Javal's Super Treasure Trove
Aug 7, 2023 10:47:33 GMT -5
Post by Javal Zarrias on Aug 7, 2023 10:47:33 GMT -5
Skills
Items (68/70)
Type | Skill | LV I | LV II | LV III |
Arcana | Sea Domain | Novice | Master | Exalted |
Martial | Blade | Novice | Master | Exalted |
Utility | Armor | Novice | X | X |
Items (68/70)
Name | Description | Size | ||||
"Theseus" Katana | A blade similar to the long sword, the Katana is often used in both hands and excels at quick slicing and thrusting. Masters of the katana wield it in large sweeping motions and deliver quick, cleaving slices that can cleanly chop through limbs. -Two enchantment slots-
| 0 Points (Blade) | ||||
Tourney Favor (Tied Around Theseus) | 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.
| 0 Points (Item) | ||||
Sweet Lily | A beautiful spring flower fitted with a thin piece of metal which allows it to be clipped to clothing or worn in your hair. This flower gives off a sweet aroma which fills the immediate area with a strong smell. The wearer of this flower can actually change the scent of the flower at will, causing it to fill the area with different smells. The flower is magical in nature and will never wilt or die, regardless of how cold it gets. | 1 Point (Item) | ||||
Rooted Boots | Thick brown leather boots that strap up your shins. They are comfortable but have a decent amount of weight to them. Engraved in the leather are designs of trees and vines. Upon command you can cause thick tree roots to grown out of the bottom of the shoes, burrowing into the ground and rooting you in place. While rooted you can not move, but you can not be knocked down or forcibly moved against your will. This can also be used to attach yourself to walls and hang from ceilings. | 1 Point (Clothing) | ||||
"Zeus" Lightning Spear | A long spear made of pure gold with etchings of sunlight carved into the weapon. The tip of the spear is also gold and acts like a normal spear. The spear can be wielded with both hands to be used as a melee weapon, but also can be thrown. When thrown the entire spear will turn into a bolt of lighting, arching through the air. The light will pierce and shock anyone it hits, turning back into a spear after landing. If the spear is not in your hand you can command it to return back to you, allowing the spear to teleport back into your hands after being thrown. | 3 Points (Polearm) | ||||
"Apollo" 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. | 3 Points (Marksmen) | ||||
Cuirass | Armor that can come in many different kinds of material and is used to protect the chest and back. While wearing a Cuirass you block and ignore the first physical attack that strikes your torso. This strike can come from any weapon, magical or not, and will ignore the effects of any enchantment attached to the item. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn overtop padding this combines to give the wearer two strike preventions instead of one. -Has two attachment slots- | 3 Points (Armor) | ||||
Padding | Padding is soft or light material like chainmail, leather or cloth that is worn over the body and can be worn underneath a cuirass. While wearing padding you block and ignore the first physical attack that strikes your torso. This strike can only be blocked if it is from a non magical or enchanted item and does not ignore the effect of enchantments. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn underneath a Cuirass this combines to give the wearer two strike preventions instead of one. -Has no attachment slots- | 2 Points (Armor) | ||||
Greaves | Armor that can come in many different kinds of material and is used to protect the legs and feet. While wearing Greaves you block and ignore the first physical attack that strikes your legs or feet. This strike can come from any weapon, magical or not, and will ignore the effects of any enchantment attached to the item. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn with Faulds this combines to give the wearer two strike preventions instead of one. -Has two attachment slots- | 3 Points (Armor) | ||||
Faulds | Faulds are items made of light or soft material and is worn on the waist but helps to shield attacks towards your legs or feet. Faulds can be worn alone to block and ignore the first physical attack that strikes your Legs or feet. This strike can only be blocked if it is from a non magical or enchanted item and does not ignore the effect of enchantments. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn with Greaves this combines to give the wearer two strike preventions instead of one. -Has no attachment slots- | 2 Points (Armor) | ||||
Backpack | 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-
| 0 Points (Storage Container) | ||||
Gauntlets | Armor that can come in many different kinds of material and is used to protect the arms and hands. While wearing Gauntlets you block and ignore the first physical attack that strikes your hands or arms. This strike can come from any weapon, magical or not, and will ignore the effects of any enchantment attached to the item. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn with Pauldrons this combines to give the wearer two strike preventions instead of one. -Has two attachment slots- | 3 Points (Armor) | ||||
Pauldrons | Pauldrons are items made of light or soft material and is worn on the shoulders but helps to shield attacks towards your arms and hands. Pauldrons can be worn alone to block and ignore the first physical attack that strikes your Arms or hands. This strike can only be blocked if it is from a non magical or enchanted item and does not ignore the effect of enchantments. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn with Gauntlets this combines to give the wearer two strike preventions instead of one. -Has no attachment slots- | 2 Points (Armor) | ||||
Helmet | Armor that can come in many different kinds of material and is used to protect the face and head. While wearing a helmet you block and ignore the first physical attack that strikes your head. This strike can come from any weapon, magical or not, and will ignore the effects of any enchantment attached to the item. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn overtop a Hood this combines to give the wearer two strike preventions instead of one. -Has one attachment slot- | 3 Points (Armor) | ||||
Hood | A hood is soft or light material like chainmail, leather or cloth that is worn over the head and can be worn underneath a helmet. While wearing a hood you block and ignore the first physical attack that strikes your head. This strike can only be blocked if it is from a non magical or enchanted item and does not ignore the effect of enchantments. Once this blocks an attack it can no longer block an attack for the rest of the topic. If worn underneath a Helmet this combines to give the wearer two strike preventions instead of one. -Has no attachment slots- | 2 Points (Armor) | ||||
Sky Rider | A light weight war shield made of leather or animal hide, making it easy to carry but just as strong as normal steel shields. This shield has a unique property however, one that has earned the item its name, with wielders of the shield often obtaining the same title. Twice per topic the owner can hold the shield above their head, allowing them to catch the wind and use the Flight spell for one post. You must be holding the shield with at least one hand to use the spell. | 1 Point (War Shield) | ||||
"Javal's Book of Spells: Volume One" Spell Book | A spell book is a large book wrapped in leather or cloth but can also be made out of unique materials like wood or metal. A spell book allows its owner to store spells inside of it, giving them quick access to their spells in the middle of battle. Most spell casters hold their books when casting, but can also store it in a bag or a special holder on their body. -Increases spell limit by 5 spells-
| 0 Points (Spell Focus) | ||||
Thorn Cloak | A deep green cloak with a hood that can be worn on your back or over a piece of armor. Upon command you can cause three inch thorns to sprout up on the surface of the cloak, coating its entire surface in the sharp thorns. These thorns can stab or cut flesh and weak material, causing earth damage. This can also be used to help you blend into a natural environment such as bushes or shrubbery. | 2 Points (Clothing) | ||||
Flying Rug | A very old and elegant looking rug, designed with ornate shapes and pictures. Medium sized and very nice for placing in your home or decorating a space. However while standing or sitting on the rug, its owner and give a command to cause the rug to rise into the air. The owner can then ride this rug as if using the fly spell. The rug can only hover and can not attack. | 1 Point (Item) | ||||
Boomer Buckler | A small metal buckler that can be worn on the arm and used like any normal shield. However this buckler has a unique enchantment engraved on its face. The owner of the shield can toss the shield, using it offensively to attack enemies or to block a mid air projectile. However the shield will not fall to the ground after striking its target or missing, it will instead act as a boomerang, returning back to its owners hand, following the same path it took on its throw. | 1 Point (Shield) | ||||
Tidal Boots | These boots appear as normal boots and blend in well with most clothing; despite their normality, upon the wearer reaching a sprint, the Tidal Boots can be activated and cause an endless, rapid flow of water to pour from the bottoms of their soles. The user can skate across the waves created from their boots so long as they are able to hold their momentum, allowing them ease of travel across solid ground. (Cannot be used on water.) | 1 Point (Clothing) | ||||
Arcuila Mantle | A mantle crafted from the feathers of the Arcuila; this mantle is soft and weightless. When worn, the Arcuila Mantle turns you into a walking lightning rod and causes the first offensive lightning spell cast in a topic from an opponent to redirect to you. The natural properties of the Arcuila’s feathers will absorb the attack and turn it into one usage of Lightning Bolt, allowing you to fire it back at the caster regardless of your Sky Domain mastery. Can be used once per topic. | 1 Point (Clothing) | ||||
Red Dragon Plate | A Red scaled cuirass made from the hide of an ancient red dragon. This armor acts like a normal cuirass, having the normal hit preventions and effects of the armor. In addition , while wearing this armor you gain the ability to breath fire, spewing out a 15 foot cone of fire directly in front of them. Once per topic, you can summon a pair of Red Dragon wings from your back, having a 10 foot wing span and allowing you to fly for three post. This feature can only be used once. | 3 Points (Armor) | ||||
Flying Fist | Two metal plates that cover the fist, much like brass knuckles. While worn these allow you to deal damage with your fist, increasing how strong your punches are. How ever you can cause these metal plates to fire off from your fist, flying forward as a projectile. These will not return until picked up, giving you only two uses until the plates are returned. While these deal damage they can also be used to intercept physical projectiles like arrows or bolts. | 0 Points (Unarmed) | ||||
Chest | A chest is a medium sized wooden chest or crate often used to store different items while traveling. While chest are a little heavy and awkward to carry, they are extremely efficient when tied to a cart or a traveling animal, allowing fo rmuch more room on the road. -Increases item point limit by 8 points- | 0 Points (Storage Container) | ||||
Sun Sparked Googles | A small pair of goggles with a leather strap used to wear the pair of glasses. The goggles themselves are made of red tinted plastic and fitted to securely sit pressed against the face. The red plastic is tinted to protect the eyes from bright lights of all kinds, including flames, light and even magical blinding effects. While wearing these goggles you ignore any blinding effects. | 1 Point (Clothing) | ||||
"Hephaestus" Spit Fire Gauntlets | A pair of lightweight gauntlets that seem normal on the outside. Made of light metal, the gauntlets cover the hands and forearms and have designs of flames etched into them. These gauntlets count as normal gauntlets from the armor shop and have the same properties. However the owner can slap the gauntlets together to cause flames to spread forth from the palms and coat the gauntlets in fire. This turns any offensive strikes with the gloves into fire damage. | 3 Points (Armor) | ||||
"Hestia" Ignis Staff | A long wooden staff made out of solid wood and used for striking, attacking or defending. The wood was treated in a volcano, warming the inside and baking the wood. The staff is incredibly warm to the touch and smells like hot coals. Any strike against exposed flesh will cause burns and feel as if the flesh is touching flame. The burn will remain for the duration of the topic unless healed. | 2 Points (Blunt) | ||||
Tidal Boots | These boots appear as normal boots and blend in well with most clothing; despite their normality, upon the wearer reaching a sprint, the Tidal Boots can be activated and cause an endless, rapid flow of water to pour from the bottoms of their soles. The user can skate across the waves created from their boots so long as they are able to hold their momentum, allowing them ease of travel across solid ground. (Cannot be used on water.) -Gift from Keyke- | 1 Point (Clothing) | ||||
Mermaid Bands | Anklets woven from seaweed and tiny coral beads. While they do nothing on dry land, once you walk far enough out into water, you will sprout a fish tail that dramatically improves swimming mobility and endurance. This does not allow you to breath in water but can now swim just as well as an aquatic being. | 0 Points (Item) | ||||
"Amphitrite" Coral Lance | A five-foot length of living, spiral coral with a barbed, spear-like tip. While it looks fragile, this staff has been treated to retain rigidity and flexibility and can be used as a particularly dangerous piercing weapon. However, because it is still coral, breaks may occur; placing the staff in salt water will regrow any damaged portions of the rod in 1-3 days. | 3 Points (Polearm) | ||||
Umbrella Combo | 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. | 1 Point (Blade) | ||||
Mount Drakolt Whetstone | A whetstone created from a chunk of stone from the remains of Mount Drakolt after its destruction. The obsidian rock emits an unnatural heat and glows with a faint red light. When a weapon is sharpened against this stone, the weapon becomes hot enough to melt ice and ignore resistances to fire-based attacks. In addition, the weapon becomes highly efficient against metal, ignoring one armor-based hit prevention per topic. This item can only applied to one weapon per topic as the stone requires time to reheat, but the effect remains on the weapon for the rest of the topic. | 0 Points (Item) | ||||
Life Spark Ear Ring | A small, yellow sun shaped ear ring that can be attached to the ear in any manner. Worn by paladins, clerics and battle medics to dish out damage while still protecting their comrades. While this is worn, if you healed someone last post, all of your damage this post will ignore resistances, immunities and hit preventions. | 0 Points (Item) | ||||
Dueling Cloak | A specially-crafted cloak made for duelists and other such people. This cloak has weights sewn into the seams along its edges, giving it a hefty swing. While providing no protection itself, the cloak can be swung by skilled fighters to parry or deflect incoming attacks. . | 1 Point (Clothing) | ||||
"Javal's Book of Spells: Volume Two" Spell Book | A spell book is a large book wrapped in leather or cloth but can also be made out of unique materials like wood or metal. A spell book allows its owner to store spells inside of it, giving them quick access to their spells in the middle of battle. Most spell casters hold their books when casting, but can also store it in a bag or a special holder on their body. -Increases spell limit by 5 spells-
| 0 Points (Storage Container) | ||||
Chest | A chest is a medium sized wooden chest or crate often used to store different items while traveling. While chest are a little heavy and awkward to carry, they are extremely efficient when tied to a cart or a traveling animal, allowing for much more room on the road. -Increases item point limit by 8 points- | 0 Points (Storage Container) | ||||
Short Sword [Not Accessible Yet] | A small sword that is double the length of a dagger but is still light enough to be wielded in a single hand. Due to its size the blade is normally held in a sheath or scabbard and can easily be withdrawn for quick access. Short swords are often wielded by close combat warriors looking to use their free hand for other uses. -Two enchantment slots- | 2 Points | ||||
Long Sword [Not Accesible Yet] | A sword that is just a bit longer and heavier than a short sword. It is a versatile weapon that can be wielded with one or both hands, adding more swinging power and striking damage if held with both hands. The long sword is favored by soldiers or knights who can switch their stances or fighting styles in battle. -Two enchantment slots- | 3 Points | ||||
Wooden Stake | A small piece of carved wood with a sharp stabbing tip on its end, about the size of a normal dagger. This stake can be worn on the body and easily concealed and is a go to tool for monster hunters and vampire slayers. While this seemingly harmless piece of wood does not do very much damage, if it pierces or cuts into a monster that monster will not be able to use any abilities or unique features for two post. Additionally if this pierces or cuts a player character with a curse, they will be unable to use any abilities from their curse for the next two post, ending any current active effects. | 1 Point (Item) | ||||
Smiling Scimitar | A scimitar whose curved blade is composed of a monstrous mouth of pointed, crooked teeth, almost resembling a smile. This blade is said to have been forged in infernal fire from the parts of conquered monsters. While this functions as a regular scimitar, you can command the maw to open, splitting the blade into two, giving your weapon more reach for the next two posts before it closes again. Once per topic, while the maw is open, you can command it to snap shut, pinning an enemy in place as the fangs do minor piercing damage. While pinned, the enemy can not use martial skills until their next post. While the maw is open, allies and enemy alike hear the sound of faint laughter. | 3 Points (Blade) | ||||
Blacksmith's Wishbone | A wishbone said to be from the greatest blacksmith alive. Once per topic you can snap this wishbone to cause a spirit to cover you, mending a single piece of armor you are wearing. This will return a single expended hit prevention back to the armor. | 0 Points (Item) | ||||
Holy Water | A small vile of water that has been blessed by priest and clerics, and is good at warding off evil. This water can be placed on a weapon, a location or even your person, but only has enough water to be used once in a topic. The effects of the water will last for two post, but can be dried up early by fire or even just a towel. The water will give off an aura which scares undead or evil creatures. A monster or an undead creature will have fear applied to them, not able to move towards the source of the water or make offensive actions against it for its duration. | 0 Points (Potion) | ||||
Item Pouch | Item pouches are small leather or cloth bags that can be tied off at the top and worn on a waist or belt. While they are small than a back pack, they are large enough to store small items which frees up room on other areas of the body. They are perfect for smaller items and tools. -Increases item point limit by 3 points- | 0 Points (Storage Container) | ||||
"Pontus" Tidal Blade | A massive two handed great sword that was left in the sea and sharpened by the waves over time. Tiny barnacles and crustaceans grow on the sword with the blade being weathered by the sea. This blade naturally deals water damage without needing an enchantment and will douse any flame it touches, allowing it to cut through fire and flame spells. The blade also has two charges, allowing you to send out a thin, sharp slice of water out as it slices. | 4 Points (Blade) | ||||
Cyclone Razer | A large scimitar with three magical runes etched on the blunt side of the weapon. These runes can be activated to cause a short, fast gust of wind to burst from the back of the sword. This causes the sword to move faster than normal, using the momentum of the wind to propel the sword forward. Only one rune can be used at a time, giving you three uses of the ability per topic. | 3 Points (Scimitar) | ||||
Frostbitten Falchion | A glistening blade forged by blacksmiths of the Frostgale and crafted of an ice as strong as metal. The Frostbitten Falchion is constantly at a sub-zero temperature, regardless of the environment around it, and gives off a consistent aura of ice crystals and mist. Upon striking with this blade, you will cause ice to form around the impact. This ice that forms continues to grow for one post, chilling your enemy to the bone, and slowing them for their next post. | 2 Points (Blade) | ||||
Item Pouch | Item pouches are small leather or cloth bags that can be tied off at the top and worn on a waist or belt. While they are small than a back pack, they are large enough to store small items which frees up room on other areas of the body. They are perfect for smaller items and tools. -Increases item point limit by 3 points- | 0 Points (Storage Container) | ||||
Ice Skates | A unique metal attachment that can be fitted to any kind of shoe or boot. Two thin metal blades are built into the shoe and are 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. | 0 Points (Item) |
Passive Features
Name | Description |
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). |
Abilities and Spells (53/55)
Spell | Description | Domain |
Create Water | This spell creates a small amount of natural water for consumption. You summon water in a container near you such as a bowl or bag. This water is considered fresh and natural, will last as long as normal water and can be stored for later. | Sea Domain |
Ice Over | You cause the surface of an object to ice over. This causes the surface of the object to grow a very thin layer of ice that covers the full object. This makes the surface slippery and cold to the touch. This spell can also freeze the surface of a body of water, allowing one to cross over it. | Sea Domain |
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. | Sea Domain |
Druids Hut | This spell allows you to shape the environment around you, causing trees, roots, earth and grass to rise up forming a fully functional three room house. This house will remain for the rest of the topic and can be used like a tent, allowing you and allies to rest inside it and be protected from the weather. | Earth Domain, Seasonal |
Puddle Portal | This spell allows you to choose two bodies of water with which to connect in a local area (both bodies of water must be within sight of the caster), creating a portal that allows you to drop into one body of water and emerge from the other. This spell will work even with rain puddles; this allows casters to travel through so long as the puddle is bigger than they are. The portal will remain open for two posts unless cut off early by the caster. The caster is the only one who can move through the water. | Sea Domain, Seasonal |
Shape Water | A basic water spell that allows you to manipulate small bodies of pre existing water. You can target water in the area but can not control massive bodies of water like ponds, lakes or oceans. You can alter the flow of the water, change its shape, even add or subtract from its mass, making more or less water. | Sea Domain |
Frozen Feet | You fill your feet with ice magic, coating the bottom of your feet with ice. This allows you to skate across the ground or the surface of objects. Now with a slippery set of shoes, you can move twice as fast as your normal speed, darting across the surface of the earth. | Sea Domain |
Petal 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. | Earth Domain, Seasonal |
Shimmering Surface | This spell allows you to alter the surface of a body of water. While the water itself is not affected, you can do things like change the color of the water, or even make images appear in the surface that are not actually there. This can also be used to alter the refraction of light, making it impossible to see anything beneath the surface from above. | Sea Domain |
Desert Blessing | An Earth Domain spell that allows the caster to form a weapon out of sand and earth. Sand will flow through your hands and take the form of one of the weapons listed below. You are considered to be Master level with the weapon if you do not already have the weapon's skill. You can only summon one weapon per cast, able to cast this twice per topic. The weapon will remain for three post and will deal earth damage. Since the item is formed from sand, if it is damaged or broken during its duration, you can use sand to reform and mend the item. -Fighting Knives -Glaive -Fighting Sticks -Throwing Knives -Knuckle Knife | Earth Domain |
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. | Light Domain |
Ice Bridge | A long thick expanse of ice forms from the bottom of your feet and stretches out over a certain area. This ice will bridge any gaps or holes, creating a walkable surface where there use to be none. This bridge will remain until shattered or melted by high amounts of fire and heat. | Sea Domain |
Drizzle | A spell that allows its caster to make it rain regardless of the current weather. This is a normal rainfall that begins to blanket the area. The rain itself is normal and has no magical properties to it. | Sky Domain, Seasonal |
Sprout | A spell that allows the caster to grow vines and plants on their body or armor. This vines can be used to protect the user, sprouting tiny thorns that deal damage to someone touching or striking you. You can also use them offensively, allowing you to strike an enemy with your hands or body, dealing damage with the thorns. | Earth Domain, Seasonal |
Ice Spike | You create a large spike made of pure ice in your hand. This spike is about as long as a spear and can be used just like one. It has a pointed tip, making it great for stabbing and piercing. It can also be thrown for ranged damage. If it stabs into something, it will break, leaving a chunk of ice behind. -Deals ice damage- | Sea Domain |
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- | Sea Domain |
Cold Touch | Your hands become like ice, glowing blue and giving off an aura of cold. If you touch anyone they will feel a very light amount of cold, but the real effect is when you touch a weapon. By touching the weapon you can do one of two things. You can ice over the edge or damage side of the weapon, causing it to deal reduced damage. Or you can sharpen the damage edge with the ice to make it deal increased damage. -Deals ice damage- | Sea Domain |
Blade Dance | With your weapons feeling as light as air in your capable hands, you are able to whirl them around you in beautiful and complicated ways as if you were performing a dance. If you are within melee range of an enemy while whirling your weapons in this way, your next attack will ignore hit preventions. If you are not within melee range of an enemy, you will instead gain one hit prevention against ranged physical attacks. Can only be used twice per topic. | Blade Martial Technique |
Boomerang Arc | With your heightened skill-level with the blade, you have learned how to throw a bladed weapon as if it was a boomerang. The violent spinning causes a whirlwind of air sharp enough to cut through stone. Its spin also functions as a multi-hit upon interacting with objects that have hit preventions, eliminating up to three hit preventions upon contact. One post to throw, one post to return. | Blade Martial Technique |
Sea Tendrils | Using your connection to the sea domain, you can bond yourself with a body of water, forming two large tendrils that wave around. You can then move your arms around, controlling the two tendrils as if they were extensions of your very own body. These tendrils can hit things, or even wrap around objects and people. -Deals water damage- | Sea Domain |
Summon Mount | A spell that requires you to first own a mount of any kind. By casting this spell you can instantly summon your mount to your location, making it appear out of thin air. This gives you instant access to your mount without having to take it around with you everywhere. | General Magic, Seasonal |
Fairy Dust | This spell can be cast on you or an ally but only last for a quick couple of minutes. When cast the target will begin to hover, levitating for a brief moment. You will only hover a couple of inches off of the ground and can not control your movement while hovering. This does let you avoid dangers on the ground though. | Sky Domain, Seasonal |
Stinging Nettles | You cause sharp, thorny vines to sprout from the ground in a ten foot square, making it hard to walk through. Anyone who passes through this terrain will be cut by the thorns and will find their movements restricted, unable to boost their speed or leave the ground. If anyone gets cut or injured by the thorns, the caster will heal all surface level wounds, such as scratches and cuts. | Earth Domain, Seasonal |
Glacial Wall | A large solid block of ice rises up from the ground, creating a medium sized wall out of the frozen water. This wall can be popped up anywhere in the immediate area, sometimes being used to block off areas of the battle field. This wall will also protect anyone on the other side of it from ranged attacks. | Sea Domain |
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- | Sea Domain |
Heart Seeker | By taking a thrusting stance with your blade, you are able to analyze your opponent's movements and defenses. If you charge this stance for one post, this attack cannot be blocked on your next post (ignores armor, shields, or any attempt to block) and can only be avoided by dodging. If the strike hits, it will apply a bleed that cannot be healed for four posts. Can only be used twice per topic. | Blade Martial Technique |
Overcast | 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, Seasonal |
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, Seasonal |
Dancing Sand | This spell allows you to control sand, dirt, dust and similar small particles within a ten-foot radius around you. If you move the particles fast enough, any enemy's exposed skin caught within it begins to take minor damage. Enemies have difficulty hearing and seeing in the swirling maelstrom of sand. | Earth Domain, Seasonal |
Bouncing Bubble | The owner will form a small bubble of pure water in their hand, which can then be thrown onto an ally or enemy. If the bubble touches an ally it will lightly heal surface level wounds and burns, however if it strikes an enemy it will deal a minor amount of water damage. If the hit target is within 10 feet of another person, the bubble will bounce from the original target to the new one, and can bounce up to three times, jumping from friend to foe. | Sea Domain, Seasonal |
Jumpstart | You charge your hands with electricity and press them against each side of the chest of an individual who has recently become unconscious, is not responsive, or is not breathing. You send a sudden, electric pulse through their body, with the possibility of bringing them back from the brink without healing magic. This counts as a healing spell but does not heal wounds, only brings an individual back to conscious. Can only be used on a specific individual once. | Sky Domain, Seasonal |
Long Stride | This spell can only be activated and used by the owner of the spell, only affecting their own person. The next time the owner would jump, they can instead jump three times their normal distance. This allows them to jump over gaps or obstacles, or even scale high walls. This spell only effects the next jump and must be used again to gain the effect an additional time. | General Magic, Seasonal |
Liquidate | You briefly become water; your physical form melts away in the blink of an eye, collapsing into a puddle of water, or merging and disappearing into a larger body of water. You take on a serpentine form while in motion, able to float or slither along the ground for one post. You cannot take damage from physical objects, but can be forced to reform if hit by a lightning spell. You will reform at the end of your post, but cannot reform inside of an object or person. | Sea Domain, Seasonal |
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, Seasonal |
Eye of the Storm | While you are in the middle of a storm, you can become the eye of that storm; after a moment of meditation in the chaos, or focus on the storm around; the storm parts above you in a 20 foot radius. The sun peeks through the clouds in this space around you, and the rain and winds fade at your bidding— sparing you (or your companions) from the furious elements of Avasha at play. This clear space will last for three post and will move with your person. This spell can only be used once per topic. | Sky Domain, Seasonal |
Crimson Armaments | When casting this spell, you draw blood out from a wound, be it a wound on an enemy, an npc or yourself. You can cause this blood to take the form of any item from the blade, blunt, polearm or shield shops. This item will last for the rest of the topic and will function exactly like the item from the shop. This item (regardless of what it is) will also have the life link enchantment on it. You can only use this spell once and it last for the entire topic. | Dark Domain |
Frost Web | You cause ice to form across the surface of your skin which you can then peel off to form a sticking, cold web like substance. This can be used for several things, such as climbing or sticking to objects, binding enemies or creating a full web to sit in. Anything caught in this web will find themselves stuck to it and will begin to take cold damage will bound. They can free themselves with enough force or outside help. -Deals ice damage- | Sea Domain |
Water Prison | Drawing forth water you cause it to swirl around a target, taking the form of a giant bubble which will attempt to trap the target within it. This bubble will be filled with water and will swirl around at high speeds, trapping its target inside. The current makes it hard to get out without outside help. While stuck inside you are unable to breath, eventually falling unconscious if unable to get out. This spell is easy to dodge if the target is not already restricted or bound in some way. | Sea Domain |
Aqua Bullets | You summon a large amount of water in your gullet, then draw it forth, able to fire it out of your mouth like a gun. These are small bullets of water, fast and able to punch through stone and dent steel. You hold the water inside of your body until fired, shooting it out of your mouth. The amount of water stored gives you the ability to fire five bullets before needing to reuse the spell. -Deals water damage- | Sea Domain |
Water Cutter | You shoot a very thin, long beam of water forth from your mouth in a very quick pulse. While almost instant, this beam of water is very quick and very sharp. It is able to cut through solid objects, such as stone and metal. The thin nature makes the cut very accurate, creating thin slices in objects or even people. -Deals water damage- | Sea Domain |
Call Ghost | After holding your hands in a the form of a prayer, you summon forth the ghostly spirit of someone passed. This ghost can not harm anyone or deal any damage, however is intelligent and able to communicate with you. This ghost can pass through objects and walls and even make itself go invisible, making it the perfect spy. This ghost will last 3 post before going back to the afterlife. | Dark Domain |
Halt Undead | You hold both hands out, causing all undead creatures in the area to freeze, stopping their movement and any actions they were taking for one entire post. Regardless of how many are there, they will all cease to move. This effect works on any undead creature, including summons or beings you read as undead. Can only be used once every five post. | Light Domain |
Raven Storm | After lifting your hands in the air you call forth a flock of ravens to swarm the area, appearing as if out of no where. A dozen ravens will descend upon the area, flying around, pecking and clawing your targets. These ravens can not speak to you and will only ever attack enemies, unable to complete other task for you. This storm will last for one post and can not be summoned again for three post afterwards. | Sky Domain |
Full Moon Fascimile | Your strong connection to the light allows you to access it in all forms. This spell was originally developed by priests of Solaria in order to identify unholy creatures. This spell allows you to create a miniature orb of light from the sky, an artificial moon that casts light on the ground below it within a twenty-foot radius. Although this light is too gentle to be blinding, it is especially effective for identifying monstrous creatures hiding in plain sight. Any shapeshifter or undead creature under the moon will begin to shine with a shimmering light, almost sparkling, allowing you to pinpoint monsters hiding in plain sight. This spell does not work in the daytime. | Light Domain |
The Monster Mash | A technique developed by ancient warriors as part of the Winged Expeditionary Force for combatting strong monsters with superior strength and regenerative abilities. By observing your opponent for one post, you can assess the weaknesses of non-humanoid creatures based on their movements. This allows you to evade their next attack and deliver a devastating blow to the back of their spine that will stun them, forcing them to recoil and gyrate in a manner that almost looks like dancing. Although highly effective towards creatures and cursed individuals, this move does not work on humanoids. | Martial Ability |
Chill/Heat Waters | By touching a body of water you can cause the temperature of the water to either rise or lower by several degrees. You can cause the water to become boiling hot or freezing cold without actually affecting the water. This makes it hard for things to remain inside of the water, preventing people from swimming in it or forcing someone already in it out. | Sea Domain |
Swirling Vortex | You first clap your hands together summoning forth magic, then cause a large vortex to form within a body of water. The water will begin to swirl, drawing it in on itself and pulling things in the water towards its center. The pull will be extremely strong, pulling things, objects and even people into it. Once pulled towards its center the object will become submerged, being pulled beneath the surface. | Sea Domain |
Echolocation | While underwater you can send out a pulse that reaches out a short distance. Even if you are unable to see any or everything, this pulse will give you a mental image of all physical objects in the vacinity. This allows you to track things while under water or even find things that you may be unable to see. | Sea Domain |
Call Sea Life | You call out in a series of tones and sound effects, mimicking the tones of various sea life. You can use this to call forth a creature of the deep, such as a fish, shark or whale. This creature will come to your location (if it can) and will remain there for a bit. You can also speak to this creature, giving it commands, and having it do small favors for you, such as retriving objects or even attacking enemies. | Sea Domain |
Gerhart's Final Strike | Skilled fighters know how to use the weight of their weapon to deliver devastating wounds. If a martial weapon (Sword, Axe, Hammer, Staff) would deal damage to its target, the wound will become severe, bleeding out and unable to be healed by Novice or Master level healing effects. This ability can only be used once per topic and must be applied to an attack as it is being used. | Martial Ability |
Cold Fist | This spell causes a thick coating of solid ice to form on the user's hands and forearms, giving them gauntlets of ice around their fists. Any melee attack made with these fists will deal ice damage and cause a small chunk of the ice to break off. After striking three times with this spell active, the ice around your hands will fully fall off. The shards that fall off during your strikes will take the form of extremely sharp spears which can be picked up and used as weapons for the rest of the topic. | Sea Domain |
Snow Fort | Using yourself or an ally as a point of origin, you can cast this spell to create a snow fort around them or yourself; in cold locations, this spell will use snow— however, in warmer locations, this spell will freeze over the moisture in the air in order to accomplish its arcane purpose. This spell creates a completed circular wall up to four feet high, seemingly crafted of solid bricks of ice and snow. The Snow Fort can take the impact of three magical, ranged, or physical attacks before it crumbles. This spell can be negated by fire spells of the Earth Domain. | Sea Domain |
Steel Catch | A scroll describing an unarmed technique. Fighters who learn this technique can, when necessary, catch an incoming blade with their bare hands while sustaining minimal damage. They clap their hands over the flat of an incoming blade with tremendous speed, halting its progress and momentarily trapping it between their palms. This technique takes a large amount of finesse and can only be used if the fighter was completely unarmed before the incoming attack even began. | Martial Skill |
Grafts
Graft | Description |
Drake Gland | 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. You can choose one of six glands from Fire, Earth, Water, Ice, Wind or lightning. -Can only add this graft once- -Choosen Type: Ice- |
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. |
Horns | You get a pair of horns grafted onto the top of your head. These horns can look like anything, coming in a variety of colors, shapes and sizes. These horns will stick up or curl around your head, giving you a sharp stabbing organ on your head. These can be used to fight with or impale enemies. |
Durabone (on his Right Arm) | You replace one limb, either an arm or a leg, with extremely strong and durable bone. This bone is unable to be broken or shattered by anything, letting you use that limb to attack or block without fear of losing the arm. While you will still take and feel damage, the limb can never be destroyed. (Can be bought 4 times, once for each limb) |
Bat Wings | A pair of large bat like wings that function like normal wings from the graft shop. These wings however can be retracted, morphing into the owners back to disappear. The wings can only be out and used for three post before they retrack, having a two post cool down. While the wings are open the owner can use a form of echo location. By clicking your teeth you send out sound waves which bounce off of objects and return to you. This allows you to detect any living creature in a 500 foot range. |
Tattoos
Tattoo | Description |
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. -Can only get this tattoo once- |
Extra Arms | 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- |
Arcane Mark | Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells. -Increases spell limit by 10 spells- |
Turtle | A tattoo of a sea turtle which gets etched onto the body. The owner can activate the tattoo to summon forth a large sea turtle which can then be rode on like a boat. The turtle is large enough for a humanoid to sit on and ride comfortably, allowing it to carry you across large bodies of water. The turtle has no combat ability |
Eldritch Claws | These fist weapons are arcane tattoos that rest upon the hands and feet of their bearer, and ignite when needed into a construct of arcane energy that engulfs the users fists and feet giving them claws that are considered magical for the purpose of overcoming damage resistance like effects. The bearers unarmed attacks with their feet and hands now cause slashing damage and dark damage. |
Spidersilk | A tattoo of a spider web that goes on your forearm or wrist. This tattoo can be activated to shoot out a thin string of spider web which stays attached to your wrist. The web is sticky enough to attach itself to objects, letting you pull things towards you or even swing on the web. While the web can hold an extreme amount of weight, it can easily be cut through with a weapon. |
Minions
Item | Description | Status |
"Bootsamon Pensworth" (Scarecrow Squire) | A humanoid scarecrow made up of sticks, metal, straw and a pumpkin head. This scarecrow will follow you around and listen to any commands, however is unable to attack or block attacks and has no combat abilities. This scarecrow will however carry things for you, holding your packs, weapons and items. Having this scarecrow with you increases your item capacity by 8 points. | Does not Count Against NPC Cap |
"Caspian Mensar" (Sea Domain Apprentice) | A young student from the Academy who has decided to join you and study under you. They have begun to study the Sea Domain, having access to a small amount of spells they can cast. They must follow all spell caster rules just like a normal character. Can cast -Breath Water -Ice Spike -Swirling Vortex This can not be re flavored and must stay an Academy Apprentice | Counts against NPC Cap |
Pets
Pet | Description | Status |
"Gustave" (Gargoyle Rook) | A stone chess piece taken from a wizards chess set. This piece is a small stone gargoyle with claws, fangs and wings. By holding it in your hand and commanding it, the piece will turn into a full form gargoyle, standing six feet tall and being heavy. This gargoyle will last for three post and will defend you, protecting you from attacks and attacking your enemies. This creature can only be summoned once per topic. | Does Not Count Against Pet Cap |
"Myrra Calcifer" (Ghastly Lantern) | A black iron lantern with a faint, ghostly blue light inside of it. This flame is a ghost fire elemental, which can be summoned outside of the lantern. The lantern will still give off light, but the ghost can be used to hold and carry the lantern for you, allowing you hands to remain free. This ghost will deal no damage and will vanish when struck, but can communicate with you. | Does Not Count Against Pet Cap |
"Ariadne" (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. | Counts against Pet Cap |
"Asleipmir" (Nightmare Steed) (Mount) | A pitch black horse with deep red glowing eyes and a mane of flames. These flames will not hurt its rider but will hurt anyone who does not own the horse. This creatures acts as a normal horse and can be used as a mount. The horse is extremely loyal to its owner and is immune to any fear or mental effect that would cause it to leave or turn on its owner. | Counts against Pet Cap |
"Glacea" (Ice Pixie) | A tiny, six inch, white 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 ice magic, which turns all damage the owner would do into ice damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only ice 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. | Does Not Count Against Pet Cap |
"Elessie" (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. | Counts against Pet Cap |
"Karkino" (Crab Apple) | A unique crustacean which disguises itself as an apple; the Crab Apple lives in the branches of native apple trees near bodies of water, tucking its limbs into itself to give itself an apple-like appearance. These quizzical crabs are incredibly territorial, dropping down to lash out at anyone who attempts to pick an apple from their home tree; they are not very threatening, but the Crab Apple can deliver quite the pinch to an unsuspecting passerby. | Counts against Pet Cap |
"Kiwi" (Songbird Griffin) | 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. | Does Not Count against Pet Cap |
"Shimmer" (Greater Dragoonfly) (Mount) | A furry, wyrm-like creature with a large set of wings which appear similar to a dragonfly. The aptly named Dragoonfly has a long fluffy body, six legs, and a thick tail ending in a fluffy puff. This creature is beloved for its gentle nature, and is a pollinator of some of Charon's largest plants. The Dragoonfly is able to spit a sticky substance similar to honey within a five foot radius, trapping anyone standing within it for one post, as a form of self-defense, and can carry one individual in flight. | Counts against Pet Cap |
"Ganpu" (Celestial Manta) (Mount) | 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. | Counts against Pet Cap |
"Tuna" (Eel Hound) | A curious four legged amphibian which resembles a canine. The eel hound seems to have the head and long neck of an eel, but the four-legged body of a hound. The eel hound can be found accompanying aquatic races as a pet or hunting companion, and has been introduced to coastal cultures along the Luna Sea. This hound can defend itself by biting or scratching, but has the playful & loyal nature of any domesticated dog. | Counts against Pet Cap |
"Davae" (Book Wyrm) | A small, draconic-like creature that has been brought to life from the enchanted pages of a book. These reptilian creatures are comprised of paper brought to life by the Formulae Arcanum scribbled within the pages, and they thirst for more knowledge. They will eat the pages of the books that they are fed, and while it destroys the book itself, the wyrm will be able to relay information that has been fed to it verbally to its owner. | Does Not Count Against Pet Cap |
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. | Counts Against NPC Cap |
Reindeer | A fuzzy Reindeer from the northern reaches; it is fitted with antlers to defend itself and able to be used as a mount. These animals are often used to pull heavy sleighs or wagons, and are known for their raw strength and kind nature. This Reindeer can use the Flight spell and can cast Minor healing once a topic. | Counts Against NPC Cap |