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Post by Lady Keyke Runi on Feb 22, 2023 23:51:22 GMT -5
Skills:
Martial
| Mastery
| Arcane
| Mastery
| Utility
| Mastery
| Marksmen
| Exalted
| Space domain
| Exalted | Stealth
| Exalted
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| Sky Domain
| Exalted
| Alchemy
| Novice
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Dragon’s Cradle
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Post by Lady Keyke Runi on Jan 2, 2024 11:44:41 GMT -5
Spells: 25/30 Space Spells Name
| Description
| Summon Possession
| You can call forth a weapon or item that you own, causing it to return to you. This will call forth anything not currently on your person, regardless of where it is. That item will vanish from its current location and reappear in your hand or in a storage item. This item does not travel and instead just teleports. You can not use this spell on something too big or heavy to hold.
| Message
| This spell allows you to speak directly into the mind of another person. You do not need to use your actual voice, you simply will your voice into their mind. The person you are speaking to can respond back to as long as you continue to respond. The range of this is not very far, but does allow you and the target to be separated.
| Meditate
| You take a moment to yourself to recoup, drawing energy from the space domain to heal yourself. In order to use this spell you must become completely still, unable to move or take any actions for the next few seconds. During this meditation you heal yourself of all minor and surface level wounds, including scratches, cuts and minor wounds. If you are attacked while meditating the spell will end.
| Telekinesis
| You warp space around an object, giving you the ability to lift or move that object with your mind. You can target any object that is roughly the same size as yourself and one that you can see when casting the spell. You can then move that object around, lifting it up, moving it from side to side or even using the object for its intended purpose. You do not need to physically touch the object and can move it around as long as you can see it.
| Reveal Truth
| By touching a living creature, you learn everything about them. You know their name, age, gender and any other information about that person. You become aware of any information on their character sheet. You also become aware of their skills and abilities, knowing anything they own in their inventory as well.
| Calm Emotion
| By touching a target, you can impose calming and relaxing emotions into that person. This will settle them down and cause them to become relaxed. This spell will instantly end any fear or rage effects, and will settle someone who has been turned, controlled or forced against their will.
| Space Pocket
| This is a passive spell that is always active after purchase. You now have access to a small pocket of space in which you can store any and all of your items. This pocket exist in its our domain and can only be accessed by you. You can access this pocket by simply reaching into space, pulling out anything that is stored in that pocket. The pocket can hold any amount of items but can not hold anything larger than your own person. Living creatures can not be stored in this pocket.
| Replicant
| You snap your fingers, summoning a perfect copy of yourself, mimicking the exact way you appear when casting the spell. This copy is physical in form, can speak and mimics your exact personality. This form can move around, away from you and even interact with its environment. This clone can even cast spells and attack, however will deal no damage with any of its abilities or strikes. As soon as this copy takes damage, it will vanish.
| Hold Person | You can touch another being, humanoid or creature, and bend space around them. For as long as you touch this being, you both will be completely frozen, unable to do anything, speak, move or interact with things. The only movement that can be done is the caster of this spell choosing to release the touch and spell. Things can still interact with you however, dealing damage or affecting you. If pulled apart the spell will break.
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Sky SpellsLightning Armor
| Lightning begins to course around your body, slightly illuminating your form in crackling energy. This armor will shock anyone who touches you while it is own, numbing the body part that it struck. The armor will remain for three post, protecting the user from anyone who comes into melee range. If someone has a limb shocked, that limb will go limp for the next post. -Deals lightning damage- |
Stealth Shop
Cat’s Grace | Your reflexes and basic body movement become extremely agile and nimble, allowing you to move around without the fear of falling or tripping over something. As long as you are moving you can not be knocked over or knocked off of something. If you do fall you will take no damage, landing safely on your feet as long as you have fallen less than two hundred feet. (falling off a mountain does not help you) | Smooth Talking | Your lies can no longer be discerned, allowing you to say whatever you want, no matter how wrong it is, to be taken as truth. This skill is useful for getting away with things you normally would not be able to. Friends, family and foe will think you are always telling the truth, no matter what. |
Spring SpellsPetal Storm | This spell is a fluid and rhythmic spell; it often appears as a dance when cast; and allows the caster to control leafage of the flora in their surroundings. This spell picks up fallen leaves and petals from the ground, or pulls them off nearby flora, and whips them around the caster, following the movements of their hands; being hit by this spell will cause dozens of small, painful cuts where the edges of leaves and petals have brushed. | Spring Cleaning
| A spell developed to help rapidly declutter and remove grime. By touching yourself or a willing creature, you can clean off any dirt or grime that has accumulated on their person. You can also touch a small, disorganized area to reorganize and declutter it - such as cleaning a desk, arranging shuffled papers, stacking a pile of coins, or removing wrinkles from clothes.
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Summer SpellsOvercast (Angy Storm Warning) | A simple spell that can be used regardless of the time of day or the weather. When this spell is cast the sky will grow dark, much like a looking storm has formed overhead. This will blot out the sun and prevent from shadows from being cast by objects due to sunlight specifically. This can also be used to cool down the temperature or darken the area. ~Sky Domain~
| Fluency
| The owner can cast this spell on themselves or on another target. Once under the effect of this spell the target can speak, understand, read and write any language, regardless of what it is. This allows them to speak to other beings who may not understand them, or read a language they might not know. This can not be used to speak to animals or beings that are not considered self aware. ~General Magic~
| Back to Basics
| This is a counter spell that can only target a spell that is found in the mystical archive (any spell in the archive store room can be targeted) You react to the casting of a spell by casting this spell, instantly countering and voiding the spell that was cast. You do not need to know the spell, just be able to see the caster when the spell is cast. Can only be used once per topic. ~Space Domain~
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Mystical Archive SpellsScern'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
| 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
| Voice of Thunder
| 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/ Halloween Candy
| 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
| 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
| 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
| 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
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Martial Skills Steel String Web
| Manipulating the tensile strength of bowstrings, the user is able to side arm fling a mass of bowstrings a Medium range that upon impact will immediately entangle the target, immobilizing it for a single post. Due to the amount of string required to immobilize, this can only be used twice per topic. |
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Post by Lady Keyke Runi on Jan 2, 2024 12:45:00 GMT -5
Space Pocket Name
| Description
| Amount
| Keyke's Black book (Spellbook+Extra Pages(X2)) 1
| A little book containing many things for Keyke, favors, check lists, and even spell learning or reminders.
| 1
| Mystical Archive Ticket
| Use this to get things from the Mystical Archive
| 0
| Tourney Favor
| This favor appears as a charm decorated with various sheer ribbons and veils; they are often given out as gifts from adoring fans, family, significant others, or admiring apprentices before an event. This charm can be attached to one weapon, giving it an additional enchantment slot. The item does not need to have originally had an enchantment slot but must be a weapon. A weapon can only have one Tourney Favor applied to it at a time.
| 1
| Dragon Chocolate (Dragon Fruit Bonbon)
| A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
| 2
| Blizzard Chocolate (Blue Raspberry Bonbon)
| A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
| 2
| Storm Chocolate (Cookies n Cream Bonbon)
| A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
| 2
| Eternity Ring (Given to none)
| A single ornate ring that is said to magically bind itself to your soul upon receiving the ring. This ring is not for you to wear, instead it is meant to be given to another like someone you love, trust, care about or value immensely. While someone is wearing your ring, they are able to read your emotions or mood, and tell if you are happy, sad, scared, etc. The wearer of your ring is also able to cast one spell, or use one martial/stealth ability that you own (is in your inventory) once per topic. They cast the ability at the same level you posses (Novice, Master or Exalted) and can be used without needing to be in the topic together. A ring can only be bound to one person at a time and you cannot wear multiple peoples' rings. (Only one can be in effect at a time)
| 2
| Water Rune | Enchantment: A Water rune etched into the item causing the surface of the weapon to ripple like the surface of water. This weapon excels against fire and heat based items, quenching any item or spell that is fire based. This rune also makes the edge of the blade sharper, increasing its slicing power.
| 1
| Burning Needles
| Marksmen| Small | Piercing | Range Scalded Your weapon has been forged by the strongest flames and treated by Pyromancers. Upon being removed from its hilt, your weapon begins to glow red-hot, emitting an unbearable heat to anyone but the owner of the weapon. This weapon becomes as scorching as it first was when it was forged; it deals fire damage which instantly cauterizes the wounds of the target when used to slash, and leaves behind a severe burn— the pain of which is rumored to linger for months afterwards.
| 1
| Carl the Crossbow
| On a light crossbow sits a scope that holds an ever rotating eye from a cephaloclops. This crossbow, when activated, can float and follow the owner around in battle. Every time the owner attacks, it shoots with them. Once per thread, this crossbow can aim and fire a beam of pure arcane energy from the eye that extends up to long range and deals heavy damage, piercing through at least three magical hit preventions or barriers. ~crafted~ (Enchantment: Blurr)Marksmen | Medium | Piercing | Range
This Enhancement causes the weapon to blur as it is being used, making it harder to see and track. A blurred weapon can still be seen, but 50% of it is now faded, as if it is slowly turning invisible. This also leaves a trail of images behind as it is swung or used, confusing the target as to which is the real item. Can be applied to all weapon types.
| 1
| Ray Bow
| A golden long bow with elegant filigree lacing the metal bow with the string being a thick piece of silver cord. This acts like a normal long bow, however does not need any ammo when being used. Instead of notching an arrow, you can simply pull the string back, causing an arrow of pure light to form where a normal arrow would normally be. These light arrows deal light damage and can illuminate an area of darkness, be it magical or natural.
| 1
| Dragon Stones
| Various colored rocks and stones made to mimic rocks from the Dragon's Cradle. These rock candy clusters will break a part in ones mouth, giving a sweet, crunchy snack to enjoy.
| 1
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Post by Lady Keyke Runi on Jan 2, 2024 12:58:03 GMT -5
Wearing Items: 8/16
Name
| Description
| Necklace of Animal Speech (Base of Charm Necklace)
| A brown piece of cord or leather with silver designs of animals and vegetation etched into it. While worn this necklace allows its wearer to speak to animals as if they could speak common. This could be birds, cats, bears, any natural animal. This does not let you speak to summoned creatures by magical means, and speaking to an animal owned by someone else will not grant you any special features from them. | Life Spark Ear Rings (A single sun 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. It clips around the back of her ear with a noticeable additional decor as if made for elf ears and not human.
| Mask of Memories (A little Moon hair clip)
| 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.
| Ice Skates (Small black shoes with snowflake prints [Adult: Elegant Sharp Heels])
| A unique metal attachment that can be fitted to any kind of shoe or boot. Two thin, metal blades are built into the shoe, able to be popped out or popped back in by clicking the sides of the shoes together. When summoned, these thin blades will be coated in a very thin veil of ice, allowing the user to skate across solid surfaces such as earth and stone. The blades can also be used as weapons when kicking.
| Backpack (It's a large black bonnet with a slightly tinted black veil covering Keyke's face[Adult version is it is a large red hat with black accents for decor, including feathers])
| A small bag normally made out of cloth, leather or other fabrics. This bag comes fitted with straps that can be worn on your back or even attached to a saddle. The bag is big and strong enough to carry a decent amount of supplies, and comes with loops on the side to hold other objects, like weapons. -Increases item point limit by 4 points-
| Veiled Sunhat(It's a large black bonnet with a slightly tinted black veil covering Keyke's face[Adult version is it is a large red hat with black accents for decor, including feathers])
| A sunhat popularized in the deserts of Zeinav; this hat is veiled by translucent sheer fabric around its rim which falls down to the wearer's shoulders. The veil blocks both sand and sun from hitting the wearer's face. While wearing this hat, your sight is unaffected by particles such as snow, sand, or silt.
| Umbrella Combo (A black and white parasol)
| A shield and sword combo made into an umbrella. The steel umbrella is made of metal that can be folded in on itself, but when opened will act as a small shield, able to deflect physical attacks. The umbrella also has a small stiletto or rapier hidden inside of the handle which can be removed and used as a weapon.
Blade | Medium | Piercing
| Blooming Anklet (A little black flower on the back right side of foot)
| An anklet tattoo carefully inked around the ankle; this anklet is an elaborate vision of flora and fauna. By possessing this anklet, nature follows each step you take. You can cause natural flowers for the season and location to bloom upon and around your person within a five foot radius, and will bloom around your feet as you walk.
| Morph Suit (Looks to be normal clothes...)
| 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.
| Diplopia Armor (Always hidden but always there)
| 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.
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Potions:
Grafts/Passive AbilitiesName
| Description
| Space Pocket
| This is a passive spell that is always active after purchase. You now have access to a small pocket of space in which you can store any and all of your items. This pocket exist in its our domain and can only be accessed by you. You can access this pocket by simply reaching into space, pulling out anything that is stored in that pocket. The pocket can hold any amount of items but can not hold anything larger than your own person. Living creatures can not be stored in this pocket.
| Animal Speech(Necklace)
| Speak to animals as if they could speak common. This could be birds, cats, bears, any natural animal. This does not let you speak to summoned creatures by magical means, and speaking to an animal owned by someone else will not grant you any special features from them.
| Memories mask
| Immunity to forgetting, mind clearing, wiping, or erasing. Memories can not be read, altered or affected in anyway.
| Hat
| Immunity to sight effects caused by snow, sand, or silt.
| Bulls Strength
| This tattoo increases your normal strength, making you twice as strong as you normally would. This is a latent tattoo that is always in effect, making you permanently strong. This tattoo does not stack with itself or other strength buffing items.
| 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.
| 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.
| Night Vision
| Any and all eyes you have are altered to be able to see in the dark. These eyes are given the ability to see regardless of how dark it is. This does not effect your normal eye sight and will not hinder you if it is bright out. These only work in normally darkness and will not see in darkness created by magic.
| Drake Gland: Ice
| You get the breath gland of a young drake grafted into your body, giving you access to one of six elemental breath weapons. This breath weapon will spew out in a small cone in front of you, dealing damage equal to the type of gland you have.
| Inspiring Sigil
| Sigil The Muse of Expression has bestowed upon you a sigil or badge that can be worn on your clothing or gear. While wearing this badge, you gain two hit preventions against fear or charm effects.
| Blooming Anklet
| natural flowers for the season and location to bloom upon and around your person within a five foot radius, and will bloom around your feet as you walk
| 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.
| Aura of Vulcadreaus
| Your encounter with Vulcadreaus has left its mark on you. A very tiny fraction of Earth Domain Primordial energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the energy of the primordial realm around you as it flows back into Charon. Your encounter with the Earth Domain Avatar has left a lingering essence around your spirit (no mechanical effect).
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Post by Lady Keyke Runi on Jan 2, 2024 14:23:56 GMT -5
Crafting Materials
Name
| Crafting Type
| Makes
| Amount
| Rarity
| Lightning Catalyst
| Elemental Material
| Lighting element in item
| 1
| Common
| Ice Catalyst | Elemental Material
| Ice element into item | 1 | Common
| Ooze Core
| Elemental Material
| Adds acidic dark damage to a crafted offensive item.
Adds one hit prevention for dark damage to a crafted defensive item
Crafted item gains a sticky property for sticking or attaching items
| 1
| Rare
| Mimic Slime
| Supplemental Material
| Adds the ability to disguise or alter appearances
| 1
| Rare
| Nightmare Dust
| Supplemental Material
| Adds the fear effect to crafted items
| 1
| Rare
| Enchanted Red Leaf
| Unique Crafting Material
| Adds a friendly charming or coercion effect.
| 1 | Unique
| Chthonian Parasite
| Unique Material
| Adds telekinetic abilities to crafted item Adds mental abilities to crafted item
| 1
| Unique
| Vulcadreaus Scale
| Unique Material
| A single scale dropped from Vulcadreaus during his emergence at Mt. Drakolt. This scale radiates with intense Earth Domain energy and pulsates raw magic. If this material is used to craft an item, that item becomes a spell focus for you, allowing you to cast spells through the item without needing to have a free hand. If the item is capable of dealing damage it will now deal fire damage in addition to its normal damage types. If the item is a defensive item, it will give you one hit prevention against an attack that deals fire damage, be it normal or magical.
| 1
| Unique
| Wisp of the Archfey
| Unique Material
| A translucent whisper thin piece of hair, with the right lighting it seems as hard as glass or not even there. Items crafted with this material can transition between the translucent and opaque properties at will.
| 1
| Unique
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Post by Lady Keyke Runi on Jan 2, 2024 14:49:17 GMT -5
NPCs Nitin Ashwood Text color: 42e619
| Older son of the Ashwood Dryadali, Sylvan elf, and one of two childhood friends of Keyke. Learned how to work with plants from a young age, he quickly grows a love for the earth domain in magic. He leaves for weeks and a few months to go to class, before he comes back to visit home, as official apprentice of the Academy. He swore an oath on his magic and soul that he will follow Keyke wherever she may go at a younger age, but keeps to his studies when not watching out for her (though he does worry a lot in these cases). Due to his constant want to be around Keyke, he has learned many drinks and all kinds of herbal cuisine. Do NOT underestimate how much of a mother and house husband he could be.
With his love of nature and often learning to appreciate even more around Keyke, he does often show signs of his crush and get easily embarrassed when called out. Often teased or wing maned by other elves and magical beings to help him get a date with her. Rival to twin: Finhad Ashwood.
Earth Domain Apprentice Spells:
Mold Earth | This spell allows the user to manipulate or shape a small amount of earth, changing its shape or position. This includes moving things like rocks or slabs of stone across the earth, or creating small holes or caverns in a hill. This spell does not cause damage and can only be used on pre existing earth, natural or magically. | Fire Bolt | By summoning a small mote of flames in your hand, you can then fire the bolt outwards to deal fire damage. A small basketball sized ball of fire forms and can be held in hand until ready to fire. It can be fired up to medium ranges and splashes when it collides with something. -Deals fire damage-
| Thorn Whip
| You summon a medium sized thick rope of vines, spiraled around each other and filled with thorns. This can be used to whip enemies, tearing into them with thorns, and can even be used to bind an enemies limb. The vines are thick and even though they can be cut, it takes a couple strikes to completely severe the vine. -Deals earth damage-
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| Finhad Ashwood Text Color: e6193a
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Younger son of the Ashwood Dryadali, Sylvan Elf, and second childhood friend to Keyke. Hated the arts and rebelled most of his life from how the wood elves are typically seen. Keyke, at the age of 12, after two years of living with them, offered to help teach him some basics.
He was hooked on fighting, admittedly finding himself cold and cruel on the battlefield. He hopes to repay her and learn more, seeing as she can still hold back when fighting him and win. Swears he will be her sword till death. Often humans and battle-oriented people help Wingman with his alone time with Keyke.
To get better to work with Keyke, he left Dragon's Cradle to go and raise his abilities in the wild. His main location of stay is in the Marchlands, only leaving to supply runs before returning to the challenging lands once more. Rival to twin: Nitin.
Warlord Minion 1 Warlord Skills:
Skill
| Mastery
| Inventory
| Blade
| Novice
| Haladie Sword |
| Rosemary (Sea Dew in Latin) Text Color: 1979e6
| A pixie that was brought to the world through an icy egg. She has a love to liquids, showing her element even further. After hanging out with Keyke since she hatched, she has gained the intellect to catch more of the information and little truths to pry open other sights to her. So gaining a name, place, or even time, is easier to her than most Fay.
Rosemary has realized Keyke's love of drinks, especially the herbal teas. Due to this, she often hangs around Nit to provide the water for helping to make the drinks.
A tiny, six inch, blue pixie with wings that can fly. Pixie's are extremely loyal creatures that come from a mysterious realm, and will attach themselves wholly to their owner. The pixie will avoid most combat situations and chooses to remain by their owner's side at all times, hovering next to them or resting on their head or shoulders.
Magic: Once per topic this Pixie can coat its owner in water magic, which turns all damage Spells: Water Whip
| By clapping your hands together, you form a medium sized whip of pure water. The water will flow from your hands, giving you access to a liquid rope. This whip can be used to lash out at your enemies, dealing damage or breaking small objects. This whip can also be used to bind an enemies limb, restricting movement. -Deals water damage- |
(Does not count to NPC Cap)
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Post by Lady Keyke Runi on Jan 2, 2024 15:29:03 GMT -5
Pets Nessmay | A lake-or-sea dwelling serpent distantly related to drakes and wyrms; the tidal serpent is a legless aquatic beast which can be used as a mount in water. This creature grows big enough, and long enough, to carry up to two people on its back; the Tidal Serpent can cast Smashing Wave once per thread, and can use its tail and fangs as a weapon.
Smashing Wave | You draw water out of the air and cause it to surround your arms. You can then push this water out from your person, sending it flying forward in a quick and heavy wave. This wave can deal moderate damage and even be used to knock over enemies. The water will shoot out at quick speeds making it hard to dodge at close ranges. -Deals water damage- |
| Carminda
| As the summer draws closer and the temperature warms, the songbird griffons come out to play; these creatures are happy, highly-evolutionary hybrids between songbirds and small mammals; with the large majority of them able to sit comfortably in the palm of the average hand. Songbird Griffons are loved for their brightly-colored appearances, small size, and their unique melodies— which differ between types of Griffons. While they can defend themselves with their beak and claws, the Songbird Griffon is not compatible with combat; they can, however, perfectly replicate any melody that they hear.
| Yukina
| Snow Owl A large snow owl from Frost Gale. Beautiful creatures that live in the forest and are used by mages to deliver messages and packages.
This pet can not attack but is large and strong enough to pick up and carry items, including being able to lift a living creature for two posts. This owl can cast the Snow Flurry and Heavy Blizzard spells once per topic.
Snow Flurry | Creates a large storm of fluffy and fast-moving snow. This causes the tempature to drop, maing the area much colder. And while the snow does no damage, it can be difficult to move in and obscures vision ever so slightly. | Heavy Blizzard | The air freezes over as it begins to snow, medium sized balls of ice and hail also begin to fall as they pelt the environment. The thick snowfall makes it hard to move as the hail from above pelts enemies, dealing mild amounts of damage. These small pellets deal high amounts of blunt damage and will continue to fall for three post. While the storm can not be stopped, user can protect themselves from the hail by getting under something or melting them. |
~gifted by Taki~ As calm and cool as a winter's morning, Yukina tends to take a broader view of situations. Trained as a scout and supporting party member, she tends to be quiet and reserved but quick to act.
| Shion
| Prismatic Spider A cat sized spider that is extremely loyal and friendly. While it has fangs the creature is not known for being dangerous or attacking people. This spider will act like any other loyal pet, riding on your shoulder and living with you. The spider can turn itself completely invisible, cloaking its body for three post. This makes it a great spy for anyone trying to gather information or spy on others. Oh, and the spider talks.
Invisible
| The spider can turn itself completely invisible, cloaking its body for three post.
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~gifted by Taki~ Quick, clever, and helpful, Shion is oddly sociable for a spider. While she does struggle to pace herself day to day, her active hours are full of energy. As a companion, she is capable of scouting and watching over difficult to infiltrate areas with her natural camouflage.
| Chain of Past
| A six-foot long and solid steel chain; it is lightly coated in ice and gives off a faintly cold sensation. This chain is animated and will slowly float around the owner with a mind of its own.
This chain can not be used to attack, but can be summoned to defend its owner; it will float in front of an offensive physical attack such as a fired arrow or a sword slash.
The Dancing Chain can block one attack before needing to recover for three posts. You may only have two chains out at one time.
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Dragon’s Cradle
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Post by Lady Keyke Runi on Jan 2, 2024 17:57:05 GMT -5
Prestige Classes
Corsair
-Reinforced Bow-
The front of the ship gets reinforced with a sheet of metal, normally lightweight as to not reduce sailing speed. This will make the front of the ship stronger, protecting it from debris or even other ships. The front of the ship can now sustain more damage without being destroyed and can be used to navigate shallow or dangerous waters as well.
| -Reinforced Hull-
You line the sides of the ship with thin sheets of metal and reinforce the sides of the ship, allowing them to take reduced damage. This will prevent debris in the water or the bottom of the water from tearing holes in the ship and will cause cannons to do reduced damage to the hull, letting you take more fire than normal. |
Level One
Sea Captain: The Corsair has begun to earn a reputation, making a name for themselves on the high seas. Your adventures on the ocean have earned you the title of captain, making those both on the sea and in ports recognize you and your accomplishments. As a sea captain you can begin to alter your ship, upgrading it with tools and weapons to assist you while sailing. You may choose two of the attachments from the Ship Add On Table to equip to your ship.
Sea Legs: You have spent many days and nights living on your ship, training you to move about the ship without any hindrance. As long as you are on a ship, you can move across that ship without be knocked over or forcibly moved. You can climb the rigging, move through out the ship and even fight without having to worry about getting knocked down. Spells and effects that would attempt to knock you down or reduce your movement speed while on a ship will be ignored, unable to affect you.
Sea Caller: The Corsair has spent most of their time on the sea, watching how it flows and learning the dynamics of the powerful ocean. Not only have you learned how to navigate your boat through any kind of water, but you have also learned the nature of the sea, almost forming a bond with the very water itself. While on your own ship you now are able to call the seas, manipulating the flow of water. You can choose to push the water around your ship, increase or decrease a current and even alter the direction of the flow of water. This allows captains to sail their ships without any hindrance or the risk of calming.
Bardic VirtuosoBardic Virtuosos are masters of performance, they include singers, dancers, and entertainers who have interwoven their art into their abilities. Not only are they extremely skilled entertainers, but they can also be very helpful on the battlefield, making Virtuoso's unique allies to take along with you. Bardic MusesVirtuosos find muses in many forms, and these muses can come from nearly anything but generally speaking, they are defined into four categories: Song, Art, Dance, and Expression. These muses are palpable and real just as anything else, and guide the discovery and growth of the Bardic arts, empowering Bards with the ability to create fantastical works. The Muses themselves are Archfey that emanate to bards and so the magic and power they grant are strong and deep-rooted, so much so that it can enhance bards and make them unnaturally charismatic and entrancing. Upon taking this class you choose one of the Muses below that inspire and direct your form of art and expression. While bards are exceptionally good at all of these forms, they gain unique enhancements based on their primary muse. This muse is your source of power and grants you a unique ability based on the one you choose. This muse stays with you for the rest of the class. Muse Description
Expression | Virtuosos who draw their power from the Muse of Expression may be lawyers, statesmen, leaders of men, or charlatans but one thing is certain, their speech and mannerisms have power and can warm the coldest of hearts even if it's only fleeting. The courage, passion, or despair they can cause in others can quite literally change the very face of the world given time and resources. |
Tools of the Trade Your muse has bestowed a magical tool upon you, one that encompasses your style of art and aids in your performances. The tool you receive is based on the Muse you have chosen to inspire you, allowing its magic to flow through you.
Inspiring Sigil
| Sigil The Muse of Expression has bestowed upon you a sigil or badge that can be worn on your clothing or gear. While wearing this badge, you gain two hit preventions against fear or charm effects. |
First Steps Now that you have started along the winding path of the Bard, your Muse has certain aspects that all of their followers possess. You gain the ability listed below that corresponds with your chosen muse.
Charming Grace | Virtuoso's who hold the Muse of Expression lay claim to a truly Charming Smile, so much so that it almost seems like they can cause compulsion in almost anyone when it comes to angling a conversation in their favor. Three times per topic you can put any one person you are speaking to under your charm, causing them to see you as a trusted friend. You can ask them to complete one favor, which they will attempt to do to the best of their ability. This favor can not force the enemy to harm themselves and the more in danger they become, the more likely it is for the ability to end. The person will remain charmed until they sustain damage or complete the favor. |
Astral Soul
An Astral Soul is a unique being who unlike others does not train or hone their skills, and instead becomes one with the very universe, allowing existence to merge with their form. Their mind has opened up to the wonders of life, their soul fusing with the very essence of creation. While most people spend their time and energy training things like their martial skills, or their ability to cast spells, an Astral soul simply wishes to understand the universe.
Level One
One with the Cosmos The Astral Soul has given up their sense of purpose, forsaking the life they use to know and bonding with the universe, opening up their mind to the world around them. Their forms have been completely swallowed up, losing all sense of who they use to be. Your name no longer matters, the universe assigning you a new one. Things like age, gender and personality are just a concept which is now lost to you. You are able to age yourself, choosing to be any age at any time. You can also change things like your gender, or your appearance, altering hair, eye and skin color as well as taking on any personality you desire in that moment.
Expanded Mind Becoming one with the universe has given you an insight into the arcane makeup of reality, allowing you to see magic in more complex ways. The moment a spell is cast in your surrounding area you immediately become aware of it. Not only do you know the spell is being cast, but you know everything about it, the domain its from, its element, its effect and any additional bonuses that are applied to the spell from its owners abilities. You also increase your own magical reserves, gaining 5 more known spells and expanding your spell cap.
Level Two
Mind Parasite Not only has the Astral Soul become one with the universe, but they can now become one with other beings, choosing to pair their minds together. You can link your mind with that of an ally, or even an enemy if you desire. While linked you can speak to that person mentally, without having to actually vocalize anything. You can also see what they see, hear what they hear and feel what they feel. Your enter mind feels as if it is sharing a body with your linked target, allowing you to continue to cast spells or activate features while linked.
Chaos Warp While the infinite knowledge of the universe can be an amazing experience, it is also chaotic, consuming your mind at times. You can harness this chaos and exert it on the world around you, choosing to manipulate others. When someone else attempts to cast a spell you can instantly choose to change that spell, stopping what they had originally intended to do. Instead you choose a different spell they own from their inventory and force them to cast it instead. It will keep the same targets or path as the original spell had intended, just will be replaced with the effects of the new chosen spell. This can only target one spell cast at a time and can be used twice per post. Warlord Warlords are masters of war and leading their band of warriors to victory. Their tactical genius and ability to bolster their fighting forces with sheer force of will is unrivaled in the world of Charon. A Warlord may call a specific place home, using it as their base of operations to launch a large scale conquest. They may be a roving horse lord whose only concern is tribute and protecting their own. They could even be a bandit lord, controlling a small region and ruling it with an iron grip. The views and methods of any given Warlord as fickle as the wind and usually know only to themselves and a few trusted individuals.
Level One
Hired Help A Warlords true power comes from the influence they impose on others, recruiting other people to do their dirty work for them. At level one you have hired a trusty minion to work for you. This minion has novice level in one martial or utility skill of your choice and comes with one item or ability from the shop related to the skill chosen. This minion gets added to your inventory as an NPC in your employ, choosing the skill and weapon upon earning of this level.
(Finhad Ashwood/Blade/Haladie Sword)
Banner Lord The warlord often wears a symbol or sigil portraying their influence. This can come in the form of a banner worn on their person, a cloak, cape or other piece of fabric brandishing their mark or some other form of recognition of their power. The warlords own power emanates from this mark, instilling fear in those around them. A 10 foot diameter aura pulsates out from this banner, allowing the warlord to exert their influence and fear. Once activated any enemy within the range of the aura will become fearful of the warlord, unable to move towards them or take offensive actions against them for their next post. This ability can only be used once per topic. The Path of the Elementalist
The magical domains of Charon cover a vast and intricate web of spells and abilities granted from the energies that leak forth from the primordial planes themselves. The Path of the Elementalist allows for the magically inclined to choose to build their magic based character in a variety of ways; from going the purist route of a single domain's paths and skills, to choosing a personal combination of various paths to better round out their character. (Pathways are considered Spells for interaction). Level One Primordial Paths The primordial paths of the Elementalist draw on the energies of the Primordial Planes and the very essence of the domains and elements, allowing them to claim mastery over their chosen paths as they weave fantastical elemental magic, that has been further enhanced by the loosening of the planar veil caused by the destruction of the Sol Stone. When you achieve Master level in the elemental Domains, you unlock paths to invest into with your growing ties to the Primordial Plane. Master Skill in a Domain allows you to open up three pathways (this counts for each time you achieve master rank in one of the three elemental domains). Sea Domain opens the Paths of Water and Ice, Earth Domain opens Fire and Earth, Sky Domain opens Air and Lightning Path of Air Windtalker | Your elemental attachment to the realm of air is all encompassing and gifts you with the ability to harness and guide airflow around you up to ten feet in all directions. This culminates in the ability to push and pull objects within ten feet of you that weigh 1 point or less, as well as letting you levitate a foot off the ground permanently. | Cloud Gazing
| Your connection to the realm of air is so strong that you can see through the very clouds themselves. This allows you to scry or gaze upon an area that is under cloud coverage, be it natural or magical. |
Path of Lightning
Electrical Surge | As you cast lightning spells you built up static charges within yourself. 1 charge for Novice, 2 charges for Master, and 3 charges for Exalted level spells. You can never have more then 4 charges at a time, and you may spend these charges to enhance a spell one stage higher then it currently is for the purpose of damage and clashing. You do not gain charges for a spell that was enhanced with charges. |
Shadow Dancer
One with the Shadows | You are always aware of any form of shadow or body of darkness in the immediate area, able to passively sense where these shadows are and what is creating the shadow. In addition you can manipulate your own shadow, changing its size, shape and even removing it altogether. While within a shadow you have the effects of the spell Shadow hiding active at all times, but can now move and interact with objects without breaking the effect. | Shadow Sight | While inside of a shadow created by you or another object, you can see perfectly, your vision not hindered by the darkness. You can also see others who would attempt to conceal themselves in the shadows or darkness. You can see the outline of others who are within the shadow or darkness as if you could see them in the daylight however this does not apply to magical means from spells or abilities. | Pass without a trace
| The shadow dancer has learned to completely conceal themselves while hidden, becoming one with the very shadows. While under the effects of a hiding spell or ability, or while concealed in a shadow, you can no longer be detected by any some of the mortal senses. You cannot be smelled or heard, preventing people with increased senses to detect you. For as long as you are concealed they can only find you by physically detecting you or removing you from the shadow. Your tracks also no longer exist, leaving no foot prints or indentations in the ground.
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Dragon’s Cradle
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Post by Lady Keyke Runi on Jan 3, 2024 0:04:47 GMT -5
Curses Phantom Phantoms are individuals who walk the line between life and death and can be formed by a variety of instances. Phantoms often have a brush with death of some kind, and are now possessed with an aspect of the afterlife. Some have near death experiences of their own, while others are haunted or plagued by a spirit left behind. Whatever this encounter is, it has left the individual marked.
Touched by Death | An event in your past has caused you to have a brush with death, either facing it yourself or encountering a spirit left behind. You now live in the inbetween, partially alive and partially dead. You find it harder to accept death, fighting nature itself. The first time you would die or be knocked unconscious in a topic, you instead shrug it off and remain conscious. While you do feel pain and take damage, you are able to push through and ignore the pain more so than others. Taking damage or feeling pain no longer causes you to flinch or react to the damage, letting you push through damage as if it was not there. | Phantom Form | Once per topic you can fully give yourself over to your spirit, turning yourself into an incorporeal ghost like being. For three post your body becomes ghost like, unable to be touched or interacted with. Solid objects will pass through you, allowing you to dodge attacks or move through structures. You are unable to interact with the physical world yourself however, unable to touch objects or make attacks. Anything you do while in spirit form will have no interaction with the physical world, such as casting spells or activating features.
You can still see, speak, hear and communicate with others. They will be able to see a thin outline of your form, so you are not invisible but slightly obscured. This allows you to continue to interact with living beings while still being a ghost. | Possession
| While in your Phantom Form you are able to move into another person, possessing them and sharing their body. You are able to see through their eyes, hear through their ears and even communicate with them as if using the message spell. While possessing someone, you move with them, relinquishing all control of your own movement but can choose to leave the body at any point. You can not cast spells, use skills or activate abilities while inside someone else and can only remain passive until you leave.
| Inner Seance
| Once per topic, while possessing someone else, you can lend some of your power to that person. You can cast a spell, use a martial skill or activate an ability through this possessed individual. You can affect the possessed individual but can not use anything to bring or cause damage to that person. You can however cast a damaging spell or ability through the person, using them as a conduit to hit your real target. You can only use this ability once per topic. | Death's Hold | Once per topic, while possessing someone else, you can exert your spiritual energy over the possessed person, stressing their system. When you activate this ability, your spirit surges through the person, preventing them from casting any spell during their next post. Once you use this ability you will be forcefully pushed out of their body. |
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Dragon’s Cradle
Life is a game, we are the pieces and the environment is the board. Wanna play?
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Post by Lady Keyke Runi on Jan 3, 2024 0:09:57 GMT -5
Home
Storm Cloud
Attachments:
-Reinforced Bow-
The front of the ship gets reinforced with a sheet of metal, normally lightweight as to not reduce sailing speed. This will make the front of the ship stronger, protecting it from debris or even other ships. The front of the ship can now sustain more damage without being destroyed and can be used to navigate shallow or dangerous waters as well.
| -Reinforced Hull-
You line the sides of the ship with thin sheets of metal and reinforce the sides of the ship, allowing them to take reduced damage. This will prevent debris in the water or the bottom of the water from tearing holes in the ship and will cause cannons to do reduced damage to the hull, letting you take more fire than normal. |
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Noble
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Renown
Dragon’s Cradle
Life is a game, we are the pieces and the environment is the board. Wanna play?
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Post by Lady Keyke Runi on Jan 3, 2024 0:12:17 GMT -5
Sub Classes
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