Shaa Rhunn’s Travel Bag
Jul 26, 2022 22:24:31 GMT -5
Post by Shaa Rhunn on Jul 26, 2022 22:24:31 GMT -5
ABILITIES
Ability Slots: 52/65 capacity
Spells
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.
Thorn Wave (Mystical Archive)
Thorn Wave raises a ten foot long line of well-spaced, three foot tall thorns from the earth. This spell functions as long as there is earth directly beneath the surface it is cast on. The thorns can be oriented as a wall or as a line. Each thorn rises once at a time quickly.
Giant Size
By filing yourself with earth magic, you can increase your body size by four times, making you taller, larger and stronger. Not only does this turn you into a giant size wise, but it makes your physical strikes stronger as well. In this form you can lift heavier objects and hit harder, making you a monster. The giant size last 3 post.
Vampiric Touch
By touching an enemy's flesh or clothing, you are able to sap their life energy from them. You will cause them to grow fatigued for their next post, feeling dizzy and weak. Their movements will slow and they will stumble for a brief moment. In addition you will heal yourself of all surface and minor wounds, such as scratches, bruises and cuts.
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.
Remove Condition (Halloween Gift 2022)
This spell allows you to touch yourself or an alley, completely removing all negative effects applied to them. This includes mental and physical effects the would negatively influence or harm the target. This will remove any negative spell that has a duration and can also cure effects from poisons or toxins. This spell can only be used twice per topic.
Soil Surfing
This spell lets you sink beneath the earth, morphing into the ground like you are apart of it. You can sit beneath the earth in a small pocket, or even tunnel through it like a mole. You can not move through stone or man made material, but can move through natural earth or soil.
Stone Wall
You cause a large slab of stone to rise up out of the ground, creating a rectangular wall made of the earth. This wall remains where it was created and can be used to block ranged attacks or separate enemies, blocking off parts of the battle field. The wall can be returned to the earth by will or knocked down with enough force.
Shaa Rhunn’s Sand Lion
The caster stomps or slams the ground, summoning a medium sized sand worm to take position under the ground at the location of the slam. The sand worm will then begin to churn the earth, turning it into sand and slowly pulling anything in its range downwards towards its mouth. For three post, a 20 foot diameter sand pit will begin to form, the ground loose and hard to navigate, reducing the speed of anyone caught inside by half. Each post someone remains inside the pit, they will be pulled closer to its center, being dragged down into the sand. If any enemies are inside the pit at the end of its duration, they will be stuck for one post, unable to move their bodies as the ground hardens again, and will be bitten by the sand worm before it leaves the area. Can only have one pit out at a time and this spell can only be used on the ground.
Scern's God Killer
Exalted level Dark Domain spell (Can be obtained/used without needing the domain skill)
A very powerful spell that was crafted by Scern and used against Ziev in the battle over the Sol Stone. To cast this spell, you must have made no offensive actions on your last post (nothing that intended to deal damage, injure, hurt or afflict some kind of negative effect). When you cast this spell, you target one enemy you see within 20 feet causing red hot burning chains to burst from the ground and wrap around the target. The target will take medium amounts of fire damage and be unable to make movement or take any actions (including casting spells) for their next two posts. This spell can only be used once per topic and cannot be used against Player Characters (unless permission is given).
Flame Breath
The mage 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.
-Deals fire damage-
Fire Bolt
By summoning a small mote of flames in your hand, you can then fire the bolt outwards to deal fire damage. A small basketball sized ball of fire forms and can be held in hand until ready to fire. It can be fired up to medium ranges and splashes when it collides with something.
-Deals fire damage-
Stinging Nettles
You cause sharp, thorny vines to sprout from the ground in a ten foot square, making it hard to walk through. Anyone who passes through this terrain will be cut by the thorns and will find their movements restricted, unable to boost their speed or leave the ground. If anyone gets cut or injured by the thorns, the caster will heal all surface level wounds, such as scratches and cuts.
Lightning Bolt
By pointing your finger, you send forth a thin, quick beam of lighting shooting out. It will crackle and course through the air in a straight line, blasting through anything in the path of your finger. While it is a thin, easy to dodge beam, it delivers a high amount of damage.
-Deals lightning damage-
Heat Object
By touching an item or object, you cause it to radiate heat and glow like magma. The object becomes hot to the touch, turning a bright red, regardless of the material it is made of. This causes anyone who touches the object to burn themselves, forcing them to drop the object if they are holding it.
-Deals fire damage-
Lightning Lure
This spell causes five small rods of pure lightning to rise up from the ground. They will radiate energy and shock anyone who touches them. The rods will remain in the location that they are summoned in, but will remain there until activated. When activated the user will cause a beam of lightning to run from their body to the rod, cutting through anything in between the two. Once the rod connects to you, it vanishes.
-Deals lightning damage-
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.
Drizzle
A spell that allows its caster to make it rain regardless of the current weather. This is a normal rainfall that begins to blanket the area. The rain itself is normal and has no magical properties to it.
Sky Domain
Reincarnation of Fear ( Dark Domain- Halloween 2023)
The lingerings of something ancient and terrible have latched to your very soul, and have allowed you to become truly terrifying. Tapping into the Reincarnation of Fear causes a fear effect similar to that of the Incarnation of Fear; for one post, you are the most intimidating creature in the room. You cause and feed on the fear of creatures around you, healing yourself of minor wounds at their expense. You cannot be affected by Fear within the post that this is active, and hostile entities will be forced to back away.
Disarming Aura (Space Domain-Mystic Archive)
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.
Fungal Rot (Earth Domain:Lloyds)
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.
Undying Fervor (General/MA)
A spell used by warriors to give them bravery and courage during even the most violent battles. When this spell is activated you become cleansed of all fear effects that may currently be present on you. In addition you can not be feared or affected by fear inducing abilities for the next four post. Once during the four post duration you can send a pulse out from your body, pushing back all enemies who are within a 10 foot diameter. This may cause them to stumble, fall down or slide backwards.
Create Food (Earth Domain)
This spell creates a small amount of natural food for consumption. You summon food such as fruit or vegetables in a location near you. This food is considered fresh and natural, will last as long as normal food and can be stored for later.
Wonderful Wacky Woolfuls (Earth Domain) (Mystic Archive)
You summon a single, rainbow-colored Woolful which will run forward and nuzzle the closest target. This Woolful doesn't do any damage and will remain cute and clingy, snuggling up to their target for a single post before disappearing. The Woolful does no damage, but it does cover its target in multicolored fur. If the Woolful is snuggling an ally it will heal them of all minor wounds and mental effects. However if it is snuggling an enemy the fur will apply a static shock which will numb them, preventing them from using martial skills of any level for the next three post and preventing them from being able to move away from the Woolful for their next post.
Kamille's Summoning Pact: Mayhem
By clasping your hands together you summon forth a flaming meteor from the Earth Domain. This meteor is 10 feet in diameter and is a massive heavy chuck of heated stone. This meteor will crash into the earth dealing damage to the landing area. Once landed the stone will reform, becoming a massive molten golem of fire and heated rock. This golem will stand ten feet high and is able to attack things around it, dealing high blunt damage and fire damage. This golem can move on its own and understands your commands, and can even communicate with you, understanding basic concepts. The golem is extremely durable, it can withstand three physical attacks or spells from a novice or higher attack before it is unsummoned and returned to the earth domain. However if it is struck by a water spell of master level or higher it will immediately become unsummoned. Only one of these can be out at any time and can not be summoned for two post once unsummoned.
Summon: Seedling
You summon a small seedling that sprouts up on your shoulder or the shoulder of an alley. This seedling will just hang out attached to the target and will heal the person it is attached to for the duration. The seedling will only heal surface wounds such as scratches, cuts or bruises and will only do it once per post. The seedling will vanish if it takes damage.
SKILLS
Unarmed- Exalted
Earth Domain- Exalted
Blade- Novice
Sea Domain- Exalted
Sky Domain- Exalted
Skill Specialties
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.
-One enchantment slot (applies to both hands)- (Deflective An unarmed item enchanted with a deflective rune makes it exceptionally good at disarming other attacks. They can be used to catch ranged or thrown physical attacks, such as arrows or spears. If caught the ranged item can be thrown back and used for its own offense.)
- Bonus Slot from Monk Prestige
Blurring
This enchantment causes the weapon to blur as it is being used, making it harder to see and track. A blurred weapon can still be seen, but 50% of it is now faded, as if it is slowly turning invisible. This also leaves a trail of images behind as it is swung or used, confusing the target as to which is the real item.
Guard Break
By using momentum and a specific striking technique, you are able to cause your next physical attack with a martial weapon to break your opponents guard. If they attempt to block this strike, such as with a shield, armor or another weapon, their guard will be broken, causing them to stumble. They would have successfully blocked the attack, however are now opened up and can not block the next physical attack. This technique can only be used once per topic.
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 proventions 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.
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.
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.
Guillotine Drop
A martial technique that can only be used while you are in the air and falling. Using the moment of the fall you are able to increase the speed and force of an attack. While falling your next attack is doubled in its velocity and striking power, causing it to deal increased damage as well. This makes it extremely hard to dodge or even block. You must be more than 10 feet in the air for this to apply.
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. (Note: Shaa’s Hands as Weapons technique negates this 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.
Monk Art: Forced Imbalance (Shaa’s Monk Skill)
The user focuses on striking the sections of the body that preserve stability. After a culmination of three strikes, progressing a state of lightheadedness to dizziness to once you finish successfully hitting those body parts, the individual falls to the ground. After the first successful strike, each of the other two strikes must occur within two posts, if a second strike lands then the post count resets
Monk Art: Vikram’s Veracious Velocity (Vikram’s Monk Skill)
By making a shift in weight forward, the users blade flicks in and out of its sheathe at a speed that generates a physical mirage of the the blade, extending the full length of the attack by the size of the blade. A hit from the mirage causes a burn and directly bypasses hit preventions from armor, a hit from the physical blade will remove a limb and cauterize the wound due to the heat generated from the speed and friction that the blade left its sheathe. This can be used in a single or dual wield scenario but can only be used with a weapon from the Blade shop. Can be used once per topic.
Float like a Butterfly
Unarmed A skill that represents years or even decades of training at the edge of physical movements, you are capable of adjusting your footwork in an instance within melee range of your opponent/enemy, till you launch your first attack your footwork and movement grants you a hit prevention within that melee range.
Heart Stopper
Unarmed Requiring precise timing and knowledge of your opponent, after three posts of observing your opponent you come to understand the nature of their breathing. Once you are primed with that information a strike specifically aimed at the heart will cause it to momentarily pause its beating if the blow lands sending the victim into an unconscious state for their next post. Can only be used once per topic.
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.
Shaa's Flinch
Blade,Blunt, Polearm, Unarmed
You make a sudden movement with your body that causes your opponent to block the wrong part of their body. This is followed up by your next attack having to be blocked by any means.
Delaela's Cold Iron Touch
Unarmed
Your hands exhibit certain spiritual properties of Cold Iron-- a painstaking process of forging that ensures a piece of metal never knows the kiss of heat. When the hands of the user make contact with denizens of the Elder realm, they cause a fear effect upon them that lasts for one post per hit. (Denizens of the Elder realm include Fae, Spirits, Undead, and other Supernatural monstrosities.) This technique lasts for three posts and must go on cooldown for a single post before using it again.
Head Strike
An attacked designed to knock an opponent off of their guard and disorientate them. Normally done by punching or striking an enemies head with a blunt object, but can be done with any attack that hits the head. When applied your opponent will become dazed, their ears ringing, vision blurry and senses stunned. Any active effects they have on them from spells or abilities will end, and they will be unable to cast spells or use abilities during their next turn.
The Wheel (Mystic Archive)
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.
(Note: It was clarified that this move can be used as both the flinger, flingee or as a solo move running horizontal cartwheel)
The Espadrille Question Mark (Mystic Archive)
One of the most notable skills taught in the martial art of Espadrille, the Question Mark is a versatile double feint kick that ends in the toe of the foot striking the head of the target. The double feint begins with the look of a low front kick as the front leg in a bladed stance is raised towards the target, if the target reacts to this feint in a way to block it, they will lose one hit prevention they have earned from armor or shields. The second feint occurs as the user shifts their weight and raises the leg higher into what looks to be a middle height kick, finishing as a full extension into a whip of the lower leg and ankle that strikes with the toe of the foot. If the target attempts to block the second feint, they will lose a second hit prevention.
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.
Offense is the Best Defense (Mystic Archive)
You have an understanding of the concept that sometimes disabling an opponent involves taking risks and sacrificing safety for an advantageous blow. Once per topic, when you are in a situation where you are about to take a melee blow that would be blocked by a hit prevention from any source (i.e. armor, spirit guardians, or another martial ability), you can choose to sacrifice that hit prevention to unleash a powerful retaliation. Using this move means that you will take the full damage from the blow, and at the same moment, you inflict a blow of equivalent damage against your attacker.
Soft Palm Technique- Unarmed
Using the flat of their hands, the user can choose to push a target affected by an Unarmed strike for a Short distance instead of applying Unarmed damage. By replacing the damage an unarmed strike would deal, you can instead push the enemy back a short distance, allowing space to open up between the two of you. Can be used twice per topic.
Southpaw Shell- Unarmed
A highly effective defensive stance, the Southpaw Shell requires that the user has their right side forward in a bladed stance and both hands free. When attacked by a physical melee attack, the user is able to use their forward side to deflect the attack past them, not using up a hit prevention in the process. This lets you slide past the attack, putting the striking enemy next to you. This ability has a three post cool down before it can be activated again.
Eightfold Path Fist- Unarmed
A technique used to completely incapacitate a target, the Eightfold Path Fist targets specific nerve clusters to remove mobility and stun. Over the course of four posts, if the user hits the target they will stun the affected limb for a post, each successful hit adds an additional post to the initial duration of the technique; ex. A successful hit occurs on the second post, the duration goes from two more posts to three more. Can be used once per topic.
Hanging Palm Technique-Unarmed
Using a soft bladed hand and whipping the arm forward at the point of contact stiffening the bladed hand, the Hanging Palm Technique specializes as a surprise attack that bypasses armor and shield hit preventions upon first use. By whipping your hand at the last moment you can easily maneuver around defenses, allowing you to ignore a hit prevention from armor, can be used twice per topic.
Shiko Stance-Unarmed
A hard body technique, the user gets into a deep wide legged stance with palms outstretched and upon impact with an individual, creature, object bigger than themselves can absorb and diffuse the impact counting as a hit prevention. This skill has a three post cool down.
Lunging Haymaker-Unarmed
A powerful swinging fist attack that upon impact will cause a Major wound to the target. If blocked by a hit prevention from either armor, a shield, or a martial skill, the attack will instead knock the target onto their back side, knocking them out of their defenses.
The Azucena Counter-Unarmed
Upon a melee attack being launched at the user, the dodge hit prevention is activated. A sleek, minimalist dodge towards the opponent getting under and inside their reach, the Azucena Counter is the perfect setup to launch a counter offensive. This ability has a two post cool down before it can be used again.
Tavern Champion (Mystic Archive/Martial Ability)
You fight best when you have a rowdy environment and an audience cheering you on. When you are fighting multiple opponents, you can take an action to become emboldened for the next four posts - you cannot be overwhelmed by multiple enemies; where their numbers would normally overwhelm you, you know how to maneuver around them. During this period, you can take an action to redirect one of their attacks towards you to another enemy. Additionally, if a projectile is thrown at you during this period, you can catch it and use it as an improvised weapon, which breaks at the end of this emboldened state.
PRESTIGE CLASSES
Prestige Class: Brawler
Level One
Hands are weapons:
The brawler knows that the best weapon is the one that can never be taken from you, the one that is always there with you, your hands. You have been in so many fights and have used your fist so often that they have begun to become stronger. Your fist are now considered weapons and deal blunt damage like a normal blunt weapon would. The skin of your fist have become tougher, ignoring minor damage such as cuts or bruises. You can now use your fist like they were made of metal, able to grab sharp edges without being cut, or blocking a blunt weapon without feeling the impact.
Improvised Weapons:
While the brawlers best weapon is their fist, they realize that sometimes the situation calls for more creative means of offense. They can turn any mundane item at their disposal into a make shift weapon, allowing it to deal damage equal to the lowest form of their damage type. They can grab things like a chair leg and use it as a club, or a iron bar and use it as a dagger. This gives the brawler access to a multitude of weapons regardless of what situation they are in.
Iron Grip:
Due to all the training and strengthening of their hands, the brawler has gained an incredible grip strength, able to hold onto anything or anyone. Their grip is so tight now that they can no longer have things ripped from their grasping, preventing things from knocking or pulling objects out of their hand, regardless of how hard it was hit or how strong the force was. This also makes them excellent grapplers, able to hold onto an enemy without easily being pushed off.
Level Two
Two Piece:
Brawlers have learned to combo their attacks, able to deliver quick successful attacks one after another. If a brawler is able to successfully land an attack with just their fist, they can launch another attack with their other fist directly after it as apart of the same attack. This follow up attack follows the outcome of the first, meaning if the first strike lands, the second one will automatically land.
Deflecting Palm:
Not only is the brawler an excellent offensive fighter, but they have also mastered the skill to defend themselves, even at a range. If they are attacked with a ranged physical attack such as an arrow, bolt or spear, they can use their deflecting palm to either knock the projectile out of mid air or even catching it, allowing them to throw it back. If a weapon is caught and thrown back, it can only go half its normal distance and will only deal half its normal damage. This can be used twice per topic.
Level Three
Stunning Blows:
Your strikes have become so quick and so powerful that they no longer just deal damage but also are able to stun an enemy, causing them to feel intense pain for the duration. If your strike hits an enemies body part, such as an arm or a leg, it will stun that body part, causing it to feel numb and be unable to be used. A stunned body part will remain stunned for the next post, preventing the enemy to move that limb or make any offensive actions with it. A stunned leg can not walk and a stunned arm can not swing a sword. If the torso or the head gets stunned, the affected target can not cast spells for its duration.
Fighters Sense:
Brawlers are said to have a sixth sense, able to identify all of their enemies, remembering their locations. Often times a brawler will find themselves deep in the fray, sometimes with multiple enemies on all sides. A brawler can feel any enemy or creature within their immediate area, up to 10 feet from their person, gaining a sense of their location. They are able to react to close range melee attacks even if they can not see them with their own eyes.
Level Four
Resonating Strike:
A melee fighters nemesis has always been armor, heavy knights who rely on metal or wood to protect them. The brawler has adapted to this however, making their strikes effective against foes who would try to protect themselves with sets of armor. If the brawler were to strike armor they could cause vibrations to echo through out the gear, shaking it and allowing the damage to transfer through to the person inside of it. While this strike will only do half damage, it will still deal damage while also removing the defensive point with the same strike.
Reverse of momentum:
The brawler has taught themselves how to manipulate momentum, especially the momentum of enemies coming in for a strike. If an enemy attempts to make a melee attack with a physical weapon or even their fist, the brawler can use this feature to grab the enemies weapon or arm, use their momentum against them and flip the target. This will knock the enemy to the ground and negate the attack, allowing the brawler to set up for their next strike. This feature can be used once a topic.
Prestige Class Berserker
Level One
Berserkers Rage
The Berserker's bread and butter, the legendary rage. These warriors are said to be able to enter a blood thirsty trance, where all logic and caution is replaced by pure anger and the desire to fight. They begin by going into a frenzy, getting angrier and throwing caution to the wind. While under the influence of rage you now ignore all pain, not able to feel the effects of damage. While you still sustain the damage you ignore the pain, which allows you to continue fighting with out the distraction of an injury. However because of the pure anger caused by this rage you are unable to cast any spells for the duration. Your rage last for three post and can only be used once per topic at level one.
Undying Rage
Berserkers are monsters, unable to be stopped while raging and fighting. As long as a berserker is in their rage, they can not be killed or knocked unconscious, despite how much damage they take. They will continue to push through, even after taking fatal wounds. However once the rage ends the full force of their damage and pain will return, washing over their body and causing them to feel any effects of pain or damage.
Sweeping Fury
While rage can be a useful tool for the berserker, it forces them to see everyone as a foe, unable to separate friend from their target. While in rage their attacks become more reckless, wild and for everybody. Their melee attacks with their weapons will turn into sweeping cleaves, wide attacks that attempt to hit everyone in their range. They can strike multiple targets with one sweeping strike, with the force of the weapon having just as much impact as a normal strike. Because of this however they can sometimes strike friends who may be standing by their side in battle.
Level Two
Rampaging Juggernaut
The berserker is said to be a force unlike any other, a rampaging storm hell-bent on running through everyone, and everything in their path. While in a rage berserkers can charge forward, gaining increased move speed while running towards an enemy. As long as they are moving in the direction of a target they intend to hurt, their movement is doubled, allowing them to dash across the battle field. This dash allows them to break through objects as well, such as walls and barriers. They can charge through a normal structure such as a house wall or a created structure such as a earth or water wall, boring a large hole into it.
Blood Feud
Everyone is considered an enemy of the berserker, however they take special offense against those who have injured them. While a berserker is raging they will mark anyone who deals damage to them with a blood feud, their focus locking in on that enemy. This blood feud will remain for the rest of your rage duration, and allows you to deal double damage with your martial weapons against the marked enemies. They can not cleanse or remove this mark, with it only ending when your rage ends. Multiple enemies can be marked with blood feud at a time.
Level Three
Increased Rage
At level three berserkers get stronger, angrier, allowing them to use their rage more often than normal. You keep all effects of your rage, however you can now use it twice per topic instead of once. When your first rage ends a single post of cooldown is required to calm down some. However after a post you can activate rage again, allowing a second use of the blood thirsty mode. Rage still only last for three post however.
Intimidating Presence
The Berserker has become feared by all those in battle, their very presence invoking fear into the hearts of their enemies. The very sight of you causes weaker foes to become rattled, questioning weather they want to engage in battle with you or not. You passively become much bigger while raging, your size increasing by double. You now stand close to 12-15 feet tall and become a mass of muscle. While this makes you a bit easier to hit, it also allows you to force your way through enemies, knocked them over or even becoming a meat shield for others.
Blood Cry
Berserkers have become so feared they are now able to instill absolute fear into those around them with a simple shout. This warrior can now cry out at the top of their lungs, filling the air with their sheer presences. Anyone who hears this shout will become feared, terrified of the berserker. The feared target will be unable to make any offensive moves against the berserker, unable to strike them with weapons or spears. They will be so rattled that their only objective becomes to get away, trying to put as much distance between them and the warrior. The fear last for two post and can only be used once per topic.
Level Four
Devastating Force
Nothing can stop the berserker, not even the best defenses at this point. Rage has filled them so much that their very strikes can render even the best knight useless. Melee attacks made with a martial weapon will now ignore armor while the berserker is raging. If someone is wearing armor, your strikes will act as if that armor is not even there, regardless of how many defensive points the armor still has. Like a hot knife through butter, the strikes will ignore the steel or padding and find its mark. These strikes will not remove any defensive points from the armor.
Elongated Rage
At level four berserkers get stronger and angrier, allowing them to use their rage for much longer than normal. You keep all effects of your rage, however you can now remain in your rage for four post instead of three, pushing the duration of your rage out for an extra turn. This does not increase the amount of times it can be used, and only lets you use it for a little bit longer.
Hardened Force
Thriving in battle for so long the berserker no only ignores pain, but now can straight up ignore damage from physical damage. While raging you can choose to harden your body, becoming completely immune to physical damage from physical weapons for the remainder of that rage. You can still take damage and suffer effects from spells, but weapons strikes no longer phase you. This can only be used per topic and only affects one use of rage.
Prestige Class Elementalist
Level 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 certain skill ranks in Magic Domains you unlock more 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).
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.
After you have reached Level Four in this class, and have Exalted in all three Domains, you may spend 50 Solars per pathway to purchase the remaining six unopened skills.
Level 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.
Level Three
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.
Level Four
Spell Creation:
Shaa Rhunn’s Sand Lion was created via Terramancy
PATHS OF THE ELEMENTALIST
Stone Creation: The user is able to form medium sized constructs, objects no bigger then five feet in height or width, out of earthen materials that are present. Ie: stone, dirt, rock, etc. This moves the aforementioned material and reshapes it into the given construct. These constructs do not move on their own but can be moved magically by the Elementalist.
Dust in the Wind: An Elementalist’s deep connection to the earth allows them to touch earthen objects made out of stone, dirt, rock, etc. and turn a medium size amount of that object into minute particles of that type of material effectively breaking it down into its base form. I.e you can turn constructs made with Stone Creation back into their base materials as long as you are touching it or any other medium sized earthen objects.
Geomagnetic Sense: A constant passive effect, an Elementalist has constant awareness of what moves on the ground through continuous magical energy pulses that provide a general understanding, and when focusing on a specific area that has been pulsed within its large area range can tell exactly how many and how much each of the creatures/beings weigh and move within the area as long as they are touching a solid surface that makes contact with the ground.
Animate Stone: Infusing your mana into a sizeable amount of rock/stone/metal/gems or an active stone creation, you can turn the mass or your construct from Stone Creation into an animated form. It can burrow through the earth as if it was swimming and it attacks with physical blows of great strength. It has three hit preventions regardless of its size and crumbles in place possibly bludgeoning anything in the same space as it. While this ability is in use you can have no more then two Animate Stone constructs at a time.
Rolling Stone: Encasing yourself in stone as you roll into a ball, you can begin to move much the same as a gyroscopic ball. You can move up walls of earthen make while using this ability and can perceive the area around yourself as you do so. For every post you remain in ball form you become five feet thicker, at any point you can explode the ball outwards and shoot several hundred earthen shards from yourself outwards in every direction for ten feet per turn spent in the ball.
Sweltering Aura: An Elementalist would be able to push forth the heat in their own body outwards to affect the world around them. You can channel a wave of fire within your body, causing the area around you to increase in temperature. The area will increase by twenty degrees, getting so much hotter than it was before. Those in the area will find it hard to breathe, breaking a sweat with the smallest of actions. This heat will also kill minor plants, causing them to shrivel up and will evaporate small bodies of water like puddles or spells. This heat wave will remain for three posts and can only be used once per topic.
Conflagration: Your spells that deal Fire damage now ignite the enemy, giving them a stack of Conflagration. They will remain ablaze for the next two posts, keeping the stack of conflagration until the end of its duration or until its triggered. If they are dealt fire damage again from any source while affected by this ability the fire will deal double damage, igniting the stack and burning even hotter than normal.
Scorching Touch: As your body continues to increase in temperature and heats up, your hands become weapons for you, with your very touch able to burn and scorch skin. They do not catch fire preventing you from igniting flammable objects, but your skin does burn, able to singe others as you touch them. You can increase or decrease this heat, allowing you to interact with others without harming them. Your hands also give off a small amount of light which can be used to navigate the darkness.
Molten Core: As you condense your magic and fire energy within yourself you become warm to the touch and you're body begins to steam as any excess liquid in and on your skin begins to boil and vaporize. You cannot become chilled by non-magical cold while using this ability. You begin to build Conflagration stacks within yourself for every post that you build up energy within yourself, and you can then apply these stacks to a fire based ability or spell. You can instead release these stacks in an outward dome like radiation of fire from yourself that vaporizes and turns any liquid within in its radius to steam. For every stack of built up Conflagration your dome is five feet in diameter. Releasing the stacks or using them in any way ends the spell and places it on a three turn cooldown when you do.
Endothermic Reaction: While this ability is toggled on, anything you physically touch that is another living being or recently affected by heat from any source has the heat within it drained and transferred into yourself giving you stacks of Conflagration that you can either add to existing stacks of Conflagration for use with Molten Core or immediately apply to a fire based spell or ability if you do not have molten core active. This ability can only absorb five stacks before it needs to go on cooldown for two posts.
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.
Tidal Flow: Another aspect of their control is the ability to shift the flow of water produced by an ability or a spell. Upon the usage of the ability or spell they can imbue a directional command which activates at their will. The user can imbue this command up to 3 times per topic.
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.
Mirrored Dance: Upon a medium size object falling under the effects of Crystallization, the Elementalist is able to conjure a physical manifestation of their personage from any frozen surface within their immediate surroundings.
Frost Cloak: Upon entering a meditative state, the Elementalist is capable of generating falling snow within a large area. Each subsequent post after the initial meditative state will generate three feet of snow, up to a total of twelve feet of snow.
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.
Flash Freeze: Any surface that you touch you can cause to freeze over making it slippy and difficult to traverse or gain purchase upon. This effect lasts for three posts per surface touched, this only affects up to five by five feet of surface per usage. Extreme heat can melt this ice removing its effects.
Windtalker: Your elemental attachment to the realm of air is all encompassing and gifts you with the ability to harness and guide airflow around you up to ten feet in all directions. This culminates in the ability to push and pull objects within ten feet of you that weigh 1 point or less, as well as letting you levitate a foot off the ground permanently.
Cloud Waltzing: Your mastery of air allows you to both ride along existing clouds and form one of your own to use as a flying mount as if you had master rank in animal handling. These clouds are solid to you and up to three other people or creatures that you designate.
Driftless: If you make successful physical contact with an object or person you can alter their gravity for two posts making them freely float within twenty feet of their starting position as if gravity didn't affect them. If they receive contact from anything they move away from the point of contact for another ten feet. Unless they have a way to move themselves they are unable to manipulate themselves with physical movements. You can only affect up to three objects/beings with this ability at a time.
Howling Gale: Your mastery has become so pervasive that you are like a maelstrom, able to create a tornado like effect that encircles you beginning at ten feet from your body and going out another five feet from there. The harsh winds buffet and slice at any you deem an enemy while being completely harmless to yourself and allies. You can see through the effect but others cannot, and it automatically blocks any sky domain or ranged weapon attacks that are used against you, while speeding up those same spells and attacks that you and your allies use.
Bolt Dancer: Whenever you use the Lighting Bolt spell you can instead of damaging with it, move with the bolt itself materializing where it ends. This has a one post cooldown between uses but can be used any amount of times in a thread.
Electrical Surge: As you cast lightning spells you built up static charges within yourself. 1 charge for Novice, 2 charges for Master, and 3 charges for Exalted level spells. You can never have more then 4 charges at a time, and you may spend these charges to enhance a spell one stage higher then it currently is for the purpose of damage and clashing. You do not gain charges for a spell that was enhanced with charges.
Static Synapses: If you posses static charges from other Path of Lightning abilities you can use them in hand to hand combat to paralyze and control the movement of your foes. If you posses any charges you can release them upon a successful melee attack to stun the affected limb for an equivalent amount of posts equal to the static charges you used.
Magnetism: You can magnetize any metallic object that you effect with a spell or ability that deals lightning damage placing a static charge upon it. This allows you to freely manipulate the object and whatever is attached to it when within ten feet of you.
Prestige Class: Ashen Vicar
Level One
Prayer of Fire:
The first of your incantations allows you to produce simple geometric constructs made out of pure fire that form at a maximum size of medium and at medium distance from your person. This construct of fire will remain in the spot it was created and burn anything it comes into contact with. The fire produces a cloud of smoke the same size as the design upon it materializing, which will linger for two post around the object. These geometric shapes could be spheres, triangles, pyramids, squares, etc that fill up a three dimensional space. You can only have one of these fire constructs up at a time. (All constructs are wielded or used at the skill level the character has in Earth Domain)
Ashen Censer:
The Ashen Censer is a sanctified relic of Vulcadreaus and the source of your power. Carved from the obsidian formed by Mount Drakolt, the Ashen Censer is a round orb with holes around its entire body and a chain of obsidian prayer beads. At its forging and sanctification, the Ashen Censer is filled with a mixture of lava and ash that produces an eternal warmth and stream of smoke. Due to the nature of its structure, it functions as a Blunt Weapon and grants the user novice with this weapon. This weapon has five feet of reach and can be used much like a flail or club or whip to that extent. As the Censer is used, it will slowly pour out smoke that mildly fills the immediate area but does not inhibit vision.
Level Two
Prayer of Ash:
The second incantation causes a fire construct made with Prayer of Fire to snuff out creating a layer of ash where the construct was formed. The materializing of the ash produces a low hanging cloud of sulfur above the ash, covering the area where the construct was. Sulfur in this form is poisonous and causes irritation and burning on exposed skin or if inhaled. (All constructs are wielded or used at the skill level of the character has in Earth Domain. The change of state occurs at the rate of the Blink spell.)
Gift of the Ashen Father:
The Ashen Censer no longer hosts a fire that just produces warmth, the eternal ember has become an overflowing source of lava, the liquid fire forms like condensation around the holes of the censer, constantly dripping downward. Your incantations can now reach Long distance and your skill in wielding your Ashen Censer as a weapon becomes Master. Your Censer is considered to always be under the effect of the fire rune enchantment.
Level Three
Prayer of Obsidian:
The third and last incantation requires the usage of the first two in sequential order. The Prayer of Obsidian transforms the ash/ash covered design into a completely solid object made out of sharp edged obsidian, this in turn creates a spray of lava that travels a short distance from the newly formed edges of the object. Anyone near the object as it turns into obsidian will take small amounts of extremely hot fire damage from the lava splatters and be cut, stabbed or even impaled if struck by the extremely sharp obsidian sides. (All constructs are wielded or used at the skill level of the character has in Earth Domain. The change of state occurs at the rate of the Blink spell.)
Sermon from the Mount:
With your mastery of the three prayers, the Ashen Vicar is capable of moving between all three incantations at once, meaning that you can move between fire, ash, and obsidian all within the same post as long as you move in order of Fire -> Ash -> Obsidian -> Fire, Etc.. This allows you to be more fluid and freeform with your constructs as your mastery over the Domain of Vulcadreaus has reached new heights.
Twin Prayers:
Now a master of your incantations, you are able to summon a second flaming construct, which can then follow all of the rules of your prayers, giving you a second construct to form and transform. This secondary construct can be created separately from the first, and follows its own series of rotations from Fire to Ash then to Obsidian.
Level Four
Master of Ceremony:
With your access to all three prayers, the true road to mastery begins. The prayers and their effects can now be used backwards, Obsidian - Ash - Fire or in certain situations, skipped, such as Obsidian back into Fire. The only hard parameter is that to produce an Obsidian design, you must go from Fire - Ash - Obsidian. (All constructs are wielded or used at the skill level of the character has in Earth Domain. The change of state occurs at the rate of the Blink spell.) In addition your skill in wielding your Ashen Censer as a weapon becomes Exalted.
Wielder of the True Flame:
Your fire based spells and abilities now move like liquid for you, becoming almost like lava and able to move around objects impossibly so. You can control the general appearance and movement of fire based spells and abilities that you use as long as they do not change in regards to range increment or total volume. I.E a 20 foot diameter ball of fire is and always will be equivalent in mass regardless if you change the ball of fire into the letter Z for an example. This includes things like a 15' arc of fire may snake around an object but cannot travel more then 15'. You can shape fire into unique patterns or shapes, and even cause these shapes to bend and twist on a whim.
Prestige Class: Monk
Level One
Way of the External Fist
Those who have entered the way of the fist have focused their unarmed skills, becoming skilled melee combatants. All items from the Unarmed shop come with an additional enchantment slot now for you to further enchant your items.
Art of the Iron Fist
Your arms, (shoulder down) and your legs (hips down) become coated in stone for the next three post, making your melee attacks sturdy and impactful. Your melee attacks will now deal earth damage that is not considered magical. Each limb gains one hit prevention (does not stack with armor) and once per duration you can redirect one elemental ranged spell, causing it to deflect, bounce, or channel off of your body.
Level Two
Myriad Barrier
Tapping into the world around them, monks have learned to balance both the physical and elemental world, adapting their bodies to the energies of the universe. When you use an Art from the listed table, you gain a resistance to the element that correlates to the art used, keeping the resistance until you use a new Art. While resistant you will take half damage from that specific damage type, can not be killed (knocked unconscious) by that elemental type and any effects of that damage type that effect you for more than one post will have the duration of that effect lowered by one.
Art of the Soul
Some monks ignore the elemental energy of the world around them and instead harness their own raw spirit. You enter a unique trance for the next three post, increasing the range of all your martial attacks by ten feet. When you make an attack with a melee attack, such as a punch or sword slice, a wave of spiritual energy will be released from the attack, allowing the attack to become ranged. Once during this duration, you can channel all of the spiritual energy to fire out a 20 foot long beam of raw energy. This will end the Art early but will prevent any one struck by the beam from using spells or class abilities for their next post.
Level Three
Martial Prodigy:
Now as a master of the spiritual arts, you have elevated yourself to the highest order one can be, a true Master. You have earned the right to create your own Art, or martial ability, bringing your own skills and techniques to the table. You can craft one Martial Art that is related to your Martial skill or Arcane domain. You will receive this art upon creation. All arts that are created by masters of this class will be stored below, allowing you the ability to earn more Arts created by other people. In order to earn another Master's art, you must complete the quest below.
-Monastery Quest-
You can obtain a Master's Art created by another master by completing this quest. In order to do the quest, you must role play with another monk (does not have to be the one who created the art). Your topic must be you training with the other monk to learn the desired Art. How you do this is completely up to you. The topic itself must reach at least 5 post with each post being 150 words or more. Once you have completed this quest you can add the Art you were training for.
Before your time:
Art of the Avalanche You create two hand axes made out of strong ice that act just like a normal hand axe, allowing you to deal ice and slashing damage with the weapons. These weapons will last for three post and will deal medium cold damage to anyone they damage. During the duration you can cause each axe to explode into a shower of ice, sending out ice shards in all directions from the point of origin. These ice shards will pierce into enemies, ignoring your allies. If the axe detonates on a surface instead of hitting an enemy, it will create a patch of frozen ice. Anyone who touches the frozen surface will slip and slide, or find it impossible to grip or grab the frozen item. The frozen surface will remain for one post.
Level Four (Holiday Gift)
Monastery Master:
You have honed your physical prowess so much that you are now able to completely ignore an enemies defenses. While wielding a weapon from your chosen Monk Tradition you now ignore all hit preventions an enemy may have, from armor or other sources. This only applies to a weapon from a shop related to the monk tradition chosen. This does not cause your enemy to lose their hit preventions, even when struck, you just ignore them.
Tranquility:
Not only have you become a physical master, you have intertwined your spirit with the natural world, becoming one with the elements. You can now tap into the Light and Dark energies of the world, harnessing their power. Once per topic you can choose either the Light or Dark damage type, allowing the energy to course through your being for the next five post. For this duration all of your damage, regardless of its source or type, will also now deal Light or Dark damage. In addition, your damage type will ignore resistance or invulnerability, allowing your light or dark damage to still inflict damage even if the enemy has resistance or immunity to it.
Prestige Class: Spirit Guardian
Level One
Guardian Spirit - A Mothers Love
The Spirit Guardian summons forth an ancestral spirit beside them to guard and protect them. This Guardian spirit can take on many forms but is no larger then a medium sized creature no matter what form it takes on. (A Medium sized creature is defined as being between 3 feet and 8 foot tall.) The spirit can only be summoned once per topic but has two hit prevention, allowing it to take two strikes from an attack before it vanishes back to the spirit world. This guardian will permanently remain until all of its hit preventions have been consumed. It can not attack or interact with objects and is only able to block and absorb attacks.
Spirit Shroud
When the spirit guardian is summoned it creates a spiritual shroud around it, emanating from its body with the spirit being at its center. The shroud has a ten foot diameter and will move around with the spirit. Any ally inside of the shroud will have their elemental abilities enhanced, increasing the speed and size of an elemental spell that is either ranged or a non controllable summon spell aka a wall. (An elemental spell is a spell that deals Fire/Lightning/Ice/Water/Wind/Earth/Light/Dark, only the caster must be within the shroud itself to benefit from this ability, not the effects of the spell being cast, i.e a wall would be larger if it was outside of the aura as long as the caster of the wall was within the aura.) The spell will move twice as fast as it normally would and be twice as big as any spell cast outside of the shroud. This shroud vanishes when the spirit vanishes.
Level Two
Caller of Spirits- A Fathers Devotion
The spirit guardian has communed with nature or their ancestors, gaining the ability to call forth a second spirit. They can now summon a second spirit during their topic which follows the same rules as the first, having two hit preventions and vanishing once all hits have been consumed. You can have multiple spirits out at a given time, choosing to summon both at once or splitting them up through out the topic.
Shroud Affliction
The shroud that an individual spirit gives off is now increased to a 15 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy that is inside of the shroud will have their spells adversely affected. An enemies spell will be reduced in level by one, dropping from exalted to master, or master to novice. Any enemy spell that has a duration will have its duration reduced by one and will deal half as much damage while inside the shroud.
Level Three
Devoted Spirits - Family Bonds
Shaa’s Parents have now bonded themselves to their son even more, dedicating themselves to protecting the summoner and his allies. All of your spiritual guardians now have their hit preventions increased, going from two to four. Now each spirit can absorb four total attacks or strikes before it vanishes into the spirit realm.
Overpowering Presence
The shroud that an individual spirit gives off is now increased to a 20 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy inside of the shroud will find their movements and reactions hindered, making it harder for them to close the gap or flee. Any movement increasing buff from spells, abilities or effects of the enemy will have no effect while inside the shroud. This includes speed buffs or movement enhancements such as dashes, blinks or teleports.
Level Four
Ancestral Fervor
The spirits a guardian can summon have now grown attached, not only wishing to protect but now are able to offensively support their summoner. Summoned spirits can now grapple enemies, using their bodies to restrain an enemy. This can take the form of holding a person with their arms, biting down on someone or just sitting on them. A restrained enemy can not move for their next post and any offensive action must be taken against the spirit holding them. The spirits hold will break after the next post and each spirit can only grapple once per topic.
Spiritual Suppression
The shroud that an individual spirit gives off is now increased to a 25 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy who steps inside of the shroud finds the effectiveness of their physical and martial abilities diminished. Enemy armor loses all current hit preventions (they come back if the enemy leaves the shroud) and all enchantments on enemy weapons will be turned off, being rendered useless and having no effect while inside the shroud (reactivate and come back when the enemy leaves the shroud)
SUBCLASSES
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.
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 (yes) 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.
Disciple of Vulcadreaus
You can only have two subclasses active at once. Upon obtaining this subclass, a red, glowing tattoo forms somewhere on the owners body. This mark is a emblem of Vulcadreaus and a symbol of loyalty.
If the subclass is ever removed or lost, the tattoo and class abilities go with it
Draconic Visage
Imbued with the draconic energy of Vulcadreaus, the Disciple is capable of accessing and molding this energy causing them to undergo a physical transformation into a humanoid dragon hybrid form. This form lasts for 5 posts, and can be used twice per topic. While transformed you gain all of the grafts listed below for the duration, acting as natural body parts.
-Claws
-Fangs
-Drake Gland(Earth or Fire)
-Wings
-Prehensile Tail
-Horns
Ashen Breath
The Disciple naturally exhales small clouds of ash as they breathe, but can also spend one post to hold their breath, charging up the volume of the cloud of ash. When it is released, the ash cloud encompasses a ten foot by ten foot space. This volume of ash can cause minor burns on unprotected skin and acts as a visual impairment.
Cycle of Rebirth
An aspect of the draconic energy of Vulcadreaus is the ability to restart the cycle of rebirth of an organic object. Twice per topic the user can channel this energy into an organic object through touch, which causes it to transmute into its most raw form. (A staff made of wood would turn into a seedling of the type of tree the wood came from, as an example.)
Gift of the Ancient One
While in your hybrid form your skin becomes as hard as dragon scales as a thin layer of obsidian forms over you, and punishes those that would try to harm your being. The thin layer of obsidian appears as black, red, or brown color spectrum scales that cover the entirety of your body. You gain two hit preventions against physical attacks or attacks that deal earth or fire damage. When each hit prevention is broken the scales explode outwards in a hail of serrated shards of obsidian that deal slashing and piercing damage within the immediate area. This retaliatory armor can be used twice per transformation before any remaining obsidian scales naturally shed off of you.
Inventory: NA capacity (Bag of the infinite)
Red Rogue's Coat
A red fabric jacket that can be worn over armor or other clothes. While wearing this jacket you can summon the magic within to alter your size. For two post you can become smaller, taller, thinner or wider, altering the overall size of your body. You can go as small as 6 inches or as tall as 12 feet. You can go as thin as 6 inches or as wide as six feet. This feature can only be used once per topic regardless of which size you choose. All of your gear will change to fit your current body as well as spells and abilities you use.
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 person, you have no weight limit for items, and all your items count as having 0 weight while in the bag.
Flask of Feijoada:0
A glass bottle with a unique cuisine from a far off land inside of it. A stew containing beef, pork, black beans and commonly served with rice. When consumed you find yourself instantly filled with joy and no longer hungry, able to survive an entire day off of this one bottle. You also heal yourself of any fatigue, tired or exhaustion effects, ending the active effect. This can only be used once per topic and contains enough for one person.
Medical Kit:1
A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds.
Eldritch Claws:1 ( seasonal)
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.
Spitfire Gauntlets:1- Gift for Shaa from Ray
A pair of lightweight gauntlets that seem normal on the outside. Made of light metal, the gauntlets cover the hands and forearms and have designs of flames etched into them. These gauntlets count as normal gauntlets from the armor shop and have the same properties. However the owner can slap the gauntlets together to cause flames to spread forth from the palms and coat the gauntlets in fire. This turns any offensive strikes with the gloves into fire damage.
Ring of WaterWalking:0 (mystic archive)
A silver ring with a small blue water droplet etched into it. While wearing this ring you are able to walk across the surface of water as if it was solid ground. This includes lakes, ponds, rivers, oceans and even up bodies of water like waterfalls and streams.
Free flow Scarf:0 ( mystic archive)
This accessory is remarkably adept at catching the wind quickly and reducing the speed of a fall to a safe velocity before the wearer has dropped more than ten feet. This enchantment can also assist the owner in similar feats of travel, like drifting across wide chasms that are uncrossable by jumping.
Jolly Bag of Gifts:0
A small, decorative, soft blue cloth bag with glinting silver details that appear like snowfall. It is roughly the size of a coin purse and easily fits in an adventurer's pocket. From the outside, the bag looks flat and empty, but upon pulling the silver, tinsel-like strings and reaching into the bag, the following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the little tool bar) The bag takes effect the next post, using what you rolled:
1 - 2: Evergreen Wreath
An Evergreen Wreath that definitely shouldn't fit in this bag. Upon throwing the wreath, it casts "Vine Field" the moment it hits the ground.
3 - 4: Grandma’s Fruitcake
A fruitcake just like grandma use to make. This pastry is full of nutritious fruit, harder than a brick, and can be used as a ranged or improvised weapon.
5 - 6: Two Black Buttons
A pair of cute little button eyes; they also summon a three foot tall snow golem, which will be your ally for three posts at max. If the golem takes damage, it will begin to fall apart, and crumble on the next post. Casts "Ice Spike" for itself to use as a weapon, but cannot speak.
7 - 8: Four-Sided Top
This top, oddly enough, may be spun on any surface. Just throw it, and it will right itself regardless of the terrain. Each of the four sides will begin to fire out small, silver coins rapidly, creating a spinning trap which affects everyone in a radius around it.
9 - 10: Burning Candle
A lit candle which will not burn the holder or the bag. By blowing on the candle's flame, the holder may cast "Flame Breath" from the candle once; the candle burns quickly once used.
11 - 12: Red Envelope
A red envelope containing two candy coins. Each coin acts as a minor health potion when eaten, and will only last for the rest of the thread.
13 - 14: Goat’s Horn
A goat's horn which casts Summon: Ice Elemental. The horn disappears, replaced by a massive, ice-like bipedal goat. It will fight alongside you and your allies for three turns, but will try to take one of your enemies with it when it leaves.
15 - 16: A Partridge Feather
A partridge feather which summons a chubby partridge named Petey. The partridge can fly and speak common, making it a decent spy. It is very polite, but never seems to know how it got here. The partridge remains with you until the thread ends, or until it is dismissed.
17 - 18: A Woven Basket
A lovely hand-woven basket; the basket casts "Create Food", and fills itself with a very nice meal for at least two separate individuals.
19 - 20: Lion Dragon's Tooth
The Dragon's Tooth summons a Lion Dragon from the bag, which can be used as a mount for the rest of the thread. The Lion Dragon may defend itself with its teeth or claws, and seems to bounce quite happily (like a dance) when it's idle.
Yasaka's Summer Beach Bag
A lovely, textured shoulder bag meant for carrying items around. This beach bag is woven from reeds, and features a shoulder strap for easy carrying; it feels empty and has little weight to it, however, individuals seem to be able to pull strange, magical items from this beach bag with varying effects. The following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the little tool bar) The bag takes effect the next post, using what you rolled.
1 - 2: Bottle of Sand
A lovely and unbroken bottle full of sand; it seems to be corked tightly, and cannot be opened unless shattered. Upon doing so, the spilled sand will bring forth a golem; this golem, shaped like a sandcastle, can cast one instance of Rumbling Tremors. It cannot speak and will collapse after taking damage; but will otherwise be present for two posts. This golem can follow basic instructions, and fit through any surface where a single grain of sand could.
3 - 4: A Crab
You pull a bright red crab from the beach bag; upon pulling the first crab from the bag, the bag will begin to shake violently until dropped. From it, a swarm of crustaceans will rush out towards your opponent; if you have no opponent, they seem to pick a random target to run at, including you if there is no one else in the vicinity. They do not do much damage, but make for a great distraction. After a post of harassment, the crustaceans will turn to red sand.
5 - 6 : Ice Cream Cone
From the bag, you pull a perfectly pristine ice cream cone of your favorite flavour; the ice cream on this cone will never melt, but tastes of genuine ice cream. This ice cream cone acts as a delicious Minor Healing Potion, causing the person who ate it to feel refreshed and cure minor wounds or injuries… or just have a nice treat.
7 - 8: Beach Ball
You pull a beach ball emblazoned with orange and yellow decorative sun motifs from the bag. Upon throwing the beach ball, it will freeze mid-arc and hang in the air with no regards to gravity, at which point it will erupt into flames, essentially turning itself into a small sun. This sun will cast one instance of Heat Wave, causing the temperature to rise tremendously around you for three posts.
9 - 10: Jar of Lightning Bugs
You pull a jar of lightning bugs from the bag; these lightning bugs seem incredibly fond of you once released; and begin to spark with electricity as they dance around you. The lightning bugs will cast one instance of Static Field around whoever opens the jar, protecting them from ranged projectiles for a time. Once the Static Field spell has been spent, or fades away, the Lightning Bugs will slowly flicker and fade away with it.
11 - 12: Glass Canteen
You pull a glass water canteen from the bag; this canteen seems to be full of pure, crystalline water. Upon opening the water bottle, the contents will erupt forth, summoning the water elemental which lives inside. This water elemental will remain for three posts, with the ability to use its own body as if it was a water whip spell; it will vanish after three posts, or upon being hit with a lightning spell.
13 - 14: Sparkler
You pull a thin stick from the bag; the end of which will alight after being pulled from the bag. This sparkler creates a series of colorful sparks and playful crackling noises, but after flicking this sparkler with your wrist, it will cast forth a Fire Bolt spell. The Sparkler can cast this spell twice before it crumbles to ashes in your hand.
15-16: Cicada
You pull a cicada from the bag; this cicada will remain perfectly silent until it is thrown or set down, at which point it will begin to scream. This screaming can be heard up to a mile away; and those you consider enemies nearby within a 30 foot radius will be forced to cover their ears, or remain in a distracted/unfocused state, until the cicada stops screaming after one post.
17-18: Coarse Salt
You pull a handful of coarse salt from the bag; after being pulled, you will begin to feel the air around you grow saltier and heavier as the salt you’ve pulled casts Salt Air. For three posts, it will begin to deteriorate metal, making it useless for a time to your enemies— this will cause metal objects to deal no damage, and offer no defensive protection, until three posts is up.
19 - 20: Great White Sharkhound
From the bag, you pull out an impossibly large Great White Sharkhound that should never have been able to fit in it; this massive land-shark is utterly loyal to you and all you consider allies, and can be used as a mount for at max two people. The Great White Sharkhound can attack with its massive jaws, swim and run at high speeds, and rather enjoys a belly rub and nice walk on the beach. The Great White Sharkhound will remain with you until the end of your topic, or until dismissed.
Jackie's Bag of Tricks & Treats
A cute crochet bag woven from orange-dyed yarn; this little bag has a spooky face etched into it; and looks vaguely like a pumpkin. This bag has a woven handle for you to carry it with; it feels empty and has little weight to it, however, individuals seem to be able to pull strange, magical items from this bag with varying effects. The following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the tool bar). The bag takes effect the next post, using what you rolled.
SPOILER: Click to hide
1 - 2 : Tophat
From the tophat, a spooky scary skeleton can be summoned; this spooky scary skeletal figure will don their tophat and proceed to tell awful jokes at the expense of everyone, and affects even those without hearing. These jokes are magically really funny, and will induce a hysterical effect on all enemies who hear it. Enemies in hysteria will be too busy laughing to even think about attacking you for one post.
3 - 4: Candy Apples
Two candied apples. These apples are coated with a glistening candy shell; and when eaten, these candied apples act like a minor healing potion.
5 - 6: Goo Shoes
Just a goo shoe. It's a shoe full of ooze. What you decide to do with it is up to you.
7 - 8: Cobwebs
A handful of cobwebs; these webs are incredibly sticky, and will allow you to climb the walls, ceiling, or other vertical surfaces as though you were a spider for two posts.
9 - 10: Human Teeth
A concerning amount of teeth tumble from the bag. No matter how they are thrown, they will always land on their crowns and can easily be used as caltrops.
11 - 12: Gnarled Branch
An ugly, gnarled branch of deadwood. When dropped, the gnarled branch erupts and grows into a large deadwood golem. This golem has one crooked eye, which glows blue through a hollow in its trunk. The deadwood golem can cast Rumbling Tremors, and has two hit preventions. After three posts, or once its two hit preventions are gone, it will fall apart into sticks and twigs.
13 - 14: Book of the Dead
This book depicts a series of traditional funerary rites from your nation of origin. Using the Book of the Dead, you may cast one non-exalted/non-mastery dark domain spell.
15 - 16: Pumpkin
A palm-sized pumpkin; this gourd is rotund and bright orange, with a curly green stem. When thrown, the pumpkin explodes into a casting of Vine Field, and summons thick ropes of thorned vines. These vines can be cut, but easily bind enemies within a 5 Foot Radius due to its overgrowth.
17 - 18: Equine’s Jawbone
The spirit of a headless horseman upon a skeletal steed appears after resting the equine's jawbone on the ground. This spirit can be commanded for three posts, and will fight loyally by your side. This horseman is considered an undead for spells and abilities, attacks with a three pronged black whip, and can track invisible or hidden individuals with a blind sight that focuses on the beating of their hearts.
19 - 20: Furberus' Dew Claw
A massive dew claw belonging to a species of feline. When used, this claw summons a Furberus to your aid: a massive, three-headed panther which can be used as a mount. Furberus is armed with three heads, three whip-like tails, and six legs with which to carry you and one other individual; they are able to use their claws, teeth, and tails in order to defend themselves.
Once per topic, Furberus may do the following:
Right Head
Once per topic, the rightmost head of Furberus can breathe a plume of smokescreen; this could be used to hide, or to give an evasive advantage.
Middle Head
Once per topic, the middle head of Furberus can breathe a stream of fire to use in offensive scenarios.
Left Head
Once per topic, the leftmost head of Cerberus may breathe a sulfuric smoke; this smoke will cause a poisoned effect upon enemies who breathe it in, causing them to cough uncontrollably for one post.
Dragon Chocolate: Hearth Day Gift
A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Storm Chocolate: Hearth Day Gift
A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Blizzard Chocolate: Hearth Day Gift
A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Random Piece of Chalk
This random piece of magic chalk can be used to write or draw on surfaces, but unlike normal chalk, this one can write on the ground, on the surface of water or in mid air, as if there was a wall there. Once per topic you can draw out the image of any weapon from our basic weapon shops, causing the weapon to take form from the surface it was drawn on. For three post you can wield the weapon as if it was one from the chosen shop. Additionally the weapon will deal elemental damage equal to the surface drawn on.
Ground: Earth Damage
Water: Water Damage
Sky: Wind Damage
Moss Charm
A tiny mossy charm that can be attached to Shaa’s horns. The weapon will slowly begin to have moss grow over it, as tiny organisms begin to make your weapon home. For as long as the charm is attached the weapon will act as a spell casting focus for your spells that deal earth damage or are earth based. This allows you to cast earth spells through the weapon without needing a free hand.
Issala “Izzy” Arodre’s Flowered Crown of Eternity (Hearth Day Gift).
A colorful crown of graveyard flowers that was magically bound to Izzy’s soul upon Shaa receiving the crown. While wearing the crown, Shaa is able to read Izzy’s emotions or mood, and tell if she happy, sad, scared, etc. Shaa is also able to cast one spell, or use one martial/stealth ability that Izzy owns (is in her inventory) once per topic. Shaa casts the ability at the same level that Izzy posses (Novice, Master or Exalted) and can be used without needing her to be in the topic together. The crown can only be bound to one person at a time and you cannot wear multiple peoples' crowns (rings). (Only one can be in effect at a time)
talesofcharon.proboards.com/post/17238/thread
Climbers Ice Pick
A small single hand axe that has been crafted to be used for climbing steep surfaces. This axe can be used to scale any surface, but can only be used to climb upwards. While holding onto the ice pick you can not be dislodged or knocked from the surface you are trying to scale. Can also be used as a normal hand axe.
House Key
A unique key made of unknown material and said to have belonged to master thieves. This key will slot into any key hole in the world, morphing to adjust to the locks shape and size. When the key turns, the door will unlock and can be opened like normal. However, instead of opening into its original room, it will open up into your own home. Where ever you live or claim as your homestead will open up before you, letting you escape into your home and shut the door behind you.
Rooted Boots (Clothing)
Thick brown leather boots that strap up your shins. They are comfortable but have a decent amount of weight to them. Engraved in the leather are designs of trees and vines. Upon command you can cause thick tree roots to grown out of the bottom of the shoes, burrowing into the ground and rooting you in place. While rooted you can not move, but you can not be knocked down or forcibly moved against your will. This can also be used to attach yourself to walls and hang from ceilings.
1 Point
Arcane Proxy
A foot long metal rod that can be extended outward up to 5 feet. The rod itself has no combat abilities and is easily bent or broken. However, the rod can act like an antenna for spellcasting. If the owner is within 100 feet of the rod, they can choose to use this rod as an origin point for their spells. Spells they cast can come from this rod or affect the area around this rod instead of their person as an origin point. All rules of the spell must still apply.
Loaded Dice
A pair of loaded dice, one always landing on 6 and the other always on 1. Once per topic, if the ability of an item or spell causes you to roll a dice, you may roll two and choose which outcome to keep.
Straw Doll
A small, handheld doll composed of a bundle of straw and burlap made in the image of a small child. Anyone in possession of this doll will get an eerie sensation, as if someone is watching and following them. Owners of the doll can ignore the effect of their own doll, understanding where it comes from, however anyone else will constantly feel dread and anxiety from being watched or stalked. This affect last as long as the doll is on someone's person.
Witches Brew
A dark black bottle filled with thick liquid that shimmers a deep purple color. When this potion is consumed the drinker will be filled with dark magic for a sort period of time. For the rest of the topic the drinker may choose any spell from the dark domain shop, but can only choose one. They can cast that spell for the rest of the topic regardless of their skills (must still follow the rules of the spell)
Javian's Falcon Blade - Dagger ( 2 pts)
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-
Physical Features:
Horns- A set of sturdy bulls horns on his head with ancient runes carved into them.
The Lion’s Tail of Vanishing Destruction (special forged item)
Shaa's tail that has been outfitted with ornate shards of his Lion's Stone. This allows Shaa to cast the Sand Lion spell with a simple flick of the tail, following all rules of the original spell. After casting the spell in this way, Shaa may flick the tail a second time to cast the blink spell, following all rules of the spell as well.
Bulls Strength - Tattoo of a bulls head on right arm
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-
True North- Tattoo of a compass
A very simple tattoo in design of a compass. 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.
For Vulcadreaus- Tattoo of a Dagon over a Mountain on left arm
A red, glowing brand that is tattooed on your body and is a symbol of Vulcadreaus. If you would be killed or knocked unconscious due to damage, this brand will explode, covering your entire body in fire which burns outward in a 10 foot diameter. This will burn anyone who was near you, but protects your body. The flames ignore you, allowing the opportunity to be revived or attended to.
Arcane Marks- Runes carved into Shaa’s Horns (Alpha)
Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells.
-Increases spell limit by 10 spells-
Arcane Marks- Runes carved into Shaa’s Horns (Beta)
Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells.
-Increases spell limit by 10 spells-
Arcane Marks- Runes carved into Shaa’s Horns ( Gamma)
Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells.
-Increases spell limit by 10 spells-
Arcane Marks- Runes carved into Shaa’s Horns (Delta)
Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells.
-Increases spell limit by 10 spells-
Night Vision Eyes
Any and all eyes you have are altered to be able to see in the dark. These eyes are given the ability to see regardless of how dark it is. This does not effect your normal eye sight and will not hinder you if it is bright out. These only work in normally darkness and will not see in darkness created by magic.
Constrictor Wraps (Halloween Gift)
A long cloth wrap that can rest on your forearm or your leg, covering the space from elbow to wrist (or knee to ankle). When you successfully make a melee strike with your hand or foot, you can summon the cloth to spiral down your limb and onto the attacked target. The cloth will wrap around the struck limb, constricting and binding the limb for the next post. The bound limb can not be moved or used in anyway while it is wrapped. After the next post the wrap will drop and return to its owner, snaking up their body and resting on their limb once again.
Touch of Divinity- Passive Trait
Your encounter with the divine has left its mark on you. A very tiny fraction of divine energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the world of the divine around you as its energy flows back into Charon (no mechanical effect).
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 foot prints, changing the tracks you leave behind when moving. You can choose for your foot prints 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. This Tatoo is flavored as 5 geese head’s following a circular pattern, done on Shaa’s right calf.
Aura of Vulcadreaus
Your encounter with Vulcadreaus has left its mark on you. A very tiny fraction of Earth Domain Primordial energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the energy of the primordial realm around you as it flows back into Charon. Your encounter with the Earth Domain Avatar has left a lingering essence around your spirit (no mechanical effect).
Spendables
1 Mystic Archive ticket world plot flower event
1 mystic archive ticket. clithonian
mystic archive TOM April 2024
1 Mystic Archive ticket New Shop
Crafting Materials:
Enchanted Red Leaf
A large, red leaf humming with magic from a mysterious realm that can be used to craft items through our blacksmith. If used to craft an item, this material can add a friendly charming or coercion effect.
Unique Crafting Material
Vulcadreaus Scale
A single scale dropped from Vulcadreaus during his emergence at Mt. Drakolt. This scale radiates with intense Earth Domain energy and pulsates raw magic. If this material is used to craft an item, that item becomes a spell focus for you, allowing you to cast spells through the item without needing to have a free hand. If the item is capable of dealing damage it will now deal fire damage in addition to its normal damage types. If the item is a defensive item, it will give you one hit prevention against an attack that deals fire damage, be it normal or magical.
Unique Crafting Material
Hides X2
Dark Catalyst, +1
Zombie Ash, +1
Claw +1
Water Catalyst +1
Clithonian parasite +1
Pets:
Vulcana the Fire Pixie
A tiny, six inch, red pixie with wings that can fly. Pixie's are extremely loyal creatures that come from a mysterious realm, and will attach themselves wholly to their owner. The pixie will avoid most combat situations and chooses to remain by their owner's side at all times, hovering next to them or resting on their head or shoulders. Once per topic this Pixie can coat its owner in fire magic, which turns all damage the owner would do into fire damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only fire damage, going back to their normal damage types after the duration. Because of how loyal, and jealous, these creatures get, you can only OWN one elemental pixie at a time.
Tier 2 (04/91/2024 pixy give away)
If you already own a Pixie from a previous year, yours will upgrade, learning the spell associated with the Pixie you own. The pet can now cast that spell twice per topic and will not be as scared of combat as before.
Fire Bolt
By summoning a small mote of flames in your hand, you can then fire the bolt outwards to deal fire damage. A small basketball sized ball of fire forms and can be held in hand until ready to fire. It can be fired up to medium ranges and splashes when it collides with something.
-Deals fire damage-
Slorgg
A small, round, leech like creature that latches onto living creatures. However instead of harming their host, they slowly drain toxins, poisons and harmful chemicals from the living creature. Despite its unique, positive effect, many people avoid them due to not wanting a big lump latch onto their skin.
Once per topic the Slorgg can fully cleanse your system, removing toxic substances and ending any effect from a source of poison. Pet
Does not count against pet cap
Notes:
15 spell slots are added due to the library upgrade in Shaa’s house
Awards:
Ability Slots: 52/65 capacity
Spells
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.
Thorn Wave (Mystical Archive)
Thorn Wave raises a ten foot long line of well-spaced, three foot tall thorns from the earth. This spell functions as long as there is earth directly beneath the surface it is cast on. The thorns can be oriented as a wall or as a line. Each thorn rises once at a time quickly.
Giant Size
By filing yourself with earth magic, you can increase your body size by four times, making you taller, larger and stronger. Not only does this turn you into a giant size wise, but it makes your physical strikes stronger as well. In this form you can lift heavier objects and hit harder, making you a monster. The giant size last 3 post.
Vampiric Touch
By touching an enemy's flesh or clothing, you are able to sap their life energy from them. You will cause them to grow fatigued for their next post, feeling dizzy and weak. Their movements will slow and they will stumble for a brief moment. In addition you will heal yourself of all surface and minor wounds, such as scratches, bruises and cuts.
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.
Remove Condition (Halloween Gift 2022)
This spell allows you to touch yourself or an alley, completely removing all negative effects applied to them. This includes mental and physical effects the would negatively influence or harm the target. This will remove any negative spell that has a duration and can also cure effects from poisons or toxins. This spell can only be used twice per topic.
Soil Surfing
This spell lets you sink beneath the earth, morphing into the ground like you are apart of it. You can sit beneath the earth in a small pocket, or even tunnel through it like a mole. You can not move through stone or man made material, but can move through natural earth or soil.
Stone Wall
You cause a large slab of stone to rise up out of the ground, creating a rectangular wall made of the earth. This wall remains where it was created and can be used to block ranged attacks or separate enemies, blocking off parts of the battle field. The wall can be returned to the earth by will or knocked down with enough force.
Shaa Rhunn’s Sand Lion
The caster stomps or slams the ground, summoning a medium sized sand worm to take position under the ground at the location of the slam. The sand worm will then begin to churn the earth, turning it into sand and slowly pulling anything in its range downwards towards its mouth. For three post, a 20 foot diameter sand pit will begin to form, the ground loose and hard to navigate, reducing the speed of anyone caught inside by half. Each post someone remains inside the pit, they will be pulled closer to its center, being dragged down into the sand. If any enemies are inside the pit at the end of its duration, they will be stuck for one post, unable to move their bodies as the ground hardens again, and will be bitten by the sand worm before it leaves the area. Can only have one pit out at a time and this spell can only be used on the ground.
Scern's God Killer
Exalted level Dark Domain spell (Can be obtained/used without needing the domain skill)
A very powerful spell that was crafted by Scern and used against Ziev in the battle over the Sol Stone. To cast this spell, you must have made no offensive actions on your last post (nothing that intended to deal damage, injure, hurt or afflict some kind of negative effect). When you cast this spell, you target one enemy you see within 20 feet causing red hot burning chains to burst from the ground and wrap around the target. The target will take medium amounts of fire damage and be unable to make movement or take any actions (including casting spells) for their next two posts. This spell can only be used once per topic and cannot be used against Player Characters (unless permission is given).
Flame Breath
The mage 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.
-Deals fire damage-
Fire Bolt
By summoning a small mote of flames in your hand, you can then fire the bolt outwards to deal fire damage. A small basketball sized ball of fire forms and can be held in hand until ready to fire. It can be fired up to medium ranges and splashes when it collides with something.
-Deals fire damage-
Stinging Nettles
You cause sharp, thorny vines to sprout from the ground in a ten foot square, making it hard to walk through. Anyone who passes through this terrain will be cut by the thorns and will find their movements restricted, unable to boost their speed or leave the ground. If anyone gets cut or injured by the thorns, the caster will heal all surface level wounds, such as scratches and cuts.
Lightning Bolt
By pointing your finger, you send forth a thin, quick beam of lighting shooting out. It will crackle and course through the air in a straight line, blasting through anything in the path of your finger. While it is a thin, easy to dodge beam, it delivers a high amount of damage.
-Deals lightning damage-
Heat Object
By touching an item or object, you cause it to radiate heat and glow like magma. The object becomes hot to the touch, turning a bright red, regardless of the material it is made of. This causes anyone who touches the object to burn themselves, forcing them to drop the object if they are holding it.
-Deals fire damage-
Lightning Lure
This spell causes five small rods of pure lightning to rise up from the ground. They will radiate energy and shock anyone who touches them. The rods will remain in the location that they are summoned in, but will remain there until activated. When activated the user will cause a beam of lightning to run from their body to the rod, cutting through anything in between the two. Once the rod connects to you, it vanishes.
-Deals lightning damage-
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.
Drizzle
A spell that allows its caster to make it rain regardless of the current weather. This is a normal rainfall that begins to blanket the area. The rain itself is normal and has no magical properties to it.
Sky Domain
Reincarnation of Fear ( Dark Domain- Halloween 2023)
The lingerings of something ancient and terrible have latched to your very soul, and have allowed you to become truly terrifying. Tapping into the Reincarnation of Fear causes a fear effect similar to that of the Incarnation of Fear; for one post, you are the most intimidating creature in the room. You cause and feed on the fear of creatures around you, healing yourself of minor wounds at their expense. You cannot be affected by Fear within the post that this is active, and hostile entities will be forced to back away.
Disarming Aura (Space Domain-Mystic Archive)
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.
Fungal Rot (Earth Domain:Lloyds)
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.
Undying Fervor (General/MA)
A spell used by warriors to give them bravery and courage during even the most violent battles. When this spell is activated you become cleansed of all fear effects that may currently be present on you. In addition you can not be feared or affected by fear inducing abilities for the next four post. Once during the four post duration you can send a pulse out from your body, pushing back all enemies who are within a 10 foot diameter. This may cause them to stumble, fall down or slide backwards.
Create Food (Earth Domain)
This spell creates a small amount of natural food for consumption. You summon food such as fruit or vegetables in a location near you. This food is considered fresh and natural, will last as long as normal food and can be stored for later.
Wonderful Wacky Woolfuls (Earth Domain) (Mystic Archive)
You summon a single, rainbow-colored Woolful which will run forward and nuzzle the closest target. This Woolful doesn't do any damage and will remain cute and clingy, snuggling up to their target for a single post before disappearing. The Woolful does no damage, but it does cover its target in multicolored fur. If the Woolful is snuggling an ally it will heal them of all minor wounds and mental effects. However if it is snuggling an enemy the fur will apply a static shock which will numb them, preventing them from using martial skills of any level for the next three post and preventing them from being able to move away from the Woolful for their next post.
Kamille's Summoning Pact: Mayhem
By clasping your hands together you summon forth a flaming meteor from the Earth Domain. This meteor is 10 feet in diameter and is a massive heavy chuck of heated stone. This meteor will crash into the earth dealing damage to the landing area. Once landed the stone will reform, becoming a massive molten golem of fire and heated rock. This golem will stand ten feet high and is able to attack things around it, dealing high blunt damage and fire damage. This golem can move on its own and understands your commands, and can even communicate with you, understanding basic concepts. The golem is extremely durable, it can withstand three physical attacks or spells from a novice or higher attack before it is unsummoned and returned to the earth domain. However if it is struck by a water spell of master level or higher it will immediately become unsummoned. Only one of these can be out at any time and can not be summoned for two post once unsummoned.
Summon: Seedling
You summon a small seedling that sprouts up on your shoulder or the shoulder of an alley. This seedling will just hang out attached to the target and will heal the person it is attached to for the duration. The seedling will only heal surface wounds such as scratches, cuts or bruises and will only do it once per post. The seedling will vanish if it takes damage.
SKILLS
Unarmed- Exalted
Earth Domain- Exalted
Blade- Novice
Sea Domain- Exalted
Sky Domain- Exalted
Skill Specialties
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.
-One enchantment slot (applies to both hands)- (Deflective An unarmed item enchanted with a deflective rune makes it exceptionally good at disarming other attacks. They can be used to catch ranged or thrown physical attacks, such as arrows or spears. If caught the ranged item can be thrown back and used for its own offense.)
- Bonus Slot from Monk Prestige
Blurring
This enchantment causes the weapon to blur as it is being used, making it harder to see and track. A blurred weapon can still be seen, but 50% of it is now faded, as if it is slowly turning invisible. This also leaves a trail of images behind as it is swung or used, confusing the target as to which is the real item.
Guard Break
By using momentum and a specific striking technique, you are able to cause your next physical attack with a martial weapon to break your opponents guard. If they attempt to block this strike, such as with a shield, armor or another weapon, their guard will be broken, causing them to stumble. They would have successfully blocked the attack, however are now opened up and can not block the next physical attack. This technique can only be used once per topic.
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 proventions 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.
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.
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.
Guillotine Drop
A martial technique that can only be used while you are in the air and falling. Using the moment of the fall you are able to increase the speed and force of an attack. While falling your next attack is doubled in its velocity and striking power, causing it to deal increased damage as well. This makes it extremely hard to dodge or even block. You must be more than 10 feet in the air for this to apply.
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. (Note: Shaa’s Hands as Weapons technique negates this 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.
Monk Art: Forced Imbalance (Shaa’s Monk Skill)
The user focuses on striking the sections of the body that preserve stability. After a culmination of three strikes, progressing a state of lightheadedness to dizziness to once you finish successfully hitting those body parts, the individual falls to the ground. After the first successful strike, each of the other two strikes must occur within two posts, if a second strike lands then the post count resets
Monk Art: Vikram’s Veracious Velocity (Vikram’s Monk Skill)
By making a shift in weight forward, the users blade flicks in and out of its sheathe at a speed that generates a physical mirage of the the blade, extending the full length of the attack by the size of the blade. A hit from the mirage causes a burn and directly bypasses hit preventions from armor, a hit from the physical blade will remove a limb and cauterize the wound due to the heat generated from the speed and friction that the blade left its sheathe. This can be used in a single or dual wield scenario but can only be used with a weapon from the Blade shop. Can be used once per topic.
Float like a Butterfly
Unarmed A skill that represents years or even decades of training at the edge of physical movements, you are capable of adjusting your footwork in an instance within melee range of your opponent/enemy, till you launch your first attack your footwork and movement grants you a hit prevention within that melee range.
Heart Stopper
Unarmed Requiring precise timing and knowledge of your opponent, after three posts of observing your opponent you come to understand the nature of their breathing. Once you are primed with that information a strike specifically aimed at the heart will cause it to momentarily pause its beating if the blow lands sending the victim into an unconscious state for their next post. Can only be used once per topic.
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.
Shaa's Flinch
Blade,Blunt, Polearm, Unarmed
You make a sudden movement with your body that causes your opponent to block the wrong part of their body. This is followed up by your next attack having to be blocked by any means.
Delaela's Cold Iron Touch
Unarmed
Your hands exhibit certain spiritual properties of Cold Iron-- a painstaking process of forging that ensures a piece of metal never knows the kiss of heat. When the hands of the user make contact with denizens of the Elder realm, they cause a fear effect upon them that lasts for one post per hit. (Denizens of the Elder realm include Fae, Spirits, Undead, and other Supernatural monstrosities.) This technique lasts for three posts and must go on cooldown for a single post before using it again.
Head Strike
An attacked designed to knock an opponent off of their guard and disorientate them. Normally done by punching or striking an enemies head with a blunt object, but can be done with any attack that hits the head. When applied your opponent will become dazed, their ears ringing, vision blurry and senses stunned. Any active effects they have on them from spells or abilities will end, and they will be unable to cast spells or use abilities during their next turn.
The Wheel (Mystic Archive)
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.
(Note: It was clarified that this move can be used as both the flinger, flingee or as a solo move running horizontal cartwheel)
The Espadrille Question Mark (Mystic Archive)
One of the most notable skills taught in the martial art of Espadrille, the Question Mark is a versatile double feint kick that ends in the toe of the foot striking the head of the target. The double feint begins with the look of a low front kick as the front leg in a bladed stance is raised towards the target, if the target reacts to this feint in a way to block it, they will lose one hit prevention they have earned from armor or shields. The second feint occurs as the user shifts their weight and raises the leg higher into what looks to be a middle height kick, finishing as a full extension into a whip of the lower leg and ankle that strikes with the toe of the foot. If the target attempts to block the second feint, they will lose a second hit prevention.
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.
Offense is the Best Defense (Mystic Archive)
You have an understanding of the concept that sometimes disabling an opponent involves taking risks and sacrificing safety for an advantageous blow. Once per topic, when you are in a situation where you are about to take a melee blow that would be blocked by a hit prevention from any source (i.e. armor, spirit guardians, or another martial ability), you can choose to sacrifice that hit prevention to unleash a powerful retaliation. Using this move means that you will take the full damage from the blow, and at the same moment, you inflict a blow of equivalent damage against your attacker.
Soft Palm Technique- Unarmed
Using the flat of their hands, the user can choose to push a target affected by an Unarmed strike for a Short distance instead of applying Unarmed damage. By replacing the damage an unarmed strike would deal, you can instead push the enemy back a short distance, allowing space to open up between the two of you. Can be used twice per topic.
Southpaw Shell- Unarmed
A highly effective defensive stance, the Southpaw Shell requires that the user has their right side forward in a bladed stance and both hands free. When attacked by a physical melee attack, the user is able to use their forward side to deflect the attack past them, not using up a hit prevention in the process. This lets you slide past the attack, putting the striking enemy next to you. This ability has a three post cool down before it can be activated again.
Eightfold Path Fist- Unarmed
A technique used to completely incapacitate a target, the Eightfold Path Fist targets specific nerve clusters to remove mobility and stun. Over the course of four posts, if the user hits the target they will stun the affected limb for a post, each successful hit adds an additional post to the initial duration of the technique; ex. A successful hit occurs on the second post, the duration goes from two more posts to three more. Can be used once per topic.
Hanging Palm Technique-Unarmed
Using a soft bladed hand and whipping the arm forward at the point of contact stiffening the bladed hand, the Hanging Palm Technique specializes as a surprise attack that bypasses armor and shield hit preventions upon first use. By whipping your hand at the last moment you can easily maneuver around defenses, allowing you to ignore a hit prevention from armor, can be used twice per topic.
Shiko Stance-Unarmed
A hard body technique, the user gets into a deep wide legged stance with palms outstretched and upon impact with an individual, creature, object bigger than themselves can absorb and diffuse the impact counting as a hit prevention. This skill has a three post cool down.
Lunging Haymaker-Unarmed
A powerful swinging fist attack that upon impact will cause a Major wound to the target. If blocked by a hit prevention from either armor, a shield, or a martial skill, the attack will instead knock the target onto their back side, knocking them out of their defenses.
The Azucena Counter-Unarmed
Upon a melee attack being launched at the user, the dodge hit prevention is activated. A sleek, minimalist dodge towards the opponent getting under and inside their reach, the Azucena Counter is the perfect setup to launch a counter offensive. This ability has a two post cool down before it can be used again.
Tavern Champion (Mystic Archive/Martial Ability)
You fight best when you have a rowdy environment and an audience cheering you on. When you are fighting multiple opponents, you can take an action to become emboldened for the next four posts - you cannot be overwhelmed by multiple enemies; where their numbers would normally overwhelm you, you know how to maneuver around them. During this period, you can take an action to redirect one of their attacks towards you to another enemy. Additionally, if a projectile is thrown at you during this period, you can catch it and use it as an improvised weapon, which breaks at the end of this emboldened state.
PRESTIGE CLASSES
Prestige Class: Brawler
Level One
Hands are weapons:
The brawler knows that the best weapon is the one that can never be taken from you, the one that is always there with you, your hands. You have been in so many fights and have used your fist so often that they have begun to become stronger. Your fist are now considered weapons and deal blunt damage like a normal blunt weapon would. The skin of your fist have become tougher, ignoring minor damage such as cuts or bruises. You can now use your fist like they were made of metal, able to grab sharp edges without being cut, or blocking a blunt weapon without feeling the impact.
Improvised Weapons:
While the brawlers best weapon is their fist, they realize that sometimes the situation calls for more creative means of offense. They can turn any mundane item at their disposal into a make shift weapon, allowing it to deal damage equal to the lowest form of their damage type. They can grab things like a chair leg and use it as a club, or a iron bar and use it as a dagger. This gives the brawler access to a multitude of weapons regardless of what situation they are in.
Iron Grip:
Due to all the training and strengthening of their hands, the brawler has gained an incredible grip strength, able to hold onto anything or anyone. Their grip is so tight now that they can no longer have things ripped from their grasping, preventing things from knocking or pulling objects out of their hand, regardless of how hard it was hit or how strong the force was. This also makes them excellent grapplers, able to hold onto an enemy without easily being pushed off.
Level Two
Two Piece:
Brawlers have learned to combo their attacks, able to deliver quick successful attacks one after another. If a brawler is able to successfully land an attack with just their fist, they can launch another attack with their other fist directly after it as apart of the same attack. This follow up attack follows the outcome of the first, meaning if the first strike lands, the second one will automatically land.
Deflecting Palm:
Not only is the brawler an excellent offensive fighter, but they have also mastered the skill to defend themselves, even at a range. If they are attacked with a ranged physical attack such as an arrow, bolt or spear, they can use their deflecting palm to either knock the projectile out of mid air or even catching it, allowing them to throw it back. If a weapon is caught and thrown back, it can only go half its normal distance and will only deal half its normal damage. This can be used twice per topic.
Level Three
Stunning Blows:
Your strikes have become so quick and so powerful that they no longer just deal damage but also are able to stun an enemy, causing them to feel intense pain for the duration. If your strike hits an enemies body part, such as an arm or a leg, it will stun that body part, causing it to feel numb and be unable to be used. A stunned body part will remain stunned for the next post, preventing the enemy to move that limb or make any offensive actions with it. A stunned leg can not walk and a stunned arm can not swing a sword. If the torso or the head gets stunned, the affected target can not cast spells for its duration.
Fighters Sense:
Brawlers are said to have a sixth sense, able to identify all of their enemies, remembering their locations. Often times a brawler will find themselves deep in the fray, sometimes with multiple enemies on all sides. A brawler can feel any enemy or creature within their immediate area, up to 10 feet from their person, gaining a sense of their location. They are able to react to close range melee attacks even if they can not see them with their own eyes.
Level Four
Resonating Strike:
A melee fighters nemesis has always been armor, heavy knights who rely on metal or wood to protect them. The brawler has adapted to this however, making their strikes effective against foes who would try to protect themselves with sets of armor. If the brawler were to strike armor they could cause vibrations to echo through out the gear, shaking it and allowing the damage to transfer through to the person inside of it. While this strike will only do half damage, it will still deal damage while also removing the defensive point with the same strike.
Reverse of momentum:
The brawler has taught themselves how to manipulate momentum, especially the momentum of enemies coming in for a strike. If an enemy attempts to make a melee attack with a physical weapon or even their fist, the brawler can use this feature to grab the enemies weapon or arm, use their momentum against them and flip the target. This will knock the enemy to the ground and negate the attack, allowing the brawler to set up for their next strike. This feature can be used once a topic.
Prestige Class Berserker
Level One
Berserkers Rage
The Berserker's bread and butter, the legendary rage. These warriors are said to be able to enter a blood thirsty trance, where all logic and caution is replaced by pure anger and the desire to fight. They begin by going into a frenzy, getting angrier and throwing caution to the wind. While under the influence of rage you now ignore all pain, not able to feel the effects of damage. While you still sustain the damage you ignore the pain, which allows you to continue fighting with out the distraction of an injury. However because of the pure anger caused by this rage you are unable to cast any spells for the duration. Your rage last for three post and can only be used once per topic at level one.
Undying Rage
Berserkers are monsters, unable to be stopped while raging and fighting. As long as a berserker is in their rage, they can not be killed or knocked unconscious, despite how much damage they take. They will continue to push through, even after taking fatal wounds. However once the rage ends the full force of their damage and pain will return, washing over their body and causing them to feel any effects of pain or damage.
Sweeping Fury
While rage can be a useful tool for the berserker, it forces them to see everyone as a foe, unable to separate friend from their target. While in rage their attacks become more reckless, wild and for everybody. Their melee attacks with their weapons will turn into sweeping cleaves, wide attacks that attempt to hit everyone in their range. They can strike multiple targets with one sweeping strike, with the force of the weapon having just as much impact as a normal strike. Because of this however they can sometimes strike friends who may be standing by their side in battle.
Level Two
Rampaging Juggernaut
The berserker is said to be a force unlike any other, a rampaging storm hell-bent on running through everyone, and everything in their path. While in a rage berserkers can charge forward, gaining increased move speed while running towards an enemy. As long as they are moving in the direction of a target they intend to hurt, their movement is doubled, allowing them to dash across the battle field. This dash allows them to break through objects as well, such as walls and barriers. They can charge through a normal structure such as a house wall or a created structure such as a earth or water wall, boring a large hole into it.
Blood Feud
Everyone is considered an enemy of the berserker, however they take special offense against those who have injured them. While a berserker is raging they will mark anyone who deals damage to them with a blood feud, their focus locking in on that enemy. This blood feud will remain for the rest of your rage duration, and allows you to deal double damage with your martial weapons against the marked enemies. They can not cleanse or remove this mark, with it only ending when your rage ends. Multiple enemies can be marked with blood feud at a time.
Level Three
Increased Rage
At level three berserkers get stronger, angrier, allowing them to use their rage more often than normal. You keep all effects of your rage, however you can now use it twice per topic instead of once. When your first rage ends a single post of cooldown is required to calm down some. However after a post you can activate rage again, allowing a second use of the blood thirsty mode. Rage still only last for three post however.
Intimidating Presence
The Berserker has become feared by all those in battle, their very presence invoking fear into the hearts of their enemies. The very sight of you causes weaker foes to become rattled, questioning weather they want to engage in battle with you or not. You passively become much bigger while raging, your size increasing by double. You now stand close to 12-15 feet tall and become a mass of muscle. While this makes you a bit easier to hit, it also allows you to force your way through enemies, knocked them over or even becoming a meat shield for others.
Blood Cry
Berserkers have become so feared they are now able to instill absolute fear into those around them with a simple shout. This warrior can now cry out at the top of their lungs, filling the air with their sheer presences. Anyone who hears this shout will become feared, terrified of the berserker. The feared target will be unable to make any offensive moves against the berserker, unable to strike them with weapons or spears. They will be so rattled that their only objective becomes to get away, trying to put as much distance between them and the warrior. The fear last for two post and can only be used once per topic.
Level Four
Devastating Force
Nothing can stop the berserker, not even the best defenses at this point. Rage has filled them so much that their very strikes can render even the best knight useless. Melee attacks made with a martial weapon will now ignore armor while the berserker is raging. If someone is wearing armor, your strikes will act as if that armor is not even there, regardless of how many defensive points the armor still has. Like a hot knife through butter, the strikes will ignore the steel or padding and find its mark. These strikes will not remove any defensive points from the armor.
Elongated Rage
At level four berserkers get stronger and angrier, allowing them to use their rage for much longer than normal. You keep all effects of your rage, however you can now remain in your rage for four post instead of three, pushing the duration of your rage out for an extra turn. This does not increase the amount of times it can be used, and only lets you use it for a little bit longer.
Hardened Force
Thriving in battle for so long the berserker no only ignores pain, but now can straight up ignore damage from physical damage. While raging you can choose to harden your body, becoming completely immune to physical damage from physical weapons for the remainder of that rage. You can still take damage and suffer effects from spells, but weapons strikes no longer phase you. This can only be used per topic and only affects one use of rage.
Prestige Class Elementalist
Level 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 certain skill ranks in Magic Domains you unlock more 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).
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.
After you have reached Level Four in this class, and have Exalted in all three Domains, you may spend 50 Solars per pathway to purchase the remaining six unopened skills.
Level 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.
Level Three
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.
Level Four
Spell Creation:
Shaa Rhunn’s Sand Lion was created via Terramancy
PATHS OF THE ELEMENTALIST
Stone Creation: The user is able to form medium sized constructs, objects no bigger then five feet in height or width, out of earthen materials that are present. Ie: stone, dirt, rock, etc. This moves the aforementioned material and reshapes it into the given construct. These constructs do not move on their own but can be moved magically by the Elementalist.
Dust in the Wind: An Elementalist’s deep connection to the earth allows them to touch earthen objects made out of stone, dirt, rock, etc. and turn a medium size amount of that object into minute particles of that type of material effectively breaking it down into its base form. I.e you can turn constructs made with Stone Creation back into their base materials as long as you are touching it or any other medium sized earthen objects.
Geomagnetic Sense: A constant passive effect, an Elementalist has constant awareness of what moves on the ground through continuous magical energy pulses that provide a general understanding, and when focusing on a specific area that has been pulsed within its large area range can tell exactly how many and how much each of the creatures/beings weigh and move within the area as long as they are touching a solid surface that makes contact with the ground.
Animate Stone: Infusing your mana into a sizeable amount of rock/stone/metal/gems or an active stone creation, you can turn the mass or your construct from Stone Creation into an animated form. It can burrow through the earth as if it was swimming and it attacks with physical blows of great strength. It has three hit preventions regardless of its size and crumbles in place possibly bludgeoning anything in the same space as it. While this ability is in use you can have no more then two Animate Stone constructs at a time.
Rolling Stone: Encasing yourself in stone as you roll into a ball, you can begin to move much the same as a gyroscopic ball. You can move up walls of earthen make while using this ability and can perceive the area around yourself as you do so. For every post you remain in ball form you become five feet thicker, at any point you can explode the ball outwards and shoot several hundred earthen shards from yourself outwards in every direction for ten feet per turn spent in the ball.
Sweltering Aura: An Elementalist would be able to push forth the heat in their own body outwards to affect the world around them. You can channel a wave of fire within your body, causing the area around you to increase in temperature. The area will increase by twenty degrees, getting so much hotter than it was before. Those in the area will find it hard to breathe, breaking a sweat with the smallest of actions. This heat will also kill minor plants, causing them to shrivel up and will evaporate small bodies of water like puddles or spells. This heat wave will remain for three posts and can only be used once per topic.
Conflagration: Your spells that deal Fire damage now ignite the enemy, giving them a stack of Conflagration. They will remain ablaze for the next two posts, keeping the stack of conflagration until the end of its duration or until its triggered. If they are dealt fire damage again from any source while affected by this ability the fire will deal double damage, igniting the stack and burning even hotter than normal.
Scorching Touch: As your body continues to increase in temperature and heats up, your hands become weapons for you, with your very touch able to burn and scorch skin. They do not catch fire preventing you from igniting flammable objects, but your skin does burn, able to singe others as you touch them. You can increase or decrease this heat, allowing you to interact with others without harming them. Your hands also give off a small amount of light which can be used to navigate the darkness.
Molten Core: As you condense your magic and fire energy within yourself you become warm to the touch and you're body begins to steam as any excess liquid in and on your skin begins to boil and vaporize. You cannot become chilled by non-magical cold while using this ability. You begin to build Conflagration stacks within yourself for every post that you build up energy within yourself, and you can then apply these stacks to a fire based ability or spell. You can instead release these stacks in an outward dome like radiation of fire from yourself that vaporizes and turns any liquid within in its radius to steam. For every stack of built up Conflagration your dome is five feet in diameter. Releasing the stacks or using them in any way ends the spell and places it on a three turn cooldown when you do.
Endothermic Reaction: While this ability is toggled on, anything you physically touch that is another living being or recently affected by heat from any source has the heat within it drained and transferred into yourself giving you stacks of Conflagration that you can either add to existing stacks of Conflagration for use with Molten Core or immediately apply to a fire based spell or ability if you do not have molten core active. This ability can only absorb five stacks before it needs to go on cooldown for two posts.
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.
Tidal Flow: Another aspect of their control is the ability to shift the flow of water produced by an ability or a spell. Upon the usage of the ability or spell they can imbue a directional command which activates at their will. The user can imbue this command up to 3 times per topic.
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.
Mirrored Dance: Upon a medium size object falling under the effects of Crystallization, the Elementalist is able to conjure a physical manifestation of their personage from any frozen surface within their immediate surroundings.
Frost Cloak: Upon entering a meditative state, the Elementalist is capable of generating falling snow within a large area. Each subsequent post after the initial meditative state will generate three feet of snow, up to a total of twelve feet of snow.
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.
Flash Freeze: Any surface that you touch you can cause to freeze over making it slippy and difficult to traverse or gain purchase upon. This effect lasts for three posts per surface touched, this only affects up to five by five feet of surface per usage. Extreme heat can melt this ice removing its effects.
Windtalker: Your elemental attachment to the realm of air is all encompassing and gifts you with the ability to harness and guide airflow around you up to ten feet in all directions. This culminates in the ability to push and pull objects within ten feet of you that weigh 1 point or less, as well as letting you levitate a foot off the ground permanently.
Cloud Waltzing: Your mastery of air allows you to both ride along existing clouds and form one of your own to use as a flying mount as if you had master rank in animal handling. These clouds are solid to you and up to three other people or creatures that you designate.
Driftless: If you make successful physical contact with an object or person you can alter their gravity for two posts making them freely float within twenty feet of their starting position as if gravity didn't affect them. If they receive contact from anything they move away from the point of contact for another ten feet. Unless they have a way to move themselves they are unable to manipulate themselves with physical movements. You can only affect up to three objects/beings with this ability at a time.
Howling Gale: Your mastery has become so pervasive that you are like a maelstrom, able to create a tornado like effect that encircles you beginning at ten feet from your body and going out another five feet from there. The harsh winds buffet and slice at any you deem an enemy while being completely harmless to yourself and allies. You can see through the effect but others cannot, and it automatically blocks any sky domain or ranged weapon attacks that are used against you, while speeding up those same spells and attacks that you and your allies use.
Bolt Dancer: Whenever you use the Lighting Bolt spell you can instead of damaging with it, move with the bolt itself materializing where it ends. This has a one post cooldown between uses but can be used any amount of times in a thread.
Electrical Surge: As you cast lightning spells you built up static charges within yourself. 1 charge for Novice, 2 charges for Master, and 3 charges for Exalted level spells. You can never have more then 4 charges at a time, and you may spend these charges to enhance a spell one stage higher then it currently is for the purpose of damage and clashing. You do not gain charges for a spell that was enhanced with charges.
Static Synapses: If you posses static charges from other Path of Lightning abilities you can use them in hand to hand combat to paralyze and control the movement of your foes. If you posses any charges you can release them upon a successful melee attack to stun the affected limb for an equivalent amount of posts equal to the static charges you used.
Magnetism: You can magnetize any metallic object that you effect with a spell or ability that deals lightning damage placing a static charge upon it. This allows you to freely manipulate the object and whatever is attached to it when within ten feet of you.
Prestige Class: Ashen Vicar
Level One
Prayer of Fire:
The first of your incantations allows you to produce simple geometric constructs made out of pure fire that form at a maximum size of medium and at medium distance from your person. This construct of fire will remain in the spot it was created and burn anything it comes into contact with. The fire produces a cloud of smoke the same size as the design upon it materializing, which will linger for two post around the object. These geometric shapes could be spheres, triangles, pyramids, squares, etc that fill up a three dimensional space. You can only have one of these fire constructs up at a time. (All constructs are wielded or used at the skill level the character has in Earth Domain)
Ashen Censer:
The Ashen Censer is a sanctified relic of Vulcadreaus and the source of your power. Carved from the obsidian formed by Mount Drakolt, the Ashen Censer is a round orb with holes around its entire body and a chain of obsidian prayer beads. At its forging and sanctification, the Ashen Censer is filled with a mixture of lava and ash that produces an eternal warmth and stream of smoke. Due to the nature of its structure, it functions as a Blunt Weapon and grants the user novice with this weapon. This weapon has five feet of reach and can be used much like a flail or club or whip to that extent. As the Censer is used, it will slowly pour out smoke that mildly fills the immediate area but does not inhibit vision.
Level Two
Prayer of Ash:
The second incantation causes a fire construct made with Prayer of Fire to snuff out creating a layer of ash where the construct was formed. The materializing of the ash produces a low hanging cloud of sulfur above the ash, covering the area where the construct was. Sulfur in this form is poisonous and causes irritation and burning on exposed skin or if inhaled. (All constructs are wielded or used at the skill level of the character has in Earth Domain. The change of state occurs at the rate of the Blink spell.)
Gift of the Ashen Father:
The Ashen Censer no longer hosts a fire that just produces warmth, the eternal ember has become an overflowing source of lava, the liquid fire forms like condensation around the holes of the censer, constantly dripping downward. Your incantations can now reach Long distance and your skill in wielding your Ashen Censer as a weapon becomes Master. Your Censer is considered to always be under the effect of the fire rune enchantment.
Level Three
Prayer of Obsidian:
The third and last incantation requires the usage of the first two in sequential order. The Prayer of Obsidian transforms the ash/ash covered design into a completely solid object made out of sharp edged obsidian, this in turn creates a spray of lava that travels a short distance from the newly formed edges of the object. Anyone near the object as it turns into obsidian will take small amounts of extremely hot fire damage from the lava splatters and be cut, stabbed or even impaled if struck by the extremely sharp obsidian sides. (All constructs are wielded or used at the skill level of the character has in Earth Domain. The change of state occurs at the rate of the Blink spell.)
Sermon from the Mount:
With your mastery of the three prayers, the Ashen Vicar is capable of moving between all three incantations at once, meaning that you can move between fire, ash, and obsidian all within the same post as long as you move in order of Fire -> Ash -> Obsidian -> Fire, Etc.. This allows you to be more fluid and freeform with your constructs as your mastery over the Domain of Vulcadreaus has reached new heights.
Twin Prayers:
Now a master of your incantations, you are able to summon a second flaming construct, which can then follow all of the rules of your prayers, giving you a second construct to form and transform. This secondary construct can be created separately from the first, and follows its own series of rotations from Fire to Ash then to Obsidian.
Level Four
Master of Ceremony:
With your access to all three prayers, the true road to mastery begins. The prayers and their effects can now be used backwards, Obsidian - Ash - Fire or in certain situations, skipped, such as Obsidian back into Fire. The only hard parameter is that to produce an Obsidian design, you must go from Fire - Ash - Obsidian. (All constructs are wielded or used at the skill level of the character has in Earth Domain. The change of state occurs at the rate of the Blink spell.) In addition your skill in wielding your Ashen Censer as a weapon becomes Exalted.
Wielder of the True Flame:
Your fire based spells and abilities now move like liquid for you, becoming almost like lava and able to move around objects impossibly so. You can control the general appearance and movement of fire based spells and abilities that you use as long as they do not change in regards to range increment or total volume. I.E a 20 foot diameter ball of fire is and always will be equivalent in mass regardless if you change the ball of fire into the letter Z for an example. This includes things like a 15' arc of fire may snake around an object but cannot travel more then 15'. You can shape fire into unique patterns or shapes, and even cause these shapes to bend and twist on a whim.
Prestige Class: Monk
Level One
Way of the External Fist
Those who have entered the way of the fist have focused their unarmed skills, becoming skilled melee combatants. All items from the Unarmed shop come with an additional enchantment slot now for you to further enchant your items.
Art of the Iron Fist
Your arms, (shoulder down) and your legs (hips down) become coated in stone for the next three post, making your melee attacks sturdy and impactful. Your melee attacks will now deal earth damage that is not considered magical. Each limb gains one hit prevention (does not stack with armor) and once per duration you can redirect one elemental ranged spell, causing it to deflect, bounce, or channel off of your body.
Level Two
Myriad Barrier
Tapping into the world around them, monks have learned to balance both the physical and elemental world, adapting their bodies to the energies of the universe. When you use an Art from the listed table, you gain a resistance to the element that correlates to the art used, keeping the resistance until you use a new Art. While resistant you will take half damage from that specific damage type, can not be killed (knocked unconscious) by that elemental type and any effects of that damage type that effect you for more than one post will have the duration of that effect lowered by one.
Art of the Soul
Some monks ignore the elemental energy of the world around them and instead harness their own raw spirit. You enter a unique trance for the next three post, increasing the range of all your martial attacks by ten feet. When you make an attack with a melee attack, such as a punch or sword slice, a wave of spiritual energy will be released from the attack, allowing the attack to become ranged. Once during this duration, you can channel all of the spiritual energy to fire out a 20 foot long beam of raw energy. This will end the Art early but will prevent any one struck by the beam from using spells or class abilities for their next post.
Level Three
Martial Prodigy:
Now as a master of the spiritual arts, you have elevated yourself to the highest order one can be, a true Master. You have earned the right to create your own Art, or martial ability, bringing your own skills and techniques to the table. You can craft one Martial Art that is related to your Martial skill or Arcane domain. You will receive this art upon creation. All arts that are created by masters of this class will be stored below, allowing you the ability to earn more Arts created by other people. In order to earn another Master's art, you must complete the quest below.
-Monastery Quest-
You can obtain a Master's Art created by another master by completing this quest. In order to do the quest, you must role play with another monk (does not have to be the one who created the art). Your topic must be you training with the other monk to learn the desired Art. How you do this is completely up to you. The topic itself must reach at least 5 post with each post being 150 words or more. Once you have completed this quest you can add the Art you were training for.
Before your time:
Art of the Avalanche You create two hand axes made out of strong ice that act just like a normal hand axe, allowing you to deal ice and slashing damage with the weapons. These weapons will last for three post and will deal medium cold damage to anyone they damage. During the duration you can cause each axe to explode into a shower of ice, sending out ice shards in all directions from the point of origin. These ice shards will pierce into enemies, ignoring your allies. If the axe detonates on a surface instead of hitting an enemy, it will create a patch of frozen ice. Anyone who touches the frozen surface will slip and slide, or find it impossible to grip or grab the frozen item. The frozen surface will remain for one post.
Level Four (Holiday Gift)
Monastery Master:
You have honed your physical prowess so much that you are now able to completely ignore an enemies defenses. While wielding a weapon from your chosen Monk Tradition you now ignore all hit preventions an enemy may have, from armor or other sources. This only applies to a weapon from a shop related to the monk tradition chosen. This does not cause your enemy to lose their hit preventions, even when struck, you just ignore them.
Tranquility:
Not only have you become a physical master, you have intertwined your spirit with the natural world, becoming one with the elements. You can now tap into the Light and Dark energies of the world, harnessing their power. Once per topic you can choose either the Light or Dark damage type, allowing the energy to course through your being for the next five post. For this duration all of your damage, regardless of its source or type, will also now deal Light or Dark damage. In addition, your damage type will ignore resistance or invulnerability, allowing your light or dark damage to still inflict damage even if the enemy has resistance or immunity to it.
Prestige Class: Spirit Guardian
Level One
Guardian Spirit - A Mothers Love
The Spirit Guardian summons forth an ancestral spirit beside them to guard and protect them. This Guardian spirit can take on many forms but is no larger then a medium sized creature no matter what form it takes on. (A Medium sized creature is defined as being between 3 feet and 8 foot tall.) The spirit can only be summoned once per topic but has two hit prevention, allowing it to take two strikes from an attack before it vanishes back to the spirit world. This guardian will permanently remain until all of its hit preventions have been consumed. It can not attack or interact with objects and is only able to block and absorb attacks.
Spirit Shroud
When the spirit guardian is summoned it creates a spiritual shroud around it, emanating from its body with the spirit being at its center. The shroud has a ten foot diameter and will move around with the spirit. Any ally inside of the shroud will have their elemental abilities enhanced, increasing the speed and size of an elemental spell that is either ranged or a non controllable summon spell aka a wall. (An elemental spell is a spell that deals Fire/Lightning/Ice/Water/Wind/Earth/Light/Dark, only the caster must be within the shroud itself to benefit from this ability, not the effects of the spell being cast, i.e a wall would be larger if it was outside of the aura as long as the caster of the wall was within the aura.) The spell will move twice as fast as it normally would and be twice as big as any spell cast outside of the shroud. This shroud vanishes when the spirit vanishes.
Level Two
Caller of Spirits- A Fathers Devotion
The spirit guardian has communed with nature or their ancestors, gaining the ability to call forth a second spirit. They can now summon a second spirit during their topic which follows the same rules as the first, having two hit preventions and vanishing once all hits have been consumed. You can have multiple spirits out at a given time, choosing to summon both at once or splitting them up through out the topic.
Shroud Affliction
The shroud that an individual spirit gives off is now increased to a 15 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy that is inside of the shroud will have their spells adversely affected. An enemies spell will be reduced in level by one, dropping from exalted to master, or master to novice. Any enemy spell that has a duration will have its duration reduced by one and will deal half as much damage while inside the shroud.
Level Three
Devoted Spirits - Family Bonds
Shaa’s Parents have now bonded themselves to their son even more, dedicating themselves to protecting the summoner and his allies. All of your spiritual guardians now have their hit preventions increased, going from two to four. Now each spirit can absorb four total attacks or strikes before it vanishes into the spirit realm.
Overpowering Presence
The shroud that an individual spirit gives off is now increased to a 20 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy inside of the shroud will find their movements and reactions hindered, making it harder for them to close the gap or flee. Any movement increasing buff from spells, abilities or effects of the enemy will have no effect while inside the shroud. This includes speed buffs or movement enhancements such as dashes, blinks or teleports.
Level Four
Ancestral Fervor
The spirits a guardian can summon have now grown attached, not only wishing to protect but now are able to offensively support their summoner. Summoned spirits can now grapple enemies, using their bodies to restrain an enemy. This can take the form of holding a person with their arms, biting down on someone or just sitting on them. A restrained enemy can not move for their next post and any offensive action must be taken against the spirit holding them. The spirits hold will break after the next post and each spirit can only grapple once per topic.
Spiritual Suppression
The shroud that an individual spirit gives off is now increased to a 25 foot diameter, increasing its range of effectiveness while it is active. Additionally any enemy who steps inside of the shroud finds the effectiveness of their physical and martial abilities diminished. Enemy armor loses all current hit preventions (they come back if the enemy leaves the shroud) and all enchantments on enemy weapons will be turned off, being rendered useless and having no effect while inside the shroud (reactivate and come back when the enemy leaves the shroud)
SUBCLASSES
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.
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 (yes) 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.
Disciple of Vulcadreaus
You can only have two subclasses active at once. Upon obtaining this subclass, a red, glowing tattoo forms somewhere on the owners body. This mark is a emblem of Vulcadreaus and a symbol of loyalty.
If the subclass is ever removed or lost, the tattoo and class abilities go with it
Draconic Visage
Imbued with the draconic energy of Vulcadreaus, the Disciple is capable of accessing and molding this energy causing them to undergo a physical transformation into a humanoid dragon hybrid form. This form lasts for 5 posts, and can be used twice per topic. While transformed you gain all of the grafts listed below for the duration, acting as natural body parts.
-Claws
-Fangs
-Drake Gland(Earth or Fire)
-Wings
-Prehensile Tail
-Horns
Ashen Breath
The Disciple naturally exhales small clouds of ash as they breathe, but can also spend one post to hold their breath, charging up the volume of the cloud of ash. When it is released, the ash cloud encompasses a ten foot by ten foot space. This volume of ash can cause minor burns on unprotected skin and acts as a visual impairment.
Cycle of Rebirth
An aspect of the draconic energy of Vulcadreaus is the ability to restart the cycle of rebirth of an organic object. Twice per topic the user can channel this energy into an organic object through touch, which causes it to transmute into its most raw form. (A staff made of wood would turn into a seedling of the type of tree the wood came from, as an example.)
Gift of the Ancient One
While in your hybrid form your skin becomes as hard as dragon scales as a thin layer of obsidian forms over you, and punishes those that would try to harm your being. The thin layer of obsidian appears as black, red, or brown color spectrum scales that cover the entirety of your body. You gain two hit preventions against physical attacks or attacks that deal earth or fire damage. When each hit prevention is broken the scales explode outwards in a hail of serrated shards of obsidian that deal slashing and piercing damage within the immediate area. This retaliatory armor can be used twice per transformation before any remaining obsidian scales naturally shed off of you.
Inventory: NA capacity (Bag of the infinite)
Red Rogue's Coat
A red fabric jacket that can be worn over armor or other clothes. While wearing this jacket you can summon the magic within to alter your size. For two post you can become smaller, taller, thinner or wider, altering the overall size of your body. You can go as small as 6 inches or as tall as 12 feet. You can go as thin as 6 inches or as wide as six feet. This feature can only be used once per topic regardless of which size you choose. All of your gear will change to fit your current body as well as spells and abilities you use.
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 person, you have no weight limit for items, and all your items count as having 0 weight while in the bag.
Flask of Feijoada:0
A glass bottle with a unique cuisine from a far off land inside of it. A stew containing beef, pork, black beans and commonly served with rice. When consumed you find yourself instantly filled with joy and no longer hungry, able to survive an entire day off of this one bottle. You also heal yourself of any fatigue, tired or exhaustion effects, ending the active effect. This can only be used once per topic and contains enough for one person.
Medical Kit:1
A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds.
Eldritch Claws:1 ( seasonal)
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.
Spitfire Gauntlets:1- Gift for Shaa from Ray
A pair of lightweight gauntlets that seem normal on the outside. Made of light metal, the gauntlets cover the hands and forearms and have designs of flames etched into them. These gauntlets count as normal gauntlets from the armor shop and have the same properties. However the owner can slap the gauntlets together to cause flames to spread forth from the palms and coat the gauntlets in fire. This turns any offensive strikes with the gloves into fire damage.
Ring of WaterWalking:0 (mystic archive)
A silver ring with a small blue water droplet etched into it. While wearing this ring you are able to walk across the surface of water as if it was solid ground. This includes lakes, ponds, rivers, oceans and even up bodies of water like waterfalls and streams.
Free flow Scarf:0 ( mystic archive)
This accessory is remarkably adept at catching the wind quickly and reducing the speed of a fall to a safe velocity before the wearer has dropped more than ten feet. This enchantment can also assist the owner in similar feats of travel, like drifting across wide chasms that are uncrossable by jumping.
Jolly Bag of Gifts:0
A small, decorative, soft blue cloth bag with glinting silver details that appear like snowfall. It is roughly the size of a coin purse and easily fits in an adventurer's pocket. From the outside, the bag looks flat and empty, but upon pulling the silver, tinsel-like strings and reaching into the bag, the following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the little tool bar) The bag takes effect the next post, using what you rolled:
1 - 2: Evergreen Wreath
An Evergreen Wreath that definitely shouldn't fit in this bag. Upon throwing the wreath, it casts "Vine Field" the moment it hits the ground.
3 - 4: Grandma’s Fruitcake
A fruitcake just like grandma use to make. This pastry is full of nutritious fruit, harder than a brick, and can be used as a ranged or improvised weapon.
5 - 6: Two Black Buttons
A pair of cute little button eyes; they also summon a three foot tall snow golem, which will be your ally for three posts at max. If the golem takes damage, it will begin to fall apart, and crumble on the next post. Casts "Ice Spike" for itself to use as a weapon, but cannot speak.
7 - 8: Four-Sided Top
This top, oddly enough, may be spun on any surface. Just throw it, and it will right itself regardless of the terrain. Each of the four sides will begin to fire out small, silver coins rapidly, creating a spinning trap which affects everyone in a radius around it.
9 - 10: Burning Candle
A lit candle which will not burn the holder or the bag. By blowing on the candle's flame, the holder may cast "Flame Breath" from the candle once; the candle burns quickly once used.
11 - 12: Red Envelope
A red envelope containing two candy coins. Each coin acts as a minor health potion when eaten, and will only last for the rest of the thread.
13 - 14: Goat’s Horn
A goat's horn which casts Summon: Ice Elemental. The horn disappears, replaced by a massive, ice-like bipedal goat. It will fight alongside you and your allies for three turns, but will try to take one of your enemies with it when it leaves.
15 - 16: A Partridge Feather
A partridge feather which summons a chubby partridge named Petey. The partridge can fly and speak common, making it a decent spy. It is very polite, but never seems to know how it got here. The partridge remains with you until the thread ends, or until it is dismissed.
17 - 18: A Woven Basket
A lovely hand-woven basket; the basket casts "Create Food", and fills itself with a very nice meal for at least two separate individuals.
19 - 20: Lion Dragon's Tooth
The Dragon's Tooth summons a Lion Dragon from the bag, which can be used as a mount for the rest of the thread. The Lion Dragon may defend itself with its teeth or claws, and seems to bounce quite happily (like a dance) when it's idle.
Yasaka's Summer Beach Bag
A lovely, textured shoulder bag meant for carrying items around. This beach bag is woven from reeds, and features a shoulder strap for easy carrying; it feels empty and has little weight to it, however, individuals seem to be able to pull strange, magical items from this beach bag with varying effects. The following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the little tool bar) The bag takes effect the next post, using what you rolled.
1 - 2: Bottle of Sand
A lovely and unbroken bottle full of sand; it seems to be corked tightly, and cannot be opened unless shattered. Upon doing so, the spilled sand will bring forth a golem; this golem, shaped like a sandcastle, can cast one instance of Rumbling Tremors. It cannot speak and will collapse after taking damage; but will otherwise be present for two posts. This golem can follow basic instructions, and fit through any surface where a single grain of sand could.
3 - 4: A Crab
You pull a bright red crab from the beach bag; upon pulling the first crab from the bag, the bag will begin to shake violently until dropped. From it, a swarm of crustaceans will rush out towards your opponent; if you have no opponent, they seem to pick a random target to run at, including you if there is no one else in the vicinity. They do not do much damage, but make for a great distraction. After a post of harassment, the crustaceans will turn to red sand.
5 - 6 : Ice Cream Cone
From the bag, you pull a perfectly pristine ice cream cone of your favorite flavour; the ice cream on this cone will never melt, but tastes of genuine ice cream. This ice cream cone acts as a delicious Minor Healing Potion, causing the person who ate it to feel refreshed and cure minor wounds or injuries… or just have a nice treat.
7 - 8: Beach Ball
You pull a beach ball emblazoned with orange and yellow decorative sun motifs from the bag. Upon throwing the beach ball, it will freeze mid-arc and hang in the air with no regards to gravity, at which point it will erupt into flames, essentially turning itself into a small sun. This sun will cast one instance of Heat Wave, causing the temperature to rise tremendously around you for three posts.
9 - 10: Jar of Lightning Bugs
You pull a jar of lightning bugs from the bag; these lightning bugs seem incredibly fond of you once released; and begin to spark with electricity as they dance around you. The lightning bugs will cast one instance of Static Field around whoever opens the jar, protecting them from ranged projectiles for a time. Once the Static Field spell has been spent, or fades away, the Lightning Bugs will slowly flicker and fade away with it.
11 - 12: Glass Canteen
You pull a glass water canteen from the bag; this canteen seems to be full of pure, crystalline water. Upon opening the water bottle, the contents will erupt forth, summoning the water elemental which lives inside. This water elemental will remain for three posts, with the ability to use its own body as if it was a water whip spell; it will vanish after three posts, or upon being hit with a lightning spell.
13 - 14: Sparkler
You pull a thin stick from the bag; the end of which will alight after being pulled from the bag. This sparkler creates a series of colorful sparks and playful crackling noises, but after flicking this sparkler with your wrist, it will cast forth a Fire Bolt spell. The Sparkler can cast this spell twice before it crumbles to ashes in your hand.
15-16: Cicada
You pull a cicada from the bag; this cicada will remain perfectly silent until it is thrown or set down, at which point it will begin to scream. This screaming can be heard up to a mile away; and those you consider enemies nearby within a 30 foot radius will be forced to cover their ears, or remain in a distracted/unfocused state, until the cicada stops screaming after one post.
17-18: Coarse Salt
You pull a handful of coarse salt from the bag; after being pulled, you will begin to feel the air around you grow saltier and heavier as the salt you’ve pulled casts Salt Air. For three posts, it will begin to deteriorate metal, making it useless for a time to your enemies— this will cause metal objects to deal no damage, and offer no defensive protection, until three posts is up.
19 - 20: Great White Sharkhound
From the bag, you pull out an impossibly large Great White Sharkhound that should never have been able to fit in it; this massive land-shark is utterly loyal to you and all you consider allies, and can be used as a mount for at max two people. The Great White Sharkhound can attack with its massive jaws, swim and run at high speeds, and rather enjoys a belly rub and nice walk on the beach. The Great White Sharkhound will remain with you until the end of your topic, or until dismissed.
Jackie's Bag of Tricks & Treats
A cute crochet bag woven from orange-dyed yarn; this little bag has a spooky face etched into it; and looks vaguely like a pumpkin. This bag has a woven handle for you to carry it with; it feels empty and has little weight to it, however, individuals seem to be able to pull strange, magical items from this bag with varying effects. The following things may be pulled based on a random dice roll. You may pull from the bag twice per thread. When using this bag, you must roll a dice (can be found on the tool bar). The bag takes effect the next post, using what you rolled.
SPOILER: Click to hide
1 - 2 : Tophat
From the tophat, a spooky scary skeleton can be summoned; this spooky scary skeletal figure will don their tophat and proceed to tell awful jokes at the expense of everyone, and affects even those without hearing. These jokes are magically really funny, and will induce a hysterical effect on all enemies who hear it. Enemies in hysteria will be too busy laughing to even think about attacking you for one post.
3 - 4: Candy Apples
Two candied apples. These apples are coated with a glistening candy shell; and when eaten, these candied apples act like a minor healing potion.
5 - 6: Goo Shoes
Just a goo shoe. It's a shoe full of ooze. What you decide to do with it is up to you.
7 - 8: Cobwebs
A handful of cobwebs; these webs are incredibly sticky, and will allow you to climb the walls, ceiling, or other vertical surfaces as though you were a spider for two posts.
9 - 10: Human Teeth
A concerning amount of teeth tumble from the bag. No matter how they are thrown, they will always land on their crowns and can easily be used as caltrops.
11 - 12: Gnarled Branch
An ugly, gnarled branch of deadwood. When dropped, the gnarled branch erupts and grows into a large deadwood golem. This golem has one crooked eye, which glows blue through a hollow in its trunk. The deadwood golem can cast Rumbling Tremors, and has two hit preventions. After three posts, or once its two hit preventions are gone, it will fall apart into sticks and twigs.
13 - 14: Book of the Dead
This book depicts a series of traditional funerary rites from your nation of origin. Using the Book of the Dead, you may cast one non-exalted/non-mastery dark domain spell.
15 - 16: Pumpkin
A palm-sized pumpkin; this gourd is rotund and bright orange, with a curly green stem. When thrown, the pumpkin explodes into a casting of Vine Field, and summons thick ropes of thorned vines. These vines can be cut, but easily bind enemies within a 5 Foot Radius due to its overgrowth.
17 - 18: Equine’s Jawbone
The spirit of a headless horseman upon a skeletal steed appears after resting the equine's jawbone on the ground. This spirit can be commanded for three posts, and will fight loyally by your side. This horseman is considered an undead for spells and abilities, attacks with a three pronged black whip, and can track invisible or hidden individuals with a blind sight that focuses on the beating of their hearts.
19 - 20: Furberus' Dew Claw
A massive dew claw belonging to a species of feline. When used, this claw summons a Furberus to your aid: a massive, three-headed panther which can be used as a mount. Furberus is armed with three heads, three whip-like tails, and six legs with which to carry you and one other individual; they are able to use their claws, teeth, and tails in order to defend themselves.
Once per topic, Furberus may do the following:
Right Head
Once per topic, the rightmost head of Furberus can breathe a plume of smokescreen; this could be used to hide, or to give an evasive advantage.
Middle Head
Once per topic, the middle head of Furberus can breathe a stream of fire to use in offensive scenarios.
Left Head
Once per topic, the leftmost head of Cerberus may breathe a sulfuric smoke; this smoke will cause a poisoned effect upon enemies who breathe it in, causing them to cough uncontrollably for one post.
Dragon Chocolate: Hearth Day Gift
A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Storm Chocolate: Hearth Day Gift
A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Blizzard Chocolate: Hearth Day Gift
A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Random Piece of Chalk
This random piece of magic chalk can be used to write or draw on surfaces, but unlike normal chalk, this one can write on the ground, on the surface of water or in mid air, as if there was a wall there. Once per topic you can draw out the image of any weapon from our basic weapon shops, causing the weapon to take form from the surface it was drawn on. For three post you can wield the weapon as if it was one from the chosen shop. Additionally the weapon will deal elemental damage equal to the surface drawn on.
Ground: Earth Damage
Water: Water Damage
Sky: Wind Damage
Moss Charm
A tiny mossy charm that can be attached to Shaa’s horns. The weapon will slowly begin to have moss grow over it, as tiny organisms begin to make your weapon home. For as long as the charm is attached the weapon will act as a spell casting focus for your spells that deal earth damage or are earth based. This allows you to cast earth spells through the weapon without needing a free hand.
Issala “Izzy” Arodre’s Flowered Crown of Eternity (Hearth Day Gift).
A colorful crown of graveyard flowers that was magically bound to Izzy’s soul upon Shaa receiving the crown. While wearing the crown, Shaa is able to read Izzy’s emotions or mood, and tell if she happy, sad, scared, etc. Shaa is also able to cast one spell, or use one martial/stealth ability that Izzy owns (is in her inventory) once per topic. Shaa casts the ability at the same level that Izzy posses (Novice, Master or Exalted) and can be used without needing her to be in the topic together. The crown can only be bound to one person at a time and you cannot wear multiple peoples' crowns (rings). (Only one can be in effect at a time)
talesofcharon.proboards.com/post/17238/thread
Climbers Ice Pick
A small single hand axe that has been crafted to be used for climbing steep surfaces. This axe can be used to scale any surface, but can only be used to climb upwards. While holding onto the ice pick you can not be dislodged or knocked from the surface you are trying to scale. Can also be used as a normal hand axe.
House Key
A unique key made of unknown material and said to have belonged to master thieves. This key will slot into any key hole in the world, morphing to adjust to the locks shape and size. When the key turns, the door will unlock and can be opened like normal. However, instead of opening into its original room, it will open up into your own home. Where ever you live or claim as your homestead will open up before you, letting you escape into your home and shut the door behind you.
Rooted Boots (Clothing)
Thick brown leather boots that strap up your shins. They are comfortable but have a decent amount of weight to them. Engraved in the leather are designs of trees and vines. Upon command you can cause thick tree roots to grown out of the bottom of the shoes, burrowing into the ground and rooting you in place. While rooted you can not move, but you can not be knocked down or forcibly moved against your will. This can also be used to attach yourself to walls and hang from ceilings.
1 Point
Arcane Proxy
A foot long metal rod that can be extended outward up to 5 feet. The rod itself has no combat abilities and is easily bent or broken. However, the rod can act like an antenna for spellcasting. If the owner is within 100 feet of the rod, they can choose to use this rod as an origin point for their spells. Spells they cast can come from this rod or affect the area around this rod instead of their person as an origin point. All rules of the spell must still apply.
Loaded Dice
A pair of loaded dice, one always landing on 6 and the other always on 1. Once per topic, if the ability of an item or spell causes you to roll a dice, you may roll two and choose which outcome to keep.
Straw Doll
A small, handheld doll composed of a bundle of straw and burlap made in the image of a small child. Anyone in possession of this doll will get an eerie sensation, as if someone is watching and following them. Owners of the doll can ignore the effect of their own doll, understanding where it comes from, however anyone else will constantly feel dread and anxiety from being watched or stalked. This affect last as long as the doll is on someone's person.
Witches Brew
A dark black bottle filled with thick liquid that shimmers a deep purple color. When this potion is consumed the drinker will be filled with dark magic for a sort period of time. For the rest of the topic the drinker may choose any spell from the dark domain shop, but can only choose one. They can cast that spell for the rest of the topic regardless of their skills (must still follow the rules of the spell)
Javian's Falcon Blade - Dagger ( 2 pts)
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-
Physical Features:
Horns- A set of sturdy bulls horns on his head with ancient runes carved into them.
The Lion’s Tail of Vanishing Destruction (special forged item)
Shaa's tail that has been outfitted with ornate shards of his Lion's Stone. This allows Shaa to cast the Sand Lion spell with a simple flick of the tail, following all rules of the original spell. After casting the spell in this way, Shaa may flick the tail a second time to cast the blink spell, following all rules of the spell as well.
Bulls Strength - Tattoo of a bulls head on right arm
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-
True North- Tattoo of a compass
A very simple tattoo in design of a compass. 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.
For Vulcadreaus- Tattoo of a Dagon over a Mountain on left arm
A red, glowing brand that is tattooed on your body and is a symbol of Vulcadreaus. If you would be killed or knocked unconscious due to damage, this brand will explode, covering your entire body in fire which burns outward in a 10 foot diameter. This will burn anyone who was near you, but protects your body. The flames ignore you, allowing the opportunity to be revived or attended to.
Arcane Marks- Runes carved into Shaa’s Horns (Alpha)
Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells.
-Increases spell limit by 10 spells-
Arcane Marks- Runes carved into Shaa’s Horns (Beta)
Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells.
-Increases spell limit by 10 spells-
Arcane Marks- Runes carved into Shaa’s Horns ( Gamma)
Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells.
-Increases spell limit by 10 spells-
Arcane Marks- Runes carved into Shaa’s Horns (Delta)
Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells.
-Increases spell limit by 10 spells-
Night Vision Eyes
Any and all eyes you have are altered to be able to see in the dark. These eyes are given the ability to see regardless of how dark it is. This does not effect your normal eye sight and will not hinder you if it is bright out. These only work in normally darkness and will not see in darkness created by magic.
Constrictor Wraps (Halloween Gift)
A long cloth wrap that can rest on your forearm or your leg, covering the space from elbow to wrist (or knee to ankle). When you successfully make a melee strike with your hand or foot, you can summon the cloth to spiral down your limb and onto the attacked target. The cloth will wrap around the struck limb, constricting and binding the limb for the next post. The bound limb can not be moved or used in anyway while it is wrapped. After the next post the wrap will drop and return to its owner, snaking up their body and resting on their limb once again.
Touch of Divinity- Passive Trait
Your encounter with the divine has left its mark on you. A very tiny fraction of divine energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the world of the divine around you as its energy flows back into Charon (no mechanical effect).
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 foot prints, changing the tracks you leave behind when moving. You can choose for your foot prints 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. This Tatoo is flavored as 5 geese head’s following a circular pattern, done on Shaa’s right calf.
Aura of Vulcadreaus
Your encounter with Vulcadreaus has left its mark on you. A very tiny fraction of Earth Domain Primordial energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the energy of the primordial realm around you as it flows back into Charon. Your encounter with the Earth Domain Avatar has left a lingering essence around your spirit (no mechanical effect).
Spendables
1 Mystic Archive ticket world plot flower event
1 mystic archive ticket. clithonian
mystic archive TOM April 2024
1 Mystic Archive ticket New Shop
Crafting Materials:
Enchanted Red Leaf
A large, red leaf humming with magic from a mysterious realm that can be used to craft items through our blacksmith. If used to craft an item, this material can add a friendly charming or coercion effect.
Unique Crafting Material
Vulcadreaus Scale
A single scale dropped from Vulcadreaus during his emergence at Mt. Drakolt. This scale radiates with intense Earth Domain energy and pulsates raw magic. If this material is used to craft an item, that item becomes a spell focus for you, allowing you to cast spells through the item without needing to have a free hand. If the item is capable of dealing damage it will now deal fire damage in addition to its normal damage types. If the item is a defensive item, it will give you one hit prevention against an attack that deals fire damage, be it normal or magical.
Unique Crafting Material
Hides X2
Dark Catalyst, +1
Zombie Ash, +1
Claw +1
Water Catalyst +1
Clithonian parasite +1
Pets:
Vulcana the Fire Pixie
A tiny, six inch, red pixie with wings that can fly. Pixie's are extremely loyal creatures that come from a mysterious realm, and will attach themselves wholly to their owner. The pixie will avoid most combat situations and chooses to remain by their owner's side at all times, hovering next to them or resting on their head or shoulders. Once per topic this Pixie can coat its owner in fire magic, which turns all damage the owner would do into fire damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only fire damage, going back to their normal damage types after the duration. Because of how loyal, and jealous, these creatures get, you can only OWN one elemental pixie at a time.
Tier 2 (04/91/2024 pixy give away)
If you already own a Pixie from a previous year, yours will upgrade, learning the spell associated with the Pixie you own. The pet can now cast that spell twice per topic and will not be as scared of combat as before.
Fire Bolt
By summoning a small mote of flames in your hand, you can then fire the bolt outwards to deal fire damage. A small basketball sized ball of fire forms and can be held in hand until ready to fire. It can be fired up to medium ranges and splashes when it collides with something.
-Deals fire damage-
Slorgg
A small, round, leech like creature that latches onto living creatures. However instead of harming their host, they slowly drain toxins, poisons and harmful chemicals from the living creature. Despite its unique, positive effect, many people avoid them due to not wanting a big lump latch onto their skin.
Once per topic the Slorgg can fully cleanse your system, removing toxic substances and ending any effect from a source of poison. Pet
Does not count against pet cap
Notes:
15 spell slots are added due to the library upgrade in Shaa’s house
Awards: