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Post by Admin: Soul on Feb 12, 2023 16:14:04 GMT -5
Mystical Archive Vault This topic is just a store room used to house all of our Mystical Archive Items, which can be used by our members to reference. You can not buy items from this topic, it is just to show you want items exist inside of the archive. You can use this to see what items are out there in case you would like to save tickets for something specific. Archive items get rotated in and out each month, to see what is currently available or to make an archive purchase, see the Mystical Archive
If you find an item that is missing from this list, please private message an admin with the missing item, and it will be added.
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Post by Admin: Soul on Feb 12, 2023 16:14:40 GMT -5
Weapons Name | Type | Description | Damage | Specialty | Size | Staff of the Hive | Polearm | A long wooden staff made from a gnarled tree. The staff is hollow on the inside with a hive of bees calling it home. The bees lay dormant inside of the staff until called upon by the staves owner. With a command the owner can summon forth a small swarm of bees to fly forth from the stave and assault their enemies. These bees will only last for one post and then can not be summoned for two post.
| Bludgeoning
| Reach | Polearm 3 Points | Spell Eater
| Blade | A dark jagged long sword that is said to consume the magical essence of those around it. As spells are cast in its presence, it absorbs the energy from that spell, getting stronger and more deadlier. While the owner is wielding this blade, each spell that is cast in its presence causes the blade to glow more and more, dealing increased damage to the spells caster.
| Slashing
| N/A | Medium 2 Points | Blighter's Arrows x5 | Marksman | Each of these long, red arrows is wrapped in a tight leather covering. When it is peeled away, one must take care not to touch the black muck that coats the shaft. When a Blighter's Arrow strikes a surface, it cracks and splatters this acidic muck across surfaces in a five foot diameter. Any bare skin that comes into contact with the substance will become incredibly painful. The victim will also find that their movement speed is cut in half, causing them to struggle when walking for the next two post.
| Piercing
| Range
| Small 1 Point | Bone Splitter | Blunt | A large, heavy mace made out of extremely hard and durable bone. This mace is extremely effective against limbs and bones, able to send shockwaves through the body and bone, shattering the bone from the inside. This will not do too much damage to the outside of the body, but will deal increased damage on the inside, rendering the limb useless. Armor will protect against this weapon until the armor is rendered useless. | Bludgeoning
| Reach
| Large 3 Points | Hangman's Coil
| Blunt | A seemingly normal leather whip, however when this whips strikes a limb or the head, it will attempt to automatically wrap around it like a snake, binding that limb. The whip will stay wrapped around the limb for one post, allowing its user to tighten the grip, yanking the target around or dealing blunt damage.
| Bludgeoning
| Reach
| Medium 2 Points | Tidal Blade | Blade | A massive two handed great sword that was left in the sea and sharpened by the waves over time. Tiny barnacles and crustaceans grow on the sword with the blade being weathered by the sea. This blade naturally deals water damage without needing an enchantment and will douse any flame it touches, allowing it to cut through fire and flame spells. The blade also has two charges, allowing you to send out a thin, sharp slice of water out as it slices.
| Slashing
| Reach
| Large 3 Points | Dancing Dagger | Blade | A small dagger that fits comfortably in the hand and can easily be stashed or hidden. This dagger also has the unique property to hover or float next to you, almost like a pet bird. While floating the dagger will stay next to you and follow you around. When the dagger is away from you it can also be summoned, flying back to you like a boomerang.
| Slashing
| N/A
| Small 1 Point | Folding Sword
| Blade | Mechanisms within the blade allow its length to be manipulated with ease. Simply by holding a button on the hilt and flicking one's wrist, it can be extended from one size to the next. Conversely, holding this button and pressing the sword against a solid surface will allow it to be withdrawn to a smaller size. Folding blades have three sizes: short (one foot blade), medium (two foot blade), and long (four foot blade). The amount of material remains consistent, so it remains the weight of a typical longsword regardless of its current size.
| Slashing
| N/A
| Medium 2 Points | Sword For Dummies | Blade | A pretty normal longsword that acts just like a regular sword. However this blade is very unique, first being made as a practical joke. While wielding this blade, if you do not have any levels in the blade skill you are considered to have exalted in blade with this sword. However if you do have any levels in the blade skill, this sword does absolutely nothing, can not cut, bends under pressure and deals no damage.
| Slashing
| N/A
| Medium 2 Points | Flying Fist | Unarmed | Two metal plates that cover the fist, much like brass knuckles. While worn these allow you to deal damage with your fist, increasing how strong your punches are. How ever you can cause these metal plates to fire off from your fist, flying forward as a projectile. These will not return until picked up, giving you only two uses until the plates are returned. While these deal damage they can also be used to intercept physical projectiles like arrows or bolts.
| Bludgeoning
| Range
| Small 1 Point | Constrictor Wraps | Unarmed | A long cloth wrap that can rest on your forearm or your leg, covering the space from elbow to wrist (or knee to ankle). When you successfully make a melee strike with your hand or foot, you can summon the cloth to spiral down your limb and onto the attacked target. The cloth will wrap around the struck limb, constricting and binding the limb for the next post. The bound limb can not be moved or used in anyway while it is wrapped. After the next post the wrap will drop and return to its owner, snaking up their body and resting on their limb once again.
| Bludgeoning
| Hand to Hand
| Small 0 points | Femur Club | Blunt | The femur bone of a skeleton that had been brought to life and now serves as a bashing weapon. The bone itself is extremely hard, allowing it to sustain damage without breaking while still being used to defend yourself. Dark magic courses through the club, left over from the spell that animated the skeleton. Once per topic you can animate a dead body or corpse in the area, allowing it to serve you for the next 3 post. This minion will only obey you, choosing to defend and attack your enemies. It will retain any things it died with, including items but can not cast spells.
| Bludgeoning
| N/A
| Medium 2 Points | Darkveil Lamp Post | Blunt | A seemingly normal black iron lamp post seen around Darkveil city. This particular lamp post however has been pulled up out of the ground and magically enchanted. It can be used as a normal blunt weapon to bash and smash enemies, but also deals fire damage if the target is struck by the candle house. In addition to being a weapon, this item can also be magically turned on and off to cause a small candle light to burn inside, giving off light in the immediate area.
| Bludgeoning
| Reach
| Large 3 points | Up Down Rock | Blunt | A smooth, hocky puck shaped stone with a cord wrapped around it. This cord can be held or tied around your finger, which will then allow you to treat this item just like a yo-yo, with a 4 foot reach. This item can be pulled in and pushed out, giving you a yo yo like effect while turning the item into a weapon, able to deal blunt damage and strike enemies in quick succession.
| Bludgeoning
| Reach
| Small 1 point | Prideful Scepter | Polearm | A normal everyday looking wooden staff that can be used to strike things with or as a walking stick. However while being held the owner can channel their magic through the staff, causing it to change color and add an elemental damage type. While this staff is a specific color, it deals elemental damage equal to the color associated with it. This elemental damage will also ignore damage resistances and can not be ignored. Blue=Water White=Ice Red=Fire Green=Earth Yellow=Lightning Teal=Wind | Bludgeoning
| Reach
| Polearm 3 points | Dart of Teleporting | Marksman | A single pitch black dart said to have been crafted by a highly skilled shadow dancer. This dart acts like a normal dart, can be thrown and used to deal minor amounts of damage. However the owner of the dart can teleport to the darts location, allowing them to move through time and space to return to the dart. This can be a tricky item, as sometimes the dart ends up in a dangerous area. When teleporting, you can not be affected until you return to the dart. This ability can only be used once per topic.
| Piercing
| Range
| Small 1 Point | Paladin's Blade
| Blade | A gold long sword that deals slashing damage and works like a normal long sword. However while holding the sword you can choose to fire out a beam of pure light. This beam has a medium range and shoots out in a straight line. If the beams strikes an enemy it will deal a large amount of light damage, and if the beam passes through an ally it will heal them of all surface level wounds. Can pass through multiple targets and even solid surfaces.
| Slashing
| N/A
| Medium 2 Points | Violin Bow | Marksman | An exquisite violin made by wood elves from the Moonveil Forest. This violin is considered an instrument, can be used for bard abilities and can be used as a spell casting focus, letting you cast your spells through this item while playing it. This unique instrument has the hidden ability to also turn into a bow and arrow combo. You can flip the violin open to now use it like a bow, firing arrows as if was a short bow.
| Piercing
| Range
| Large 3 Points | Melody Blade | Blade | An ornate, silver and gold long sword used by powerful bards throughout Charon. This weapon can be used as a spell casting focus but is exceptionally useful for bards. You can cast any spell, song or any bard ability through this sword, allowing it to act as your instrument. When used the blade hums and etchings of the song being played appear on the surface of the blade. | Slashing
| N/A
| Medium 2 Points | Gallant Guards | Blade | Two extremely sharp battle axes with the handle in the center of the ax, giving the weapon a rounded ax head. While they can be wielded like normal battle axes, the blades can also be locked together to create a war shield. The shield acts like a normal war shield from the shops, but can also be used to slice and attack with even in shield form. | Slashing
| N/A
|
Large 3 Points | Drunken Dagger
| Blade | A dagger whose hilt doubles as a lid for a bottle of alcohol or sake. The Drunken Dagger tends to be used as a hidden weapon due to its discrete nature. It forms its blade from the alcohol within the container through an arcanum inscription embedded deep within the hilt; and will not be able to form its blade if the alcohol in its flask or bottle is empty. Upon being hit with the Drunken Dagger, targets will become sluggish and inebriated for the following post— unable to be clear of mind, and sloppy in their movements.
| Slashing
| N/A
| Small 1 Point | The Fisher's Lash | Polearm | A make shift fishing pole typically used in coastal areas, modified to be used in combat as well. The pole is reinforced and fitted with strong moonwire, and equipped with a metal spike where the hook normally would be. Has a 10 foot range and works much like a whip.
| Piercing
| Reach
| Medium 2 Points
| Wrought-iron Arrows x3
| Marksman | Twisted pieces of wrought-iron fashioned in the shape of arrows. They are incredibly heavy to lug around and utterly useless for long range attacks, as they travel maybe all of a foot in the air before slamming to the ground. What they lack in range, they make up for in being packed to the brim with poison, which leaks into the ground around them, creating an effect similar to Dark Soil that lasts for 3 post after the arrow has landed. Once the effect is done, the barbed arrow is still incredibly painful for anyone to step on.
| Bludgeoning
| Range
| Large 3 Points
| Storm Speaker
| Polearm | A golden, hollow spear that can be used like any other spear. However this one has a tiny weather elemental living inside, calling the weapon home. The elemental will hang out around you and the weapon, and will assume a simple form based on the weather, such as a water droplet for rain, a snowflake for snow and a tiny tornado for windy storms. Once per topic you can summon the elemental to change the weather for the next 12 hours, using the list below.
-Clear skies- -Rainy- -Snowing- -Windy-
| Piercing
| Reach
| Polearm 3 Points
| Black Sun Scythe
| Polearm | 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.
| Slashing
| Reach
| Polearm 3 Points
| Gelatinous Cube on a Stick
| Blunt | A gelatinous cube which has latched itself onto a broken stick, thus creating a weapon of mass destruction. The slime cube itself does no damage when it hits someone, but it has incredible sticking power. When you hit a nonliving item with the cube, it sticks to the cube’s surface, adding the item to the weapon. You can collect up to five items on the end of the stick, increasing your damage but slowing your movements for each item added.
You can collect one item per action and when you have collected five items on the cube’s surface, you can take two actions to perform a large, devastating swing that stuns your enemies ability to use martial or stealth abilities for two post. When you make this attack, all your collected items fall off the cube.
| Bludgeoning | Reach | Large 3 Points |
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Post by Admin: Soul on Feb 12, 2023 16:17:19 GMT -5
Spells Feralize | This spell is often used by wild mages or druids, allowing them to anger or rile up an animal. Weather the animal is wild or tamed, this spell will cause it to go nuts, lashing out and attacking anyone in the area, even its own owner. This can cause a pet or mount to turn on its owner, disrupting battle.
| Earth Doman Spell | Hatchling Swarm | A rather unsettling spell, the caster can summon forth dozens of tiny spiders which crawl out from the ground, swarming up and attempting to attack anyone the caster deems a threat. While bothersome and annoying the spiders can be fended off with attacks and are extremely weak to fire based attacks.
| Earth Doman Spell | Guardians Light | A unique spell that can target any alley within sight. A small ring of light surrounds the targets head, cleansing their mind of an spells or effects that would have taken hold of them. While the spell remains they can no longer be feared, have their minds altered or be put under the effects of any spell that would attempt to alter their mental state.
| Light Domain Spell | Force Berserk | By touching a target you fill their mind with rage and anger, forcing them to go berserk for the next two post. They disregard their own safety, unable to take defensive actions such as dodging or blocking and will instead stop at nothing to injure anything and everyone, including allies. This can be used to cause disruption and panic among a group, forcing allies to turn on each other.
| General Arcana | Screams of the Underworld | You compel a target to uncontrollably scream for their entire next post. They will just start yelling and screaming at the top of their lungs. They can still take other actions and move, but they just scream. This will attract others attention or disrupt them, throwing off their actions. This will also prevent them from casting spells needing verbal commands.
| Dark Domain Spell | Lithify
| By striking a targets limb you turn that limb to stone for two post. A lithified limb can still be moved, but cannot bend at the joints. This spell cannot target the head. Lithify can only be active on one of a single target's limbs at a time. The limb becomes solid and heavy, while it is good defensively for them, it makes the limb unwieldy and impossible to use. | Earth Domain Spell | Soft Body | For the next two post one of your limbs becomes incredibly stretchy, able to bend and form in very unnatural ways. It can extend up to three times its normal length and wrap around objects. This can be used to assault foes from afar or even restrain enemies with your limbs. You still take damage as normal while in this state.
| General Arcana | Gifts Ungiven | You target one enemy, for the next two post they are unable to use any abilities or features from a prestige class. This turns off all active effects and prevents them from being used again for the duration. This spell can only be used twice per topic.
| Space Domain Spell | Vanishing Flowers | This spell allows you to protect yourself by turning into a cloud of flowers and reforming somewhere else. When you are struck by a successful attack your body will burst into a cloud of flowers. In this cloud you can move up to ten feet away from your last location before reforming into your normal body. This protects you from the attack that triggered the spell, dealing no damage. This spell can only be used once per topic. | Earth Domain Spell | Ring of Daggers | You cause three ghostly daggers to form and begin floating around you. These daggers will hover and orbit around you until all three have been used. You can command one of the daggers to fly forward, striking an enemy much like a throwing knife. The daggers will continue to float until all three of them have been fired off. This spell can not be cast again while it is still active. | Dark Domain Spell | 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.
| Dark Domain Spell | Spectral Shadow | You fire out a spectral ghost like image of yourself in a straight line, up to 30 feet away from you. This image can pass through solid objects and living beings and can be commanded to stop anywhere along the 30 foot line. This ghost image is immune to all damage and effects and will just sit there in place. While the ghost is summoned you can activate the spell again to instantly switch places with the image, moving through space to replace to ghost. The ghost will then vanish and the spell ends.
| Dark Domain Spell | Dazzling Aura | You cause a cloud of sparkling dust to surround your being, filling up a 15 foot diameter range with you at its center. This dust will remain for 2 post then will fade away. Anyone standing inside of this dust will become instantly infatuated by you, considering you to be the love of their lives. They will act and treat you like their love for the full duration. However if the affected targets take any damage or are effected by negative abilities, the spell will end and they will now view you as a hostile enemy. This spell can be used once per topic.
| Space Domain Spell | 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.
| Light Domain Spell | Insect Dispersion | This spell can be used in reaction to receiving damage or being hit with a successful attack. Instead of getting hit or sustaining the damage, you can cause your body to burst into a cloud or swarm of various types of insects. This hive of bugs can move in unison up to 15 feet from your original location before reforming into your normal form. This will ignore the damage or negative effects from the attack. This spell can only be used once per topic.
| Earth Domain Spell | Foreboding Presence | Casting this spell sends an aura out from your body, up to 100 feet from you. However this spell will only affect anyone in the area who can not see, detect or is unaware of your presence. If anyone in that range is unaware of you or can not see you they will fall under the spells effect. Those affected will get a sick sense of dread, like someone is watching them or stalking them. They will become fearful, nervous, anxious and start to panic, causing their problem solving skills and decision making to drop severely. This spell last for two post.
| Dark Domain Spell | Hunted Prey | You activate this spell by touching your target, consuming their blood or smelling a article of their clothing. Once you have done so you can mark the target as your prey. For the next four post you can track your prey using scent, getting an accurate position on them and able to hunt them down no matter how hard they try to deceive you. Any attempt to remove their scent through natural means will prove to fail, allowing you to continue your hunt regardless. This spell can only be used once per topic.
| Dark Domain Spell | Undying Fervor | 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.
| General Arcana | Haunting Visions | You target one person you can see within 50 feet of you. For the next two post you cause that person to see horrible, terrifying visions of traumatic experiences. Maybe they relive something bad that happened to them, or watch a love one die, or even watch themselves be tortured. If they have any past experiences that haunt them, they will relive that, but if they dont, instead they will see their own death or that of someone they are very fond of. This can cause someone to panic, break down and even completely stop interacting for the duration. Once used on someone this spell will have no effect on them for the rest of the topic.
| Dark Domain Spell | 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.
| Dark Domain Spell | Divinities Blessing | 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.
| Light Domain Spell | Wild Mane | This spell allows you to run magic through the hair on your body, altering and utilizing your hair for attacking and defending. For the next three post you can cause the hair on your head, face or limbs to harden and even move like water, giving you control of it. You can manipulate it to whip enemies or block physical attacks. During the duration you can also choose to fire hardened strands of your hair like needles. Once this is done the spell ends early.
| General Arcana | Mole Hole | By touching an earthen surface such as the ground or a stone wall you can cause yourself to meld with that earth without disturbing it. You enter the earth, just remaining in that spot. You can not move but you are able to see and hear, making this a great spying skill. You can remain in the earth for three post, being forced out the same way you entered either at the end of the duration or if you choose to earlier.
| Earth Domain Spell | Peel From Reality | By casting this spell you are instantly removed from existence for your next post. Your physical and mental form cease to exist. You can not be targeted or affected by anything, spell or ability, and any current active effects will cease and end, both physical and mental. You simply cease to exist until your next post. After the duration you return to reality in the exact spot you left. Can only be used once per topic.
| Space Domain Spell | Quench
| A Water spell that allows you to counter a spell that would deal fire damage or is made of fire. This is a counter spell for any fire based spell. You snap your fingers after a fire spell has been cast, instantly snuffing it out with water. This can be used twice per topic.
| Sea Domain Spell | Disarming Aura | By casting this spell, you send a wave of energy out and up to 20 feet in all directions. Space magic will grab a hold of all weapons on all persons inside of the aura. For the next two post all Blades, Blunt weapons, polearms, ranged or other type of weapon will blink out of space and cease to exist. All enchantments and additions will also vanish with the item, leaving the caster and all other affected person without weapons.
| Space Domain Spell | Thought Hemorrhage | You target one person you can see, filling their mind with a momentary lapse of memory. They will instantly forget any spell that they have already cast this topic, unable to use that spell in any form for the rest of the current topic, regaining memory of the spells afterwards.
| Dark Domain Spell | Scern's God Killer
| 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).
| Dark Domain Spell | Smoke Trail | An unexpecting spell that allows the caster to push smoke out from the tips of their fingers. Thick, black smoke will begin to pour out, filling up the area around the caster. For each post this spell remains active, it will fill up a 5 foot area. This smoke is dark enough to block and impair vision both inside and outside of it. However strong forces of wind can push the smoke, making wind based spells highly effective.
| General Magic | Dance of the Lantern Light Leaves
| You summon forth an aura of glowing leaves from the Lantern Light Woods that dance in a ten-foot radius around you like a protective cloak. Any invisible or concealed enemy that enters this radius is immediately known to you. Additionally, you can command the leaves to dance, casting an aura of healing light around you that heals all dark damage wounds to those resting within this domain that lasts for three posts. During this healing dance, undead creatures and fiends may not enter your radius. Can be cast once per topic.
| Light Domain | Wonderful Wacky Woolfuls
| You summon a single, rainbow-colored Woolful which will run forward and nuzzle the closest target. This Woolful doesn't do any damage and will remain cute and clingy, snuggling up to their target for a single post before disappearing. The Woolful does no damage, but it does cover its target in multicolored fur. If the Woolful is snuggling an ally it will heal them of all minor wounds and mental effects. However if it is snuggling an enemy the fur will apply a static shock which will numb them, preventing them from using martial skills of any level for the next three post and preventing them from being able to move away from the Woolful for their next post.
| Earth
Domain
| Enchant
This
| A very powerful spell that allows the caster to send out a pulse of magic, interfering with magically enchanted objects in a short area around the caster. Once per topic you can cast this spell, turning off all enchantments that are currently enchanting weapons, armor, items or other objects, including yours and your allies, in a short area around your body. The enchantments and any of their effects will remain off for the next three post.
| Space
Domain
| Butterfly's Repose
| Once per topic this spell allows you to manifest butterfly's wings for four posts, which allows you to act as if you are under the fly spell. During the spell if these wings are touched by humanoid hands, you can no longer use them to fly, and they are functionally useless. While the wings are active, you can wrap them around yourself, creating a cocoon which guards you for one post. You are granted one hit prevention, and when you wake, you are cleared of any exhaustion or mental effects. However, the wings disappear early and cannot be used for the rest of the natural duration.
| General
Arcana
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Post by Admin: Soul on Feb 12, 2023 16:17:50 GMT -5
Armor/Clothing Gauntlets of the Howling Gale | 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.
| Gauntlets 3 Points | Dead Man's Boots
| An old pair of leather boots that perpetually have the smell of the grave on them. Putting these on will make the owner's temperature plummet without outwardly affecting their appearance, imitating a dead body. Undead will see them as an undead, refusing to attack them. You also take half damage from dark damage but light damage deals double damage and spells that affect undead now affect you.
| Clothing 1 Point | Free flow Scarf
| This accessory is remarkably adept at catching the wind quickly and reducing the speed of a fall to a safe velocity before the wearer has dropped more than ten feet. This enchantment can also assist the owner in similar feats of travel, like drifting across wide chasms that are uncrossable by jumping.
| Clothing 0 Points | Fugitive's Cowl
| The enchantment on this hood releases a mind-affecting spell that makes the wearer's appearance seem forgettable and ordinary. Others who see them tend to have trouble describing any distinguishing features, no matter how outlandish the wearer might have looked (large wings, a distinct scar, etc).
| Clothing 1 Point | Shapeshifter's 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.
| Cuirass 3 Points | Dueling Cloak | A specially-crafted cloak made for duelists and other such people. This cloak has weights sewn into the seams along its edges, giving it a hefty swing. While providing no protection itself, the cloak can be swung by skilled fighters to parry or deflect incoming attacks. .
| Clothing 1 Point | Klepto Gloves
| A pair of fine silk gloves that provide no actual protection for the wearer, but they possess magical properties that make them invaluable to any thief. Any small object that is touched with the left-hand glove can be transported to a pocket dimension. These items can then be summoned back to the right-hand glove at desire of the wearer. Up to three items can be stored within the pocket dimension at a time; attempts to add more will have no effect. Items currently being touched by another person cannot be stored using these gloves.
| Clothing 1 Point | Targe of Bashing
| A war shield fitted with four small raised spikes in the center. A magical enchantment on the shield allows you to spend a charge to quickly slam the shield into an opponent or an object. If the shield hits an enemy they will take moderate blunt damage, but this shield can also be used to push through or break down walls or doors. This shield has two charges. | Shield 2 Points | Diplopia Armor
| This cuirass is made of supple, padded layer that offers minimal protection yet maximum flexibility. When wearing this armor, one will appear to possess a pair of afterimages at all times. These after images are almost perfect representations of the wearer, although their outline will shift and flicker if watched closely. While they are at rest, one will appear on either side of the wearer. While in motion, one will appear to be slightly ahead of them, with the other slightly behind them. These afterimages are especially convincing in dark environments.
| Cuirass 2 Points | Morph Suit | A skin tight suit made of odd fabric that covers your entire body all the way up to your neck. This suit can be worn under any other article of clothing or armor as it fully forms to your bodies proportions. Upon command you can control the way this suit looks, changing its color, texture, appearance, and any other aspect of it. It can be used to look like a full outfit of clothing, or used to blend in with patterns or the background, and can even be made to look like skin. Any image, color and texture can be replicated on the suit.
| Clothing 0 Points | Moon Moth Robes | A set of robes made out of very fine, silky fabric, bearing a very noble and regal appearance. During the day these robes will slowly absorb light, storing a small amount of sunlight in the fabric of the robes. During the night, when the sun is down, the wearing can summon forth the stored light to create a large, blinding flash to emanate from the robes. This can only be used once per topic but can be used to blind anyone who's eyes are open and are able to see the flash.
| Clothing 0 Points | Hoppers
| A pair of green leather boots crafted to mimic the design of grass hopper legs. While wearing the boots one can jump higher and further. These boots will add an extra 20 feet to ones jump, allowing them to cross gaps, jump up walls and maneuver around the battlefield.
| Clothing 0 Points | Brain Helmet | A finely fashioned helmet favored amongst battle mages, this steel helmet is made to look like the top of a brain and is able to defend your head from strikes. While wearing this helmet your spell count is increased by 5 and you no longer need any free hands to cast your spells.
| Helmet 0 Points | Green Dragon Plate | A Green scaled cuirass made from the hide of an ancient green dragon. This armor acts like a normal cuirass, having the normal hit preventions and effects of the armor. In addition , while wearing this armor you gain the ability to breath acid, spewing out a 15 foot cone of acidic spray directly in front of them. Once per topic, you can summon a pair of Green Dragon wings from your back, having a 10 foot wing span and allowing you to fly for three post. This feature can only be used once.
| Cuirass 3 Points | Blue Dragon Plate | A Blue scaled cuirass made from the hide of an ancient blue dragon. This armor acts like a normal cuirass, having the normal hit preventions and effects of the armor. In addition , while wearing this armor you gain the ability to breath lightning, spewing out a 15 foot cone of lightning directly in front of them. Once per topic, you can summon a pair of Blue Dragon wings from your back, having a 10 foot wing span and allowing you to fly for three post. This feature can only be used once.
| Cuirass 3 Points | Red Dragon Plate | A Red scaled cuirass made from the hide of an ancient red dragon. This armor acts like a normal cuirass, having the normal hit preventions and effects of the armor. In addition , while wearing this armor you gain the ability to breath fire, spewing out a 15 foot cone of fire directly in front of them. Once per topic, you can summon a pair of Red Dragon wings from your back, having a 10 foot wing span and allowing you to fly for three post. This feature can only be used once.
| Cuirass 3 Points | Giant's Belt | A large, heavy leather belt fit with a metal buckle bearing the face of a mountain giant. This belt is often worn around the waist or across the chest. While wearing this, its owner can activate the magic within to cause their bodies to grow in size (20-30 feet tall), becoming four times as large as their normal size. While enlarged their speed slows down greatly, almost in half, however their items grow in size with them and now deal extra damage. This last for 3 post and can only be used once per topic.
| Clothing 1 Point | Brutalizers 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. | Clothing 2 Points | Mask of Memories | A wooden mask etched with images of moons and stars, painted to look like the night. For as long as you are wearing this mask, you can not be made to forget anything, or have your mind cleared, wiped or erased. Your memories can not be read, altered or affected in anyway. | Clothing 1 Point | Crown of Anguish | A black obsidian crown filled with the angry, tortured souls of slain enemies. Once you place this crown upon your head, it will fuse itself to you, filling your mind with anger and rage. Once per topic you can summon the dark energy of the crown for three post, allowing you to ignore any hit preventions a target may have as long as that target is currently under a fear effect of yours. | Clothing 1 Point | Shield of the Fallen
| A heavy shield made from a moss-covered tombstone. This tombstone was taken from a cemetery, and the owner's original name has been obscured by age and weather. This item grants the user two hit preventions. In addition, whenever an individual dies around the user, their name is inscribed on the tombstone, creating a longer list the more this item is used. When this shield has used up its two hit preventions, the crackling stone releases the spiritual energy contained inside. The attacker sees a vision of all the spirits of the names contained on this list, inflicting the fear effect for their next post. This shield protects its user until the user dies, and the tombstone is put to rest as its final name is inscribed on the list.
| Shield 3 Points | Phantom Plate | A plate of armor that is almost incorporeal, as if it has been taken from a ghost. It weighs practically nothing, allowing its user to remain nimble. It does little to protect from normal physical attacks however, but gives you three hit preventions against effects or attacks that could bypass armor, either due to abilities, spells, or effects. It also renders all enchantments on a weapon that attempts to attack through the armor useless. This negates all effects from enchantments on the weapon as the attack is being made.
| Cuirass 0 Points | Briar Shroud
| A small mound of dirt that sits stuck to your armor. If any hit prevention provided by that piece of armor gets consumed, the armor will instantly grow a thicket of thorns which can stab into enemies within melee range. If it was the final hit prevention, a large wave of thorns will fire out in a small area around the user, spraying enemies and dealing many minor wounds. Does not consume an attachment slot
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| Supply Shield
| An alteration to the back of a shield that allows for small items to be stored, like a shelf. This allows the wielder of the shield easy and quick access to their items. The shield can store all of the following and provides +5 to your weight limit.
-2 Alchemy bottles- -One small weapon- -Two small items- -A small pet-
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| Wizards Hat
| A tall, pointy hat which is worn on the head, typically by professors, wizards or scholars. The owner of the hat can pull themselves up into it, revealing a small, single room magical space. This room is small but can provide a private space for you. Objects can be stored in the hat, but still count against your weight limit. You can leave the hat at will, however if the hat is damaged or destroyed, you will be forced out.
| Clothing | Stormrider's Cloak
| A cloak commonly worn by Storm Raiders and natives of the Dragon’s Cradle. This cloak offers no hit preventions, but it seems to have been woven out of a thread possessing a powerful enchantment. If wearing this cloak during a magical or nonmagical storm, you are not buffeted by the intense elements, and can move around freely. The cloak repels rainfall, preventing you from getting soaked to the bone and allows you to move without being slowed by the storm. In addition, once per topic when struck by an attack, the cloak lets out a loud thunderclap that stuns all enemies spells within the vicinity, preventing up to three enemies from casting Exalted or Master level spells.
| Clothing 1 Point | Rusted Gauntlets
| These gauntlets look like they might have once belonged to a powerful, ancient warrior; yet time has made them brittle and covered in rust. They come with a single hit prevention against a physical attack, after which they crumble to dust. The metallic dust, however, covers the weapon that struck it; if the weapon is made of metal, it will also become brittle, having it's usefulness reduced to one final time. If the rusted weapon is used in any manner, it will break and crumble to dust for the rest of the topic.
| Gauntlets 0 Points
| Coiled Wyrm Bracers
| A pair of metallic arm bracers whose twisted and looping metal resemble snakes. These snakes are normally inert; however, they have one hit prevention. When this hit prevention is consumed by a fire attack or you intentionally apply fire to the bands, the snakes are heated up, allowing the enchanted metal to move and uncurl themselves from your arms. These metallic serpents will slither around you and will perform one simple command for you for the rest of the thread (such as attacking, defending, or hunting). They attack with their fangs and only do small amounts of damage. An ice-based spell will cool their metal and disable them for the rest of the thread.
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Post by Admin: Soul on Feb 12, 2023 16:18:19 GMT -5
Pets/Minions Griffon
| The Griffon is a mythical creature with the head of an eagle and the body of a lion, outfitted with a pair of large eagles wings. This creature is capable of flight, can be rode and can use its claws and beak as a weapon to defend itself.
| Mount Counts against NPC cap | Ashlands Jackal | A canine native to the gloomy and peril-wrought city of Darkveil. This magical creature exists in a semi-illusional state; its movements appear shaky and broken. Unlucky individuals on Darkveil's abandoned streets find the jackal to be much faster than the average dog, with expertise in quickly pouncing and biting at vital locations often before it is even seen by its prey. Coupled with the shifting image it projects that makes it hard to accurately target, it is a nasty encounter in an alley.
| Pet Counts against NPC cap | Dreadsnout | A tusked, medium sized wild boar that can breathe fire from its nostrils. Dreadsnouts are infamous for their juggernaut-like charging skills, and are known for goring men to death.
| Pet Counts against NPC cap | Ettin Seahorse
| A giant seahorse that is approximately the same size as a small donkey. It is readily trained for riding in the water, gliding across the surface or under water as desired. Though it is not very large, because it is in the water it can still carry large riders. The ettin seahorse must live and remain in the water in order to breathe, so it cannot be taken out onto land. | Mount Counts against NPC cap | Frigid Steed
| This equine is a beautiful, white beast with traces of blue and silver in their thick, shaggy coat. They thrive in cold climates and can often be found in the northern tundra or above the snow line on mountains. They possess a powerful breath weapon: a billowing cloud of freezing mist so frigid that it can even quench flames. They can also freeze the ground beneath their hooves, allowing them to cross small bodies of water by creating an icy bridge on the surface. They are Large, Naturally Talented mounts.
| Mount Counts against NPC cap | Raccoon Dog
| Because of their extremely soft, unique, and waterproof pelts, these little critters have been hunted nearly to extinction. Omnivores, growing to a maximum of about 20 lbs., raccoon dogs are wonderful trackers and are very intelligent and exceptionally loyal. Once per thread, a raccoon dog can produce a high-pitched howl that will disrupt any charms or mind-altering spells in the immediate vicinity.
| Pet Counts against NPC cap | Unicorn
| A white horse with a silver mane and a large ivory horn atop its head. This animal acts like a normal horse and can be used as a mount. The horn on its head can also be used to pierce or stab enemies, allowing the animal to defend itself.
| Mount Counts against NPC cap | The Goodest Boy | An average looking dog that appears to have no special characteristics. However after spending time with the dog its owner soon realizes that the dog has human level intelligence and has the ability to communicate with anyone that can understand the common language. The dog can also cast the spell minor healing once per topic.
| Pet Counts against NPC cap | Sky Domain Apprentice
| A young student from the Academy who has decided to join you and study under you. They have begun to study the Sky 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 -Fog Cloud -Lightning Bolt -Wind Cutter | Minion Counts against NPC cap | Black Bog Leech | A chunky leech from the black bog, said to live off of toxic material and poisonous plant life. This Leech must be stored in a container of some kind when worn on your person. When applied to flesh, the leech will pull out, drain and consume any type of poison or toxin that was affecting the target. This will end any poisonous effects and cleanse the system.
| Pet Does not Counts against NPC cap | Big Bee | A large, fuzzy, cat sized bumble bee. This creature is loyal to its owner, able to fly, carry objects and obey commands given to it. The bee does not speak and attempts to avoid combat if it can. If it needs to fight the bee will stab someone with its larger stinger, dealing a large amount of piercing damage. However the bee is now injured for the rest of the topic, leaving you to rest and only returning in a new topic.
| Pet Counts against NPC cap | Earth Domain Apprentice
| A young student from the Academy who has decided to join you and study under you. They have begun to study the Earth 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 -Mold Earth -Fire Bolt -Thorn Whip | Minion Counts against NPC cap | Sea Domain Apprentice | 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 | Minion Counts against NPC cap | 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 | Tukuarôzi
| A spirit common in Crescent Islander mythology whose name translates in common to 'Moon Master' - a quadripedal creature whose true form is unknowable, constantly shifting and morphing, seemingly possessing different animal features as one attempts to perceive them. Rather than food, the Tukuarôzi sustains itself on dreams, protecting its owner from nightmares. When sleeping in close proximity to a Tukuarôzi, you are protected from having your dreams entered by others attempting to enter them. In addition, the Tukuarôzi grants you one hit prevention from being scried in your sleep. Be careful, for this creature might start to leech on your good dreams, as well...
| Pet Counts against NPC cap
| Servant of the Hag
| A fae creature from the Land of Wonder summoned by a hag to act as a familiar. These crows differ from common birds as their beaks are full of rows of human teeth. Although these familiars are often heralded as prophets, their squawking prophecies are not always entirely factual or truthful, leading naive wanderers astray.
| Pet Does not Counts against NPC cap
| Book Wyrm
| A small, draconic-like creature that has been brought to life from the enchanted pages of a book. These reptilian creatures are comprised of paper brought to life by the Formulae Arcanum scribbled within the pages, and they first for more knowledge. They will eat the pages of the books that they are fed, and while it destroys the book itself, the wyrm will be able to relay information that has been fed to it verbally to its owner.
| Pet Does not Counts against NPC cap
| Bell Troll
| A foot tall golem made out of stone and an old bell. It always knows the time of day and can tell you what time it is upon asking. Once per topic the golem will expel a loud, crying like sound for a minute, deafening anyone around. This effect will happen once a day and is random.
| Pet Does not count against npc cap
| Slorgg
| A small, round, leech like creature that latches onto living creatures. However instead of harming their host, they slowly drain toxins, poisons and harmful chemicals from the living creature. Despite its unique, positive effect, many people avoid them due to not wanting a big lump latch onto their skin. Once per topic the Slorgg can fully cleanse your system, removing toxic substances and ending any effect from a source of poison.
| Pet Does not count against pet cap
| Gloamling
| A four-legged creature that could almost be mistaken for a drake if it weren't for the fact that its tail resembles spotted, overgrown fungus. Gloamling are rather shy creatures, preferring to stick to shadowy areas and are largely nocturnal. It is adept to traversing caves and dark, damp spaces, and has the effects of the spell Ebon Eyes to navigate through both magical and nonmagical darkness.
| Mount Counts against pet NPC cap
| Stormcloud Servant
| An small elemental construct which has taken physical form out of rainclouds. The golem has no physical solid form and can change its shape at will. The golem cannot speak but its moods can be read by the change in weather within its body. It cannot cast any spells itself but it can act as a spell focus up to medium distances away from its owner, allowing you to cast sky your spells through it and affect it, and any sky domain spells cast through it last for one additional post. This golem can hover around it's owner and will dissipate into a cloud when attacked.
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Post by Admin: Soul on Feb 12, 2023 16:18:39 GMT -5
Martial/Stealth Abilities Espadrille The Question Mark
| One of the most notable skills taught in the martial art of Espadrille, the Question Mark is a versatile double feint kick that ends in the toe of the foot striking the head of the target. The double feint begins with the look of a low front kick as the front leg in a bladed stance is raised towards the target, if the target reacts to this feint in a way to block it, they will lose one hit prevention they have earned from armor or shields. The second feint occurs as the user shifts their weight and raises the leg higher into what looks to be a middle height kick, finishing as a full extension into a whip of the lower leg and ankle that strikes with the toe of the foot. If the target attempts to block the second feint, they will lose a second hit prevention.
| Martial Ability | The Wheel | A very crafty martial skill used by goblins and orcs in battle. This ability allows an ally of yours to grab your hands, then spin you around in a circle three times, using your legs and feet as a blunt object. Your legs are considered exalted in blunt for this attack and can deliver three consecutive attacks. This ability has a three post cooldown to prevent the user from getting dizzy.
| Martial Ability | Offense is the Best Defense
| You have an understanding of the concept that sometimes disabling an opponent involves taking risks and sacrificing safety for an advantageous blow. Once per topic, when you are in a situation where you are about to take a melee blow that would be blocked by a hit prevention from any source (i.e. armor, spirit guardians, or another martial ability), you can choose to sacrifice that hit prevention to unleash a powerful retaliation. Using this move means that you will take the full damage from the blow, and at the same moment, you inflict a blow of equivalent damage against your attacker.
| Martial Ability | Sneak Peak | By touching an object that has something written on it, you can instantly transfer the writing into your mind, learning its contents without reading the object. This can be used to sneakily read information, or translate something you do not understand. Spies in Darkvale often pass scrolls off to each other, reading its contents without ever opening the scroll. This can be used twice per topic and can only read up to a page worth of information at any time.
| Stealth Ability | Tavern Champion
| You fight best when you have a rowdy environment and an audience cheering you on. When you are fighting multiple opponents, you can take an action to become emboldened for the next four posts - you cannot be overwhelmed by multiple enemies; where their numbers would normally overwhelm you, you know how to maneuver around them. During this period, you can take an action to redirect one of their attacks towards you to another enemy. Additionally, if a projectile is thrown at you during this period, you can catch it and use it as an improvised weapon, which breaks at the end of this emboldened state.
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Post by Admin: Soul on Feb 12, 2023 16:19:10 GMT -5
Grafts/Tattoos Bat Wings | A pair of large bat like wings that function like normal wings from the graft shop. These wings however can be retracted, morphing into the owners back to disappear. The wings can only be out and used for three post before they retrack, having a two post cool down. While the wings are open the owner can use a form of echo location. By clicking your teeth you send out sound waves which bounce off of objects and return to you. This allows you to detect any living creature in a 500 foot range.
| Graft | All Eye | A pure white eye ball that replaces one of your two primary eyes. This eye works like a normal eye, however has the added effect of being able to see through vision impairing effects, such as mist, smoke or dirt. This eye is also immune to blinding effects from things like flashes and magic.
| Graft | Hooked Hand
| One of your hands is completely replaced from the wrist down by metal hook of some design. This is a sharp hook that can stab and hook objects. The design varies from hook to hook, but allows you to turn your hand into a weapon. Close range duelist value the hook for the ability to disarm enemies. -Comes with one empty unarmed enchantment slot- | Unarmed Graft | Turtle Shell | A large turtle shell fitted to your form. This shell is worn on your back and acts much like a turtle shell. The shell itself has two hit preventions and acts as armor while worn on your back. In addition you can pull your arms, legs and head into the shell to protect yourself or stay warm. This shell is worn like a cuirass but can be taken off when ever you desire.
| Graft | Scorpion Tail
| A large 3 foot scorpion tail that gets attached to your back and becomes a part of your body. This tail can be used to swing around and attack enemies. The end of the tail comes with a stinger that is filled with poison. If the tail stabs or cuts someone, it will poison them for three post. While poisoned the targets speed is reduced by half and they can only cast novice level spells. This tail holds enough poison for two stabs.
| Graft | Mimic Markings | A magical tattoo that imbues the essence of a Mimic within it, allowing you to morph your body into an inanimate object. Twice per topic you can activate the tattoo and turn yourself into a mundane object, such as a cup, chair, door, hat, etc. While transformed you can not speak and must follow all rules of the object, unable to move or interact with things until the transformation ends. You can remain in this form for up to 3 post, choosing to end it early if you desire. | Tattoo | Arachno Priest Markings | A seemingly normal tattoo in the design of a spiders web that is worn somewhere on the arm. These markings once belonged to a group of spider worshippers who lived among the spiders of the Shadwood and were said to be able to speak to them. Once per topic you can summon forth the tattoo, allowing you to fire thick webbing from your hands or arms, giving you a single casting of the Web spell. | Tattoo | Quill Spikes | A set of ten, four inch quills have been grafted somewhere on the body, mimicking the quills of a porcupine. These quills are very thin but extremely sharp, able to puncture through most soft material like clothing or leather. You can choose to fire any amount of these quills from your body, shooting them up to 30 feet from your person in the direction the quills are pointed. | Graft | Tongue Lash | A rather odd modification to the body, one that strengthens and extends the owners own tongue. You tongue now becomes very durable, gaining a hit prevention and able to bend and flex at the users will. The tongue can also stretch up to 5 feet, simply by the will of the owner. This allows the grafted individual to use their tongue as an item now, striking with it or interacting with objects. The tongue can be used to constrict and bind enemies, but can be easily escaped from with a little effort. | Graft | Displacer Tails
| Two whiplike tails that possess less fine-tuned dexterity than the average prehensile tail, but possess greater speed. These two tails end in barbed weights that act like deadly flails, allowing you to use them like whips. These tails allow you to dig your hooks into a target and grapple them. Twice per topic, when someone attempts to break free of your grapple, you can channel the magic in the tails, allowing you to cast the blink spell and retreat from harm.
| Graft | Smokuriken
| A tattoo of a throwing star on the users wrist. 10 time per topic you can summon a throwing star made of swirling smoke, which fires out from the tattoo as if thrown by you. The attack acts as a Master level ranged attack that deals Wind damage. When used in darkness or the middle of the night, the summoned attacks blend in with the darkness and appear invisible.
| Tattoo | Chameleon Skin
| A skin graft that allows your entire body, skin, hair and even gear to become transparent, mimicking the exact environment behind you. However for this to work, you must become completely still, not moving at all. You can not speak and must even hold your breath. Any movement or attempt to speak/breath will revert you back to normal.
| Graft | Eve of Harvest
| An ornate skull etched into your skin which lies dormant until you die or fall unconscious due to damage. The first time you would die or fall unconscious in a topic the tattoo will glow, replenishing any used prestige or subclass abilities. You will remain unconscious unless returned by other means. But if you manage to do so, all of your spent class abilities are refilled.
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Post by Admin: Soul on Feb 12, 2023 16:19:32 GMT -5
Items Magic Rope
| This rope will never need knots. The magic rope clings to anything that the owner asks it to, be it cliff face, tree branch, body, or to lash something together. Also, when using this rope to climb, it will automatically lower or raise the being on the other end.
| Item | Ranger's Talan Box
| A small wooden box ornately decorated with images of famous forest. When placed among the branches of any tree, it will sink into the wood and cause the tree to shift, transforming the branches into a usable talan platform for resting out of harm's way. The talan platform is camouflaged excellently, and as such is the choice of marksman and hunters across Charon | Item | Sea in a bottle | A small glass bottle filled halfway with sea water from the luna sea. This bottle comes with a cork stopper and a leather sash to wear on your belt. A magical bottle that allows you to store a single sea creature or even a single boat or ship inside of it. By touching the opening of the bottle to a ship or a sea creature, the object will shrink to fit inside the bottle and be stored there until summoned. This lets you carry around a boat or a sea creature onto land with you. | Item | Slipstream Bridle
| Enchanted reins that greatly improve the capabilities of a mount. When activated, the bridle will almost entirely eliminate the air resistance and drag encountered by the mount. This will allow them to run faster and longer, jump higher and further, and expend less energy to maintain speed. This also makes the trip much more enjoyable for the rider, as there will no longer be wind blowing in their face or pulling on their clothes. Those riding in pursuit of the mount will find their own drag increased significantly, making it incredibly difficult to catch up. This effect will last for four posts after activation. | Item | Moustache of Deceit
| This sentient piece of face fuzz, most often seen as an exquisite handlebar moustache complete with side curls, is actually a living creature. It thrives off of dead skin cells and as such will lovingly attach to one's face, warming the upper lip (or brow ridge if so inclined). Other than being extremely fashionable, and able to crawl around like an inchworm, the Moustache of Deceit has the ability to change one's voice into whatever the wearer chooses, mildly increasing one's ability to lie convincingly. In addition, when attached to a weapon, it gives the weapon the ability to speak to the wielder...Although, it often lies.
| Item | Beads of They
| A small set of random colored beads that slowly change color over time. Can be worn as a necklace, braclet or just attached to a piece of clothing. While wearing the beads you can alter your gender at will, transitioning between male, female or in between versions of your character. While changing your overall appearance remains the same, however you can alter certain features like hair, facial hair or bodily attonamy. | Item | Painter's Pipe
| When lit, this plain wooden pipe creates a visual narrative for any story told by the smoker. Those listening and watching will feel the emotional impact of the story far more deeply than they otherwise might. A scary tale can leave listener's quivering in their seat, while a tragedy will leave them weeping without even realizing it.
| Item | Dark lantern
| A lantern developed for use by sentries in the Darklands so that they could observe their surroundings without being betrayed by a light source. This lantern has been enchanted so that it will only provide light to the person that holds it; to everyone else it will simply appear dark and useless.
| Item | Pumpkin Cottage | A tiny golf ball sized pumpkin that hangs from a chain that can be attached or worn on the body. This pumpkin can be placed on the ground or a solid surface, and then activated. When activated the pumpkin will grow to create a full sized single room cottage, fit with windows and doors. This pumpkin cottage can hold up to six full sized individuals and is fitted with beds and tables to make a comfortable resting experience. The pumpkin gives off a comfortable warmth, keeping anyone inside warm regardless of the weather outside. This pumpkin will last for 24 hours before it begins to rot.
| Item | Exploding Pebbles | A leather pouch filled with five sparkly stones. These stones can be thrown or used like darts, dealing very minor blunt damage. However these stones have a unique property. When they strike something, they will explode in a 10 foot diameter, giving off a bright flash which will blind anyone looking directly at them for one post. In addition anyone struck by the stones will take fire damage.
| Item | Wendigo Heart
| A petrified heart attached to a chain or leather sash. While this heart is on your person your alignment can not be detected by any effect trying to assume your alignment. Your alignment can also not be altered by an enemies effect (your own still alter your alignment). Once per topic you can activate the heart to send out a pulse, detecting the alignment of any person or creature in a 100 foot radius.
| Item | Ring of Water Walking | A silver ring with a small blue water droplet etched into it. While wearing this ring you are able to walk across the surface of water as if it was solid ground. This includes lakes, ponds, rivers, oceans and even up bodies of water like waterfalls and streams.
| Item | Sage's Candle | A dark green candle that can be ignited to act as a normal candle. However the light it gives off is considered magical. It will shed a dim light up to 30 feet from you that will illuminate any kind of darkness, normal or magical. The light can also not be quenched or put out by any means, including water, wind or magical means. Only the owner of the candle can snuff or ignite the light.
| Item | Ginma's Forge Stone
| A small black stone with extremely sharp edges, said to have chipped off of Ginma's own anvil. A sense of warmth can be felt radiating from this stone when held. This item can be used once per topic to fully rebuild or mend a weapon. Any weapon that is broken, shattered, damaged or otherwise useless can be returned to a perfect state, allowing it to be used once again.
| Item | Liars Quill | A small feather quill that comes with its own ink. Those who write with this quill find they can write in any language, can alter their hand writing and ever write words they do not understand. Also, anything written down with this quill is taken as the truth, no matter how much of a lie they are. This will not convince people to do things against their will, but will be considered to be the truth.
| Item | Life Spark Ear Ring
| A small, yellow sun shaped ear ring that can be attached to the ear in any manner. Worn by paladins, clerics and battle medics to dish out damage while still protecting their comrades. While this is worn, if you healed someone last post, all of your damage this post will ignore resistances, immunities and hit preventions.
| Item | Wanted Poster | An enchanted scroll that looks like a blank piece of parchment. However the owner, at will, can choose to have any image or any written text appear in ink on the surface of the scroll. This can be used to mentally write messages, draw pictures or create any other sort of image. The imagery can be as realistic as you would like, but appears only as black ink on a piece of parchment.
| Item | Raiders Loincloth | A very suspicious piece of damaged cloth that can be worn around the waist, attached to a belt or sewn into another piece of fabric. While wearing this piece of cloth, your movement speed can not be negatively effected. You cant be slowed or restricted from moving by spells or other abilities in any way.
| Item | Tracker Tag | A small piece of white sticky paper made to blend in with clothing. You can attach this item to an object, animal or person. Once you attach this item to them you can then track that person or object for the next five post, getting a mental ping of their exact location every second. Once the duration is over the tag dissolves and can not be used again for that topic | Item | Random Piece of Chalk | This random piece of magic chalk can be used to write or draw on surfaces, but unlike normal chalk, this one can write on the ground, on the surface of water or in mid air, as if there was a wall there. Once per topic you can draw out the image of any weapon from our basic weapon shops, causing the weapon to take form from the surface it was drawn on. For three post you can wield the weapon as if it was one from the chosen shop. Additionally the weapon will deal elemental damage equal to the surface drawn on. Ground: Earth Damage Water: Water Damage Sky: Wind Damage | Item | Moss Charm | A tiny mossy charm that can be attached to a weapon. The weapon will slowly begin to have moss grow over it, as tiny organisms begin to make your weapon home. For as long as the charm is attached the weapon will act as a spell casting focus for your spells that deal earth damage or are earth based. This allows you to cast earth spells through the weapon without needing a free hand.
| Item | Winter's Crown
| A silver circlet with faint designs of ice and snow. It can be worn on your head or around a limb such as your arm or leg. While wearing this circlet you can cast any ice spell without needing any free hands, allowing this to act as a spell focus for ice spells.
| Item | Static Band | A brightly colored fabric band with lightning sewn into it. It can be worn on your head or around a limb such as your arm or leg. While wearing this band you can cast any Lightning spell without needing any free hands, allowing this to act as a spell focus for Lightning spells.
| Item | Meteor Charm | A tiny piece of a meteorite fashioned into a charm which can be attached to an item or a weapon. The item the charm is attached to will slowly crack, having lava flow underneath the surface of the item. For as long as the charm is attached the weapon will act as a spell casting focus for your spells that deal Fire damage or are Fire based. This allows you to cast fire spells through the weapon without needing a free hand. | Item | House Key | A unique key made of unknown material and said to have belonged to master thieves. This key will slot into any key hole in the world, morphing to adjust to the locks shape and size. When the key turns, the door will unlock and can be opened like normal. However, instead of opening into its original room, it will open up into your own home. Where ever you live or claim as your homestead will open up before you, letting you escape into your home and shut the door behind you. | Item | 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. | Item | Crystal Ball | A small, weightless glass ball that is magical in nature but seems to have no unique qualities. It weighs nothing, can not be used as a weapon and appears to just float around your person. It can not be controlled or commanded, and passively hovers around you with a mind of its own. However this magical ball has a unique effect, it records everything that the owner sees, keeping a collection of their memories and experiences within the glass ball. While not in combat you can hold the glass orb and watch your memories play out through it. Whatever the glass orb was able to record can be retrieved and viewed later. | Item | Monocle of Perspective
| An eyeglass that can be used to get a better look at items at a distance. A user wearing this item may choose a nonliving object they can see through the monocle, and adjust the size of it. By pulling the monocle away from your face, the item grows smaller. And vise versa, pulling the monocle closer to your face makes the item bigger. This monocle cannot be used to make things any bigger than twice your size.
| Item | Mount Drakolt Whetstone
| A whetstone created from a chunk of stone from the remains of Mount Drakolt after its destruction. The obsidian rock emits an unnatural heat and glows with a faint red light. When a weapon is sharpened against this stone, the weapon becomes hot enough to melt ice and ignore resistances to fire-based attacks. In addition, the weapon becomes highly efficient against metal, ignoring one armor-based hit prevention per topic. This item can only applied to one weapon per topic as the stone requires time to reheat, but the effect remains on the weapon for the rest of the topic.
| Item | Loaded Dice | A pair of loaded dice, one always landing on 6 and the other always on 1. Once per topic, if the ability of an item or spell causes you to roll a dice, you may roll two and choose which outcome to keep. | Item | Wind Weaver Fan | A steel fan designed by monks of the mountains, meant to cut through the air itself. When closed, the fan's pointed tip can act as a regular, lightweight dagger. When it is opened, however, the fan's unique design and the holes within allow the user to manipulate the air. With a wave of the fan you can create a burst of sharp air up to ten feet away from you in an attack that deals minor wind damage. Once per topic, you can even redirect a wind-based attack aimed at you towards another enemy of your choosing.
| Item | Guardian Stuffy
| A stuffed toy which possesses a protective ward or charm. This cotton-filled guardian is said to ward away nightmares of all kinds and provide emotional comfort for the anxious and distressed. This stuffy exudes an unnaturally comforting aura and protects its holder from mind-altering spells and effects. The guardian stuffy may repel one fear or mind-altering effect passively from its holder once per thread, so long as it is within five feet of its owner.
| Item | Bullfrog Bugle
| A unique instrument carved out of wood and utilized by communities of Ribbinynh during festive times. Typically decorated with images of frogs and painted with vibrant colors. When played, the instrument makes loud croaking sounds and can summon dozens of normal, non dangerous frogs, which swarm your intended target. Has a two post cool down but can be used as an instrument for related abilities.
| Instrument | Wanderer's Cauldron
| A miniature cauldron designed to be tied to one’s person and carried on the road for the preparation of small meals and drinks. You can place up to three non-weapon items within the cauldron (their weight does not become negligible), and when an onlooker peers inside, all they will see are food and ingredients, allowing you to discreetly transport these items around.
| Item | Homebound Compass
| A compass which comes with an empty compartment. When dirt or soil from a certain location has been placed in this compartment, the compass will always point in the direction of that location. Conversely, if a willing creature has given you a piece of their clothing or hair, the compass’s needle will always point in that direction. There can only be one item in the compass’s compartment at a time, and when it is empty, the needle moves around in a random direction.
| Item | Rings of Forged Connection
| A set of matching rings. When both rings are worn (either on both of your hands or by you and one other person), you can create a string of pure light between the two rings. When the rings are a short distance from one another, the light-string possesses elastic properties - it can even be used as a makeshift sling. If two different people are wearing each ring, they cannot get more than thirty feet from one another before the string dissolves. The string otherwise cannot be broken.
| Item | Phantom Net
| A mesh wire net that has been imbued with the energy of the astral plane. If you possess physical form, you cannot touch the net yourself – you can hold it and throw it by the weights and hooks attached to the end. Similarly, the net cannot capture living and corporeal creatures. However, it serves as an ideal trap for spirits. If the net latches onto a creature who is incorporeal (from an ability, spell, or the Phantom Curse), it will ensnare them within its grasp for the next post. During this post, they can be touched by mortal weapons.
| Item | Comedy Gold Doorknocker
| This enchanted golden door knocker can be stuck to the surface of any kind of door which leads to a room; by doing so, when you close it, you have effectively locked it from the outside. The lock cannot be picked or opened by magical or nonmagical means. However, a person can knock on the door from the outside with the knocker, making their presence known to the people inside. You can then determine whether you wish to let the outsider in or have them gain entry themselves. In order to unlock the door and gain entry they must then tell a joke that will make you, the owner, laugh. If they manage to successfully use a knock-knock joke that makes you laugh then the Doorknocker is overloaded, and falls off the door, where it cannot be used for the rest of the thread.)
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Post by Admin: Soul on Feb 12, 2023 16:19:56 GMT -5
Alchemy Witches Brew | A dark black bottle filled with thick liquid that shimmers a deep purple color. When this potion is consumed the drinker will be filled with dark magic for a sort period of time. For the rest of the topic the drinker may choose any spell from the dark domain shop, but can only choose one. They can cast that spell for the rest of the topic regardless of their skills (must still follow the rules of the spell)
| Alchemy Item | God Fire | A small container that holds purple fire which seems to never go out. This container can be shattered or thrown against something, coating the area around the broken container in the bright purple fire. Anything in a 5 foot radius of the broken container will be coated in the fire, however they will feel no heat nor physical burning. The flames will instead begin to burn at their soul, causing the afflicted to feel immense pain within their bodies. This allows you to inflict fire damage to a living creature without burning other objects around them and allows you to ignore things like armor or flame resistant effects. Contains enough for one use per topic. | Alchemy Item | Rangers Rations | This small leather pouch contains a random assortment of unique berries, nuts, and plants that are favored by hunters and trackers out in the wild. While these rations are tasty and energizing, they contain a more unique advantage. When consumed, the consumer will regain one use back of any martial skill they has a limited amount of uses and has already been used up. Contains enough for one use per topic. | Alchemy Item | Else Where Juice | A very rare bottle of lavender colored liquid created by space domain hermits who spend most of their time secluded, studying and researching. Used to quickly get to a town, when consumed the drinker will instantly be teleported to one of Charon's primary cities (Must be an established city/village sub board). Your body will instantly be removed from time and space and will instantly arrive in the town of your choosing, causing you to exit the current topic (unless that topic takes place in the same city) | Alchemy Item | Goblin Slag Bomb | This rather insidious creation that was adopted from goblin tribes who used random objects to create devestating weapons. A small box made from wood is slam packed with random items, like nails, shards of glass or metal, thorny plants or other sharp edged objects. The rest of the space is filled with black powder or oil and the box fitted with a fuse. This fuse can be lit, and within 10 seconds the box will explode out in a 20 foot diameter, showering the area with the jagged, sharp, random items. Anyone caught in the blast will suffer high amounts of surface level wounds, such as cuts and scratches. | Alchemy Item | Spike Moss Bomb | A small ball of dormant spike moss that can be contained in a glass vial. The black, spiky moss looks useless while dormant, however if pressure is applied to the plant, by squeezing or smashing against a solid surface, a thick cloud of toxic gas will be expunged from the plant and fill the area. For two post, this cloud will linger in an area with a twenty foot diameter. Anyone who breathes this gas will find their vision become blurry, they will become dizzy and find it very hard to stand up right. While under the effects of the gas you can not gain any benefits from speed or strength enhancers and any current affects that boost your strength or speed will instantly end. Comes in a set of two.
| Alchemy Item | Bottled Stars
| A bottle of pitch black liquid that looks like the night sky. Occasionally bright specks of light will flicker, mimicking stars in the sky. This bottle has enough for one sip, but grants the drinker a flood of magic. Once per topic, the drinker of this potion may select any novice or master level spell from the base domain shops, which can be cast once during that topic. The drinker does not need the required skills to cast the spell and is considered to cast it at the level the spell is, meaning a novice spell is cast at novice level.
Sky Domain Sea Domain Earth Domain Dark Domain Light Domain Space Domain
| Alchemy Item | Seed of
Doubt
| A sticky sapling from a toxic tree that can be attached to a persons clothing or body and is very hard to pull off, requiring a full action or the use of fire to remove. While the seed is attached to someone, any potion or consumable they eat will have no effect, positive or negative. The seed will absorb the effects, rendering them useless. After the effects of three consumables have been ignored, the seed will fall off on its own.
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Post by Admin: Soul on Feb 12, 2023 16:20:16 GMT -5
Enchantments/Attachments/Extra Features Blood Scent | You are able to smell blood as easy as any other normal smell, regardless of how little the amount is. Once blood has left a body, you are able to pick up on the scent and follow it, making this a useful feature for tracking injured prey or hunting for food. The scent is pleasant to you and non invasive, and can not be turned off or affected by spells.
| Passive Feature | Banshee Wail | An odd enchantment crafted by bards in the Ash Lands. When the weapon this enchantment is attached to is swung or used, it will give off a loud, screeching wail that is extremely uncomfortable and can even burst ear drums if close enough. This weapon also affects the owner and can not be turned off, meaning every time the weapon is wielded it will wail.
| Enchantment | Arrow Blocker | Modifications made to a shield reinforce the strength and allow it to be exceptionally well at blocking arrows and bolts. The attached shield will retain its normal hit preventions and qualities however will now be the perfect defense against these projectiles. Blocking an Arrow or bolt will not consume the shields hit prevention.
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Post by Admin: Soul on Nov 30, 2023 22:24:21 GMT -5
Black Harvest Items
A Touch of Warmth (Enhancement | Touch | 1 Action)
| Type | As you lay your hands upon the target, they will feel a rush of warmth pulse throughout their body; they will feel warm, and as the smell of cinnamon lingers within the air, their anxieties and emotions will instantly begin to calm. If your target was under a fear or mind-altering effect upon casting this spell, they will calm and no longer be under their previous effects; in addition, for the next two posts, they will be immune from fear or mind-altering spells or abilities.
| Light Domain
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Broken Monkey's Paw (0 Points)
| Type | A strange Monkey's Paw which appears to be broken; this Monkey Paw loops the same wish over and over again, and is constantly appearing to point with its index finger; its other fingers are curled down. By pointing with the Monkey's Paw, you trigger the wish— causing you to switch bodies with whomever it is that you are pointing at. Switching with the Monkey's Paw will cause you to take over another's body, and give you access to that individual's inventory— but will also give that individual access to your own. The Monkey's Paw will then curl down, and will reset on a new thread; the soul-switching caused by the Monkey's Paw will last for three posts and can be used once per topic.
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Reincarnation of Fear
| Type | The lingerings of something ancient and terrible have latched to your very soul, and have allowed you to become truly terrifying. Tapping into the Reincarnation of Fear causes a fear effect similar to that of the Incarnation of Fear; for one post, you are the most intimidating creature in the room. You cause and feed on the fear of creatures around you, healing yourself of minor wounds at their expense. You cannot be affected by Fear within the post that this is active, and hostile entities will be forced to back away.
| Dark Domain
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Gingerbread Cottage Key (0 Points)
| Type | A small key made of gingerbread. With enough room, this key can be pushed into the air and turned, opening the door to a lovely gingerbread cottage. This gingerbread cottage has two rooms— one for a living space, and one for a kitchen— and can hold up to six full sized individuals. It is fitted with beds and tables equally made of candies and confections, all of which are edible. The gingerbread cottage gives off a cozy warmth, and is alarmingly hardy under the most severe of weather; to anyone on the outside who does not have the key, this gingerbread cottage simply cannot be perceived or accessed. The cabin can last for 12 hours, before expelling you back out to where you entered.
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Crimson Pestilence (0 Points)
| Type | This potion is made of a sickly red crimson liquid, from the crushed up remains of shed insect shells; it possesses no odor, and is nearly unidentifiable when slipped into a liquid, save for its sheer density. When someone drinks this potion, they will begin to feel woozy, as if they have had just a little too much to drink. In the next post after they have ingested the elixir, they will begin to feel sick, and their stomach will feel heavy like they had swallowed lead, making it difficult for them to move. In their second post, they will be forced to empty the contents of their stomach, which have taken on the crimson appearance of blood. Comes with enough for one use.
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Soggy Treasure Map (1 Point)
| Type | A thick scroll of parchment which has been soaked, leaving the paper wet to the touch. The ink that once made up the map has been scrambled and obscured, making the original destination indecipherable. Although the original destination might have been lost, the enchantments imbued into this map still provide insight into the user's surroundings. By unrolling the map and gently shaking it, the user can transform the soggy ink to recreate a new image of the area you are in. An accurate map is forged of your surroundings within a mile radius - and more importantly, marking any monetary, magical, or informational valuables that might be concealed within. This map allows the user to see through any glamour that might obscure the value of an item. It can be used once per topic and lasts an hour before the parchment dissolves. | General Magic Item |
The Stone Titan's Hunger (Summon | Medium | 1 Action/Post)
| Type | This spell represents the intersection between the earth and the sea domain. By crushing a piece of coral, the material component required by this spell, you can let out a loud bellow and summon a stone leviathan. The leviathan lasts for three posts, and it swims through the air in an almost lethargic, sluggish manner. Although its movements are slow, its massive size and tough hide make it nigh indestructible. Its overwhelming hunger compels it; it will attempt to swallow the first hostile person it sees in one piece, enveloping the target in its stomach. If the person attempts to flee, the leviathan will do whatever it takes to chase that person down - even though its movements are slow in the air it is capable of burrowing underneath the ground and moving under the earth with startling speed. Once the target is trapped in the stomach for the duration of the spell and takes minor acid damage from the titan's digestive tract. Once the titan dissolves in a wave of seafoam, the target is dropped to the ground. This can only be summoned once per topic. | Earth Domain |
The Moon Maiden's Favor (Curse | Self-Medium | 1 Action)
| Type | 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. | Dark Domain |
Frozen Glimmertongue (1 Point)
| Type | A Glimmertongue corpse that has been encased in a tomb of eternal ice upon its death. The block of ice is small enough to be held in both hands, and its still-luminescent bulb provides a light that cannot be doused by water or magical effects. A ravenous hunger seems to radiate from the creature's corpse. While holding this item, you can tap into the corpse's hypnotic properties, allowing those within the creature's light to turn their attention on you, almost as if in a trance. While they stare at you, they will regard you as a friend so long as you are not attacking them or commanding them to cause themselves bodily harm. This effect lasts for one post and has a two-post cooldown, with no limit to how many times the hypnotic trance can be used in a thread. Take caution when using this effect, however, as the more you use it, the hungrier you become, with a craving you cannot place... | General Magic Item |
The Weaver’s Dreamcatcher (1 Point)
| Type | A dreamcatcher made from spider’s silk and an ashwood rim. It is small enough to be hung from the belt of the user and worn as a charm - the dreamcatcher acts as a sieve, collecting nightmares in its web. This dreamcatcher collects nightmares in its net like flies in a web, saving it for later. Once per topic, the dreamcatcher will protect you from those that might project nightmares into your subconscious. Additionally, when you are exposed to a visual illusion, you may pull out your dreamcatcher and stare at the illusion, projecting one of your nightmares onto it. The illusion will be transformed into a person or creature or object from your own bad dreams. The new illusion will indiscriminately haunt for the next two posts, and while it cannot make physical attacks, it can move objects as if casting telekinesis and subjects everyone who can see it to the reality of your worst nightmares. The dreamcatcher requires a three-post cooldown before it may be used again. | General Magic Item
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Item | Treat | Description | Type | Chattering Chompers | Bone Apple Teeth
| A unique toy made of wood and simple gears, which can be cranked with a little knob. The toy itself is a tad unsettling, a pair of human teeth made into dentures, which when wound up will chomp and chatter on their own. The item then takes on a mind of its own, just biting for the next three post, anything and everything. The teeth can munch up to a pound of organic matter per post, grinding up and chewing the matter. The teeth can also bite living creatures, but will only deal minor blunt damage, equal to human biting. The teeth can be used once per topic. | Item | Luminant
Glow | Moon Paper | Casting this spell on a person or object will cause a very faint, silvery glow to emanate around it for the next two post. This glow can be used to illuminate a dark area or mark an object you wish to keep track of. It's a useful spell for tracking enemies, as the glow remains even if they go unseen or invisible and will follow them if they move. Can be cast once per topic. | Light Domain Spell | Spirit Bottle | Starlight Puffs
| A bottle of silver, milky liquid, tied with a cord. When this bottle is opened and the drink is consumed, the user has their eyes opened to ghosts and spirits, glazing over and becoming silver like the moon. For the next three post you can see anything under an invisible effect, including things unseen by magic or abilities. You can also see ghost and spirits that may have remained on Charon, even able to speak and communicate with them for a moment. Can be consumed once per topic.
| Consumable Alchemy | Mr. Fingers | Sticky Fingers | One of your hands is replaced with another hand of similar design, almost looking exactly like your own. It functions just like a normal hand and is attached at the wrist, sewn tight together. However, once per topic you can detach the hand, giving it life. The hand will move around on its fingers, following you around and listening to you. While it can not attack, it can grab and interact with objects, able to open and even unlock doors. It makes the perfect distraction and can even pick pocket if unseen itself. The hand returns to you at the end of three post, going dormant and giving you use of it back. | Graft Pet Can only own one | Straw Doll | Valley Potato Snacks
| A small, handheld doll composed of a bundle of straw and burlap made in the image of a small child. Anyone in possession of this doll will get an eerie sensation, as if someone is watching and following them. Owners of the doll can ignore the effect of their own doll, understanding where it comes from, however anyone else will constantly feel dread and anxiety from being watched or stalked. This affect last as long as the doll is on someone's person.
| Item | Scorpion Swarm | Candied Scorpion
| A spell often used by desert druids or shaman's, used to summon forth a small batch of dangerous, toxic scorpions. After casting the spell, four normal sized scorpions will burst from the earth and swarm the ankles of an enemy, pinching and stabbing at the target. They will pursue the enemy for two post and can only be used once per topic. If stung, a target will find their senses affected, vision becoming blurry and hearing becoming muffled for their next post. Each scorpion can sting once, allowing for a 4 turn duration max. | Dark Domain Spell | Volcano Ash Cigar
| Mt. Drakolt Chocolate Cake
| A rare, expensive Cigar made from ash wood near Mt. Drakolt. It is more of a status symbol than a true cigar, with many smokers only taking one puff from the item to preserve its lifespan. However, when lit, black smoke will dance from the cigar, even allowing the smoker to control the smoke, creating shapes, designs or even cover with the smoke. The smoke is heavy and can not be moved by things such as wind, but will fade on its own after one post. Can be used three times per topic. | Item | Voice of Thunder | Dragon Stones | After casting this spell, your voice becomes enhanced, now speaking three times as loud as it normal could. This gives you a deafening, booming voice, able to block out other sounds for the next post. If you are directly next to someone and scream, you are able to daze them, making it hard to focus on complex task, preventing them from casting Exalted level spells during their next post. Can be used once per topic. | Sky Domain Spell | Death's Chill
| Zombie Ice | A dark purple potion which is cold to the touch, frost even forming on the surface of the glass. After consuming this potion, you will feel an inescapable chill; your skin will pale, your eyes will dull, and your heart will slow. You are not dead; however, you will look, feel, and resemble a corpse in every recognizable way. Spells and effect's that target undead will not affect you, but the chill of death allows you to ignore heat from all sources, and can protect people from sun or light burns. This potion's mimicry effects last for two posts and can be used once per topic.
| Consumable Alchemy
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