CCS Courier
IS OFFLINE
20
Renown
Female
Moon Elf
mater impera aeterno noctum
746 POSTS & 0 LIKES
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Post by Lady Cirice Lunestre on Nov 2, 2022 21:27:29 GMT -5
SkillsArcana: Light Domain (Master) Arcana: Dark Domain (Exalted) Arcana: Space Domain (Exalted) Blades (Exalted) Stealth (Exalted) Renown: 24 NOBLE Guild Membership: Mage's Guild, CCS Courier, The Expedition
Mystical Archive tickets: 0 Crafting materials: 1 hide, 1 lightning catalyst, 1 claw, 1 fire catalyst, 1 ooze core Touch of Divinity Passive Trait 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). Sol Stone Shard Rare Crafting Material A tiny piece of the now shattered Sol Stone made of golden metal and etched with strange markings, the true nature of the stone has yet to be understood. This item can be used in our crafting system. When used to craft you can take one spell that you own and add its effects to the crafted item. Just like other crafted items, staff will work with you to clearly define how the spell works on the item. Once crafted, this material can not be used to craft again (you can keep the stone in character for story reasons).
Items Item | Description | Size |
| Cirice's Divinity Charm
(on Crestfallen) | A unique charm that can be attached to a weapon, and has a tiny fraction of energy from an extraplanar being. This charm does nothing unless the wielder of the weapon has any levels in either the Fiend or Celestial prestige class. For as long as the owner is wielding the weapon, any ability from their Celestial or Fiend class that has a number of uses tied to it will gain one extra usage. This increases the amount of times you can use your prestige abilities per topic.
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| Crestfallen
Whip Sword | This short sword looks normal in appearance until its owner rotates a ring at the top of the hilt just before the guard, releasing the internal pins much like a lock. When the pins are released the internal wire fashioned from the webbing of a crystal spider unwinds itself and allows the now segmented blade to attack much like a normal whip would. This weapon has a reach of fifteen feet and can wrap around objects like a whip to grapple while slicing. If the ring is rotated again while the blade is extended, it will instantly retract, if it is grappling an object or person it will pull it close to the user.
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| Magic Blocker
(on Crestfallen) | This enchantment gives the item the ability to cut off ones access to their magical energy. If this weapon strikes a target's bare flesh (by cutting through fabric or armor), that target cannot summon their magical energy for their next post. Active effects will continue to persist, however they cannot use new spells.
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| Arcane Mark
(2) | 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-
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| 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.
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| Toy Hammer | A wooden toy made to look like a battle hammer. It is light and easy to wield, allowing someone to swing this hammer around wildly. Unfortunately the hammer does very little damage, only delivering a light bonk. However when the hammer strikes an object, it lets out a high pitched squeak that can be annoying and distracting. | |
| 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.
~Gift from Astrid~ |
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| The Snuggle
| A large jacket, cloak or cape made out of a heavy blanket and designed to be worn backwards, having arm holes on the front and allowing the blanket to fully wrap around your body. While average looking at first, the Snuggle can be commanded, and its wearer can cause the cloth to fly from their body and assault their enemies, attempting to bind them in the snuggle themselves. The cloth itself is not very strong and any amount of effort can remove it, however it makes for a great distraction.
~gift from Cyran~ |
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| Arcane Trinket | An arcane trinket is a random item fused with magical energy and can take the form of just about anything. From necklaces and rings to random odds and ends, spell casters are known to be very creative when choosing trinkets. These trinkets are often worn or carried on the body and gives its owner access to increased magic, allowing them to cast more spells.
-Increases spell limit by 10 spells-
~gift from Veliky <3 Shaped like a friendship bracelet~ |
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| 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! A little bit of totally normal knight stufftm~ | 1 |
| Tent | Tents come in all kinds of shapes, sizes and designs, often made out of cloth or leather. Tents are used for camping out and sleeping in the wilderness and can fit up to six people. Fitted with rope, stakes and a cloth floor, that make for comfortable living quarters when on the go.
Purple with a little crescent moon design Cirice sewed herself with love <3 |
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| Mistletoe Wand | A wooden wand fashioned from a very old piece of mistletoe by an ancient wizard from the north. This wand acts as a focus, allowing you to cast spells through the wand without the need of a free hand. If you cast a spell through this wand that targets an ally or friend and has a duration, that duration is extended by one post.
~gifted from Morrigan Moonweaver~ | 1 point |
| Rogue Sleigh
Mother Moon's Mystical Flying Library | A large ornate sleigh decorated with beautiful designs, able to ferry a small group of people and carry heavy objects like crates and bags. The sleigh acts as a wagon, needing to be pulled by a mount, but easily glides across the surface of the terrain it is on. This allows it to skate across odd surfaces, like stone, sand, grass and even water. Once per topic the sleigh can be lifted into the air, acting as if the flight spell has been cast for the next two post.
Library Upgrade An attachment to your home that adds a Library, a place to read, study and learn. Many wizards, mages and scholars like this upgrade for the ability to learn more and increase their spell abilities.
-Adds +15 to your spell limit-
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| Dragon Chocolate | A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
~Hearths Day gift from staff!~
Heat Wave: You cause the air in the immediate area to become increasingly hot, rising in temperature by several degrees. While this not directly deal any damage to your enemies, this spell does have its other uses. It will instantly melt any ice spells in effect or created ice structures, rendering them useless. The heat will also begin to wear on anyone in the area beside the spells user. This will begin to fatigue them, causing their movements to slow as well. This spell remains active for three post and while its active enemies can not cast ice or water spells. |
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| Storm Chocolate | A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
~Hearths Day gift from staff!~
Call Tornado: This spell gives the caster the ability to harness the power of the winds, creating a massive vortex that forms in the area. The tornado then begins to rampage through the environment for the next couple of minutes, tearing up vegetation and destroying weak structures. While it is not a full on natural tornado, it has enough power to harm your enemies.
-Deals wind damage- |
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| Blizzard Chocolate | A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
~Hearths Day gift from staff!~
Sheer Cold: A chill fills the air as you make it begin to snow. The area drops several degrees in temperature as it begins to get incredibly cold. Anyone in the area will begin to be effected by the cold, finding it hard to move, hold on to their weapons or even just function. Their movement become incredibly slow and their skin fragile. During this time any damage they take from blades or blunt weapons will be increased in addition to it being hard to hold onto their own weapons. |
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| Bag of the Infinite | A small leather bag that can be worn on the hip or belt and looks like a normal coin purse. This bag however is much bigger on the inside that it looks on the outside, and can store any amount of items on your person. While these items are in the bag they are considered weightless, allowing you to move without the weight of the item being a burden. While this bag is on your purpose you have no weight limit for items, and all your items count as having 0 weight while in the bag.
~gift from Veliky, stolen from Platinum corp. made from very dull grey fabric, but with the platinum-coloured insignia of platinum corp on the flap~ |
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| Red Rogue's Hood | A unique red fabric hood that can be worn over the head and attached to a piece of clothing. The hood has been magically enchanted to allow its wearer to contact other people who are also wearing the hood, mentally talking to them through the hood and with their minds. You can only talk to one person at a time and only for a single post, before the hood needs a cooldown of two post.
~A pair of lovely crescent-shaped earrings that dangle from her ears~ |
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| Sleigh Bell
| A single bell common around the holidays, which is often hung on trees or animals to add a nice tone. This bell can be attached to a pet, such as on its collar and gives off a light sounding jingle while worn. You can only own one of this item at a time. While worn, the pet does not count against your pet npc cap
~on Hitia~
~gifted to Taki my love~ |
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| Owlbear Cloak | Made by Gerhart from dense owlbear furs and given to Cirice for hearth's day. Provides 1 hit prevention
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| 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 Cyran for Mage's Guild joining!~
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| Mermaid Bands | Anklets woven from seaweed and tiny coral beads. While they do nothing on dry land, once you walk far enough out into water, you will sprout a fish tail that dramatically improves swimming mobility and endurance. This does not allow you to breath in water but can now swim just as well as an aquatic being.
~bought with seasonal coupon~ |
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| Gerhart'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)
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| Socket's Eternity Ring | Socket's Eternity Ring
Having been Taki's first adventuring friend and sharer of sweet delicious muffins, as well as expressing interest in Sky Domain's magic, she is the only person Taki has met so far that has been deemed worthy to inherit this powerful artifact.
[Which has access to the following: Sky (Exalted) Lightning Lure, Bullet Dash, Step of the Wind, Gust Thrust, Static Field; Scern's God Killer; Stealth (Master) Escape Technique, Silent Spell, Cat's Grace, Surface Scaling, Silent Step]
~gift from Bae and I cry~ |
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| 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.
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| Circlet of Mind-Shielding | This delicate piece is worn around the head and protects the wearer from mind-altering spells and effects such as fear, suggestion or other similar effects. You gain one hit prevention against these types of effects. When such a spell is attempted on the wearer the caster is instead paralyzed with haunting whispers for a post and rendered vulnerable.
~crafted by me with the crystal eye and chthonian parasite~
Turned into Aegis Animi
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| Talking Heads | This item comes in a set of two, small shrunken heads fixed with a rope. They are about the size of a small ball and can be attached to a belt or piece of clothing. When someone speaks to one of the heads, the person holding the other can hear it. This acts as a two way speaking device, letting the two people holding them talk to each other at long distances.
~Cyran has the other~ |
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| 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.
Combined with circlet to become Aegis Animi | Clothing
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| Else Where Juice
| A very rare bottle of lavender colored liquid created by space domain hermits who spend most of their time secluded, studying and researching. Used to quickly get to a town, when consumed the drinker will instantly be teleported to one of Charon's primary cities (Must be an established city/village sub board). Your body will instantly be removed from time and space and will instantly arrive in the town of your choosing, causing you to exit the current topic (unless that topic takes place in the same city)
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| 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.
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| Aegis Animi
| A circlet that protects the wearer from mind altering and memory erasing effects. While the circlet is worn, your memory may not be tampered with and your mind cannot be cleared, wiped or erased. You also cannot have your memories read, altered or affected in any way. You gain one hit prevention against mind-altering spells such as fear, suggestion, etc. When such a spell is attempted on the wearer, the caster is paralyzed by haunting whispers for a post and rendered vulnerable to counter attacks.
~crafted with Mask of Memories and Mind-shielding circlet~ | 2 |
| Dark
Facsimile
| An amorphous glop of liquid darkness that takes on the form of a creature or person. Once the facsimile has a settled into a form it can be used as a stand-in for the intended victim for spells. By taking DNA from a target, such as hair, blood or saliva, you can insert the DNA into the goop, causing it to shape into a doll that looks exactly like the owner of the DNA. Once per transformation you can cast a spell on the doll, which will instantly apply the effects of that spell to the target, regardless of where they are or what they look like. This allows you to cast a touch spell without touching the target, or a ranged spell without aiming at the target. Once the spell has been cast, the doll will return to goop. The goop can be used twice per topic but new DNA is needed for each use.
~crafted from a dark catalyst and mimic slime~ (Only works against organic lifeforms) | 0 |
| Cultist's Robes (clothing) | Umbral robes often worn by cultists and devout followers of blasphemous religions and ideals. These robes have been sewn with powerful enchantments woven into every stich, designed to act as a conduit to power delivered from an elder being. While wearing these robes, your entire body has become an offering towards a god, belief or cosmic entity of your choice. When you cast a spell that does elemental damage, your entire body becomes temporarily shrouded in that element, creating a ten foot aura in all directions from your body. Enemies inside this range as the spell is cast will also take minor damage equal to the spells element. This aura can only deal one type of damage at a time, if a spell you cast as multiple elemental damage types, you must choose which one the aura becomes.
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Total Item Weight (3/12) (Weightless) Pets/Mounts/NPCs/Minions
Pet/Mount/NPC/Minion | Description | Against Count | Trained Bird Asrestar | Trained birds come in a variety of breeds, colors and designs and are coveted for their beauty. Birds are equipped with a set of wings that allow them to fly, giving them the ability to move away from their owner for moments of time. This makes them experts at retrieving objects or delivering messages. A Great Eared Nightjar she bought and named Asrestar
~Santa gift from the Admin team~ | yes (pet) | Dancing Chain Daula | A six foot long solid steel chain lightly coated in ice and gives of a faint cold sensation. This chain is animated and will slowly float around the owner with a mind of its own. This chain can not be used to attack with but can be summoned to defend its owner, floating in front of an offensive physical attack, such as an arrow or a sword slash. The Chain can block one attack before having to recover for three post. Can only have two chains out at one time.
~Gift from Cyran! This particular dancing chain is flavored as a chain bonded to a purple bracelet of a snake, which Cyran found while shopping and picked it up for Cirice because he heard it was a protective magical item. The chain coils around it’s owners arms and shoulders protectively like a snake and guards them from harm.~ | no (npc) | Reindeer Hitia | A fuzzy Reindeer from the northern reaches, fitted with antlers to defend itself and able to be used as a mount. These animals are often used to pull heavy sleighs or wagons and are known for their raw strength but kind nature. This Reindeer can use the Flight spell and can cast Minor healing once a topic. ~gift from Veliky and Iryla <3~ | yes (pet) | Book Golem Ars Goetia | An amalgamation of books, scrolls and loose pages all combined together and enchanted by magic, giving the mass of information life of its own. This golem can be anywhere from 1 foot to 8 feet tall and is extremely passive, unable to attack, defend or deal damage. As long as you can see your golem, your spells, regardless of domain, can not be countered by spells or abilities. This means any spell you try to cast will go off and can not be prevented from being cast. ~MA item gifted from Dvadio and I weep~
| yes (NPC/Minion) | Mimic Moth Crepusculum | 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.
| no (pet) | Baby Bone Naga Kevin | A small, foot long baby snake made completely out of bone and animated by the users will. It normally sits unanimated in a small jar, bag or vial, but can be awoken by its owner to be used. When awake, the Naga can be placed on the ground, in which it will instantly burrow beneath the ground and just circle you, moving in a circular pattern with a 30 foot diameter, with you at its center. The snake will make this circle for three post and will move with you, detecting any hidden or unseen entity during its duration. You will be aware of anyone in the range who is trying to hide, including things that are invisible or under the affects of spells. This Naga can only be used twice per topic.
~gift from Del~ | yes(pet) | Lightning Pixie from Green Egg Gwyllion
| A tiny, six inch, yellow 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 lightning magic, which turns all damage the owner would do into lightning damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only lightning 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. | no(pet) | Bottle of Snowlings Konpeito-lings | 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.
| no(pet) | Scarecrow Squire KEYP | 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
A Type-I Custodian-Model "KEYP" Blixtbot™ that was taken from Veliky's apartment. Whether this crime counted as a kidnapping or a theft has yet to be fully deliberated.
In its 'resting' state, KEYP resembles little more than a 33cm-diameter ball of tin with a singular crimson 'eye' at its front, and is fittingly capable of movement via rolling on a spherical wheel near its bottom. However, this ball can detach in half and extend, revealing a spindly body (the lower hemisphere of the ball continues to roll and act as locomotion, while the upper hemisphere now resembles a sort of bland hat). In this state, it also possesses long, but thin arms that it can use to perform the menial tasks that it was designed for: including sweeping, doing laundry, washing dishes and performing other acts of trivial housework.
Unlike most Blixtbots™, KEYP-Series units do not possess processors or even exist engines. They are instead powered by pure magic, making them more similar to traditional constructs. This also means that they do not require air, Blixt™ or even sleep. However, like most Custodian-Model units, KEYP units are prohibited from violence, unable to even defend themselves (or anyone else) if attacked.
| no(NPC/minion) | Songbird Griffon Parus | 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. | no(pet) | Ghastly Lantern | A black iron lantern with a faint, ghostly blue light inside of it. This flame is a ghost fire elemental, which can be summoned outside of the lantern. The lantern will still give off light, but the ghost can be used to hold and carry the lantern for you, allowing you hands to remain free. This ghost will deal no damage and will vanish when struck, but can communicate with you. | no(NPC) |
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Curse(s) Phantom
Curse 150 Solars or 1 Mystical Archive Ticket Phantoms are individuals who walk the line between life and death and can be formed by a variety of instances. Phantoms often have a brush with death of some kind, and are now possessed with an aspect of the afterlife. Some have near death experiences of their own, while others are haunted or plagued by a spirit left behind. Whatever this encounter is, it has left the individual marked.
(You can only own one curse in your inventory at a time. Curses are similar to subclasses but do not take up a subclass spot, allowing you to have one curse in addition to your normal Subclass cap. If Phantom is sold, removed or deactivated, you lose access to all class features.)
Touched by Death | An event in your past has caused you to have a brush with death, either facing it yourself or encountering a spirit left behind. You now live in the in-between, partially alive and partially dead. You find it harder to accept death, fighting nature itself. The first time you would die or be knocked unconscious in a topic, you instead shrug it off and remain conscious. While you do feel pain and take damage, you are able to push through and ignore the pain more so than others. Taking damage or feeling pain no longer causes you to flinch or react to the damage, letting you push through damage as if it was not there. | Phantom Form | Once per topic you can fully give yourself over to your spirit, turning yourself into an incorporeal ghost like being. For three post your body becomes ghost like, unable to be touched or interacted with. Solid objects will pass through you, allowing you to dodge attacks or move through structures. You are unable to interact with the physical world yourself however, unable to touch objects or make attacks. Anything you do while in spirit form will have no interaction with the physical world, such as casting spells or activating features.
You can still see, speak, hear and communicate with others. They will be able to see a thin outline of your form, so you are not invisible but slightly obscured. This allows you to continue to interact with living beings while still being a ghost.
| Possession | While in your Phantom Form you are able to move into another person, possessing them and sharing their body. You are able to see through their eyes, hear through their ears and even communicate with them as if using the message spell. While possessing someone, you move with them, relinquishing all control of your own movement but can choose to leave the body at any point. You can not cast spells, use skills or activate abilities while inside someone else and can only remain passive until you leave.
| Inner Seance | Once per topic, while possessing someone else, you can lend some of your power to that person. You can cast a spell, use a martial skill or activate an ability through this possessed individual. You can affect the possessed individual but can not use anything to bring or cause damage to that person. You can however cast a damaging spell or ability through the person, using them as a conduit to hit your real target. You can only use this ability once per topic. | Death's Hold | Once per topic, while possessing someone else, you can exert your spiritual energy over the possessed person, stressing their system. When you activate this ability, your spirit surges through the person, preventing them from casting any spell during their next post. Once you use this ability you will be forcefully pushed out of their body. |
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CCS Courier
IS OFFLINE
20
Renown
Female
Moon Elf
mater impera aeterno noctum
746 POSTS & 0 LIKES
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Post by Lady Cirice Lunestre on Mar 4, 2023 1:26:43 GMT -5
Cirice's Spell Book Total Spells: 69/70
Dark Domain Exalted
Spell Name | Description | 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-
| Night Sight | For a brief duration you can the ability to see in the dark. This allows your eyes to see normally in the darkness as if it was day time. This spell only works in natural darkness and does not apply to magical darkness created by a spell or effect. | Corrupting Touch | Your palm glows with dark energy, making your touch dangerous. You can touch natural vegetation such as plants, trees, vines or other forms of living vegetation and cause them to instantly shrivel and die. You can also touch a wild natural animal, such as a bird, bear or wolf, and cause that animal to become sick. This does not work on magical creatures, pets or mounts.
| Inflict Wounds | You fire out a ray of purple energy at a target. If this ray collides with a living creature they will then receive several cuts across the surface of their body. This will only injure the area the ray hit them, but that area will be filled with several tiny cuts. | Summon: Minor Minion | You cause a small creature of darkness to form, taking the shape of a small animal, such as a cat, dog or rabbit. This creature is made of pure darkness and takes on a shadowy form. It will follow any command you give it, can be used to retrieve things or even attack your target, dealing very small amounts of damage. This minion last for two post.
-Deals dark damage-
-Can only have one out at a time- | Cloak of Shadows | A wispy cloak of shadows forms around your body causing you to appear as a simple shadow. If you are currently standing in darkness or a shadow, your image becomes harder to see, but not impossible. Unless someone is extensively searching for you they will find it hard to see you.
| Whispering Madness | You fill the mind of a target with madness, causing them to be filled with fear and anger. Their mind will be filled with hundreds of voices, all echoing in their mind and causing them to go mad. For the next two post the effected target will be unable to tell friend from foe, and will turn on their own allies, being forced to lash out against friends. This spell has no effect if the target has no allies with them. | 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 sell has a three post cooldown and can not be used again until the cooldown is over. | 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. | 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). | Hylltywyll’s Shady Shelter
| This spell is a passive spell that gives the caster access to a small, dark pocket space within the shadows that they can enter and store items in. They can only enter this space through a shadowy or dark area. They can pull items out and put them in through their own shadow without needing to fully enter the space whenever they like. The interior of the space pocket can vary in appearance according to the caster’s wishes, including furniture, but nothing can be taken out of it that wasn’t brought in from outside and it is always the size of a small house. In addition, within the pocket space are four doors. One always connects to wherever you entered from, but the other three can connect to other locations that meet two requirements:
1- the location must be dark or have a large enough shadow within it for the caster to pass through
2- the caster must already be familiar with the location and have been there before that is within the same region that you are currently in. Passing through one of these doors will cause the door you entered from to disappear. Once chosen, these three locations cannot be changed for that topic, new locations may chosen for new topics.
The pocket space can be used as a home, but does not give access to the political system and cannot have attachments. Others can enter the shelter and pass through the doors with the caster as long as they are in physical contact with them (even if the caster doesn’t want them to.) They can also leave the space through the entrance door without touching the caster. Once you use this spell to travel and not place items in it, you are considered to have exited the thread unless all rp partners have also gone through the same door. |
Light Domain
Master
Spell | Description | Light | A simple spell that allows you to create a small light, whether in your hand or on an object. This light illuminates a small area around you or the object you have illuminated. This light is considered magically in effect. | Mend Object | By touching an object you can mend or repair any damage that object might have obtained. This can be fixing rips or tears, mending broken armor or fixing a broken weapon. This does not add extra strike preventions onto armor. | Minor Healing | By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. | Major Healing | A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. | Massive Healing | A healing spell that can be used to heal un healable wounds. This includes things like lost limbs or body parts. It will regrow a lost arm or leg, repair a damaged eye or other organ. This will give the target full control of a healthy limb or organ as if it was never damaged before. You must touch the target for this to take effect.
~Santa gift from Admin team <3~ | Detect Lies | You may cast this spell on any target you can see. For the next 24 hours you can detect any truth or lies they may speak. If they tell a lie, you become aware of the fact that they are lying to you. You do not know the actual truth or what it is they are hiding, but you do know that they have lied to you. | Wall of Light | You throw up a transparent screen of yellow light, hanging in the air and glowing. This wall of light will remain for three post hovering in midair, and will protect anyone who stands behind it. This wall can be controlled by its creator, allowing you to push it forwards, backwards or side to side. | Holy Revival | A powerful spell from the Domain of light that gives its caster the ability to bring someone back from the dead. This can only be used on someone who has died within 24 hours of you casting the spell. They will come back to life fully formed and aware of what has happened. If used on an npc, they will go back to acting normally. If used on a character, the owner of that character will regain full control of them with no downsides.
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Space Domain Exalted
Spell | Description | Cyran's Dream Walker | A spell that allows you to enter the dreams of a sleeping person. By touching the body of a sleeping person (friend or foe) you will go into a sleep like trance, connecting to their subconscious. While in their dream, you can control all aspects of the dream, from appearance, to theme and activities. You can remain in the dream for three 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.
| Replicant | You snap your fingers, summoning a perfect copy of yourself, mimicking the exact way you appear when casting the spell. This copy is physical in form, can speak and mimics your exact personality. This form can move around, away from you and even interact with its environment. This clone can even cast spells and attack, however will deal no damage with any of its abilities or strikes. As soon as this copy takes damage, it will vanish. | Calm Emotion | By touching a target, you can impose calming and relaxing emotions into that person. This will settle them down and cause them to become relaxed. This spell will instantly end any fear or rage effects, and will settle someone who has been turned, controlled or forced against their will. | 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. | Slow | You can cast this spell on an enemy or other target, causing them to slow down. During their next post their speed will be cut in half, causing them to move very slowly. You walk at a snails pace and your reactions are incredibly slow.
| 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. | 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. | Message | This spell allows you to speak directly into the mind of another person. You do not need to use your actual voice, you simply will your voice into their mind. The person you are speaking to can respond back to as long as you continue to respond. The range of this is not very far, but does allow you and the target to be separated.
| 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.
| Counter Spell | You can only use this spell to target other spells, regardless of who cast them. When another spell is cast you can use this spell to counter that one, completely negating it. This will instantly cancel the spell, removing any effects. This must be used the post after the spell your targeting was used and can only be used twice per topic.
| Serrafleur's Fae Aura | By holding out your hands to your sides you emit an aura of Fae energy that pulses up to 5 feet from you. Anyone within range of this aura will feel compelled to listen to you, following basic commands and suggestions. This effect will last for two posts, with the target becoming confused once the spell ends. The commands given must be simple and can not include hurting ones self or committing acts of evil, such as selling or killing their child. he simpler and more non violent the command is, the more likely it is to be done. If the target takes damage while under the effects of this spell it will instantly end.
| Rewind Time | A complicated spell that allows the caster to manipulate the very time and space around them. By casting this spell you can rewind yourself, moving to a past position. You can return to a location that you were previously in during the post before the one you cast this spell in. You can not take living creatures with you and this does not alter any damage you might have taken. This simply returns you to a previous location. This can only be used twice per topic.
| 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. | 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.
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Stealth
Exalted
Spell | Description | Smooth Talking | Your lies can no longer be discerned, allowing you to say whatever you want, no matter how wrong it is, to be taken as truth. This skill is useful for getting away with things you normally would not be able to. Friend, family and foe will think you are always telling the truth, no matter what.2 | 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.
~gift from Veliky~ | Infuriate | By touching up to two people, you cause anger and rage to fill their minds. They will begin to thrash about, hitting things and causing an up roar. The anger wells up so much that they will even attempt to fight each other, regardless of their relationship. This spell will last for one post, causing the affected to ignore any actions they were taking and just flip out. | Appearance Mimicry | By touching another sentient humanoid, you can cause your entire outward appearance to mimic theirs. Your height, weight, skin, hair and eye color all change to reflect that persons. For the next three post you will look exactly like the touched person. However your voice will not be affected, causing you to sound like your normal self when speaking.
| Silent Spell | By activating this feature you can cause the next spell you cast to be completely silent, giving off absolutely no sound. This allows you to cast spells from a hidden location or prevent your spell from alerting others in the area. This feature can only be used twice per topic. The spell can still be seen and felt, is just silent.
| Sound Throwing | By touching yourself, another person or even an object, you can cause the affected thing to let out any sound you desire. This can be used to alter your own voice or that of an allies. Can even be used to cause a random object to let out a sound, such as a chair talking like a person, or a tree giving off the sound of fire. These sounds are not real, but used to mimic and distract.
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Blade
Exalted
Spell | Description | 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. | 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.
| 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.
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Mystical Archive Spells
Spell | Description | Remove Condition | This spell allows you to touch yourself or an alley, completely removing all negative effects applied to them. This includes mental and physical effects the would negatively influence or harm the target. This will remove any negative spell that has a duration and can also cure effects from poisons or toxins. This spell can only be used twice per topic. | 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. | Thought Hemorrhage | You target one person you can see, filling their mind with a momentary lapse of memory. They will instantly forget any spell that they have already cast this topic, unable to use that spell in any form for the rest of the current topic, regaining memory of the spells afterwards.
~bought with the MA ticket from the snow slug creation!~ | Diminish Hope | You can cast this spell in reaction to someone dealing physical damage to you. The person who damaged you will be overcome with an odd sensation, finding themselves unable to use martial skills. They can still attack, defend and fight, but they will find it impossible to use their more advanced techniques. will last for 3 post and can only be used once.
~bought with the MA ticket Morrigan lent me~ | Gifts Ungiven | You target one enemy, for the next two post they are unable to use any abilities or features from a prestige class. This turns off all active effects and prevents them from being used again for the duration. This spell can only be used twice per topic. | Screams of the Underworld | You compel a target to uncontrollably scream for their entire next post. They will just start yelling and screaming at the top of their lungs. They can still take other actions and move, but they just scream. This will attract others attention or disrupt them, throwing off their actions. This will also prevent them from casting spells needing verbal commands.
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Mage's Guild Spells
Spell | Description | 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. |
Fall Shop
Spell | Description | Desperation | By pointing at a target, Your target suddenly feels starving, badly dehydrated, mana-deprived and fatigued, as though they are on their last legs. They will struggle with normal everyday functions and will find it incredibly hard to focus, ignoring their ability to cast spells or even make offensive attacks. Lasts for a post, at which point they are returned to the condition they started in before Desperation was cast. Can only be used twice per topic. | 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. | Raven Storm | After lifting your hands in the air you call forth a flock of ravens to swarm the area, appearing as if out of no where. A dozen ravens will descend upon the area, flying around, pecking and clawing your targets. These ravens can not speak to you and will only ever attack enemies, unable to complete other task for you. This storm will last for one post and can not be summoned again for three post afterwards.
~gift from Dvadio~ | Call Ghost | After holding your hands in a the form of a prayer, you summon forth the ghostly spirit of someone passed. This ghost can not harm anyone or deal any damage, however is intelligent and able to communicate with you. This ghost can pass through objects and walls and even make itself go invisible, making it the perfect spy. This ghost will last 3 post before going back to the afterlife.
~bought with seasonal coupon~ | Halt Undead | You hold both hands out, causing all undead creatures in the area to freeze, stopping their movement and any actions they were taking for one entire post. Regardless of how many are there, they will all cease to move. This effect works on any undead creature, including summons or beings you read as undead. Can only be used once every five post.
~bought with seasonal coupon~
| Full Moon Facsimile | Your strong connection to the light allows you to access it in all forms. This spell was originally developed by priests of Solaria in order to identify unholy creatures. This spell allows you to create a miniature orb of light from the sky, an artificial moon that casts light on the ground below it within a twenty-foot radius. Although this light is too gentle to be blinding, it is especially effective for identifying monstrous creatures hiding in plain sight. Any shapeshifter or undead creature under the moon will begin to shine with a shimmering light, almost sparkling, allowing you to pinpoint monsters hiding in plain sight.
This spell does not work in the daytime.
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Winter Shop
Spell | Description | Be Jolly | 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. | Camp Fire | You choose a empty location you can see, summoning an average sized campfire to match the area. For the next 10 post this campfire will give off magical heat and warmth, and can not be extinguished outside of canceling the spell. While able to keep anyone warm during any kind of weather, this campfire deals little to no damage, making it perfect for falling asleep next to. | Carolers Confusion | A song that can be sung or played through an instrument but acts just like a normal spell. While being sung or played, a cacophony of voices will echo out around the singer, filling the area with multiple loud voices. These voices will be continuously singing holiday songs from various villages around Charon. At first the music may seem nice, but after only seconds of hearing a dozen loud, annoying singing voices, you start to lose focus, getting confused and annoyed. This spell last for three post and will cancel out any other songs being played.
~Gift from Veliky, some cool tech that Yoci gave me~
a peculiar box, about the size of Cirice's fist constructed of some dull-gold material, its countless gears and other mechanisms lend it a resemblance to dwarven puzzle boxes, only significantly more complex. Jutting out from one side is a crank with a wooden hand. | Bog Fog | By channeling magic into the environment, you cause a thick cloud of fog to form over a 100 foot area, clouding the area in white mist. This fog will last for 3 post and is extremely hard to see through, making it difficult to navigate or fight in. Not only is it good at concealing things, it is extremely thick and heavy, preventing wind from blowing it or redirecting it away. Has a two post cool down in between uses. | North Star | After casting this spell, a bright orb of light will rise hundreds of feet up into the air. This orb will give off a faint, pale glow of light for the next three post, illuminating the surrounding area. This orb will also point directly north, moving with you as you travel. After the three post this light will fade and can not be used again for two post.
~gift from Cantio~ | The Grand Feast | A simple spell that is used on a solid surface, such as the floor or a table. When cast, this spell will fill the surface up with all kinds of food, from cooked meats, to fruits and even desserts. This spread of food will last for 12 hours and is enough to fully feed three people, allowing them to go another 24 hours without needing to eat. This spell can only be used once per topic. |
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Spring Shop
Spell | Description | 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.2 | Fairy Dust | This spell can be cast on you or an ally but only last for a quick couple of minutes. When cast the target will begin to hover, levitating for a brief moment. You will only hover a couple of inches off of the ground and can not control your movement while hovering. This does let you avoid dangers on the ground though.
~gift from Veliky~ | 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. | Back to Basics
| This is a counter spell that can only target a spell that is found in the mystical archive (any spell in the archive store room can be targeted) You react to the casting of a spell by casting this spell, instantly countering and voiding the spell that was cast. You do not need to know the spell, just be able to see the caster when the spell is cast. Can only be used once per topic.
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Summer Shop
Spell | Description | Bouncing Bubble | The owner will form a small bubble of pure water in their hand, which can then be thrown onto an ally or enemy. If the bubble touches an ally it will lightly heal surface level wounds and burns, however if it strikes an enemy it will deal a minor amount of water damage. If the hit target is within 10 feet of another person, the bubble will bounce from the original target to the new one, and can bounce up to three times, jumping from friend to foe.
~gift from Veliky~ | 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.
~bought with seasonal coupon~ | Pet Pocket | This spell gives the owner a single permanent pocket space that can be used to store a pet inside of, regardless of size. The pet can live inside of this pocket without aging, growing hungry and being affected by anything. The owner can then summon forth the pet from the pocket dimension, bringing it into the real world to assist its owner.
~bought with seasonal coupon~ | Dancing Sand | This spell allows you to control sand, dirt, dust and similar small particles within a ten-foot radius around you. If you move the particles fast enough, any enemy's exposed skin caught within it begins to take minor damage. Enemies have difficulty hearing and seeing in the swirling maelstrom of sand.
~bought with seasonal coupon~ |
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CCS Courier
IS OFFLINE
20
Renown
Female
Moon Elf
mater impera aeterno noctum
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Post by Lady Cirice Lunestre on Jun 21, 2023 19:42:04 GMT -5
PRESTIGE CLASSES:
Fiend A fiend is someone who has made a dark pact with a creature of pure evil, a being from the darkness themselves. By creating this bond you allow this entity to reside within you, gifting you with their dark powers for as long as you do their bidding. Fiends tap into the one they bonded with, vowing to bring pain, death and destruction to the mortal realm. Level One Demonic Pact: You have made a contract with a demonic being of evil, sometimes by choice and other times against your will. This creature of evil has taken residence within your soul, bonding itself to you and granting you a portion of its power. You can allow a small portion of the fiends physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Your character alignment now shifts from Neutral to Evil and can not be altered (you will stay evil regardless of alignment altering affects) Unholy Gifts: Upon unlocking this level you may choose one of the Master level spells from the Dark Domain shop to purchase for free. This will allow you to buy the spell like normal, but not have to pay its cost. You can pick any of the master level spells and do not need the dark domain skill to gain or use the spell. (Whispering Madness) Abyssal Darkness: The darkness within the fiend now flows through you, corrupting your soul and turning it black. All of your physical attacks now deal dark damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal dark damage. In addition you can choose to grow small claws and enlongate your teeth, making them sharper and more effective for dealing damage. Your physical attacks with these also deal dark damage. Your attacks that deal dark damage now deal double damage against those who are of the Good Alignment. Fangs: You have your teeth have grown into sharp fangs, like that of a bear or wolf This allows you to use your teeth as a weapon, giving you a sharp and strong bite. Claws: You have your finger and toe nails have grown into long sharp claws, very similar that of an animal. These allow you to scratch and stab, giving your unarmed attacks and normal strikes a sharp edge. Level Two
Abyssal Infusion: The pact you have made continues to increase, the fiend gaining more and more control over your very body. You even find your self giving up or losing control to it every now and then. You can allow your physical appearance to continue to change as well, looking more like the fiend each and every day. Once per topic you can allow the fiend to take full control of you, granting you their strength and speed. For three post your speed is doubled, allowing you to move twice as fast as normal, and your strength is doubled as well, causing you to deal more physical damage for the duration. You also ignore light based damage from spells or attacks while in this form. Invoke Fear: The fiends presence begins to become apparent to others around you, giving off an unsettling aura of fear and dread. You can summon forth the demons energies to effect the environment, making anyone who can see you become scared of you. Non player characters and creatures will instantly fear you, choosing to flee and put distance between you. Player characters will find it hard to face you, doing their best to avoid you if they can. Those effected by this fear can not take any offensive actions towards you, such as striking with a weapon or casting a spell. The fear will last for their next post and can be used twice per topic. Level Three Harbinger of Evil: You have now partially succumbed to the fiend, realizing its power over you is strong. The evil has spread through out most of your body, causing the fiend's unholy features to bleed into yours. Your physical appearance may continue to change, looking more like the fiend than yourself, gaining things like black eyes, red skin and even horns. You may also summon forth a pair of bat like demonic wings, allowing them to sprout from your back and remain for three post. These wings will grant you the ability to fly or use them in offensive and defensive ways. After the wings duration they will return back inside you and remain dormant. You can only summon the wings once per topic. Profane Command Your influence as a being of darkness has become so powerful you can now influence others, slipping into their minds and corrupting their soul. You can choose a creature you can see, be it a civilian, a wild animal or even a summoned creature by someone else, such as an elemental, and posses their mind. For the next two posts that being will turn on its allies or owners and do your bidding, now protecting and attacking for you. If used on a player character they will find it hard to resist, being tempted to fall under the fiends influence as well, turning on allies or friends. This can only affect one being at a time. Good aligned beings will find it easy to resist this effect while Evil aligned beings will almost always succumb. Level Four Evil Incarnate: The pact has been completed, you have fused with the fiend inside you, allowing it control over your body. You may now gain any physical appearance changes, looking like the fiend for as long as you wish. The evil presence will often take over at random times, choosing to remain in control for as long as it likes. In addition to all of your physical damage dealing Dark damage, all of your spells are now effecting, allowing any of your damaging spells to deal Dark damage in addition to its other damage types. Your Dark damage from either spells or attacks also ignore resistance and immunity, preventing anyone from negating your Dark damage. Consuming Darkness: Now at full power the fiend is able to exert its presence on the world around it. It can cause dark energy to swarm enemies, inflicting minor amounts of damage and causing them to begin to go mad. You are able to drain the very life essence from someone, consuming its energy for your own. You can target a non player character or a creature and completely drain its life force. While this will not kill it, it will render that being completely useless for the rest of the topic, unable to fight or assist in any way. If used on a player character they will begin to feel extremely weak for a few moments, preventing them from casting any spells, be it offensively, defensively or even utility. This will take effect for two posts and can only be used once per topic. You will instantly heal yourself after consuming somethings essence, healing all minor and major wounds on your body.
Spell Blade
Level One Arcane Soul: When purchasing this class you must choose a weapon you own. That weapon becomes bonded to you, a magical link being created between you and the weapon. You must also choose an elemental damage type, and can only choose one if you posses Master level in that elements Domain. The weapon you bond with will now always do elemental damage equal to the element you chose, regardless of having an enchantment or not. This elemental damage also can not be ignored due to things like resistant or immunity, allowing your bonded weapon to always deal its damage. Arcane Focus: Your bonded weapon becomes a conduit for spell casting, allowing you to cast spells through the weapon regardless of domain or element. This allows you to wield the weapon as normal, but channel spells through it, weaving magic through your strikes. You can combo your physical attacks, creating a variety of effects and combos. This includes targeted spells or spells that require you to touch the target, letting you use your weapon instead. Your spell limit also increases by 5, giving you access to more spells which you can cast through your weapon. One with the Blade: Your bonded weapon becomes more than just a tool, it becomes apart of you. You have wielded this weapon through most of your battles and have come to rely on it to do its job. This weapon no longer hinders you, allowing you to wield it like it was apart of your own body. The bonded weapon no longer counts against your item limit, having 0 points when calculating its capacity limits. Level Two Always There: As your primary tool and means of combat, the bonded weapon can never stay away from you for too long, needing to be with you in combat. Your weapon can not be taken from you or forced out of your hand by spells or effects. It acts as if it is glued to your hand. Additionally if your bonded weapon is not currently in your hand, you can summon it to your hand in the blink of an eye. Regardless of where it is or what condition it is in, the weapon will return to you, ready for battle. Sharing Essence: Your blade is not just a mindless weapon for slaughter, but has bonded with you, feeling and caring for you. Because of this the weapon will attempt to keep you alive, and can access its own magic when in need. The weapon can choose on its own to pump a bit of its magical essence into you, healing you of any minor or major wounds you might have sustained. This can be done without you needing to command it, letting the weapon heal you regardless of the situation. This can be done twice per topic. Archmage
Level One
Infinite Soul: You cease to age, no longer growing older or aging. You can not die due to old age and will continue to live on past your normal life span. Your physical appearance can age however you wish, remaining as young or as old as you wish to look. Your body will no longer decay and unless you are killed, you can live as long as you choose. Arcane Wellspring: Magic begins to flow through your entire body, becoming one with your very soul. You feel its presence grow within you as you begin to harness its raw power. Your spell limit increases by 5, allowing you access to more spells during battle. Level Two Elemental Master: Spending your time manipulating magic and learning the arcane arts, you have learned how to harness all of the elements, despite not having any levels in that elements domain. While you still can not cast spells from a domain you do not own, you can access their elemental damage now. When ever you cast a spell that deal elemental damage, you can choose to alter that damage, changing its original damage type to another, such as turning a fire spell into water damage, or light damage into dark damage. Spell Suspension: Manipulating raw magic comes with its perks, allowing you control over the energies of the arcane. You are now able to suspend spells, halting them in time and space. When a spell is cast, by anyone, you can choose to freeze that spell, suspending it in the void. This spell will sit suspended until the end of the features duration, in which the spell will then be cast. A suspended spell will remain suspended for two post, after which it will be cast instantly, targeting its original target or moving along its original path. You can only have one spell suspended at a time and can only suspend two spells per topic. Overflowing Energy: Your strength as a spell caster continues to grow and your capability to harness magic has also increased, allowing you to tap into the raw magic flowing through you. Your spell limit has once again increased by 5, letting you have access to more spells. Overwhelming Magic: The magic that flows through you has become so powerful it is practically bursting from you. Every atom in your body can feel the effects of the magic, almost elevating you beyond the normal realm. All of your spells have become empowered, regardless of the domain or damage type. Any damage you would deal with a spell will now ignore any resistance or immunity, preventing anyone from defending themselves from your spell damage. Shadow Dancer
Level One One with the Shadows: You are always aware of any form of shadow or body of darkness in the immediate area, able to passively sense where these shadows are and what is creating the shadow. In addition you can manipulate your own shadow, changing its size, shape and even removing it altogether. While within a shadow you have the effects of the spell Shadow hiding active at all times, but can now move and interact with objects without breaking the effect. Shadow Sight While inside of a shadow created by you or another object, you can see perfectly, your vision not hindered by the darkness. You can also see others who would attempt to conceal themselves in the shadows or darkness. You can see the outline of others who are within the shadow or darkness as if you could see them in the daylight however this does not apply to magical means from spells or abilities. Pass without a trace The shadow dancer has learned to completely conceal themselves while hidden, becoming one with the very shadows. While under the effects of a hiding spell or ability, or while concealed in a shadow, you can no longer be detected by any some of the mortal senses. You cannot be smelled or heard, preventing people with increased senses to detect you. For as long as you are concealed they can only find you by physically detecting you or removing you from the shadow. Your tracks also no longer exist, leaving no foot prints or indentations in the ground.
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