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Post by maltholloth on Jul 13, 2022 15:00:58 GMT -5
Skills: Light domain novice > Light Domain Master Animal handling
Inventory: Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds.
Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon.
Spells: 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. - 15 solars
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.
Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments)
Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations.
Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day.
Solars: 25 ) = 70
Prestige Classes Bard
Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device.
Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could.
Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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Post by maltholloth on Jul 16, 2022 9:03:14 GMT -5
Skills: Light domain novice > Light Domain Master Animal handling
Inventory: Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds.
Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon.
Spells: 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. - 15 solars
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.
Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments)
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.
Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations.
Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day.
Solars: 70 = 40
Prestige Classes Bard
Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device.
Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could.
Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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Post by maltholloth on Jul 21, 2022 18:30:13 GMT -5
Skills: Light domain novice > Light Domain Master Animal handling Inventory: Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: 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. - 15 solars 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. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) 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. Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 40 +40 (4x rp on 18-22/7 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital?page=1&scrollTo=7953x rp on 18-20/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=8611x rp on 18/7 talesofcharon.proboards.com/thread/248/anothers-home?page=1&scrollTo=1068) = 80 Prestige Classes Bard Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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Post by maltholloth on Jul 30, 2022 12:46:32 GMT -5
Skills: Light domain novice > Light Domain Master Animal handling Inventory: Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: 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. - 15 solars 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. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) 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. Armour of faith - By touching a target you cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor you will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting you protect multiple people a topic. Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 80 +35 (4x rp on 23-27/7 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital?page=1&scrollTo=795 3x rp on 22-24/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=861
0x rp on 18/7 talesofcharon.proboards.com/thread/248/anothers-home?page=1&scrollTo=1068) - 100 shop purchase talesofcharon.proboards.com/thread/729/soul-dare= 5Prestige Classes Acolyte - Level 1 Living Aura:
All of your healing spells or abilities grow much stronger, increasing in their ability to effect you or your allies. Any healing effect you cast or use will be considered doubled, healing twice as much damage than they normally would. In addition you can target multiple targets with a single healing spell or ability, letting you mass heal in one moment.
Controlled Immunity:
Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal.
Bard - Level 1 Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else. Celestial - Level 1 Angelic Pact:
You have made a contract with an angelic being of good. This creature of light 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 celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color.
Holy Gifts:
Upon unlocking this level you may choose one of the Master level spells from the Light 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 light domain skill to gain or use the spell.
Angelic Light:
The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death.
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Post by maltholloth on Aug 4, 2022 17:51:13 GMT -5
Skills: Light domain novice > Light Domain Master Animal handling Inventory: Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: 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. - 15 solars 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. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) 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. Armour of faith - By touching a target you cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor you will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting you protect multiple people a topic. Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 5 +40 (3x rp on 30/7-4/8 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital?page=1&scrollTo=795
0x rp on 22-24/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=8610x rp on 18/7 talesofcharon.proboards.com/thread/248/anothers-home?page=1&scrollTo=1068 4x +starting on 31/7-2/8 talesofcharon.proboards.com/thread/743/path-moonglade-open?page=1&scrollTo=2826) = 45
Prestige Classes Acolyte - Level 1 Living Aura: All of your healing spells or abilities grow much stronger, increasing in their ability to effect you or your allies. Any healing effect you cast or use will be considered doubled, healing twice as much damage than they normally would. In addition you can target multiple targets with a single healing spell or ability, letting you mass heal in one moment. Controlled Immunity: Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal. Bard - Level 1 Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else. Celestial - Level 1 Angelic Pact: You have made a contract with an angelic being of good. This creature of light 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 celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Holy Gifts: Upon unlocking this level you may choose one of the Master level spells from the Light 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 light domain skill to gain or use the spell. Angelic Light: The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death.
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Post by maltholloth on Aug 13, 2022 16:20:27 GMT -5
Skills: Light domain novice > Light Domain Master Animal handling Inventory: Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: 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. - 15 solars 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. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) 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. Armour of faith - By touching a target you cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor you will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting you protect multiple people a topic. Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 45 +30 (0x rp on 4/8 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital?page=1&scrollTo=7950x rp on 22-24/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=8610x rp on 18/7 talesofcharon.proboards.com/thread/248/anothers-home?page=1&scrollTo=10683x on 6-11/8 talesofcharon.proboards.com/thread/743/path-moonglade-open?page=1&scrollTo=2826
3x +starting on 12-13/8 talesofcharon.proboards.com/thread/948/accepted-invitation?page=1&scrollTo=3823 ) = 75
Prestige Classes Acolyte - Level 1 Living Aura: All of your healing spells or abilities grow much stronger, increasing in their ability to effect you or your allies. Any healing effect you cast or use will be considered doubled, healing twice as much damage than they normally would. In addition you can target multiple targets with a single healing spell or ability, letting you mass heal in one moment. Controlled Immunity: Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal. Bard - Level 1 Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else. Celestial - Level 1 Angelic Pact: You have made a contract with an angelic being of good. This creature of light 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 celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Holy Gifts: Upon unlocking this level you may choose one of the Master level spells from the Light 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 light domain skill to gain or use the spell. Angelic Light: The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death.
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Post by maltholloth on Aug 18, 2022 18:01:22 GMT -5
Skills: - Light domain novice > Light Domain Master
Inventory: - Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds.
- Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon.
Spells: - 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.
- Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments)
- 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.
- Armour of faith - By touching a target you cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor you will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting you protect multiple people a topic.
Other: - Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations.
- Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day.
Solars: 75 +80 (0x rp on 4/8 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital?page=1&scrollTo=7950x rp on 22-24/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=8610x rp on 18/7 talesofcharon.proboards.com/thread/248/anothers-home?page=1&scrollTo=106814x on 14-18/8 talesofcharon.proboards.com/thread/743/path-moonglade-open?page=1&scrollTo=2826
2x +starting on 14-18/8 talesofcharon.proboards.com/thread/948/accepted-invitation?page=1&scrollTo=3823
) = 155 Prestige Classes Living Aura: All of your healing spells or abilities grow much stronger, increasing in their ability to effect you or your allies. Any healing effect you cast or use will be considered doubled, healing twice as much damage than they normally would. In addition you can target multiple targets with a single healing spell or ability, letting you mass heal in one moment. Controlled Immunity: Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal. Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else. Angelic Pact: You have made a contract with an angelic being of good. This creature of light 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 celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Holy Gifts: Upon unlocking this level you may choose one of the Master level spells from the Light 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 light domain skill to gain or use the spell. Angelic Light: The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death.
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Post by maltholloth on Aug 20, 2022 17:03:45 GMT -5
Skills: Light domain novice > Light Domain Master > Light Domain ExaltedAnimal handling Inventory: Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: 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. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) 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. Armour of faith - By touching a target you cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor you will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting you protect multiple people a topic. 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. Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 155 +15 (0x rp on 4/8 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital?page=1&scrollTo=7950x rp on 22-24/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=8610x rp on 18/7 talesofcharon.proboards.com/thread/248/anothers-home?page=1&scrollTo=10682x on 19-20/8 talesofcharon.proboards.com/thread/743/path-moonglade-open?page=1&scrollTo=2826
1x 19/8 talesofcharon.proboards.com/thread/948/accepted-invitation?page=1&scrollTo=3823
) - 145 purchase talesofcharon.proboards.com/thread/1028/elrodan-buff= 25 Prestige Classes Acolyte - Level 1 Living Aura: All of your healing spells or abilities grow much stronger, increasing in their ability to effect you or your allies. Any healing effect you cast or use will be considered doubled, healing twice as much damage than they normally would. In addition you can target multiple targets with a single healing spell or ability, letting you mass heal in one moment. Controlled Immunity: Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal. Bard - Level 1 Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else. Celestial - Level 2Angelic Pact: You have made a contract with an angelic being of good. This creature of light 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 celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Holy Gifts: Upon unlocking this level you may choose one of the Master level spells from the Light 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 light domain skill to gain or use the spell. Angelic Light: The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death. Heavenly Infusion:
The pact you have made continues to increase, the celestial granting you more and more of its power to fight darkness with. You can allow your physical appearance to continue to change as well, looking more like the celestial each and every day. Twice per topic you can cause a ring of light, a halo, to form over top your head, basking you in a warm glow. For the next two post all minor wounds you receive from things like cuts and scratches will heal themselves and you will ignore dark based damage from spells or attacks while the halo is summoned. Calming Aura:
Those around you begin to feel the light given off by the celestial within you. You radiate an aura that soothes others, invoking a sense of justice within them. You can target anyone who is currently under a fear affect, removing it from them and causing them to ignore it. Anyone who has been feared or forced against their will can be instantly cleansed by your presence, allowing them to continue fighting or pushing forward no matter how dire the situation may be. This feature can only be used once per topic.
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Post by maltholloth on Aug 26, 2022 14:31:18 GMT -5
Skills: Light domain novice > Light Domain Master > Light Domain Exalted Animal handling Inventory: Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: 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. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) 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. Armour of faith - By touching a target you cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor you will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting you protect multiple people a topic. 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. Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 25 + 70 (0x rp on 4/8 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital?page=1&scrollTo=7950x rp on 22-24/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=8610x rp on 18/7 talesofcharon.proboards.com/thread/248/anothers-home?page=1&scrollTo=10682x on 21-26/8 talesofcharon.proboards.com/thread/743/path-moonglade-open?page=1&scrollTo=2826
9x 20-26/8 talesofcharon.proboards.com/thread/948/accepted-invitation?page=1&scrollTo=3823
2x inc. starter on 21-23/8 talesofcharon.proboards.com/thread/1035/plot-black-market-bidding?page=1&scrollTo=4563 )
= 95Prestige Classes Acolyte - Level 1 Living Aura: All of your healing spells or abilities grow much stronger, increasing in their ability to effect you or your allies. Any healing effect you cast or use will be considered doubled, healing twice as much damage than they normally would. In addition you can target multiple targets with a single healing spell or ability, letting you mass heal in one moment. Controlled Immunity: Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal. Bard - Level 1 Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else. Celestial - Level 2 Angelic Pact: You have made a contract with an angelic being of good. This creature of light 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 celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Holy Gifts: Upon unlocking this level you may choose one of the Master level spells from the Light 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 light domain skill to gain or use the spell. Angelic Light: The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death. Heavenly Infusion: The pact you have made continues to increase, the celestial granting you more and more of its power to fight darkness with. You can allow your physical appearance to continue to change as well, looking more like the celestial each and every day. Twice per topic you can cause a ring of light, a halo, to form over top your head, basking you in a warm glow. For the next two post all minor wounds you receive from things like cuts and scratches will heal themselves and you will ignore dark based damage from spells or attacks while the halo is summoned. Calming Aura: Those around you begin to feel the light given off by the celestial within you. You radiate an aura that soothes others, invoking a sense of justice within them. You can target anyone who is currently under a fear affect, removing it from them and causing them to ignore it. Anyone who has been feared or forced against their will can be instantly cleansed by your presence, allowing them to continue fighting or pushing forward no matter how dire the situation may be. This feature can only be used once per topic.
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Post by maltholloth on Sept 3, 2022 17:12:08 GMT -5
Skills: Light domain novice > Light Domain Master > Light Domain Exalted Animal handling Inventory: Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: 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. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) 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. Armour of faith - By touching a target you cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor you will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting you protect multiple people a topic. 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. Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 95 + 125 (0x rp on 4/8 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital?page=1&scrollTo=7950x rp on 22-24/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=8610x rp on 18/7 talesofcharon.proboards.com/thread/248/anothers-home?page=1&scrollTo=10682x on 30/8-2/9 talesofcharon.proboards.com/thread/743/path-moonglade-open?page=1&scrollTo=28263x 28/8-2/9 talesofcharon.proboards.com/thread/948/accepted-invitation?page=1&scrollTo=38233x on 28/8-2/9 talesofcharon.proboards.com/thread/1035/plot-black-market-bidding?page=1&scrollTo=456316x inc. starter on 26/8-3/9 talesofcharon.proboards.com/thread/1070/genetic-variable-open) = 220 Prestige Classes Acolyte - Level 1 Living Aura: All of your healing spells or abilities grow much stronger, increasing in their ability to effect you or your allies. Any healing effect you cast or use will be considered doubled, healing twice as much damage than they normally would. In addition you can target multiple targets with a single healing spell or ability, letting you mass heal in one moment. Controlled Immunity: Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal. Bard - Level 1 Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else. Celestial - Level 2 Angelic Pact: You have made a contract with an angelic being of good. This creature of light 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 celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Holy Gifts: Upon unlocking this level you may choose one of the Master level spells from the Light 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 light domain skill to gain or use the spell. Angelic Light: The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death. Heavenly Infusion: The pact you have made continues to increase, the celestial granting you more and more of its power to fight darkness with. You can allow your physical appearance to continue to change as well, looking more like the celestial each and every day. Twice per topic you can cause a ring of light, a halo, to form over top your head, basking you in a warm glow. For the next two post all minor wounds you receive from things like cuts and scratches will heal themselves and you will ignore dark based damage from spells or attacks while the halo is summoned. Calming Aura: Those around you begin to feel the light given off by the celestial within you. You radiate an aura that soothes others, invoking a sense of justice within them. You can target anyone who is currently under a fear affect, removing it from them and causing them to ignore it. Anyone who has been feared or forced against their will can be instantly cleansed by your presence, allowing them to continue fighting or pushing forward no matter how dire the situation may be. This feature can only be used once per topic.
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Post by maltholloth on Sept 9, 2022 14:42:11 GMT -5
Skills: Light domain novice > Light Domain Master > Light Domain Exalted Animal handling Inventory: Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells 9/10: 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. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) 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. Armour of faith - By touching a target you cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor you will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting you protect multiple people a topic. 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. 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. Circle of Life - You create a small magical ring around you that protects your person and anyone standing next to you. As long as you are standing in this circle you and anyone else inside of it will be protected from taking damage. This prevents any wound that would come from an attack by a weapon or spell, regardless of its type. This ring will move with your person and last for two post. (This can only be cast once per topic) Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 220 + 90 (1x on 8/9 talesofcharon.proboards.com/thread/743/path-moonglade-open?page=1&scrollTo=28261x on 7/9 talesofcharon.proboards.com/thread/948/accepted-invitation?page=1&scrollTo=38232x on 7-8/9 talesofcharon.proboards.com/thread/1035/plot-black-market-bidding?page=1&scrollTo=45632x on 4-6/9 talesofcharon.proboards.com/thread/1070/genetic-variable-open5x inc. starter on 4-8/9 talesofcharon.proboards.com/thread/1186/rescue-miners-locate-mine-reknown?page=1&scrollTo=57302x inc. starter on 8-9/9 talesofcharon.proboards.com/thread/1255/trapped-renown-private?page=1&scrollTo=58203x on 8-9/9 talesofcharon.proboards.com/thread/1246/steam-worries-away-open?page=2&scrollTo=5798 ) -285 shop purchase talesofcharon.proboards.com/thread/1264/forgot-light?page=1&scrollTo=5814= 25 Prestige Classes Acolyte - Level 1 Living Aura: All of your healing spells or abilities grow much stronger, increasing in their ability to effect you or your allies. Any healing effect you cast or use will be considered doubled, healing twice as much damage than they normally would. In addition you can target multiple targets with a single healing spell or ability, letting you mass heal in one moment. Controlled Immunity: Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal. Bard - Level 1 Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else. Celestial - Level 4 Angelic Pact: You have made a contract with an angelic being of good. This creature of light 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 celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Holy Gifts: Upon unlocking this level you may choose one of the Master level spells from the Light 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 light domain skill to gain or use the spell. Angelic Light: The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death. Heavenly Infusion: The pact you have made continues to increase, the celestial granting you more and more of its power to fight darkness with. You can allow your physical appearance to continue to change as well, looking more like the celestial each and every day. Twice per topic you can cause a ring of light, a halo, to form over top your head, basking you in a warm glow. For the next two post all minor wounds you receive from things like cuts and scratches will heal themselves and you will ignore dark based damage from spells or attacks while the halo is summoned. Calming Aura: Those around you begin to feel the light given off by the celestial within you. You radiate an aura that soothes others, invoking a sense of justice within them. You can target anyone who is currently under a fear affect, removing it from them and causing them to ignore it. Anyone who has been feared or forced against their will can be instantly cleansed by your presence, allowing them to continue fighting or pushing forward no matter how dire the situation may be. This feature can only be used once per topic. Beacon of Light: You have now have allowed the celestial the lend you most of its power, growing stronger and building its bond with you. Your physical appearance may continue to change, looking more like the celestial than yourself, gaining things like glowing eyes, radiant skin and white hair. You may also summon forth a pair of fearthery angelic 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. Unwaivering Virtue: The celestial has instilled its sense of honor within in, building your resolve and strengthening your will. You can no longer be effected by spells or skills that would attempt to force you to do anything against your will. You can not be turned againt allies, forced to flee or even injure someone you wish not to injure. You have become a bastion of goodness that no one or nothing can influence you otherwise. Holy Avenger: The pact has been completed, you have fused with the celestial inside you, allowing it control over your body. You may now gain any physical appearance changes, looking like the celestial for as long as you wish. The presence of light will often take over at random times, choosing to remain in control to combat evil. In addition to all of your physical damage dealing light damage, all of your spells are now effected, allowing any of your damaging spells to deal light damage in addition to its other damage types. Your light damage from either spells or attacks also ignore resistance and immunity, preventing anyone from negating your light damage. Prevailing Justice: Now at full power the celestial is able to influence others, spreading its aura of kindness and rightouesness throughout the environment. You can cause a wave of invigorating energy to surround you and your allies. This will relax them and also heal their bodies, allowing them to continue the fight against evil. Once per topic you can choose to create a mass healing aura, this will instantly heal you and all of your allies of all minor and major wounds. They will no longer feel tired or fatigued and will find the resolve to keep fighting. Those healed will also find themselves unable to be killed or knocked unconscious for the next two post, finding the will power to continue forward.
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Post by maltholloth on Sept 17, 2022 17:06:07 GMT -5
Skills: Light domain novice > Light Domain Master > Light Domain Exalted Animal handling Inventory: Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells 9/10: 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. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) 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. Armour of faith - By touching a target you cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor you will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting you protect multiple people a topic. 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. 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. Circle of Life - You create a small magical ring around you that protects your person and anyone standing next to you. As long as you are standing in this circle you and anyone else inside of it will be protected from taking damage. This prevents any wound that would come from an attack by a weapon or spell, regardless of its type. This ring will move with your person and last for two post. (This can only be cast once per topic) Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 25 + 40 (1x on 15/9 talesofcharon.proboards.com/thread/743/path-moonglade-open?page=1&scrollTo=28262x on 11-17/9 talesofcharon.proboards.com/thread/948/accepted-invitation?page=1&scrollTo=38231x on 15/9 talesofcharon.proboards.com/thread/1035/plot-black-market-bidding?page=1&scrollTo=45633x on 11-14/9 talesofcharon.proboards.com/thread/1255/trapped-renown-private?page=1&scrollTo=58201x on 14/9 talesofcharon.proboards.com/thread/1246/steam-worries-away-open?page=2&scrollTo=5798 ) = 65 Prestige Classes Acolyte - Level 1 Living Aura: All of your healing spells or abilities grow much stronger, increasing in their ability to effect you or your allies. Any healing effect you cast or use will be considered doubled, healing twice as much damage than they normally would. In addition you can target multiple targets with a single healing spell or ability, letting you mass heal in one moment. Controlled Immunity: Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal. Bard - Level 1 Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else. Celestial - Level 4 Angelic Pact: You have made a contract with an angelic being of good. This creature of light 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 celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Holy Gifts: Upon unlocking this level you may choose one of the Master level spells from the Light 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 light domain skill to gain or use the spell. Angelic Light: The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death. Heavenly Infusion: The pact you have made continues to increase, the celestial granting you more and more of its power to fight darkness with. You can allow your physical appearance to continue to change as well, looking more like the celestial each and every day. Twice per topic you can cause a ring of light, a halo, to form over top your head, basking you in a warm glow. For the next two post all minor wounds you receive from things like cuts and scratches will heal themselves and you will ignore dark based damage from spells or attacks while the halo is summoned. Calming Aura: Those around you begin to feel the light given off by the celestial within you. You radiate an aura that soothes others, invoking a sense of justice within them. You can target anyone who is currently under a fear affect, removing it from them and causing them to ignore it. Anyone who has been feared or forced against their will can be instantly cleansed by your presence, allowing them to continue fighting or pushing forward no matter how dire the situation may be. This feature can only be used once per topic. Beacon of Light: You have now have allowed the celestial the lend you most of its power, growing stronger and building its bond with you. Your physical appearance may continue to change, looking more like the celestial than yourself, gaining things like glowing eyes, radiant skin and white hair. You may also summon forth a pair of fearthery angelic 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. Unwaivering Virtue: The celestial has instilled its sense of honor within in, building your resolve and strengthening your will. You can no longer be effected by spells or skills that would attempt to force you to do anything against your will. You can not be turned againt allies, forced to flee or even injure someone you wish not to injure. You have become a bastion of goodness that no one or nothing can influence you otherwise. Holy Avenger: The pact has been completed, you have fused with the celestial inside you, allowing it control over your body. You may now gain any physical appearance changes, looking like the celestial for as long as you wish. The presence of light will often take over at random times, choosing to remain in control to combat evil. In addition to all of your physical damage dealing light damage, all of your spells are now effected, allowing any of your damaging spells to deal light damage in addition to its other damage types. Your light damage from either spells or attacks also ignore resistance and immunity, preventing anyone from negating your light damage. Prevailing Justice: Now at full power the celestial is able to influence others, spreading its aura of kindness and rightouesness throughout the environment. You can cause a wave of invigorating energy to surround you and your allies. This will relax them and also heal their bodies, allowing them to continue the fight against evil. Once per topic you can choose to create a mass healing aura, this will instantly heal you and all of your allies of all minor and major wounds. They will no longer feel tired or fatigued and will find the resolve to keep fighting. Those healed will also find themselves unable to be killed or knocked unconscious for the next two post, finding the will power to continue forward.
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Post by maltholloth on Oct 1, 2022 16:12:07 GMT -5
Skills: Light domain novice > Light Domain Master > Light Domain Exalted Animal handling Inventory: Medical kit - A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells 9/10: 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. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) 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. Armour of faith - By touching a target you cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor you will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting you protect multiple people a topic. 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. 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. Circle of Life - You create a small magical ring around you that protects your person and anyone standing next to you. As long as you are standing in this circle you and anyone else inside of it will be protected from taking damage. This prevents any wound that would come from an attack by a weapon or spell, regardless of its type. This ring will move with your person and last for two post. (This can only be cast once per topic) Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 65 + 35 (2x on 24/9-1/10 talesofcharon.proboards.com/thread/743/path-moonglade-open?page=1&scrollTo=28261x on 24/9 talesofcharon.proboards.com/thread/948/accepted-invitation?page=1&scrollTo=38230x on 15/9 talesofcharon.proboards.com/thread/1035/plot-black-market-bidding?page=1&scrollTo=45634x on 17/9-1/10 talesofcharon.proboards.com/thread/1255/trapped-renown-private?page=1&scrollTo=58200x on 14/9 talesofcharon.proboards.com/thread/1246/steam-worries-away-open?page=2&scrollTo=5798) = 100 Prestige Classes Acolyte - Level 1 Living Aura: All of your healing spells or abilities grow much stronger, increasing in their ability to effect you or your allies. Any healing effect you cast or use will be considered doubled, healing twice as much damage than they normally would. In addition you can target multiple targets with a single healing spell or ability, letting you mass heal in one moment. Controlled Immunity: Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal. Bard - Level 1 Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else. Celestial - Level 4 Angelic Pact: You have made a contract with an angelic being of good. This creature of light 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 celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Holy Gifts: Upon unlocking this level you may choose one of the Master level spells from the Light 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 light domain skill to gain or use the spell. Angelic Light: The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death. Heavenly Infusion: The pact you have made continues to increase, the celestial granting you more and more of its power to fight darkness with. You can allow your physical appearance to continue to change as well, looking more like the celestial each and every day. Twice per topic you can cause a ring of light, a halo, to form over top your head, basking you in a warm glow. For the next two post all minor wounds you receive from things like cuts and scratches will heal themselves and you will ignore dark based damage from spells or attacks while the halo is summoned. Calming Aura: Those around you begin to feel the light given off by the celestial within you. You radiate an aura that soothes others, invoking a sense of justice within them. You can target anyone who is currently under a fear affect, removing it from them and causing them to ignore it. Anyone who has been feared or forced against their will can be instantly cleansed by your presence, allowing them to continue fighting or pushing forward no matter how dire the situation may be. This feature can only be used once per topic. Beacon of Light: You have now have allowed the celestial the lend you most of its power, growing stronger and building its bond with you. Your physical appearance may continue to change, looking more like the celestial than yourself, gaining things like glowing eyes, radiant skin and white hair. You may also summon forth a pair of fearthery angelic 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. Unwaivering Virtue: The celestial has instilled its sense of honor within in, building your resolve and strengthening your will. You can no longer be effected by spells or skills that would attempt to force you to do anything against your will. You can not be turned againt allies, forced to flee or even injure someone you wish not to injure. You have become a bastion of goodness that no one or nothing can influence you otherwise. Holy Avenger: The pact has been completed, you have fused with the celestial inside you, allowing it control over your body. You may now gain any physical appearance changes, looking like the celestial for as long as you wish. The presence of light will often take over at random times, choosing to remain in control to combat evil. In addition to all of your physical damage dealing light damage, all of your spells are now effected, allowing any of your damaging spells to deal light damage in addition to its other damage types. Your light damage from either spells or attacks also ignore resistance and immunity, preventing anyone from negating your light damage. Prevailing Justice: Now at full power the celestial is able to influence others, spreading its aura of kindness and rightouesness throughout the environment. You can cause a wave of invigorating energy to surround you and your allies. This will relax them and also heal their bodies, allowing them to continue the fight against evil. Once per topic you can choose to create a mass healing aura, this will instantly heal you and all of your allies of all minor and major wounds. They will no longer feel tired or fatigued and will find the resolve to keep fighting. Those healed will also find themselves unable to be killed or knocked unconscious for the next two post, finding the will power to continue forward.
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