A Witch's purse
Jun 27, 2022 17:00:30 GMT -5
Post by Lady Kamille Verlithax on Jun 27, 2022 17:00:30 GMT -5
KAMILLE'S INVENTORY
SKILLS
Arcana
Arcana
Earth domain | Exalted |
Space domain | Exalted |
Dark domain | Exalted |
Sea domain | Exalted |
Sky domain | Exalted |
Light domain | Exalted |
Other
Alchemy | Exalted |
Animal handling | Exalted |
SPELLS (71/Arcane Nexus)
Spell | Description | |
1 | Message | This spell allows you to speak directly into the mind of another person. You do not need to use your actual voice, you simply will your voice into their mind. The person you are speaking to can respond back to as long as you continue to respond. The range of this is not very far, but does allow you and the target to be separated. |
2 | Create Spark | By snapping your fingers you can summon forth a small flame that dances on the ends of your finger tips. This flame can be used to ignite flammable material like straw or hay, can be used to heat food or ignite objects like camp fires or torches. While this does burn, it does not create enough fire to deal large amounts of damage. |
3 | Control Flames | A simple spell that allows you to shape pre existing fire or flames. This can be used to make an already existing fire bigger or smaller, change color, smell or even move the fire from one place to another. Can only effect an existing fire, be it magical or natural. |
4 | Crystalline Shard | By stomping or pounding the ground you can cause a medium sized shard of stone to erupt from the ground. The shard is jagged and rigged, making it very dangerous as it rises from the ground. It can impale, cut or slice things it moves through, and remains after being summoned. -Deals earth damage- |
5 | Fire Bolt | By summoning a small mote of flames in your hand, you can then fire the bolt outwards to deal fire damage. A small basketball sized ball of fire forms and can be held in hand until ready to fire. It can be fired up to medium ranges and splashes when it collides with something. -Deals fire damage- |
6 | Mold Earth | This spell allows the user to manipulate or shape a small amount of earth, changing its shape or position. This includes moving things like rocks or slabs of stone across the earth, or creating small holes or caverns in a hill. This spell does not cause damage and can only be used on pre existing earth, natural or magically. |
7 | Sand Shield | An earth based spell that allows the caster to summon forth a wall of sand to protect themselves. The sand rises up from the ground after being churned by magic. The shield is strong enough to block most normal attacks, however because of how malleable the sand is, it can also block enahanced attacks and concussive force normally effective against walls and armor. (Bought with Mystical Archive Ticket obtained from Opening Week) |
8 | Meteor Shower | By calling to the sky, you summon forth hundreds of small rocks, stones and pebbles to come raining from the sky. This shower covers the local area, filling the sky with the stones that come hurdling to the ground. Not only do they deal blunt damage, but the stones are also on fire, burning or searing anyone they collide with. The rain will only last forthree post, but is constant for the duration. -Deals fire and earth damage- |
9 | Massive Fire Ball | By holding your hands up above your head, you form a large ball of fire, four times the size of a fire bolt. You can then lob this fire ball at an enemy, chucking it into the air as it soars over head. When the fire ball lands it will erupt, sending fire lashing out in all directions. This is an Area of effect spell that can deal damage to multiple enemies at one. -Deals fire damage- |
10 | Earth Bind | You cause the earth and soil around a target to begin to move upwards, grapping and grasping at the enemies limbs, attempting to contain and restrict them. The stone will bind the enemy the solidify, trapping an enemy in this structure of stone. They will be trapped for the entire next post and can only be freed by an outside source. |
11 | Telekinesis | You warp space around an object, giving you the ability to lift or move that object with your mind. You can target any object that is roughly the same size as yourself and one that you can see when casting the spell. You can then move that object around, lifting it up, moving it from side to side or even using the object for its intended purpose. You do not need to physically touch the object and can move it around as long as you can see it. |
12 | Blink | This spell allows you to move your body a short distance through space itself. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. Blink has a cooldown on your body and can not be used for two post after being used. |
13 | Counterspell | You can only use this spell to target other spells, regardless of who cast them. When another spell is cast you can use this spell to counter that one, completely negating it. This will instantly cancel the spell, removing any effects. This must be used the post after the spell your targeting was used and can only be used twice per topic. |
14 | Reveal Truth | By touching a living creature, you learn everything about them. You know their name, age, gender and any other information about that person. You become aware of any information on their character sheet. You also become aware of their skills and abilities, knowing anything they own in their inventory as well. |
15 | Raven Storm | After lifting your hands in the air you call forth a flock of ravens to swarm the area, appearing as if out of no where. A dozen ravens will descend upon the area, flying around, pecking and clawing your targets. These ravens can not speak to you and will only ever attack enemies, unable to complete other task for you. This storm will last for one post and can not be summoned again for three post afterwards. |
16 | Kamille's Summoning Pact: Mayhem | By clasping your hands together you summon forth a flaming meteor from the Earth Domain. This meteor is 10 feet in diameter and is a massive heavy chuck of heated stone. This meteor will crash into the earth dealing damage to the landing area. Once landed the stone will reform, becoming a massive molten golem of fire and heated rock. This golem will stand ten feet high and is able to attack things around it, dealing high blunt damage and fire damage. This golem can move on its own and understands your commands, and can even communicate with you, understanding basic concepts. The golem is extremely durable, it can withstand three physical attacks or spells from a novice or higher attack before it is unsummoned and returned to the earth domain. However if it is struck by a water spell of master level or higher it will immediately become unsummoned. Only one of these can be out at any time and can not be summoned for two post once unsummoned. |
17 | Toxic cloud | By clapping both hands together you cause a cloud of acid like mist to rise from the ground around you, with you at its center. The cloud spreads out to ten feet in all directions from you, but will not move with you, remaining in place for its duration. This cloud is hazy but will not completely block vision. Anyone stuck inside of the cloud will find their eyes burning and every breath painful. For each post they remain inside of the mist the effects will get worse. This spell last for three post. |
18 | Goo puddle | You cause a medium amount of slime to drip down your legs, coating the ground with a puddle of Ooze. The puddle will only be 5 feet in diameter, but will remain until the end of the topic. Anyone who steps in this puddle will find themselves stuck to the ground, unable to move from that location or pull whatever is stuck out. They will be stuck for their entire next post, and can pull themselves free the post after. |
19 | Crimson armaments | When casting this spell, you draw blood out from a wound, be it a wound on an enemy, an npc or yourself. You can cause this blood to take the form of any item from the blade, blunt, polearm or shield shops. This item will last for the rest of the topic and will function exactly like the item from the shop. This item (regardless of what it is) will also have the life link enchantment on it. You can only use this spell once and it last for the entire topic. |
20 | Curse of the Hag | By touching a minion (humanoid NPC) you can transfer a piece of your being into theirs, completely taking over both their body and mind. Your conscious will become split, half remaining in your body and the other now in possession of the minion. For 3 post you can move both your own body and the minions, seeing through both sets of eyes, hearing through their ears and collecting information from both bodies. You have full control over the npc, regardless of who owned it before and can choose what they do. At the end of the duration, the minion will fall unconscious, allowing you to absorb some of their life force, healing yourself of all minor wounds. |
21 | Serrafleur's Premonition | By standing still in one spot, you tap into the stream of time, connecting your mind with the cosmos. You can glimpse the past, seeing everything that has taken place in the spot your standing in (up to 25 foot range around you) playing it through your mind like a movie. The longer you stand still the more information you can gather. This can also be used to glimpse into the future, seeing a series of events that may take place in the area your standing in. These events however are not set in stone and can be altered if different actions are taken. This simply shows you multiple outcomes that could potentially occur. This can not be used to dodge or predict attacks in battle. |
22 | Remove Condition | This spell allows you to touch yourself or an alley, completely removing all negative effects applied to them. This includes mental and physical effects the would negatively influence or harm the target. This will remove any negative spell that has a duration and can also cure effects from poisons or toxins. This spell can only be used twice per topic. (Bought with Mystical Archive Ticket obtained from Sol Stone Part 1) |
23 | Age Item | You can target a weapon or item with this spell, causing it to age instantly. This will cause it to obtain any effects of that age, meaning rust, rot and decay. This can be used to render an object useless or remove it completely. This can not be used on living beings and can only be used to affect one item at a time. If a new item becomes aged, the previous one will return to normal. |
24 | Quicken | By casting this spell on yourself or an ally, you cause them to speed up for their next post. During the next few seconds the person effected will be able to move twice as fast as normal, increasing their running and moving speed. |
25 | Slow | You can cast this spell on an enemy or other target, causing them to slow down. During their next post their speed will be cut in half, causing them to move very slowly. You walk at a snails pace and your reactions are incredibly slow. |
26 | Banish | You can cast this spell on summoned creatures or items that have been summoned from other domains. This spell allows you to send those things back to the domain in which they were summoned, ending any durations or effects they may have. Any spell that has the Summon: tag or any creature brought from a different domain can be targeted, sending them away instantly. |
27 | Phase Walk | This spell turns your body into a spectral form for a few seconds. This allows your entire body to phase out of the physical realm, allowing you to move through solid objects. This lets you do things like walk through walls, move through objects or even ignore physical attacks. For the next few seconds your body can not be touched in anyway. Can only use this spell once per topic. |
28 | Rewind Time | A complicated spell that allows the caster to manipulate the very time and space around them. By casting this spell you can rewind yourself, moving to a past position. You can return to a location that you were previously in during the post before the one you cast this spell in. You can not take living creatures with you and this does not alter any damage you might have taken. This simply returns you to a previous location. This can only be used twice per topic. |
29 | Kamille's Worldy Scrying | Using a bowl of water or a small flame, the user can meditate and summon forth a few enchantments, calming the surface of the water or the flame. They can then project their vision across Charon, creating a looking glass through a body of water or a plume of flame somewhere in Charon. The caster needs to have a mental image of the location they are trying to view and can not cast it on something random. Once they have focused, the caster can now watch and view the local area around said water or flame (kind of like a tv) They can not communicate or interact with the area, but can view and watch anything going on. You must be calm and relaxed to use this spell, making it impossible to use while fighting someone. |
30 | Summon Mount | A spell that requires you to first own a mount of any kind. By casting this spell you can instantly summon your mount to your location, making it appear out of thin air. This gives you instant access to your mount without having to take it around with you everywhere. |
31 | Lightning Armor | Lightning begins to course around your body, slightly illuminating your form in crackling energy. This armor will shock anyone who touches you while it is own, numbing the body part that it struck. The armor will remain for three post, protecting the user from anyone who comes into melee range. If someone has a limb shocked, that limb will go limp for the next post. -Deals lightning damage- |
32 | Bog Fog | By channeling magic into the environment, you cause a thick cloud of fog to form over a 100 foot area, clouding the area in white mist. This fog will last for 3 post and is extremely hard to see through, making it difficult to navigate or fight in. Not only is it good at concealing things, it is extremely thick and heavy, preventing wind from blowing it or redirecting it away. Has a two post cool down in between uses. |
33 | Scern's God Killer | Exalted level Dark Domain spell (Can be obtained/used without needing the domain skill) A very powerful spell that was crafted by Scern and used against Ziev in the battle over the Sol Stone. To cast this spell, you must have made no offensive actions on your last post (nothing that intended to deal damage, injure, hurt or afflict some kind of negative effect). When you cast this spell, you target one enemy you see within 20 feet causing red hot burning chains to burst from the ground and wrap around the target. The target will take medium amounts of fire damage and be unable to make movement or take any actions (including casting spells) for their next two posts. This spell can only be used once per topic and cannot be used against Player Characters (unless permission is given). |
34 | Cyran's Dream Walker | A spell that allows you to enter the dreams of a sleeping person. By touching the body of a sleeping person (friend or foe) you will go into a sleep like trance, connecting to their subconscious. While in their dream, you can control all aspects of the dream, from appearance, to theme and activities. You can remain in the dream for three post and can not be expelled unless the target wakes up. While in the dream you can communicate with the target and even read into their inner thoughts, but can not deal damage or effect their real world body. When the target wakes up, they will not realize this was a spell and will think it was all just a dream. Can be used once per topic. |
35 | Detect Lies | You may cast this spell on any target you can see. For the next 24 hours you can detect any truth or lies they may speak. If they tell a lie, you become aware of the fact that they are lying to you. You do not know the actual truth or what it is they are hiding, but you do know that they have lied to you. |
36 | Mend Object | By touching an object you can mend or repair any damage that object might have obtained. This can be fixing rips or tears, mending broken armor or fixing a broken weapon. This does not add extra strike preventions onto armor. |
37 | Ebon Eyes | Your eyes gloss over with pure darkness, becoming pitch black. For a brief duration you gain the ability to see in the darkness no matter how dark it is. This spell also allows you to see normally in magical darkness, giving you sight regardless of the source of the darkness. |
38 | Zone of Shadows | A large dome of darkness forms, engulfing you and anyone inside of it. This dome will consume the area, enveloping it in pure magical darkness. Anyone inside of this dome will be unable to see, finding their vision filled with pure darkness. Anyone looking from the outside will just see a giant globe of darkness. |
39 | The Grand Feast | A simple spell that is used on a solid surface, such as the floor or a table. When cast, this spell will fill the surface up with all kinds of food, from cooked meats, to fruits and even desserts. This spread of food will last for 12 hours and is enough to fully feed three people, allowing them to go another 24 hours without needing to eat. This spell can only be used once per topic. |
40 | Massive 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. |
41 | Gust Thrust | You cause a large burst of wind to shoot out of one of your limbs, be it an arm or a leg. This burst of wind does not deal any damage, but is strong enough to push an object away from you, or even push your own body in the opposite direction. |
42 | Space Pocket | This is a passive spell that is always active after purchase. You now have access to a small pocket of space in which you can store any and all of your items. This pocket exist in its our domain and can only be accessed by you. You can access this pocket by simply reaching into space, pulling out anything that is stored in that pocket. The pocket can hold any amount of items but can not hold anything larger than your own person. Living creatures can not be stored in this pocket. |
43 | Suspend Item | You target an item suspending it in an aura of time and space. As long as this item is suspended it can not be affected in any way. It will not age, rot or rust, it takes no damage and deals no damage. Any effects or abilities are also suspended, preventing them from being activated or used. The item can still be used, just has no effect and can not be effected. Can not target living beings and can only effect one item at a time. |
44 | Gwendolyn's Summoning Pact: Light Fae | 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. |
45 | Serrafleur's Fae Aura | By holding out your hands to your sides you emit an aura of Fae energy that pulses up to 5 feet from you. Anyone within range of this aura will feel compelled to listen to you, following basic commands and suggestions. This effect will last for two posts, with the target becoming confused once the spell ends. The commands given must be simple and can not include hurting ones self or committing acts of evil, such as selling or killing their child. he simpler and more non violent the command is, the more likely it is to be done. If the target takes damage while under the effects of this spell it will instantly end. |
46 | Summon: Possession | You can call forth a weapon or item that you own, causing it to return to you. This will call forth anything not currently on your person, regardless of where it is. That item will vanish from its current location and reappear in your hand or in a storage item. This item does not travel and instead just teleports. You can not use this spell on something to big or heavy to hold. |
47 | Lightning Bolt | By pointing your finger, you send forth a thin, quick beam of lighting shooting out. It will crackle and course through the air in a straight line, blasting through anything in the path of your finger. While it is a thin, easy to dodge beam, it delivers a high amount of damage. -Deals lightning damage- |
48 | Chain Lightning | By clasping your hands together you form a large chain or whip of lightning. The lightning will course back and forth, giving you a medium length whip of pure energy. This whip can be used to strike enemies, shocking them and numbing limbs and can also be used to bind enemies limb, restraining and restricting them. -Deals lightning damage- |
49 | Black Shield | You or an ally instantly become surrounded in darkness, your entire outline glowing a deep purple. This energy will remain on you for the next two post and will protect you from any other magical effect, positive or negative. For the duration of the spell, you will ignore damage and effects that come from spells cast. This spell has a three post cooldown and can not be used again until the cooldown is over. |
50 | Purify Poison | This spell allows you to cleanse something of toxins or poison. You can remove poison from food or water, or even remove the poison from a wound or a person. By touching the target, you instantly purify it of any toxic materials that may be corrupting it. |
51 | Druids Hut | This spell allows you to shape the environment around you, causing trees, roots, earth and grass to rise up forming a fully functional three room house. This house will remain for the rest of the topic and can be used like a tent, allowing you and allies to rest inside it and be protected from the weather. |
52 | Drizzle | A spell that allows its caster to make it rain regardless of the current weather. This is a normal rainfall that begins to blanket the area. The rain itself is normal and has no magical properties to it. |
53 | Puddle Portal | This spell allows you to choose two bodies of water with which to connect in a local area (both bodies of water must be within sight of the caster), creating a portal that allows you to drop into one body of water and emerge from the other. This spell will work even with rain puddles; this allows casters to travel through so long as the puddle is bigger than they are. The portal will remain open for two posts unless cut off early by the caster. The caster is the only one who can move through the water. |
54 | Mage Armor | This spell causes arcane energy to coat the users body, protecting them from attacks. Their entire body will be covered in this energy which will act as a cuirass from the armor shop. This will block and ignore the first physical attack that strikes your torso. This strike can come from any weapon, magical or not, and will ignore the effects of any enchantment attached to the item. Once this blocks an attack it will vanish. The spell does not stack with other armor and will not double the amount of protection you wear. Can only be used twice per topic. |
55 | Mind Ward | You place an aura of protective energy around yourself by touching your hands to your head. this aura will defend your mind from altering effects such as fear or calming of emotions. For two post you can not be influenced, charmed or mentally effected by spells or abilities. Once this spell has been used it can not be used again for three post. |
56 | Dual Cast | By completing a hand motion you cast an enchantment on yourself that allows you to dual cast your next spell after this one. Once this spell is active on you, the next spell you cast will have a second version of the same spell cast right after it. The copy will be the same exact spell, under the same exact conditions as the first one and must follow the same path or target the same target as the first one. This can only be used twice per topic. |
57 | Whispering madness | You fill the mind of a target with madness, causing them to be filled with fear and anger. Their mind will be filled with hundreds of voices, all echoing in their mind and causing them to go mad. For the next two post the effected target will be unable to tell friend from foe, and will turn on their own allies, being forced to lash out against friends. This spell has no effect if the target has no allies with them. |
58 | Ashen silhouette | A spell which causes the user to turn into ash; the form taken will look like a silhouette of their usual appearance, but featureless and composed of thousands of sediments of soot. While in this form, they are able to separate, in order to fit through any space that a single sediment of soot could fit through, allowing them to access or cross through tight spaces. They cannot take any damage while in this form. This spell ends in the same post that it was cast, and may only be cast twice per topic. |
59 | Desperation | By pointing at a target, Your target suddenly feels starving, badly dehydrated, mana-deprived and fatigued, as though they are on their last legs. They will struggle with normal everyday functions and will find it incredibly hard to focus, ignoring their ability to cast spells or even make offensive attacks. Lasts for a post, at which point they are returned to the condition they started in before Desperation was cast. Can only be used twice per topic. |
60 | Call ghost | After holding your hands in a the form of a prayer, you summon forth the ghostly spirit of someone passed. This ghost can not harm anyone or deal any damage, however is intelligent and able to communicate with you. This ghost can pass through objects and walls and even make itself go invisible, making it the perfect spy. This ghost will last 3 post before going back to the afterlife. |
61 | Halt undead | You hold both hands out, causing all undead creatures in the area to freeze, stopping their movement and any actions they were taking for one entire post. Regardless of how many are there, they will all cease to move. This effect works on any undead creature, including summons or beings you read as undead. Can only be used once every five post. |
62 | Full Moon Fascimile | Your strong connection to the light allows you to access it in all forms. This spell was originally developed by priests of Solaria in order to identify unholy creatures. This spell allows you to create a miniature orb of light from the sky, an artificial moon that casts light on the ground below it within a twenty-foot radius. Although this light is too gentle to be blinding, it is especially effective for identifying monstrous creatures hiding in plain sight. Any shapeshifter or undead creature under the moon will begin to shine with a shimmering light, almost sparkling, allowing you to pinpoint monsters hiding in plain sight. This spell does not work in the daytime. |
63 | Calm emotion | By touching a target, you can impose calming and relaxing emotions into that person. This will settle them down and cause them to become relaxed. This spell will instantly end any fear or rage effects, and will settle someone who has been turned, controlled or forced against their will. |
64 | Night sight | For a brief duration you gain the ability to see in the dark. This allows your eyes to see normally in the darkness as if it was day time. This spell only works in natural darkness and does not apply to magical darkness created by a spell or effect. |
65 | Cause fear | By touching a creature or an enemy you cause that target to be filled with dread and fear of you. This will force them to try to stay away from you, not attacking or causing you any harm. For the next two post, the effected target can not make any move to cause damage or strike you. |
66 | Death wave | You shoot a wave of dark energy out from your body in all directions. These wave only goes up to a medium distance, but pushes out from your body in all directions. The wave of darkness deals damage as well as pushes each person struck backwards to the edge of the range. It will knock each living creature to the edge scorching them with the dark energy. -Deals dark damage- |
67 | Mubashir's Controlled Sandstorm | A large scale sandstorm that deals no damage but is big and strong enough to cover a wide area. This storm can reach up to a mile, covering an entire area in quick winds and biting sand. The sand itself is not enough to deal damage, but will render vision to almost nothing. Anyone caught in the storm will only be able to see things five feet in front of them and movement increasing spells or abilities can not be used, preventing the use of things like boost, dashes, sprints or other things that would improve physical movement. This storm will last for four post but can only be used once. |
68 | Turn the dead | You create a magical circle of energy around you which glows a dim yellow. This circle will prevent any form of undead from entering the circle. This includes things like zombies, skeletons or even undead races like vampires. If one is currently within the ring when you cast it, they will be pushed backwards and out of the ring. This ring last three post. |
69 | Last rites | You cast last rites on a dead or dying body. This will put the soul at ease and prevent that body from being returned from the dead. This will prevent anyone from using that dead body or reviving it as a zombie or minion to be used. A body effected by this spell can never be brought back from the dead. (does not prevent player characters from being revived) |
70 | 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) |
71 | The Moon Maiden's Favor (Curse | Self-Medium | 1 Action) | Although the gods have been dead for millennia, the belief in them has only been emboldened. This belief has been passed to you, granting you the favor of the moon above. Although this spell can only be channeled in the dark of the night, you can consult the celestial bodies to draw on the power of the moon, as one of Lunala's favored children. Depending on the phase of the moon when you cast this spell, you create one of the following effects: Waxing - The waxing moon represents new beginnings. When you cast this spell under the waning moon, a weeping ghost in the visage of Lunala appears behind you, her hands clasped. She whispers in your ear, giving you guidance on the optimal direction to go. Take caution when heeding her words, though, for she may seek to possess you. Waning - The waning moon represents an end to things. When you see someone casting a healing spell on another target, you can choose to either redirect it to yourself or transmogrify the spell into inflict wounds. Full - The full moon promises madness and chaos to the world. By strengthening its powers, you can draw upon its strength, and begin to glow with a faint light. Any shapeshifters that are within a twenty-foot radius, such as those afflicted by the werecurse, find themselves reverted to their bestial form. In addition, anyone within that radius will be affected by little instances bad luck, such as losing their footing or getting dust in their eyes. Lasts for one post. New - The new moon is a time of cleansing and resetting. By selecting a target you can see, you can cause chains of pure light to burst from the ground and wrap around their arms and legs. These runes glow with the power of cleansing starlight. Any spell they attempt to cast will only strengthen the bindings. Any active effects cast on them are immediately ended, as well. Lasts for 1 post. This spell can be used twice per topic, though not in the same night. |
ITEMS (26/Space Pocket)
1 | Founder's Sigil | A small rune or sigil, normally drawn on a piece of cloth, etched into armor 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. |
2 | Alchemy Kit | A small leather pouch filled with several empty glass bottles, vials and stoppers. Also comes with measureing glasses, and tools needed for creating potions and elixers. |
3 | 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. |
4 | Sleep Potion | A small glass bottle filled with a murky clear liquid. This liquid is odorless and can easily be slipped into food or drink, or even added to the edge of a weapon. If this poison enters the blood stream it will knock the afflicted person unconscious instantly. They will remain asleep for the entirety of their next post. If they take damage they will be awoken from their slumber. Comes in a set of two bottles. |
5 | Bull Strength Potion | A small glass flask filled with thick dark brown liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. Anyone who drinks this potion finds their physical capabilities increased, feeling much stronger than normal. Their physical strength is now increased, allowing them to deal double damage with physical attacks. Comes in a set of two bottles. |
6 | Major Health Potion | A small glass flask filled with thick dark red liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. The liquid itself has healing properties and will heal who ever drinks this of major wounds. This includes deep cuts or gashes, burn wounds or injured organs. Comes in a set of two bottles. |
7 | Potion of Hearing | A small glass flask filled with transparent blue liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. Anyone who drinks this potion will find their hearing vastly increased. They can hear sounds at higher and lower frequencies than normal, able to hear even muffled or hidden sounds. Comes in a set of two bottles. |
8 | Numbing Poison | A tiny glass bottle filled with thick dark green liquid. This liquid can be applied to objects or even directly applied to a target. When this liquid is applied to the skin it will begin to numb that area, causing whoever it is own to lose all feeling in that area. This will allow the afflicted to ignore the sensation of damage applied to that area. They will still take the damage, but ignore its pain. Comes in a set of two bottles. |
9 | Delusional Poison | A small glass bottle with dark black liquid that seems to swirl around. This poison can be consumed or applied to a weapon, which allows it to enter a wound. If this liquid enters the blood stream it will cause the targets head to feel dizzy, causing them to become unaware for a few moments. They will feel dizzy, have a cloudy mind and find their reaction speed dramatically slowed down, almost as if they were super drunk. These effects will last for three post. Comes in a set of two bottles. |
10 | Flash Flask | A small glass flask filled with bright light, swirling around inside of it. This bottle can be smashed or broken to allow the light to spill out of it. When smashed this light will flash outward, attempting to blind anyone looking at the light. They will be unable to see for the next post, their vision filled with blind whiteness. Comes in a set of two bottles. |
11 | Smoke Flask | A small glass flask filled with thick dark smoke, swirling around inside of it. This bottle can be smashed or broken to allow the smoke to spill out of it. The smoke creates a large cloud, filling up the area and consuming anyone standing inside of it. This smoke obscures vision, blocking out anyone inside of it and preventing people from seeing. Anyone looking from the outside in wont be able to see anything either. Comes in a set of two bottles. |
12 | Quick Speed Potion | A small glass flask filled with light yellow liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. Anyone who drinks this potion finds their physical capabilities increased, now being able to move quicker than they normally could. This doubles their move speed, making them run faster than normal. Comes in a set of two bottles. |
13 | Slime Core | The core of a dead Ooze, slimy, sticky and acidic to the touch. This material can be used in our crafting system. When combined with another material it will create a sticky, acidic item able to stick and burn through other objects. |
14 | Necklace of Animal Speech | A brown piece of cord or leather with silver designs of animals and vegetation etched into it. While worn this necklace allows its wearer to speak to animals as if they could speak common. This could be birds, cats, bears, any natural animal. This does not let you speak to summoned creatures by magical means, and speaking to an animal owned by someone else will not grant you any special features from them. |
15 | Arcane Trinket | An arcane trinket is a random item fused with magical energy and can take the form of just about anything. From necklaces and rings to random odds and ends, spell casters are known to be very creative when choosing trinkets. These trinkets are often worn or carried on the body and gives its owner access to incresed magic, allowing them to cast more spells. -Increases spell limit by 10 spells- |
16 | Nevermore | A set of four raven feathers that has been enchanted to allow the wielders of a raven feather to communicate across any distance or plane of existence to those who also have one of the other raven feathers. |
17 | Sol Stone Shard | Rare Crafting Material A tiny piece of the now shattered Sol Stone made of golden metal and etched with strange markings, the true nature of the stone has yet to be understood. This item can be used in our crafting system. When used to craft you can take one spell that you own and add its effects to the crafted item. Just like other crafted items, staff will work with you to clearly define how the spell works on the item. Once crafted, this material can not be used to craft again (you can keep the stone in character for story reasons). |
18 | Shapeshifter Plate | An enchanted steel plate cuirass that gives the wearer the ability to change shapes. They can freely transform into any non-magical animal in the stables shop while wearing this armor. Additionally, the armor's magical properties allow it to morph to fit their new form, still protecting their torso (or equivalent body part). Any other items of clothing or weapons on their person will transform with them. Note: Bought with Mystical Archive Ticket from Black Harvest Apple prize |
19 | Dragon Chocolate | A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used. |
20 | Storm Chocolate | A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used. |
21 | Blizzard Chocolate | A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used. |
22 | The Snuggle | A large jacket, cloak or cape made out of a heavy blanket and designed to be worn backwards, having arm holes on the front and allowing the blanket to fully wrap around your body. While average looking at first, the Snuggle can be commanded, and its wearer can cause the cloth to fly from their body and assault their enemies, attempting to bind them in the snuggle themselves. The cloth itself is not very strong and any amount of effort can remove it, however it makes for a great distraction. Flavored as: Black Feathery Cloak |
23 | Talking Heads | This item comes in a set of two, small shrunken heads fixed with a rope. They are about the size of a small ball and can be attached to a belt or piece of clothing. When someone speaks to one of the heads, the person holding the other can hear it. This acts as a two way speaking device, letting the two people holding them talk to each other at long distances. Note: One of the heads was gifted to Veliky, so they could keep in touch over the hot gossip and latest ships and wrecks. |
24 | Northern Snow Mask | A unique mask crafted from animal bone and hide, often worn by hunters or tribesmen in the cold north. These mask come fitted with warm fur and narrow eye slits which protect the eyes from snow, dirt and dust. While this mask is worn, your eyes can not be damaged or affected by things that would try to harm them, such as dust and smoke. Does not protect against blinding effects. |
25 | Brutalizer's Mask | A crude, make shift mask or crown made from the bones of a slain enemy. The mask is a horrid sight and is worn by raiders or barbarians to take advantage of the fear they invoke in others. While wearing this mask, if an enemy is under a fear affect, that enemy can no longer cast spells, of any type or domain. Target must be under the affects of fear from a spell or ability for this to be active. This masque, built of black-painted ivory, obscures the upper half of one's face. In combination with its colour and lustre, a beak-like design near the nose grants the ominous resemblance of a raven. It arrived in a simple package, the logo on the side unmistakably marking it as a delivery from Platinum Corp (and, most probably, Veliky). Its influence from Platinum Corp is difficult to see in most aspects of the masque; though its design is less ornate than the vast majority of Kamille's wardrobe, it certainly doesn't appear like any of Veliky's fantastical creations. But the influence is clear in one feature, which dominates the masque and grants it a terrible presence: the eyes. Large, crimson lenses of some tinted glass, they seem to scorch the very soul of whomever falls with their - Kamille's - gaze. Also in the package was a simple letter, written with an impossibly precise font, as if by immortal hands. "Kamille, You probably shouldn't wear this one while you're out on the town. And probably not to any parties, either, unless you want to make a serious statement. At Platinum Corp, we've begun to dive into psychology, researching how people think and what makes them 'tick' (am I using that phrase right?). This mask is designed specifically to illicit a fear response in anyone that sees it. While that won't do much on its own, it should significantly enhance any abilities you might have that *do* cause fear. I'll let you consider how best to use that; given your current occupation, I imagine you'll find some opportunities. -V" |
26 | Chtonian Fairy | With a glossy, shinning sheer to it, the Chrhonian Fairy can be easily mistaken for a piece of jewelry, even more with its ability to remain absolutely still. The fairy is meant to remain close to one's ear, used as either an earpiece or hair ornament. Usually worn as an ear cuff, either way the parasite will extend a delicate, nearly invisible prong into its wearer's ear so it can feed off the person's mana and thoughts, keeping a symbiotic relationship with the wearer. At the same time they feed off the wearer, consuming such small amounts of mana as to not bring them any harm, it's presence will actually keep mind and emotions distorting, controlling and harmful effects from coming through, letting out a small hiss every time such spells are attempted on the wearer. This item gives one hit prevention to any kind of mind/emotion altering effects, such as Fear, Calm Emotion, Whispering Madness, all kinds of Charms, Enrage and mind controls of any kind. You will passively block the first effect used on you that falls into one of these categories. |
27 | Arcane Proxy | A foot long metal rod that can be extended outward up to 5 feet. The rod itself has no combat abilities and is easily bent or broken. However, the rod can act like an antenna for spellcasting. If the owner is within 100 feet of the rod, they can choose to use this rod as an origin point for their spells. Spells they cast can come from this rod or affect the area around this rod instead of their person as an origin point. All rules of the spell must still apply. |
28 | Sweet Lily | A beautiful spring flower fitted with a thin piece of metal which allows it to be clipped to clothing or worn in your hair. This flower gives off a sweet aroma which fills the immediate area with a strong smell. The wearer of this flower can actually change the scent of the flower at will, causing it to fill the area with different smells. The flower is magical in nature and will never wilt or die, regardless of how cold it gets. |
29 | Charmer’s Bouquet | A gorgeous bouquet certain to charm your beloved… or your arch nemesis if that’s what you’re into. This gorgeous group of flowers, largely representing love and affection in flower language, produces a sweet, lovely smell will cause an individual to fall smitten upon being handed the bouquet. This will last for three posts, in which they will consider you an ally and fight with you; this effect will be broken if you cause physical, emotional, or mental damage to them. |
30 | Veiled Sunhat (Clothing) | A sunhat popularized in the deserts of Zeinav; this hat is veiled by translucent sheer fabric around its rim which falls down to the wearer's shoulders. The veil blocks both sand and sun from hitting the wearer's face. While wearing this hat, your sight is unaffected by particles such as snow, sand, or silt. Gift from Javal. |
SPECIAL FEATURE
Arcane Nexus | As a master of all magic domains and a wielder of every element, your body has become a nexus for magic. You wield it with ease, intense magic constantly flowing through your being. Your spell limit has become infinite, allowing you to learn and use any amount of spells, and can now cast those spells without needing any free hands or verbal commands, able to cast spells at will. As your arcane power grows, so does your ability to manifest magic. Any spell you cast that has a post duration is now increased by one, allowing your spells to last longer and have more of an impact. |
OTHER
Trained Bird: Mischief, the Raven
Trained birds come in a variety of breeds, colors and designs and are coveted for their beauty. Birds are equipped with a set of wings that allow them to fly, giving them the ability to move away from their owner for moments of time. This makes theme experts at retrieving objects or delivering messages.
Gargoyle Rook: Miss Fortune and Sir Prize
A stone chess piece taken from a wizards chess set. This piece is a small stone gargoyle with claws, fangs and wings. By holding it in your hand and commanding it, the piece will turn into a full form gargoyle, standing six feet tall and being heavy. This gargoyle will last for three post and will defend you, protecting you from attacks and attacking your enemies. This creature can only be summoned once per topic.
Nightmare Steed: Despair
A pitch black horse with deep red glowing eyes and a mane of flames. These flames will not hurt its rider but will hurt anyone who does not own the horse. This creatures acts as a normal horse and can be used as a mount. The horse is extremely loyal to its owner and is immune to any fear or mental effect that would cause it to leave or turn on its owner.
Mounted Feline
Mounted Felines are giant cats, like tigers, lions or other creatures belonging to the feline family. These cats are large enough to be ridden and can be drove into combat, allowing you to attack from their backs. Mounted felines come with a very light set of armor, usually cloth or leather, which protects them from debris in the battle field. They can also use their claws or teeth to attack and defend themselves.
Bottle of Snowlings (Sootlings)
A round bottle of what appears to be never-melting snow... but tip the bottle, and snowlings will pour out. Snowlings, little round snowballs (about the size of a golf ball) with legs, are eager to help perform tasks, chores, carry an item, or cause a distraction— but they have no combat abilities, and cannot speak. The entire group of Snowlings may be assigned one type of task at a time.
Arcane Mark (x4)
Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells.
-Increases spell limit by 10 spells-
-Increases spell limit by 10 spells-
Item Pouch
item pouches are small leather or cloth bags that can be tied off at the top and worn on a waist or belt. While they are small than a back pack, they are large enough to store small items which frees up room on other areas of the body. They are perfect for smaller items and tools.
-Increases item point limit by 3 points-
item pouches are small leather or cloth bags that can be tied off at the top and worn on a waist or belt. While they are small than a back pack, they are large enough to store small items which frees up room on other areas of the body. They are perfect for smaller items and tools.
-Increases item point limit by 3 points-
Adult Drake: Kalaf (Black Fire Drake)
Adult drakes are the grown version of their baby counterparts. Large reptilian creatures that are descendants of the dragons. These creatures are just a bit bigger than a mounted bird and can also fly. They are large enough to be ridden and can be driven into the battlefield, allowing you to attack from their backs and navigate the battle field. Depending on which drake you pick, it comes with a breath weapon to defend itself with and attack its enemies. This breath weapon has a damage type equal to its type and breaths out in a medium sized cone. Drakes come in six types.
Zhantal: The Spellbook (Book golem)
An amalgamation of books, scrolls and loose pages all combined together and enchanted by magic, giving the mass of information life of its own. This golem can be anywhere from 1 foot to 8 feet tall and is extremely passive, unable to attack, defend or deal damage. As long as you can see your golem, your spells, regardless of domain, can not be countered by spells or abilities. This means any spell you try to cast will go off and can not be prevented from being cast.
(Minion: Counts against NPC cap)
Sea Domain Apprentice: Hektor
A young student from the Academy who has decided to join you and study under you. They have begun to study the Sea Domain, having access to a small amount of spells they can cast. They must follow all spell caster rules just like a normal character.
Can cast
-Breath Water
-Ice Spike
-Swirling Vortex
Can cast
-Breath Water
-Ice Spike
-Swirling Vortex
Large House: The Witch's House + Wagon
Stables
Speak Easy
Mystical Archive Ticket (Hearth's Day Giveaway)
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