
11-12 Glass Canteen | You pull a glass water canteen from the bag; this canteen seems to be full of pure, crystalline water. Upon opening the water bottle, the contents will erupt forth, summoning the water elemental which lives inside. This water elemental will remain for three posts, with the ability to use its own body as if it was a water whip spell; it will vanish after three posts, or upon being hit with a lightning spell. |
13-14 Sparkler | You pull a thin stick from the bag; the end of which will alight after being pulled from the bag. This sparkler creates a series of colorful sparks and playful crackling noises, but after flicking this sparkler with your wrist, it will cast forth a Fire Bolt spell. The Sparkler can cast this spell twice before it crumbles to ashes in your hand. |
15-16 Cicada | You pull a cicada from the bag; this cicada will remain perfectly silent until it is thrown or set down, at which point it will begin to scream. This screaming can be heard up to a mile away; and those you consider enemies nearby within a 30 foot radius will be forced to cover their ears, or remain in a distracted/unfocused state, until the cicada stops screaming after one post. |
17-18 Coarse Salt | You pull a handful of coarse salt from the bag; after being pulled, you will begin to feel the air around you grow saltier and heavier as the salt you’ve pulled casts Salt Air. For three posts, it will begin to deteriorate metal, making it useless for a time to your enemies— this will cause metal objects to deal no damage, and offer no defensive protection, until three posts is up. |
19-20 Great White Sharkhound | From the bag, you pull out an impossibly large Great White Sharkhound that should never have been able to fit in it; this massive land-shark is utterly loyal to you and all you consider allies, and can be used as a mount for at max two people. The Great White Sharkhound can attack with its massive jaws, swim and run at high speeds, and rather enjoys a belly rub and nice walk on the beach. The Great White Sharkhound will remain with you until the end of your topic, or until dismissed. |