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Post by Admin: Soul on Nov 29, 2023 12:13:02 GMT -5
Encounters Encounters are a unique way to put a cap stone on smaller stories through out Charon, giving characters a chance to be a part of the culmination of a story! Encounters are PvE, player controlled battles or conflicts that take place in a specific moment in time with a specific goal. Each encounter will come with its own storyline, NPC and quest, offering players the tools they need to run the topic.
While some encounters will come with specific requirements to participate, most of them can be freely run regardless of the time or previous participation. Encounters will never expire, giving players a chance to go back and run one any time they would like, and no previous participation will be required for quest that may have expired, letting anyone qualified participate.
To participate in an encounter, you must first pick one to run and make sure you are qualified for the quest. After finding a partner you simply start a topic and run the quest like you would any other quest. Once completed, you turn it into the Sales Counter to claim your reward, just like any other shop purchase. Encounters will come with a prebuilt storyline, giving you a NPC and a prebuilt inventory to use. Most encounters will be fights or conflicts that have a predetermined outcome, allowing you to tell your version of the story.
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Post by Admin: Soul on Nov 29, 2023 13:08:03 GMT -5
The Final Clasp Requirements: Fighter's Guild member with a minimum of one full completed guild quest This is a Fighter's Guild specific encounter At least one of the topic's participants must fulfill the requirements above However anyone may partake in this quest Only participants who meet the requirements will receive the Exclusive Reward But anyone who completes this quest will gain the General Quest Reward |
For the last year, a bandit group known as the Clasp has been amassing and operating out of Moonglade. They have caused immeasurable pain and destruction to locals, gaining the attention of the Fighter's Guild. Despite the valiant effort from the guild, the Clasp has continued to grow under the cunning leadership of Javian Daroe, a retired soldier turned bandit. After months of back and forth between the two entities, the Clasp struck a vital blow to the guild, defeating and kidnapping the guild's leader, Athena.
With the guild in a frenzy, members have set out to locate Javian, his hideout, and their leader, with hopes of her still being alive slowly dwindling. Things have been slow, but steady, the majority of the bandits' hideouts and camps already having been cleaned out. Thanks to the help of a few brave guild members, Javian's final hideout has been discovered, and a battle looms on the horizon.
The fate of Athena, the Fighter's Guild, and even Moonglade hang in the balance. If this menace is not put to an end, he will continue to plague the land for years to come.
Quest
Quest Name: The Final Clasp Participants: Two or more Location: Moonglade (Shadewood) Post Requirements: 10 posts per person, 250 words per post Description: The time to confront Javian has come! His bandit headquarters has been discovered deep in the Shadewood and we believe Athena is being held captive there. This is what the guild has been working towards for more than a year! We need to assault the camp, remove obstacles, defeat Javian, and recover Athena!
The compound is a large series of wooden buildings and tents tucked deep into the forest, surrounded by wooden walls that are constantly guarded. Three bandits patrol the entirety of the camp, with Javian and Athena believed to be somewhere inside. The moment you make yourself known Javian is sure to poke his head out. In order to be successful and ensure the Clasp do not rise to power again, all bandits found at the camp are to be killed, including Javian.
Special Requirements: - Javian must die by the end of the topic, but how he does is up to you - Athena is recovered alive, but badly injured - The camp and all who live/work there must be disposed of General Quest Reward: +2 Renown, +1 Mystical Archive Ticket Exclusive Quest Reward:
Item | Description | Type | Javian's Falcon Wing | When using this combat style, you adopt a stance where your arms hover slightly angular to your hips with a weapon in each hand, preparing to do just about anything from feints, slashes, stabs, and parries at a moment's notice. For the next three posts you can do any of three movements within the Falcon Wing style once per post. After the three posts end, you cannot use this stance again for two posts.
Falcon Glide While shifting your weight forward at a moment's notice you dash in a straight line a short distance away as quickly as you can while angling your weapons to either your right or left side, making a free attack at anything in your path as you do so.
Talon Strike Using the uncertainty of your style's stance you strike with an alacrity rarely seen outside of birds of prey. Swinging one weapon from a lower and the other from an upper angle you make an attack that if only one of the weapons is blocked the other causes massive damage, rending two hit preventions. Both attacks must be blocked to negate this loss of hit preventions. If both blades hit, this move removes 4 hit preventions in total and cannot be used again for the rest of the topic.
Harrying Guard You have trained long and hard with your mastery of dual wielding and it has borne fruit. Your hand-eye coordination and reaction time is like that of a frenzied beast, and you can use that to your advantage as you can make an attempt to block or parry an incoming attack and attack at the same time. If successful you completely block all incoming damage while successfully dealing damage to your opponent instead.
| Martial Technique | Javian's Falcon Blade | A curved, wicked kukuri that's a little bit bigger than normal-sized daggers, approximately the size of a shortsword. A strong cutting tool capable of carving devastating gashes; it is a particularly effective weapon at melee range. This item comes with a unique ability - when scrapped against another hard surface, such as another weapon, a shield, or armor, it will produce a unique screeching sound, one similar to an attacking falcon. This sound will disrupt anyone within melee reach of the weapon, ending any currently active spells cast by the affected target. For their next two posts they cannot cast spells of any level. This can be used once per post. -Strikes that draw blood with this weapon will apply a one post fear effect- -Magic Blocker enchantment-
| Dagger (2 Points) |
Enemies
Compound The bandit compound is guarded and patrolled by three Exalted level bandits. These bandits can be outfitted how you choose, but only have access to Exalted level Martial shop items and Martial abilities. These ten will attempt to assist Javian and must be defeated to complete the quest.
Javian Daroe Javian comes with his own inventory which can be found below. He is considered an Extreme threat, and the role must be played accordingly. Javian must be dead by the end of this encounter but can die any way you choose.
Javian Daroe, Clasp Leader Moonglade, Human, Male Appearance |
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Description | Personality | Javian grew up the poor son of a poor farmer, and made his way through life struggling to keep him and his family afloat. A common bandit, he has recently united several smaller bands of robbers, thieves and killers into a more unified group. Over the past few months an increase in bandit hunting and killing has been seen, as heroes around the area are protecting the villages and citizens. Javian has been chosen to bring the groups together and make a change. | Having spent most of his life committing crimes and being around violent people has hardened him. He speaks for his people and wishes to help those out who cant help themselves. Violence has escalated recently, his attitude getting worse and unpredictable. |
Javian Daroe's Kit
SkillsMarksman | Exalted | Stealth | Exalted | Armor | Exalted | Blade | Exalted |
Items
Item | Description | Bag of the Infinite | A small leather bag that can be worn on the hip or belt and looks like a normal coin purse. This bag however is much bigger on the inside that it looks on the outside, and can store any amount of items on your person. While these items are in the bag they are considered weightless, allowing you to move without the weight of the item being a burden. While this bag is on your purpose you have no weight limit for items, and all your items count as having 0 weight while in the bag.
| Light Crossbow | The crossbow is a modified version of the original bow. A contraption is built to hold smaller ammo known as bolts, which sit in a small groove, awaiting to be fired. When the trigger is pulled a cord will release the bolt, sending it out at medium ranges. The light crossbow is faster than a bow, but heavy and cumbersome. -One enchantment slot (applies to ammo)-
| Ammunition- Bolts | Bolts are smaller, heavier versions of the arrow. small pieces of wood or metal fitted with an arrow head at the end, these bolts can be placed in the crossbow and then fired. Since they are heavier they have increased piercing power, but are harder to wield and require more concentrations. Bolts come in packs of 15. -No enchantment slots-
| Long Bow | The long bow is the larger brother of the short bow. A bigger, thicker piece of wood or metal is bowed together, allowing it to have a longer range than the short bow. However, because of this it is slower to fire and requires more strength to pull. Long bows require more concentration to fire, making them deadly at long ranges. -Two enchantment slots (applies to ammo)-
| Ammunition- Arrows | Arrows are the prime ammunition for Short and Long bows. Long, slim pieces of wood fitted with small stones or blades make arrows deadly. They can be nocked into the bow, pulled back, then fired to be launched from medium to long ranges. These arrows are perfect for piercing enemies at long ranges. Arrows come in packs of 20. -No enchantment slots-
| Blighter's Arrows x5 | Each of these long, red arrows is wrapped in a tight leather covering. When it is peeled away, one must take care not to touch the black muck that coats the shaft. When a Blighter's Arrow strikes a surface, it cracks and splatters this acidic muck across surfaces in a five foot diameter. Any bare skin that comes into contact with the substance will become incredibly painful. The victim will also find that their movement speed is cut in half, causing them to struggle when walking for the next two post.
| 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-
| 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-
| 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-
| Fugitive's Cowl | The enchantment on this hood releases a mind-affecting spell that makes the wearer's appearance seem forgettable and ordinary. Others who see them tend to have trouble describing any distinguishing features, no matter how outlandish the wearer might have looked (large wings, a distinct scar, etc).
| Brutalizer's Mask | A crude, makeshift mask or crown made from the bones of a slain enemy. The mask is a horrid sight and is worn by raiders or barbarians to take advantage of the fear they invoke in others. While wearing this mask, if an enemy is under a fear affect, that enemy can no longer cast spells, of any type or domain. Target must be under the effects of fear from a spell or ability for this to be active.
| Fear Tips x5 | A set of metal arrow heads or bolt tips that can be fastened to arrows or bolts. When this bladed tip injures someone, for the next post that person will become terrified of the person who shot the projectile. They cannot move towards the shooter and cannot take any offensive actions against the shooter.
| 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.
| 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.
| Tracker Tag | A small piece of white sticky paper made to blend in with clothing. You can attach this item to an object, animal or person. Once you attach this item to them you can then track that person or object for the next five post, getting a mental ping of their exact location every second. Once the duration is over the tag dissolves and can not be used again for that topic
| Frostfire Extract | Applying the poison to a weapon gives its strikes a unique effect reflecting its name. For 2 posts after application, wounds inflicted by the poisoned weapon produce a moderately painful, localized burning sensation that slowly removes body heat from the victim. If these wounds are left untreated or unhealed, the poison will eventually induce severe hypothermia. Anyone afflicted by this poison can not cast spells that use or deal fire damage. Can only be applied once per topic.
| "Last Resort" Shortsword | 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-
| Dagger of Torment | This jagged and serrated dagger is said to be filled with the soul of an anguished spirit. This weapon has the serrated enchantment on it, causing any wound inflicted by this blade to rip and tear flesh, unable to be healed by normal healing magic. In addition the injured targets mind will be filled with horrifying images of pain and death, they will watch the death of the spirit who's soul is trapped in the blade, violent and bloody scenes playing out in their mind for a single post.
| Grappling Hook | A 50 foot coil of rope with a metal hook or claw attached to the end of it. This can be used to latch onto objects, cling to walls or even use as a make shift weapon. The hooked head is extremely good at latching onto objects or the top of walls and the rope allows you to scale or pull the item towards you.
| Manacles | A single pair of metal manacles used in restraining or binding other people. These metal rings come equipped with a small chain in the middle connecting the two rings. These rings can be clasped around someone's wrist or ankles to prevent them from moving or fleeing.
| The Snuggle | A large jacket, cloak or cape made out of a heavy blanket and designed to be worn backwards, having arm holes on the front and allowing the blanket to fully wrap around your body. While average looking at first, the Snuggle can be commanded, and its wearer can cause the cloth to fly from their body and assault their enemies, attempting to bind them in the snuggle themselves. The cloth itself is not very strong and any amount of effort can remove it, however it makes for a great distraction.
| Sun-Sparked Goggles | 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.
| Smoldering Cape | A large black cloak that can be worn on the back and is made out of comfortable fabrics. It comes equipped with a hood that can be used to cover ones head. While wearing the cloak with the hood up, the user can command a plume of smoke to escape from the cloak and cover the owner in a cloud of dark smoke. This smoke will obscure the wearer for three post until it dissipates. The cloud will be large enough to hide the owner inside of the cloud, making it hard to find them.
| Ranger's Rations | This small leather pouch contains a random assortment of unique berries, nuts, and plants that are favored by hunters and trackers out in the wild. While these rations are tasty and energizing, they contain a more unique advantage. When consumed, the consumer will regain one use back of any martial skill they has a limited amount of uses and has already been used up. Contains enough for one use per topic.
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Martial AbilitiesSkill | Description | Pester Ammo | You have learned the way of the famed Ninja of the Crescent Isle and how to create satchels of caltrops that you attach to your Marksman weapons. When thrown into the air, these scatter in a twenty foot area causing difficult terrain that cuts and lacerates those who step on them. These can also cause surface wounds when falling on a target, causing bleeding and stopping any interruptible abilities of those caught under the rain of caltrops.
| Adrenaline Rush | A skill that allows you to summon forth an immense amount of energy from within your body, allowing you to increase your own bodies speed. You can use this ability to instantly dash in one single direction up to 15 feet. You remain physical and simply run at increased speeds for a burst of time. This allows you to close gaps or create gaps when needing to flee. You can still be hit while dashing but move three times your normal running speed. Can only be used twice per topic.
| Cheap Trick | Your training in marksmanship has taught you that sometimes the best defense when a target gets to close is to rob them of them their sight, making you harder to hit in the process. You are armed with a collection of detritus of various forms you usually keep in a satchel. You can reach into this satchel at a moment's notice and throw the contents in the direction of your attacker causing a blinding effect as it catches the light and if it gets in the target's eyes. This gives you a brief moment to retreat to safer ground unimpeded.
| Grounding Strike | This skill allows the user to knock an opponent down to the ground and off their feet. By successfully striking a foe (not blocked) with a downward directed attack, the force from the strike will be enough to push the enemy downward, collapsing them and causing their knees to buckle. This will knock an enemy off of their feet, either down to their knees or onto their back side. Can only be successfully used once per topic (does not count if the attack was not successful.
| Wall Dash | This skill allows the user to run short distances across inclined surfaces, such as a wall. While moving at a running pace you can traverse up to 10 feet of a surface that one would normally not be able to run across, allowing you to run sideways or even up a flat surface. The surface must be solid and the runner must touch down on a normal flat surface before being able to use this again. This does not allow you to cling to the surface and you will fall if you stop moving while on the inclined surface.
| Lock Up | A martial skill one uses while wielding a martial weapon and acts like a defensive block. When using your weapon to block another physical weapon, you can use your own body weight to lean into the block, creating a lock of the two weapons. While locked neither combatant can make an offensive moves with the locked weapon and can not move forward. Both combatants are forced to move back and disengage before making another offensive strike with the weapon.
| Momentous Cleave | A technique that applies massive amounts of strength and energy into the attack. This skill allows your next attack to cleave off any unarmored or unprotected limb, such as an arm or leg. (will just knock out if struck in the head) If the attack is blocked or guarded with armor of any kind, this attack will consume all of the hit preventions that armor or defensive source has, and can not obtain any new ones for the rest of the topic. Can only be used once per topic.
| 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 hands. 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.
| The Wheel | A very crafty martial skill used by goblins and orcs in battle. This ability allows an ally of yours to grab your hands, then spin you around in a circle three times, using your legs and feet as a blunt object. Your legs are considered exalted in blunt for this attack and can deliver three consecutive attacks. This ability has a three post cooldown to prevent the user from getting dizzy.
| Cyran's Haunting Blade | A technique best utilized by fighters who have honed their speed and precision to deliver quick, deep incisions in a target’s vulnerable spots. When a fighter uses this technique, their speed allows them to deliver a whirlwind of attacks that deal double the damage of normal attacks. Within the time it takes to make one attack, you are able to deliver three attacks that all deal double damage. At the end of this strike (regardless if the attacks hit or not) You use your speed and agility to disengage from the enemy, allowing you to retreat without your opponent being able to attack you as you flee. This can be used twice per topic.
| Weaken Armor | A scroll which depicts, describes, and elaborates on the common weak points of armour; after learning this, a martial fighter may target a single weak-point on a piece of armour, and reduce the hit preventions on the targeted piece of armour by two points if it hits. Due to the exertion this technique causes, it may only be used once per topic.
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Stealth AbilitiesSkill | Description | Darkvision | Spending much of your time in the shadows and darkness your eyes have become adjusted to seeing in the dark. This allows you to see normally in any amount of darkness as if it was day time. This only works in natural darkness and does not apply to magical darkness or spells.
| 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.
| Back Stab | You are most deadly when unseen, and this skill allows you to strike at the perfect moment. As long as you are striking you enemy in the back or from an unseen position, you deal double damage with your strikes. You enemy must not be able to see you for this ability to work and it must come from behind them. However when these conditions are met, you are able to deal a large amount of damage.
| Lost in the Woods | A unique skill that was crafted by scouts and hunters after getting lost in the deep woods of the Marsh Flats. For the next two post, you get completely lost, wandering off and venturing somewhere you yourself don't know of. While lost, you have a hard time finding your way, but so do others. You can not be tracked, located or detected while lost and can only be found when the skill ends. This can be used once per topic.
| Shadow Hiding | By standing completely still you can cause a simple shadow to fall over your body. This allows you to blend in to the darkness or even a pre existing shadow. As long as you are not moving, you fade into blackness, becoming hidden within a shadow or absence of light. While you are nearly impossible to see, if you move it will break the skill and you will become visible.
| Invisibility | You cause a shimmer to fall over your body as your entire person becomes invisible. You become transparent and incredible hard to see, both while moving or standing still. Anyone just glancing or looking at you will find it impossible to see you, however the more you move the more it breaks the effect, meaning attacking someone or casting a spell will cause you to become visible for a few moments.
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TattoosTattoo | Description | True North | A very simple tattoo often in the design of a compass or map. This tattoo is magical in means and constantly moves depending on the orientation of your body. The tattoo constantly points north, acting as a compass and always giving its owner a sense of direction.
| Animal Tracks | This tattoo gets placed on the calf or the back of the legs and normally relates to an animal in some way. When activated this tattoo will alter your footprints, changing the tracks you leave behind when moving. You can choose for your footprints to mimic that of any animal, making it look like that animal was here instead of you. You tracks can be altered at will and can mimic any natural animal.
| Bull's 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-
| Juggernaut's Fury | A series of tribal like tattoos or markings that are designed to inspire the bearer with courage or rage in the heat of battle. Twice per topic the bearer can activate the energy in the tattoo, causing them to enter a rampage like state for two post. During this duration the bearer can not have their movement reduced or restrained and they can not be knocked off of their feet or made to go prone.
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PetsPet | Description | Terror Bird | The Terror Bird is a large bird which vaguely resembles a pterasaur; its snout is short and flat, with jagged teeth that jut from its crooked beak. Its wingspan is massive with a strong, leathery membrane which gives it its capability to fly. Strange, jagged growths and spikes jut from this creature's body— allowing it to camoflauge into the rocky environments of the Dragon's Cradle, from which it hails. The Terror Bird can release a scream as a defensive or offensive measure, causing a fear effect for one post.
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Sharpshooter One
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.
Sharpshooter Two
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 bloodtrail 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.
Sharpshooter Three
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.
Sharpshooter Four
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.Hunter One Standard Equipment: One of the Hunters biggest assets is their standard tool kit, a series of unique items that the hunter outfits them self with. Upon earning this level, you gain access to the items below which get added to your inventory. These items are considered standard gear to the hunter and can be used for as long as they have not been damaged or destroyed in a topic.
Investigation Kit | A collection of the necessary tools for any investigations, its use over time while searching will generate information on the scene. During the first post of use, the user gathers information from a specific area that reveals the number of individuals, their weight, and their height over the last few hours. During the second post of use, direction of travel, track details (shoes, paws, etc), and general movement (did a fight occur, do they have a limp, etc) are all revealed to the hunter. During the third post of use, cloth fragments, hair/fur particles, and other such physical particles that would be relevant to the scene are discovered. | Camouflage Kit | Much like the Investigation Kit, this too has the necessary tools for its purpose. This camouflage paint allows the user to blend into any environment that they find themselves in and can be applied to any of their gear, clothing or items. Once applied, it significantly reduces your visibility while on the move, and when remaining still, the user becomes effectively invisible to traditional non-magical means of detection. Requires one post to apply to a single item.
| The Cloak | A full body cloak with long wide sleeves and a hood, made of canvas and often comes in a flat, matte color, such as grey, tan or cream. The cloak is large enough to fully cover the users body, and then some, able to hide the users arm and leg movement while under the cloak. Internally it has a wealth of pockets which hold your various equipment and has a storage value of 8 item points. Is largely rain proof. | The Harness | Worn underneath the cloak, but over normal attire, the harness comes equipped with numerous leather rings and straps to which larger equipment can be secured close to the body so as to prevent the items from making sound while moving. Has a storage value of 4 item points. | The Mask | A form fitting white matte mask, it covers the entirety of the face from the forehead to the chin. This mask provides one hit prevention against physical attacks that would strike your face, the mask shattering if struck again.
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Improvisation Equipment While Hunter's are never without their standard equipment, most of them often come with additional gear, known as improvised tools. These tools are a random assortment of items that have their own effects but can be combined to create more advanced systems such as traps or triggers. Each hunter comes with the items listed below which can be used on their own but can not be combined or utilized with other objects without a class feature.
Spidersilk Wire | Extremely thin and strong wire made from the silk of a very rare spider, it is considered the lynchpin to a Hunter’s equipment load out. Comes in four spools of a hundred feet each.
| Crude Gunpowder | The most expensive piece of the Hunter’s equipment, they carry a small satchel of gunpowder with them at all times (3 uses per topic). | Carabiners | A hinged hook around the size of a human palm, the hook locks in place when the clasp closes around an object while meeting the point of the hook. Comes in a set of five. | Anchors | A small piece of metal with a spike on one end and a loop on the other. Can be hammered or screwed into a surface and can be used to anchor an object to a surface. Comes in a set of 10 and can hold the weight of one average player character. | Glass Spheres | An empty glass sphere with a hole that is closed off by a cork. Used to store liquids, powders, etc. Four bottles come included in the kit. | Smoke Powder | A handful of mixed charcoal powders, when thrown or propelled outward, creates a medium sized cloud of black smoke, which impairs normal vision for the next two post. Comes with two uses. | Flash Powder | A handful of light yellow powder with tiny bits of flint mixed within. When this powder is thrown or propelled forward, it will react with the bits of metal to create a non magical flashing effect in the immediate area. Comes with two uses. | Powdered Capsaicin
| A handful of bright red powder made from various plants and peppers that are spicy in nature. If this powder comes into contact with the eyes, nose or is breath in through the mouth, it will cause intense burning and irritation. Anyone affected can not use novice level spells, martial or stealth skills for their next post. Comes with two uses. | Powdered Glass
| A handful of white powder made from ground up glass. If this powder comes into contact with the eyes, nose or is breath in through the mouth, it will deal damage, create discomfort and prevent the target from taking any action other than moving during its next post. Comes with two uses. | Caltrops | A multi prong metal object around the size of a golf ball, when stepped on they produce a bleed effect as if they had the Serrated enchantment. Comes in a set of ten.
| Sticky Paste | A pouch of moldable, sticky paste that can be attached to surfaces. It is not strong enough to hold a person but can support the weight of small objects. Comes with 5 uses. | Camo Cloth | Small patches of cloth that mimic your cloak and are made with colors and designs meant to match the environment around them. These patches of cloth blend in with the area and can be used to hide objects. Comes in a set of four. |
Improvisation Engineer While a Hunter is tremendously skilled in traditional combat methods, it’s their ability to analyze and use their environment to their advantage that gives them an edge against opponents that would be considered stronger than them. With access to your Improvisation Equipment, a Hunter can turn any environment into a proverbial minefield. Once per post, a Hunter is able to combine up to three of their Improvisation gear into a new item or combination of items on the fly. This can be used until you run out of improvised gear.
Tracker Extraordinaire On top of the Hunter’s Investigation Kit, they have a collection of heightened physical and innate senses. Physical senses such as smell, touch, hear, sight, and taste. Innate senses like, a perfect sense of direction, the feeling that something seems off or misplaced, and other such subconscious communications. This allows the hunter to pick up on clues or tracks that would other wise be hidden.
Hunter Two
Creative Inventor Having spent enough time utilizing your standard and improvised gear, your ability to craft random items or systems has increased. You can now create two different make shift items or systems in a single post. (Counts as two separate actions) You can now mix your standard gear with improvised gear as well, giving you access to more unique combinations. This feature can be used until you run out of improvised gear to use.
Intuitive Bloodhound Your ability to pick up on context clues or sense that things are out of place have increased. You can feel if there is anything around you that is hidden or cloaked in non magical ways. If a person is attempting to hide, or something you are looking for is disguised, you will get a mental ping of its general location. You will have a basic idea of where anything that is hidden could be found as long as it is not being hidden by magical means.
Hunter Three Improvisation Master Now a master of combining and crafting improvised items, your full inventory becomes a series of deadly weapons. You can now create three different make shift items or systems in a single post and can be used until you run out of improvised gear. If you used this ability three times in one post, the third creation counts as a free action. You can now also combine your Improvised, Standard and normal inventory gear together, gaining access to a full arsenal of items to be improvised together.
Magicians Secret Nothing can get passed the Hunter's ability to sense their surroundings now. You are able to sense any hidden object, person or living creature, regardless of how they are hidden. You will get a mental ping of the exact location of where something is trying to be hidden from you, and can even sense things that are magically hidden, such as by spells or abilities. You can sense invisible enemies or detect things covered up by magic.
Hunter Four Welcome to the Jungle Now a master of your craft, all of your creations no longer take an action, letting you create up to three different combinations in a single post while also doing other things. Additionally you have learned the inner workings of trap creation, able to locate and even disarm other traps. Your movements no longer trigger systems that are hidden like traps and can be disarmed by you without being triggered.
Always Watching Not only does nothing get passed you, but you are also now able to react to someone attempting to strike or harm you from a hidden location. If someone tries to ambush you or attack you from within a cover, normal or magic, you gain a hit prevention against that attack, dampening your enemies attempts to surprise you. Your opponent must be obscured when launching the attack, such as in smoke, invisible or silently undetected.
The Houdini Act As you reach peak mastery of your hunting skills, your Camouflage Kit now applies a magic obfuscation on top of its regular disguise effect. This obfuscation causes the equipment to be coated in it to no longer be detected through magical methods. Spells or class abilities will no longer detect you, allowing you to stay hidden from both normal and magical means. Knight One
Challenging Mark
This feature allows you to call out an enemy, marking them as a challenger. This forces the marked enemy to focus their attacks and their attention on you, now their primary target. Any offensive move made, such as an attack or a cast spell must be made against you and no one else. However you must also only make offensive moves towards them. If you attack or make an offensive move against anyone that is not your marked challenger, the mark will fade. This mark will naturally last for four post, unless ended early, and has a three post cool down before it can be used again.
Stalwart Armor
You are comfortable with your armor, basically living in it at this point. Your armor has become an extension of your own body. Because of this you no longer feel the effects of armor, moving normally and as nimble as someone without armor. Your armor also now ignores effects that would attempt to bypass armor. If a spell or ability would cause an enemy to ignore your armor for any reason, that effect is now negated.
Master of Combat
You have spent your years training with a shield in one hand and your weapon in another. You have now learned how to wield any melee weapon in your free hand, regardless of its size. This allows you to use weapons that would normally require both hands to hold with just one hand now. Combining your ability to fight with your ability to defend yourself and others (this does not apply to ranged weapons such as the bow).
Knight Two
Rushing Charge
You continue to get comfortable in your armor, your movements fluid and quick. As long as you are wearing your armor and have a shield attached you can charge across the battlefield, rushing into the fray. You may activate this charge which last for only a brief second, sending you dashing forward at incredibly high speeds. Your movement is double for this dash, allowing you to move at inhuman speeds. This dash allows you to close the gap or even use your own body as a weapon. Can only be used twice per topic.
Immovable Bastian
Now even sturdier than before, you have learned to anchor yourself while wearing armor. You have mastered the art of absorbing damage and shifting your weight. You can no longer be forcibly moved by spells or effects. If something would attempt to move your body or knock you down, you can ignore these effects, remaining in the same spot you were in as the effect attempted to move you.Monk One
Monk Traditions
Monks are masters of the physical world, honing and training their body to a specific style of combat. When you obtain this level you may choose one of the Ways listed below, further enhancing your physical prowess. You may only choose one of the paths listed below and can only choose a path if you have the required martial skill needed.
-Way of the Zen Archer- Requires Master in Marksman Those who have entered the way of the archer have focused their ranged skills, becoming skilled long-range combatants. You no longer need to see an enemy to be able to aim and shoot at them with items from the marksmen shop. You can track enemies while looking in a different direction, also able to sense them while aiming, able to target them through things like mist and smoke.
Art and Style
While monks draw their power from within and hone their own bodies with physical training, they are also able to tap into the spiritual world, pulling elemental energy from the world around them. You may choose one of the Arts listed in the Arts Table to add to your repertoire. You can choose any of the seven skills regardless of element or martial skill, letting you dip into other domains while honing your skills.
Art of the Storm Bow Lightning begins to course around your body, creating a small electric field up to ten feet from your person that moves with you. This last for three post and any enemy who enters this field will be delivered a terrible shock that will stun them for one post. If stunned they can not make any offensive actions, such as attacking or casting a spell (they can still move however). Once during the duration you can summon a bow of pure crackling lightning. From this bow you can fire a single bolt of lightning, which will penetrate up to two barriers (such as a wall) and will ignore hit preventions. Warlord One Hired Help
A Warlords true power comes from the influence they impose on others, recruiting other people to do their dirty work for them. At level one you have hired a trusty minion to work for you. This minion has novice level in one martial or utility skill of your choice and comes with one item or ability from the shop related to the skill chosen. This minion gets added to your inventory as an NPC in your employ, choosing the skill and weapon upon earning of this level. Banner LordThe warlord often wears a symbol or sigil portraying their influence. This can come in the form of a banner worn on their person, a cloak, cape or other piece of fabric brandishing their mark or some other form of recognition of their power. The warlords own power emanates from this mark, instilling fear in those around them. A 10 foot diameter aura pulsates out from this banner, allowing the warlord to exert their influence and fear. Once activated any enemy within the range of the aura will become fearful of the warlord, unable to move towards them or take offensive actions against them for their next post. This ability can only be used once per topic. Warlord Two Two for oneThe warlords name and power have started to grow, more and more people aware of their presence. You have now hired a second minion to assist you in your endeavors. This minion follows the same rules as the first, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have two novice level minions in your employ. Enchanting SigilThe power of the warlords name and mark have increased, allowing you to instill and grant more power to those that follow you. You may choose one of the following runes to mark your banner with, listed below. This mark can not be changed and is always present on your banner. Any minion granted to you by this class will have their weapons enchanted with the chosen rune permanently. Warlord ThreeThree is a crowdYou have now hired a third minion to assist you in your endeavors. This minion follows the same rules as the first two, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have three novice level minions in your employ. Looming Fear
The range of your banners aura has now increased, having a 20 foot diameter range with you and your sigil at its center. The power of your name has also increased, allowing you to activate your fear twice per topic and its effects now last for two post instead of one. Warlord FourUpgrading the forceYou have spent much time with your minions, leading them into battle and having earned their respect. All three of your minions can now upgrade their respective skills. Each minion gains master level in their first skill and now gains novice level in a new martial or utility skill. They also can choose a one new item or skill from their master skills shop and a new item or skill from their novice level skills shop. This gives you a total of three minions, each with a Master skill and a Novice skill, as well as three items, two from their master skill and one from their novice skill. Sigils BlessingYou can choose a second rune from the list below or from the previous list above, earning access to more runes to mark your banner with. All minions earned from this class will now have their weapons enchanted with all runes etched into your banner. MinionsGoon 1 | Master Stealth Novice Blade -Invisibility- -Infuriate- -Hand Axe- | Goon 2 | Master Alchemy Novice Marksman -Sleep Poison- -Smoke Flash- -Throwing Knives- | Goon 3 | Master Stealth Novice Blunt -X-Ray Vision- -Alarm- -Morningstar- |
RunesLightning Rune | A lightning rune etched into the item causing static and lightning to streak across the weapon. The item crackles with energy causing any cuts or slices from the weapon to shock and paralyze the enemy. Effected parts of the body can not be used for the next post.
| Heavy | A Heavy weapon is one that has been enchanted to weigh twice the amount it normally would. While this makes the weapon heavy and slower, it doubles its cutting or damage dealing ability. Strikes from this weapon are staggering and often deal insane amounts of damage.
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Stalwart Martial champions that can truly call themselves the apex of their craft are few in number, but those that can back up claims of having unfathomable might are truly impressive and heroic beings. These stalwart individuals are legendary amongst the members of the Fighter's Guild and their stories and deeds are known across the world.
Name
| Description
| Rage Before the Storm | You gain access to the Berserker's Rage ability from the Berserker prestige class and follow all rules of the ability. You can activate this rage once per topic.
If you posses the Berserker class you instead follow all rules of the Rage ability minus the downside. While in your rage state you can now cast spells and activate abilities as if you were not raging, giving you access to those tools while still benefitting from all abilities of the Berserker class. | Sundering Strike | The Stalwart focuses on strength and power, allowing it to channel all of their rage and anger into one mighty strike. Once per topic you can deliver a mighty physical attack that not only ignores hit preventions but consumes all hit preventions an attacked area may have. This attack not only deals high amounts of damage but completely destroys and armor or defenses that may have been struck. You must be in a Berserker's Rage to use this, and using this ability instantly ends your current duration on the Rage. | Iron Skin | The physical manifestation of the honed and sculpted forms that the Stalwart's have gained make their very flesh like iron and better then any armor they could wear. Your skin gains two physical hit prevention across your entire body, protecting you from a physical non-magical attack that would strike your body. | Overwhelming Might
| Stalwarts are physically impressive beings of massive might and prowess, and it shows in the weapons they wield. As long as this subclass is active you can wield any two-handed weapon or a shield in one hand, and heavy enchanted weapons and shields have all of the benefit of being heavy without being slower to use. This allows you to wield a double-handed weapon with one single hand, or even duel wield double-handed weapons.
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Exclusive Items Item | Description | Type | Javian's Falcon Wing | When using this combat style, you adopt a stance where your arms hover slightly angular to your hips with a weapon in each hand, preparing to do just about anything from feints, slashes, stabs, and parries at a moment's notice. For the next three posts you can do any of three movements within the Falcon Wing style once per post. After the three posts end, you cannot use this stance again for two posts.
Falcon Glide While shifting your weight forward at a moment's notice you dash in a straight line a short distance away as quickly as you can while angling your weapons to either your right or left side, making a free attack at anything in your path as you do so.
Talon Strike Using the uncertainty of your style's stance you strike with an alacrity rarely seen outside of birds of prey. Swinging one weapon from a lower and the other from an upper angle you make an attack that if only one of the weapons is blocked the other causes massive damage, rending two hit preventions. Both attacks must be blocked to negate this loss of hit preventions. If both blades hit, this move removes 4 hit preventions in total and cannot be used again for the rest of the topic.
Harrying Guard You have trained long and hard with your mastery of dual wielding and it has borne fruit. Your hand-eye coordination and reaction time is like that of a frenzied beast, and you can use that to your advantage as you can make an attempt to block or parry an incoming attack and attack at the same time. If successful you completely block all incoming damage while successfully dealing damage to your opponent instead.
| Martial Technique | Javian's Falcon Blade | A curved, wicked kukuri that's a little bit bigger than normal-sized daggers, approximately the size of a shortsword. A strong cutting tool capable of carving devastating gashes; it is a particularly effective weapon at melee range. This item comes with a unique ability - when scrapped against another hard surface, such as another weapon, a shield, or armor, it will produce a unique screeching sound, one similar to an attacking falcon. This sound will disrupt anyone within melee reach of the weapon, ending any currently active spells cast by the affected target. For their next two posts they cannot cast spells of any level. This can be used once per post. -Strikes that draw blood with this weapon will apply a one post fear effect- -Magic Blocker enchantment-
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Administrator
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Post by Admin: Soul on Nov 29, 2023 13:08:35 GMT -5
Ghost of the Guild Requirements: Mage's Guild member with a minimum of one full completed guild quest This is a Mage's Guild specific encounter At least one of the topic's participants must fulfill the requirements above However anyone may partake in this quest Only participants who meet the requirements will receive the Exclusive Reward But anyone who completes this quest will gain the General Quest Reward |
Bodies of long dead Mage's Guild members have recently been dug up and stolen all across the region. Someone has been grave robbing these prominent members of the guild and vanishing in the night. The guild has spent the last year investigating these crimes and hunting down a potential culprit, asking members to help with uncovering this threat. Originally it was believed that grave robbers were selling the bodies to black market collectors, but the truth is much more sinister.
Deep in the Coldwood sits an abandoned stone tower, the home of an ancient mage who has long left this world, or so it was believed. Nikivec was once a respected member of the Mage's Guild who trained and studied under the best minds but was looked over for another for the position of Mage's Guild leader. He left the guild and vowed to pay them back, but instead vanished into history. However, it would seem that the ancient mage actually cheated death and has returned as a lich to raise an undead army of Guild Leaders and claim the guild for himself.
Quest
Quest Name: Ghost of the Guild Participants: Two or more Location: Frost Gale (Coldwood) Post Requirements: 10 posts per person, 250 words per post Description: Nikivec has amassed four past Mage's Guild leaders who have died and been brought back as undead minions. He is operating out of the ruins of his old study in the north, and it is believed he will be making an attack on the guild itself. We need to put an end to him before he gains control of the guild and Charon's magical presence with it. It is important that this menace is removed, and the bodies are put back to rest. Help us by ambushing Nikivec and sending him back to the afterlife.
Special Requirements: - Nikivec is Immune to all damage and effects from Dark and Ice Spells - Nikivec has 4 undead minions who can operate on their own - Nikivec must be killed General Quest Reward: +2 Renown, +1 Mystical Archive Ticket Exclusive Quest Reward:
Item | Description | Type | Nikivec's Archanum Unleashed | An ancient, powerful spell designed by war mages to deliver devastating force attacks - by holding out both arms, the caster creates a bubble of arcane energy around them, reaching out five feet in all directions. For as long as the caster holds their arms out the bubble will remain, however the caster cannot take any other actions while holding up the bubble. The field of magic will negate and stop all magical spells, abilities or effects that attempt to pass through, target or affect the bubble. For each magical source or effect the bubble stops, the caster will gain mote a of energy that floats around them. Motes can be stacked up to five times and do not fade even after the caster drops the bubble. While a caster has any amount of motes, they may choose to attach one to a spell they cast, adding blunt damage to it and causing the spell to knock its target back 20 feet, regardless of the original spell.
| General Magic
| The Guild Ghost Cloak
| A moth-eaten, ancient cloth cloak that bears the faded insignia of the Mage's Guild on the back in silver thread. A powerful enchantment lingers within the fabric, the last remnants of protective magic in the weave. When inactive, it acts as a normal cloak, keeping the wearer warm. With a verbal command, you can force the threads of fabric to unravel, individual strings reweaving and creating a set of magical armor around the wearer, frozen-solid and sturdier than metal. The armor is lightweight and does not inhibit the wearer's movement, emitting a cold aura of permafrost wherever the wearer moves. The armor has two hit preventions against physical and magical attacks. Additionally, in the instance the wearer is hit, the aura of permafrost freezes the spell or physical attack. When blocking the spell, the armor freezes the magic attack as solid ice in the air which the wearer can use as a weapon to make one attack before it shatters. If the attack is made with a physical weapon, the weapon freezes to the armor and is stuck there for the next post, forcing the opponent to let go of their weapon if they want to disengage. When both hit preventions are used up this item returns to being a normal cloak.
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Enemies
Mage Guild Leaders Four Mage's Guild leaders have been resurrected by Nikivec. They all are Archmages and can use any spell from any arcana shop. The rest of their inventory and actions can be dictated by the member.
Nikivec Nikivec comes with his own inventory which can be found below. He is considered an Extreme threat, and the role must be played accordingly. He must be dead by the end of this encounter but can die any way you choose.
Nikivec, Ghost of the Guild
Nikivec
Frostgale, Undead, Male Appearance |
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Description | Personality | An ancient member of the Mage's Guild - no modern records documenting his life exist because he has not existed for millennia at this point. One must look to historical documents to find any mention of his name... and though it was speculated he was an apprentice of the founder of the Mage's Guild himself, Malaki Maazeric, there is no way to verify whether those claims are true. His name is mentioned in few documents and there are few guild accomplishments attributed to him. In ages past, he has faded to obscurity... until now. As the Mage's Guild grew in wealth and power, so did he - slumbering in the northernmost tundras of Frostgale, waking intermittently to unearth dead Mage's Guild members to siphon their magic and grow his power. Now, he is awake, and he desires to claim what he believes he is the heir of; ultimate life, power, and his seat as leader of the Guild... | Time and Lichdom have warped Nikivec's personality. Perhaps he was once an erudite scholar and an eager apprentice. A thirst for knowledge turned into a hunger for power and an arrogance, believing himself above death. Nikivec sees himself as a true progeny of magic and one of the few remaining in this modern era deserving of magic. But there is only word that can be used to describe his demeanor and ambitions - evil. He is a master and commander of death, and holds little regard for the lives of mortals. |
Nikivec's Kit
SkillsSea Domain | Exalted | Dark Domain | Exalted | Space Domain | Master | Unarmed | Master | Sky Domain | Novice |
Items
Item | Description | Weight | Bare Hands | While most people can throw punches and use their hands to attack, only those who have trained and mastered the art of hand to hand combat have truly turned their fist into weapons. This upgrade gives bare hand users the edge, allowing their hands to act like small clubs.
- Drowned Enchantment - | 1 | 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 | 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 | Static band | A brightly colored fabric band with lightning sewn into it. It can be worn on your head or around a limb such as your arm or leg. While wearing this band you can cast any Lightning spell without needing any free hands, allowing this to act as a spell focus for Lightning spells.
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| Cultists Robes | Umbral robes often worn by cultists and devout followers of blasphemous religions and ideals. These robes have been sewn with powerful enchantments woven into every stich, designed to act as a conduit to power delivered from an elder being. While wearing these robes, your entire body has become an offering towards a god, belief or cosmic entity of your choice. When you cast a spell that does elemental damage, your entire body becomes temporarily shrouded in that element, creating a ten foot aura in all directions from your body. Enemies inside this range as the spell is cast will also take minor damage equal to the spells element. This aura can only deal one type of damage at a time, if a spell you cast as multiple elemental damage types, you must choose which one the aura becomes.
| 1 | Snowflake Shuriken | A set of five throwing stars that are made out of cold steel, are white and made to look like snowflakes. These throwing stars are very good at blending into snowy or icy environments, making them hard to see. While one of these throwing stars are air borne, the user can activate the magic within, causing three illusionary images of the weapon to appear midair next to the real one, tricking enemies into thinking there are more and hiding the real one.
| 1 | Icicle Pauldrons | A pair of metal pauldrons that act just like the armor from the armor shop. However these pauldrons are coated in a thin layer of ice with icicles dripping off of them. Once per topic the wearer can summon the magic within to cause ice to coat their entire being. For their next post they will be completely immobile, unable to take actions or do anything. However they will also be immune to all damage and effects, unable to be targeted by anything. This effect can only be used once per topic.
| 1 | Rime Mantle | The Rime Mantle is a relic of ages past, used by the first people of the Pale City long before the Dark elves called it home. These stark white almost translucent cloaks conceal the wearer perfectly in any snowy environment, and can be hardened at will with a small input of the wearers Mana, giving them an almost steel like cloak to block physical attacks with. The cloak can only be activated twice per topic and last for two post.
| 1 | Northern Snow Mask | A unique mask crafted from animal bone and hide, often worn by hunters or tribesmen in the cold north. These mask come fitted with warm fur and narrow eye slits which protect the eyes from snow, dirt and dust. While this mask is worn, your eyes can not be damaged or affected by things that would try to harm them, such as dust and smoke. Does not protect against blinding effects.
| 0 | Cruel Plate (Cuirass)
| A pitch black cuirass with jagged and sharp edges. This armor acts just like a normal cuirass by providing your torso with protection. This armor however will begin to eat at your soul, making it easier for you to commit acts of violence and evil. Any spell or attack you make that deals dark damage will now deal double damage that can not be ignored or resisted by any source. You however will ignore healing from all outside sources that do not originate from you, for as long as you wear this armor. Your alignment is considered Evil while wearing this armor (Does not overwrite other alignment effecting sources)
| 3 | Life Spark Earring | 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.
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| Winter's Crown | A silver circlet with faint designs of ice and snow. It can be worn on your head or around a limb such as your arm or leg. While wearing this circlet you can cast any ice spell without needing any free hands, allowing this to act as a spell focus for ice spells.
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| Re-Casters | This ornate gold bangles must be worn on both forearms, and while worn grant the owner the ability to double cast any spell they use three times per thread. The new spell will originate from in front of the caster regardless of the spells casting description and goes off simultaneously with the triggering spell. |
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SpellsSpell | Description | Domain | 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 | 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 | 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 | 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 | 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 | 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 | 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.
| Sea | 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 | Frost Pulse | You spend a few moments welling up magical power in your fingertips before releasing a thirty foot long, narrow beam of freezing energy that lasts until it is canceled. The longer it strikes an opponent, the more damage it deals, even capable of inflicting frostbite. This spell is draining on your mana supply, and becomes more draining the longer it is used. You can not move or cast other spells while using this beam
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| Bog Fog | By channeling magic into the environment, you cause a thick cloud of fog to form over a 100 foot area, clouding the area in white mist. This fog will last for 3 post and is extremely hard to see through, making it difficult to navigate or fight in. Not only is it good at concealing things, it is extremely thick and heavy, preventing wind from blowing it or redirecting it away. Has a two post cool down in between uses.
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| Cold Fist | This spell causes a thick coating of solid ice to form on the users hands and forearms, giving them large ice fist. Any melee attack made with these fist will deal ice damage and cause a small chunk of the ice to break off. After the fist strike three things, the ice will fully fall off, becoming useless, but will remain until they do. The shards that fall off will take the form of extremely sharp spears, which can be picked up and used as weapons for the rest of the topic.
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| Frost Flash | The caster of this spell summons a quick, freezing cold gust of wind that will instantly blow through the area. This gust will be so cold that any exposed skin will blister and freeze, becoming dry and sensitive to the touch. Any affected skin will be blistered for three post, and will take double damage from physical attacks. The damaged skin can be prevented or healed by a heat source, such as a campfire.
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| Desperation | By pointing at a target, Your target suddenly feels starving, badly dehydrated, mana-deprived and fatigued, as though they are on their last legs. They will struggle with normal everyday functions and will find it incredibly hard to focus, ignoring their ability to cast spells or even make offensive attacks. Lasts for a post, at which point they are returned to the condition they started in before Desperation was cast. Can only be used twice per topic.
| Dark | Spell Shield | By waving their hands in the air the caster can throw up an invisible force of magical energy five feet in front of themselves which is extremely effective against other spells. This shield will absorb the next physical spell that would strike against it, such as a fire ball or lightning bolt. The spell shield does nothing against non magical attacks like swords or bows and can not absorb non physical spells, like mental attacks. This spell has a cooldown of two post.
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| Mind Ward | You place an aura of protective energy around yourself by touching your hands to your head. this arura will defend your mind from altering effects such as fear or calming of emotions. For two post you can not be influenced, charmed or mentally effected by spells or abilities. Once this spell has been used it can not be used again for three post.
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| Energy Transformation | By waving your hands across your body you can create a magical aura that is specific to one elemental damage type, such as fire, earth, water or ice. The next spell you cast, regardless of its normal damage type, will consume this aura and have the elemental damage type chosen by the aura instead. So if you choose fire, an ice spell you cast will now deal fire damage instead. Can only be used once every three post.
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| Dual Cast | By completing a hand motion you cast an enchantment on yourself that allows you to dual cast your next spell after this one. Once this spell is active on you, the next spell you cast will have a second version of the same spell cast right after it. The copy will be the same exact spell, under the same exact conditions as the first one and must follow the same path or target the same target as the first one. This can only be used twice per topic.
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| Magic Missles | You cause three charges of arcane energy to swirl around each of your three middle fingers on a single hand. These charges take a single post to charge, not allowing you to use them until next post, but can be charged while doing other things or even holding items. Once charged you can, at will, fire one of these magical energies from your finger, much like a bullet. These charges can fly up to 50 feet and deal blunt damage equal to a Master level weapon. The spell will stay active until all charges have been used, at which the spell has a two post cool down. You can fire all three blast at once or spread them out over several post.
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| Screams of the Underworld | ou compel a target to uncontrollably scream for their entire next post. They will just start yelling and screaming at the top of their lungs. They can still take other actions and move, but they just scream. This will attract others attention or disrupt them, throwing off their actions. This will also prevent them from casting spells needing verbal commands.
| Dark | Gifts Ungiven | You target one enemy, for the next two post they are unable to use any abilities or features from a prestige class. This turns off all active effects and prevents them from being used again for the duration. This spell can only be used twice per topic.
| Dark | Quench | A Water spell that allows you to counter a spell that would deal fire damage or is made of fire. This is a counter spell for any fire based spell. You snap your fingers after a fire spell has been cast, instantly snuffing it out with water. This can be used twice per topic.
| Sea | Disarming Aura | By casting this spell, you send a wave of energy out and up to 20 feet in all directions. Space magic will grab a hold of all weapons on all persons inside of the aura. For the next two post all Blades, Blunt weapons, polearms, ranged or other type of weapon will blink out of space and cease to exist. All enchantments and additions will also vanish with the item, leaving the caster and all other affected person without weapons
| Space | Thought Hemorrhage | You target one person you can see, filling their mind with a momentary lapse of memory. They will instantly forget any spell that they have already cast this topic, unable to use that spell in any form for the rest of the current topic, regaining memory of the spells afterwards.
| Dark | Force Wall | You hold you hand outwards palm first, sending out a wave of unseen energy. This energy forms a small barrier that flies out from your hand. This barrier has a short range and only last for a brief second, but is strong enough to block the next spell or ranged attack that comes your way. This is a one time use and the barrier fades after a few seconds or after blocking an attack. Does nothing against melee attacks.
| Space | Tri-Beam | By holding out your hand you cause three small orbs to form, an orb made of Fire, Water and Wind. You can then fire these three orbs out in a medium range, attempting to strike a target. You can split these orbs up, choosing to send them all at the same target, or splitting them up among three different targets.
- Deals Fire, Water or Wind damage, each belong to a separate orb-
| Space | Slow | You can cast this spell on an enemy or other target, causing them to slow down. During their next post their speed will be cut in half, causing them to move very slowly. You walk at a snails pace and your reactions are incredibly slow.
| Space | Quicken | By casting this spell on yourself or an ally, you cause them to speed up for their next post. During the next few seconds the person effected will be able to move twice as fast as normal, increasing their running and moving speed.
| Space | Resist the Elements | You can choose yourself or an ally, coating them in an aura of energy. Upon casting this spell you must choose one of the eight elemental damage types (Fire, Earth, Wind, Lightning, Water, Ice, Light or Dark) For the next two post the effected target will become immune to that single damage type, taking no damage from spells or effects of that damage type. You can only effect one person at a time with this spell and can only cast it twice a topic.
| Space | Blink | This spell allows you to move your body a short distance through space itself. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. Blink has a cooldown on your body and can not be used for two post after being used.
| Space | Counter Spell | You can only use this spell to target other spells, regardless of who cast them. When another spell is cast you can use this spell to counter that one, completely negating it. This will instantly cancel the spell, removing any effects. This must be used the post after the spell your targeting was used and can only be used twice per topic.
| Space | Rewind Time | A complicated spell that allows the caster to manipulate the very time and space around them. By casting this spell you can rewind yourself, moving to a past position. You can return to a location that you were previously in during the post before the one you cast this spell in. You can not take living creatures with you and this does not alter any damage you might have taken. This simply returns you to a previous location. This can only be used twice per topic.
| Space | Death Swipe | Causes your hands to grow claws of pure darkness that are several inches long. These claws can pass through physical obstacles (such as armor) to stab at flesh underneath, dealing moderate damage. Consequently, they cannot be used to block physical attacks.
-Deals dark damage-
| Dark | Raise Dead | You can target a dead body, be it freshly dead or long dead. This body can belong to an animal, creature or humanoid (can not be used on player characters) This creature will rise from the dead, have no will of its own, and follow any command you give it. This raised body will be weak but relentless and can attack for you. It will deal minor amounts of damage but will also sustain large amounts of damage. This body will last for three post.
-Deals dark damage- -Can only have one out at a time-
| Dark | Chaos Bolt | This spell allows you to fire a bright purple bolt of energy from your finger. This bolt will crackle like lightning, twisting and arching through the air. This bolt of energy can be fired up to long distances and deals a moderate amount of damage.
-Deals dark damage-
| Dark | Death Wall | You cause a wall made of bones and shadows to rise up out of the ground. This wall will act as a defense against raged attacks or force enemies around it, manipulating the battlefield. If someone touches or tries to scale this wall they will find some of the skeleton arms claw out and swipe at them, dealing damage.
-Deals dark damage-
| Dark | Dark Binding | You fire out a beam of pure dark energy. This beam of energy is thin and travels in a straight line up to a medium distance away. If this beam strikes someone it will wrap around them like a vine, restricting their movement. This spell will bind them for their next post, preventing them from moving away. They can still manipulate their hands to a degree.
| Dark | Summon Undead Hulk | A massive undead creature made of bones and corpses will rise from the ground. This creature will loom over everyone, being extremely tall and large. This creature will remain for three post and will attempt to defend you or attack your enemies. This creature will be summoned with a massive weapon, be it a blade or axe, and can cast the raise undead spell once. -Deals dark damage--Can only have one out at a time-
| Dark | Soul Shackle | You bind yourself to another target, causing a thin beam of energy to connect you and that person. This binds your souls together, and shackles the target to you. This bond causes you all to share damage, meaning if you take damage, so will the person on the other end of the shackle. This also works in reverse, meaning you will take any damage the other target takes. This last 2 post.
| Dark | Black Shield | You or an ally instantly become surrounded in darkness, your entire outline glowing a deep purple. This energy will remain on you for the next two post and will protect you from any other magical effect, positive or negative. For the duration of the spell, you will ignore damage and effects that come from spells cast. This spell has a three post cooldown and can not be used again until the cooldown is over.
| Dark | Death Wave | You shoot a wave of dark energy out from your body in all directions. These wave only goes up to a medium distance, but pushes out from your body in all directions. The wave of darkness deals damage as well as pushes each person struck backwards to the edge of the range. It will knock each living creature to the edge scorching them with the dark energy.
-Deals dark damage-
| Dark | Mubashir's Summoning Pact:
Grand Dracolich
| You summon forth dark energy that takes the form of a skeletal drake and descends from the sky. This drake will fly in a straight line over the intended area and spew out a line of toxic and corrosive poison, covering a line 20 feet wide and 50 feet long. Anyone caught in this area will take medium amounts of dark damage and will find it hard to breath or move. For the next post they will be unable to leave the affected area, stuck in the toxic gas left behind. The drake will fade away at the end of the post, but can be used twice per topic.
| Dark | 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 | 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 | 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 | 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 | Breath Water | his spell allows you to breath under water for several minutes. You gain the ability to breath normally while submerged underwater as if you were breathing normally.
| Sea | 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 | 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 | 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 | 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 | 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 | Sea Mist | You cause a very thin veil of mist to rise up from the surface of a body of water. This mist will begin to fog the area, making it harder to see while inside the mist. The mist is not incredibly thick, so its not hard to move through or see if paying attention, but is good for covering things on the surface of the water.
| Sea | Brittle Shatter | You target an ice structure, a currently existing object made out of ice. You can then cause that structure to shatter, sending hundreds of tiny pieces of sharp ice flying in all directions. Not only is this useful for removing frozen obstructions but is also good for dealing minor amounts of damage.
-Deals ice damage-
| Sea | 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 | 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 | 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 | 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 | 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 | 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 | Salt Air | You fill the air with a heavy amount of salt vapor, mimicking the salt air found near the ocean. This air will quickly begin to target metal in the area, including weapons and armor. It will begin to deteriorate that metal making it useless for the time. For the next three post those metal objects will be rendered useless, dealing no damage and offering no defensive protection.
| Sea | 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.
| Sea | Heavy blizzard | The air freezes over as it begins to snow, medium sized balls of ice and hail also begin to fall as they pelt the environment. The thick snowfall makes it hard to move as the hail from above pelts enemies, dealing mild amounts of damage. These small pellets deal high amounts of blunt damage and will continue to fall for three post. While the storm can not be stopped, user can protect themselves from the hail by getting under something or melting them.
| Sea | Shatter | You summon a large amount of cold energy in your hands. You are then able to touch an object, freezing it over and then forcing enough pressure into the object to cause it to shatter and break. This will cause whatever the item is to become incredibly fragile, with only a tiny amount of force breaking the object. This can not be done to organic material or living creatures. The broken object will only remain broken for the current topic.
| Sea | Permafrost | A unique spell that you can cast before or in conjunction with another ice spell. The next ice spell you would cast after casting permafrost will become immune to heat and fire, unable to be melted or effected by the heat. This allows you to use your ice spells against fire mages without getting completely countered.
| Sea | Flood
| While simple in nature this is a devastating spell that water mages use to flood environments. You cause water to begin to seep up from the ground, slowly filling the local area with water. Regardless of the environment, the water will flow, creating small lakes and bodies of water everywhere. While it is not enough to fully submerge an area, it will rise up to your knees, creating a swamp like area. | Sea | 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.
| Sky |
Martial AbilitiesSkill Name | Description | Viper Dance | A unique fighting style crafted by desert assassin's and unarmed fighters using quick speed and agile reactions. If you are in the process of being attacked by a physical weapon attack and have both hands free (not physically holding anything) you can use a free hand to snake up the attackers arm while stepping to the side to dodge the attack. You then strike the wielders upper arm with your finger tips, dealing a small amount of damage but forcing them to drop the weapon used to attack. This can only be used once per topic.
| 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 hands. 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.
| Float like a Butterfly | A skill that represents years or even decades of training at the edge of physical limitations, you are capable of adjusting your footwork in an instance within melee range of your opponent/enemy. Until you launch your first attack, your fancy footwork grants you a hit prevention while within melee range.
| Sting like a Bee | Using your hand like a blade, you strike with the finger tips and, upon impact with unprotected skin, exert enough pressure to form a pin-sized hole that causes bleeding. If an arm or leg is struck, it will go numb and cannot be used for the next post.
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Prestige Classes
Necromancer One Undead Servant You channel your dark energy, reaching beyond the realm of the living and call forth a dead spirit. This spirit will manifest in the form of the living dead, looking like a skeleton, zombie or other undead creature. This servant belongs to you and will follow your every command. The servant will follow you everywhere you go and is permanent, having no duration or limit. This minion however cannot deal damage, attack or be used in any offensive way. It can however be used to body block for you, take damage for you, or be used for other minor things like carrying supplies or moving objects. Does not count against your summon limits. Your servant cannot be killed.
Undying Frenzy You may call upon your undead servant, filling it with rage and anger, causing it to go into a frenzy. As long as your servant is frenzied it loses its passive status, allowing it to now be used for offensive purposes, like attacking and dealing damage. While it is frenzied you will now count against your summon limit, preventing you from summoning another being for the duration of their frenzy. The servant will remain frenzied for two post, and cannot go back into a frenzy for the following three post. This feature can only be used on your Undead servant.
Level Two Persistent Dead Any creature or minion you summon (must be from the Dark Domain shop or from this class) will have its duration increased by one. This allows it to remain for one extra post longer than its normal duration. Your summoned minions also become immune to effects or abilities your enemies control that would end their duration early, with the only exception being to straight up deal damage and kill them again. Spells and abilities that would remove the creature or banish it no longer take effect.
Army of the Damned The amount of summons or minions you control (must be from the Dark Domain shop or from this class) is now increased, allowing you to have two of these summoned creatures out at one time. They still follow their individual rules and guidelines, but can now remain in existence together. As long as two are out, you can not summon a new one until one of them leaves the battle field.
Level Three Consume Essence Your servants are at your beck and call, their only purpose being to serve you. You may target a creature you summoned (must be from the Dark Domain shop or from this class) You begin to draw the magic used to animate it back out, replenishing your own body with their essence. The summoned being will instantly crumble and vanish, having its duration ended early and any active effects of the summon ending as well. This energy will fully heal yourself, healing any and all wounds, regardless of how severe. Your cuts, stab wounds, burns, bruises and even missing limbs will all be healed, returning your body back to normal.
Extended Frenzy If your undead servant witnesses one of your other minions or summoned creatures (must be from the Dark Domain shop or from this class) be killed or unsummoned while the servant is currently in a frenzy, it will have its frenzy duration increased by one post, allowing it to remain offensive for as long as your other minions continue to die.
Level Four Army of the Damned The amount of summons or minions you control (must be from the Dark Domain shop or from this class) is now increased, allowing you to have three of these summoned creatures out at one time. They still follow their individual rules and guidelines, but can now remain in existence together. As long as three are out, you can not summon a new one until one of them leaves the battle field.
Lord of the Underworld The dark powers of death have completely consumed you, killing you and allowing your body to rise from beyond the grave. You are now considered a lich, an undead being with full control of themselves. You count as an undead for spell and ability sake. You can no longer be healed by others, and can only heal yourself with your own abilities and now ignore any and all dark damage. You now use your servant as a conduit for your spell casting, even if it is not in a frenzy. You may cast your dark domain spells through this servant, allowing it to be the origin of those spells as well.
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.
Level Two 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.
Level Three 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.
Level Four 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.
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.
Path of the Elementalist One
Primordial Paths The primordial paths of the Elementalist draw on the energies of the Primordial Planes and the very essence of the domains and elements, allowing them to claim mastery over their chosen paths as they weave fantastical elemental magic, that has been further enhanced by the loosening of the planar veil caused by the destruction of the Sol Stone. When you achieve Master level in the elemental Domains, you unlock paths to invest into with your growing ties to the Primordial Plane.
- Master Skill in a Domain allows you to open up three pathways (this counts for each time you achieve master rank in one of the three elemental domains).
- Sea Domain opens the Paths of Water and Ice, Earth Domain opens Fire and Earth, Sky Domain opens Air and Lightning.
Path of the Elementalist Two
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.
Path of the Elementalist Three
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.
Path of the Elementalist Four
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.
Sea Domain
Paths of Water
Curse of the Seven Seas: Spells that deal water elemental damage cause the afflicted to feel various status effects over time. One post of being affected by water elemental damage causes the afflicted to feel unstable on their feet, standard movement becomes difficult. Two posts of continued water elemental damage causes slowed breathing, further restricting movement and has the added effect of restricting spells that require spoken words. Three posts of continued water elemental damage, causes an unconscious state in the victim.
Portals of the Seven Seas: Through the Elementalist’s expertise and strong connection to the Sea Domain, they are capable of generating a portal to the Primordial Plane, specifically the aspect devoted to the ocean. The portal opens above and in front of the user, causing a deluge of seawater to fall into this planar reality forming into a medium size sphere. This can be used twice per topic.
Wave Rider: The Elementalist is in full control of the water in their environment to the point where they are incapable of being knocked down by any form of it, be it environmentally produced or via spell usage. They can stand in the middle of the most smooth pond or at the apex of a raging tsunami.
Paths of Ice
Crystallization: Focusing your magic on a visible liquid, the Elementalist is capable of turning that liquid into ice after two posts of concentration. This freezing effect covers a total of a medium size object/creature/person at a time.
Heat Death: Once a creature/person is affected by Crystallization any ice spell or effect that hits that creature/person will cause their movement to slow to half upon first contact. Any subsequent contact will further the effects; no movement, slowed breathing, minimal breathing, and lastly an unconscious state. Snow Globe: You generate a field of flurrying snow, producing an obscuring effect, around yourself for three posts. This field extends out fifteen feet in every direction and anything that enters the field comes under the effect of Crystallization. When used in tandem with Frost Cloak, Frost Cloak will now also cause the Crystallization effect over three posts to any living entity within it.
Arcanatek Researcher Arcanatek Researchers typically are members of or have some sort of affiliation with the Arcane Academy. These researchers have been recruited by the guild to lend their expertise to the ongoing research into Arcanatek. It is thanks to these researchers that breakthroughs have occurred specifically around the construction of Arcane Golems. These newly rediscovered guardians can assist Researchers in delving into the depths of dungeons and caverns long forgotten or erased from the history books. Arcanatek researchers are forever in pursuit for new knowledge and materials.
Name | Description | 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.
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Golem Spell Table Name | Description | 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. |
Phantom Curse Phantoms are individuals who walk the line between life and death and can be formed by a variety of instances. Phantoms often have a brush with death of some kind, and are now possessed with an aspect of the afterlife. Some have near death experiences of their own, while others are haunted or plagued by a spirit left behind. Whatever this encounter is, it has left the individual marked. Touched by Death | An event in your past has caused you to have a brush with death, either facing it yourself or encountering a spirit left behind. You now live in the inbetween, partially alive and partially dead. You find it harder to accept death, fighting nature itself. The first time you would die or be knocked unconscious in a topic, you instead shrug it off and remain conscious. While you do feel pain and take damage, you are able to push through and ignore the pain more so than others. Taking damage or feeling pain no longer causes you to flinch or react to the damage, letting you push through damage as if it was not there. | Phantom Form | Once per topic you can fully give yourself over to your spirit, turning yourself into an incorporeal ghost like being. For three post your body becomes ghost like, unable to be touched or interacted with. Solid objects will pass through you, allowing you to dodge attacks or move through structures. You are unable to interact with the physical world yourself however, unable to touch objects or make attacks. Anything you do while in spirit form will have no interaction with the physical world, such as casting spells or activating features.
You can still see, speak, hear and communicate with others. They will be able to see a thin outline of your form, so you are not invisible but slightly obscured. This allows you to continue to interact with living beings while still being a ghost.
| Possession | While in your Phantom Form you are able to move into another person, possessing them and sharing their body. You are able to see through their eyes, hear through their ears and even communicate with them as if using the message spell. While possessing someone, you move with them, relinquishing all control of your own movement but can choose to leave the body at any point. You can not cast spells, use skills or activate abilities while inside someone else and can only remain passive until you leave. | Inner Seance | Once per topic, while possessing someone else, you can lend some of your power to that person. You can cast a spell, use a martial skill or activate an ability through this possessed individual. You can affect the possessed individual but can not use anything to bring or cause damage to that person. You can however cast a damaging spell or ability through the person, using them as a conduit to hit your real target. You can only use this ability once per topic.
| Death's Hold | Once per topic, while possessing someone else, you can exert your spiritual energy over the possessed person, stressing their system. When you activate this ability, your spirit surges through the person, preventing them from casting any spell during their next post. Once you use this ability you will be forcefully pushed out of their body.
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Exclusive Items Item | Description | Type | Nikivec's Archanum Unleashed
| An ancient, powerful spell designed by war mages to deliver devastating force attacks - by holding out both arms, the caster creates a bubble of arcane energy around them, reaching out five feet in all directions. For as long as the caster holds their arms out the bubble will remain, however the caster cannot take any other actions while holding up the bubble. The field of magic will negate and stop all magical spells, abilities or effects that attempt to pass through, target or affect the bubble. For each magical source or effect the bubble stops, the caster will gain mote a of energy that floats around them. Motes can be stacked up to five times and do not fade even after the caster drops the bubble. While a caster has any amount of motes, they may choose to attach one to a spell they cast, adding blunt damage to it and causing the spell to knock its target back 20 feet, regardless of the original spell.
| General Magic | The Guild Ghost Cloak | A moth-eaten, ancient cloth cloak that bears the faded insignia of the Mage's Guild on the back in silver thread. A powerful enchantment lingers within the fabric, the last remnants of protective magic in the weave. When inactive, it acts as a normal cloak, keeping the wearer warm. With a verbal command, you can force the threads of fabric to unravel, individual strings reweaving and creating a set of magical armor around the wearer, frozen-solid and sturdier than metal. The armor is lightweight and does not inhibit the wearer's movement, emitting a cold aura of permafrost wherever the wearer moves. The armor has two hit preventions against physical and magical attacks. Additionally, in the instance the wearer is hit, the aura of permafrost freezes the spell or physical attack. When blocking the spell, the armor freezes the magic attack as solid ice in the air which the wearer can use as a weapon to make one attack before it shatters. If the attack is made with a physical weapon, the weapon freezes to the armor and is stuck there for the next post, forcing the opponent to let go of their weapon if they want to disengage. When both hit preventions are used up this item returns to being a normal cloak.
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Administrator
2,004 POSTS & 0 LIKES
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Post by Admin: Soul on Nov 29, 2023 13:09:09 GMT -5
Perfection in a Bottle Requirements: Golden Consortium Guild member with a minimum of one full completed guild quest This is a Golden Consortium Guild specific encounter At least one of the topic's participants must fulfill the requirements above However anyone may partake in this quest Only participants who meet the requirements will receive the Exclusive Reward But anyone who completes this quest will gain the General Quest Reward |
Counterfeit black-market potions and elixirs have always been an issue in the city, but over the last year the problem has reached new heights. Someone has been weaponizing illegal potions in an attempt to test a new concoction. Elite members of the Golden Consortium have worked endlessly to uncover who is behind the black-market potions and what their motives may be. Investigations have been successful, uncovering a plot by an ousted member of the guild who holds a grudge and believes himself to be misunderstood.
Malik Imann, a former member of the Golden Consortium, was banned from the guild and all alchemical operations due to his radical beliefs and illegal practices. He is known for experimenting on the living body and rumors indicate that he has been successful not only in crafting a super soldier serum but altering his own body to unknown heights. He runs an underground lab in the city, protected by enhanced mercenaries, where he crafts his serums. We still have no idea what his plans are or what he intends to do, but we do know that he has amassed a collection of serums and has the ability to create his own army.
He cannot be allowed to continue whatever his plans are and must be detained for further questioning.
Quest
Quest Name: Perfection in a Bottle Participants: Two or more Location: Sol City Post Requirements: 10 posts per person, 250 words per post Description: We have located Malik's lab deep in the sewers of Sol City and need help in detaining him before he can set his plan into motion. Head into the sewers, assault his base, take him into custody, and burn the lab to the ground. But stay on your toes, he has access to a variety of tools and keeps two mercenaries with him at all times. Not only do we need to bring Malik in for questioning, but his lab must also be destroyed and any left over serums should be brought back to the guild for inspection.
Special Requirements: - Malik is Immune to any damage or effects from Poisons and Toxins - Malik has 3 minions who can operate on their own - Malik must be arrested and detained - Lab must be destroyed General Quest Reward: +2 Renown, +1 Mystical Archive Ticket Exclusive Quest Reward:
Item | Description | Type | Malik's Ambition | A crystalline bottle containing a thick, golden liquid that looks far more viscous than traditional potions. When ingested, the user will notice that it is so cold that it almost tastes like molten fire in the back of the throat. By imbibing this potion, the user will find that their senses have become sharper - the range of their vision is doubled, and their strength is increased. It is as if the limiters connecting their brain to the part of their body that feels pain has been disconnected. They gain five feet in height, and their skin takes on a golden sheen, becoming hard to the touch and granting them one hit prevention. This state lasts for three posts, in which the user's mind progressively begins to cloud with overconfidence, making them act recklessly. At the third post, the state ends as the user's body rejects the golden serum, and they return to normal with a small headache.
| Alchemy Consumable | Malik's Coat of Perfection | A unique skin graft that covers the entire outer layer of skin, covering the entire body or selected portions. This skin looks normal and has no obvious effects at first, however the longer one stares the more obvious it becomes that the person is extremely beautiful, almost flawless. A thin layer of magic is etched into the skin, allowing the owner to alter minor aspects of their appearance, often to remove flaws and blemishes. Making one look more attractive is not this graft's only effect however. Once per topic you can shift your entire outer appearance, changing things like hair and eye color, face shape and other specific details. You remain your height and general shape, but can shift the majority of your other features. This shift cannot be detected or seen through by any means.
| Graft |
Enemies
Enhanced Mercenaries Malik is protected by Three Exalted level mercenaries with increased strength, speed and stamina. These mercenaries can have any inventory and any items, which can be selected by the member.
Malik Imann
Malik comes with his own inventory which can be found below. He is considered an Extreme threat, and the role must be played accordingly. He must be arrested by the end of this encounter and his lab must be burned to the ground.
Malik Imann Sol City, Human, Male Appearance |
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Description | Personality | Once a proud member of the Golden Consortium, cast out for his dabbling in unethical experiments. The true records of why he was expunged from the guild have been lost; though rumor indicates that he had an under-the-table deal with members of the Fighter's Guild, the nature of which involved the development of a serum designed to create the perfect soldiers. Though he has been cut from his funding, he has not given up on his goals - Malik continues to sell suspicious potions on the black market, which have begun to leak out and create havoc throughout the city. All money to fund his true, glorious purpose - to tap into chaos to create perfection. He has also taken to conducting experiments on himself, mutating him beyond recognition; and, on occasion, morphing him into monstrous forms. | To call this man ambitious would be an understatement. Malik is an overachiever. Perfection is not perfect enough for him. His poised appearance is but a facade, his intellect a mask he wears to hide his true nature. His true appearance is hidden behind beautification potions and body modifications, though if one were to gaze upon his true face, they would quickly see why he covers up his true visage - for the right side of his cheek has permanently melted away, creating a perfect half-smile of mismatched teeth. To him, everything is for the sake of science. There are no such boundaries in the pursuit of knowledge. |
Malik's Alchemy Toolkit SkillsAlchemy | Exalted | Arcana: Dark Domain | Exalted | Arcana: Light Domain | Exalted | Polearm | Master |
Items Item | Description | Dart of Teleporting | A single pitch black dart said to have been crafted by a highly skilled shadow dancer. This dart acts like a normal dart, can be thrown and used to deal minor amounts of damage. However the owner of the dart can teleport to the darts location, allowing them to move through time and space to return to the dart. This can be a tricky item, as sometimes the dart ends up in a dangerous area. When teleporting, you can not be affected until you return to the dart. This ability can only be used once per topic.
| Wendigo Heart | A petrified heart attached to a chain or leather sash. While this heart is on your person your alignment can not be detected by any effect trying to assume your alignment. Your alignment can also not be altered by an enemies effect (your own still alter your alignment). Once per topic you can activate the heart to send out a pulse, detecting the alignment of any person or creature in a 100 foot radius.
| God Fire | A small container that holds purple fire which seems to never go out. This container can be shattered or thrown against something, coating the area around the broken container in the bright purple fire. Anything in a 5 foot radius of the broken container will be coated in the fire, however they will feel no heat nor physical burning. The flames will instead begin to burn at their soul, causing the afflicted to feel immense pain within their bodies. This allows you to inflict fire damage to a living creature without burning other objects around them and allows you to ignore things like armor or flame resistant effects. Contains enough for one use per topic.
| Scythe | The Scythe is the larger cousin of the sickle, a crescent shaped blade on the end of a large pole. This pole can be made of wood or metal and gives its wielder a long reach with the weapon. Scythe masters can spin and twirl this weapon with great skill, making it a deadly tool. -Two enchantment slots-
| Cultist's Robes | Umbral robes often worn by cultists and devout followers of blasphemous religions and ideals. These robes have been sewn with powerful enchantments woven into every stich, designed to act as a conduit to power delivered from an elder being. While wearing these robes, your entire body has become an offering towards a god, belief or cosmic entity of your choice. When you cast a spell that does elemental damage, your entire body becomes temporarily shrouded in that element, creating a ten foot aura in all directions from your body. Enemies inside this range as the spell is cast will also take minor damage equal to the spells element. This aura can only deal one type of damage at a time, if a spell you cast as multiple elemental damage types, you must choose which one the aura becomes.
| Firewalker's Boots | Boots crafted from magic leather to mimic a fire drakes skin. These boots allow for the wearer to walk across hot surfaces such as fire, lava, incendiary stone, etc. without taking damage from its heat.
| Northern Snow Mask | A unique mask crafted from animal bone and hide, often worn by hunters or tribesmen in the cold north. These mask come fitted with warm fur and narrow eye slits which protect the eyes from snow, dirt and dust. While this mask is worn, your eyes can not be damaged or affected by things that would try to harm them, such as dust and smoke. Does not protect against blinding effects.
| Purifying Flask | A small flask or cantina that can store water, ale or other kinds of liquid. This flask is unique however as it is able to cleanse the liquid of any unwanted toxins or imperfections. Whatever liquid is placed in this flask will have all undesired effects removed from it by its owner.
| Vainful Gauntlets | Metal, sharp gauntlets that seem to fit perfectly onto your hand, attaching themselves to your skin. Once worn these gloves can never come off, staying with you to the end of time. Some corpses can still be found in their graves wearing these gauntlets. The armor protects your hands and wrist, and can never be cut through or broken. This allows you to grip dangerous objects like blade edges or even toxic material. These will not protect you from elemental damage however. Has two hit preventions and does not stack with other hit preventions on your arms.
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Potions Potion | Description | Flash Flask | A small glass flask filled with bright light, swirling around inside of it. This bottle can be smashed or broken to allow the light to spill out of it. When smashed this light will flash outward, attempting to blind anyone looking at the light. They will be unable to see for the next post, their vision filled with blind whiteness. Comes in a set of two bottles.
| Delusional Poison | A small glass bottle with dark black liquid that seems to swirl around. This poison can be consumed or applied to a weapon, which allows it to enter a wound. If this liquid enters the blood stream it will cause the targets head to feel dizzy, causing them to become unaware for a few moments. They will feel dizzy, have a cloudy mind and find their reaction speed dramatically slowed down, almost as if they were super drunk. These effects will last for three post. Comes in a set of two bottles.
| Fish's Godkiller Poison | A deeply noxious poison made from a mix of nearly every known poison that comes in a small, single use vial. It can be coated on a weapon or 1 piece of ammunition. When the poison enters the blood stream it can have a devastating effect, dealing minor poison damage, but worse than that is it causes the targets body to seize up. A creature hit by this poison is paralyzed for their next post and cannot be healed by novice or master level healing spells. When the poison runs its course or is healed, the target will still feel slow and sluggish for one post.
| Gwendolyn's Miasmic Catalyst | A small glass of clear, milky liquid that has no effect on its own and is used to combine with other alchemical potions. You can pour another Alchemical liquid (must be a shop item) into this bottle, mixing the concoctions and causing a reaction to occur. Over the next post a gas will pour out of the bottle and fill a 10 foot cube with a cloud of the gas. This will turn the concoction they poured into the clear liquid into a gas, causing anyone within the range who breathes in the gas to come under the original effects of the mixed potion. The cloud will remain for two post and can only be used once per topic.
| Light Resistance Potion | A small glass flask filled with bright glowing yellow liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. The liquid itself glows bright and gives the drinker a warm feeling. Whoever drinks this potion will become immune to light damage, ignoring any damage dealt by a source of light, be it a spell or enchantment. The effects of the potion last for two post. Comes in a set of two bottles.
| Dark Resistance Potion | A small glass flask filled with dark purple liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. The liquid itself is thick and dark and fills the drinker with dread. Whoever drinks this potion will become immune to dark damage, ignoring any damage dealt by a source of dark, be it a spell or enchantment. The effects of the potion last for two post. Comes in a set of two bottles.
| Quick Speed Potion | A small glass flask filled with light yellow liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. Anyone who drinks this potion finds their physical capabilities increased, now being able to move quicker than they normally could. This doubles their move speed, making them run faster than normal. Comes in a set of two bottles.
| Major Health Potion | A small glass flask filled with thick dark red liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. The liquid itself has healing properties and will heal who ever drinks this of major wounds. This includes deep cuts or gashes, burn wounds or injured organs. Comes in a set of two bottles.
| Sleep Poison | A small glass bottle filled with a murky clear liquid. This liquid is odorless and can easily be slipped into food or drink, or even added to the edge of a weapon. If this poison enters the blood stream it will knock the afflicted person unconscious instantly. They will remain asleep for the entirety of their next post. If they take damage they will be awoken from their slumber. Comes in a set of two bottles.
| Frost Web Potion | Drinking this potion gives the consumer a single use of 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.
| Crumbling Touch Potion | Drinking this potion gives the consumer a single use of Crumbling Touch. Your hands become coated in a sand like material, giving you the ability to nullify items or weapons by simply touching them. You can touch an item and cause the surface of the item, weapon or armor to also turn to sand. This removes the items effectiveness, causing it to lose any of its effects or uses for the duration. The item will remain useless for two post until it returns back to normal and can be used.
| Wind Cutter Potion | Drinking this potion gives the consumer a single use of 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.
| Water Whip Potion | Drinking this potion gives the consumer a single use of 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.
| Flame Breath Potion | Drinking this potion gives the consumer a single use of Flame Breath. The consumer spews out a medium range cone of flames from their mouth. 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.
| Blink Potion | Drinking this potion gives the consumer a single use of Blink. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location.
| Light Weakness Potion | Created potion is thick and is transparent, can be applied to a weapon or item and takes effect when consumed or applied to an enemy through a wound. Anyone under the effect of this potion is now weak to light damage for the next two post, taking double damage from any source of light damage.
| Dark Weakness Potion | Created potion is thick and black, can be applied to a weapon or item and takes effect when consumed or applied to an enemy through a wound. Anyone under the effect of this potion is now weak to dark damage for the next two post, taking double damage from any source of dark damage.
| Beist's Transmutation Tonic | An odd liquid that seems to change color and density randomly, normally stored in a small container or flask. When this liquid is consumed, it will allow its drinker to change their race, morphing from their current race to a new one. They will still look like themselves, having all their features, but will assume the appearance of themselves as another race. (From Human to Tiefling for example) They will still be recognizable, this potion does not hide their identity. In addition, while under the effects of this potion you can choose two grafts from Madam Evalyn's Shop to have grow from your body. (These normally mimic racial features that would belong to the race you transformed into) Comes in a set of two bottles, but can only be under the influence of one at a time. Last for the rest of the topic.
| Bull's Strength Potion | A small glass flask filled with thick dark brown liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. Anyone who drinks this potion finds their physical capabilities increased, feeling much stronger than normal. Their physical strength is now increased, allowing them to deal double damage with physical attacks. Comes in a set of two bottles.
| Eagle Sight Potion | A small glass flask filled with thick grey liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. Anyone who drinks the contents of the flask will find their eye sight vastly improved. You can see twice as far as normal and can even see in vision obstructing material like smoke, mist or fog. Comes in a set of two bottles.
| Potion of Hearing | A small glass flask filled with transparent blue liquid that can be attached to a belt or stored in a bag. This flask contains enough liquid for a single person to consume. Anyone who drinks this potion will find their hearing vastly increased. They can hear sounds at higher and lower frequencies than normal, able to hear even muffled or hidden sounds. Comes in a set of two bottles.
| Sanguine Locket | A locket filled with the acidic blood of a cockatrice. This locket can be used as a poison, causing full body paralysis for two posts if ingested— or limb paralysis for two posts if struck by a weapon laced with the toxin that it possesses. Individuals with the Vampiric curse can, alternatively, use this as a Minor Healing potion.
| 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.
| Potion of Shadows | A vial of dark purple liquid that swirls and moves on its own. This vial has enough liquid to drink one sip, letting you use it once per topic and the effects of the potion will only last for two post. Once you drink this potion Your motions will become silent, any foot steps, limb movements or actions taken will make no sound what so ever. In addition anything you interact with will also make no sound, including stepping on sticks, rocks or glass.
| Sulfuric Smoke Bomb | An enclosed, round glass bottle containing sulphuric gas. This vial may be thrown, and will spread in a 10 foot diameter around the impact zone; if exposed, targets will suffer from viewing impairment, burning lungs, and uncontrollable coughing. The gas can be ignited by introducing fire to it, which will cause it to erupt into a cloud of fire. The cloud will linger for two posts. After moving from the cloud, the poison will wear off on your next post. Comes with one single use
| Volcanic Golem Extract | A poison which resembles lava. Applying this to a weapon gives its strikes a deadly heat; upon being struck by the affected weapon, wounds inflicted with the poison will see the poison begin to spread throughout the bloodstream. Victims will be “set on fire” from the inside-out, causing an excruciating burning sensation for their next posts that will make it incredibly difficult for the affected to function normally through the agony. Comes with one single use
| Explosive Cask | A wooden bottle lined with metal bearings and a rubber cork. The bottle is filled with charged energy, a swirling bottle of fire and flame. This bottle can be smashed or broken to create a small explosion centered on the bottle. Flame and heat explode outwards, igniting things on fire or dealing a large amount of damage to anyone caught inside the blast. Comes in a set of two bottles.
| Essence of the North | A necklace made of cold iron with whorls of silver detailing. The pendant can fracture down the middle and release a couple ounces of sparkling water. This ice-cold liquid has powerful healing properties and with direct contact it can mend all critical wounds, scars and disfigurements currently on your body. Can only be used once per topic.
| Bog Water | A glass vial of bog water from the deepest swamps of the Marsh Flats. This bog contains a foul stench that, when released, creates a malodorous fog so potent that all enemies within the immediate area lose concentration and have to deal with an awful stench. For the next two post anyone who can smell the odor can not cast Master or Exalted level spells and any smell buffing spell or feature will end for the duration.
| Plague's Pandemic | A small glass bottle filled with a neon green gas, it can be shattered or lit with a fuse to cause a detonation. When the bottle breaks, the gas will spill out across a 20 foot diameter, afflicting anyone who breathes it in or comes into contact with it through their eyes, nose or mouth. Once afflicted, sores will grow across the affected skin, they will come under an intense rage, losing their mind and lashing out at anyone near them. Friends and family will attempt to kill each other for the next two post. During the duration the afflicted will have double strength and speed, increasing their physical abilities while raged out. During the third post, the gas will wear off, and they will become fatigued, unable to cast spells for that post. Comes with a single usage.
| Kvasir's Pride of Solaria Elixir | A small glass bottle filled with translucent rainbow liquid that swirls around magically. When this potion is consumed, the drinker will be able to cast any of the following spells once during the topic. When you consume the potion you must choose which of the spells you gain access to, but can cast it at any point during that topic. When the spell is cast, a vibrant display of rainbow colored energy will accompany the spell. Comes in a set of two bottles with each bottle containing enough liquid for one sip. - Minor Healing - Major Healing - Massive Healing - Armor of Faith - Circle of Life
| Explosive Ornaments | Three glass ornaments used to decorate trees and homes during the winter. These however have been tampered with by pirates from dragon's cradle and sold as a prank. These glass balls are filled with black powder, and when applied to flame will instantly explode. This fiery explosion will reach up to five feet from the ornament and deals moderate fire damage.
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Grafts/Tattoos Graft/ Tattoo | Description | Eldritch Claws (Tattoo) | 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.
| 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-
| Poison Sac | This tattoo is actually made out of poison, creating a small sac of poison beneath the surface of your skin. This poison will not effect you, but can be used by pulling some out of the tattoo. This poison can be used freely or even laced onto a weapon or item. The poison itself burns and rots the skin, making that limb hurt and become hard to use.
| Skin Pocket | This tattoo acts as a small pocket etched into your skin. It can be opened or closed like an actual pocket. You can store one item inside of this skin pocket, be it a weapon or item. The size of the item does not matter (within reason, can not store a whole ship) You can access this item at any point, taking it out or returning it back into the pocket at any given time. One pocket can store one item, but multiple tattoos can be purchased. -Holds Scythe- | 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.
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Spells Spell | Description | Domain | Corrupting Touch | Your palm glows with dark energy, making your touch dangerous. You can touch natural vegetation such as plants, trees, vines or other forms of living vegetation and cause them to instantly shrivel and die. You can also touch a wild natural animal, such as a bird, bear or wolf, and cause that animal to become sick. This does not work on magical creatures, pets or mounts.
| Dark | Dark Soil | You create a patch of tar like substance on the ground, a dark blob of sticky energy. Anyone standing on the patch or passing through the patch will find themselves stuck, unable to move for the next post. You can only be freed by being pulled by another person. This spell also prevents anyone from using fly or hovering spells or effects while in the tar.
| Dark | Ebon Eyes | Your eyes gloss over with pure darkness, becoming pitch black. For a brief duration you gain the ability to see in the darkness no matter how dark it is. This spell also allows you to see normally in magical darkness, giving you sight regardless of the source of the darkness.
| Dark | Toxic Touch | Your touch becomes extremely toxic, your hands coated in a dangerous poison. You can touch a creature or enemy and cause that area to become inflicted with the toxin. The skin will burn and rot away, becoming useless for the next three post. In addition to dealing damage it will render that limb useless. They can strike with it or use it until the poison fades.
-Deals dark damage-
| Dark | Whispering Madness | You fill the mind of a target with madness, causing them to be filled with fear and anger. Their mind will be filled with hundreds of voices, all echoing in their mind and causing them to go mad. For the next two post the effected target will be unable to tell friend from foe, and will turn on their own allies, being forced to lash out against friends. This spell has no effect if the target has no allies with them.
| Dark | 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)
| Light | Divine Ascent | Two bright golden angelic wings spring forth from your back. These wings give off an immense amount of light and also give you the ability to fly. These wings will remain for three post and will allow you to move through the air much like other creatures with wings. These wings mimic the flight spell.
| Light | Burning Smite | You hand begins to glow with brilliant energy, holy energy radiating forth from it. If you are holding a weapon or shield in your hand when you cast this, it will engulf that item as well, passing on its effects. This energy burns bright hot with energy, scorching anyone who is touched or struck by the energy. This burning acts as fire and will scorch or burn what it touches. This energy deals double damage on undead or revived minions. -Deals light damage-
| Light | Pollen Poison | This spell allows your to blow a thick cloud of yellow powder from your mouth, filling the immediate area with the cloud. Anyone who enters the cloud or inhales the powder will become affected. Their eyes will begin to water, they will begin to sneeze, cough and find it hard to maintain focus. These effects will remain up to one post after they leave the cloud.
| Earth | Flesh Rend | By touching someone's bare flesh you cause the touched area to begin to decay, dissolving their flesh and causing intense pain. This will only effect the touched area, however they will find their upper layer of skin to be rended area, marking this as a weak spot. They will have difficulty moving around this wound and any damage delt to the wound will be doubled.
| Dark | Fungal Rot | By touching a surface or a living creature you infect the area with toxic fungus, moss, or mushroom that instantly grows in a small patch on the surface you touched. If the surface is non living, the patch will remain for three post or until touched. If touched, the toxic growth will transfer itself onto the person who touched it, infecting them with the rot.
Anyone who has touched the rot will grow the fungus which will then sap and drain their life for the next three post. Anyone affected can not heal themselves and does not benefit from healing effects of any kind during the duration.
| Earth | Soul Shackle | You bind yourself to another target, causing a thin beam of energy to connect you and that person. This binds your souls together, and shackles the target to you. This bond causes you all to share damage, meaning if you take damage, so will the person on the other end of the shackle. This also works in reverse, meaning you will take any damage the other target takes. This last 2 post.
| Dark | Black Shield | You or an ally instantly become surrounded in darkness, your entire outline glowing a deep purple. This energy will remain on you for the next two post and will protect you from any other magical effect, positive or negative. For the duration of the spell, you will ignore damage and effects that come from spells cast. This spell has a three post cooldown and can not be used again until the cooldown is over.
| Dark | Death Wave | You shoot a wave of dark energy out from your body in all directions. These wave only goes up to a medium distance, but pushes out from your body in all directions. The wave of darkness deals damage as well as pushes each person struck backwards to the edge of the range. It will knock each living creature to the edge scorching them with the dark energy.
-Deals dark damage-
| Dark | Wall of Light | You throw up a transparent screen of yellow light, hanging in the air and glowing. This wall of light will remain for three post hovering in midair, and will protect anyone who stands behind it. This wall can be controlled by its creator, allowing you to push it forwards, backwards or side to side.
| Light | Resilient Bulwark | You take a sturdy stance and allow energy to surround your body. This energy will strengthen your resolve, making it impossible for anything to knock you down or over. For the next three post you can not be knocked over regardless of how strong the force is. You ignore things that would knock you down or even push you around.
| Light | Binding Light | You fire out a beam of pure light, illuminating the immediate area. This beam of light is thin and travels in a straight line up to a medium distance away. If this beam of light strikes someone it will wrap around them like a vine, restricting their movement. This light will bind them for their next post, preventing them from moving away. They can still manipulate their hands to a degree.
| Light | Piercing Light | You call down a beam of light, pure energy cascading down from the sky. This light will cover a medium sized area, filling it with light. This light will burn anyone who stands inside of it, scorching their skin and causing them to take damage. For as long as they stand inside of the light they will continue to take the damage.
-Deals light damage-
| Light | 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 | Bog Fog | By channeling magic into the environment, you cause a thick cloud of fog to form over a 100 foot area, clouding the area in white mist. This fog will last for 3 post and is extremely hard to see through, making it difficult to navigate or fight in. Not only is it good at concealing things, it is extremely thick and heavy, preventing wind from blowing it or redirecting it away. Has a two post cool down in between uses.
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Martial Abilities
Ability | Description | 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 hands. 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.
| Titanic Reach | You have learned to maximize the reach of your blows by shifting your grip on the shaft of your polearm at just the right moment, making use of the entire length of it plus your armlength to enhance your striking distance. Any target within fifteen feet of you is now considered within your reach, however any blow made while making a Titanic Reach that isn't from overhead or thrusting produces a lighter impact. Conversely, any thrusting or overhead blow has a stronger impact then it normally would, removing two hit preventions instead of one.
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Werebeast CurseAncient tales tell of a group of soldiers who stumbled upon a flock of Fae and decided to capture them, hoping to turn them into some kind of oddity. Out of greed, the men attacked and tried to take off with the strange creatures. To defend themselves, the Fae cursed the soldiers, turning them into savage, wild animals. The Were curse is an ancient curse that plagues mortals, turning them into wild beast and savage hunter. Primal Form | You have been cursed by an ancient Fae curse which has taken ahold of you, allowing you to change your form into that of the animal spirit which now lives inside of you. Upon earning this Curse, you choose one animal type from one of the three domains listed below, gaining a special ability based on the domain the animal is chosen from.
Domain TableEarth Domain
| Earth Domain animals include any non magical animal that live exclusively on land, such as cats, dogs, or insects. Most mammals fall under this category as well. More exotic animals such as elephants, rhinos and other less common creatures can also be chosen.
If an animal from this Domain is chosen your hide becomes incredibly tough, almost acting like a natural armor. While transformed You have two hit preventions against non mental attacks while in this form, which cover your entire body. |
| Bestial Transformation | Once per topic you can summon forth the ancient beast within you and allow it to consume your physical form, taking on the physical appearance of the chosen animal. If the activation happens during the day, this form will last for 3 post, however if it was activated during the night the duration is increased to 5 post. While transformed you are unable to cast spells but can still use martial or stealth abilities, can activate prestige or sub class abilities and still have access to your gear and weapons, which can still be used.
While transformed you gain minor physical features related to your animal which can be used in combat, such as claws, fangs, talons or razor sharp teeth. Additonally, your senses become heightened, incresing your ability to see, smell and hear twice as well. You can now see in non magical darkness and are able to track scents that normally go undetected. Your physical strength is also increased, making attacks with your natural features, such as claws and fangs, twice as powerful. | Feral Presence | While transformed you can not be feared or affected by fear inducing affects. If any of your attacks made with natural features, such as claws or fangs, draw blood or inflict damage, the affected target will become feared for their next post, unable to take offensive actions or attacks against you. | Predation
| While transformed if you have drawn blood from a creature, you are able to hunt them with an unnatural predation. You can track them through structures, foliage, and even illusions, able to determine the real target from any decoys or distractions. You can accurately track your target for two posts and must draw blood again to activate your predation sense again on the same target.
| Savage Impulses
| If you make your target bleed you can once per thread unleash a devastating blow upon them that removes two additional hit preventions if it should land, regardless this blow causes a gushing wound on your target unless fully blocked that makes them bleed for the next four posts.
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Transmuter An exclusive order of alchemists, Transmuters contribute to the continued alchemical testing of materials, particularly focusing on the manipulation and creation of gold, silver and other precious metals out of less valuable materials. Transmuters are a secretive lot that have helped to shepherd the Consortium for many generations and have ensured the coffers are well maintained when full, and well obscured if less than.
Name
| Description
| Alchemical Mastery | Transmuters have honed their alchemical abilities to the point where they can alter and shape the world around them. By touching a potion or consumable, you can increase the amount of times it can be consumed or used by one. This can be used three times per topic, allowing you to gain one extra use of three different potions/consumables. | Hands of the Transmuter | Transmuters spend their time learning the fundamental make up of the natural world, having knowledge of all the natural elements in Charon. Twice per topic you can touch an object and cause it to shift into a natural element or mineral. This effect lasts for the rest of the topic. Examples include turning a door into water, or a sword into sand. You cannot use this on anything that's bigger than an average person (6 feet tall) or a living (or undead) creature, such as an animal or person. | Expanded Spells | Transmuters gain access to new spells that they can cast, these spells can be used for as long as you have the subclass as an active class. If Transmuter is removed, you lose the ability to cast any transmutation spells. You also gain a bag of unique coins crafted specifically for you that can be used in your transmutation spell casting.
Your Pouch contains: 1 Silver Coin 1 Gold Coin |
Transmutation Spells Name
| Description
| Cost | Silver Barrier | Using a single Silver Coin from your pouch, you infuse magic into the coin, creating a shimmering barrier that reaches out to ten feet in all directions with the coin sitting at the center of it. The barrier will absorb one ranged physical or magical attack, nullifying the attack and ending the barrier. While the barrier is up, evil aligned creatures or individuals will be unable to pass through the barrier, either trapping them inside or outside of the barrier. The barrier will last until it takes damage, in which it will vanish. | Consumes one Silver Coin | Solar Rain | Using a single Gold Coin from your pouch, you infuse magic into the coin and toss it into the air. After reaching its peak, the coin will vanish and dozens of tiny arrows made from golden energy will rain from the sky in a twenty foot area with the gold coin being at the center of the area. For two post after the initial cast, the arrows will remain, making the area difficult to pass through. Enemies in the area upon cast will take light damage and any enemy moving through the area afterwards will have their speed reduced by half. | Consumes one Gold Coin
| Gold Bond | Using a single Gold Coin from your pouch, you infuse magic into the coin and hand it to an ally. For the next three post any buff spell that you cast that targets yourself will also have its effects applied to the holder of the coin. If the effects of the spell are turned off or stopped by an outside effect, that spell will also end on the holder of the coin. | Consumes one Gold Coin
| Glinting Arrow | Using a single Silver Coin from your pouch, you infuse magic into the coin and throw it in a single direction. The coin will transform into a silver arrow of pure light. This arrow will fly in the thrown direction at insane speeds, making it difficult to dodge. This attack can not be dodged such as side stepping, ducking or moving. It can only be blocked with defenses or avoided with a spell, such as Blink. The arrow deals light damage but can be deflected with armor or a shield. | Consumes one Silver Coin | Greed | Using a single Gold Coin from your pouch, you infuse magic into the coin and toss it in a single direction. Upon hitting a surface, such as a wall or the floor, the coin will burst into hundreds of golden coins. The two closest enemies near the burst of coins will be compelled with greed, finding themselves entranced by the gold and unable to help themselves. They will spend the next post trying to collect as many of the coins as they can. (Affected enemies can still take actions and use spells) | Consumes one Gold Coin
| Silver Savoir | Using a single Silver Coin from your pouch, you infuse magic into the coin and hand it off to an ally. For the next two post that ally will count as a spell conduit for you, allowing you to cast a spell through the holder of the coin instead of yourself. This can be used to cast ranged spells with the origin being the ally, or cast touch spells on the holder of the coin without needing to touch them. | Consumes one Silver Coin
| Minting Press
| By taking a single Gold or Silver coin from your pouch, you infuse magic into the coin, converting it into either Silver or Gold, the opposite of its current state. This allows you to convert your coins needed for transmutation spells. | Consumes one Silver or Gold Coin |
Fiend One
Demonic Pact
You have made a contract with a demonic being of evil, sometimes by choice and other times against your will. This creature of evil has taken residence within your soul, bonding itself to you and granting you a portion of its power. You can allow a small portion of the fiend's physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color. Your character Alignment now shifts from Neutral to Evil and cannot be altered (you will stay Evil regardless of other alignment altering affects).
Unholy Gifts
Upon unlocking this level you may choose one of the Master level spells from the Dark Domain shop to purchase for free. This will allow you to buy the spell like normal, but not have to pay its cost. You can pick any of the Master level spells and do not need the Dark Domain skill to gain or use the spell.
Abyssal Darkness
The darkness within the fiend now flows through you, corrupting your soul and turning it black. All of your physical attacks now deal Dark damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal Dark damage. In addition, you can choose to grow small claws and sharp teeth, making them more effective for dealing damage. Your physical attacks with these also deal Dark damage. Your attacks that deal Dark damage now deal double damage against those who are of the Good Alignment.
Fiend Two
Abyssal Infusion
The pact you have made continues to increase, the fiend gaining more and more control over your very body. You even find your self giving up or losing control to it every now and then. You can allow your physical appearance to continue to change as well, looking more like the fiend each and every day. Once per topic you can allow the fiend to take full control of you, granting you their strength and speed. For three post your speed is doubled, allowing you to move twice as fast as normal, and your strength is doubled as well, causing you to deal more physical damage for the duration. You also ignore Light damage from spells or attacks while in this form.
Invoke Fear
The fiend's presence begins to become apparent to others around you, giving off an unsettling aura of fear and dread. You can summon forth the demons energies to effect the environment, making anyone who can see you become scared of you. Non player characters and creatures will instantly fear you, choosing to flee and put distance between you. Player characters will find it hard to face you, doing their best to avoid you if they can. Those effected by this fear cannot take any offensive actions towards you, such as striking with a weapon or casting a spell. The fear will last for their next post and can be used twice per topic.
Fiend Three
Harbinger of Evil
You have now partially succumbed to the fiend, realizing its power over you is strong. The evil has spread through out most of your body, causing the fiend's unholy features to bleed into yours. Your physical appearance may continue to change, looking more like the fiend than yourself, gaining things like black eyes, red skin and even horns. You may also summon forth a pair of bat like demonic wings, allowing them to sprout from your back and remain for three post. These wings will grant you the ability to fly or use them in offensive and defensive ways. After the wings duration they will return back inside you and remain dormant. You can only summon the wings once per topic.
Profane Command
Your influence as a being of darkness has become so powerful you can now influence others, slipping into their minds and corrupting their soul. You can choose a creature you can see, be it a civilian, a wild animal or even a summoned creature by someone else, such as an elemental, and posses their mind. For the next two posts that being will turn on its allies or owners and do your bidding, now protecting and attacking for you. If used on a player character they will find it hard to resist, being tempted to fall under the fiends influence as well, turning on allies or friends. This can only affect one being at a time. Good aligned beings will find it easy to resist this effect while Evil aligned beings will almost always succumb.
Fiend Four
Evil Incarnate
The pact has been completed, you have fused with the fiend inside you, allowing it control over your body. You may now gain any physical appearance changes, looking like the fiend for as long as you wish. The evil presence will often take over at random times, choosing to remain in control for as long as it likes. In addition to all of your physical damage dealing Dark damage, all of your spells are now effecting, allowing any of your damaging spells to deal Dark damage in addition to its other damage types. Your Dark damage from either spells or attacks also ignore resistance and immunity, preventing anyone from negating your Dark damage.
Consuming Darkness
Now at full power the fiend is able to exert its presence on the world around it. It can cause dark energy to swarm enemies, inflicting minor amounts of damage and causing them to begin to go mad. You are able to drain the very life essence from someone, consuming its energy for your own. You can target a non player character or a creature and completely drain its life force. While this will not kill it, it will render that being completely useless for the rest of the topic, unable to fight or assist in any way. If used on a player character they will begin to feel extremely weak for a few moments, preventing them from casting any spells, be it offensively, defensively or even utility. This will take effect for two posts and can only be used once per topic. You will instantly heal yourself after consuming somethings essence, healing all minor and major wounds on your body. Bard One
Bardic Muses Virtuosos find muses in many forms, and these muses can come from nearly anything but generally speaking, they are defined into four categories: Song, Art, Dance, and Expression. These muses are palpable and real just as anything else, and guide the discovery and growth of the Bardic arts, empowering Bards with the ability to create fantastical works. The Muses themselves are Archfey that emanate to bards and so the magic and power they grant are strong and deep-rooted, so much so that it can enhance bards and make them unnaturally charismatic and entrancing.
Upon taking this class you choose one of the Muses below that inspire and direct your form of art and expression. While bards are exceptionally good at all of these forms, they gain unique enhancements based on their primary muse. This muse is your source of power and grants you a unique ability based on the one you choose. This muse stays with you for the rest of the class.
Muse | Description | Art | Virtuosos who follow the muse of art weave their essence through sculptures and statues that they create, giving their artwork a life of its own. A Bard who claims the Muse of Art as their source of inner strength possesses near-boundless creativity and seeks to share it with the world. |
Tools of the Trade Your muse has bestowed a magical tool upon you, one that encompasses your style of art and aids in your performances. The tool you receive is based on the Muse you have chosen to inspire you, allowing its magic to flow through you.
Name | Description | Muse | Enchanted Clay | The Muse of Art has bestowed upon you a bag of molding clay, which can be used to create small statues or sculptures. Your skill allows you to mold the clay into any humanoid or nonmagical creature with perfect detail. This bag comes with enough clay to make two six-inch sculptures. | Art |
First Steps Now that you have started along the winding path of the Bard, your Muse has certain aspects that all of their followers possess. You gain the ability listed below that corresponds with your chosen muse.
Name | Description | Muse | Living Works | Those who follow the Muse of Art are capable of granting life to the physical works of art that they create. By taking a sculpture you have created with enchanted clay, you can grant life to that work of art, turning it into a creature no larger than medium-sized (7 feet max). This creature will follow your commands for three posts, able to attack or defend with basic actions, such as scratches, bites, or tackles. It will then turn back into clay which can no longer be used for this topic.
| Art |
Bard Two
Wrath of The Muse Bardic Muses are often resentful of each other and their followers, becoming spiteful when in the presence of another Virtuoso. Once per topic, if you are in the presence of another Bardic Virtuoso and they do not share your muse, you can choose to end one of their active bard abilities or counter one that is being activated. Wrath of the Muse can not be countered this way.
Two Step Your ability to harness your muse has increased further, giving you access to a new ability based on your chosen muse.
Name | Description | Muse | One with Art | Once per creation, when one of your living sculptures lands a physical melee attack against an enemy, you can command that sculpture to morph and mold around the enemy's limbs, locking them into place. For the next two posts, two of the enemy's limbs (arms or legs) will become stiff and hard, unable to be used. They will still take damage but can not be bent, flexed, or moved in any other way. | Art |
Bard Three
Encore Twice per topic, you can summon the power of your muse to speed up your reaction time. If you cast a spell or use a martial skill, you can use this ability to gain a free use of the same spell or ability used. This lets you cast the same ability back to back without taking up a new action or consuming one of its activations. This allows you to perform two actions in the time of one and get an extra use out of limited spells or martial abilities.
Step Three Your journey as a Bardic Virtuoso has neared its end, the strength earned through your muse has reached new heights and has given you a new ability.
Name | Description | Muse | Art for a life time | You have molded and shaped your sculptures so much that you can now make them hard and more durable. Any Living art you have created with this class now gains two physical hit preventions, and can not be affected by mental effects of any kind, including fear or charms. | Art |
Bard Four
Jack of all Muses Your Muse's love for you has drawn the attraction of the other muses as they have begun to tempt you with small deals of power. Twice per thread, you can summon forth another muse you have not chosen, earning a tiny bit of their magic. You can use two abilities from any level that belongs to a different muse, able to use that ability once this topic. As you summon the muse you gain a spectral version of that muses Tool of the Trade, able to use another Muses feature.
Magnum Opus You have reached the peak of performance, having become a true master of the Muse. You have earned one final ability from the table below that belongs to your muse.
Name | Description | Muse | Art is a Bang | Now a master at both sculpting and commanding, you have learned the perfect art form. You can now cause any of your active living sculptures to explode, bursting outward in a rain of hardened clay and force. Anyone and everything in a medium area will be pelted with tiny pieces of clay and hit with a massive force, dealing high blunt damage. | Art |
Exclusive Items Item | Description | Type | Malik's Ambition | A crystalline bottle containing a thick, golden liquid that looks far more viscous than traditional potions. When ingested, the user will notice that it is so cold that it almost tastes like molten fire in the back of the throat. By imbibing this potion, the user will find that their senses have become sharper - the range of their vision is doubled, and their strength is increased. It is as if the limiters connecting their brain to the part of their body that feels pain has been disconnected. They gain five feet in height, and their skin takes on a golden sheen, becoming hard to the touch and granting them one hit prevention. This state lasts for three posts, in which the user's mind progressively begins to cloud with overconfidence, making them act recklessly. At the third post, the state ends as the user's body rejects the golden serum, and they return to normal with a small headache.
| Alchemy Consumable | Malik's Coat of Perfection | A unique skin graft that covers the entire outer layer of skin, covering the entire body or selected portions. This skin looks normal and has no obvious effects at first, however the longer one stares the more obvious it becomes that the person is extremely beautiful, almost flawless. A thin layer of magic is etched into the skin, allowing the owner to alter minor aspects of their appearance, often to remove flaws and blemishes. Making one look more attractive is not this graft's only effect however. Once per topic you can shift your entire outer appearance, changing things like hair and eye color, face shape and other specific details. You remain your height and general shape, but can shift the majority of your other features. This shift cannot be detected or seen through by any means. | Graft |
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