Gwendolyns Gauntlet of Goods
Dec 9, 2022 5:07:34 GMT -5
Post by Gwendolyn Mystwud on Dec 9, 2022 5:07:34 GMT -5
Skills:
Armor Novice
Blunt Master
Alchemy Exalted
Light Exalted
Alchemy Exalted
Light Exalted
Inventory (5/12)
Items | Info | Description |
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Hallowed Redolence | Darkveil Lamppost/Soul Crusher 0(7)pts/2MAT/Fire/Light/HEAVY/SB Tourney Favour Double Strike | An extremely heavy, well decorated maul with a censer built into its head. The lantern can be activated to cast a soft blue candlelight from its head, shedding light in the immediate area. The incense within enables it to strike a target’s soul directly. Every hit that lands with this weapon creates a stack of Soul Waning on the target. At three stacks on a single target, their very soul in an explosion of flame that engulfs the target for a single post, causing immense pain as well as blunt and fire damage. Acts as if it has the heavy enchantment but comes with no additional enchantment slots. |
Gauntlets of the Howling Gale | 3pts/MAT | A pair of blue steel gauntlets that are worn on the hands and cover the forearms. These gauntlets can fire out a small blast of wind, knocking back an enemy up to 10 feet, or can be used to summon a gust of wind towards you, pulling an enemy within ten feet towards you. This can also be used to knock away ranged projectiles. Has no effect on spells. Once used the wind function can not be used again for three post. |
Mercurial Censer | 1 pt/Crafted | A beautiful artifact composed of a small silver censer hung by a chain. It's core consists of a vial of liquid metal found in the depths of Mount Drakolt. It has a constant smoke billowing from within that carries a unique scent. The censer itself is a powerful spell focus. Spells cast through the censer causes a plume of smoke to billow out at the spells target for 1 post. This smoke will deal poison damage. Once per thread, the user can break the vial within the censer, releasing the metallic liquid along with a plume of toxic, burning smoke in a large radius. This will end the spell-smoke effect, though the censer can still be used as a spell focus. |
Filter Veil | 1pt/crafted | A elegant Perfumed Veil that is worn over the face and used to protect the mouth and nose. A rich perfume emanates from the object, protecting the wearer from toxic or poisonous materials that would be breath in through the nose or mouth. This allows the wearer to move through things like gas or smoke without worrying about toxic materials entering their systems. Twice per topic you can passively activate the veil to increase the scent, this will remove any currently active mental affects on you, and protect you from being targeted by mental effects, spells or abilities until the end of your next post. |
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Eternity Ring of Wolfe | Hearth Day | A single ornate ring that is said to magically bind itself to your soul upon receiving the ring. This ring is not for you to wear, instead it is meant to be given to another like someone you love, trust, care about or value immensely. While someone is wearing your ring, they are able to read your emotions or mood, and tell if you are happy, sad, scared, etc. The wearer of your ring is also able to cast one spell, or use one martial/stealth ability that you own (is in your inventory) once per topic. They cast the ability at the same level you posses (Novice, Master or Exalted) and can be used without needing to be in the topic together. A ring can only be bound to one person at a time and you cannot wear multiple peoples' rings. (Only one can be in effect at a time) |
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Arkanon Lux | 0pts/crafted/Pierce/Light/Air/SB | A body-length magical staff extensively decorated with gold filigree and magical sigils. Its massive body houses several focusing gems and enchantments that keep it from testing itself apart. Anytime it is activated, it requires almost the full attention of the patron deity who created it in order to channel the massive amount of energy it requires to function. The staff comes with three charges per thread. The staff requires one post/action to charge to release a magical blow which deals light and piercing damage. After used, this ability requires a two-post cooldown, after which it can be charged again. Once per topic, so long as you still have charges available, you can choose to charge the item for two posts, extending its reach to 5 km. This magical blast illuminates the area in both magical and nonmagical darkness. While firing this shot, your movement is halved and you can only make simple movements. After this effect is used, the staff loses all remaining charges. |
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Tourney Favour | Summer Giveaway | This favor appears as a charm decorated with various sheer ribbons and veils; they are often given out as gifts from adoring fans, family, significant others, or admiring apprentices before an event. This charm can be attached to one weapon, giving it an additional enchantment slot. The item does not need to have originally had an enchantment slot but must be a weapon. A weapon can only have one Tourney Favor applied to it at a time. |
Arcane Glasses | 35s | When wearing these special glasses, one can easily see magic in effect. By focusing their gaze and concentration on an object they can discern permanent enchantments from temporary enchantments, and even one wholly unskilled in magic can discern magic effects. While looking at a spell or enchanted weapon, you learn everything about that spell or enchantment. You can also identify what kind of magical effect or enchantment is placed on a weapon or item. |
Dread Helm | 1pt/crafted/1hp | A Black helm with a snarling visage. It's eyes always glow a ominous Red. While wearing this helmet you gain one hit prevention to your head and can see in non magical darkness. |
Obsidian Greatsword | 4pts/crafted/not equipped | A Humungous Two-handed greatsword that is pitch black and shiny. Drips with a shadowy energy at all times, and deals dark damage. Is capable of attacking a creatures shadow and dealing damage directly to the creature as if they were striking that persons physical body. Only physical attacks from this sword work on the targeted shadow. |
Black Sun Scythe | 4pts/MAT/not equipped | A large, heavy scythe which looks like it was constructed out of obsidian, which is hot to the touch and almost burns to hold. It possesses superior cutting power and can slice through wood and even stone, leaving behind a dull heat where it cuts. What it cuts through best, however, is light. Three times per topic, you can have the weapon absorb a light source, completely nullifying it and removing the light from the area. This ability can also be used on any spell that gives off light, is made of light or is from the light domain, countering the spell instantly. Once the Scythe has absorbed three light sources, it will erupt in a blinding flash of its own before crumbling and becoming useless for the rest of the topic. |
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Potions
Poisons
Spells/Abilities (19/20)
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Gwendolyn's Miasmic Catalyst | A small glass of clear, milky liquid that has no effect on its own and is used to combine with other alchemical potions. You can pour another Alchemical liquid (must be a shop item) into this bottle, mixing the concoctions and causing a reaction to occur. Over the next post a gas will pour out of the bottle and fill a 10 foot cube with a cloud of the gas. This will turn the concoction they poured into the clear liquid into a gas, causing anyone within the range who breathes in the gas to come under the original effects of the mixed potion. The cloud will remain for two post and can only be used once per topic. | |
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Storm Salts | A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used. | |
Dragon Salts | A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used. | |
Blizzard Salts | A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used. | |
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Frost Web Potion | Drinking this potion gives the consumer a single use of Frost Web. You cause ice to form across the surface of your skin which you can then peel off to form a sticking, cold web like substance. This can be used for several things, such as climbing or sticking to objects, binding enemies or creating a full web to sit in. Anything caught in this web will find themselves stuck to it and will begin to take cold damage will bound. They can free themselves with enough force or outside help. | GC CCS |
Cadavaberry Potion | A Potion that drops the imbibers heartrate down to near imperceptible levels, putting them in a temporary state of suspended animation. Drinkers will be perceived as dead to all besides an expert. Affects that target an undead will not apply to the drinker of this potion. Has two uses per topic. | Crafted |
Aloe Brevia Incense | A single vial of liquid. When applied to a person, it releases a pleasant scent in a small radius. The first person to smell it will regard the wearer as a friend, making them more likely to agree with anything the user says for the next three posts. This cannot be used to ask the target to harm themselves, and when used on a PC, consent rules apply. | Crafted |
Wisteric Ammonia Incense | A single vial of liquid. When applied to a person, it releases a cloud of gas which extends outwards in a ten-foot radius. Enemies who breathe in this gas will be under the Fear effect for the next three posts. During this duration, for as long as they can see the user, they will see the user as a visage of their primal fear; this effect ends early if the user leaves their range of sight. | Crafted |
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Poisons
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Spells/Abilities (19/20)
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Divinities Blessing | Archive Ticket | You target yourself or an ally, coating them in a shield of divine protection. Until your next post they will ignore all damage received from any source, absorbing the damage as energy. They can then release that energy from their body in a burst, healing all allies in a 20 foot range and dealing light damage to all enemies in that same range. This spell can only be used once. |
Remove Condition | Archive Ticket | This spell allows you to touch yourself or an alley, completely removing all negative effects applied to them. This includes mental and physical effects the would negatively influence or harm the target. This will remove any negative spell that has a duration and can also cure effects from poisons or toxins. This spell can only be used twice per topic. |
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Momentous Cleave | Fighters Guild CCS 45S | A technique that applies massive amounts of strength and energy into the attack. This skill allows your next attack to cleave off any unarmored or unprotected limb, such as an arm or leg. (will just knock out if struck in the head) If the attack is blocked or guarded with armor of any kind, this attack will consume all of the hit proventions that armor or defensive source has, and can not obtain any new ones for the rest of the topic. Can only be used once per topic. |
Scern's God Killer | Unique | A very powerful spell that was crafted by Scern and used against Ziev in the battle over the Sol Stone. To cast this spell, you must have made no offensive actions on your last post (nothing that intended to deal damage, injure, hurt or afflict some kind of negative effect). When you cast this spell, you target one enemy you see within 20 feet causing red hot burning chains to burst from the ground and wrap around the target. The target will take medium amounts of fire damage and be unable to make movement or take any actions (including casting spells) for their next two posts. This spell can only be used once per topic and cannot be used against Player Characters (unless permission is given). |
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Blank | Blank | By swirling wind and lightning around your person, you create enough of a charge to dash insanely quickly in any direction. Your body blurs forward, dashing at inhuman speeds for a very brief distance. This spell is a great gap closer or spell for dodging quick attacks. |
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Undying Fervor | MAT | A spell used by warriors to give them bravery and courage during even the most violent battles. When this spell is activated you become cleansed of all fear effects that may currently be present on you. In addition you can not be feared or affected by fear inducing abilities for the next four post. Once during the four post duration you can send a pulse out from your body, pushing back all enemies who are within a 10 foot diameter. This may cause them to stumble, fall down or slide backwards. |
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Gwendolyn's Summoning Pact: Light Fae | Light 75S | A summoning spell that draws light and binds it to the energy of a fae like being, allowing them to take a physical form of light and energy. This fae can take the form of a mundane creature, such as a cat, dog, bird, or something similar and will hang out with you for the rest of the topic's duration. This fey can not attack and avoids most combat, but is able to distort light around themselves, appearing to become invisible. The fey can speak and communicate with you, even able to mentally speak to you through your mind. Once per topic the fey can also distort the light around an area, creating a fog like effect that allows the caster to blend into their environment and become invisible. This fog effect will last for the next two post and will cover a 10 foot diameter area, and will allow any ally of the caster to also become invisible while moving through the fog. |
Gwendolyn's Grand Censer | Sky 75S | The user will twist and bend the air above them, creating a translucent, smoke filled orb that just rest above the area for three post. While the orb exists, smoke will slowly billow out from above and spill out onto an area that is 30 feet in diameter. The smoke itself has no vision impairing abilities, having an almost translucent smoky appearance, however any allies who breath in the smoke will find themselves invigorated. For as long as they remain inside the smoke, they will find their movement speed and reflexes enhanced, moving twice as fast as normal. Additionally any spell that has a range attached to it will have that range increased by 10 extra feet. This spell can be used twice per topic. |
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Grafts
Purity Graft (Crafted) - Singular hit prevention against poison effects, reduces continual poison effects by one postPrestige Classes
Spellblade
Arcane Soul
When purchasing this class, you must choose a weapon you own. That weapon becomes bonded to you, a magical link being created between you and the weapon. You must also choose an elemental damage type and can only choose one if you possess Master level in that elements Domain. The weapon you bond with will now always do elemental damage equal to the element you chose, regardless of having an enchantment or not. This elemental damage also cannot be ignored due to things like resistant or immunity, allowing your bonded weapon to always deal its damage.
Arcane Focus
Your bonded weapon becomes a conduit for spell casting, allowing you to cast spells through the weapon regardless of domain or element. This allows you to wield the weapon as normal, but channel spells through it, weaving magic through your strikes. You can combo your physical attacks, creating a variety of effects and combos. This includes targeted spells or spells that require you to touch the target, letting you use your weapon instead. Your spell limit also increases by 5, giving you access to more spells which you can cast through your weapon.
One with the Blade
Your bonded weapon becomes more than just a tool, it becomes a part of you. You have wielded this weapon through most of your battles and have come to rely on it to do its job. This weapon no longer hinders you, allowing you to wield it like it was apart of your own body. The bonded weapon no longer counts against your item limit, having 0 points when calculating its capacity limits.
Always There
As your primary tool and means of combat, the bonded weapon can never stay away from you for too long, needing to be with you in combat. Your weapon can not be taken from you or forced out of your hand by spells or effects. It acts as if it is glued to your hand. Additionally if your bonded weapon is not currently in your hand, you can summon it to your hand in the blink of an eye. Regardless of where it is or what condition it is in, the weapon will return to you, ready for battle.
Sharing Essence
Your blade is not just a mindless weapon for slaughter, but has bonded with you, feeling and caring for you. Because of this the weapon will attempt to keep you alive, and can access its own magic when in need. The weapon can choose on its own to pump a bit of its magical essence into you, healing you of any minor or major wounds you might have sustained. This can be done without you needing to command it, letting the weapon heal you regardless of the situation. This can be done twice per topic.
Elemental consumption
Your bonded weapon has become strong, its elemental energy increasing with each and every use. It has now become resistant to its own elemental damage type, hungry to feed off of the magic of that element. You can now use your bonded weapon to absorb magical energy from spells or effects. Your weapon can target a spell that shares an elemental damage type with it, and as that spell is cast the weapon will consume it, absorbing the spell and rendering it useless. The weapon will store this spell and give its owner access to that spell for the rest of the topic. You can now cast a single use version of the absorbed spell, even if you do not own the spell. This can only be done twice per topic.
Unseen Companion
Fusing magical energy with your bonded weapon has given you unique abilities that only the spell blade has access to. Your weapon is not just a piece of wood or metal, but is a living being and reacts to your magic. You can coat your weapon in arcane energy causing the entire weapon to become invisible, unseen by anyone who would look at it. Your weapon will remain invisible for the next two post and can not be seen for the entire duration. This allows you to attack with your weapon while confusing the enemy, and maybe catching them off guard. This can be done twice per topic.
Splintered Soul
You may now choose a second weapon with a second elemental damage type. This weapon does not replace your original, but instead becomes a second spell blade, sharing a soul with the first. Not only do you have access to a second spell blade, but that second weapon will have all of your spell blade prestige class abilities applied to it. These weapons act as one, sharing a soul with you and able to be wielded expertly together or on their own.
Living Weapon
Your bonded weapon gains a soul of its own, mimicking your personality and becoming one with your mind. You can now telepathically control your weapon, allowing it to hover in the air around you, attack and defend without being in your hand. You can also move it with your mind, allowing you to swing with it even if it is not in your hand. While this weapon can move on its on it can not go very far from you, having to stay relatively close to your person.
Sacrificial Bond
Your bonded weapons have come to love you, doing everything in their power to keep you alive. If you were to die or fall unconscious the weapons will instead give their own souls, preventing you from falling in battle. If you were to be knocked out both of your bonded weapons will instead become useless, unable to be used for the rest of the topic, and instead will keep you alive and standing. Your weapons will return to you after the topic, using the time to rebuild their stamina.
Courier (Secret)
A Courier is a secret member of the society who doubles as a normal member of Charon while also working for the guild. Couriers gain access to a small set of skills that make their job easier, allowing them to blend in, steal information, and take out high profile targets. Couriers also have duel identities, letting them navigate off limit areas without being caught or suspected.
Blade in the Dark
The courier is always ready to strike, like a snake in the grass waiting for the perfect moment. The first time you would make a physical attack during a topic, that attack will ignore all hit preventions and will apply a wound that can not be healed or cured for the topic. This only applies to the first non spell attack you would make, letting Couriers blend in and seem harmless, before striking.
Thank You for your Candor
The longer you engage someone in conversation the more likely that they will be to reveal some private or secret information. Your skill to guide and lead conversation as made you an expert information gatherer. A conversation that lasts for three posts will subconsciously force the other participants to be truthful while talking. At the end of three post you may ask the conversationalist one question that must be answered truthfully.
In Plain Sight
A Courier can conceal their weapons in a way that they can not be seen or detected by others, even able to hide weapons in ways that would normally be visible, such as a backwards dagger in your sleeve or a weapon in their palm. You can also move without being suspected or implicated. This means their movements and actions will not reveal their true motives until action is taken. This makes the Courier a perfect spy. While you are not in combat or viewed as an enemy, you can not be affected my things that would attempt to reveal your lies or secret identity.
Forgery kit
+5 security from positive quests
-5 security from negative quests
+1 materials gained from rewards and activities
+5 security from positive quests
-5 security from negative quests
+1 materials gained from rewards and activities
Archmage
Infinite Soul:
You cease to age, no longer growing older or aging. You can not die due to old age and will continue to live on past your normal life span. Your physical appearance can age however you wish, remaining as young or as old as you wish to look. Your body will no longer decay and unless you are killed, you can live as long as you choose.
Arcane Wellspring:
Magic begins to flow through your entire body, becoming one with your very soul. You feel its presence grow within you as you begin to harness its raw power. Your spell limit increases by 5, allowing you access to more spells during battle.
Elemental Master:
Spending your time manipulating magic and learning the arcane arts, you have learned how to harness all of the elements, despite not having any levels in that elements domain. While you still can not cast spells from a domain you do not own, you can access their elemental damage now. When ever you cast a spell that deal elemental damage, you can choose to alter that damage, changing its original damage type to another, such as turning a fire spell into water damage, or light damage into dark damage.
Spell Suspension:
Manipulating raw magic comes with its perks, allowing you control over the energies of the arcane. You are now able to suspend spells, halting them in time and space. When a spell is cast, by anyone, you can choose to freeze that spell, suspending it in the void. This spell will sit suspended until the end of the features duration, in which the spell will then be cast. A suspended spell will remain suspended for two post, after which it will be cast instantly, targeting its original target or moving along its original path. You can only have one spell suspended at a time and can only suspend two spells per topic.
Overflowing Energy:
Your strength as a spell caster has continued to grow, your capability to harness magic has also increased, allowing you to tap into the raw magic flowing through you. Your spell limit has once again increased by 5, letting you have access to more spells.
Overwhelming Magic:
The magic that flows through you has become so powerful it is practically bursting from you. Every atom in your body can feel the effects of the magic, almost elevating you beyond the normal realm. All of your spells have become empowered, regardless of the domain or damage type. Any damage you would deal with a spell will now ignore any resistance or immunity, preventing anyone from defending themselves from your spell damage.
Master of the Arcane
You may work with staff to create two spells of your very own. You will work with staff to create a new spell from each of the two Master level Arcane Skills you used to qualify for this class. The spells will be named after you and you will receive the spells for free. After creation these spells will be added to their shops.
Increased Suspension
Your ability to suspend spell has increased, your control over spells greatly improved. While still being able to suspend spells, your control over them has gotten much better. You can now have two spells suspended at once, halted in time until ready to be used. The amount of spells you can suspend per topic has also been increased, letting you suspend four spells total per topic.
Vampiric Heritage (Chaos Touched) | Your lifeforce has been touched by the untamed magic of the primordial planes and twisted you into an ageless being. If your vampiric origins are chaos-touched in nature, you are a day walker— you are able to withstand the light of day without ill effect, but feel unnaturally restless and hungry during the night. You crave raw magic and can feel the arcane pulsing within the very souls of those around you through Arcane Senses; you are able to passively detect the domain of trained or innately powerful spellcasters as long as they are 20 feet away from you. Through your Arcane Senses, you can determine the element of a spell before it is cast through your sense of smell. |
Wicked Desires | Minor Vampiric Healing You are able to heal surface level wounds, light burns, and regain energy through a minor feeding of arcane or lifeforce energy. This process leaves the donor feeling tired and lightheaded due to arcana or blood loss; they may have trouble remaining steady, or casting spells. This may be used on animal or humanoid NPC's or PC's. Major Vampiric Healing You are able to heal deep wounds, severe burns, and even regenerate amputated limbs through a major feeding of arcane or lifeforce energy. This process leaves the donor feeling exhausted; they will be on the verge of passing out due to loss of arcane or blood loss. They will be unable to fight or cast spells, and may be at risk of death if left untreated. This may only be used on humanoid NPC's or PC's. |
Powerful Presence | Once per topic, you may make eye contact with a target and cause them to become hypnotized by your mere presence. If you, or your target, are unable to see, this may be used similar to a touch spell. A hypnotized individual will follow your commands without question, believe everything you say, and see you or themselves as whatever you ask them to. A hypnotized individual can be induced to fear you or be charmed by you; they can be asked to do certain tasks; or coerced to believe something is real that is not with ease. If you physically harm this individual, this effect will drop. Powerful Presence will last for three posts before the target returns to normal. |
Demon of the Mist | Once per topic, you are able to turn your entire body into mist and become incorporeal for a few moments. For one post you may move through objects and obstacles, and traverse while in this form— but you are unable to interact with your surroundings, cannot cast spells, or attack. You cannot reform inside of a person or object. |
Last Resort | When you reach a state where you should die or become unconscious, you instead retreat to your soul form in your exhaustion. This form is distorted but humanoid in appearance and embodies the essence of how your vampirism has bound to your soul. You become feral for three posts, seeking the nearest source of energy to heal yourself, whether it be friend or foe, without bias. You have three hit preventions in this form, are twice as strong, twice as fast, and twice as resistant in your curse's desperation to fuel itself. If you do not feed while in this form, or lose all your hit preventions, you will fall unconscious; you do not retain memories while in this form. |
Transmuter
Alchemical Mastery Transmuters have honed their alchemical abilities to the point where they can alter and shape the world around them. By touching a potion or consumable, you can increase the amount of times it can be consumed or used by one. This can be used three times per topic, allowing you to gain one extra use of three different potions/consumables.
Hands of the
Transmuter
Transmuters spend their time learning the fundamental make up of the natural world, having knowledge of all the natural elements in Charon. Twice per topic you can touch an object and cause it to shift into a natural element or mineral. This effect lasts for the rest of the topic. Examples include turning a door into water, or a sword into sand. You cannot use this on anything that's bigger than an average person (6 feet tall) or a living (or undead) creature, such as an animal or person.
Expanded Spells
Transmuters gain access to new spells that they can cast, these spells can be used for as long as you have the subclass as an active class. If Transmuter is removed, you lose the ability to cast any transmutation spells. You also gain a bag of unique coins crafted specifically for you that can be used in your transmutation spell casting.
Transmuters gain access to new spells that they can cast, these spells can be used for as long as you have the subclass as an active class. If Transmuter is removed, you lose the ability to cast any transmutation spells. You also gain a bag of unique coins crafted specifically for you that can be used in your transmutation spell casting.
Your Pouch contains:
1 Silver Coin
1 Gold Coin
Transmuter Spells
Transmuter Spells
Silver Barrier
Using a single Silver Coin from your pouch, you infuse magic into the coin, creating a shimmering barrier that reaches out to ten feet in all directions with the coin sitting at the center of it. The barrier will absorb one ranged physical or magical attack, nullifying the attack and ending the barrier. While the barrier is up, evil aligned creatures or individuals will be unable to pass through the barrier, either trapping them inside or outside of the barrier. The barrier will last until it takes damage, in which it will vanish. Consumes one
Silver Coin
Solar Rain Using a single Gold Coin from your pouch, you infuse magic into the coin and toss it into the air. After reaching its peak, the coin will vanish and dozens of tiny arrows made from golden energy will rain from the sky in a twenty foot area with the gold coin being at the center of the area. For two post after the initial cast, the arrows will remain, making the area difficult to pass through. Enemies in the area upon cast will take light damage and any enemy moving through the area afterwards will have their speed reduced by half. Consumes one
Gold Coin
Gold Bond Using a single Gold Coin from your pouch, you infuse magic into the coin and hand it to an ally. For the next three post any buff spell that you cast that targets yourself will also have its effects applied to the holder of the coin. If the effects of the spell are turned off or stopped by an outside effect, that spell will also end on the holder of the coin. Consumes one
Gold Coin
Glinting Arrow Using a single Silver Coin from your pouch, you infuse magic into the coin and throw it in a single direction. The coin will transform into a silver arrow of pure light. This arrow will fly in the thrown direction at insane speeds, making it difficult to dodge. This attack can not be dodged such as side stepping, ducking or moving. It can only be blocked with defenses or avoided with a spell, such as Blink. The arrow deals light damage but can be deflected with armor or a shield. Consumes one
Silver Coin
Greed Using a single Gold Coin from your pouch, you infuse magic into the coin and toss it in a single direction. Upon hitting a surface, such as a wall or the floor, the coin will burst into hundreds of golden coins. The two closest enemies near the burst of coins will be compelled with greed, finding themselves entranced by the gold and unable to help themselves. They will spend the next post trying to collect as many of the coins as they can. (Affected enemies can still take actions and use spells) Consumes one
Gold Coin
Silver
Savoir Using a single Silver Coin from your pouch, you infuse magic into the coin and hand it off to an ally. For the next two post that ally will count as a spell conduit for you, allowing you to cast a spell through the holder of the coin instead of yourself. This can be used to cast ranged spells with the origin being the ally, or cast touch spells on the holder of the coin without needing to touch them. Consumes one
Silver Coin
Minting Press
By taking a single Gold or Silver coin from your pouch, you infuse magic into the coin, converting it into either Silver or Gold, the opposite of its current state. This allows you to convert your coins needed for transmutation spells. Consumes one
Silver or
Gold Coin
Using a single Silver Coin from your pouch, you infuse magic into the coin, creating a shimmering barrier that reaches out to ten feet in all directions with the coin sitting at the center of it. The barrier will absorb one ranged physical or magical attack, nullifying the attack and ending the barrier. While the barrier is up, evil aligned creatures or individuals will be unable to pass through the barrier, either trapping them inside or outside of the barrier. The barrier will last until it takes damage, in which it will vanish. Consumes one
Silver Coin
Solar Rain Using a single Gold Coin from your pouch, you infuse magic into the coin and toss it into the air. After reaching its peak, the coin will vanish and dozens of tiny arrows made from golden energy will rain from the sky in a twenty foot area with the gold coin being at the center of the area. For two post after the initial cast, the arrows will remain, making the area difficult to pass through. Enemies in the area upon cast will take light damage and any enemy moving through the area afterwards will have their speed reduced by half. Consumes one
Gold Coin
Gold Bond Using a single Gold Coin from your pouch, you infuse magic into the coin and hand it to an ally. For the next three post any buff spell that you cast that targets yourself will also have its effects applied to the holder of the coin. If the effects of the spell are turned off or stopped by an outside effect, that spell will also end on the holder of the coin. Consumes one
Gold Coin
Glinting Arrow Using a single Silver Coin from your pouch, you infuse magic into the coin and throw it in a single direction. The coin will transform into a silver arrow of pure light. This arrow will fly in the thrown direction at insane speeds, making it difficult to dodge. This attack can not be dodged such as side stepping, ducking or moving. It can only be blocked with defenses or avoided with a spell, such as Blink. The arrow deals light damage but can be deflected with armor or a shield. Consumes one
Silver Coin
Greed Using a single Gold Coin from your pouch, you infuse magic into the coin and toss it in a single direction. Upon hitting a surface, such as a wall or the floor, the coin will burst into hundreds of golden coins. The two closest enemies near the burst of coins will be compelled with greed, finding themselves entranced by the gold and unable to help themselves. They will spend the next post trying to collect as many of the coins as they can. (Affected enemies can still take actions and use spells) Consumes one
Gold Coin
Silver
Savoir Using a single Silver Coin from your pouch, you infuse magic into the coin and hand it off to an ally. For the next two post that ally will count as a spell conduit for you, allowing you to cast a spell through the holder of the coin instead of yourself. This can be used to cast ranged spells with the origin being the ally, or cast touch spells on the holder of the coin without needing to touch them. Consumes one
Silver Coin
Minting Press
By taking a single Gold or Silver coin from your pouch, you infuse magic into the coin, converting it into either Silver or Gold, the opposite of its current state. This allows you to convert your coins needed for transmutation spells. Consumes one
Silver or
Gold Coin