Everett's Treasure Trove
Aug 25, 2023 10:16:35 GMT -5
Post by Everett Reykas on Aug 25, 2023 10:16:35 GMT -5
Skills
Hit preventions: 4 torso, 3 arms
Blade | Novice | Master | Exalted |
Sky Domain | Novice | Master | Exalted |
Armor | Novice | Master | Exalted |
Hit preventions: 4 torso, 3 arms
Abilities
(33/45)
Slot | Name | Description |
1 | 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. |
2 | Thundering Boom | The air fills with the loud crashing of thunder rolling through the sky. The thunder will last a while, filling the air with noise and making it hard to hear much else. This can also be used to scare enemies or startle creatures. |
3 | 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. |
4 | 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. |
5 | 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. |
6 | 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. |
7 | 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. |
8 | Fog Cloud | You cause a thick cloud of fog to form over the environment. A thick white blanket of fog settles over the immediate area, obscuring the vision of anyone caught inside the fog, or anyone looking from the outside in. This cloud can be moved or blown away with a wind spell. |
9 | Static Field | You cause the air around you to become charged, creating a small bubble of static energy around your person. This aura will protect you from the next two ranged attacks that are thrown your way, be it spells or physical weapons. Once it protects you from two attacks, the field fades. |
10 | Gust Thrust | You cause a large burst of wind to shoot out of one of your limbs, be it an arm or a leg. This burst of wind does not deal any damage, but is strong enough to push an object away from you, or even push your own body in the opposite direction. |
11 | Lightning Bolt | By pointing your finger, you send forth a thin, quick beam of lighting shooting out. It will crackle and course through the air in a straight line, blasting through anything in the path of your finger. While it is a thin, easy to dodge beam, it delivers a high amount of damage. -Deals lightning damage- |
12 | Wind Cutter | You spew out a thick cone of fierce cutting wind. This wind will flow out from your mouth in a medium ranged cone, covering a wide area. Anything inside this cone will take several cuts and slices, feeling the impact of the quick moving wind. -Deals wind damage- |
13 | Step of the Wind | Magic forms around your feet, creating small pads of wind that allow you to physically walk on air. This is not flying, but instead allow you to step up into the air as if a solid surface was there. This lets you cross ravines, scale walls or even use quick dodges in combat. |
14 | 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. |
15 | 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- |
16 | Crippling Pressure | By charging the sky above you with magical energy, you sort of increase the gravity around you, creating an immense amount of pressure to push down on your enemies. For the next two post anyone in the area other than you can not leave the ground, this includes jumping, climbing or even using spells to leave the ground. |
17 | Summon: Wind Blades | You create two long sword like blades of wind to form in your hands. These blades will course with cutting power, but have a physical feel to it like a normal weapon. These blades can be used for weapons much like a normal sword. In addition if you are currently holding a weapon, the wind will instead cover that weapon, giving it extra cutting power. -Deals wind damage- |
18 | Wind Tunnel | You create a vertical standing circle of wind around you and anyone in the immediate area. The edges of the wall are filled with slicing wind and will cut up anyone who tries to pass through it. The inside of the tunnel is filled with heavy gust, slowing enemies inside of it down. Anyone caught in the tunnel will find it harder than normal to move. -Deals wind damage- |
19 | Chain Lightning | By clasping your hands together you form a large chain or whip of lightning. The lightning will course back and forth, giving you a medium length whip of pure energy. This whip can be used to strike enemies, shocking them and numbing limbs and can also be used to bind enemies limb, restraining and restricting them. -Deals lightning damage- |
20 | Sealed Warren of the Winds Stage 1: (1/topic) Stage 2: (1/topic) | Within what is left of the missing arm of one Everett Reykas is a limited form of the Sky Domain, a warren of wind magic. When unsealed, at first the wind magic completes the arm using enhanced hurricane wind speeds in extremely tight spirals to maintain its form. The arm at this stage is capable of dealing Exalted level of wind damage and is able to pierce through physical hit preventions/solid objects. This can be used once per topic and lasts three posts. Further stages to be revealed. Stage II, further progression of the warren unveiling grows past his right arm, shoulder, and all the way to covering the right side of his face. Within the depths of the swirling wind, a lone golden eye stares unblinking outward, providing an analysis of the air currents to Everett. Twice per topic, Everett can activate the golden eye to read the trajectory of a projectile, be it spell, ability, or weapon, and use a dodge hit prevention to avoid the projectile. |
21 | Push/Pull | By summoning a large amount of wind energy, you can either cause the wind to pull towards you or push away from you. This will happen in one large gust. This spell will either pull all the loose objects in the area towards you, or push it all away from you. This can also effect other people or creatures. |
22 | Charged Object | By touching an item or object, you cause it to become charged with electrical energy. Anyone who touches this item will feel an incredibly strong shock, able to numb and disarm the limb that touched the object. If anyone touches the object they will take damage and be forced to let it go or take it off. -Deals lightning damage- |
23 | Levitate | Filled with wind magic, you cause your own body to lift into the air. You only rise a couple of feet off the ground but can free-float there for several minutes. While floating you can also move around, moving much like you normally could but completely suspended in the air. |
24 | Air Bullets | You cause wind to spiral around each of your fingertips, 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- |
25 | 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- |
26 | Blinding Clasp | By clapping your hands together you give off a blinding flash that affects anyone within a couple of feet of you. If anyone happens to be looking at you or your hands, they will be blinded by this flash for their next post. They will be unable to see anything except for pure whiteness until the end of their next post. |
27 | Flight | At the peak of sky domain movement, you can now fly, moving through the air as if it were nothing. You surround yourself with wind, lifting into the air, making yourself able to fly short distances. You still can't soar very high or far, but it is great for battlefield movement. |
28 | 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- |
29 | Lightning Field | You charge the area around you, filling the air with a static charge. For the next two posts lightning begins to repeatedly strike the area, and bolts of pure electrical energy will continue to light up the area at random. It will strike just about anything and can be just as dangerous to you and your friends as it is to your enemies. After two posts the lightning storm will slow and fade away. -Deals lightning damage- |
30 | Lightning Cage | You call down multiple bolts of lightning that strike the ground, creating a cage around an enemy or a target. This cage will pulse with violent energy and is capable of dealing an immense amount of damage. This cage attempts to keep anyone locked inside or others locked out and is very useful at cutting people off from others. If it locks someone in, the cage will remain for two posts. -Deals lightning damage- |
31 | Phase Blade | You create a medium-sized rod of pure energy, pulsing with lightning and wind energy. This rod gives off a light transparent glow, like a saber of light, which can be held by its caster. The rod deals a medium amount of burning damage that stings and leaves a lasting wound. This rod however can pass through objects, such as other weapons or armor. It will phase right through objects dealing direct damage to anything behind it. This makes the weapon hard to defend against. -Deals lightning and wind damage- |
32 | 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. |
33 | Thunder Bomb | By touching an object you can imbue 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- |
Items
(10/12)
Name | Type | Description | Damage | Specialty | Enhancements | Size |
Rapier (Bonded Weapon) | Blade | A unique finesse weapon that looks much like a long needle. Instead of having a flat-bladed edge, the Rapier is a long pointed weapon that is lightweight and nimble, excelling best at stabbing and piercing at medium distances. Can be wielded with one hand. - Deals Lightning Damage - | Piercing (+ Wind + Lightning) | None | - Wind - - Dash - | 2 |
Storm Speaker * | Polearm | A golden, hollow spear that can be used like any other spear. However this one has a tiny weather elemental living inside, calling the weapon home. The elemental will hang out around you and the weapon, and will assume a simple form based on the weather, such as a water droplet for rain, a snowflake for snow and a tiny tornado for windy storms. Once per topic you can summon the elemental to change the weather for the next 12 hours, using the list below. - Clear skies - - Rainy - - Snowing - - Windy - | Piercing | Thrown | - null - | 1 |
Name | Description | Size |
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- This item can only be purchased if you already own a spell book. The mage will add extra pages to their spell book increasing the amount of space they can use to write more spells down, and ultimately gives them access to more magic. -Increases spell limit by 10 spells- | 0 |
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. | 0 |
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. | 0 |
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. | 0 |
Pauldrons (3 hit preventions) | Pauldrons are items worn on the shoulders but helps to shield attacks towards your arms and hands. Heavy, protective material like plate or chainmail, offers high protection but comes with limitations. -0/3 attachment slots- | 3 |
Ring Mail (4 hit preventions) | Armor that can come in many different kinds of material and is used to protect the chest and back. Heavy, protective material like plate or chainmail, offers high protection but comes with limitations. -3/3 attachment slots- Weapon Tether - A cord or piece of rope that fastens itself to a piece of armor and can attach itself to the end of a weapon or item. This allows the weapon to be tethered to the piece of armor, letting its wielder let go of the weapon without losing it. The item will just dangle for the user to pick back up. Reinforced - Adds one extra Physical Hit Prevention to the armor or shield, increases the item's weight by 1. | 4 |
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 |
* Mystical Archive Ticket items
Grafts and Passive Abilities
Name | Description |
Crafting Materials
Material | Type | Description |