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Post by Serena Mystwud on Aug 29, 2024 23:11:22 GMT -5
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Post by Serena Mystwud on Aug 29, 2024 23:13:22 GMT -5
Skills Light Domain Exalted Space Domain Exalted Dark Domain Exalted Alchemy Exalted
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Post by Serena Mystwud on Aug 29, 2024 23:15:37 GMT -5
Spells11/32 Binding Light Light 35S You fire out a beam of pure light, illuminating the immediate area. This beam of light is thin and travels in a straight line up to a medium distance away. If this beam of light strikes someone it will wrap around them like a vine, restricting their movement. This light will bind them for their next post, preventing them from moving away. They can still manipulate their hands to a degree.
Control Light Light 15S You can target a pre existing source of light, be it magical or not. You can then cause the light to increase in size or brightness, illuminating more of a space than normal. This can not be used however to make a flame larger or completely diminish the light.
Piercing Light Light 25S You call down a beam of light, pure energy cascading down from the sky. This light will cover a medium sized area, filling it with light. This light will burn anyone who stands inside of it, scorching their skin and causing them to take damage. For as long as they stand inside of the light they will continue to take the damage. -Deals light damage-
Dazzling Aura Space MAT You cause a cloud of sparkling dust to surround your being, filling up a 15 foot diameter range with you at its center. This dust will remain for 2 post then will fade away. Anyone standing inside of this dust will become instantly infatuated by you, considering you to be the love of their lives. They will act and treat you like their love for the full duration. However if the affected targets take any damage or are effected by negative abilities, the spell will end and they will now view you as a hostile enemy. This spell can be used once per topic.
Disarming Aura Space Domain MAT 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.
Vanishing Flowers Earth Domain MAT This spell allows you to protect yourself by turning into a cloud of flowers and reforming somewhere else. When you are struck by a successful attack your body will burst into a cloud of flowers. In this cloud you can move up to ten feet away from your last location before reforming into your normal body. This protects you from the attack that triggered the spell, dealing no damage. This spell can only be used once per topic.
Haunting Visions Dark Domain MAT You target one person you can see within 50 feet of you. For the next two post you cause that person to see horrible, terrifying visions of traumatic experiences. Maybe they relive something bad that happened to them, or watch a love one die, or even watch themselves be tortured. If they have any past experiences that haunt them, they will relive that, but if they dont, instead they will see their own death or that of someone they are very fond of. This can cause someone to panic, break down and even completely stop interacting for the duration. Once used on someone this spell will have no effect on them for the rest of the topic.
Signature Spell Painting Portal Space Domain Crafted Once per thread you may channel the magic of the ethereal through an image of a location. This can be a painting or a drawing, as long as it is recognizable as a real location in Charon by the caster. This turns the image into a gateway, which can be passed through to arrive where the painting depicts. This portal only goes one way and up to three people can pass through it to the other side before the connection disappears.
Kamilles Worldly Scrying Space Domain Exalted 75S Using a bowl of water or a small flame, the user can meditate and summon forth a few enchantments, calming the surface of the water or the flame. They can then project their vision across Charon, creating a looking glass through a body of water or a plume of flame somewhere in Charon. The caster needs to have a mental image of the location they are trying to view and can not cast it on something random. Once they have focused, the caster can now watch and view the local area around said water or flame (kind of like a tv) They can not communicate or interact with the area, but can view and watch anything going on. You must be calm and relaxed to use this spell, making it impossible to use while fighting someone.
Serrafleur's Premonition Space Domain Exalted 75S By standing still in one spot, you tap into the stream of time, connecting your mind with the cosmos. You can glimpse the past, seeing everything that has taken place in the spot your standing in (up to 25 foot range around you) playing it through your mind like a movie. The longer you stand still the more information you can gather. This can also be used to glimpse into the future, seeing a series of events that may take place in the area your standing in. These events however are not set in stone and can be altered if different actions are taken. This simply shows you multiple outcomes that could potentially occur. This can not be used to dodge or predict attacks in battle.
Hylltywyll's Shady Shelter Dark Domain Exalted 75S This spell is a passive spell that gives the caster access to a small, dark pocket space within the shadows that they can enter and store items in. They can only enter this space through a shadowy or dark area. They can pull items out and put them in through their own shadow without needing to fully enter the space whenever they like. The interior of the space pocket can vary in appearance according to the caster’s wishes, including furniture, but nothing can be taken out of it that wasn’t brought in from outside and it is always the size of a small house. In addition, within the pocket space are four doors. One always connects to wherever you entered from, but the other three can connect to other locations that meet two requirements: 1- the location must be dark or have a large enough shadow within it for the caster to pass through 2- the caster must already be familiar with the location and have been there before that is within the same region that you are currently in. Passing through one of these doors will cause the door you entered from to disappear. Once chosen, these three locations cannot be changed for that topic, new locations may chosen for new topics. The pocket space can be used as a home, but does not give access to the political system and cannot have attachments. Others can enter the shelter and pass through the doors with the caster as long as they are in physical contact with them (even if the caster doesn’t want them to.) They can also leave the space through the entrance door without touching the caster. Once you use this spell to travel and not place items in it, you are considered to have exited the thread unless all rp partners have also gone through the same door.
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Post by Serena Mystwud on Aug 30, 2024 1:11:05 GMT -5
Items 12/12 Crystal Ball 0pts MAT
A small, weightless glass ball that is magical in nature but seems to have no unique qualities. It weighs nothing, can not be used as a weapon and appears to just float around your person. It can not be controlled or commanded, and passively hovers around you with a mind of its own. However this magical ball has a unique effect, it records everything that the owner sees, keeping a collection of their memories and experiences within the glass ball. While not in combat you can hold the glass orb and watch your memories play out through it. Whatever the glass orb was able to record can be retrieved and viewed later.
Sword for Dummies MAT
A pretty normal longsword that acts just like a regular sword. However this blade is very unique, first being made as a practical joke. While wielding this blade, if you do not have any levels in the blade skill you are considered to have exalted in blade with this sword. However if you do have any levels in the blade skill, this sword does absolutely nothing, can not cut, bends under pressure and deals no damage.
Cope of Avoidance Crafted 1pt A beautiful stole of gold embroidered red silk, blessed by the clergy of the Temple of the Sun; this item is mostly made to keep the user from dangerous situations. Once per thread, this cloak can be activated by the wearer to phase and blink out of the way of an oncoming attack to a visible point within a Short distance.
Mantle of Mists (Priestly Stole Form) Crafted 1 pt 2 hp A white fur-lined mantle emblazoned with the seal of the Mystwud lineage of the back in silver thread. Linked magically to the forest surrounding her castle, it constantly exudes an aura of cold mist wherever she goes. A mental command can send large plumes of mist to surround the wearer for three post until it dissipates. The cloud will be large enough to hide the owner inside of the cloud, making it hard to find them. Another command can force the threads of fabric to unravel, individual strings reweaving and creating a set of magical armor around the wearer, and sturdier than metal. Taking the form of white fur armour with cat ears on the hood. Additionally, in the instance the wearer is hit, the aura of permafrost freezes the spell or physical attack. When blocking the spell, the armor freezes the magic attack as solid ice in the air which the wearer can use as a weapon to make one attack before it shatters. If the attack is made with a physical weapon, the weapon freezes to the armor and is stuck there for the next post, forcing the opponent to let go of their weapon if they want to disengage. When both hit preventions are used up this item returns to being a normal cloak. You can only use each effect once per topic.
Greaves of Tranquility (Anklet Form) Crafted Heavy. 3pts/3hp A set of exquisitely manufactured silver boots engraved with scenes of the forest surrounding Mystwud Manor. Silver inlays on the steel plate offer a beautiful landscape with intricate detailing. These boots are enchanted by the Exiled Queen to forever have a connection with the Coldwood. Wherever they set foot, Nihililacs sprout and exude a soft mist (does not change the normal effects of the surface covered). A side effect of being so directly linked with part of the frost gale is that it always feels as though you are walking on snow, regardless of how hot the ground is. This allows for the wearer to walk across hot surfaces such as fire, lava, incendiary stone, etc. without taking damage from its heat.
Ethereal Shackles Crafted 2 pts A pair of engraved tungsten manacles that are significantly heavier than they look. When you use the command word, the manacles are summoned from your person to an entity you can see surrounded by smoke. The manacles will ensnare two limbs, preventing the entity in the shackles from teleporting or shifting planes. The manacles can similarly be unlocked by your command word.
Thurible of the Exiled Court crafted 2 pts An exceedingly beautiful artifact stolen from its home a long time ago. Its metal blessed by millennia of fae magic, the silvery sheen ebbs and flows on close inspection. An animated engraving dances around it's cap, reveling in tales of all the thurible has stood to witness. The incense burner stands as a record of the web of time, capable of showing the past journeys of those it encounters. Once per thread, the user can bend air above them, creating a translucent smoke-filled orb that just rests above the area for three posts. While the orb exists, smoke will slowly billow out from above and spill out onto an area that is 30 feet in diameter. The smoke itself has no vision impairing abilities, having an almost translucent smoky appearance, however any allies who breath in the smoke will find themselves invigorated. This causes the engravings to alter and writhe, shifting the user’s allies within the smoke through time, which repairs their injuries, but does not physically move them. The magic is capable of reversing unhealable wounds, such as regrowing a lost arm and a leg, and repairing damaged organs, as if it was never damaged in the first place. Additionally, allies within this created smoke will have their bodies infused with energy, increasing their speed and range of movement. Unfortunately, this comes with severe side effects for the wielder. The toll it takes to maintain the spell means that for every person being healed within the user’s smoke, the user must take actions equal to the amount of people being healed from the smoke to maintain the effects of the spell.
Life Spark Earrings MAT A small, yellow sun shaped ear ring that can be attached to the ear in any manner. Worn by paladins, clerics and battle medics to dish out damage while still protecting their comrades. While this is worn, if you healed someone last post, all of your damage this post will ignore resistances, immunities and hit preventions.
Mystborn Platebody (Silken Gown Form) Crafted Heavy, 3pts/3hp An incredibly ornate set of armor that is covered in exquisite engravings, which comes with one hit prevention. The armor is capable of changing shape to resemble whatever armor or clothing the wearer desires (but does not change the number of hit preventions available). The armor is bonded to you; you can take a single action to summon it from any source of smoke.
Tourney Favour x1 Summer Giveaway This favor appears as a charm decorated with various sheer ribbons and veils; they are often given out as gifts from adoring fans, family, significant others, or admiring apprentices before an event. This charm can be attached to one weapon, giving it an additional enchantment slot. The item does not need to have originally had an enchantment slot but must be a weapon. A weapon can only have one Tourney Favor applied to it at a time.
Profane Light Crafted Enchantment This enhancement gives your weapon three charges per thread. By taking an action, you release a magical blow which deals light and piercing damage. After used, this ability requires a two-post cooldown, after which it can be charged again. Once per topic, so long as you still have charges available, you can choose to charge the item for two posts, extending its reach to 5 km. This magical blast illuminates the area in both magical and nonmagical darkness. While firing this shot, your movement is halved and you can only make simple movements. After this effect is used, the enhancement loses all remaining charges.
Mercurial Censer 1 pt/Crafted A beautiful artifact composed of a small silver censer hung by a chain. It's core consists of a vial of liquid metal found in the depths of Mount Drakolt. It has a constant smoke billowing from within that carries a unique scent. The censer itself is a powerful spell focus. Spells cast through the censer causes a plume of smoke to billow out at the spells target for 1 post. This smoke will deal poison damage. Once per thread, the user can break the vial within the censer, releasing the metallic liquid along with a plume of toxic, burning smoke in a large radius. This will end the spell-smoke effect, though the censer can still be used as a spell focus.
Gingerbread Cottage Key A small key made of gingerbread. With enough room, this key can be pushed into the air and turned, opening the door to a lovely gingerbread cottage. This gingerbread cottage has two rooms— one for a living space, and one for a kitchen— and can hold up to six full sized individuals. It is fitted with beds and tables equally made of candies and confections, all of which are edible. The gingerbread cottage gives off a cozy warmth, and is alarmingly hardy under the most severe of weather; to anyone on the outside who does not have the key, this gingerbread cottage simply cannot be perceived or accessed. The cabin can last for 12 hours, before expelling you back out to where you entered. Potions (Booze) Spirit Bottle "Distilled 100% Moonglade Spirits" 112 proof MAT
A bottle of silver, milky liquid, tied with a cord. When this bottle is opened and the drink is consumed, the user has their eyes opened to ghosts and spirits, glazing over and becoming silver like the moon. For the next three post you can see anything under an invisible effect, including things unseen by magic or abilities. You can also see ghost and spirits that may have remained on Charon, even able to speak and communicate with them for a moment. Can be consumed once per topic.
Witches Brew"Madame Minervas Cauldron of Whimsey" 15% ABV MATA 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)
Stormy Shooter Giveaway
A small sample bottle of a cloudy looking drink that perpetually swirls. When consumed, the imbiber 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 Shooter before the spell is used
Spicy Shooter Giveaway A small sample bottle of a deeply orange tinted drink that simmers softly. When consumed, the imbiber 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 Shooter before the spell is used.
Chilly Shooter Giveaway A small sample bottle of a frost covered pale blue drink with tiny ice crystals. When consumed, the imbiber 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 Shooter before the spell is used.
Cadavaberry Potion "Capn K-nuckles KNOCKOUT GIN" Unmeasurable Alc contentCrafted A Potion that drops the imbibers heartrate down to near imperceptible levels, putting them in a temporary state of suspended animation. Drinkers will be perceived as dead to all besides an expert. Affects that target an undead will not apply to the drinker of this potion. Has two uses per topic.
Gwendolyn's Miasmic Catalyst "DO NOT DRINK -GWEN" 13% ABVCrafted (it's a mixer, it obviously means "do not drink by itself") A small glass of clear, milky liquid that has no effect on its own and is used to combine with other alchemical potions. You can pour another Alchemical liquid (must be a shop item) into this bottle, mixing the concoctions and causing a reaction to occur. Over the next post a gas will pour out of the bottle and fill a 10 foot cube with a cloud of the gas. This will turn the concoction they poured into the clear liquid into a gas, causing anyone within the range who breathes in the gas to come under the original effects of the mixed potion. The cloud will remain for two post and can only be used once per topic.
Malik's Ambition "Goldschliquer" 43.5% ABV
A crystalline bottle containing a thick, golden liquid that looks far more viscous than traditional potions. When ingested, the user will notice that it is so cold that it almost tastes like molten fire in the back of the throat. By imbibing this potion, the user will find that their senses have become sharper - the range of their vision is doubled, and their strength is increased. It is as if the limiters connecting their brain to the part of their body that feels pain has been disconnected. They gain five feet in height, and their skin takes on a golden sheen, becoming hard to the touch and granting them one hit prevention. This state lasts for three posts, in which the user's mind progressively begins to cloud with overconfidence, making them act recklessly. At the third post, the state ends as the user's body rejects the golden serum, and they return to normal with a small headache.
Aloe Brevia Incense Crafted A single vial of liquid. When applied to a person, it releases a pleasant scent in a small radius. The first person to smell it will regard the wearer as a friend, making them more likely to agree with anything the user says for the next three posts. This cannot be used to ask the target to harm themselves, and when used on a PC, consent rules apply.
Wisteric Ammonia Incense Crafted A single vial of liquid. When applied to a person, it releases a cloud of gas which extends outwards in a ten-foot radius. Enemies who breathe in this gas will be under the Fear effect for the next three posts. During this duration, for as long as they can see the user, they will see the user as a visage of their primal fear; this effect ends early if the user leaves their range of sight.
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Post by Serena Mystwud on Aug 30, 2024 5:26:45 GMT -5
Grafts and Tattoos Spectral Seal Crafted A glowing mark of delicate sigils and scripts, binding the soul to the body. If the soul is forced out by any means, such as death, the sigil will activate, keeping the soul within. Once per topic when the user receives a wound that would knock them unconscious or kill them, they instead heal for that equivalent amount of damage. This tattoo can be used by creatures or mounts.
Marking of the Abyss Crafted A pitch-black marking that emanates a disruptive aura, unravelling the structure of the Formulae Arcanum nearby. Once per thread, can be activated to expand the aura, temporarily turning off magical effects nearby. Spells and enchantments will shut off, the magical properties being unusable for 2 posts. This tattoo can be used by creatures or mounts.
Eye of Harvest MAT An ornate skull etched into your skin which lies dormant until you die or fall unconscious due to damage. The first time you would die or fall unconscious in a topic the tattoo will glow, replenishing any used prestige or subclass abilities. You will remain unconscious unless returned by other means. But if you manage to do so, all of your spent class abilities are refilled.
Purity Graft Crafted Singular hit prevention against poison effects, reduces continual poison effects by one post
Eyes of Siathriah Crafted The exiled queen has seen fit to lend you her vision, that you may see the world in it's truest forms. These eyes can take on any assortment of shapes and colours at will, though they will normally default to cat eyes. These eyes works like normal eyes, however has the added effect of being able to see through vision impairing effects, such as mist, smoke or dirt. These eyes are also immune to blinding effects from things like flashes and magic. While looking at a spell or enchanted weapon, you learn everything about that spell or enchantment. You can also identify what kind of magical effect or enchantment is placed on a weapon or item.
Malik's Coat of Perfection A unique skin graft that covers the entire outer layer of skin, covering the entire body or selected portions. This skin looks normal and has no obvious effects at first, however the longer one stares the more obvious it becomes that the person is extremely beautiful, almost flawless. A thin layer of magic is etched into the skin, allowing the owner to alter minor aspects of their appearance, often to remove flaws and blemishes. Making one look more attractive is not this graft's only effect however. Once per topic you can shift your entire outer appearance, changing things like hair and eye color, face shape and other specific details. You remain your height and general shape, but can shift the majority of your other features. This shift cannot be detected or seen through by any means.
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Post by Serena Mystwud on Aug 30, 2024 6:33:22 GMT -5
Prestige Classes
Acolyte Level 4 Vestige of Light Your bond to the light or dark domain has manifested itself as a in the form of a physical object. This object can take the form of any weapon or armor from the general martial shops and can be used as a casting focus for your Light or Dark domain spells (You may also choose an item you already own to become your vestige). Your vestige can be equipped with enhancements from the weapon or armor shops, but cannot be used in the Blacksmith system. While dormant, the vestige looks like its normal form - however once per topic you can activate the vestige, causing it to dimly radiate with light, whether the bright harsh light of the sun or the dim light of the moon, which gives off a medium range aura for the next six posts. This aura will illuminate the area, even in magical darkness. While the Vestige is active, it can also be used to activate and target others with your Blessings and other class features.
Controlled Immunity Gaining mastery over the healing arts has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect lasts for one turn less on you and will not affect you as much as normal.
Mastery of Light and Dark Your years of dedication to the light has allowed you to fully manifest its power, even dipping into the opposite domain. By having Exalted in the opposite domain as the one you joined with, you gain access to all of the Blessings related to that Domain. This allows you to use both Path of the Sun and Moon blessings by having both Light and Dark Domain at Exalted. -Blessing Quest-You can obtain another Acolyte's player-made blessing by completing this quest. In order to complete this quest you must start a topic and roleplay with another character containing the Acolyte prestige class (they do not have to be the one who created the art).Your topic must be about you and the other acolyte learning or acquiring the desired Blessing, whether through study or prayer. The specifics are entirely up to you, but the thread must include the blessing's acquisition. You must make five posts each with a minimum of 150 words. Once you have completed this quest you can turn it in Sales Counter and add the desired Blessing.You must complete this quest each time you wish to learn a new Blessing from the table.
Blessings of the Divine When you take this class at level one, you choose the Path of Sun or the Path of the Moon and gain class abilities related to that chosen path from then on. You can only choose a path if you have the necessary domain; Light for Path of the Sun and Dark for Path of the Moon, and can only choose one of those paths, gaining that path's abilities. You can only have one Blessing active at any time, but can end a Blessing early. Blessings of the Divine Your devotion to your path and your allies has elevated, giving you access to another blessing which can affect those within your Vestige's Aura and increasing the duration of your light's aura. Your Vestige of Light now last eight post instead of six. Path of the Sun -Blessing of the Hallowed If your Vestige of Light is in effect, you can activate this blessing, affecting all allies within your aura. For the next three posts your allies within the aura will have their weapons engulfed in divine fire and glow with a warm light, allowing their attacks to now deal Light and Fire damage in addition to their normal damage. Their spells will also now deal Light and Fire damage in addition to their normal types. Damage against creatures that fall under the Horrors/Undead category cannot be ignored or prevented by hit preventions. -Blessing of Illumination If your Vestige of Light is in effect, you can activate this blessing, creating a bubble of Sunlight within your aura. For the next two posts, any enemy standing within your aura will find that their vision is filled with bright light, making it very hard to see. They are not completely blind, but lose 75% of their vision. Allies within the aura will see the light but will not be blinded by it in any way. If anyone under any version of the Vampire Curse enters this blessing they will be burned instead, taking medium fire damage. -Blessing of Vengeance If your Vestige of Light is in effect, you can activate this blessing, causing allies within the aura to glow softly with a warm light. For the next three posts, if any ally inside the aura takes damage from a source that bypasses protections such as armor, resistances, immunities, or hit preventions, that same damage will instantly be applied to the enemy that caused it. The enemy does not need to be inside the aura as long as the damaged ally is. -Blessing of Harmony If your Vestige of Light is in effect, you can activate this blessing, calming and subduing anyone inside. For the next two posts, anyone inside of the Aura will be charmed and become non-hostile, having no desire to fight or engage in conflict. For as long as they remain inside the aura or until damaged, they will cease any offensive or violent actions until the Aura is ended. -Blessing of the Purifying LibationsIf your Vestige of Light is in effect, you can activate this blessing. For the next three posts, any poisonous liquids and gases within your aura are purified of any negative effects - and allies in your radius who drink or breathe the purified substance will instead find themselves cleansed of curses and debuffs, and granted a hit prevention against debuff effects. Neutral Blessings -Blessing of Protection
If your Vestige of Light is in effect, you can activate this blessing, buffing up the defensive abilities of allies within your Vestige's Aura. For the next three posts any spell or ability you use to heal an ally will be increased, healing all minor and major wounds from them, regardless of the spell's level. Additionally, if any ally enters the Aura while this Blessing is active, they will instantly gain one Physical and one Magical hit prevention. (cannot obtain more than once)
-Blessing of the Mind
If your Vestige of Light is in effect, you can activate this blessing, buffing up the mental resistance of allies within your Vestige's Aura. For the next three posts any ally inside of the aura cannot be targeted or affected by mental conditions, such as fear, charming, mind reading, or other similar effects. Any ally who was under these conditions will have them instantly end upon entering the Aura or starting in it.
-Blessing of Life
If your Vestige of Light is in effect, you can activate this blessing, creating an aura of life. For the next two posts, if you or any ally within the aura were to be knocked unconscious or killed, they will instead be stabilized and left at the brink of death. This allows allies who would have normally fallen to remain conscious and alive until they can be healed. Allies stabilized in this way can not cast spells or use abilities until healed or attended to.
Path of the Moon-Blessing of the Crescent Moon
If your Vestige of Light is in effect, you can activate this blessing, affecting all allies within your aura. For the next three posts your allies within the aura will have their weapons encrusted with ice and give off a moonlit glow, allowing their attacks to now deal Dark and Ice damage in addition to their normal damage. Their spells will also now deal Dark and Ice damage in addition to their normal types. Damage against creatures that fall under the Celestials/Demons category cannot be ignored or prevented by hit preventions.
-Blessing of the Full Moon If your Vestige of Light is in effect, you can activate this blessing, creating a bubble of Moonlight within your aura. For the next two posts, any enemy that crosses into your aura will be unable to benefit from spells, items or abilities that attempt to hide, disguise, or deceive others. This will end effects like being invisible, wearing a disguise, or anything that is intending to hide or obscure yourself from others. If anyone under any version of the Werebeast Curse enters this blessing they will instantly transform back to normal, ending the curse and any of its effects. -Blessing of Pain If your Vestige of Light is in effect, you can activate this blessing, causing enemies within the aura to glow softly with a cool light. For the next three posts, if any enemy inside of your aura tries to heal or mend themselves or another enemy, they will instead take damage equal to the amount they were trying to heal. -Blessing of the Shadowed Night If your Vestige of Light is in effect, you can activate this blessing, cloaking yourself and any ally within the Aura. For the next two posts, any ally inside your aura will become invisible, unable to be seen or detected by nonmagical means. Invisible allies can move around and cast spells, but using any offensive action or attack will end the invisibility on the person who made the attack.
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Post by Serena Mystwud on Oct 8, 2024 19:31:15 GMT -5
Archmage Level 4 Arcane Wellspring Magic begins to flow through your entire body, becoming one with your very soul. You feel its presence grow within you as you begin to harness its raw power. Your Ability limit increases by 5 for each level of Archmage you posses, giving you access to 20 additional ability slots at level 4.
Master of Formulae Spending your time manipulating magic and learning the arcane arts, you have learned how to harness all of the elements. While you still cannot cast spells from a Domain you do not own, you can alter the elemental damage type of spells you do own. Whenever you cast a spell that deals elemental damage, you can choose to change its original damage type to another, such as turning a spell with Fire damage into Water damage, or Light damage into Dark damage. This can change the overall appearance and residual effects of the spell depending on the element used. Aka a fireball when converted to water might soak the target and its surrounding area, creating a small field of water.
Combined Casting Twice per topic, you may manipulate the Arcana of another, attaching your own magic to them and bequeathing them any one spell you own. They can not cast the spell themselves, and instead it will lay dormant until you choose to activate the spell yourself. You can only store one spell per person, but it will remain dormant until you decide to cast it using the target as it's point of origin.
Speed Casting An Archmage is capable of circumventing the traditional casting time of their spells, allowing them to quickly throw out multiple instances within short order. Three times per topic you may choose to reduce the casting time of a spell, making it cost one less action then normal. This allows you to cast a spell with one action for free, and reduces any spell with more than one action by one. Any spell that has a charge up period now ignores the charge and can be cast right away. This does not apply to Scern’s Godkiller.
Spell Suspension Field An Archmage is capable of generating a field of Arcane energy that radiates a short distance around them with a constant running formulae. This allows you to suspend spells, halting them in time and space. When a spell is cast, by anyone, you can choose to freeze that spell, suspending it in the void. This spell will sit suspended until the end of the features duration, in which the spell will then be cast. A suspended spell will remain suspended for two post, after which it will be cast instantly, targeting its original target or moving along its original path. You can target one spell suspended and increase or decrease the size of the effect of the spell, increasing or decreasing both it's power and range of effect. This would allow you to make a fireball gigantic or turn an enemies into a tiny mote of flame. You can only have two spells suspended at a time and can only suspend four spells per topic.
Overwhelming Magic The magic that flows through you has become so powerful it is practically bursting from you. Every atom in your body can feel the effects of the magic, almost elevating you beyond the normal realm. All of your spells have become empowered, regardless of the domain or damage type. Any damage you would deal with a spell will now bypass magical hit preventions, and cannot be effected by magical dampening or immunity effects. Additionally you may choose to have your Signature spell ignore the effects of other Archmage's Suspension Fields.
Master of Form Your ability to understand the intrinsic makeup of Arcane Formulae allows you to alter the shape of spells you cast, giving you new and exciting ways of changing your spell’s inherent function. Three times per topic you can reshape the form of a spell, allowing it to take on strange and unique shapes. This does not alter the given size of the spell but does allow you to shape it into any shape that still abides by the original size of the spell. I.E Converting your earth wall into a dome, or your magic missiles into a star instead of a bolt. You can cause spell effects to bend, warp and reshape, becoming almost fluid. This also allows you or allies to move through your own spell effects shaping them around your being allowing you to be unharmed and unaffected, or closing off areas to enemies by reforming the spell.
Infinite Soul You cease to age, no longer growing older or aging. You can not die due to old age and will continue to live on past your normal life span. Your physical appearance can age however you wish, remaining as young or as old as you wish to look. Your body will no longer decay and unless you are killed, you can live as long as you choose.
Master of the Arcane You may work with staff to create two spells of your very own. You will work with staff to create a new spell from each of the two Master level Arcane Skills you used to qualify for this class. The spells will be named after you and you will receive the spells for free. After creation these spells will be added to their shops. (Light/Space)
Singular Mastery Your aptitude and understanding of your signature spell has hit new heights, unlocking the ability to add a new spell to your Signature Spell list. You can choose one spell that you have created through your Master of the Arcane feature to become a second Signature spell along side your first. This spell gains all special features unlocked through your Signature Spell Ability. Signature SpellYour mastery of Arcane Formulae is so superb that you have claimed a single spell as your Signature, able to cast it seemingly at will and alter its capabilities the more familiar you become with it. Any Specialty shop spell, MA spell or spell of Master Rank or below that you possess can be made your Signature Spell, and after this choice is made it is permanent. Your Signature Spell will have new features applied to it based on your level of Archmage.Level One:Your Signature Spell can not be Countered, it can not be removed from you and any ability preventing you from casting spells will not work on your Signature Spell.Level Two:You can now choose to Double Cast your signature spell, allowing you to use the spell back to back in quick succession. Twice per topic, when you cast your Signature Spell, you may choose to instantly cast the spell again for free, without consuming an action. The spell will be the exact same as the first, but can target a different target.Level Three:You can now alter the application of your signature spell, altering how it can be applied to it's target. If the signature spell is normally a ranged spell, you can now also choose to apply it with touch. If the spell is normally a touch spell, you can now cast it up to a medium distance away from you.Level Four:Your Signature spell now ignores any use limits that would normally restrict how many times you can use the spell. Additionally, if the spell has a cooldown, that cooldown now becomes one post, regardless of how many it was normally.
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Post by Serena Mystwud on Oct 8, 2024 20:33:46 GMT -5
Quillomancer Lvl 1 Inked Markings:
The Quillomancer's tool of the trade is a small, glass vial of black writing ink, which all Quillomancers keep on them. By infusing your magic into this ink, you can place your hand on a target, transferring the ink onto their skin in the form of a tattoo of your own design. You can make three tattoos per topic, which are permanent and stay until the end of the topic, morphing back into ink when the topic ends. Anyone who has an Inked Marking will be able to telepathically communicate with others who also have an Inked Marking, even if they are unable to see one another. Those with an Inked Marking will also know the exact whereabouts of others with the markings, able to speak with and track others affected by the tattoos. An individual can only have one Inked Marking applied.
Summons from the Void: Must have Master in Dark Domain to unlock this feature
Utilizing the unique intricacies of Dark Domain magic, you are able to create semi-living creatures of Ink known as Ink Blights that follow your every mental command. Twice per topic you can create a creature made out of ink that is no larger than medium-sized (7 feet max). This creature will last for two posts and will follow your commands, able to attack or defend with basic actions, such as scratches, bites, or tackles. The blights can cast any novice level Dark Domain spell that you own on your inventory but can only cast one spell per post. These creatures also have a single hit prevention and if they receive any damage past that they burst into a cloud of obfuscating ink that lasts a single post.
Ink Wielder: inactive Must have Master in Sea Domain to unlock this feature
Mimicking the flow and shape of water, Quillomancers with skill in the Sea Domain can form ink into any item from the general weapon and armor shops twice per topic; creating a functional replica of whatever item you are creating. You are considered to be at the same skill rank with any weapon wielded this way at whatever rank you are with Sea Domain magic. You can use these items as casting sources for spells from the Sea Domain as well, however if you use an item in this way as a source of water for a spell it is consumed in the process. These items will remain for the duration of the topic or until consumed by casting a spell.
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Post by Serena Mystwud on Oct 8, 2024 20:35:44 GMT -5
Subclasses None
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Post by Serena Mystwud on Oct 8, 2024 20:37:27 GMT -5
NPCs Millicent Donwen Sky Domain Apprentice MAT Captains Badge Millicent is the current head maid of the Manor Maids. Her duties include managing the household inventories, as well as managing the staff. She is the one who does most of the head-hunting for new maids, including Mori and Jess. Even though she is only 32, the stress of the job has made her quite jaded, and non-chalant. She also has picked up the nasty habit of smoking, much to Gwendolyn's ire.
After the incident in the King's Valley, Millicent was unceremoniously reassigned to Gwen's sister, Serena.
Can Cast -Fog Cloud: You cause a thick cloud of fog to form over the environment. A thick white blanket of fog settles over the immediate area, obscuring the vision of anyone caught inside the fog, or anyone looking from the outside in. This cloud can be moved or blown away with a wind spell.
-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-
-Wind Cutter: You spew out a thick cone of fierce cutting wind. This wind will flow out from your mouth in a medium ranged cone, covering a wide area. Anything inside this cone will take several cuts and slices, feeling the impact of the quick moving wind.
Mori Tsuji Earth Domain Apprentice MAT
Mori is a simple creature, a Feline-kin from Sol City who doesn't say much. She seems rather content with her life, and whatever wacky adventures Gwendolyn ends up going on. Personally involved in the fight against Vulcadreus, as well as the Ashen Father. Though even of those events she has little to say. The only time's Gwendolyn has personally seen a look of genuine glee on her face has been the times when everything around her was burning. Weird.
After the incident in the King's Valley, Mori was unceremoniously reassigned to Gwen's sister, Serena.
Can Cast -Mold Earth - This spell allows the user to manipulate or shape a small amount of earth, changing its shape or position. This includes moving things like rocks or slabs of stone across the earth, or creating small holes or caverns in a hill. This spell does not cause damage and can only be used on pre existing earth, natural or magically.
-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-
-Thorn Whip -You summon a medium sized thick rope of vines, spiraled around each other and filled with thorns. This can be used to whip enemies, tearing into them with thorns, and can even be used to bind an enemies limb. The vines are thick and even though they can be cut, it takes a couple strikes to completely severe the vine. -Deals earth damage-
Jess Harbour Sea Domain Apprentice
A rather new addition to the Manor Maids, Jess is a human from the Crescent Isles. Her duties include doing the laundry, cooking, and tending to camp while travelling. Easily one of the more charismatic and friendly Maids among Gwen's current companions, just a generally down to earth nice person.
After the incident in the King's Valley, Jess was unceremoniously reassigned to Gwen's sister, Serena.
Can Cast Breath Water This spell allows you to breath under water for several minutes. You gain the ability to breath normally while submerged underwater as if you were breathing normally.
Ice Spike You create a large spike made of pure ice in your hand. This spike is about as long as a spear and can be used just like one. It has a pointed tip, making it great for stabbing and piercing. It can also be thrown for ranged damage. If it stabs into something, it will break, leaving a chunk of ice behind. -Deals ice damage-
Swirling Vortex You first clap your hands together summoning forth magic, then cause a large vortex to form within a body of water. The water will begin to swirl, drawing it in on itself and pulling things in the water towards its center. The pull will be extremely strong, pulling things, objects and even people into it. Once pulled towards its center the object will become submerged, being pulled beneath the surface.
Cassian Mystwud Serena's Father, an enigmatic figure, as well as the head of the Mystwud Household and Estate. Rumours of his death in the Marshflats appear to have been greatly exaggerated.
Siathriah, The Haar-Gossamaar (Light Fae) A mysterious entity that has been the patron of the Mystwud household for generations. All magic that the Mystwuds and their servants are capable of are granted through Alvina. This is not information shared with outsiders, not even most members of the family are aware of this. Several secretive rituals are held to honour her, though even then, her presence is masked. The Mystwud family at large believe that they worship a spirit of the woods, though Gwendolyn is aware of the truth, and has paid the price.
Siathriah is an exiled Archfey Queen who seems to feed on status.
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Post by Serena Mystwud on Oct 8, 2024 20:41:20 GMT -5
Misc and Materials None
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