Galvynn's Things
Feb 28, 2024 23:13:57 GMT -5
Post by Galvynn Ostwick on Feb 28, 2024 23:13:57 GMT -5
SKILLS
SPELLS AND TECHNIQUES (12/30)
ITEMS
PETS
Songbird Griffin -- Iomann
Jungle Owlet -- Ciúnas - from Primeval Warden
Earth Domain | Exalted |
Light Domain | Exalted |
Animal Handling | Exalted |
Alchemy | Exalted |
SPELLS AND TECHNIQUES (12/30)
NAME | Description |
Rumbling Tremors | By stomping or pounding the ground, you create a shockwave to flow through the earth in your immediate area. The ground beneath your feet shakes and vibrates, making it hard to stand or keep your balance. These shakes can break apart small earth objects like stones or rocks, and if anyone is standing close to the caster they will find themselves getting knocked over or forced to leave the area. |
Plant Growth | You can cause a small amount of vegetation to spring up in an area or on an object, causing things like grass, weeds or vines to grown over a surface. This vegetation will slowly grow over the course of time then stop when the area is filled. |
Minor Healing | By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. |
Holy Revival | A powerful spell from the Domain of light that gives its caster the ability to bring someone back from the dead. This can only be used on someone who has died within 24 hours of you casting the spell. They will come back to life fully formed and aware of what has happened. If used on an npc, they will go back to acting normally. If used on a character, the owner of that character will regain full control of them with no downsides. |
Circle of Life | You create a small magical ring around you that protects your person and anyone standing next to you. As long as you are standing in this circle you and anyone else inside of it will be protected from taking damage. This prevents any wound that would come from an attack by a weapon or spell, regardless of its type. This ring will move with your person and last for two post. (This can only be cast once per topic) |
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. |
Purify Poison | This spell allows you to cleanse something of toxins or poison. You can remove poison from food or water, or even remove the poison from a wound or a person. By touching the target, you instantly purify it of any toxic materials that may be corrupting it. |
Vine Field | A massive amount of vines and plants burst forth from the ground, spiraling around and creating a thicket in the area. This thicket is filled with sharp and pointy vines, thorns and bushes and is incredibly difficult to move through. This makes the field a good deterrent for anyone trying to move through the area. -Deals earth damage- |
Massive Healing (Signature Spell) | A healing spell that can be used to heal un healable wounds. This includes things like lost limbs or body parts. It will regrow a lost arm or leg, repair a damaged eye or other organ. This will give the target full control of a healthy limb or organ as if it was never damaged before. You must touch the target for this to take effect. |
Dance of the Fireflies | You summon a medium sized swarm of bioluminescent insects that twinkle and blink as they hover around you in a short radius. Their patterns are random and they are incredibly elusive, and will try to evade capture. For the next two post, anyone who can see the fireflies and are close enough to do so will be compelled to reach out and grab one. If a Firefly were to be killed, it will deal a minor jolt to its killer, however if it can be caught without killing it, the catcher will heal a minor wound. |
Earth Bind | You cause the earth and soil around a target to begin to move upwards, gripping and grasping at the enemies limbs, attempting to contain and restrict them. The stone will bind the enemy the solidify, trapping an enemy in this structure of stone. They will be trapped for the entire next post and can only be freed by an outside source. |
Summon Earth Elemental | You summon forth a behemoth golem of earth and stone. This large hulking creature comes from the earth domain and is made of solid stone. The golem will travel with you and attempt to protect you, striking enemies and taking damage for you. The golems arms are treated as the stone arm spell. The elemental will remain for three post or until struck by a lightning spell. -Deals earth damage- |
Summon Fire Elemental | You summon a a creature of pure flame, an elemental from the earth domain made of pure fire. This elemental can take the form of an animal or a humanoid, and will remain close to you for the duration. The elemental can burn things it touches, but can also shoot out fire bolts from its hands. The elemental will last three post or vanish early if struck by a water spell. -Deals fire damage- |
Summon Light Fae | A summoning spell that draws light and binds it to the energy of a fae like being, allowing them to take a physical form of light and energy. This fae can take the form of a mundane creature, such as a cat, dog, bird, or something similar and will hang out with you for the rest of the topic's duration. This fey can not attack and avoids most combat, but is able to distort light around themselves, appearing to become invisible. The fey can speak and communicate with you, even able to mentally speak to you through your mind. Once per topic the fey can also distort the light around an area, creating a fog like effect that allows the caster to blend into their environment and become invisible. This fog effect will last for the next two post and will cover a 10 foot diameter area, and will allow any ally of the caster to also become invisible while moving through the fog. |
Vanishing Flowers | This spell allows you to protect yourself by turning into a cloud of flowers and reforming somewhere else. When you are struck by a successful attack your body will burst into a cloud of flowers. In this cloud you can move up to ten feet away from your last location before reforming into your normal body. This protects you from the attack that triggered the spell, dealing no damage. This spell can only be used once per topic. |
Nature's Will | This spell invokes the deepest reaches of the earth’s own magic to imbue the caster with its will temporarily. Once per topic the caster can choose between two forms – Guardian and Avenger. This form lasts for three posts, after which the caster cannot cast Earth Domain spells for the next two posts. Guardian: The caster is wrapped in the veil of nature, and gains two hit preventions against Earth Damage. The user is considered Exalted in armor and when they are struck they create vines that ensnare opponents. These vines restrict their movement and cannot be cut by weapons that do Slashing damage. Avenger: the caster is covered in the raw power of nature, and gains two hit preventions to Fire Damage. In this state, they are considered exalted in Unarmored and their fists act as if they have the Fire enhancement. While in this state if they were to take a hit that would knock them unconscious, they can instead shrug off the damage so that the Avenger can keep going. |
Druid's Sanctuary (Signature Spell) | The caster creates a protective barrier that encompasses themselves and three other allies. Inside this sanctuary they cannot be targeted by offensive spells that require sight from outside the sanctuary. The people inside cannot cast offensive spells or take offensive actions but can perform buffing, support, and defensive actions. The sanctuary lasts for four posts and comes with a pool of magic that can heal four minor wounds to anyone inside at the caster’s choice. This spell can be cast once per topic. |
ITEMS
Item Name | Description |
Flower Crown | A delicate crown of flora laced with an arcane glow; this flower crown has been lovingly crafted— whether by you, a friend, or an arcane weaver. This beautiful crown of blooming flowers and twisting ivy will dis-spell mind-altering effects and wards when worn; it can deflect or dis-spell one mind-altering effect per thread. |
Boots of the Woodlands | Leather boots etched with the designs of trees, leaves and wines. The boots are ordained with silver filigree making ornate and beautiful designs. While you are wearing these boots, they muffle your foot steps while walking on soil or in the forest. They also prevent any type of woodland foliage from making sound beneath your foot steps, muffling the sound of crunching leaves, snapping twigs or scrapping rocks. |
True North Tattoo | 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. |
Cirice's Divinity Charm | A unique charm that can be attached to a weapon, and has a tiny fraction of energy from an extraplanar being. This charm does nothing unless the wielder of the weapon has any levels in either the Fiend or Celestial prestige class. For as long as the owner is wielding the weapon, any ability from their Celestial or Fiend class that has a number of uses tied to it will gain one extra usage. This increases the amount of times you can use your prestige abilities per topic. |
PETS
Songbird Griffin -- Iomann
Jungle Owlet -- Ciúnas - from Primeval Warden
Herbalist
Tree Speaker | By communing with nature you can connect yourself and your senses with any plant life immediately around you. The plants cannot speak, but can impart sensations and simple rudimentary information into your mind of events that have occurred in the area, such as natural disasters, weather, or anything that would have disturbed the plant life physically over a period of time. The older the plant is, the more information you can gain though this connection. This can be done as many times as you would like, however it does require stillness and a calm mind to commune, making it a difficult tool to use while in combat. |
Green Thumb | You have a deep, almost supernatural connection to the natural world which manifests in strange ways. You have the ability to impose your will over the plant life around you, compelling its growth and even being able to grant it mobility. You can now summon a nearby plant to serve you once per topic, which will remain for the duration of the topic or until killed or destroyed. The plant will uproot itself and carry out your commands whether that be to attack or defend, but can not go super long distances away from your person, having to remain in a close proximity. The plant minion also has the following unique traits. Spawn Puffballs Upon animation, the plant minion will sprout two little puffball fungi that grow somewhere on it's body, which can be plucked off and thrown. When the puffball collides with a surface, such as the floor, a wall or another person, it will pop, expelling a cloud of spores in a close range. Anyone caught within the cloud will begin to choke on the spores and have their vision blurred for their next post. This will make it difficult to speak, communicate or see clearly. Healing Sprouts Upon animation, the plant minion sprouts two little pea pods that grow somewhere on it's body, which can be plucked and consumed. When consumed, the pea pod will act as a minor healing potion, healing wounds such as cuts, bruises, and abrasions, removing a minor wound from the consumer. Swarm of Seedlings Once during it's animation, the plant minion can shake itself to release a swarm of really tiny seedlings that scatter across a small area. Anyone who passes through the seedlings will have their movement restricted, stopping them in their tracks and holding them there for a single post and preventing them from using any movement enhancing abilities. If the swarm is shaken directly onto an enemy, the seedlings will cover their body and completely restrain them for one post, preventing them from moving or using any physical actions. Spells may still be used. |
Naturalist | You are an expert at identifying plants and animals around you. Using your knowledge of the natural world and the medicinal properties of nature, you can create salves, remedies, and other consumable elixirs from things you forage from the environment. Using this ability, you can create two consumables during the topic which can have one of the following effects. - Heals a Minor Wound - Removes a Fear effect - Cleanses a toxin, poison or acidic effect - Removes a Blinded condition - Removes a status condition from elemental effects |
Hallucinogenic Herbs | Through your travels, you have found (or experimented with) various strange and dangerous plants that can be found across Charon. You keep a stash of these rare plants in your back pocket for a rainy day, which can be quickly thrown together to create a toxin or poisonous oil. These creations can be applied to weapons or open wounds, applying the effects of the plant when ingested, consumed or it enters the bloodstream. Due to their dangerous nature, you can only keep one of each plant listed below on your person per topic. Angel Leaves A single white leaf that can be mashed to create a toxin. If the toxin is ingested or applied to a wound, the consumer will begin to feel nauseous, as if they are constantly falling. For their next post, they will feel extremely dizzy and will constantly fall over, no matter how hard they try to stay standing. While on the ground, any attempt to get up will fail, and they will feel dizzy for the duration. Nisshoku Blossom A dangerous, shriveled, black petal often kept in a jar or vial, which can be mashed to create a toxin. If the toxin is ingested or applied to a wound, the consumer will instantly feel sick, their mind beginning to be filled with random hallucinations of terror and dread. For the next two post, the consumer will be under the fear effect of anything and everything. They will make any attempt to remove themselves from the situation, all while throwing up and dry heaving. Candelie A single red leaf that looks as if it might give off a tiny bit of warmth, which can be mashed to create a toxin. If the toxin is ingested or applied to a wound, the consumer will suddenly feel extremely tired, their eyes becoming heavy as they are lulled into a magical sleep. On their next post, the consumer will fall unconscious, collapsing where they stand and sleeping on the ground. They will remain unconscious for the entire post or if they sustain any negative effects, such as damage. Spike Moss A small clump of black, stringy plant that is best kept in a closed container due to the gas it emits, which can be mashed to create a toxin. If the toxin is ingested or applied to a wound, the consumer's skin will begin to rash, large splotches of irritated skin popping up all over their body. For the next two post, their skin will become increasingly susceptible, turning any damage they take for the duration into a major wound. |