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Post by Shitakibo on Mar 13, 2023 0:11:14 GMT -5
Skills:
Animal Handling [Exalted] Marksmen [Exalted] Earth Domain [Exalted] Light Domain [Exalted] Sky Domain [Exalted] Stealth [Exalted]
Spells: 33/35
Earth: Crystalline Shard, Create Food, Plant Growth, Summon: Seedling, Summon: Flame Sprite, Stone Wall, Taki's Soul of Primordial Earth, Taki's Spirit Summoning: Magma Hydra, The Stone Titan's Hunger
Light: Mend Object, Minor Healing, Major Healing, Last Rites, Remove Poison, Light, Piercing Light, Holy Revival, Massive Healing, Circle of Life, Taki's Symphony of Light
Sky: Air Bullets, Bullet Dash, Inclement Weather, Lightning Armor, Lightning Lure, Read the Winds, Thunder Bomb
Stealth: Escaping Technique, Surface Scaling, Silent Step, Cat's Grace, Silent Spell
Prestige: Path of the Elementalist 4 Spirit Guardian 4 Archmage 4 [Earth & Light] Sharpshooter 4
Subclass: Arcanatek Researcher Drake Hussar
Items: 4/12
Augments:
Fangs Extra Arms (Tattoo) x2 Tongue Lash Troll King's Heart Gills Bull's Strength x2 Claws Disjoint Prehensile Tail Baloth Muscles x 9 (6/6 Arms, 2 Legs, Prehensile Tail)
Weapons:
Slingshot [Returning] Static Slugs [5] Exploding Pebbles [5] Hussar Lance Seeking Slugs [10] Dominion Authority [Polearm for Lo, Not Equipped]
Wearing:
Morph Suit Necklace of Animal Speech Summer's Embrace Cloak Spring Broach Telescopic Goggles
Misc:
Aura of Vulcadreus Dragon Chocolate (Heat Wave 1/Topic unless another Chocolate is consumed) Storm Chocolate (Call Tornado per above) Blizzard Chocolate (Sheer Cold per above) Spirit Bottle Tent Tool Pouch Medical Kit Sleigh Bell [Cirrus] Slipstream Bridle [Hanehiko] Armored Banner [Hakaze] House Key Large Home [Stable, Workshop, Library]
Currency:
MA Ticket: 2 [Check for Ticks, Downtime Celebration]
Materials:
Sol Stone Shard Vulcadreus' Scale Enchanted Red Leaf Ur Beast's Breath Night Caller Blood Fire Catalyst Earth Catalyst Hydra Core Feather Fang
Companions: (*doesn't count against cap) [Stables Upgrade: 3 Slots]
Stormcloud Servant [Cirrus]* Prismatic Spider [Shion] Snow Owl [Yukina] Flitten [Rina] Lightning Pixie [Kamina, Lightning Bolt 2/topic]* Celestial Manta [Hanehiko]SB Adult Drake (Wind) [Hakaze]*AB Arcanatek Golem [Shuchu]*
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Post by Shitakibo on Aug 6, 2023 23:27:57 GMT -5
Path of the Elementalist 4
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. [>Earth, <Air]
>Stone Creation: The user is able to form medium sized constructs, objects no bigger then five feet in height or width, out of earthen materials that are present. Ie: stone, dirt, rock, etc. This moves the aforementioned material and reshapes it into the given construct. These constructs do not move on their own but can be moved magically by the Elementalist.
>Dust in the Wind: An Elementalist’s deep connection to the earth allows them to touch earthen objects made out of stone, dirt, rock, etc. and turn a medium size amount of that object into minute particles of that type of material effectively breaking it down into its base form. I.e you can turn constructs made with Stone Creation back into their base materials as long as you are touching it or any other medium sized earthen objects.
>Geomagnetic Sense: A constant passive effect, an Elementalist has constant awareness of what moves on the ground through continuous magical energy pulses that provide a general understanding, and when focusing on a specific area that has been pulsed within its large area range can tell exactly how many and how much each of the creatures/beings weigh and move within the area as long as they are touching a solid surface that makes contact with the ground.
>Soul of the Earth: An Elementalist is capable of communing with the essence of the earth, after spending a post to commune the next earth type spell they cast is upgraded by one magnitude; size, speed, effect. I.e if the Elementalist was to cast Stone Wall it would be twenty feet in height and ten feet in width instead of its standard size of ten feet by five feet.
>Animate Stone: Infusing your mana into a sizeable amount of rock/stone/metal/gems or an active stone creation, you can turn the mass or your construct from Stone Creation into an animated form. It can burrow through the earth as if it was swimming and it attacks with physical blows of great strength. It has three hit preventions regardless of its size and crumbles in place possibly bludgeoning anything in the same space as it. While this ability is in use you can have no more then two Animate Stone constructs at a time.
>Rolling Stone: Encasing yourself in stone as you roll into a ball, you can begin to move much the same as a gyroscopic ball. You can move up walls of earthen make while using this ability and can perceive the area around yourself as you do so. For every post you remain in ball form you become five feet thicker, at any point you can explode the ball outwards and shoot several hundred earthen shards from yourself outwards in every direction for ten feet per turn spent in the ball.
<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 Waltzing: Your mastery of air allows you to both ride along existing clouds and form one of your own to use as a flying mount as if you had master rank in animal handling. These clouds are solid to you and up to three other people or creatures that you designate.
<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.
<Howling Gale: Your mastery has become so pervasive that you are like a maelstrom, able to create a tornado like effect that encircles you beginning at ten feet from your body and going out another five feet from there. The harsh winds buffet and slice at any you deem an enemy while being completely harmless to yourself and allies. You can see through the effect but others cannot, and it automatically blocks any sky domain or ranged weapon attacks that are used against you, while speeding up those same spells and attacks that you and your allies use.
<Driftless: If you make successful physical contact with an object or person you can alter their gravity for two posts making them freely float within twenty feet of their starting position as if gravity didn't affect them. If they receive contact from anything they move away from the point of contact for another ten feet. Unless they have a way to move themselves they are unable to manipulate themselves with physical movements. You can only affect up to three objects/beings with this ability at a time.
<Breathe In, Breathe Out: You can create an orb of air around your hands, and for two posts if you make successful physical contact with a creature that can breath, you can either give or remove the oxygen in their body. This either removes suffocation or causes it. When suffocating a creature cannot use anything that requires the use of their lungs or mouth and also cannot use spells or abilities that deal wind or fire damage. Suffocation lasts for two posts or ends if a spell or ability removes the effects of suffocation. Giving oxygen to a creature removes the suffocation status effect, eliminates inhaled poisons, and provides fresh breathable air if there otherwise wasn't any
Partial Elemental Manifestation
An Elementalist is capable of manifesting the properties of an elemental over a chosen portion of their body. The elemental type is based on which paths you have opened and with multiple paths open, you can choose which elemental type you want to manifest. These properties, based on what element is chosen, are as follows: Immunity to that specific elemental damage, the ability to move through solid objects, and causes contact damage of that elemental type. This level of manifestation lasts for three posts
Enhanced Primordial Paths
You have further tapped into the energies of the Primordial Plane, giving you even more ways to bend the elements to your will. When you achieve Exalted level in the elemental Domains, you unlock more paths to invest into with your growing ties to the Primordial Plane.
Exalted Skill in a Domain opens an additional three pathways (this counts for each time you achieve exalted 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.
With Exalted Skill in all Domains you should have a total of eighteen pathway points to spend.
Full Elemental Manifestation
Achieving further mastery has allowed the Elementalist to evolve their Partial Manifestation into a full body physical transformation of that chosen elemental type. The duration remains the same, and you may now move through solid objects with your whole body, cause contact damage based on the element that you are manifesting with any part of your body, and whole body immunity to all elemental damage of the corresponding element.
Domain Master
You have reached the pinnacle of elemental control. All the energies of the Primordial Plane are at your fingertips, maxing out your potential to shape the elements to the limits of your own imagination.
After you have reached Level Four in this class, and have Exalted in a specific Domain, you may spend 50 Solars per pathway to purchase any of the remaining unopened pathways within that Domain. For example, Exalted in Sea Domain will allow you to purchase out the rest of the Water and Ice Paths if so desired.
Spell Creation
You will work with staff to create a new spell from a single Domain of your choice that is either Earth, Sea or Sky. It will be named after you and you will receive the spell for free. After creation the spell will be added to the shop for others to purchase. [Pending]
Spirit Guardian 4 Guardian Spirit
The Spirit Guardian summons forth an ancestral spirit beside them to guard and protect them. This Guardian spirit can take on many forms but is no larger then a medium sized creature no matter what form it takes on (a medium sized creature is defined as being between 3 feet and 8 foot tall). The spirit can only be summoned once per topic but has two hit prevention, allowing it to take two strikes from an attack before it vanishes back to the spirit world. This guardian will permanently remain until all of its hit preventions have been consumed. It can not attack or interact with objects and is only able to block and absorb attacks.
Spirit Shroud
When the spirit guardian is summoned it creates a spiritual shroud around it, emanating from its body with the spirit being at its center. The shroud has a ten foot diameter and will move around with the spirit. Any ally inside of the shroud will have their elemental abilities enhanced, increasing the speed and size of an elemental spell that is either ranged or a non controllable summon spell aka a wall (an elemental spell is a spell that deals Fire/Lightning/Ice/Water/Wind/Earth/Light/Dark, only the caster must be within the shroud itself to benefit from this ability, not the effects of the spell being cast, i.e. a wall would be larger if it was outside of the aura as long as the caster of the wall was within the aura). The spell will move twice as fast as it normally would and be twice as big as any spell cast outside of the shroud. This shroud vanishes when the spirit vanishes.
Caller of Spirits
The spirit guardian has communed with nature or their ancestors, gaining the ability to call forth a second spirit. They can now summon a second spirit during their topic which follows the same rules as the first, having two hit preventions and vanishing once all hits have been consumed. You can have multiple spirits out at a given time, choosing to summon both at once or splitting them up through out the topic.
Shroud Affliction
The shroud that an individual spirit gives off is now increased to a 15 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy that is inside of the shroud will have their spells adversely affected. An enemies spell will be reduced in level by one, dropping from exalted to master, or master to novice. Any enemy spell that has a duration will have its duration reduced by one and will deal half as much damage while inside the shroud.
Devoted Spirits
The spiritual guardians have now bonded themselves to the summoner even more, dedicating themselves to protecting the summoner and its allies. All of your spiritual guardians now have their hit preventions increased, going from two to four. Now each spirit can absorb four total attacks or strikes before it vanishes into the spirit realm.
Overpowering Presence
The shroud that an individual spirit gives off is now increased to a 20 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy inside of the shroud will find their movements and reactions hindered, making it harder for them to close the gap or flee. Any movement increasing buff from spells, abilities or effects of the enemy will have no effect while inside the shroud. This includes speed buffs or movement enhancements such as dashes, blinks or teleports.
Ancestral Fervor
The spirits a guardian can summon have now grown attached, not only wishing to protect but now are able to offensively support their summoner. Summoned spirits can now grapple enemies, using their bodies to restrain an enemy. This can take the form of holding a person with their arms, biting down on someone or just sitting on them. A restrained enemy can not move for their next post and any offensive action must be taken against the spirit holding them. The spirits hold will break after the next post and each spirit can only grapple once per topic.
Spiritual Suppression
The shroud that an individual spirit gives off is now increased to a 25 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy who steps inside of the shroud finds the effectiveness of their physical and martial abilities diminished. Enemy armor loses all current hit preventions (they come back if the enemy leaves the shroud) and all enchantments on enemy weapons will be turned off, being rendered useless and having no effect while inside the shroud (reactivate and come back when the enemy leaves the shroud).
Archmage 4 Infinite Soul
You cease to age, no longer growing older or aging. You can not die due to old age and will continue to live on past your normal life span. Your physical appearance can age however you wish, remaining as young or as old as you wish to look. Your body will no longer decay and unless you are killed, you can live as long as you choose.
Arcane Wellspring
Magic begins to flow through your entire body, becoming one with your very soul. You feel its presence grow within you as you begin to harness its raw power. Your spell limit increases by 5, allowing you access to more spells during battle.
Elemental Master
Spending your time manipulating magic and learning the arcane arts, you have learned how to harness all of the elements. While you still cannot cast spells from a Domain you do not own, you can alter the elemental damage type of spells you do own. Whenever you cast a spell that deals elemental damage, you can choose to change its original damage type to another, such as turning a spell with Fire damage into Water damage, or Light damage into Dark damage.
Spell Suspension
Manipulating raw magic comes with its perks, allowing you control over the energies of the arcane. You are now able to suspend spells, halting them in time and space. When a spell is cast, by anyone, you can choose to freeze that spell, suspending it in the void. This spell will sit suspended until the end of the features duration, in which the spell will then be cast. A suspended spell will remain suspended for two post, after which it will be cast instantly, targeting its original target or moving along its original path. You can only have one spell suspended at a time and can only suspend two spells per topic.
Overflowing Energy
Your strength as a spell caster continues to grow and your capability to harness magic has also increased, allowing you to tap into the raw magic flowing through you. Your spell limit has once again increased by 5, letting you have access to more spells.
Overwhelming Magic
The magic that flows through you has become so powerful it is practically bursting from you. Every atom in your body can feel the effects of the magic, almost elevating you beyond the normal realm. All of your spells have become empowered, regardless of the domain or damage type. Any damage you would deal with a spell will now ignore any resistance or immunity, preventing anyone from defending themselves from your spell damage.
Increased Suspension
Your ability to suspend spell has increased, your control over spells greatly improved. While still being able to suspend spells, your control over them has gotten much better. You can now have two spells suspended at once, halted in time until ready to be used. The amount of spells you can suspend per topic has also been increased, letting you suspend four spells total per topic.
Master of the Arcane
You may work with staff to create two spells of your very own. You will work with staff to create a new spell from each of the two Master level Arcane Skills you used to qualify for this class. The spells will be named after you and you will receive the spells for free. After creation these spells will be added to their shops. [Symphony of Light, Spirit Summoning: Magma Hydra]
Sharpshooter 4 Shooters Sense
You have spent so much time behind a ranged weapon that you have started to form a sixth sense, able to read your enemies movements and predict the shot, even without being able to see them. You are now able to passively aim at your target, even if your sight is obscured by things like mist, smoke or even the darkness. Vision impairing abilities or effects no longer prevent you from shooting at your enemy.
Far Sight
Your aim and range as a marksman has increased, making you even deadlier at long ranges while using a range weapon. You can see just as clear as normal but now at twice the distance, letting you track and see targets even at incredibly long distances. Your reach with a weapon has also increased, letting you fire a weapon twice as far as you normally would be able to.
Quick Draw
You now have become incredibly quick and agile with your weapons, allowing you to manipulate and use them faster than others. You now ignore the reload speed of any ranged weapon that uses ammo and can draw a ranged weapon from its resting place in twice the speed, letting you get more shots off or respond to enemies much faster than you normally could.
Blood Trail
Damage done by your range weapons now cause the wounds to bleed even more, forcing excess blood from the wound. This will cause anyone who has taken damage to leave behind a blood trail, which you have trained to track. This blood trail will spatter the ground, leading you directly to your target. This makes it incredibly hard for your enemy to hide once you have damaged them.
Piercing Shot
With the focus and patience of a true sharpshooter, you have gained the ability to charge a shot, holding back your strike for a short duration and building up tension. You can choose to super charge your next shot, giving it extra punching power. The charged shot will ignore things like armor, structures or walls and can be used to pierce things, ignoring the defensive capability of it. This allows you to shoot through a barrier or even hit an enemy directly, ignoring their armor. You only get two charged shots per topic.
Crippling Wounds
Damage with your range weapons now cause crippling wounds, wounds that sting and burn, lasting longer than normal. These wounds can not be healed by spells or abilities and take twice as long to heal naturally. This prevents others from healing the damage you dealt, allowing you to close in and truly finish off your prey.
True Hunter
You have reached the top of ranged attacking, becoming so dangerous you no longer need to see your enemy to be able to take them out. You can now manipulate your ammo or weapon mid flight by launching it with great skill and style. You can now ricochet your shots off of solid surfaces, bouncing them of of walls or structures. This can be helpful in tricking your target or even hitting them at awkward or impossible angles. You also are able to bank your shots, causing them to curve around solid objects such as walls or structures. This allows you to hit an enemy even if they are hiding behind something or trying to use cover.
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Post by Shitakibo on Aug 6, 2023 23:31:59 GMT -5
Renown: 28
Rise of Vulcadreus I & II To the Races Catching Crabs ToTM Kosoku Transfer x4 Painting on the Wall Royal Escort Cattle Around Glide over the Moon The Rocks that Roll Gift of Gab Drink Up! Storm Rattled Hell Unleashed Little Frost Bite Posted Around Magic Conch Big Fun at the Festival I Spy with your Little Eye Violent Skies Uh-Ur Memory of a Fiery Grave Free the Red Rogue [2] Spiders, Again
WEF Hunts
Nighthunter Troll King
Politics:
+10 [Capitol Landing] (Rebuilding and Remodeling)
Mage's Guild: Initiation Defend the Academy Can I get that without the Mushrooms? Solars Run the World
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Post by Shitakibo on Sept 18, 2023 1:25:12 GMT -5
Subclasses
Drake Hussar Winged Drake: The Expedition under Sigmund Corvinus have spent significant resources on the breeding of specific winged drakes which all share the characteristics listed below. Upon earning this subclass you receive one free Adult Drake from the Stables without needing the animal handling skill. If you remove or sell this subclass, the drake will no longer obey you and cannot be used again until the class is reactivated.
Thermal Senses: Focusing on reconnaissance, these Drakes are capable of sensing visually and through smell the presence, the type, and number of creatures within their immediate surroundings.
Hussar Lance: A uniquely developed lance for the express use by Drake Hussars, the lance is extraordinarily long with a 15 foot shaft and a visible serrated spear point of a foot with an additional foot of spear point spring loaded within the upper section of the shaft which extends upon impact. This extension acts as a secondary hit when accounting for hit preventions and causes a bleed effect when pulled out of the wound.
Altered Physiology: Your body has been magically and alchemically enhanced to be able to handle additional grafts/tattoos beyond the norm. Any graft or tattoo that has the tag "Can only add this graft/tattoo once" can be added one more time. Ignores effect stacking limitations.
Telescopic Goggles: These unique goggles have been crafted for two purposes, to keep the Hussar's eyes clear from wind while riding their drake and allow them to see fine details far below and away from the them as they are flying. One of the biggest reasons for the The Expedition's success is their impeccable reconnaissance which allows the force to operate with the best available information and this is due to these Telescopic Goggles. The goggles are activated by a dial when twisted which extends the framework of the left eye lens into the shape and function of a mini spyglass.
Arcanatek Researcher Golemancy: You have formed a magical Arcane Golem, an up to eight foot tall stone, wooden, or metal construct held together and given the ability to move and follow orders by the Formulae Arcanum engraved across the pieces that make up its body. This Golem does not count against your NPC cap. While in its docile state, the Golem cannot attack or take defensive actions and can only preform menial task such as lifting objects or opening doors. It can also carry or move things around but will not to do so in a violent or defensive way. If destroyed, the Golem can be rebuilt between topics.
Arcane Activation: Twice per topic you can activate the Golem's combatant state. For four posts your Golem can attack or block with its body. A Golem's attacks are equal to it having Master level in the Blunt Skill. These attacks are considered magical.
Mana Bulwark: While Arcane Activation is active, the Golem shares a portion of your magic thanks to the Formulae Arcanum used in its construction. This allows the Golem to cast spells of its own. The Golem can use any of the listed spells in the Golem Spell Table, but can only cast two spells per Arcane Activation.
Ancient Arcanatek: Your travels or your cooperation with other guild members have led to the discovery of one of three Ancient Arcanatek held deep within ruins from the Age of Wonder itself. While such fascinating and sometimes world altering discoveries are usually kept by the Crown or the Academy-- due to your involvement with the guild and contributions to the ongoing Arcanatek research effects-- you have been allowed to keep your findings for your own use. This functions as a permanent upgrade to your Golem, that you must make when you choose this subclass.
Long Range Casting Platform: Mages of old from the Golden Era could use their golems in such a way that they became platforms and conduits for their spell casting. Your Golem now acts as a spell focus for you, allowing you to cast spells through the Golem, letting it be the origin of your ranged or touch spells.
Golem Spell List
Flame Breath: The Golem spews out a medium range cone of flames. The flames blow out in a small cone, and while it does not reach very far, the heat radiating off of the cone is still enough to be uncomfortable. The flames are scorching and can burn most things caught inside the fire. -Deals fire damage-
Crumbling Touch: The Golem's appendages become coated in a sand like material, giving it the ability to nullify items or weapons by simply touching them. The Golem can touch an item and cause the surface of the item, weapon or armor to also turn to sand. This removes the item's effectiveness, causing it to lose any of its effects or uses for the duration. The item will remain useless for two posts until it returns back to normal and can be used.
Lightning Armor: Lightning begins to course around the Golem's body, slightly illuminating its form in crackling energy. This armor will shock anyone who touches the Golem for three posts. The shock numbs the body part that was used in the attack for their next post. -Deals lightning damage-
Blinding Clasp: The Golem gives off a blinding flash that effects anyone with in a couple of feet of it. If anyone happens to be looking at the Golem, they will be blinded by this flash for their next post.
Water Whip: The Golem forms a medium sized whip of pure water. This whip can be used to lash out at enemies, dealing damage or breaking small objects. This whip can also be used to bind an enemies limb, restricting movement. -Deals water damage-
Frost Web: Ice forms across the surface of the Golem's body which can then peel off to form a sticking, cold web like substance. This can be used for several things, such as climbing or sticking to objects, binding enemies or creating a full web to sit in. Anything caught in this web will find themselves stuck to it and will begin to take cold damage will bound. They can free themselves with enough force or outside help. -Deals ice damage-
Armor Of Faith: By touching a target the Golem cause them to glow in magical energy, a yellow light forming over their body. This light will act as armor, having the qualities to protect someone. While wearing this armor the target will gain one hit prevention (works just like armor). This spell can only be used once per target per topic letting the Golem protect multiple targets a topic.
Zone of Shadows: A large dome of darkness forms centered on the Golem. This dome will consume the immediate area, enveloping it in magical darkness. Anyone inside of this dome will considered blinded unless they have the means to see through magical darkness. Anyone looking from the outside will just see a giant dome of darkness.
Counter Spell: When a spell is cast, the Golem can use this spell to counter that one, completely negating the spell and any effects. This spell must be used in the post immediately after the target spell was used. This spell can only target other spells and can only be used twice per topic.
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Post by Shitakibo on Apr 3, 2024 0:34:57 GMT -5
Spells/Abilities: Earth Domain Create Food This spell creates a small amount of natural food for consumption. You summon food such as fruit or vegetables in a location near you. This food is considered fresh and natural, will last as long as normal food and can be stored for later. Crystalline Shard By stomping or pounding the ground you can cause a medium sized shard of stone to erupt from the ground. The shard is jagged and rigged, making it very dangerous as it rises from the ground. It can impale, cut or slice things it moves through, and remains after being summoned.
-Deals earth damage- Plant Growth You can cause a small amount of vegetation to spring up in an area or on an object, causing things like grass, weeds or vines to grown over a surface. This vegetation will slowly grow over the course of time then stop when the area is filled. Stone Wall You cause a large slab of stone to rise up out of the ground, creating a rectangular wall made of the earth. This wall remains where it was created and can be used to block ranged attacks or separate enemies, blocking off parts of the battle field. The wall can be returned to the earth by will or knocked down with enough force. This wall is ten feet in height and five feet in width. Summon: Flame Sprite You summon a small fire sprite that hovers in the air around you. The tiny ball of fire will slowly rotate around your person, just hovering in the air until you unsummon it or it takes damage. Once per post the tiny sprite will fire out a miniature fire bolt from its mouth, attempting to hit an enemy.
-Deals fire damage- Summon: Seedling You summon a small seedling that sprouts up on your shoulder or the shoulder of an ally. This seedling will just hang out attached to the target and will heal the person it is attached to for the duration. The seedling will only heal surface wounds such as scratches, cuts or bruises and will only do it once per post. The seedling will vanish if it takes damage. The Stone Titan's Hunger 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. Soul of Primordial Earth Forging a bond with a primordial Earth spirit, the caster's body is encased in stone and dirt to take the form of a massive earth like Elemental. This transformation lasts for five posts, allowing the user to grow in size (up to 20 feet) and have a sturdy earthern exterior. While in this transformation you can use one of the following actions once per post.
-Burrow-
You sink beneath the earth, able to effortlessly move through the ground as if you were swimming in water.
-Strike-
You strike an enemy with your body, dealing a large amount of earth and blunt damage that ignores hit preventions gained from physical armor or shields.
-Slam-
You pound the earth with a foot or fist, sending a tremor out across a 30 foot diameter. Anyone inside the 30 feet will take minor earth damage and be wobbled, ending any active affects on them (such as buff spells) anyone within 5 feet of this slam will instead be knocked prone.
-Resist-
The earth on your body hardens, making you extremely hard to move or knock over. Until your next post you can not be moved against your will and are unaffected by abilities that attempt to move or knock you over.
While in this form you can not cast other spells, but any currently active spells or effects on your person will continue and are not forced to end. This transformation last for five post but can only be used once per topic. Spirit Summoning: Magma Hydra By forming a friendly bond with greater Earth Spirits, the caster may call on aid from their forces in the form of a Magma Hydra. 3 Serpentine heads of molten rock burst forth from the ground, and begin spitting large balls of fire at enemies within a Medium distance. For the next 3 posts, the heads will independently attack before slipping below the ground again. Each head has 2 hit preventions before being destroyed. This spell cannot be used for 4 posts after the Hydra ends or it's heads are damaged.
Light Domain Circle of Light A simple spell that allows you to create a small light, whether in your hand or on an object. This light illuminates a small area around you or the object you have illuminated. This light is considered magically in effect. Holy Revival A powerful spell from the Domain of light that gives its caster the ability to bring someone back from the dead. This can only be used on someone who has died within 24 hours of you casting the spell. They will come back to life fully formed and aware of what has happened. If used on an npc, they will go back to acting normally. If used on a character, the owner of that character will regain full control of them with no downsides. Last Rites You cast last rites on a dead or dying body. This will put the soul at ease and prevent that body from being returned from the dead. This will prevent anyone from using that dead body or reviving it as a zombie or minion to be used. A body effected by this spell can never be brought back from the dead. (does not prevent player characters from being revived) Light A simple spell that allows you to create a small light, whether in your hand or on an object. This light illuminates a small area around you or the object you have illuminated. This light is considered magically in effect. Major Healing A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. Massive Healing A healing spell that can be used to heal un healable wounds. This includes things like lost limbs or body parts. It will regrow a lost arm or leg, repair a damaged eye or other organ. This will give the target full control of a healthy limb or organ as if it was never damaged before. You must touch the target for this to take effect. Mend Object By touching an object you can mend or repair any damage that object might have obtained. This can be fixing rips or tears, mending broken armor or fixing a broken weapon. This does not add extra strike preventions onto armor. Minor Healing By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. Remove Poison By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) Symphony of Light Calling upon the strongest of Light spirits, the caster conjures a mystical concert over an area. These instruments play a battle sonata, curing allies of conditions and minor wounds. Enemies who hear the song are stunned to silence, unable to cast spells or use abilities for one post. Covers a large area for 5 posts, can only be used once per topic.
Sky Domain Air Bullets You cause wind to spiral around each of your finger tips, forming small tiny drills on each finger. You can then fire these tiny orbs of wind out of your fingers up to very long ranges. They deal a decent amount of piercing and cutting power, and are extremely good at long distance attacks.
-Deals wind damage- Bullet Dash By swirling wind and lightning around your person, you create enough of a charge to dash insanely quickly in any direction. Your body blurs forward, dashing at inhuman speeds for a very brief distance. This spell is a great gap closer or spell for dodging quick attacks. Inclement Weather By imbuing magic into the air, you can alter the weather ever so slightly. You can cause it to rain, cause clouds to form and even become overcast. The air will fill with strong winds and heavy gust, but nothing super dangerous can come from it. Lightning Armor Lightning begins to course around your body, slightly illuminating your form in crackling energy. This armor will shock anyone who touches you while it is own, numbing the body part that it struck. The armor will remain for three post, protecting the user from anyone who comes into melee range. If someone has a limb shocked, that limb will go limp for the next post.
-Deals lightning damage- Lightning Lure This spell causes five small rods of pure lightning to rise up from the ground. They will radiate energy and shock anyone who touches them. The rods will remain in the location that they are summoned in, but will remain there until activated. When activated the user will cause a beam of lightning to run from their body to the rod, cutting through anything in between the two. Once the rod connects to you, it vanishes.
-Deals lightning damage- Read the Winds You cause one single heavy gust of wind to blow through the area, blowing through everything and eventually hitting you. Once the gust of wind collides with your person, you get a mental reading of the environment in the direction the gust of wind had come from. This allows you to know how many living creatures are in that direction, both on the earth and in the air. You get a sense of how many creatures and their size. Thunder Bomb By touching an object you can embue it with lightning energy, charging the object. This object will remain charged until activated. When activated the object will explode, sending out a large amount of energy. This energy will slam into anyone near the object, dealing damage and knocking them over or prone. The object can remain charged for several minutes, but you must be able to see the object to activate it.
-Deals lightning damage-
Stealth 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) Escaping Technique A very useful skill to have for people who are use to getting caught or restrained. This skill gives you the knowledge and ability to free your self from normal restraints such as rope or manacles. You know the precise way to free yourself from bondage and can do so in a quick and quiet way. This does not help with magical binding or restraining effects. Silent Spell By activating this feature you can cause the next spell you cast to be completely silent, giving off absolutely no sound. This allows you to cast spells from a hidden location or prevent your spell from alerting others in the area. This feature can only be used twice per topic. The spell can still be seen and felt, is just silent. Silent Step You have trained and honed your body to be as quiet as it can be. Your foot steps now make no noise when stepping, walking or moving across surfaces. Your foot steps are muffled and silent, allowing you to move without being heard. This does not work if you are running however and can still be heard when moving at quicker speeds. Surface Scaling This technique makes you an expert climber or scaler, giving you the knowledge of how to climb and cling to surfaces. Almost like a spider you have gained the unnatural ability to hang onto walls or solid surfaces and climb up vertical surfaces that normal people could not. You have expert knowledge of hand holds and vertical movement, letting you reach higher places than normal.
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Post by Shitakibo on Apr 6, 2024 17:02:53 GMT -5
Items: Marksmen Slingshot [Returning] A small leather pouch tied to the end with string, rope or cord. Tiny objects such as rocks or slugs can be slotted into the pouch which is then slung around or spun. One side of the sling can then be released to fling or throw the stored object at a target.
-One enchantment slot->Returning A returning weapon has a specific rune etched into its surface which allows a weapon that has been thrown(or ammo fired) to return back to its owners hand. As if being summoned from a different realm, the weapon will vanish from its current location, and pop back into its owners hand. Static Slugs These lightweight slugs made with by taking a porous stone and encasing it in a ferromagnetic shell, and wrapping it with fine copper wire. When striking a target, they release an electrical discharge. This electrifies the air around them, causing bolts of electricity to strike at enemies within 10'. Seeking Slugs A set of ten small, heavy objects than can be thrown at an enemy to deal blunt damage. However these are special, with the ability to home in on and track their intended target. As long as the target is within a medium range and the user is aware of their location, these slugs will track them down, even if the enemy attempts to hide, move or block themselves. The owner must be aware of the targets location, either through sight, hearing, smell or other means of targeting an enemy. The slugs can still be deflected or blocked by physical means, but can not be dodged or side stepped.
Wearing Hussar Lance A uniquely developed lance for the express use by Drake Hussars, the lance is extraordinarily long with a 15 foot shaft and a visible serrated spear point of a foot with an additional foot of spear point spring loaded within the upper section of the shaft which extends upon impact. This extension acts as a secondary hit when accounting for hit preventions and causes a bleed effect when pulled out of the wound. 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. Necklace of Animal Speech A brown piece of cord or leather with silver designs of animals and vegetation etched into it. While worn this necklace allows its wearer to speak to animals as if they could speak common. This could be birds, cats, bears, any natural animal. This does not let you speak to summoned creatures by magical means, and speaking to an animal owned by someone else will not grant you any special features from them. Spring Broach This intricately carved broach is made of the finest stone, and protects the user from heat and dehydration. Once every 3 Posts, the user can use it to fill a canteen or other small container with fresh water. Summer's Embrace Cloak This cloak of fine Prismatic Spider silk absorbs even the tiniest bit of light and heat, trapping it within to keep the user warm even in heavy snow and arctic conditions. Once per Topic, the user can flourish the cloak to release a wave of heat and flame in the direction of their choosing (Heat Wave).
Heat Wave: You cause the air in the immediate area to become increasingly hot, rising in temperature by several degrees. While this not directly deal any damage to your enemies, this spell does have its other uses. It will instantly melt any ice spells in effect or created ice structures, rendering them useless. The heat will also begin to wear on anyone in the area beside the spells user. This will begin to fatigue them, causing their movements to slow as well. This spell remains active for three post and while its active enemies can not cast ice or water spells.
Telescopic Goggles These unique goggles have been crafted for two purposes, to keep the Hussar's eyes clear from wind while riding their drake and allow them to see fine details far below and away from the them as they are flying. One of the biggest reasons for the The Expedition's success is their impeccable reconnaissance which allows the force to operate with the best available information and this is due to these Telescopic Goggles. The goggles are activated by a dial when twisted which extends the framework of the left eye lens into the shape and function of a mini spyglass.
Other Aura of Vulcadreus 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). Armored Banner [Hakaze, Wind Drake] A set of lightweight armor given to mounts used in jousting, often decorated with sigils or banners of the owners' house. This item is crafted to specifically fit your mount (can be repurposed if the mount changes) and offers the mount protection during battle. The mount wearing this armor has two hit preventions against physical martial attacks. Blizzard Chocolate A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Sheer Cold: A chill fills the air as you make it begin to snow. The area drops several degrees in temperature as it begins to get incredibly cold. Anyone in the area will begin to be effected by the cold, finding it hard to move, hold on to their weapons or even just function. Their movement become incredibly slow and their skin fragile. During this time any damage they take from blades or blunt weapons will be increased in addition to it being hard to hold onto their own weapons. Dragon Chocolate A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Heat Wave: You cause the air in the immediate area to become increasingly hot, rising in temperature by several degrees. While this not directly deal any damage to your enemies, this spell does have its other uses. It will instantly melt any ice spells in effect or created ice structures, rendering them useless. The heat will also begin to wear on anyone in the area beside the spells user. This will begin to fatigue them, causing their movements to slow as well. This spell remains active for three post and while its active enemies can not cast ice or water spells. Storm Chocolate A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Call Tornado: This spell gives the caster the ability to harness the power of the winds, creating a massive vortex that forms in the area. The tornado then begins to rampage through the environment for the next couple of minutes, tearing up vegetation and destroying weak structures. While it is not a full on natural tornado, it has enough power to harm your enemies. -Deals wind damage- 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 up to 30 feet, 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. 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. Large Home [Library, Stable, Workshop] Library:An attachment to your home that adds a Library, a place to read, study and learn. Many wizards, mages and scholars like this upgrade for the ability to learn more and increase their spell abilities. -Adds +15 to your spell limit- Stable: Stables are an addition to the home that allows your pets and animals their own space, increasing how many you can have with you. -Adds +1 to the amount of Pets you can take into a topic- Workshop: This attachment gives you a space to work, craft and invent. A room for storing crafting materials and a place to hone your crafting skills. -You may reroll once per crafting attempt- talesofcharon.proboards.com/board/203/taikyaku-seishin-spirits-retreat-shitakibo Medical Kit A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds. Sleigh Bell [Cirrus, Stormcloud Servant] A single bell common around the holidays which is often hung on trees or animals to add a pleasant, jingly tone. This bell can be attached to a pet, such as on its collar, and gives off a light sounding jingle while worn. You can only own one of this item at a time. While worn, the pet does not count against your NPC (Pet) Cap. Slipstream Bridle [Hanehiko, Celestial Manta] 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. Spirit Bottle 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. Tent Tents come in all kinds of shapes, sizes and designs, often made out of cloth or leather. Tents are used for camping out and sleeping in the wilderness and can fit up to six people. Fitted with rope, stakes and a cloth floor, that make for comfortable living quarters when on the go. Tool Pouch A small pouch equipped with a variety of tools and supplies for basic needs. Comes filled with things like a hammer and nails, crowbar, chalk and thin wire.
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Post by Shitakibo on Apr 6, 2024 18:33:42 GMT -5
Augments [Grafts and Tattoos]: Baloth Muscles [9/9 Limbs: 6/6 Arms, 2/2 Legs, Prehensile Tail] Key muscles in a specific arm or leg is replaced with Baloth muscles, increasing the effect that limb has on structures. It is now extremely easy for the bearer to use said limb to rip through doors, knock down walls, or break holes in structures such as created walls or blocked door ways. This graft applies to a single limb but can be purchased multiple times. Bull's Strength [x2, Altered Physiology] 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.
-Can only get this tattoo once- Claws You have your finger and toe nails replaced with long sharp claws, very similar to the claws of an animal. These allow you to scratch and stab like an animal with claws would do, giving your unarmed attacks and normal strikes a sharp edge. Disjoint This tattoo allows you to manipulate your joints in a very abnormal way. This means you can do things like spinning your head completely around, rotate your arms and legs in awkward directions and even get creative with the way you move your limbs. This only effects the joints and does not apply to body parts that could not normally move. Extra Arms [x2, Altered Physiology] This tattoo allows you to grow two extra arms that are identical to your two normal arms. These arms will sprout forth from your torso, directly underneath your current arms. These arms can do anything your normal arms can, wielding weapons, casting spells or interacting with objects.
-Can only get this tattoo once- Fangs You have your normal teeth replaced with sharp or jagged fangs, mimicking an animal such as a bear, wolf or other creature with sharp teeth. This allows you to use your teeth as a weapon, giving you a sharp and strong bite. Gills You have gills grafted onto the sides of your neck, linking them to your lungs. These gills allow you to breath while underwater and allow you to switch between gills or your lungs depending on if your under water or on land Prehensile Tail You have a medium sized tail grafted onto your body. This tail can come in a variety of shapes, colors or designs and mimics the tail of an animal. You have full control of this tail, having the ability to move it around, interact with items or even strike enemies with it. 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. Troll King's Heart You now have the same regenerative properties of a troll, healing from all minor wounds as long as you don't come in contact with fire of any kind and your new second heart remains intact. If you go one post without sustaining any damage, your body will passively heal all minor wounds, such as scratches and cuts. If you take fire damage from any source, this passive ability will no longer work for 4 post.
This graft will regrow between threads regardless if it was damaged.
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Post by Shitakibo on Apr 6, 2024 18:49:16 GMT -5
Companions: [** = Doesn't Count against Cap, AB = Armored Banner, SB = Slipstream Bridle] Cirrus [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. Hakaze [Wind Drake (Drake Hussar)**, AB] Adult drakes are the grown version of their baby counterparts. Large reptilian creatures that are descendants of the dragons. These creatures are just a bit bigger than a mounted bird and can also fly. They are large enough to be ridden and can be driven into the battlefield, allowing you to attack from their backs and navigate the battle field. Depending on which drake you pick, it comes with a breath weapon to defend itself with and attack its enemies. This breath weapon has a damage type equal to its type and breaths out in a medium sized cone. Drakes come in six types.
Fire, Earth, Water, Ice, Wind, Lightning Thermal Senses:
Focusing on reconnaissance, these Drakes are capable of sensing visually and through smell the presence, the type, and number of creatures within their immediate surroundings. Hanehiko [Celestial Manta, SB] This celestial creature, hailing from some celestial plane, appears extremely similar to an average manta-ray, but nearly twice as large. With a large wingspan, this manta ray can switch effortlessly between flying and swimming. This creature glows slightly from golden markings on its top-side, and can defend itself with a barbed, golden stinger attached to its tail. It is very gentle and slow-moving unless provoked. Kamina [Lightning Pixie, stage II**] A tiny, six inch, 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. Once per topic this Pixie can coat its owner in lightning magic, which turns all damage the owner would do into lightning damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only lightning damage, going back to their normal damage types after the duration. Because of how loyal, and jealous, these creatures get, you can only OWN one elemental pixie at a time. Casts Lightning Bolt 2/Topic: By pointing your finger, you send forth a thin, quick beam of lighting shooting out. It will crackle and course through the air in a straight line, blasting through anything in the path of your finger. While it is a thin, easy to dodge beam, it delivers a high amount of damage. -Deals lightning damage- Rina [Flitten] A flitten is a palm-sized feline with butterfly’s wings and fluffy antennae. Flitten live in small colonies where the flowers grow in plenty, and they are believed to be responsible for the pollination of plants (similar to a bee) in a realm which is different from Charon’s own. Although rare and localized to the Moon Glade at first discovery, flitten have exploded in population this spring, and can be found fluttering wherever flowers may grow. Flitten make a lovely and magical honey when left to their own devices, and have poisonous claws with which they may protect themselves and their colonies with. 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. Shuchu [Arcanatek Golem**] See Arcanatek Researcher 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.
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