Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
The Old Church
. .Ages ago, before the Great Migration, there was one major religion among the Men of the West. Known as at The Church of Rin (an ancient word for life) or The Great Church. In its earliest days it had worshiped Rin, the God of Life. Over time, as the arcane arts advanced, they came to realize that the presence they had felt and miracles they had attributed to Rin were infact the effects of natural leylines of Life Magic. With this revelation the church evolved. Rin became just another word for life, and the focus of their worship moved skyward. They became The Sun Church, praising the giver and sustainer of all life.
. .They served not only as confessors, comforters and spiritual guides for their congregations, but also as protectors. Their military branch, the Lum-Katar, rivaled the royal army in its size and strength. For empty is the praise of life if you are not prepared to defend it. Not everyone was a member of the church, but it offered its aid to even the nonbelievers.
.. When the Daemon Invasion reached its apex, in what became known as “The Fall”, the old king Atlais was slain. The government of man utterly collapsed and The Sun Church stepped up to prevent the lapse into utter Chaos. With kingdom collapsing and the land overrun, they Church announced that they must flee. They would head into the east, home of the rising sun. The Lum-Katar, whose numbers had swelled with volunteers from the scattered royal army, split in three. One third would stay with the people to protect them on their journey east. One third would seek out the source of the Daemons, heading north where they had first appeared. The final third would stay behind, both engaging the Daemons so they would not give chase and offering their aid to the other peoples of the west, such as the Ghul and the Strigoy.
The Setting of the Sun.
.. As the Men of the West became men of the east, the Sun Church maintained its role of guiding and protecting them. They organized the building of the first new city, Epicrin(Center of Life) and the establishment of of farmlands surrounding it. They also served as envoys to the many new races they encountered in the east.
The problem came when, once Epicrin was fully established, there came the time to establish a local government. The Church simply did not see a need. Government had proven weak, with the conviction that came from faith and the devotion to life. The Church could provide anything a government could, and more. Many disagreed, and the church's did the unthinkable. They did it out of honest concern for the safety of their people should the a new government be put into place. To them safety of the many outweighed that of the few. And more than a few people would die.
.. While most people had assumed the Churches envoys to the other races of the east had been seeking out good relations and aid, in truth the church's goal had been one of isolation. Their duty was to protect their flock, and they would not risk bringing what might turn out to be a wolf into the fold. Now this directive change. The church intentionally provoked a nearby Garr tribe, the Eghris'leen.
.. The stone-skinned barbarians launched a full out attack on the still fledgling city, and the Lum-Katar were there to fight them off. The city survived, though lives were lost. The church immediately began to proselytize about how hostile this new land truly was, and how dangerous it would be to hand over rule to a fledgling government. “Wait.”, they said. “Eventually, when are stronger.”, they assured them. “Now is not the time for risky change.”, they warned. And frightened people listened.
.. It was a year later when things all fell apart. Solumin, a bishop from the newly established port town of Elexia(from Lex, the ancient word for divination or knowledge) had traveled to the cathedral in Epicrin seeking money for his small congregation there as well as more Lum-katar soldiers to help combat the rampant thievery plaguing the town. He was an incredibly stubborn man, and when, standing exhausted from travel and soaked with rain, he was told the church heads were too busy to see him and to come back another day, he would not stand for it. Using certain skills he had picked up from less reputable members of his congregation, Solumin broke into the cathedral with the intent of forcing them to listen to him. Moving unseen through the inner-most sanctum of the Sun Church, he stumbled upon the church council, headed by the church Primarch, discussing their role in the garr attack, the possibility of needing to do so again in the future, and, most troubling “that we ensure secret of The Fall never see the light of day”.
The Rising of the Light
.. Shocked to his very core by revelations he had overheard, Solumin stole away from the Cathedral and fled back to Elexia. His outrage hotter than the sun he'd worshiped. He knew what had to be done. The truth must be known, but his word alone would not be enough. Solumin gathered up his priest and their congregation, mostly composed of thieves, ruffians, vagabonds and merchants, and set out to take down the church.
.. He sent his merchants out with goods to share and trade, out to the other races to act as true envoys and bring back those that could attest to the church's form of diplomacy. He sicked his thieves on the Cathedral, moving through it like an invisible wildfire, gathering every scrap of physical evidence they could gather. His priests sought out the council members who had seemed most reticent in the meeting he'd overheard and implored them to come clean. His ruffians sought out the hardliners for deceit and used less gentle methods to get the truth.
.. In the end, Solumin gathered his the assembled evidence and witnesses in the center of Epicrin and sent out his vagabonds with proclaimations, denouncing the church, exposing their lies, and telling everyone Solumin and the evidence and where they could see it. The people came, the people saw, the people revolted.
.. In the wake of these revelations, the Sun Church collapsed. It had broken trust and lost the faith of the people. A new secular government was finally able to get started. And while the disgrace of the church had destroyed many people faith in religion, many still felt the yearning for something more. These people turned to Solumin, the man who felled this church for the sake of truth. If he could not be trusted with their devotion, who could?
.. Solumin accepted this task, of rebuilding the church anew, but shedding all vestments of the old ways and devoting it to something greater than himself that would never lead them down the path of treachery. Solumin reformed the church around the ideal of Truth. He created The Church of the Unfailing Light in Elexia.
.. This new church would be devoted to seeking of truth, only truth, and all truth. Theirs would be an Unfailing Light, illuminating all, dispelling the shadows of deceit and illusion. Eventually all would come to light, good and bad, and the people, knowing all, could move through life prepared and righteous. The Lum-Katar were disbanded, and a new church guard established, smaller and focused on protecting the congregation and defending those who would speak the truth.
.. And as for the “Secret of the Fall” which Solumin had heard spoken of? No evidence of its nature was ever discovered. The council, when questioned, said only the Primarch had actually known its nature, and he vanished the day Solumin made his proclamation. To this day the church seeks out this truth above all others.
The Discovery
.. A century after the founding of The Church of the Unfailing Light, there came a crossroads. There was at this time a priest in the church by the name of Thanen. His congregation consisted of the farmers to the south of the Great Road and he oversaw the burials at the Codian Graveyard, which served Epicrin and the surrounding areas. It was while traveling to this graveyard that Thanen stumbled upon something that would change everything.
One minute he was walking along, then there was a loud crack and he had found himself falling. He landed on a small ledge, next to the corpse of a man wearing the armor of the Lum-Katar. Slowly he climbed his way up the rock wall beside him, through the darkness, up towards the hole he'd fallen through and the faint moonlight beyond. And on his back he carried the body of the fallen Lum-katar, as his was a duty to ensure the proper burial of the faithful.
.. When he emerged, Thanen examined the hole and discovered what would be come to be known as the Lidless Eye, a seemingly bottomless pit nearly 100 yards in diameter at the edge of the southern Sekoran Forest. Far far far below, this pit seethed with raw death magic, intersecting a natural leyline of buried deep in the earth. The reason he had fallen it was that someone had covered this pit with wood, placed a hatch in the center, and then covered it all in sod and grass. Over the years it had fallen into disrepair so when he stepped on a rotten patch he had fallen through. Removing the sod he discovered this wooden cover bore the seal of the Primarch.
.. Thanen realized this pit much had been used by Primarch as a secret means of disposal. With his curiosity peek, Thanen turned to the body he had discovered. It must have been down there since before the church fell, decay of his body and vestments arrested by the exposure to death magics below, a sterling silver knife protruding from back of his neck. He bore a messengers satchel, and inside Thanen found what the Church of the Unfailing Light had sought for century. He discovered the Secret of the Fall.
.. Upon discovering exactly what this secret was, Thanen realized he could not share it. He realized why the Primarch had kept it hidden. It broke his conviction that truth must always been known, that secrecy could never be for the best of the people. He returned the body to the pit, went on to his duty at the graveyard, and returned later to repair the pit's cover and replace its camouflage.
The Reopening of the Eye
.. For a long time, Thanen lived with this secret, breaking the vows of his church but sure it was the right thing to do. Until one day he could bare it no longer and confessed to his bishop that he had discovered the secret but could not share it. When word of this reached the current head of the church, a man named Felgrim, Thanen was taken into custody.
.. At Felgrim's order, Thanen was pushed to reveal his secret by every means necessary. They tried reason with him, commanding him, threatening him. When those failed, Felgrim authorized more draconian methods. Torture would not work, and even attempts using mindmagics could not pry the secret from Thanen. His conviction that keeping it secret has now buttressed by outrage and wrath at his treatment by the church to which he had devoted his life. In the end he was locked away, hoping time could pry from him what force could not.
.. What the Felgrim had not taken into account is that, in a church founded around truth, people will not hesitate to speak out against their superiors. When word reached the people about Felgrim's treatment of one of his own priests, the outrage that resulted became a major problem. Felgrim solved that problem, in his mimd, by excommunicating Thanen. Much to his chagrin, this resulted in his imprisonment of Thanen becoming illegal and he was forced to release the man.
.. Thanen now found himself out in the world, betrayed, abused, and then exiled by this church. Even worse were the fools that kept seeking him out, trying to get him to tell his secret. However, others sought him out also. People that knew him from before and trusted his judgment. They were the most outraged by the church's actions regarding him. They believe that if he judged that the secret should not be shared, he was probably right. Then they invariably asked him the same question.
“Do you wish you didn't know?”
.. Thanen came to realize that wasn't the case. He was glad that he knew, simply because, while everyone knowing would be disastrous, someone had to know. This led him to a revelation. The church was was right in its constant search to learn the worlds secrets, but misguided in its insistence that they be laid open for the world to see. Truth was power, and power must be regulated or else there is chaos.
.. Thanen's shared this new philosophy with supporters. And soon the number of these supporters began to grow, bolstered by disillusioned church members and those who had never joined the church because of its dogmatic nature. Before long this group became a church of its own, an offshoot dedicated to obtaining all knowledge, learning all secrets, and then judging for themselves who should know what. A new church was built in the south, with only Thanen knowing that beneath it lay the pit that had changed his life. The Church of the Unblinking Eye.
.. Truth is power, and must be applied as such, for the betterment of mankind. The dogmatic blind morality of the Unfailing Light is dangerous, its not about was moral it is about what is best for the people. Let those with the most knowledge judge what is best for the people, and always make sure you are the one with the most knowledge.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
GUILDS AND SOCIETIES
> Below Will Be A List of the Various Guilds and Societies you can join. ,
>You do not have to join to any of these groups. Each comes with its own limitations and boons. They also all offer specific services to nonmembers.
> Guilds focus on profession, such as lawman, thief, inventor.
> Societies focus on style and lifestyle, such as magic, melee, churches.
>You can only be a member of one guild and one society at a time. If you are member of one of each, you get unique dual-class boons.
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SOCIETIES
The Clerics Sigil - Open Palm Within A Sun In Glory Current Leader – Lord Defender Solatara Hierarchy – Lord Defender/Exalter as leader. Below that is a council of bishops known as the Malakhim whose duty is to inform the lord of what has been learned, advise him, and relay his wishes to the rest of the church. Below this are the Sera, the bishops who act as heads of house for the different church centers through-out the cities and who report the local happenings to the Malakhim. Tenets – Only when there are no secrets, when all truths are laid bare, and the people know all can they be safe and prepared. Deceit serves only to endanger and manipulate. Truth is Freedom and the Ultimate Power, and it belongs to everyone. Main Locations
.. Elexia – The Church of the Unfailing Light
.. Epicrin – The Old Cathedral
.. Greevan – The Houses of Healing
.. Sylvan – The Beacon
.. Ash – The Zenith Order Services Rendered – Healing and Item Identification Internal Classifications
.. Exalters – Focus on use of Magic
.. Defenders – Focus on use of Physical Might Dual Class Names
.. Cleric + Peacekeeper = Seeker
.. Cleric + Thief = Witness
.. Cleric + Bard = Proclaimer
.. Cleric + Machnist = Advent Requirements/Limitations .. Lies to church members punishable by excommunicated and stripping of benefits.
.. Must actively inform church of any crimes committed and reason for them.
.. Must ready and willing to perform special tasks asked of you by the church.
.. Honor bound to attempt to resolve any observable physical conflict. Opportunities/Boons .. General - Free use of church services. Trust boost among NPCs.
.. Exalters - Access to unique rare spells that aid in the discovery and restoration of truth,
.. Defenders - Access to unique rare equipment that protect against deceit and trickery.
.. Seekers - Access to class-only bounties and tools for capture and interrogation.
.. Witnesses - Access to class-only investigative tools & church influence w/ law enforcement.
..Proclaimers - Access to special influential vocal and musical techniques.
.. Advents - Access to special blueprints for observation and interrogation.
The Initiates Sigil – Eye Within A Moon Current Leader – Thane Kuan'an Hierarchy – Thane Kuan'an as leader. Below him is a triumvirate of three initiates who consult with him but whose identities are unknown. Belial are the heads of the main church houses to whom all secrets discovered by initiates are reported. Tenets – Truth is Power, and must be regulated. Secrets must be kept, and it is our role to decide which ones and from who. We must learn all truths, and use that knowledge to meet out truth as we see fit. Main Locations
.. Sylvan – The Church of the Unblinking Eye
.. Epicrin – Moonbey House
.. Greevan – The Shaded Bough
.. Elexia – The Gilt Cage
.. Ash – Lostpath Cavern Services Rendered – Broker obscure information and personal secrets. Internal Classifications
.. Shade – Focus on use of Magic
.. Evincar – Focus on use of Physical Might Dual Class Names
.. Initiates + Peacekeeper = Inquisitor
.. Initiates + Thief = Infiltrator
.. Initiates + Bard = Whisperer
.. Initiates + Machinist = Auger Requirements/Limitations - Opportunities/Boons -
The Mages Sigil – An Open Tome Current Leader – Archmage Coab Hierarchy – Tenets – Main Locations
.. Epicrin – The Spire of Mages
.. Sylvan –
.. Greevan –
.. Elexia –
.. Ash – Services Rendered – Dual Class Names
.. Mage + Peacekeeper = Arbiter
.. Mage + Thief = Oathbreaker
.. Mage + Bard = Invoker
.. Mage + Machinist = Artificer Requirements/Limitations - Opportunities/Boons -
The Warriors Sigil – Sword Within A Shield Current Leader – Master Bajan Hierarchy – Tenets – Main Locations
.. Ash – The Grand Arena
.. Epicrin –
.. Greevan –
.. Elexia –
.. Sylvan – Services Rendered – Dual Class Names
.. Warrior + Peacekeeper = Enforcer
.. Warrior + Thief = Blackguard
.. Warrior + Bard = Errant
.. Warrior + Machinist = Artillerist Requirements/Limitations - Opportunities/Boons -
The Sentinels Sigil – Tree Within A Laurel Current Leader – Bowden of the Oaks Hierarchy – Tenets – Main Locations
.. Greevan – The Grand Refuge
.. Epicrin –
.. Sylvan –
.. Elexia –
.. Ash – Services Rendered – Teaching Herbalism, Ingredient Shop, Will buy unwanted pets. Internal Classifications
.. Dual Class Names
.. Sentinel + Peacekeeper = Warden
.. Sentinel + Thief = Stalker
.. Sentinel + Bard = Ascetic
.. Sentinel + Machinist = Requirements/Limitations - Opportunities/Boons -
-------------------------------------- GUILDS
The Peacekeepers Sigil – The Open Palmed Hand Current Leaders – Chief Warden Maul, Chief Enforcer Orin, Chief Arbiter Gelijk Hierarchy – High Council of three trusted and experienced Peackeepers. Below that
Business – The capture of lawbreakers and aiding law enforcement where needed. Main Locations
.. Epicrin – The Hall of Justice
.. Greevan –
.. Sylvan –
.. Elexia –
.. Ash – Services Rendered – Internal Classifications
.. Dual Class Names
.. Peacekeeper + Mage = Arbiter
.. Peacekeeper + Warrior = Enforcer
.. Peacekeeper + Cleric = Seeker .. Peacekeeper + Initiate = Witness.. Peacekeeper + Sentinel =WardenRequirements/Limitations - Opportunities/Boons -
The Thieves Sigil – Dagger Piercing A Crescent Moon Current Leader – Hierarchy –
Business – None of yours. Main Locations
.. Greevan –
.. Epicrin –
.. Sylvan –
.. Elexia –
.. Ash – Services Rendered – A Black Market of rare items, Procurement of Hard to Attain Items for a cost. Internal Classifications
.. Dual Class Names .. Thief + Mage = Oathbreaker
.. Thief + Warrior = Blackguard
.. Thief + Cleric = Witness.. Thief + Initiate = Infiltrator.. Thief + Sentinel = Stalker Requirements/Limitations - Opportunities/Boons -
The Machinists Sigil – Hammer Within A Gear Current Leader – Master Mulciber Ironpalm Hierarchy –
Business – The invention, augmentation and construction of burgeoning technologies. Main Locations
.. Epicrin – The Tomorrow Forge
.. Greevan –
.. Sylvan –
.. Elexia –
.. Ash – Services Rendered – Training in Tinkering and Gunsmithing, selling of machines, augments and accessories. Internal Classifications
.. Dual Class Names
.. Machinist + Mage = Artificer
.. Machinist + Warrior = Artillerist
.. Machinist + Cleric = Advent .. Machinist + Initiate = Auger.. Machinist + Sentinel =Adapter Requirements/Limitations - Opportunities/Boons -
The Bards Sigil – Note Within a Scroll Current Leader – Hierarchy –
Business – Entertainment and illumination through word, song and dance. Main Locations
.. Sylvan –
.. Epicrin – Park Theater .. Greevan –
.. Elexia –
.. Ash – Services Rendered – Internal Classifications
.. Dual Class Names
.. Bard + Mage = Invoker
.. Bard + Warrior = Errant
.. Bard + Cleric = Proclaimer .. Bard + Initiate = Whisperer.. Bard + Sentinel = AsceticRequirements/Limitations - Opportunities/Boons -
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Sight Beyond Sight - As your knowledge of light advances, you are able to adjust your eyes to alter your sense of sight in various ways. Can only be have one sort of sight at a time. Lvl 1. Foresight - Attune your sense of sight to extrapolate and determine the paths objects and projectiles will take. Lvl 2. Infrasight - Attune your sense of sight to pick up the infrared spectrum, allowing you to see heat. Lvl 3. Insight - Attune your sense of sight to sense stress, picking up on what parts of a person or object is bearing the heaviest load or the weakest. Lvl 4. Truesight - Attune your sense of sight to only see what is actually their, ignoring false imagery, enchantments, tricks of light and obscurances without substance. Does not effect illusions placed directly into your mind. Lvl 5. Allsight - Attune your sense of sight with your other senses, creating an internal visualization of everything within a 10' radius of you. Lvl 6. Secondsight - Attune your sense of sight to perceive the spirit world around you. Lvl 7. Hindsight - Attune your sense of sight to pick up brief flashes and flickers of imagery of what has happened in the area in the past. Clarity will vary by events and time elapsed. Lvl 8. Eversight - An variation of Allsight that gives you full visual awareness even if all but one of your senses is compromised. Lvl 9. Tricksight - Combine your Foresight and Allisight abilities with an ability to pick up the first minute precursors of coming motion to to allow you to counter an attack, physical or projectile, in such a way it will reflect/ricochet/interact with the environment in such a way it either turns back on the attack or triggers a chain reaction that endangers them. Can only be done three times per encounter. Lvl 10. You are able to attune your sense of sight into a custom sight-type.
SHINING SHIELD - A circular shield capable of being thrown. Made of silvery alloy, tough as bronze, which is as reflective as a mirror. Can he use it to gather, reflect and scatter light. On average 24" in diameter. Lvl 1. The shield can reflect light-based magics and attacks. Lvl 2. The shield can be turned into light, capable of storage within any clear, mundane crystal. Most users of the shield wear one in an accessory. Lvl 3. When thrown, the shield develops an aura of burning light. Lvl 4. The shield leaves a little of itself into the last crystal it was stored in, allowing its bearer to call the shield to them from a distance. In exchange, the shield gains some of the crystal's hardness, becoming steel hard. Lvl 5. When thrown, the shield can momentarily become formed of light, then revert back. This can be used to preserve its speed over long distances, flow around narrow obstructions, or allow it to pass through clear or translucent materials. Lvl 6. The shield can store the scenes it reflects, holding up to 2 minutes worth of reflections for later viewing. The scenes can be shown, fast forwarded, paused, etc as the wielder desires. Lvl 7. The shield can negate the force of a single attack in an encounter, storing the reflection of that attack in the surface of the shield. At will you can release the reflection, projecting a light construct that imitates the attack directly outwards from the shield with equal force. Lvl 8. The shield can steal the image of someone reflected in it. Once it has, you can take on the false appearance as that person. Can only store 2 images at a given time, one must be sacrificed to learn a new one. Lvl 9. The shield can project an image of an object it is reflecting or has stored, no greater than the size of the shield, creating a solid light construct of it. This construct does not have any of the objects special abilities that cannot be easily replicated with light. Lvl 10. The shield can store the image of any defeated enemy within it. At the end of each encounter you may choose one of the images stored this way this encounter and keep it permanently, stored within a crystal that forms along its perimeter. This image does not counts towards the level 8 ability limit. You may sacrifice this image at any time to grant the shield a permanent ability based on that enemy. The shield can only have three of these abilities at any given time, and can replace old ones with new ones as you desire.
ASLANYR - A six legged kitten with white fur and golden eyes. Will grow into a large, loyal lion. Starts 4" tall to the shoulder and 9" long not counting its tail. Lvl 1. It gains an immunity to dark magics. (6" tall, 1' long) Lvl 2. Its coat develops golden stripes and a faint glow that magically draws attention to it. (9" tall, 1'6" long) Lvl 3. It develops a psychic link allowing you and it to speak to each other telepathically. Tail grows golden brush tip. (1'2" tall, 2'3" long) Lvl 4. Claws grow to 4" and can be enhanced with a burning light aura. (1'9" tall, 3'4" long) Lvl 5. It develops a roar that is deafening and scatters the light before it, disorienting others. Grows golden mane. (2'7" tall, 5' long) Lvl 6. Its footfalls can give light momentary substance, allowing it chain up to four jumps together. (3'10" tall, 7'6" long) Lvl 7. While charging, it can dart side to side, its aura causing its image to remain, creating a phantom aslanyr and leaving most unable to distinguish which is real. (5'9" tall, 11'3" long) Lvl 8. It can unleash a roar with a Corona Beam effect once per post. Lvl 9. Lvl 10.
PRISMATICISM- Learn to alter the wavelength of the light created by your spells, causing them to gain unique properties. Lvl 1. Shadowlight - Only illuminates objects to your eye. Lvl 2. Blacklight - The light does not illuminate but causes certain substances to glow different colors. These include chlorphyl (red), bodily fluids (blue), and crystals/crystal dust (assorted) and various chemicals. Lvl 3. Droplight - Light created by your spells has liquid substance. It can be stored in vials and kept with you for future use, keeping any special traits it has. It reverts to an unremarkable fluid when it moves more than 50' from you, making it useless to others. Lvl 4. Masklight - A light that carries a passive and micromanagable tint effect on everything it illuminates. Lvl 5. Slowlight - This light that reflects more slowly than normal light. If it is the only thing illuminating an object, (or the object is make up of this light) it will appear to move slower than it really does. If other light sources are involved, it will generate a distorting after-image. Lvl 6. Hearthlight - A golden light that instils warmth and comfort in those exposed to it, bolstering their immune system and healing for as long as they are exposed. Lvl 7. Deeplight - A blue light that can penetrate solid matter. Clarity depends on thickness Lvl 8. Dreadglow - A yellowish green light that causes people to become sicker the longer and more closely they are exposed. Lvl 9.Hardlight - Light with physical substance. Hard as wood. Lvl 10. Choose a previous level of Prismaticism and suggest an alteration of that level. A WM will create a level 10 version of that light for your use, taking into consideration your suggestion.
Dark
ABYSS - Your attunement to dark magics passively alters your body, stirring your inner darkness and turning you into an embodiment of ineffable shadows. Through concentration you can, if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells. Lvl 1.Your skin becomes dusky and as cold as a corpse. Your mind is filled with shadows and cannot be altered by external magics. Lvl 2. You can see in darkness easily as light and cannot be blinded. Lvl 3. Your skin develops swirling, shifting patterns of darkness beneath the skin. Your grasp creates the sensation of being bitten by a hundred tiny mouths. Lvl 4. Your hair becomes inky black seems to sway and move independently from your head's movements. By touching a wall or the ground, you can create a shadow there, in your shape and dimensions, anchored to that surface. This shadow cannot be dispelled by normal light and causes icy damage to any that touch it. Can only have three of these active at once. Only last an hour. Lvl 5. If wounded, the darkness beneath your skin gain substance, biting into your flesh and skin to stitch, suture, and staple it back together This is not painless. Lvl 6. Some of your subdermal darkness moves to the surface, taking the appearance of strange runic tattoos that constantly change and move. If you grab someone for more than a moment, some of these "tattoos" will move them to them. They remain until the end of the encounter, sapping the warmth and hope from them, weakening them by a level. Lvl 7. Your inner shadows reduce your weight, giving a minor boost to your leaping ability and agility. The shadow "tattoos" that cover your body can bite and cling to surfaces, even through thin clothing, allowing you to stick to walls and ceilings like an insect. Lvl 8. Your "tattoos" become more numerous. Shadows wisp occasionally from your mouth and nose like smoke. You can, once per encounter, spew your inner darkness out from your mouth to form an intangible, barely perceivable shadowclone of yourself, taking with it your consciousness. This leaves your body, now unchanged by the Shade ability, limp and helpless but allows you to travel in this shadowform anywhere within 200' of your body. You can cast a single spell each post through this shadowform. If your body is dealt any damage, this effect will end. Lvl 9. You can use shadows you have anchored as portals between each other. Once every 7 posts. Lvl 10. You learn to harness your attunement for a custom ability based on your personality and shadows.
SHADOW SCYTHE - A large scythe of tarnished silver and ebon wood which is as hard as iron. It is attuned to shadows and able to interact with them in unique ways. Stands as tall as user. Lvl 1. Half the scythe's mass can be reduced to a shadowy aura around it, transforming it into a single hand scythe. Lvl 2. All of the scythes mass can be reduced to semisolid shadows, allowing it to be put and kept in a closed pouch, bag or sac. Lvl 3. The scythe's blade develops an umbra of damagingly cold shadow. Lvl 4. You may turn the scythe's handle into semisolid shadow that can stretch and flex, allowing it to be used like a scythe-tipped lash and extending its possible reach by 1/4th its length. Lvl 5. The scythe leaves behind a residue of shadow in wounds it inflicts, preventing healing and clotting unless dispelled by magical light. Lvl 6. You may condense the staff into a cloud of semisolid shadow and launch it in a direction. If you do, it reverts in midair, becoming a volley of blade shards and jagged ebony fragments. After impact, it turns back into shadow and slowly crawls back to you, taking two posts to do so. Lvl 7. By driving the butt of the scythe's shaft into the ground, your shadow becomes eight shadows, stretching out by your height in every direction. These shadow will reach up and grab anything that touches them. Counts as a spell. Lvl 8. Wounds inflicted on the shadows of people by the Shadow Scythe are reflected onto those people. Lvl 9. Once per encounter you may animate your shadow, which wields its own, very real Shadow Scythe. Lasts 3 posts. Lvl 10. The scythe can absorb the shadow of anyone it kills. At the end of each encounter, you may choose a person it has killed that encounter and grant the scythe a power based on that person, purging the other shadows. The scythe can only have three of these abilities at any given time, and you can sacrifice old ones for new ones as you desire.
SUBERSU - A three headed wolf pup with black fur and silver eyes. Will grow into a large, fierce wolf. Stands 4" to the shoulder and just under 6" long not counting the tail. Lvl 1. It gains an immunity to light magics. (1'1" tall, 1'5" long) Lvl 2. Its eyes take on a silver glow. Its gaze(s) draws your attention by making the rest of the world seem to fade into darkness. (1'10" tall, 2'5" long) Lvl 3. All of the subersu's heads gain the power of speech, each with their own distinct personalities. (2'7" tall, 3'6" long) Lvl 4. Its claws grow 4" long and can be enhanced with a freezing dark umbra . (3'4" tall, 4'7" long) Lvl 5. The heads vie for dominance. Winner decided at random by WM, who creates a power based on personality of winning head. It grows a silver ruff along its spine. (4'1" tall, 5'8" long) Lvl 6 . (4'10" tall, 6'9" long) Lvl 7. . (5'6" tall, 7'10" long) Lvl 8. It's howl can be answered, creating a copy of itself, formed of living solid shadow but lacking its powers and only being level 4 size. It can only have one of these copies at a time. Lvl 9. Lvl 10.
SHADOWTWIN - Your affinity for dark magics has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more. Lvl 1. You cast no shadow except your "true shadow", which always exist, no matter how bright or how dark it is, and cannot be illuminated. This shadow has a mind of its own and moves of its own will. It has a mind and personality of its own, but as its life is tied to yours, your well being is its top concern. Lvl 2. Your shadow can separate itself from you, if it does, it gains a third dimension. It remains insubstantial. It cannot wander more than 50' from you. Lvl 3. Training with your shadow grants you greater understanding of your own style and technique, granting you an additional level in a leveled physical skill you possess. If you possess none, your strength level is increased by one. Lvl 4. You and your shadow gain a psychic link, allowing you to communicate your will to it and it to relay what it sees and hears back to you. Lvl 5. Your shadow can communicate with the shadows of others, sometimes gaining helpful information from them. Lvl 6. Your shadow can gain enough substance in a part of its body to manipulate small objects, no more than 5 lbs in weight.This requires great focus and uses up one of your spells per post. Lvl 7. Your shadow is able to merge with the shadow of another and, while merged with it, telepathically grant you any strictly physical skills, abilities and techniques that person has. This merger can only last four posts before your shadow is permanently rejected from that person's shadow. Lvl 8. Your shadow can cast one of the spells you know per post, but it counts towards your spells per post limit. Lvl 9. Your shadow's spell casting counts towards its own spells per post, of which it has one. Lvl 10. Your shadow can become a solid being of shadow made flesh, a jet colored duplicate of yourself, equipped with nonmagical replicas of your apparel, weapons and items formed from solid shadow of equivalent hardness. Once it does this, it cannot return to its incorporeal form until the end of the encounter. Death and dismemberment is as permanent for its solid form it as it is for you.
Fire
MANTLE - Your attunement to fire magics passively alters your body, stoking your inner fire and turning you into an embodiment of molten heat. Through concentration you can. if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells. Lvl 1. Your skin is ruddy and feverish. You quickly burn away poisons and potions. Lvl 2. Your irises gain a flickering red glow. You are able to shift your perception to see heat. Lvl 3. Your veins glow orange beneath your skin. Your touch is so hot it is painful for others to touch you. Lvl 4. Your gaze causes a target to become warm and uncomfortably flush or feverish. This acts as an intimidation effect. This intimidation effect increases with your Mantle level. Lvl 5. Wounds inflected on you cauterize themselves. Lvl 6. Your skin bakes and tans, becoming as tough as leather. You breath becomes steam, your bodily fluids boiling hot. Lvl 7. You can inhale nomagical fire to boost the power of your next fire spell. Lvl 8. Your hair catches fire but does not burn away. You can breath fire up to three feet. Your nails glow red hot. Lvl 9. Your gaze can rapidly raise the temperature of what you look at in a precise spot. Moving objects are harder to heat precisely. Requires focus, costing you a spell. Lvl 10. You learn to harness attunement for a custom ability based on your personality and fire.
PHOENIX STAFF - An iron staff with six vent holes at either end. With the press of a button bursts of steam will separate it into a three sections, connected by iron chains. Able to channel fire and generate steam. Stands as tall as user. Lvl 1. The steam burst that separates the staff grows in strength, launching either end with the force of a punch. Lvl 2. Either or both ends of the staff can ignite, flames coming from the vent holes. Lvl 3. The staff with passively reforge itself after a few posts if damaged or broken. Lvl 4. You may superheat the chains and boost the steam-burst that separates the staff, allowing one end section to launched with the power of a mighty punch with a 30' range. The section will immediately retract but the staff cannot be separated for the rest of the encounter. Lvl 5. The staff can release a powerful burst of steam from one end, either used to push back enemies with a jab or to get a potent boost when using the staff to vault. Lvl 6. When held by one end and lashed like a whip, the separated staff will throw off an 7' tall vertical arcing wave of flames from its tip. Lvl 7. You can spin the unseparated staff above your head and then slam one end into the ground before you to channel intense firemagics into the ground, causing a ring of 6' flame jets to erupt from the ground in 6' radius around you. Jets last 6 seconds. Lvl 8. The staff's ends cause an small but explosive ignition of air when they make contact with solid objects, Lvl 9. When spun vertically before you while unseparated, the staff will generate a horizontal cyclone of flaming 50 mph winds, as wide as the staff is tall, reaching out 10'. Can only be sustained for two posts. Lvl 10. Once per encounter the staff can channel its inner fire into the body of a slain foe or fallen comrade, creating a funeral pyre. From this pyre will emerge a hawk-sized phoenix, containing a bit of that person's essence and with an ability based on that person. This phoenix will return to the staff's inner flame until summoned. The inner flame can only contain three phoenixes, and the addition of a new one will require the banishment of an old one.
PYRE SALAMANDER- A young black salamander with orange or yellow markings the size of a small dog. Will grow into a large, fire-breathing beast. Lvl 1. The salamander is immune to fire. Lvl 2. When angry, the salamander gives off sparks. Lvl 3. Over time salamander regenerates from amputations and internal injuries that would be permanent to most creatures. Does not accelerate the healing process. Lvl 4. When in danger the salamander can secrete a neurotoxin that causes burning pain in anything that touches it. Lvl 5. The salamander's saliva is highly flammable, allowing it to lash out with its tongue as a flaming lash. Lvl 6. The salamander's croak gives off a burst of flames, 6' in diameter and 3' in range. Lvl 7. The salamander can climb on any surface, secreting a mild adhesive residue that helps it remain at any angle. This residue is flammable when it dries. Lvl 8. The salamander can breathe a continuous stream of fire, 2' in diameter and 10' in range. Lvl 9. Lvl 10.
LORD OF FLAMES - Learn to use a variety of flame-types in your firespells, each with its own unique properties. Lvl 1. Shadowfire - A black flame that illuminates nothing. Lvl 2. Frostbite Flame - A light blue flame that burns cold but is just as damaging. Lvl 3. Starfire - A magenta flame that burns extra bright and hurts the eyes, can blind if looked at too closely. Lvl 4. Gaspflame - A dark green flame that puts out large amounts of choking smoke and soot. Lvl 5. Eternal Flame - A self sustaining fire that burns without consuming whatever is on fire. Lvl 6. Gelfire - A silvery flame that sticks to what it touches as if it had mass and continues to burn longer. Lvl 7. Banefire - A yellow flame that can ignite nonflammable materials. Lvl 8. Fiendfire - Can have any fire creating spell you cast instead create an elemental summoning of crimson living flame whose form depends on the spell. Lvl 9. Ghostfire - An invisible flame. Lvl 10. Choose a previous level of Lord of Flame and suggest an alteration of that level. A WM will create a level 10 version of that flame for your use, taking into consideration your suggestion.
Water
GLACIER - Your attunement to water magics passively alters your body, plumbing your inner depths and turning you into an embodiment of cold perfection. Through concentration you can. if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells. Lvl 1. Your skin is pale, clear, and very cold to the touch. You are indifferent to extreme climates. Lvl 2. Your irises become pale blue and constantly changing shape. Your sense of smell becomes much more acute. Lvl 3. Your skin tints blue and becomes painfully cold to the touch. Lvl 4. Your hair develops frosted tips, literally. The constant flow and shift of your eyes makes eye contact with you mesmeric. Lvl 5. If your blood is spilled it remains blue and instantly freezes, patching any wound inflicted on you. Lvl 6. Your skin becomes stiffer and develops patches of frost in unique patterns. You can freeze nonbodily fluids with your touch. Lvl 7. By inhaling deeply and exhaling, you can release an arctic cold flurry of obscuring snow from your mouth that will freeze water and frost objects. Lvl 8. Your feet become coated in ice. You gain a passive variation of the glacial path spell which allows you to be carried along by a forming ice bridge rather than having it form as you walk. Also allows the ice bridge to angle up or down. Lvl 9. You gain a natural Flow ability that does not require use of a spell to use and can control 50% more water. Lvl 10. You learn to harness your attunement for a custom ability based on your personality and water/ice.
TIDAL LASH - A whip or scourge of white galoth leather with a hilt and tip(s) of nevermelt ice. Able to channel and absorb water magics. Length varies. Lvl 1. The lash can't be burnt or harmed by flame. Lvl 2. The lash's leather can be transformed into water and absorbed into the hilt for easy storage. Lvl 3. When transformed into water, the lash can flow around objects in its path and reconnect on the other side. Lvl 4. The lash's hilt can generate an 15" blade of ice for close combat. Lvl 5. The lash can spontaneously sprout razor sharp ices shards all along it. Lvl 6. The lash can flow into itself and turn to ice, trapping anything its wrapped around. Lvl 7. Once ever you can pour a potion into the water lash, granting it a permanent ability based on that potion's nature. Lvl 8. The crack of the lash will either release a dagger-like shard of ice (whip) or a shower of dart-like ice shards (scourge). Lvl 9. The lash will generate ice over a small area wherever its tip or tips make contact. Lvl 10. The lash can absorb a little of a defeated foes blood and incorporate it into the fluid of the lash. The weapon gains an ability based on that person's race and heritage. You may only keep three abilities in the lash before one needs to be flushed out to make room.
VINTERHEART BEAR - A polar bear cub with pale blue eyes. Will grow into a huge, faithful ally. Lvl 1. The bear is immune to extreme cold, heat and most extreme climates. Lvl 2. The bear gains a passive Scent effect. Lvl 3. Lvl 4. The bear's roar unleashes a gust effect combined with numbing cold and a light flurry of snow flakes. Lvl 5. The bear can shake its fur as if drying off, obscuring you and it in heavy flurry of large snowflakes. Lvl 6. The bear develops a passive glacial path ability. Lvl 7. The bear can draw the air around it in and freeze it, forming icy armor over itself and its rider. Lvl 8. The bear's s Lvl 9. Lvl 10.
MISTKEEPER - Your innate water magics cause and pall of fine mist to passively form in a 10' radius around you. Lvl 1. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can he shaped into intangible apparel if you want it out of the way. Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you. Lvl 3. Thicken the mists and increase their opacity without compacting them, turning it into a cloud that totally obscures yourself from view. Lvl 4. Raise the temperature of a section of the mist so rapidly it expands in a burst of steam that repels and scalds anything anything before it. Steam quickly cools and reverts to your mists. Lvl 5. Condense the mists around a flame within its reach, extinguishing it. Doing so reduces the mist and as such can only be done so thrice per encounter. Lvl 6. You are able to flash freeze portions after of the mist momentarily, allowing it to be flowed into small spaces and frozen so it expands to pry or break them open. Lvl 7. Flash freeze the mists, turning them into a hard but thin protective shield/dome completely surrounding you. Lvl 8. Cause the mist before you to flashfreeze into several small projectiles that launch at your target in a storm of shrapnel. Lvl 9. Raise the temperature of all the mist so rapidly it expands in a burst of steam that repels and scalds anything everything around you. You may keep mists in this steam form, extending its range to 20' but limiting its abilities to simply causing extreme discomfort and fatigue to others within it. Lvl 10. Condense the mists around you, lifting you into the air at the centers of a large effigy of yourself made of mists, semisolid cloud and hardened ice. This effigy moves as you move and cannot be harmed except by large amounts of fire.
Earth
MONOLITH - Your attunement to earth magics passively alters your body, steeling your inner core and turning you into an embodiment of implacable stone. Through concentration you can. if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells. Lvl 1. Your skin is the color of the variety stone of your choice. You cannot be stunned or knocked unconscious by head trauma. Lvl 2. Your irises take on the appearance of the crystal of your choice. You can sense ground-based movements around you through vibrations in the ground. Lvl 3. Your skin becomes either either marble smooth or stoney rough. Your base strength level increases by one. Lvl 4. Your hair and nails becomes razor sharp and metallic. Lvl 5. Your bones become metal and much harder to break, as well as channeling electricity harmlessly through you. Lvl 6. Your body's rigidity prevents outside forces from influencing it. You gain immunity to outside magics that would alter your body and your connection to the earth means you cannot be moved if you do not wish it. Lvl 7. Your skin becomes living stone and you grow a foot taller. Lvl 8. You can vein your stone arms with lutharin crystal, charged with the art of your choice, strengthening them and granting them the imbue effect of that crystal. Can only be done three times per encounter, For every post you maintain this effect, you must wait that long before its next use, maximum of five posts per use. You choose crystal type upon reaching this level. Lvl 9. Twice per encounter you can root yourself to the ground and turn yourself into a true monolith of immobile, unmovable, indestructible stone, completely aware but incapable of movement. Can only last for three posts. Lvl 10. You learn to harness your attunement for a custom ability based on your personality and earth.
BEDROCK SLEDGE - An enormous hammer with a head of unbreakable granite and haft of iron. Able to alters landscapes with its power. Stands tall as user. Lvl 1. By driving the sledge's head into the ground or a stone surface, the sledge will become anchored there and unable to be removed by any means save your willing it. Lvl 2. If the sledge is to bulky or heavy for you carry, you can drop the sledge and have the earth swallow it up. If you do so, you can retrieve it at any time by plunging your hand into the ground and drawing it out. (Can be done anywhere on land, regardless of where you were when you dropped it.) Lvl 3. Your attunement to earth magics allow you to wield this hammer as if it were far lighter. Metal objects forged with this hammer are imbued with earth magics that increase their modifier by one. Lvl 4. A variation of the sledge's anchoring ability, you can drive the sledge's head into the ground or a stone surface then withdraw it, removing a section of the stone or earth with it, temporarily adding it to mass of the sledge's head. The next blow it lands dislodges this material. Lvl 5. Lvl 6. The Sledge is extra-effective against stone and/or metal armor. It can forge materials without needing to heat them. Lvl 7. By slamming the head of the sledge down into the ground as hard as you can, you trigger the eruption of a ring of 10 huge stone shards (1' taller than you, 4' wide, and angled outwards) from the ground in a 6' radius around you. Lvl 8. You may smash an item you own with the hammer to transfer its magical attributes to the hammer. Lvl 9. Lvl 10. At the end of each encounter, you may use the hammer to destroy a personal possession of an enemy you defeated that encounter. Ifthat item has no magical attributes, the hammer draws in the essence of that person, granting it an ability based on that person's nature. The hammer can only hold three such abilities at once, so to add a new one you must sacrifice an old one.
STEELHORN RAM - A young tan billy with metallic looking horns and hooves. Will grow into a large, fearless ram. Lvl 1. The ram's skeleton is as durable as iron and extremely resistant to damage. Lvl 2. The ram's hooves can adhere to the ground, giving it stable footing on most any terrain and slope. Lvl 3. The ram cannot be dazed, concussed, disoriented or confused. Lvl 4. The ram can kick its back feet to throw up a small stifling and obscuring dust storm at a target. Lvl 5. The ram can bite through most any material. Lvl 6. When leaping, the earth itself moves to give the ram a boost. Lvl 7. When charging, the earth moves to boost the rams speed so it can focus all its strength into a bounding headbutt strong enough to shatter stone. Lvl 8. The ram can rear up and stomp its front hooves down, sending a shockwave along the ground, violently quaking the ground around it and sending a path of upturning ground in the direction its facing. Lvl 9. Lvl 10.
CRYSTAL CULTIVATION - Through the application of earth magics and a rare seed crystal, learn to manipulate, energize and even generate magical creatures. Your crystal starts a zircon the approximate size and shape of an adult male's thumb. When bonding the seed crystal, its effects spread all all parts of the object is bonded to, including hilts, and associated parts of armor sets. Lvl 1. Choose an art. The seed crystal becomes the crystal aligned with that art. Lvl 2. You can use earth magics to bond the seed crystal to an object without using smithing or enchanting, granting the item the imbue effect of that crystal. This bond can be undone at your will. Avoid constantly moving it from item to item as this can harm the seed if done too often too closely. Lvl 3. Your affinity for earth magics allow you to bond with the the seed crystal, granting it and any item it is bonded to the equivalent of a Homeguide enchantment, allowing you to call them to your hand from a distance. Lvl 4. The crystals charge cannot be fully drained. It gains an additional use of its prisming ability each turn and if it is used to power a machinist item, it will recharge over a week rather than going dead for good. Lvl 5. When bonding the seed crystal to an object, you can have it prism that objects abilities and appearance towards its art for as long as the crystal is bonded.
Lvl 6. The seed crystal regenerates itself if broken or damaged. This allows for a portion's worth of dust scrapings to be taken once a week without permanent damage. Lvl 7. When bonding the seed crystal to an object, you can have it transmute the object into crystal, altering its modifier and lending that item the same regenerative powers as the seed crystal. This effect lasts as long as the seed crystal is bonded to it. Lvl 8. The seed crystal's imbue effect is amplified. If the item it is bonded to has any magical connection to one or more others items you own and possess, those items may also receive the crystal's effects, though not the amplification. Lvl 9. The seed crystal grows, spawning a second crystal. This second crystal's art alignment may be changed by casting a spell through it before breaking it off the seed crystal and it only has up to Level 4 abilities. Lvl 10. The seed crystal becomes attuned to other crystals, vibrating in their presence, whether imbued or yet unearthed.
Storm
DYNAMO - Your attunement to storm magics passively alters your body, awakening your inner power and turning you into an embodiment of thunderous wrath. Through concentration you can. if necessary, cause these changes to demanifest temporarily, though doing so drains your focus and ability to use spells. Lvl 1. Your skin has a very faint glow. You can shut out pain. Lvl 2. Your irises glow yellow. You can sense disturbances in the air in a 6 foot radius around. Lvl 3. Tiny electrical sparks flicker at random beneath your skin. If skin is broken, electricity will course you into the implement. Lvl 4. Your nerves fire quicker, boosting your muscle and reaction speed. Lvl 5. You are able to absorb electricity to accelerate your own healing. Electricity must be generated by nature or your spells, not come from within. Lvl 6. Your hair stands on end. Your inner electricity generates a static field that wakens strikes from metal implements. Lvl 7. You can now shape and direct electricity.Your static field strengthens your grip and allows your hands and feet to adhere to objects and surfaces strong enough to support you weight. Lvl 8. Your voice naturally booms and echoes, making you hard to ignore. You can use this ability to draw all attention to yourself. More directly your scream is deafening to your enemies, dulling their sense of hearing when you cry out. Lvl 9. Your nerves fire even quicker, increasing your mind's speed and allowing you to cast an extra spell each turn. Lvl 10. You learn to harness your attunement for a custom ability based on your personality and storm.
ZEPHYR STAFF - A strong but flexible wooden staff of Alogean Oak. A push of a button will release a pair of durable sailcloth glider wings folded up inside. Staff is as tall as user. Lvl 1. The air parts before the staff, reducing its drag and allowing for faster swings. Lvl 2. The head of the staff is hollow and can be blown into like a wind instrument, creating wistful music that calms those that hear it. Lvl 3. The staffs innate wind magics allow it to be thrown with great precision and range, helping it fly far and true. Lvl 4. When spinning the staff before you, its wind magics use the wind it generates to help it deflect incoming attacks. Lvl 5. When swinging the staff you can extend its tail wings only, turning into giant fan and using its wind magics to turn the gust this creates into a blast of wind that drives back anything in its path several feet. Lvl 6. You are able to use the staff's wind magics to launch yourself airborne on the glider without the need for a running start or leap into open air. Lvl 7. When swinging the staff you can extend its tail wings only, turning into giant fan and using its wind magics to turn the gust this creates into a shaped blast of wind that slashes at anything in its path like a wooden blade. Lvl 8. You are able to use the staffs wind magics to precisely control and indefinitely maintain the glider's flights. Lvl 9. While flying using the glider, you become encased in a protective sphere of whirling, barely visible wind. This sphere allows you to do commit a dive-bomb effect without worry of the impact harming you. Lvl 10. Once per encounter the staff can absorbs an enemies last words or the sounds of their defeat. By blowing into the end of this staff you can release a spell song based on these sounds and words with a unique effect. Only three spell songs can be remembered by the staff at once.
STORM DRAKE - A juvenile azure drakeling the size of a falcon. Will grow into a soaring fullsized drake. Lvl 1. The drake's metallic bones make it immune to electrical damage very durable. Lvl 2. The drake can throw its shrieks, making them sound like they are coming from elsewhere. Lvl 3. The drakes talons and fangs are iron, and it can hear you from any distance. Lvl 4. The drake develops iron spikes on its tail which crackle with electricity. Lvl 5. The drake can unleash a powerful shriek that has the power of a gust and cancels out all other sound. Lvl 6. The drake, while flying, can powerful an incredibly brief but intense speed boost, breaking the sound barrier and creating a sonic boom that deafens, breaks glass, and knock things back. Highly unsafe to do close to the ground. Lvl 7. The drake, while airborne, generates a wind-wake that protects it and any rider from all but the heaviest or most powerful projectile attacks. Lvl 8. The drake can unleash a lightning blast from its mouth once per post. Lvl 9. The drake can inhale and absorb the electric energy from a target's body. draining their strength and energy for the rest of the encounter. Can only be done once per person. Lvl 10.
ELECTROMAGNETISM - Learn to manipulate the electricity generated by your body and your storm magics so exerts influence over metallic objects. Lvl 1. You massively create a magnetic bond between yourself and any metal items you hold, making your grip on them unbreakable. Lvl 2. Your attunement to electromagnetic forces allows you to attune your senses to the fields generated magnetic north, electrical charges, and/or magnetized metals. Lvl 3. Generate a magnetic field around your hand and target metallic object, pulling it towards you with 20 lbs of force. Counts as a spell. Lvl 4. Generate a magnetic field very close around one of your hands, repelling any metallic object with just enough force to drastically decrease its momentum upon contact. Counts as spell. Lvl 5. Use a magnetic field to repel a metal object you throw, increasing the force and speed you impart to them. Lvl 6. Control the movements of a metallic object up to 10 lbs in weight under your control using magnetism. Counts as a spell Lvl 7. Generate a powerful electromagnetic field close around your body which will deflect any metal that comes in contact with it. Counts as a spell. Lvl 8. Generate a powerful magnetic field around yourself, repelling your body from the natural metals present in the earth and granting yourself flight. Not usable over water. Counts as a spell. Lvl 9. Use a magnetic field to repel a metal object you are holding in one hand from your body, launching it from your palm at great velocity. {Velocity is inverse to the size of the object.} Counts as a spell. Lvl 10. Control the movements of a metallic object up to 100lbs in weight under your control using magnetism. Counts as a spell.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
SPELLS - PART 1 > Can only cast two spells per post.
> Spells with effects that can be continuous do not have to be recast each post, you simply maintain them at the cost of one of your spells per post.
> If a spell that gives a precise duration for its effect, it does not have to be/cannot be maintained.
> Summoning spells do not have to be maintained, but the number of them you can have active if equal to your spell per post limit.
> Passive spells do not have to be cast, they are always active without using your spells per post. These usually are augmentation to yourself or other spells.
Light
LEVEL 1 Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining. Tint - Alter the perceived coloration of a target or a section of a target. Glare - Cause a target to become extremely shiny and eye-catching. LEVEL 2 Blind - Scatter the light before a target's eyes, momentarily blinding them. Lens - Manipulate the light before your eyes, granting you telescopic vision. Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness. Tag - Create the false image of writing on a blank target or surface. LEVEL 3 Corona Grasp - Focus the light around your hands into a blazing, burning aura. Reflect - Create an intangible mirror facing you in the air before you. It can be angled at will to see behind you or around corners, but others can catch your reflection in it just as easily. Erase - Bend the light to hide any markings or irregularities on an object or surface. Window - Solidify the light before you, creating a rectangular pane of completely transparent material with the brittleness of glass and your approximate dimensions. Unfailing Lantern* - Cleric Only - Create a glowing ball of light with thrice the intensity of a candle. The light cast by this spell will allow you to see through false images, illusions, and veiling magics. LEVEL 4 Nova Morningstar- Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it. Shining Champion - Your skin and hair turn ghost white, your eyes glow like lanterns. You are able to hover and fly around up to a foot off the ground. Weapons you wield gain a burning aura of intense light. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'. Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you. LEVEL 5 Summon Light Aspect - Summon a swarm of butterflies with wings of stained glass. They scatter and reflect the light, simultaneously drawing attention and disorienting those that look at them. Corona Burst - Summon to your hand a ball of light, condensed into a blazing, burning sphere that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact. Blink - Freeze the light in a 10' radius around you for a moment, preventing anything happening during that moment from being seen, even by you. The brain will automatically compensate for and not register this gap if things seem relatively unchanged afterwards. Photosynthesis - Passive. You are untiring and your strength level is increased by one, but only while in sunlight. LEVEL 6 A. Convex - Warp the light that reflects off you, causing you to appear to others to be further away or smaller than you actually are. B. Mirror Shield - Alter the light before you to generate an intangible mirror that will reflect back any projectile attacks composed of energy or non-substantive magic. C. Decoy Lantern - Create a glowing ball of light with five times the intensity of a candle. The light cast by this spell draws people towards it, demanding their attention and scrutiny. D. Pane - Passive. The Window spell can now be targeted, forming it in front of others instead of yourself. LEVEL 7 A. Invisibility - Bend the light around you, making you completely vanish from sight. Movement requires small adjustments that leaves a shimmer in the air. Use of other light spells will shatter this effect. B. Corona Beam - Release a stream of condensed light from your hand, creating a beam of blazing, burning light. Its width is that of your fist and range is 70 yards. C. Flare - Trigger a brief but powerful flare of light which blinds all that see it for two posts. D. Skywalker - The light beneath your feet momentarily takes solid form, allowing you to step on it very briefly. LEVEL 8 A. False Image - Intricately manipulate the light in an area no greater than 8 feet in diameter, creating a false image which you control and that all can see. You have precise control over this image, but it is only visual and cannot produce sound. B. Corona Saber - Summon to your hand a silver hilt which emits a sustained beam of condensed burning light, 30" long. C. Constellation - Throw out around you dozens of tiny ping pong ball sized stars in a 50' radius around you. They illuminate the area and burn those that touch them. D. Haven - Solidify the light around you into a dome of hard but relatively brittle glowing crystal. This dome can be shattered outwards into a volley of shards at the cost of an additional spell. LEVEL 9 A. Subliminate - With a subtle gesture towards a target, repeatedly generate a small false image before their eyes, too brief for all but the most mentally aware to notice consciously. It will implant this image in their mind, working akin to a purely visual but much subtler form of the mind spell Suggestion. B. Supernova - Cause the light in a target area to rapidly condense to the point it goes critical and explodes outwards with burning energy and a concussive blast. C. Pillar of Suns - Raise your hands to cause a massive pillar of ivory, 10' tall and etched with glowing white/gold runes, to rise from the ground behind you. The runes of this pillar burn with great intensity, hurting the eyes and sunburning exposed skin with increasing intensity the closer one is to it. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. D. Lightspeed - Momentarily transform yourself into pure light and instantaneously travel to any point you can see within 100 feet. Can only be used once every 7 posts. LEVEL 10 A. Mirror Realm - While maintained the light in a 100 foot radius around you reflects at random, creating an intangible mirror maze only you can see through. B. Orbital Strike - Magnify and condense the sun's light into a powerful searing beam that descends from the heavens, 6" in diameter, for several seconds. Use only once every 5 posts. C. Helios - You develop an incredibly intense glow that prevents others from looking directly at you and dispels any darkness that comes near you. D. Summon Light Avatar - Summon a towering genderless angelic figure, 8' tall with four wings and garbed in golden armor that matches its long golden hair. It wields a sword of blazing light and a golden shield embossed with a silver sun. Its skin glows from within like a lantern, and its eyes are tiny suns whose gaze can't be escaped.
Dark
LEVEL 1 Shade - Create a thin veil of shadows over your eyes, weakening any light that passes through them. Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows. Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need. LEVEL 2 Shroud - Summon forth a cloud of darkness around a target, 10" in diameter, that can't be pierced except by powerful magic light. Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning. Night's Hold - Bring your hands together and give the darkness there a sticky, tar-like substance. Bring them apart and the sticky darkness remains. Silhouette - You are able to read shadows, determining things about their caster (Use this and indicate the shadow, WM in charge will tell you what you can determine). LEVEL 3 Abyssal Grasp - Form an umbra of impenetrable shadow around your hands that is freezing, damagingly cold. Nightstalker - Animate your shadow. It becomes an intangible copy of yourself composed of utter blackness. Shadowcrawler - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a large domestic cat. Species this beast takes the form of is chosen upon learning. Bump in the Night - While maintained, any darkness you are in has just enough substance to act like a spider's web, alerting you to vibrations caused by movements through it within 15' of you. Shadowscry* - Initiate Only - While maintained you can peer into any pool of darkness and shadow to see through any other shadows or darkness you have passed through or touched this encounter. Use only twice per encounter. LEVEL 4 New-Moon Hooks - Summon to your hands a pair of hook swords, formed of tarnished iron and silver and crawling with shadows. These shadows will pass to any armor or weapons the swords hook or trap, biting at their wearer/wielder and causing pain. Midnight Champion - Your skin becomes ebon and runed with silver, with a mist of roiling shadows around you. You can leap as if you weighed a third of what you do. This shadowmist can flow over your weapons and armor, forming spikes and shards of solid blackness. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Encloak - By touch you can give a shadow or patch of darkness limited substance, so it will resist and slow anything that passes through it. This includes you. Depth - Grant darkness limited substance (slightly less substantial than water, more than air) to you and you alone, slowing you when wanted and allowing you to gain fleeting purchase on it. LEVEL 5 Summon Dark Aspect - Summon a swarm of bats with wings of shadow. These bats can use shadows as portals and travel between them. Abyssal Blast - Summon to your hand a ball of shadow, condensed into a damagingly cold sphere of impenetrable darkness that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact. Shadow Guide - Your shadow reaches out and rips off a portion of the shadow of a living target within 10' of you. At any time you can release this portion of the shadow and it will seek out its owner. Shadow Net - Bring your hands together then shove them forwards and draw them apart, splaying your fingers. You weave a web of solid tarry darkness that flies forth and briefly ensnares a target before reverting to insubstantial shadows. LEVEL 6 A. Spook - A variation of the shade spell, it can be cast on others but is thicker and only at at the corners of the eyes, constantly shifting and making them think they detect movement around them when there is nothing. B. Abyssal Shield - Bring your hands together then hold them out before you as you draw them apart, splaying your fingers. You weave a web of solid, elastic darkness between your hands that will catch any physical projectile and slingshot it back at its source. C. Black Hole - Point with your index and middle finger at a location to generate a small, intense spot of darkness, 3" in diameter and 2 dimensional, in midair. This spot is a void, absorbing light and warmth from all around it and turning the surrounding area cold and dim. Creates a profound sense of gloom and misery. D. Shadow - Transform one of your arms, from the elbow on, into living shadow. For a moment you can shape it into the form of your choice, then it will become solid darkness. When you stop maintaining this spell your arm will revert to its normal composition and shape. LEVEL 7 A. Eclipse - With a snap of your finger, target light source increases the darkness of all in its range instead of illuminating it. B. Abyssal Torrent - Release a stream of condensed shadow from your hand, creating a torrent of freezing, damaging shadow. Its width is that of your fist and range is 70 yards. C. Void-Edge - Temporarily infuse a weapon your are holding with a void aura, absorbing light, heat and energy. The weapon loses any existing enchantments while this is in effect and its appearance becomes shadowy and indistinct, but it gains icy cold damage and, upon striking, can temporarily drain active magic from what it hits, depowering enchantments on it for the next 5 posts and dispelling summoned materials. Use only once per encounter per weapon. D. Shadowbeast - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a bear. Species this beast takes the form of is chosen upon learning. LEVEL 8 A. Shadow Clone - Encase yourself in a cloud of darkness which then separates into a pair of shadow copies of yourself, leaving you shrouded in a veil of darkness that makes you indistinguishable from the copies. These copies are dispelled if they sustain any real damage. B. Abyssal Stave - Summon to your hand a hilt of ebony that emits from both ends contained beams of intensely, damagingly cold darkness, each 15" long. C. Wormhole - Passive. By double casting Black Hole, you can link them, swelling them to a foot in diameter and causing anything that enters one to exit the other. D. Duskform - Fuse yourself with your shadow, granting yourself a second pair of living shadow arms with cold damaging hands and a second pair of silvery eyes in the back of your head. LEVEL 9 A. Dance of Shadows - Animate every shadow in a 100' radius around you with a malevolent, impish will. While intangible they will do everything they can to obscure, distract, anger and generally cause chaos for everyone and everything around them except you. B. Abyssal Wings - Grant yourself a pair of bat wings formed from darkness. These wings are razor edged and damagingly cold to others. C. Pillar of Oblivion - Raise your hands to cause a massive pillar of ebony, 10' tall and etched with glowing purple runes, to rise from the ground behind you. The closer one comes to the pillar, the colder and more miserable they are. Energy projectiles are also drawn towards the pillar with increasing strength the closer they come to it. Effect ends when the spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. D. Shadowform - Momentarily transform yourself into intangible shadow, allowing objects to pass through you. Can only be used once every 6 posts. LEVEL 10 A. Shadow Realm - Fill the area in a 100' radius around you with an impenetrable darkness. This darkness is arctic cold, causing pain to those that aren't adapted or dressed for it, reducing the strength of those that are caught within it by one level and driving away any feelings of hope. B. Eldritch Abomination - Call forth the darkness of the empty places beneath the earth, intensifying it, causing it to erupt from the ground in the form of six side-by-side tentacles of damagingly cold darkness that reach out and grab everything around them. C. Portal - Passive. When linking two Black Hole spells, you may have them swell to 6' in diameter instead of 1' as long as they are at least 10' from you and from each other. D. Summon Dark Avatar - Summon a dark purple skinned demonic entity, with bat wings of solid shadow and the head of a jackal. It wears blackened, cracked armor and wields a a pair of lashes encased in an aura of biting cold darkness.
Fire
LEVEL 1 Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials. Char - Release a small burst of red hot cinders from your hand. Warm - Slightly stoke the body heat of a target, making a cold person feel warm and a warm person feel discomfort. Thaw - By touch raise an object's temperature to room temperature instantly. LEVEL 2 Fireball - Summon into your hand a semi-solid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water. Snuff - Disrupt an existing non-magical flame. Can extinguish smaller fires and slow the burning of larger ones. Firework - Launch from your fingertips into the air several small smoldering coals that explode in a beautiful display of pyrotechnics and a shower of sparks. Cure - By touch, heat up and dry out an organic but non-living object. LEVEL 3 Torch - Release from your fingertip a 2" jet of intense flame capable of cutting through metal. Searing Grasp - Encloak your hands is an aura of searing flame. Smokescreen - Burn a 7' diameter cloud of clinging smoke and choking ash into the air at a location within your sight. Fire-Axe - Summon to your hand a throwing axe of solid flame. LEVEL 4 Boil - Instantaneously turn up to ten gallons of water into expanding steam. Blazing Meteor - Summon to your hands a flaming stone meteor hammer on a 10 foot iron chain. Upon impact the hammer releases a burst of red hot cinders and ash. Volcanic Champion - Your head and hands burst aflame, as do your weapons. Your footfalls leave the ground behind you super-heated and either fused or smoldering. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Firetrail - Enrobe your feet with liquid fire. Leaves a fire trail along the ground as you walk or run and through the air as you jump or kick. LEVEL 5 Swelter - Rapidly heat the air around a target by 20 degrees per post maintained. Cannot exceed a 60 degrees rise. This heat is dazing and tiring to most. Summon Fire Aspect - Summon a small wildcat with a ruff and tail of fire. Can transform any non-magical fire into a copy of itself. Unchained Heat - Channel your fire magics into any object that is looped, locked, tied or wrapped around you until they burn away, melt or break. Magical items will begin to mend as soon as you are free. Flame Wreath - By quickly spinning 360 degrees you release a ring of fire that spreads out from around you, dissipating after 15'. LEVEL 6 A. Flamethrow - Release from one of your hands or your mouth a jet of fire, reaching out a maximum of 5'. B. Hotfoot - By pointing, super-heat the ground beneath a target. C. Ignite - With a snap of your fingers, ignite a small area of the surface of a target flammable organic object. D. Flamewake - Raise both hands before you to raise up a wall of flames, 5' wide and tall as you are. By thrusting both hands forward you can cause this wall shoot forward along the ground at 35 mph. LEVEL 7 A. Jet - Release explosive bursts of flame from your feet, launching yourself in whatever direction you aim your feet. You may extend this effect to your hands as well for sustained, stable flight. B. Fumarole - Place your hand on the ground to release a powerful burst of fire magic into it. A geyser of boiling steam will erupt from a target patch of ground. C. Combust - Ignite the air around a target. Besides the brief burst of flame, the target has the air sucked from them, leaving them breathless and surrounded by smoke. D. Summon Phoenix - Summon an eagle-sized phoenix of living flame to do your bidding. LEVEL 8 A. Pyroclasm - Throw wide your arms, throw back your head, and cry out to release a massive fire blast the shape and size of your body that hits with the force of a full body tackle. B. Boiler - Super-heat the moisture in an area of air until it flashes to steam, knocking everything around it back. Cannot be used in that area again this encounter unless something replenishes the moisture in the air, such as fog or rain. C. Turbulence- Ignite the air before an attack, either deflecting or stopping it depending on the attack's strength. Must have time to predict the path, making it best used against charging, leaping or projectile attacks. D. Inner Flame - Passive. Your body gains an inner living fire which protects you from heat and fire and grants you an empower effect when exposed to fire not created by your magic. LEVEL 9 A. Enfuego - Passive. Your Firetrail spell can be made to engulf your entire body, leaving flames in your wake wherever you go and throwing off liquid fire with your every movement. B. Pyrosis - Draw the heat from a target, rapidly cooling and possibly freezing it. This heat becomes focused in your palm in the form of a fireball whose size is relative to the heat absorbed this way. C. Pillar of Pyres - Raise your hands to cause a massive pillar of obsidian, 10' tall, topped with flame and etched with glowing red runes, to rise from the ground behind you. This pillar creates random invisible spots of super-dry air that will explosively combust if anything passes through them. These spots appear more frequently the closer one gets to the pillar. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. D.Wildfire - Animate target fire not created by your magic into a creature of living flame, form chosen by you upon learning this spell. The size of the creature depends on the size of the fire. This creature is under your control and does not require maintaining, it will exist until the end of the encounter or until it is extinguished. Fires this creature starts cannot be used to create more creatures. LEVEL 10 A. Pyroclone - Passive. The fire blast created by your Pyroclasm spell remains after impact, gaining solidity and becoming a fiery clone of you that copies your movements. This clone is maintained like a summoning and wields fiery, powerless copies of your items. B. Infernal Realm - The ground within 100' of you upon casting gives off great heat, exhausting those exposed for it too long and causing the air to ripple and distort. C. Cascading Fire - With a snap of your fingers, ignite the air around your fingers in a chain of igniting air, forming a firetrail through the air to a spot you can see, where a large concussive ignition is triggered. Cannot be done in rain or misty air. D. Summon Fire Avatar - Summon a powerful efreet. A tall, muscular, red-skinned man dressed in leathers, with a beard, hair and skeletal wings of flame. Wields a a pair of flaming scimitars and can breath fire.
Water
LEVEL 1 Filter - Wave your hand over up to a gallon of water to remove any minor impurities from it. Cannot undo potions, effect would be unpredictable. Dehydrate - Remove much of the water from non-living organic matter, often making it more flammable. Scour - Generate a thin film of very rapidly moving water over your hand. That film will scour and scrub anything your hand touches. Chill - Rapidly freeze a liquid inside your mouth, turning it into an ice shard. LEVEL 2 Scent - Cause the moisture in the air around you to coalesce, enhancing any odors you encounter. Flow - Allows the user to control and shape up to a gallon of water. Control is limited to sight and guided by hand and arm movements. Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades. Rimeball - Draw water out of the air into the palm of your hand and freeze it into a ball there. You control the density of this ball, from a softball sized snowball to a baseball sized ice ball. LEVEL 3 Diffusion - Passive. By inhaling water, you can break it down inside your body, allowing you to breathe under water. Side-effect is the exhalation of hydrogen. Transmute - Transform up to two cups of water into another non-magical liquid for two posts. Type chosen upon learning, though not all are possible. Can only be done twice a day. Soak - Draw moisture from the air to soak a target in a coat of water. Staunch - Slow the bleeding of a wounded target. LEVEL 4 Freeze - Freeze any water you are currently controlling. Water must be within a yard of you at the time of freezing. Sandbar Trident - Summon to your hand a trident of golden coral and nevermelt ice tips, as tall as the caster. The tips of the trident can be launched, propelled by streams of water. Seabed Champion - Your skin becomes pale and blue-tinted, your hair becomes lank and wet, giving you the appearance of the drowned. You do not need oxygen and your flesh, flowing like water, quickly recovers from any slashing or cutting attack. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Gush - Stomp your foot to cause a spring of water to erupt from the ground in a spot of your choosing with the force of an average strength punch. Lasts for a few seconds, generating several gallons of water. LEVEL 5 Glacial Path - Generate ice beneath your feet as you walk. Can be used to bridge gaps, walk on water or leave a slippery path behind you. This ice path is slightly wider than you are. Summon Water Aspect - Summon a large azure-scaled turtle with a shell of nevermelt ice. It can pull into its shell and launch itself airborne on a jet of water. Fog - Fill the air in a 50' radius around you with a dense stifling fog that obscures view. Riptide - Release a wave of your will to repel liquids from before you, can stop water attacks, part waters or have a repel effect on living beings. LEVEL 6 A. Scald - Raise the temperature of water you are currently controlling to just below boiling. Water must be within a yard of you at the time of heating. B. Ice Wall - A variation of the Glacial Path spell, with a stomp of your foot you generate a patch of ice, slightly wider than you are, over the ground beneath your foot. This patch rapidly and steeply curves upwards before you, forming a 6" thick wall of ice before you. C. Rainfall - Call down water from the atmosphere in a 100' radius around you in the form of clean, refreshing rainfall that will absorb any pollutants from the air. D. Thermostat - Passive. You can control the temperature of the water of your Soak spell on casting, making it very cold or scalding hot. LEVEL 7 A. Flood - Passive. Double the amount of water you can control with a Flow spell. B. Icy Patch - A variation of the Glacial Path spell, with a stomp of your foot you generate a patch of ice, slightly wider than you are, over the ground beneath your foot. This path will quickly extend along the ground, up to 20 ft out, following a path of your choosing. At its end you may have it steeply curve upwards forming a ramp. C. Purify - Create a purified mist in a tight aura around yourself that will osmose any poisons or potions out of yourself or others you touch. D. Rehydrate - Passive. Soak has a greater effect on objects that have had moisture removed from them, like dried or burning wood, pottery, mortar, etc, over-saturating them and altering their consistency and properties. LEVEL 8 A. Acerbize - Lower the pH of any water you are currently controlling to make it more acidic. It now burns organic material and eats at inorganic. Water must be within a yard of you at the time of altering. B. Cold War - Cross your arms over your body to encase yourself in ice, which then shatters and leaves you wearing full body armor of nevermelt ice along with an ice melee weapon, styles and types chosen upon learning. Counts as a summon. C. Aerosol - Transform a liquid into a mist cloud, turning consumable fluids into inhalants and making flammable liquids more volatile. D. Lube - Alter the viscosity of water coating a target, making them and their items extremely slippery. LEVEL 9 A. Alchemize - Transform any water you are controlling water into another non-magical liquid for as long as you are in control of it. Type chosen upon learning but not all liquids are possible. B. Pillar of Winters - Raise your hands and cause a massive pillar of ice, 10' tall and etched with glowing blue runes, to rise from the ground behind you. This pillar calls down a deluge of hailstones that increase in size and intensity the closer one is to the pillar but avoid hitting you. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Delve - While maintained, you can move through mists and clouds as if they were water. D. Torrent - Passive. Your gush spell can create up to three such springs, the force of which are increased to strong, and which can be angled and aimed at the same or different targets. LEVEL 10 A. Summon Water Avatar - Summon a triton, with the pale-blue skinned torso of a man, the emerald scaled tail of a fish, and flowing white hair and beard like seafoam. It wields a golden trident and moves over the ground atop a swell of water that forms beneath him as he goes. Can send 6' tall waves of water along the ground. B. Arctic - Coat the ground and all rooted or grounded objects in a 100' radius around you in a sheath of extremely slippery ice. This ice can freeze to your feet to help you keep your footing. C. Shrouded Realm - Fill the area in a 100' radius around you with a heavy, impenetrable fog in which are suspended hidden pools of super-cooled water that will freeze on contact with those who enter it. D. Deluge - Call down a deluge of water from the sky, soaking everything in a 50' radius of you and flooding the ground with several inches of water.
Earth
LEVEL 1 Allign - Focus on the iron in your body to find magnetic north. Pummel - Transmute your hands into living stone. Sandblast - Release a burst of rough, scouring sand from your hand. Etch - Your index fingertips can carve through stone as if it were lose clay. LEVEL 2 Dirty Trick - With a sharp upwards gesture, cause dirt, dust and soil to fly up off the ground at a target's face. Tread - The earth beneath your feet naturally shifts and shapes itself to give you solid, even footing in all the but most extreme terrain. Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements. Erode - With the touch of one hand, you gradually weaken the strength of stone over the area touched. LEVEL 3 Stoneshot - Stomp a foot on the ground to cause a chunk of stone to erupt into the air before you. By gesturing in a direction while the stone is in midair you can launch it in that direction. (Stone cannot be more than a foot in diameter, shape chosen on learning, must be blunt) Stoneblade - Drive your hand into the ground as if it were water and pull out a sword of stone. Maximum length is 3'. Style up to caster on learning. You can only wield one of these at once. This sword will be reabsorbed into the earth on contact. Tremble - Cause a 4' diameter of ground beneath a target's feet to violently tremble. Obstruct - With a forward stomp of your heel, cause a 1' tall, 3' long ridge of stone to erupt from the earth in a target spot, either unbalancing a person standing on it or tripping someone in motion. LEVEL 4 Nomads Kusarigama - Summon to your hands a single handed scythe of stone and iron, connected to a heavy stone weight by a 6' iron chain. When spun, you can have this chain extend itself link by link up to 20'. Iron Champion - Your skin becomes the color and sheen of bronze and your eyes pupilless silver. Your weight is increased by half but this does not effect your movements. Damage that would be dealt to you by stone or metal weapons is drastically reduced. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Landscape - Transform a patch of ground 4' in diameter into another form of earth, such as soil, stone, scree, mud, or quicksand. Type chosen upon learning. Armor - Clay flows up from the ground around your body and transforms into ceramic armor as hard as iron. The exact form of this armor is chosen upon learning. LEVEL 5 Summon Earth Aspect - Summon an 18" tall armadillo of stone, dirt and sand. Can curl up into a ball and zoom around the ground. The longer it does so, the more and more earth it will pick up, making its ball-form bigger and bigger. Loses this material when it uncurls. Upturn - An advanced form of Tremble, a 5' patch of ground beneath the target shakes so violently that it buckles and cracks, edges of rock erupting up at random. Reforge - Repair a damaged or disabled metal or stone item you own. Takes time and focus, best done out of battle. Plinth - Raise your hands skywards to raise the earth beneath your feet up to 30" in a short column of stone equal in diameter to your width. LEVEL 6 A. Stonewall - Raise your arms to cause a wall of stone 6" thick, 4' long and as tall as you are, to shoot up out of the ground before you. B. Render - While maintained, non-magical, non-living stone can be shaped with your hands like clay. C. Forged Might - Transmute a metal object you are holding into a second skin bonded to your own over your hands and up your arms. The area covered depends on the size of object. This second skin has any magical effects the object did. When spell is dispelled, object returns to normal. D. Sandstorm - Fill the air in a 50' radius around you with an obscuring whirlwind of grating, irritating sand. LEVEL 7 A. Volley - Stomp a foot on the ground to cause three chunks of stone to erupt into the air before you. By gesturing in a direction while the stone is in midair you can launch each of these in that direction in turn. (Need not be the same direction for each stone. Stones cannot be more than a foot in diameter, shape chosen on learning, must be blunt.) B. Terraform - Passive. Your Stoneshot and Volley spells can be transmuted with each casting into crystal (harder, cutting rather than blunt damage), clay (slightly less damaging than stone, splatters on impact and hardens to hinder movement of what it hits), or sand (less damaging that stone, explodes into harsh obscuring cloud on impact). C. Footfall - The earth aids your every step. Your steps leave no footprints a make no sound. The earth pushes you as you jump and run, boosting your leaping power and speed. D. Summon Sandstalker - Raise from the earth a summon of living sand (with jagged pieces of stone where necessary) in the form of a desert-dwelling creature of your choice, is the approximate size of a tiger whatever the species chosen. Species chosen upon learning. LEVEL 8 A. Entrap - Raise your hands and clap them together to cause a dozen 10' tall, 2" thick spires of stone to erupt from the earth encircling a target. B. Mine - Transmute a patch of ground into lutharin crystal. The exact effect depends on the crystal type, chosen upon learning. C. Stone Armory - Passive. Your Stoneblade spell can be used to draw any kind of melee weapon from the earth and allows you to have two of these weapons at once. Weapons cannot be traded or sold to others. D. Mirage Warrior - Summon from the earth an exact copy of yourself formed from sand. It is resistant to cutting damage but unable to deal cutting damage. LEVEL 9 A. Shaft - Part the earth beneath your feet, then quickly reclose it, hiding you safely beneath the ground in an air-filled pocket beneath a foot of whatever type of earth you were standing on. When you end this spell, the earth will again part and the pocket will fill in from the bottom up, ejecting you. B. Pillar of the Earth - Raise your hands and cause a massive pillar of stone, 10' tall, golden runed, and encircled by a spiraling iron ridge, to rise from the ground behind you. This pillar transforms the earth around it into mud, the closer to the pillar, the deeper and muddier it becomes (save for the ground beneath your feet). The pillar begins rotating, drilling into the earth and pulling the mud it has created towards the hole it is making. The closer to the pillar one is, the harder to escape the mud and the faster the mud pulls those caught in it towards the pillar. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Atlas - Call upon the earth and stone from the ground around you to encase you in a massive suit of living stone armor. This suit doubles your size and takes your appearance, complete with over-sized stone replicas of your items and weapons. D. Living Desert - Transform yourself into living sand. You are able to shape your body as you wish while in this form and melee damage, while inflicting pain, does not cause injury. Form only lasts for three of your posts. Can only be used once per encounter. You are vulnerable to water in this form. LEVEL 10 A. Column - By raising your hands, you can raise a column of stone, 4' in diameter, up from the ground in an area of your choice. Can be raised up to 20' tall. Can't be used indoors. Speed depends on weight present on area being raised. B. Summon Earth Avatar - Summon a 12' tall golem of sandstone, marble and clay, veined with iron and crystal. Its head is brutish with a heavy jaw and brow. Its fingers end in claws and it can hurl heavy balls of loose clay. C. Merge - Animate the earth on either side of you into a pair a massive arms, twice your height in length, composed of the surrounding earth. These arms move in concert with your own. D. Arid Realm - Cause the ground in a 100' radius around you to become deep, loose sand, making movement within that area arduous and difficult.
Storm
LEVEL 1 Spark - Release a small arc of your bodily electricity from your fingertip. Its enough to startle and cause brief pain, as well at ignite highly flammable materials. Cleanse - Clear the air around your head, making it clean and clear of pollutants. Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing. Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight. LEVEL 2 Modulate - Manipulate the air coming out of your mouth to alter the sound of your voice. Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear. Deafen - Completely still the air around a target's ears preventing any sound from reaching them. Use will rarely go unnoticed. Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness. LEVEL 3 Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding. Carry - Magnify your voice, from very loud to deafening. Gust - With a thrust of your palm, channel the air into a gust of wind that will push back your target several feet or stop their forward momentum. Overcast - Cause dark clouds to move in and block out the sun in a 100 yard radius. LEVEL 4 Lightning Blast - Create a palm with your hand and vibrate the air in your palm to generate a ball of electricity the size of your fist. Can use air pressure to launch this ball from your hand. If double cast can use two hands together to form more powerful single blast. Mistral Fans - Summon to your hands two bladed fans of silver and blue silk. When swung hard enough, can release a gust effect with a sharp edge that can cut as well as a wooden blade. Thunderous Champion - Your skin and weapons crackle with electricity. Your hair is constantly blown upwards by a spiraling updraft that boosts your jumping ability. Your voice is loud and booming. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Blowback - Create a spiraling whirlwind around one of your hands that will drive the next thing you hit backwards with the force of a hurricane wind, spinning if it becomes airborne. LEVEL 5 Vacuum - Remove the air from a 4' diameter area for a moment. This will leave anyone caught in it breathless and extinguish any flames within. Summon Storm Aspect - Summon a swarm of glowing lightning bugs with electric bites. Updraft - Create an upwards wind that will slow your fall and, if you present enough surface area, allow you to drift or even glide. Temper - Call forth winds from another region, changing the climate in your area to match that region's, be it arctic cold or tropical heat, over time. LEVEL 6 A. Lull - Still the air around yourself or a target, ensuring they make no sound. B. Fleeting Whispers - Transform one of your arms and hands into living, whirling mass of wind in arm shape. This hand and arm can physically interact as normal, but can also be squeezed through any gap that is not airtight. C. Charged Form - Vibrate the air around you rapidly to generate a field of damaging electricity around your entire body. Electricity will channel into any metal touching you and arc to any metal or any person that gets within a foot of you. D. Whirlwind - Bring your arms close to your body and cause air to circle tightly around you faster and faster until it creates a protective tornado that will deflect anything that passes through it. LEVEL 7 A. Screech - Turn your voice into a weapon, repelling those before you back several feet while deafening them. B. Hurricane Strike - Generate a whirlwind around you that will carry you around up to two feet off the ground, spinning you in place at great speed in whatever position you are in while casting it. C. Lightning Bolt - Passive. While using the Overcast spell, you can call down from the sky a bolt of lightning each post. These bolts are powerful but hard to guide. D. Gale Force - With a thrust of both palms, channel the air into a powerful torrent of wind that will hit your target with the force of a charging bull. LEVEL 8 A. Stultify - Inundate a target with freezing arctic wind, deafening thunder and blighting lightning, overwhelming or dulling all their senses. B. Resistance - Magically part the air before you as you move, removing any resistance it would cause and enhancing your speed. This air wake also augments the force of your strikes as if you were wearing armor. C. Chain Lightning - Vibrate the air all around your body so rapidly it generates a large amount of electricity. By pointing at a target you channel this electricity through your body, augmenting it with your body's own, and release it in the form of a lightning bolt from your fingertips. This bolt will jump to a second target if you desire it. Additional targets require more focus and sacrifice of a spell that turn. D. Funnel - Generate a powerful suctioning vortex of wind before you. It will suck up particles, liquids and very light objects from behind you and hurl them before you at high speeds. LEVEL 9 A. Resonance - Amplify and modulate your voice to attune it to the resonance of an animate object or area, causing it to vibrate violently and possibly shatter or fail. B. Plllar of Stillness - Raise your hands and cause a massive pillar of worn stone, 10' tall, surrounded by spiraling winds, and etched with glowing azure runes, to rise from the ground behind you. The closer one gets to the pillar, the greater the air resists movement. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Ball Lightning - Summon to your hand an empty sphere of whirling winds the size of a softball. These winds generate an increasing electrical charge within the sphere. When thrown the sphere will dispel on impact releasing a large, powerful blast of electricity. D. Downburst - Call a vertical column of downwards wind upon a target, driving them down with great force. LEVEL 10 A. Metatron - Your words boom and echo across the land like the voice of a god. It is painfully loud and evokes fear, awe or panic in all that hear it. B. Tempestuous Realm - Create a massive storm of chaotic, whirling wind gusts and eddies, engulfing an area with a 100' radius around your place of casting. While in this radius, everyone can move though the air as if it were water. C. Cataclysm - Passive. While using the Overcast spell, you can call down a barrage of powerful lightning bolts that strike rapidly and at random. Be very careful when doing so. D. Summon Storm Avatar - Summon a ghostly knight, with a body formed of of howling, tightly whirling winds and clad in iron gauntlets, greaves, cuirass, pauldrons and great helm. It carries an electrified longsword and its body parts can move autonomously from the whole.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Appearance - The ananke's most remarkable feature is their skin. It is paper-white and completely hairless. It is also thicker than human skin, giving it a rubbery feel. This thick skin effects their facial features, giving their eyes a sunken look and thickening they jaw, cheeks, brow, and nose. By contrasts their mouths are usually thin almost nonexistent lips. Their average height and muscularity is slightly greater than a human's, with broad chests and amazing lung capacity. Their fingers and toes are faintly webbed. Their irises are larger than a humans, being a cave dwelling race. Naming Conventions - Ananke names consist of a given name and a pack name. Pack are derived from the cave systems they call their home. Common surnames are Redmoss, Blackwater, Skyview, Ironvein, Deeppool, and Lapis. Dutch is used in the EW for the Ananke language, so most Ananke given names should be guided by that. Home- The Ananke originate from the Adraestae Archipelago, small chain of uninhabited islands off the northern coast. While the islands are uninhabited, the vast system of caves beneath it are not. These caves are are almost all at least partially underwater and interconnected by flooded tunnels. Racial Identity - The Ananke are considered by most to be a barbaric race. They live in a eternal state of near civil war, the dozen or so packs that inhabit the Adraestic caves constantly skirmishing with each other over territory. The only thing keeping these clashes from erupting into all out war is the Gelijk, an order of packless judges who arbitrate disputes. Territory is the most important thing in the world to most Ananke. Because of this, Ananke rarely choose to leave their home caves and exile is the ultimate punishment among them. Most of the ananke found inland are there because their were exiled. History - Little is known regarding the history of the Ananke since they so rarely leave their caves and are naturally closed off. Some people believe they were once men, animal fetishists whose worship of the eels so prevalent in the northern coast changes them into what they are. Others believe that is just plain silly. Average Racial Strength - Strong.
Atarin
Appearance - Average size is the same as a human, and they vary in body shape just as widely. Their skin is extremely smooth and slick, in various shades of blue and teal, both light and dark. Their hair is dark green and with thick strands, vaguely resembling seaweed. Their nails come in various shades of coral. Their noses are extremely thin and aristocratic, their nostrils little more than slits. Their eyes are most remarkable, with amoeboid irises that are constantly changing in shape and color. Naming Conventions - Atarin given names tend to features Ms, avoiding harsh gutteral sounds. They lack family names and instead are given a surname according to their social class. Alphatide is the governing body. Betatide are rich merchants. Gammatide is lesser merchants and business owners. Deltatide are the commoners. Parrahtide are the outcasts and untouchables. Home- The heart of the Atarin "empire" (as they like to call it) lays far beneath the sea within the Leviathan Trench, but they are a common sight on dry land. Racial Identity - Pride and Coin. These are the hallmarks of the Atarins. It is said they are an ancient offshoot of the Dryads. And where as the tree dryads are as unchanging and reliable as an oak, the Atarins are as fluid and slippery as seaweed. They value skill and knowledge, and they keep score with gold. They are constantly trying to earn more, to prove their superiority over the other races and themselves, and are rarely above cheating their customers to do it. They tend towards vanity, pride and hubris, but as in any race, this is not universal. Those who refuse to play by these rules usually end up being labeled Parrahtide and treated as fools. Average Racial Strength - Below Average
Demons
There are a variety of demon races in Bakara, though they are rare and their extact origins are for the most part unexplained. They are mostly non-playable as characters. Abyssal - Ironically the rarest of demons, theirs is the image synonymous with demons. They are huge, ram-horned and bat-winged with mix of scaled and furred hide and razor-sharp claws. They are feral creatures that breathe fire and are said to inhabit the deepest darkest caverns of Bakara. Capo - A hulking, muscular demon with hairless tough red skin, entirely black eyes and bulldog-like head bearing a large black conical horn. Extremely strong and tough, can only be permanently killed by destroying its head. Intelligence varies but is usually just below human. Found often in Sylvan working as thugs and enforcers. Carnyss - A devilish demon with tall, slender bodies and sickly gray skin. They have solid crimson eyes and small crimson horns, and are hairless save for the occasional white beard or goatee. Their black, ichor-like blood has magic properties and its said they can shape it and grant it animation. Hostile towards humans, been known to work with Phage vampires in Sylvan. Fenette - Supernaturally beautiful demons who are exclusively and exquisitely female. They are lithe and curvaceous, with excessively soft, pale, and luminous skin. Their hair is fine and silver, framing oval, opaline faces with icy blue eyes. They are most commonly seen wearing flowing, gauzy white silk dresses, but no jewelry, as their touch tarnishes most metals. They are psychic creatures with limited telekinesis and the ability to read, influence and feed off the emotions of others. Its said that the emotions they feed on effect their personalities and can even alter the appearance of them and their dresses. Fyarl - Shambling, slouched demons with dark matted fur, fanged ape-like faces, beady eyes and huge clawed hands. They are vicious, feral creatures that only come out at night and feed on the dead. They have a natural affinity for earth and force magics and are incredibly strong. Skillosh - Fearsome demons that stand 7' tall, even though they are hunchbacked in stature. They have muscular humanoid bodies with concave torsos and serpentine heads, covered in dark green fur and golden markings. Their eyes are slitted and lime colored, their hands and feet are large and webbed. Their concave chest and torso allow them to carry their young in pouch there imperceptibly, giving rise to the myth they can spew small copies of themselves from holes in their torso. The have incredible senses and forked frog-like tongues they use in attacking.
Appearance - Dwarves are an extremely human-like race physically, differentiated mostly by their universally small stature and stout body type. They rarely stand above 4' tall and have thickset bodies that are extremely dense, strong and durable. Their hair comes in every color and usually worn long. Despite common jokes, female dwarves do not resemble the males but are very short, muscular but feminine women. Naming Conventions - Dwarven surnames tend to be compound names born of their family's traditional occupation and notable aspects, the verbal equivalent of a coat-of-arms. Given dwarven names follow the same conventions of dwarven names in any other fantasy world, so look around and extrapolate from there. Home - The Dwarves are not from the Eastern World. Their home borders the old human empire beyond the Scionic Mountains. Dwarves in the eastern world are a rarity, but they do exist. Racial Identity - Industrious and Boisterous. Dwarves are master smiths, miners, machinists, and just about anything that requires an affinity for metal. They are enjoy the simple pleasures in life: drink, food and song, and care little for propriety. Theirs is a life or hard work and hard play. Average Racial Strength - Very Strong.
Appearance - Garr at the largest of the major races of Bakara. Standing on average between 7' to 8' tall. Their skin is gray and extremely tough, for all the world seeming like living stone. Stony spurs jut from their elbows and knees, as well as two pairs of smaller spurs on their chin and brow. Their pair black, thick and pourous, usually worn long. Their facial features are sharp and squarish, with a sense of strength and often nobility, with strong jaws, sharp cheeks, and heavy but not brutish brows. Their hands and feet tend to be slightly larger than those a human of the same size would have. Naming Conventions - Given names, like the garr language, tend to be full of gutteral and harsh sounds, Gs, Ks, Hs, CHs. {Think klingon-ish} Surnames are the tribe or Leen they belong to. Home- Lutharin Mountains. Live in across the range in several tribal settlements. The center of their society is a hidden city where the leaders of the five tribes that compose their Tribal Council meet. Racial Identity - Fierce and Oft-Maligned. The Garr, fairly or not, are often painted as the villians in the eastern world. This is for many reasons. They are no more warlike than the Ananke or Oscarans, but encounters with those races are far rarer thanks to their territorialism and xenophobia. They are also far more dangerous in battle, making a small number of hostile garr a far greater threat. Finally there is their enslavement of the greel which, though over now, lasted for ages and is a stain on the reputation of all garr, regardless of their culpability. What is true of all garr is they are a proud and formible race with a natural talent for combat. Below is a list of the garr tribes and the traits that define them. Groups Chisor-leen - Brotherhood of Knowledge, Tribal leaders. Eghris-leen - Brotherhood of Slaughter, Tribal leaders. Most vicious of all garr. Graw-leen - Brotherhood of Steel, Tribal leaders. Noted for skill at machining. Harn-leen - Brotherhood of Borders. Tend to settle villages near important landmarks as overseers. Jisar-leen - Brotherhood of Unity. A growing tribe composed of those shunned by regular garr society. Kor-leen - Brother-hood of Might, Ttribal leaders. Founded original Warriors guild.
Linhor-leen - Brotherhood of Justice. Known for having a Peacekeeper heavy membership and acting often as a buffer between outside races and their own. Were driven west by the Eghris-leen a decade ago. Logharn-leen - Brotherhood of Journeys. Notably nomadic garr tribe, sister tribe to the Harn-leen. Pgha-leen - Brother of Eternity, Tribal leaders. Noted for affinity for magic. Ryach-leen - Brotherhood of Wealth. Offshoot of the Graw-leen, obsessed with gold and treasure. Believed to have been wiped out after an attempt to take out the Graw-leen and replace them in the tribal counsel. Tok-leen - Brotherhood of Life. One of few tribes who been known to grow crops. Major exporters of Garrish Whiskey and Fire-whiskey. Torga-leen - Brotherhood of Mountains. Noted for a higher than normal percentage of abnormally large members. Average Racial Strength - Very Strong.
Greel
Appearance - Greel are a small race, rarely above 4' tall. Their builds are skinny and gangly, usually slightly stooped. Their skin is pebbly and ranges from tan to greyish green. Their hair is sparse and wiry. Their fingers and toes are long and thin, as are their noses and jaws. Their heads took slightly squashed, their foreheads proportionately shorter and steeper than a human's. Their eyes come in various shades of gold and look too large for their heads. Naming Conventions - Greel have no surnames. Their given names tend to be stretched gutteral sounds like Yeearl or Ghaarj. It is often joked they are named whatever sound their mother made during birth. Home- .The Greel are native to the Lutharin mountains. Racial Identity - The greel race have served as slave for the Garr tribes since time in memoriam. They are typically meek race and easily subjugated by the towering stonemen. Happily the establishment of slavery has become less and less common among the garr over recent centuries, only practices by a handful of tribes today. As a result, more and more greel are born free. Most of the greel found in the five cities are young and freeborn. Still meek, modern greel are generally seen as a silly race, and rightfully so. They ill-educated, easily distracted, emotional and exuberant, they wear their hearts on their sleeves. Average Racial Strength - Weak
Jakari
Appearance - The jakari are the most varied of the major races in appearance. The one constant is that they appear as a bipedal mix of human and cat. However, the type of cat and just how catlike they are greatly varies, from fully human with cat-like ears and tail to erectly walking feline. Naming Conventions - The jakari use only given names, the rare use of a surname is usually an affection of them or their parents to fit into human culture. Both Hawaiian and Japanese are used in the EW for the Jakari language, so most Jakari names should be based on that. Home- The jakari homeland is the Chokosan Forest, east of the southern Lutharin Mountains. and the surrounding areas. Racial Identity - Studious and Eccentric. Jakari culture is as multifaceted as their appearance. A peaceful race by nature, they have repeatedly been the victim of oppression various races. These incursions left their mark on the Jakari tribes and left them fragmented. Different groups picked up different traits from their short-term conquerors which led to a mishmash of cultural habits that tend to come off as just plain odd and flighty to most other races. The more bestial jakari tend to be forest dwellers, living in loose tribes in the Chakosa as their ancestors did. The more human-looking Jakari live in Yugeis, a hidden, closed-off conclave devoted to learning and artisans, rumored to rival any city of man in technology, though this is unconfirmed as its location is a jealously guarded secret.The traits that unite them is a natural curiosity and thirst for knowledge, which is why they can be found in the cities of man with some regularity. Average Racial Strength - Average
Appearance - Human. Skin has slightly olive complexion. Almost universally muscular. Hair is always at least partially shaved and is died as often as not. Natural life span is 90, but nadrask stay in their physical and mental prime well into their old age. All Nadrask bear a trio of identical tattoos on their wrists and throat which are unique to the individual. See below for details. Naming Conventions - Given'Surname. Name usually include a noun which is used as their nickname (Helgrin'Dal = Grind, Mesmira'Jeth = Miraj, Morath'Gul = Rath). The most common surnames among the Nadrask are: 'Brom, 'Crut, 'Dal, 'Ghor, 'Gul, 'Ikar, 'Ist, 'Jev, 'Kael, 'Kir, 'Mal, 'Mar, 'Pyl, 'Romov, 'Shal, 'Tor, 'Trath, 'Vex, 'Yar, and 'Yeth. Home- The Nadrasks are spread across Bakara, but their true home is the small island of Nadra several miles off the northern coast. This island contains four small towns at the cardinal compass points with a village of elders at the center. Do to a massive coral reef encircling Nadra, those that wish to reach the island can only do so by docking at a vast wooden pier that rings the island a half mile out and then being ferried inland by a Nadrask barge. Racial Identity - The Nadrasks are a society of mercenaries. After the migration dozens of families and troops of criminals and muscles for hire from across the western and eastern world came together, forming a society that, as they interbred and their belief systems intermingled, became a race. Nadrasks serve as sellswords, assassins, arsonists, thieves, pirates, slavers, fleshpeddlers, and extortionists. Beliefs - The religion of the Nadrasks is cobbled together from the beliefs of the many families that came together to form them. Twelve is the number of power among the Nadrasks. When Nadrask children are infants, they are taken to the center of the island where the twelve eldest Nadrasks live alongside their personal retinues. It is then in a secret magical ritual that they are given their tattoos, known as Gatahara, which all are associated with one of the twelve signs of the Nadrask zodiac. It is said these tattoos are the marks by which their gods will know them and through which the gods will strike them down should they displease the elders. The Elders preach that is a nadrask proves himself worthy in life he can ascend and become a member of the pantheon upon his death, as it said happened with the gods Magni and Pelhor. For more details on the Nadrask Gods and Zodiac, see Appendixes. Groups
'Dal - Family focused mostly on seafearing. Pirates and traders.
'Jev - Family focused mostly on entertaining. Dancers, grifters, escorts, conmen.
'Gul - Family focused mostly on violence. Enforcers, thugs, assassins.
'Yeth - Family focused mostly on knowledge. Scholars, extortionists, spies. Average Racial Strength - Strong
Oscarans
Appearance - Almost human in appearance. Average height is 6'6". Their builds are skinny and lanky but deceptively strong. Their skin is bronze and their hair jet black. Their eyes are larger than a normal humans, with very large black irises. Almost all male Oscarans heads are completely bald save for a very long braided black ponytail at the base of their skull, usually worn to the mid-back or waist. Naming Conventions - Spanish is used in the EW for the Oscaran language, so most Oscaran names, but given and surname, should be guided by that. Home- The Oscarans homeland is the northeastern Alogean Mountains, making their homes by carving out caves in cliff-faces and connecting them by walkways and ladders. Racial Identity - The Oscarans are a barbaric race with a complex system of racial honor that glorifies combat. Most prevalent aspect of this racial honor is extreme xenophobia. Nonoscarans are considered lesser beings not to be trusted any only fraternized with when you need something from them. At the age of 13 oscaran males have their heads ritually shaved save for their ponytail and their scalp treated with a scorpion venom that prevents it from ever growing back. Afterwards they are presented with their Scaros, a bhalla-like dagger with their family crest on the guard and their shaven hair wrapped around the hilt, which they will carry with them at all times from then on and which is the only weapon allowed in their ritual combat. The most serious crimes among the oscarans, such as the murder of their own kind outside of combat and interbreeding with other species, are punished by ritual shunning, where they pretend the offenders and their family simply no longer exist. Average Racial Strength - Very Strong
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Submitting and Organizing
All starting characters in the EW must be posted on the EW Character Profile Thread. This thread is for the posting of a characters for submission and the posting of approval/required changes by/from World Mods. Minor discussion of said changes can be posted there, but we suggest that back and forth be kept to PMs so not to clutter the thread.
You can have multiple characters.
We ask you put links to the profiles of your active characters in your signature, for easy reference. If the EW is as successful as last time and people end up with enough characters thats clear links to them all would clutter your signature, you can instead create a post on the Profile Thread with links to all your chars on it and link to THAT post in your signature.
All characters start with 200 gold and a handful of items, weapons and/or skills. They can choose from a variety of ones already created or come up with their own, pending approval.
Character are allowed to start with any number of mundane personal effects and apparel so long as they are do not much effect their power level. A couple of mundane weapons rarely effect power level either. (Such as a machinist flint, jewelry, a compass)
To try and help with a more even starting power level, we have created dozens of Leveled Starting Skills. These are traits/skills/spells that can be leveled up as you go, either by questing, learning spells, battling, thieving, etc...
If you use a leveled starting skill, you can start with that and up to two other minor skills (such as Tinkering or natural high charisma) and/or devices/items with minor powers (like a ruby imbued sword or an amulet that acts as a flashlight).
If you do not use a leveled starting skills, the allowed power levels of your other starting skills/devices/items can be higher and mostly up to World Mod Judgment. Again, these can be from pre-existing ones covered in this guide or your own creations (so long as they fit into the flavor of the world).
Drawbacks can be used to allow more powerful starting skills/items, but is not encouraged as it makes balancing even more difficult.
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Running Start
After much discussion, it has been decided that, to allow new characters to get right into doing what they want with their character and not having their first experience being running the cities to shops, you may have your character have purchased regularly available items from shops before they start. You simply add the items to your profile and reduce your starting gold by their cost.
This same goes for guild and society membership. You can start having already joined them, just deduct the 25 gold joining fee.
There are many races in the EW, with their own strength and weakness. Most all of them are playable, but some, like Garr, Ogofta and certain types of Demons, have innate characteristics that make them naturally stronger than others. While not unusable, we ask you to consider possible drawbacks or lack of abilities/items to balance out this racial power disparity. Some races, like the Shavir, some demons and most vampires, are just not allowed.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
EPICRIN - City of Progress, The Crossroads Overview: The first city created after the migration and has prospered from its centralized location and access to all the resources surrounding it. It is the largest of the five major cities and probably the most diverse. This centrality has made it the natural home of the Peacekeeper's Guild and the prosperity attracted the Machinists Guild. Location: Between the Western Plains and the Sekoran Forest, just north of the Great Road. Notable Events: Notable Locations:
ELEXIA - City of Commerce, The Port City Overview: Elexia was the second city created by man after the migration, and as the biggest port on Bakara it is also the center of man's economic world. As such, it is also the center of man's criminal world, seething to its core with corruption. It is of course home to the Thieves' Guild and the center of Church of the Unfailing Light since its inception. Location - On the eastern coast south of the Sekoran Forest, the terminus point of The Great Road. Notable Events: Notable Locations:
GREEVAN - City of Knowledge, The Forest City Overview: Greevan is the oldest of the five cities, having been home to the elves for long long before the migration. It is the repository for most ancient of knowledge among the races of the east, much of which has been hidden away so well not even the elves know its there. This wealth of knowledge makes it the natural home of the Mages' Society and its location makes it ideal for the Sentinel's Society. Location: Within the Greevan Forest, far south of The Great Road, far west of the Lutharin Mountains. Notable Events: Notable Locations:
SYLVAN - City of Culture, City of Night Overview: Sylvan has not always been located in the east. It was originally a city nestled in the Scionic Mountains, on the outskirts of the empire man had abandoned in the migration. Then one day decades ago it suddenly appeared in the East, magically transplanted. Only the noble families of Sylvan know why and how, and they aren't talking. What is known is that this very cultured and aristocratic city is that the cities human inhabitants live side by side with vampires and various species of demons. This is made possible by a enchantment placed over the entire city and surrounding area that makes it eternally night. The Bards Guild is now based out of Sylvan, and the Church of the Unblinking Eye is located closely beyond its walls. Location: Directly but distantly south of Epicrin, between the Greevan Forest and the Lutharin Mountains. Notable Events: Notable Locations:
ASH - City of Steel, City of Might Overview: The smallest of the five cities, Ash began as one of many Kindir villages, but grew thanks to their relative openness to other races, mastery of weapons and smithing, and most importantly, the relocation to Ash of the Warrior's Society headquarters.
Location: In the Alogean Mountains, far north of Epicrin. Notable Events: Notable Locations:
SMALLER TOWNS & ENCAMPMENTS OLDMOOR - A small shantytown of thieves and mercenaries located in the marshlands of the Sekoran coast built around a run down old dock system.
MY'KURR - A tropical island off the coast of Elexia. It is bit of a vacation spot for the wealthy but almost as crime-ridden as Elexia. Consists of a large central resort and a couple nameless coastal villages.
NADRA - The home island of the dozen Nadrask mercenary families and the Nadrask elders. Located off the northern coast, it is surrounded by a massive coral reef that means it can only be reached by mooring your ship at a the floating docks that ring the island and being ferried inland by barge. Nadra contains four small villages with an even smaller encampment at the center.
VINTERHEIM - An enclave of human artisans called the Aesinians living in the tundra north of the Alogean Mountains. It is a small town walled by unmelting ice.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
For each of the five major cities, there will be a stickied "City Paper" thread. These papers contain open bounties, quest announcements, job openings, storyline threads, and assorted flavorful tidbits. These threads are not to be posted on except by whoever is in charge of that city.
If you want something in the paper, send a private message to the appropriate World Moderator.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Loot is, of course, the common way of rewarding people for any encounter, and can often be found on bounties and random encounters. this section, however, is mostly concentrated on Quest Loot and how it is done.
If a quest is being run by a anyone other than a World Moderator, their Loot, like their story, must be approved by a WM ahead of time.
Though it is not the only possibility, the most common form of distributing loot among quest participants is the Loot Point system. At the end of each quest, the Quest maker will give each member the same number of Loot Points. They will then list the quest's loot, each object having a LP cost, as well as the how much gold any left over LPs are worth each. These items maybe be limited in total number, or number per character, but often contain items limited by neither.
The order in which these items may be obtained using loot points in a quest is up to the Quest maker, whatever system they employ must be listed prior to or along with the Loot list. First come first serve is often employed to ensure there is no favoritism and looting proceeds quickly. When first come first serve is used, it is advised you be considerate of those who loot last. Personalized loot has been known to occur with that person getting dibs on it, but if it does happen, a similar personalized loot item should be made for all other quest members as well.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
MODIFIERS
Armor and weapons in the EW are made from a variety materials, both mundane and unusual. These materials all have a "modifier" number.
Material Modifiers in the EW determine three things. Cost - The cost of most mundane armor and weapons in shops in the EW is determined by multiplying the item's base cost by the modifier of the offered material you want it made from. Enchantability - The stress put on objects by the magics involved in enchanting can be more than objects can take. An object cannot be given a number of enchantments greater than its modifier number. This does not apply to abilities already on an item when looted or started with. Durability - When in battle the durability of your equipment matters. The higher the modifier of your weapon is versus the armor or weapon of your opponent, the greater chance you have to damage them. Whenever you land a particular solid blow against am item with an inferior modifier, the WM in charge of the event or area will determine if you damaged it. The odds are approximately 10%x modifier difference. IMPORTANT - When an item you own is damaged, one of two things happened, depending on the item. If it is a mundane item lacking any magical attributes (either added or innate to the material), it is just plain broken and will have to be reforged/replaced. If the item has any magical attributes, when it is damaged it is simply rendered useless for awhile. It will slowly mend itself and be fixed either at the end of the encounter or mid-encounter should the encounter be very long. Certain skills and abilities do exist to help speed up this mending process. Note, this does not apply to items that are activated by breaking them or abilities that require the sacrifice of an item.
Darkwood - One of the rarest of materials, when carved into an item, Darkwood will generate a magical effect of random art-allignment. This power flows into item being carved following the intent of the carver, rending the scraps powerless and also meaning the power of the ability, while semi-random, is somewhat determined by the size of the block it was carved from.
Dragonbone - A very rare and extremely hard material, its innate fire magics alter enchantments put on it in a fiery way.
Mendwood - A wood found sparingly in the Sekoran Forest, items made from this material mend themselves at an accelerated rate.
Nevermelt Ice - A rare substance found in the far north, this ice cannot be melted or even heated, being completely immune to fire. This and its hardness make it notoriously hard to smith, requiring patience, a very high modifier hammer and a lot of brute strength.
Scionic Amber - Another of the rarest of materials, Scionic Amber comes from the distant Scionic Mountains and has the innate ability to enhance any magics placed upon it, either by sheer amplification or by expansion.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Carving
Carving is the art of using tools to shape wood and similar materials. Carving can have unique effects on certain magical materials.
Enchanting
Enchanting is the art of permanently binding self sustaining magics to an object. Gunsmithing
Gunsmithing is the art of maintaining, repairing and installing augments to firearms as well as manufacturing ammunition for them.
Herbalism Herbalism is the art of creating natural herbal concoctions with long lasting effects.
Potioning
Potioning is the art of creating one-shot effects in the form of precisely crafted magical fluids.
Smithing
Smithing is the art of forging alloys and items out of metals, both ore and refined.
Tinkerer Tinkering is the art of maintaining, repairing and installing augments to nonfirearm machinery as well as how to disrupt the working of most machinery.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Lutharin Crystal Dust - Particles left over from the mining of Lutharin charged crystals. Can also be gotten by scraping or crushing one such crystal (both ways inevitably damaging the crystal beyond use.) Can be imbued to items or be used as an ingredient in enchantments or potioning, adding the element they are charged with.
Pygmy Root - A very rare plant. When fed to an animal will prevent it from growing any larger while stile allowing it to mature and gain characteristics, just at a smaller scale. When used in potioning or herbalism it acts as an agent of growth and size.
NADRASK GODS
The gods of the Nadrask are actually a collection of ghosts, spirits and entities which the families that originally composed the Nadrasks brought with them. Most Nadrasks believe in them but only give lip service to them, having no real reverence but not wanting to incur their wrath. Each of the Gods is associated with a symbol of the Nadrask zodiac and as each year is associated with a zodiac sign so is it with a god. Whichever god is in ascension for a given year, it is said to be good fortune for the families that originally brought that god into the pantheon. There were originally twelve gods, but two more have joined the pantheon since then, forme Nadrasks who achieved such greatness in their lives they ascended upon death. One of the original gods has also been slain, leaving the number at unlucky thirteen.
Amaguq - Also known as The Old Wolf or The Trickster, Amaguq is the Nadrask god of Wisdom and Mischief, as in their view one inevitably leads to the other. He is depicted as a grinning grey wolf that speaks and sometimes walks as a man. His sigil the grinning dog or the five clawed hand. His sign is, obviously, the sign of the Wolf. He was the patron spirit of a clan of rogue scholars and treasure hunters known as the Yethists, whose descendants are the modern 'Yeth and 'Ist families. Hadur - Also known as The Black Flame or The Cloven Fist, Hadur is the Nadrask god of War and Fire. He is most importantly chieftain among the gods and it is said no matter what year the cycle of the zodiac is in, the demon is always in ascendance. He is a demon god, depicted as large and horned, ringed in flames. His sigil is the flaming ram's head or the horn-pierced heart. His is, again obviously, the sign of the Demon. He, along with the god Modi who is often consideed his "son", was the patron god of a largest of the original nadrask clans, a tribe of pirates and pillagers from a distant land across the sea. Their descendants make up the 'Dal and 'Yar families today. It is said that Hadur "adopted" the god Magni as his own upon his ascension to the pantheon. Hel - Also known as The Crone or The Siren, Hel is the Nadrask goddess of Death and Guardian of the Gods. Hers is the duty of judging whether a soul is worthy of the ultimate honor, joining the pantheon upon their death. She is depicted as a hag, gaunt and grey-skinned, dressed in rags with a spiked chain about her waist. Her sigil is the fanged noose or the fanged gate. Her zodiac sign is that of the Snake. She is part of a trinity of gods, along with her "father" Zirnitra and "brother" Marot, belonging to a cabal of dark magi and warriors known as the Ebonhaus. The 'Ghor and 'Mar families descend from her the cabal's leaders, who worshiped her above the others. Issatoq - Also known as The Allseeing or the The Watching Shadow, Issatoq is the Nadrask god of Judgment. Genderless, Issatoq is depicted as being nothing but a large disembodied eye with a fluxing purple iris. It is said Issatoq observes all the deeds and transgressions of the Nadrask and reports those who wrong the gods to its "brother" Tyr Its sigil is an eye with a skull-shaped iris or black scales. The sign of the Heretic is Issatoq's. It and Tyr were the ancestral patrons of a clan that claimed to bounty hunters and lawmen but were in truth paid assassins who served as judge and executor for those their were paid to find guilty. The ''Brom and 'Crut families are descended from them. Magni - Also known as The Titan, The Usurper, or The Unchained, Magni is the Nadrask god of Might. He is depicted as huge, almost grotesquely muscular warrior whose face is covered by a perfectly smooth, eyeless mask of steel. His sigils are the armored fist or the broken skull. His sign is that of the Hammer. Magni is one of the two Nadrask gods who were actually Nadrasks in life and whose spirit ascended to the pantheon upon his death. He was the fiercest of all Nadrask warriors and head of the 'Mal family, and earned his place after defeating the champions of all twelve of the gods in a single day. It is said that he fell upon his own blade immediately after, impatient to ascend. When the god Jalhar protested his ascension, disdainful of the whole idea and acccusing Magni of cheating against his champion, it is said that Magni smote Jalharon the spot. There has arisen over the centuries a group of unusually devout Nadrasks that worship Magni alone, forsaking the other gods. The destruction of the Cult of Magni is one of the Elders top priorities. Marot - Also known as The Lurker or The Nightmare King, Marot is the Nadrask god of Night and Dreams. It is said he stalks the mind of the Nadrask, learning their fears and haunting their dreams. He is depicted as thin shadowy figure in ragged leather armor, often with the face of a jackal. His sigils are the closed eye or the black wing and his sign is that of The Gull. He, along with his "sister" Hel and "father" Zirnitra were a trinity worshipped by the cabal of dark magi and warriors known as the Ebonhaus. His were the warriors, whose descendants became the 'Mal and 'Gul families. Modi - Also known as The Fury or The Bloodgrim, Modi is the Nadrask god of Fury and Vengeance. He is depicted as a towering armored man with clawed hands and twine blades across his back, all drenched with blood. His sigils are the flaming sword or the impale skull. Along with his "father" Hadur he was one of the patron gods of a large tribe of foreign pirate and pillagers. He took half their number for himself and they would eventually become the 'Trath and 'Pyl families. He is the "adopted brother" of the ascended god Magni. Nujali - Also known as The Wood Queen or She Of The Claw, Nujali is the Nadrask goddess of the Hunt and the Wild, and as such to a lesser degree, Life and Nature. She is described as a pale, athletic woman of unaging beauty, dressed in the hides of countless strange creatures. Her sigils are the vine-wrapped arrow and the split tree. Her sign is of course the Hunter. She was the patron goddess of a band of trackers for hire that would become the 'Tor and 'Romov families. Pelhor - Also known as The Glutton or The Golden Lord, Pelhor is the Nadrask god of Fortune and Desire (making him sadly the closest they have to a god of love). He is depicted as a large, obese man dressed in robes of pure gold. His sigils are a a grinning face upon a coin or the heart overlaid with crossed daggers. He took up the sign of The Mouth upon his ascension, which had been left empty upon the smiting of Jalharon by Magni. He is one of two Nadrask gods that were once Nadrasks and ascended to the pantheon upon their death. He was once the wealthiest Nadrask in history, head of the 'Ist family. He was ascended as the an embodiment of the Nadrask goals and for his devoutness to the gods. Sin - Also known as The Puppeteer or Mistbeard, Sin is the Nadrask god of The Moon and The Sea. He is the schemer and known for manipulating man and other gods alike. He is depicted as a ghostly, wraithlike man cloaked in mists with eyes like gleaming silver coins. His sigils are the eclipsed sun or the cloud-obscured moon. His sign is, of course, the moon. He and his "brother" god Svarog were the patron gods of The Crimson Ring, a band of traveling performers known for looting towns when they were done performing there and forcibly "recruiting" members. His were the barkers and performers who dazzled the crowd nightly before robbing them blind, and they became the 'Jev and 'Vex families. Svarog - Also known as Lord Iron or Flamebeard, Svarog is the Nadrask god of The Sun, The Forge, and Creation. He is depicted as large, muscular man with a crimson beard and a body made as much out of gold as it is of flesh. His sigils are the blazing anzil or the rising run. Strangely, his dogged determination has affiliated him with the sign of The Shark. He and his "brother" god Sin were the patron gods of The Crimson Ring, a band of traveling performers known for looting towns when they were done performing there and forcibly "recruiting" members. His were drivers, workers and nonperforming members of this group who set up and broke down for their show, and they became the 'Ikar and 'Kael families. Tyr - Also known as The Fell Hand or the Reaper, Tyr is the Nadrask god of Punishment. He is depicted as a tattooed giant with a thousand hands, each of which holds in its palm the heart of a Nadrask. It is said that if a Nadrask too seriously displeases the gods, Issatoq will tell Tyr and Tyr will tighten his hand, crushing that Nadrask's heart and killing him where he stands. His sigils are the hand holding a skull or the broken heart. He is the only god unaffiliated with a specific sign of the Zodiac, as he wears them all upon his skin. Along with Issatoq he was a god of a band of corrupt lawmen turned assassins that became the 'Brom and 'Crut families. Zirnitra - Also known as The Elder Wyrm or Ebonscale, Zirnitra is the Nadrask god of Sorcery and the Sky. He is depicted as a serpentine black dragon and known for his cruelty. His sigil is the lightning bolt, either erupting from a tome or spiraling down. His is the sign of the Torsyr. He is the "father" of a trinity of entities once worshiped by a cabal of dark magic and warriors known as Ebonhaus, favored by the mages who would eventually become the 'Shal and 'Kir families.
NADRASK ZODIAC
The Bladesman - Sometimes more simply The Blade. This is the symbol of skill among the Nadrask. It is often uses as a sigil of elite nadrask enforcers and sellswords. All blade or cross gatahara are associated with this sign. The Demon - The Nadrask symbol of power and ruthlessness as well as long life and experience. As sure demon skins are status symbols among them and along with the symbol itself are often worn by heads of households. Horned gatahara spring from this symbol. The Gull - Symbols of misfortune, the Nadrask see gulls as harbingers of storms both literal and figurative. Often used as a warning this sign is often the sigil of Nadrask saboteurs. All bird gatahara come from the gull. The Hammer - Might incarnate, The Hammer is the symbol of the unyielding, the unstoppable. Brute force incarnate. It is taken as the sigil by countless nadrask enforcers and thugs. Hammer gataharas also include fists and other blunt implements. The Heretic - Amongst the Nadrask, religion is seem in three ways. It is to be feared, to be exploited, or to be paid lip service to in hopes of ascension upon death. No matter what, amongst the Nadrask, the Heretic can only be considered a fool. It is the mark of the doomed, but also blind courage. No group willingly takes with emblem as their own, and those unlucky enough to be given a circular gatahara can link it back to this. The Hunter -To the Nadrask, The Hunter is the symbol of the methodical, the practical, and the watchful. Amongst a society of mercenaries actual hunters are a rare thing, but it instead usually infers the hunting of information, used by spies, brokers, extortionists and blackmailers. Information can be more valuable than any dead beast amongst the Nadrask. Arrow gatahara are are emblems of the hunter. The Moon - Control. That is the very core of moon mythology amongst the Nadrask. Living on an island, especially one ringed by coral, the tides are very important to them. Often feared or despised by the independent nadrask, the moon is the sigil of the least respected profession amongst them, the slavers. Always depicted in its crescent form, all celestial gatahara are associated with The Moon. The Mouth - The most ancient and mysterious sign in the zodiac, its exact origin and original meaning are unknown. Now it is the symbol of desire, greed and madness, as well as emotion and ambition. It is used by burglars and brothelworkers. The Shark - Determination is the heart of the shark emblem. Keep moving, keep swimming, keep eating. As such it is adopted by nadrask professions that encompass their whole lives, such as soldiers and, most commonly, pirates. Any fish, fin or wave gatahara denote this symbol. The Snake - As it does in the Nadra underbrush, in the zodiac the snake means death. Poison, stealth, coldheartedness, all are associated with the emblem of the snake and as such it is universally the sigil of Nadrask assassins. Any serpent or fang gatahara are associated with this sign. The Torsyr - A large and dangerous lizard native to Nadra, the Torsyr mimics human speech to lure the unaware into its jaws, it often represented by runic knots. It is associated with deception and mystery. It is used as a totem for thieves and highwaymen as well as the Nadrask Elders. Runic gatahara stem from this. The Wolf - A venerable symbol of wisdom and cunning. This emblem is not taken but given to Nadrask mercenaries as a mark of respect. It is the origin of gatahara related to dogs or claws.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Luthiarn crystals are a variety of naturally occurring gemstones that carry an innate magical charge aligned with one of the 12 arts. They and their dust can be used in potions and enchanting. They are often used by machinists as power sources for their devices.
If their charge is not being used by an enchantment or device, you can use it, once per encounter, to prism one of your spells into a spell of similar effect but using the art the crystal is aligned with. (May not work for certain spell-art combinations.)
Light - Diamond Dark - Onyx Fire - Ruby Water - Sapphire Earth - Garnet Storm - Topaz Mind - Amethyst Body - Bloodstone Plant - Emerald Beastial - Tigereye Force - Agate Spirit - Jasper
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
BEGINNING / FAQ Below are general details regarding the world, for more specific information, see the other sections of the guide.
What Is Epic World?
Epic World is a forum-based freeform RPG. It originally started back in the early 2000s on MTGNews and lasted for some time. Unfortunately real life and burnout became issues and it died out. Attempts have been made multiple times since then to restart in on MTGSalvation, but they didn't really get off the ground. The reason we have hope that this attempt will fare far better is because it was started and is being headed by the poster to was arguably the primary world creator, and the most prolific of its content generators/storywriters. That would be me. Volrath's Bane.
What is the Flavor?
Epic World is a swords and sorcery RPG, set along the eastern coast of a land called Bakara. Technology exists, but in its early stages, often using magically charged crystals as sources of heat or electricity. There are many many races and five very distinct cities.
How Open Is This World?
Everyday action primarily takes place in and around five large cities. There are at least a dozen locations in each city that are mostly open to visitors. World Mods run the NPCs and locations. Exploration is primarily done through quests and bounty hunting, though exploring expeditions can be planned. Group expeditions are encouraged as individual exploration into unestablished locations is taxing on the World Mods and we rather take care of multiple people at once.
How Do Stats Work?
We do not use stats. The closest we have is strength levels, which is needed for shorthand. Most effects simply give real world examples or speeds to get across their power. Chance of success (when it is in question) is determined by whoever is running the encounter or in charge of the area where it is taking place. We rely heavily on the honor system for not power-gaming and are pretty successful because we are all just here to have fun.
How Do I Get Started?
You post a character on the character approval thread. A profile rhubric is available in the Character Creation section of this guide. As what a starting character can start with.
How do Quests/Bounties/Expeditions Work?
Quests and Expeditions are usually run by World Mods, but can be planned out and started by anyone. WM run quests and expeditions will be announced in the City Papers. Non-WM quest/expedition announcements can be posted in a stickied community bulletin board thread.
Bounties are exclusively mod run and announced in the city papers, though some exclusive bounties are available to Peacekeepers at their guildhouse.
When Will This Be Up and Running?
My current goal is early November. If that changes, I will post it here.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
]DUALMAGERY - By interweaving two level one spells of different arts, you are able to create a new more powerful dual art spell which will grow in power as you expand your knowledge of both arts.
>Levels vary completely according to spells used. To reach each level you must know a spell of that level in both arts.
TASKMAGERY - A vast and varied school of study, by learning as many spells across multiple arts as possible, you gain a deeper understanding and mastery of the true nature of magic.
> Your Taskmagery level is determined by the total number of spells you know around all arts. Multiple spells of the same art and level do not count. Lvl 1. So long as you know any level 1 spell, you can extrapolate your magical knowedge from that and skip other level 1 spells. Required Score: 3 Lvl 2. Required Score: 18 Lvl 3. Your base spell cost is reduced by 5. Required Score: 36 Lvl 4. Upon reaching this level you may choose two spells you know and learn to combine them into a new spell. This does not remove your ability to use the component spells. Required Score: 60 Lvl 5. You can cast an additional spell each post as long as no two spells cast that turn are of the same art. Required Score: 90 Lvl 6. Spellshop owners will grant you access to rare or guild-only spells not available to the general public. Required Score: 126 Lvl 7. Three times per encounter you can apply your wide knowledge of magic to alter one of your spells into another spell of the same art and level but of a different branch. Does not work for passive spells. Required Score: 168[ Lvl 8. Your base spell cost is reduced by an additional 5. Required Score: 216 Lvl 9. Required Score: 270 Lvl 10. You get a custom spell of any level and art or combination of arts. Required Score: 330
SPELLFORGING - The art of forging physical items out of raw magic, sacrificing your ability to cast a spell to turn it into an item. Cannot be done twice with the same spell. Lvl 1. Apparel Lvl 2. Item Augmenting Crystal Lvl 3. Armor Piece Lvl 4. Small Pet Lvl 5. Weapon Lvl 6. Gadget/Tool Lvl 7. Armor Set Lvl 8. Greater Weapon Lvl 9. Greater Pet Lvl 10. Magical Squire
BATTLE RELATED
HEAVY HITTER- Subtly is for the weak. Your way is to wade into battle and start swinging. Train in this specialty and you will become a true juggernaut. Equally handy for armed or unarmed fighting types. Lvl 1. Your balance and musculature grow and adapt, especially in your legs. You cannot be knocked or driven back except by extreme force. Required Battle Posts: 25 Lvl 2. Your skin calluses and weathers, becoming tougher and more resistant to slashes and stabs. Required Battle Posts: 5 Lvl 3. Your natural base strength increases by a level. Required Battle Posts: 90 Lvl 4. Your first strike each battle has an additional increased strength of one and an intimidate effect.
]Required Battle Posts: 130 Lvl 5. Your body has further adapt to punishment, reducing the effect of blunt damage and teaching you to block out pain. Required Battle Posts: 175 Lvl 6. Your are able to shrug off nonphysical aspects to attacks, making purely magical projectiles ineffective and even possible to swat away/back and preventing magics that would directly effect your body from taking hold. Required Battle Posts: 225 Lvl 7. Your natural base strength increases by another level. Required Battle Posts: 80 Lvl 8. Your melee experience and strength allow you to expertly wield two handed weapons singlehandedly and increase the effective modifier of your weapons by one upon striking. Required Battle Posts: 340 Lvl 9. Required Battle Posts: 405 Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style. Required Battle Posts: 475
MAN-AT-ARMS - Yours is the way of steel. You devote your life to perfecting the use of weapon type of your choice and are unstoppable with one in your hand. Favored by duelists, swordsmen and anyone with a strong affection for a certain weapon type. Lvl 1. Your are able to put on a brief display of skill with your weapon of choice which as an Initimidate effect. Required Battle Posts: 25 Lvl 2. You have an empower effect when attacking with the weapon type of your choice. Required Battle Posts: 55
Lvl 3. Required Battle Posts: 90 Lvl 4. Required Battle Posts: 130 Lvl 5. Required Battle Posts: 175 Lvl 6. Your able to use a disarming attack with your weapon of choice on an armed foe with 75% accuracy. This effect does not work if the weapon has an effect that prevents loss of grip or they also know a disarm technique. Required Battle Posts: 225 Lvl 7. Required Battle Posts: 280 Lvl 8. Required Battle Posts: 340 Lvl 9. Required Battle Posts: 405 Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style. Required Battle Posts: 475
LIVING WEAPON - You reject the need for steel and iron. You rely on your hands and feet to deal out punishment. A handy school of training for boxers, brawlers, street fighters and martial artists. Lvl 1. Required Battle Posts: 25 Lvl 2. You gain an empower attack when attacking unarmed. Required Battle Posts: 55 Lvl 3. A combination of calluses and/or precision you become as capable of blocking and deflecting weapons with your hands unharmed as you would be with a weapon. Required Battle Posts: 90 Lvl 4. Required Battle Posts: 130 Lvl 5. Required Battle Posts: 175 Lvl 6. Required Battle Posts: 225 Lvl 7. Required Battle Posts: 280 Lvl 8. Required Battle Posts: 340 Lvl 9. Required Battle Posts: 405 Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style. Required Battle Posts: 475
UNTOUCHABLE - Hit and move, hit and move, this is the way the untouchable warrior. Never give them a chance to hit you. Keep moving, dazzle them, fool them, then move in quick and catch them unprepared. Equally handy for armed and unarmed fighters. Lvl 1. Your physical control is heightened, preventing you from ever losing your balance in all but the most extreme of situations. Required Battle Posts: 25 Lvl 2. If you should fall, you land on your feet, and if that isn't possible, you immediately roll to your feet. Required Battle Posts: 55 Lvl 3. Your learn to step lightly and quickly, your footfalls making no noise.Required Battle Posts: 90 Lvl 4. You learn you to bob and sway, feint and juke outside of range in a dance that can mesmerize and daze your opponent. This effect weakens over time. Required Battle Posts: 130 Lvl 5. You learn to move with your opponents blows, lessening the force of their impact and effectively reducing their strength by a level. Required Battle Posts: 175 Lvl 6. Your acrobatic ability and light steps allows you to perform short wall runs, both horizontally and vertically, or run on water or alike, for several steps. Required Battle Posts: 225 Lvl 7. You can chain together wall runs or brief contact with surfaces to bound from surface to parallel/perpendicular surface. Required Battle Posts: 280 Lvl 8. Required Battle Posts: 340 Lvl 9. By focusing all your concentration on it, you are able to enter a zen state of enhanced speed and agility in which you are able to dodge any and all attacks thrown at you and shrug off any magics that would directly harm or distract you. If you attempt to do anything other than dodge during a post you are using this effect, such as attack, your focus will shatter and you will become dazed and lose Untouchable for the rest of the encounter. Can only be done for three posts at a time and only twice per encounter. Required Battle Posts: 405 Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style. Required Battle Posts: 475
EXPERIENCE RELATED
HERO'S LEGACY - Your reputation as an adventurer precedes you, and was you undertake more and more epic quests, your legend grows, greatly effecting how others see you.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if the portions of the quest you participated in went over 300 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest. Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving. Required Score: 1 Lvl 2. Required Score: 3 Lvl 3. Everything is one the house at any bar or inn. You will occasionally receive small gifts from adoring/thankful/impressed citizenry. Required Score: 5 Lvl 4. Quest leaders pay/give a small retaining fee/gift before quests as an inducement. Required Score: 7 Lvl 5. Any guilds or societies you are a part of will offer you a free item that bears their mark, making sure everyone knows you are among their number. Required Score: 9 Lvl 6. Your fame attracts a squire, a secondary character that follows your hero everywhere they go, seeking to learn from them in the ways of the hero. They do not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests. Required Score: 11 Lvl 7. Your experience gained questing gives you a sixth sense when looting, leading you hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner) Required Score: 13 Lvl 8. Your squire learns from you, gaining a new ability/spell/song/technique after each quest based on your exploits and their character type. Required Score: 15 Lvl 9. Shop merchants will give you items in return for your endorsement. Can only be done once for each shop. Up to WMs discretion what you get. Gifts can be traded to PCs but not pawned to other shops. Required Score: 17 Lvl 10. Your exploits draw the attention of a villianous Arch-nemesis, an NPC who sets out to take you down, literally and metaphorically. He will strike seeming at random, employing anything from personal attacks to henchman to ludicrous machinations, depending on their style. Required Score: 19
RELIC OF LEGEND- You possess a one of a kind item of mysterious origins that, as you become more well known for your exploits, becomes your symbol. As you and the relic's fame grow, people's reaction to the relic change and previously unknown properties of the relic surface.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if the portions of the quest you participated in went over 300 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest. Lvl 1. People want to see/hold the relic, and will try to buddy up to you to get a chance to do so. Required Score: 1 Lvl 2. The relic unlocks an innate minor enchantment previously lain dormant. Choices are: Homeguide, ?, ? Required Score: 3 Lvl 3. ]Required Score: 5 Lvl 4. On your next quest, amongst your possible loot you find a companion piece to your relic, not necessarily of the same origins, that goes with it. Required Score: 7 Lvl 5. The relic unlocks an innate minor enchantment previously lain dormant. Choices are: Crystal Imbue of Choice, ?, ? ]Required Score: 9 Lvl 6. Your fame attracts a Bearer, a secondary character that follows your hero everywhere they go, studying your relic to try and piece together their history and true nature. They do not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests. Required Score: 11 Lvl 7. A merchant offers you a free gift of up to ??? gold in value, in hopes that in your hands it, and he, will become as legendary as your relic. Required Score: 13 Lvl 8. Required Score: 15 Lvl 9. At the end of each quest, the relic gains an ability based on that quest's nature. Required Score: 17 Lvl 10. You can, once ever, have your Bearer make a breakthrough and undergo a quest to discover the origin of their relic, discovering its true nature and unlocking its ultimate potential. Cannot be undertaken alone. Required Score: 19
LAWKEEPER - By tracking down and bringing to justice the criminal element of Bakara, you gain a reputation as a force for order and man of great ability. This effects how the local law, shops, societies and especially criminals, treat you. Lawkeeper is leveled by posts to make chasing bounties. Stretching out bounties for posts will not be tolerated. Lvl 1. 5% discount at shops as a sign of respect and thanks. Lvl 2. 10% increase in bounty payments. Lvl 3. Access to Peacekeeper items if not a member, free one if you are. Lvl 4. You are allowed to tackle level 4 bounties alone. Lvl 5. You have access to special Machinist law-keeping devices. Lvl 6. 20% increase in bounty payments. Lvl 7. You get a free level of training in a Warrior's technique. Lvl 8. You are allowed to tackle level 5 bounties alone. Lvl 9. You receive a gift from the Sentinels of either a special partner animal. If not wanted, can opt for a variety of herbal mixes instead. Lvl 10. The criminal underworld puts a contract on your head. Every once in awhile a criminal NPC will attack you in a random encounter. These assassins will be well equipped and have bounties on them.
INFAMOUS- By proving your skills as a thief, criminal and all around untrustworthy fellow, you gain a far-reaching reputation that earns you special treatment, dangerous notoriety, and a general improvement of your dastardly skills.
>Is leveled by the amount of gold you earn through your misdeeds. Lvl 1. 5% discount at shops in return for not robbing them. Lvl 2. Experience enhances your ability to climb walls and maneuver through the cities. Lvl 3. Access to Thieves items if you are not a member, free one if you are. Lvl 4. You are able to create an Alter Ego. This is a different character you are able to turn into using advanced skill with makeup and costuming. Character gets its own profile within your profile. You can take on the appearance of this Alter Ego if you are able to avoid being seem for two posts. Lvl 5. You learn the hiding place of a high-level guild/society member's hidden lockbox. You choose the group. Suggested you bring a partner to tackle the job. Lvl 6. Your shop discount is increased to 20%. Lvl 7. While on quests your thieving experience helps you notice the telltale signs of hidden safes, trapdoors and caches along the way where people likely stashed valuables. Lvl 8. You are a master of escape, allowing you to free yourself from most any restraints as long as you are conscious. Lvl 9. You gain a partner in crime, an NPC with a specialty of your choice that you can go to for information or hire to aid you on quests and big jobs. Lvl 10. Using your accrued skills and criminal connections, you set out to pull the crime of the century, and the biggest score of your life. Requires others to pull off.
MERCHANT'S PACT-
> Is leveled by profit. Lvl 1. Natural charisma effect. Lvl 2. You gain a 20% discount when buying in bulk. (4 or more of the same thing) Lvl 3. You get a shop in the city of your choice. Lvl 4. You broker a deal with the Machinists for access to a rare merchants only item from the machinists. Lvl 5. You can undertake a special trade mission quest to one of the rarely seen corners of Bakara to gain access to a new supply of ingredients or goods. Lvl 6. Your acquire a bodyguard, a secondary character that follows your merchant everywhere they go, they do not take up an extra slot on quests.. These characters start at regular starting character strength, but with no gold. Pay is lodging and an appropriate item a month of suitable value. Lvl 7. Quests you go on must include amongst their loot a means by which you can gain access to a supply of items or ingredients with a defined amount per week. Lvl 8. Your shop gets a staff, allowing it to keep doing business while you are off. There are NPCs of your design and under your control. Pay is lodging a popular place to sell their own goods and services. (Any goods and services they sell happen out of posts and only to NPCs, you have no access to their goods or gold) Lvl 9. You can occasionally sell your rarest items to the appropriate shops. Lvl 10. You can undertake a special trade mission quest to across the eastern sea to gain access to a new supply of extremely rare ingredients or goods.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
AWAKENING - As your minds power is awakened through the advancement of your mind magics, its personal idiosyncrasies and traits become magnified. Your self image and any fears, neuroses, strengths, and character traits you possess magnify and manifest as abilities and/or physical changes. > Levels vary completely from person to person.
HAND OF WILL - A gauntlet, tailored to the style of your choosing, capable psychic enhancement. Made of a bronze-tough silver alloy veined with amethyst. Lvl 1. The touch of the gauntleted hand has a charisma effect. Lvl 2. Touching an item with the gauntleted hand will can give you a mental impression of the most recent people to have touch it. Lvl 3. Prolonged physical contact with the gauntleted hand indued people to talk, the longer the contact, the less they filter themselves. Lvl 4. Blows landed by the gauntleted hand are immediately followed by the phantom sensation of a second identical blow. Lvl 5. The gauntlet is telekinetically augmented by your will, allowing it block or catch any blow harmlessly, despite the force involved. Lvl 6. By moving your hand slowly side to side before someone's gaze as you speak, you can create a Suggestion effect. If the suggestion takes, you cannot use this effect on that person again this encounter. Lvl 7. Run the glove across your face, momentarily obscuring it from view. The glove releases a burst of mind magics that have a greatly enhanced fade effect. Everyone in 20 feet forgets that you're there for two posts unless you do something to draw their attention. Lvl 8. By grasping another person's face, you can temporarily create a powerful psychic link between the two of you that paralyzes you both for several moments. When the link breaks, you are both left woozy for a moment, but you have gained access to their spell knowledge for the next six posts. Lvl 9. You gain passive telekenesis effect, but use of it is guided by the movement of the gauntleted hand. Lvl 10. Place your hand on the head of a defeated but living enemy. You take the memory of their defeat and transform it into a spell that you can cast thrice per encounter. You may only hold the knowledge of three defeat spells and must forget one to replace it with a new one. These spells can be of any art but do not require knowledge of that art to cast.
SCIONIC RAVEN -A midnight black bird with blue highlights. Will grow into a giant winged familiar. Lvl 1. The raven's touch strengthens the mind and will counteract any mental magics being used on you by others.
Lvl 2. The raven's glare induces uncertainty and unease.
Lvl 3. You can the raven can perfectly understand each others' speech.
Lvl 4. The raven's caw can mimic any sound, but only to the ears of a single target.
Lvl 5. The raven's caw can induce a target to see an illusionary copy of itself. Lvl 6. The raven's caw can be made to sound to a target as if it is speaking of their greatest shame or darkest secret. Neither you or the crow know what this is, the target simply hear what is in their own mind. Lvl 7. The raven has a passive perception effect that extends to you if you are riding it. Lvl 8. The raven can appear to burst into a flock of dozens of regular sized ravens. This illusionary cloud obscures their view constantly caws, inducing a fear effect. Using this effect costs you a spell and the raven cannot move while controlling these illusions. Can only be used once per target once per encounter. After it is dispelled, the target will be haunted by delusions of ravens' cawing for some time.
Lvl 9. The raven has the power to root through the minds of others, and can pluck a thought from their minds once per person per encounter. This person is left incapable of reforming that thought for the next 10 posts, and if the idea would occur to them, they are unable to hold onto it for all the the briefest of moments Using this effect costs you a spell.
Lvl 10. Once per encounter, the raven can cause one of the thoughts it has plucked to manifest as a shiny trinket. This trinket will plant the idea it represents in the mind of others that hold it. If you keep possession of them, you can combine up to three of them on a single accessory/apparel to create a custom effect based on thoughts within the trinkets.
THE LINK - Establish a lifelong mental link with a single person of your choice, allowing the two of you to share information, skills and awareness. Once established with a person this link cannot be broken to moved to another. Other person does not need to have The Link. Lvl 1. You and your linkmate can share each others emotions. Lvl 2. You and your linkmate can share each others senses.
Lvl 3. You and your linkmate can share each others thoughts. Lvl 4. You and your linkmate can share each others nonmagical skills Lvl 5. You and your linkmate can share each others level 5 and lower spells. Lvl 6. You and your linkmate can temporarily extended a portion of The Link to other party, sharing emotions, thoughts and senses with up to two willing other participant for ten posts or forcing them on a single unwilling participant for three posts. These limits are per person per encounter. Lvl 7. You and your linkmate can share each others magical skills Lvl 8. You and your linkmate can combine your wills to splice together a spell each of you knows into a single hybrid spell. Can be done four time per encounter. Uses one of your spells each. Lvl 9. You and your linkmate can share all of each others spells. Lvl 10. You and your linkmate can extend this link to a third person.
Body
ADONIS - Your attunement with body magics passively alters your body, awakening your inner potential turning you into a an embodiment of physical perfection. Lvl 1. Your skin is clear and flawless, unscarred or marked by blemish or time. Your immune system quickly deals with any illness, disease or pathogen. Lvl 2. Your eyes are clear and piercing, your irises a brilliant shade of their color. A sense of your choice becomes enhanced.
Lvl 3. Your body rapidly burns excess fat and builds your musculature to maintain a perfect balance. Your can control the type of physical sensation for touch causes.
Lvl 4. Your strength level naturally increases by a level. Your leaping ability doubles.
Lvl 5. Your body seeks to maintain its perfection, shaping your flesh to superficially close any wounds or breaks while they heal. Lvl 6. Your body's efficiency is optimized. Effects that would weaken or fatigue you do nothing. Your maximum potential running speed increases to 30 mph and can be maintained indefinitely.
Lvl 7. Your body automatically resists all attempts to harm it, reacting to attacks by reinforcing your flesh into a subdermal armor. Lvl 8. If you can observe the use of a physical ability on three seperate instances during an encounter, you can mimic that technique for the remainder of the encounter. You may only mimic two abilities at a time and you must purge one from muscle memory before analyzing another. Lvl 9. Should someone cleave away a part of your perfection, it will grow back in time as good as new. Time to regrow back missing parts depends on the level of dismemberment. Your heart and brain need to be connected for the effect to trigger. Lvl 10. You revert in age to your physical and mental peak, becoming ageless. You gain an ability based on your experiences until this point.
SAVAGE ZHUA- A staff weapon with a tensed, claw hand at the end. Made of bone with the hardness of iron. Bonds to user, becoming an extension of him. Stands tall as user. Lvl 1. While holding the zhua you are able to animate its claw and control it as if it were your own hand. Lvl 2. You are able to absorb the zhua into your body for easy storage, forming clawed bone armor fused to one of your hands and forearms. While the zhua is absorbed, all abilities it has instead apply to that hand and arm. Lvl 3. The Zhua/arm and anything it holds can pass through bodies. When they do, they pass through all the body, but only on a body by body basis. (You/they can pass through one body but interact with the one behind them. You cannot rip a body part out of a body. You can remove foreign objects from within a body, but you cannot turn off the ability while inside a body or leave objects inside bodies.) Lvl 4. You have have blows dealt by the zhua/arm to others heal them instead of hurt them, the strength of the healing relative to the power of the strike. Lvl 5. Wounds inflicted by the zhua cause a sickening effect. Lvl 6. By grabbing and holding onto a person with the claw/hand, you are able to replicate that person's muscle memory, allowing you to mimic any nonmagical physical abilities they have for the next three posts. Lvl 7. By driving the staff/fist straight down into the ground with great force, you release a wave of body magics out around you, inflicting great pain on everyone within a 10 yard radius Lvl 8. Damage dealt by the zhua to one enemy you are engaging mirrors in any other enemies engaging you. Lvl 9. Damage dealt by the zhua triggers an equally powerful healing effect in yourself, keeping you going in the most harrying of battles so long as you keep dealing punishment. Lvl 10. With the Zhua absorbed, you can plunge your hand into the body of a defeated adversary and absorb a part of them into yourself. You gain an ability based on that person. You may only have three abilities of this type at a time before your body rejects new, forcing you to purge old ones to gain different abilities.
FLESHFLOW - Focus your bodily magics of shapeshifting, allow your to stretch and shape your body in impossible ways. Cannot add mass, only shape it, stretch it thinner or shift it to or from other parts of your body. Lvl 1. Learn to and reshape your fingers, using your bones to create any hard surfaces or edges. Lvl 2. Learn to shift some of your body mass to your hands or feet, doubling them in size. Lvl 3. Learn to reshape your entire hands or feet, using your bones to create any hard surfaces or edges. Lvl 4. Learn to stretch your arms and legs by two foot. Lvl 5. Learn to shift your body mass to double the size of any portion of your body, no more than two feet in diameter Lvl 6. Learn to reshape your hands and forearms or legs let and calves, using your bones to create any hard surfaces or edges. Lvl 7. Learn to stretch for arms or legs by four feet. Lvl 8. Learn to reshape your entire arms or entire legs, using your bones to create any hard surfaces or edges. Lvl 9. Learn to stretch any part of your body to up to three times its normal length. Lvl 10. Learn to reshape any part of your body, though it does not change material, coloration, or mass.
OPPOSITION - Your body becomes an impenetrable shield against magic, shielding you from its effects. Lvl 1. You are immune to level 2 or lower magics that would directly effect your mind or body. Lvl 2. Magically created/animated projectiles of lever 2 or lower are dispelled/stopped upon hitting you. Lvl 3. You are immune to level 4 or lower magic that would directly effect your mind or body. Lvl 4. Magically created/animated projectiles level 4 or lower are dispelled/stopped upon hitting you. Lvl 5. You are immune to level 6 or lower magic that would directly effect your mind or body. Lvl 6. Magically created/animated projectiles level 6 or lower are dispelled/stopped upon hitting you. Lvl 7. Your blood will instantly dispel any summoning that draws it. Lvl 8. Level 8 or lower magics cannot effect your body or mind and projectiles created or animated by those magics are dispelled/stopped upon hitting you. Lvl 9. You may land hands upon an object to undo any magics affecting it. Lvl 10. You can intensify and project this effect outwards. While you are doing so, spells and summonings that come within a foot of you are dispelled, but you cannot use spells or maintain summonings. You can't do activate or deactivate this effect the same turn you use a spell.
Plant
TAPROOT - Your attunement to plant magic passively alters your body, nurturing your inner growth and turning you into an an embodiment of nature's beauty. Lvl 1. Choose a tree type. Ash, Yew or Acacia. Your body type alters to reflect your tree. Ash grows taller, Muscular becomes more thickset, Acacia becomes thinner and lankier. Natural defenses of plants will not harm you, be they thorns, briars, spores, allergens or plant-based toxins. Lvl 2. Your hair tints green and resembles the leaves of your tree. Ash is long and pointed. Yew is needles. Acacia like short and ovoid. You gain a passive rooted stance effect. Your connection to nature prevents you from ever becoming lost or disoriented. Lvl 3. Your skin pales and has a grained appearance. You grow thorns from your body. Locations and exact lengths (no more than 2") vary person to person. Lvl 4. Your flesh hardens and becomes tough as wood. Your skin gains a unique pattern of patches that resemble the bark of your tree. Ash is grey and elephantine , Yew is dark and scaly, Acacia is russet and has a veined appearance. Lvl 5. Grow effects used on you become Heal effects. You may elongate any of your thorns up to 4. Lvl 6. Thrice per encounter you can hurl a volley of seeds (Ash), berries (Yew), and or blossoms (Acacia). The seeds explode on impact and knock back or damage whatever they hit. The berries smear across whatever they hit creating an acid that causes burning pain on skin and weakens organic materials. The blossoms cling tightly to whatever they touch, giving off a soothing scent that induces drowsiness. Lvl 7. Once ever you can ingest an herb or herbal mix for a permanent effect based on its properties. Lvl 8. You are able to phase into living trees, becoming one with them and animating them from within. If the tree takes too much damage you will be expelled. Cannot be done again for 10 posts. Lvl 9. You can release a cloud of pollen from your hand. Effects of inhaling this pollen depends on the type of tree you chose. Ash is allergenic with watering eyes, trouble breathing and uncontrollable sneezing. Yew is poisonous with weakness and vomiting. Acacia is hallucinogenic. Effects last four posts. Cannot be used on the same person twice in the same encounter. Lvl 10. You discover that your attunement to nature uses a specific tree as its focus. You may once ever embark on a quest to discover this special tree. You may either harvest all the magic from the tree to gain a powerful custom ability or deepen your link with the tree to make yourself more dryadic, linking your life to the tree's and enhancing your dryadic form into something power powerful.
THORNED BOW - A ironwood reflex bow strung with spidersilk. Capable of infusing wooden arrows notched in it with various plant magics for unique versatile projectiles. Usually half the user's height. Lvl 1. Upon firing you may have an arrow grow a mushroom at its tip that rapidly expands and hits with blunt rather than piercing force. Lvl 2. Upon firing you may have an arrow grow a vine tether to the bow. Upon impact arrow will release powerful grasping roots, attaching onto whatever surface it hits. and allowing it to be used as like a grappling hook. Lvl 3. Upon firing you may have an arrow's tip grow a blade-like leaf as hard as steal. Lvl 4. Upon firing you may have an arrow grow vine buds that will, upon impact, release a number of vine tendrils and wrap tight around whatever it hits akin to bolas. Lvl 5. Upon firing you may have an arrow rapidly grow and splinter, becoming a triple shot arrow. Lvl 6. Upon firing you may have an arrow begin rapidly exude sap so that upon impact explodes in a gluey mess that rapidly hardens into amber. Lvl 7. Upon firing you may have an arrow grow blossoms that release a cloud of pollen on impact which induce extreme drowsiness in all that inhale it. Lvl 8. Upon firing you may have an arrow rapidly grow up to the size of a spear. Lvl 9. Upon firing you may have an arrow grow a combination of blossoms that mix on impact and form a powerful acid Lvl 10. Once per encounter you may have an arrow that has pierced a fallen foe leech the essence from that foe. This essence can be transferred back to the bow by contact, granting it an ability based on the foe's essence. The bow can only hold three such abilities at once, requiring you to give up old ones to gain new ones.
REDBOUGH ANTEATER - A baby anteater with golden eyes and brown fur, a stripe of white and black running along either flank. Will grow into a giant beast. Starts our 4" tall and 9" long, but 1/3rd that length is is bushy tail and 1/6th is its elongated head and nose. This proportion remains the same for all dimensions listed below. Lvl 1. The anteaters attunement to plants allow it to detect poisons and poisonous materials around it, as well as tell fresh herbs and plants from bad ones. (1'2" tall, 2'6"' long) Lvl 2. The anteater's claws are more effective against summons, rending magically created materials much more easily. (2' tall, 4'3" long) Lvl 3. The anteater's tongue becomes longer (equal to half it's length) and much tougher, able to be used akin to a vine snare. (2'10" tall, 6' long) Lvl 4. The anteater's tongue can exude an extremely sticky, sap-like substance. (3'8"' tall, 7'8" long) Lvl 5. Beneficial herbs and herbal compounds used on the anteater boosted in effectiveness. (4'5" tall, 9'6" long) Lvl 6. The anteater's tongue can exude a sickening toxin akin to nightshade. (5'3" tall, 11'3" long) Lvl 7. The anteater can sprout large frond-like leaves from its fur that cover it and any rider. They can either be soft and camouflaging or bronze and armoring. (6' tall, 13' long) Lvl 8. The anteater's claws are extremely adept and its body agile, allowing it to climb and keep its balance the most precarious of terrains, obstacles and environments, from sheer cliffs to city walls to treetops. Lvl 9. Lvl 10.
HARMONY - Your mind is closely attuned to the network of plant life around the world, interconnected by vast networks of intertwining roots beneath the ground. This network is aware of your as well, and extends itself underground if you wander into lands usually devoid of roots. Certain effects will not be viable indoors, especially if there is another story below you. Lvl 1. Your harmony with the the root network reinforces your inner peace, giving you extreme emotional control, even in the face of magics. Lvl 2. If you would fall from a height, tendrils of the root system will automatically surface and cushion your landing safely. Lvl 3. You can entreat the the smallest tendrils of the root network to rise to ground level, alerting you if anyone steps on the ground within 10' of you. Counts as a spell. Lvl 4. You can entreat the root network to surface in target spot, causing the earth to shake and thick roots to arc up. Counts as a spell. Lvl 5. You can tap into the vast life-force present in the root network to accelerate your healing. Counts as a spell. Lvl 6. Your natural harmony with the root network extends to the highly attuned dryads. They are your blood-brothers and most will aide you if at all possible. If you are in trouble you can send out a call through the root network and entreat one in the area to your aid. Lvl 7. If you are in danger, the root network will rise up through the earth and encase you in a living suit of symbiotic armor. This armor is tough as bronze, prevents you losing your footing or lifted, and augments your own strength with its, raising it by one level. Counts as a spell. Lvl 8. Your link allows you to cast an additional spell each turn so long as you only cast plant spells. Lvl 9. By focusing you can become aware of what types of plant life is in your vicinity. This can alert you to rare plants usable for crafting, the existence of plants that only grow in certain conditions, dryads, and, possibly, one of the the EWs very rare plant creatures. Lvl 10. The root network will alert you to areas it cannot grow in, such as caves, tunnels, shelters, and metal containers. Can be every once in awhile will alert you to hidden locations or buried treasure.
Animal
SUMMONER'S AFFINITY - When summoning you are able to add a tiny portion of your lifeforce into your summonings, creating much greater bond between you and them Lvl 1. Your summoning have greater understanding of your spoken commands, allowing you to give them more detailed orders. Lvl 2. You are able to share your senses with your summonings, granting them greater awareness of their surroundings without being told. Lvl 3. Your connection to your summonings helps you to slightly alter them occasionally. You can alter the species you chose upon learning the spell to a new one. Cannot be done more than once a week. Lvl 4. You are able turn your senses into any of your summonings' senses, seeing, hearing and smelling what they do (with the downside of losing awareness of your own surroundings.) Lvl 5. You may share a physical ability, fighting technique or trainable animal ability you have learned with a summoning you control that is capable of it. Lvl 6. You may maintain a level 5 or lower summonings without it counting towards your limit. Lvl 7. Magical effects that would benefit or augment you, via spells or potions, can be transferred to your summoning instead. Lvl 8. You gain knowledge of an enhanced form of the Evolve spell, causing their new humanoid form to reflect you. Lvl 9. Your summonings can remote cast your spells for you. Still count towards your spells per post. Lvl 10. All summonings you cast can have the Enhanced Evolve effect passively applied to them.
MASTER'S CROOK - A dragonbone shepard's crook capable of mystically (and painlessly) branding and influencing creatures. Stands as tall as user. Brands end at end of encounter unless dispelled earlier or stated otherwise. Lvl 1. The crook grants you an aura of the wild about them, making animals far less likely to be alarmed by you. Lvl 2. The crook is able to transform into a albino snake (but keeping its dimensions) that is completely loyal to you, allowing to follow you around or drake itself over you if you need to keep your hands free. Lvl 3. If you are able to hook a person, animal or item with the crook, you can partially transforms into its serpent form, having it wrap tightly around what it hooked, ensnaring it. Lvl 4. Touching a nonsentient animal no larger than a wolf with the butt of the staff will mark them with the "Brand of Amity", a painless glowing rune that prevents the animal from directly attacking you. Lvl 5. Animals will not attack you unless provoked, no matter how predatory or hostile their nature is. Lvl 6. Touching a nonsentient animal no larger or more dangerous than a bear with the butt of the staff will them with the "Brand of Favor", a painless glowing rune that induces the animal to protect you from attacks (will not attack others except in the line of stopping an attack). Lvl 7. Drive the crook's butt into the ground to create the "Brand of Territories" a massive growing rune on the ground that causes nonsentient creatures within this rune to think of only one thing, preventing anything outside of it from entering it. You can control the exact size on this rune on creating it, up to 100'. Remains in effect for as long as the crook's butt is in contact with the ground. Lvl 8. Crook's snake fangs can be used to mark creatures with one of the brands. Its snake eyes are mesmeric to animals. Lvl 9. Touching any nonsentient animal with the butt of the staff can mark them with the "Brand of Dominance", inducing them to obey your commands (Be careful, the smarter the animals and vaguer your command the more likely they can turn it around on you.) Lvl 10. The crook's brands can now effect sentient beings. Their will fights the influence, meaning the more your influence clashes with their instincts/desire, the sooner its effects are broken. Once your brand on someone has been broken, it can never be placed on them again.
RASA CHIMERA - A squirrel sizes ball of calico fur with tiny black eyes and four tiny little feet. Will grow into a much larger chimeric creature whose exact nature varies with how it is leveled. Starting size is 6" in diameter. Lvl 1. The Chimera's takes on a body shape of another animal. Can be semi-erect with larger hind legs for enhanced leaping ability like a Kangaroo, Rabbit or Frog. Or can be full quadrupedal like to dogs or cats with a faster running speed. Lvl 2. The Chimera gains the head of another creature. Can choose from any mundane creature that is either Horned (Bull, Stag, Rhino, Bison, Ram, etc), Fanged (Lion, Wolf, Snake, etc..) or Tusked (Walrus, Elephant, etc...) Lvl 3. The Chimera's gains the sensory organs of another creature. Can choose Bat Ears (Echolocation), Snake Tongue (Heat Sense), or Dog/Bear Nose (Enhanced Smell) Lvl 4. The Chimera gains the feet of another creature. Can choose from any mundane creature that is either Clawed (Slashing Attacks), Hooved (Impact Attacks), or Dexterous (Use like hands) Lvl 5. The Chimera gains the hide of another creature. Can choose from any mundane creature that is either Scaled (Blade Resistance), Furry (Elemental Resistance), or Quilled (Damages close quiarter attackers). Lvl 6. The Chimera gains the tail of another creature. Can choose from Scorpion (Stingered), Reptile (Powerful), or Primate (Prehensile) Lvl 7. The Chimera gains wings. You choose any from among any winged species. Lvl 8. Can gain either Fire Breath, Ice Breath,Lightning Breath, Venom Spit, or Web Spit. Lvl 9. The Chimera gains an aspect of a new animal of your choice. (Choose the animal upon reaching, a WM will incorporate it into your Chimera. Avoid choosing an animal it specifically already has an aspect of. Nonmagical creatures preferred but will be decided on a case by case basis.) Lvl 10. The Chimera leaves for a week and returns with a baby Rasa Chimera. Spells or tomes previously bought do not count towards the leveling of this new Chimera. You may make different choices for this new Chimera.
CRYPTOMANCY - Your knowledge of the summoning arts allows you to summon the rarest of creatures with unique abilities. Lvl 1. Summon Gorions - Summon a trio of crystal eating beetles from the Alogean Mountains, their diet of Alogean crystals having granted them elemental attributes. You choose crystal type on learning. Lvl 2. Summon Coatl - Summon a winged venemous serpent from the caves of the Oscaran regions of the Alogean Mountains. Lvl 3. Summon Nynx - Summon an extremely intelligent and stealthy black cat from the Chakosan forest. Has an extremely long prehensile tail. Lvl 4. Summon Cockatrice - Summon a bizarre creature from deep within the Sekoran Forest, with the body of an iguana, ostrich-like neck, and wings, talons and head of a rooster. Its crow causes panic and its gaze is mesmeric. Lvl 5. Summon Torsyr - Summon a rare lizard from the Isle of Nadra. It stands 3' tall, and walks on its hind legs akin to a raptor. Its scales are an extremely dark shade of green. Its tail and head resembles a viper with catfish whisper. Its fangs and whispers drip with poison and it has the ability to mimic human speech. Lvl 6. Summon Galoth - Lvl 7. Summon Hippogriff - Summon an extremely rare creature with the body of a white stallion and the head, talons, and wings of an eagle. Lvl 8. Summon Windreavers - Summon a trio of rare and feared predators from the Lutharin Mountains. They are the size of large wild boars, six legged and hunchbacked, with red skin the texture of stone and almost as tough. Their heads are stubby cylinders with no jaw, just an ever open maw, 2' in diameter, in which a pair of fang studded tongues constantly writhe and churn. They eat by lashing out with these tongues, wounding and/or ensnaring their prey, then pulling it into their grinder of a mouth. The name comes from the howling wind sound their mouths make they run, which they can do extremely fast. Lvl 9. Summon Harpies - Summon six horrible creatures rumored to haunt the swamps that border the Greevan forest to the west. They have the torsos and faces of wild, feral women, but the legs, razor talons and wings of leprous vultures. Their black feathers cove]r most of their torso but are as hard and as sharp as blades. Lvl 10. You may go on a once in a lifetime quest to seek out an extremely rare creature. Once found, you will gain the ability to summon it.
Force
TITAN ARMOR- A spell that summons force construct armor over your body. The extent, durability and attributes of this armor grows as your force knowledge does. Armor is monochromatic and translucent, but the exact opacity, color and style of this armor is up to the caster upon learning. Counts as level one spell no matter what level you've attained. Lvl 1. The spell summon gauntlets over your hands and wrists. It is tough as brass. Style is up to caster, decided upon learning. Lvl 2. The gauntlets extend to your elbows. Your grip cannot be forcibly broken. Lvl 3. This force armor now covers both of your entire arms. You grants you a passive empower effect while the armor is maintained. Lvl 4. The armor encases your feet and calves as well. Your feet can exert attractive or repelling force. This can be used to either anchor yourself to a surface or double your natural jumping ability. Lvl 5. The leg armor now reaches your waist and covers your shoulders. It hardens to iron toughness. Lvl 6. The armor now covers your limbs and torso. The leaping enhancement your armor can now be channeled into a power charge, driving you forward at 20 mph for up to 10' without using your legs. Can be used for powerful melee attacks and body blows. Lvl 7. The armor now forms a helm as well. It also generates a force construct melee weapon. Nature of the weapon dependent on armor style. Lvl 8. The armor gains a force/force construct based ability based on its style. Lvl 9. The armor gains a second force/force construct based ability based on its style. Lvl 10. You can cast a variation of this spell, instead of summoning the armor around you it summons a 7' tall version of the armor around no-one. This armor gains an independent animation with a personality based on its style.
BREAKER KANABO - A large, thin ironwood club studded with rounded iron knobs used to shatter shields, blades and bones. Stands three quarters as tall as user. Has steel chain wrist strap. Lvl 1. The kanabo's inner force magics reduce its weight, but only to you, allowing you to wield it much more easily without reducing its power. Lvl 2. The kanabo's modifiers increase by one. Lvl 3. Upon impact, the kanabo releases a burst of raw repelling force for a powerful pushback effect. Lvl 4. The kanabo can be recalled to your hand from anywhere and cannot be forcibly removed from your grip. Lvl 5. The kanabo's knobs can generate short force construct spikes from each of them. Once per encounter it can launch five of these spikes as projectiles. Lvl 6. Thrice per encounter, if you use the Kanabo to parry or block an attack, your next unarmed melee attack gains empower effect whose magnitude is dependent on the force of the attack blocked. Lvl 7. Slam the kanabo into the ground to cause an shockwave of upwards force all around you reaching out 10 ft around you. Upwards force is equal to the force of the hit. Lvl 8. Kanabo can be spell and thrown, propelling forward by force magics. If the user's wrist remains in the strap, he can regrab the kanabo upon throwing and be carried through the air behind it. Lvl 9. Whenever the kanabo strikes a nonliving object, that object's weight doubles. Can only be done twice per object per encounter. Effect ends at end of encounter. Lvl 10. Once per encounter the kanabo can store within the memory of the attacks landed against it by a defeated foe. The nature of these attacks grant it an ability. The kanabo can only store the memory of three foes attacks and is limited to three such abilities. You can trade out an old ability for a new one when you gain it.
LATOBIUS BISON - A bison calf with tan fur and large gray eyes. Will grow into a massive unstoppable bison. Starts 2' tall and 4' long. Lvl 1. The bison's force magics reinforce its naturally thick skull, making the skull nigh indestructible. (2'7" tall, 5'2" long) Lvl 2. The bison develops a white stripe along its spine. It can lessen its own weight, allowing it to jump. (3'2" tall, 6'4" long) Lvl 3. The bison's nonwhite fur darkens. It builds momentum twice as quickly as is natural. (3'9" tall, 7'6" long) Lvl 4. The bison's fur becomes shaggy and uncuttable. ? (4'4" tall, 8'8"' long) Lvl 5. The bison's horns grow in, as hard as steel. (4'11" tall, 9'10' long) Lvl 6. While charging, the buffalo generates a wake of force before it, sheltering it from anything it barrels into.(5'6" tall, 11' long) Lvl 7. The bison's force magics allow it to fly. (6' tall, 12' long) Lvl 8. Lvl 9. Lvl 10.
ATTUNEMENT -Your body passively generates an imperceptible field of force in a 10' radius around it, your awareness and control over this field increasing as your understanding of it grows. Lvl 1. The field guides movements through according to your will, giving you perfect aim with thrown objects.
Lvl 2. You sense a disturbance in the force. You can sense any movement within 10' of you.
Lvl 3. The field shifts to faintly guide and support your body as you move, greatly enhancing your agility and ensuring you always land on your feet.
Lvl 4. The field intensifies closer to your body, creating a passive Skein effect.
Lvl 5. The field enhances your body's movements, effectively increasing your strength level by one, increasing your running speed, and doubling your leaping ability.
Lvl 6. Movements you make are echoed along the edge of the field with equal shape, solidity and force. By punching the air you can create a phantom punch 10' away. Lvl 7. You can shift the nature of the field to counteract gravity, making everything 1/6 their weight. Field becomes blue. Lvl 8. You can shift the nature of the field to enhance gravity, doubling the weight of everything within in. Field becomes yellow.
Lvl 9. You can shift the nature of the field to counteract friction, increasing the potential speed of everything within it but also making everything extremely slick. Field becomes green.
Lvl 10. You can shift the nature of the field to increase friction, making all movement within the field much more difficult. Field becomes red.
Spirit
EMERGENCE - Your attunement with your own inner spirit manifests physically, bringing out your inner nature and turning you into the embodiment of it. > Levels vary completely person to person.
SOUL BLADE - A sword or pair of swords whose shape and style reflect the inner spirit of their user. Able to interact with the spirit world in gain abilities reflecting your nature. Lvl 1. Upon wounding a living being, the sword learns the essence of their spirit and can be used to track them. Lvl 2. The Soul Blade can be phased closer to the spirit realm, allowing it to harm spirits as if they were flesh and bone. Lvl 3. The Soul Blade gains a custom attack based on the user's spirit. Lvl 4. You are able to slash a part in the veil between this world and the spirit world that will harmlessly swallow up any projectile that enters it. Lvl 5. Your blade is physically incapable of harming you. If the blade would ever harm you in any way it instead phases slightly into the spirit realm while it overlaps you. This not only protects you from having your weapon turned against you but allows for unorthodox avenues of attack. Lvl 6. The Soul Blade gains a more powerful custom attack based on user's spirit. Lvl 7. Drive Soul Blade into the ground to create a spectral ring of blades that rise up out of the ground around you, protecting you. These blades have the appearance and effects of your Soul Blade. Lvl 8. The Soul blade can be transformed, taking on new a form that reflects your inner spirit even more. This new form can be a weapon or even a creature. Once transformed it will last that way for 7 posts then revert, unable to turn back for another 10 posts. Lvl 9. The Soul Blade gains a final, ultimate custom attack based on the user's spirit than can only be done in its transformed state. Lvl 10. Upon the slaying of a person or spirit, the sword(s) absorbs a a part of their essence. At the end of the encounter it will produce a soul crystal someone on the weapon(s) based on the soul of one of those it had slain that encounter, granting it an ability based on that person's inner spirit. The blade(s) can only contain three of these soul crystals at once, and one must be sacrificed to add a new one after that.
SPIRIT GUIDE - A young animal that your discovered while on a spiritual journey. Will grow into a large beast that serves as both guide and companion. > Levels vary completely person to person.
ANCESTRAL BOND - Reach out with your spirit magics, channeled through your blood find specifically find the spirits of your ancestors and entreat them to give you aid. Exact effects determined by the WMs, based on the information you supply regarding your character. Lvl 1. You can ask your ancestors for advice and guidance. Their answers will be helpful, though rarely entirely clear. Lvl 2. An ancestor manifests to teach/grant you a minor ability. Lvl 3. You gain the ability to summon a minor ancestral spirit who will aid you in some way. This spirit does not require maintaining and vanishes after three posts. Lvl 4. Your ancestors faith in you as a true scion of their line strengthens and their advice becomes clearer, even when you don't really want it. Lvl 5. An ancestor manifests to teach/grant you a moderate ability. Lvl 6. You gain the ability to summon a lesser ancestral spirit who will aid you in some way. This spirit does not require maintaining and vanishes after five posts. Lvl 7. An ancestral spirit will appear and guide you to a hidden item related to your family line. Lvl 8. An ancestor manifests to teach/grant you a major ability. Lvl 9. You gain the ability to summon a major ancestral spirit who will aid you in some way. This spirit does not require maintaining and vanishes after one post. Lvl 10. Your ancestors bestow on you knowledge of a ritual spell. These spells require two spells to cast and maintain and are quite powerful. In addition, you are able extend your summoned ancestral spirits manifestations by maintaining them like summons.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
SPELLS - PART 2 > Can only cast two spells per post.
> Spells with effects that can be continuous do not have to be recast each post, you simply maintain them at the cost of one of your spells per post.
> If a spell that gives a precise duration for its effect, it does not have to be/cannot be maintained.
> Summoning spells do not have to be maintained, but the number of them you can have active if equal to your spell per post limit.
> Passive spells do not have to be cast, they are always active without using your spells per post. These usually are augmentation to yourself or other spells.
Mind
LEVEL 1 Charisma - A target you cast this on will find you more charming and impressive than normal. Fade - When cast on a target, it inhibits their ability to remember faces unless they actually focused on a face. Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking. Retain - Anchors a memory or thought in your mind, ensuring you do not forget it or be made to forget it unless you will it. Does not need to be maintained, but retaining too many things at once can lead to confusion. LEVEL 2 Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter. Sleight - Cause a target to think they see an object of your choice in your hand. Must be small enough to actually sit in the palm of your hand. Poke - Cause a target to hallucinate a firm but painless phantom touch. Jibe - The target will take offense at what they are hearing. LEVEL 3 Distraction - Compel a target to direct their focus onto you. Psy-Arm - Generate an illusionary weapon in your hand, no larger than 3' long. This weapon passes through objects without doing harm but triggers illusionary pain. Skepticism - The target will experience a surge of disbelief at what they are hearing. Self-Aware - Passive. You are instantly alerted to any attempts to alter your thought processes or emotions. Does not prevent the effect, just makes you aware of them to try and deal with the influence. LEVEL 4 Daze - Disrupt a target's mind, dazing and disorienting them. Psionic Chakrams - Summon to your hand a pair of steel throwing rings with an s-shaped crossbar of brass. When thrown you can mentally maintain their momentum and influence the angle of their ricochets. Willful Champion - Your body becomes encased in a semi-opaque silver psychic aura that prevents actual physical contact, protecting you from cutting and contact damage. You are able to momentarily extend the aura around any one part of your body by 8" to increase the reach of your blows. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after. Deny - Apply the psychic force of your mind against a moving object, slowing it to a degree dependent on its speed and mass. Confidence* - Cleric Only - Instills the target with a deep sense of trust and desire to confide in the caster as long as there is no existing hostility between the two. LEVEL 5 Mindlash - Lash out at a target's mind with a psychic attack, causing them to experience a crippling stab of pain. Summon Mind Aspect - Summon an owl with feathers of silver and eyes of gold. Its gaze, if met, is mesmeric. Impersonate - By holding a mental image of another person's face in your mind, you mentally project it into the minds of those around you, replacing your face in their perception with the chosen image. The rest of your appearance is unaffected. Condition* - Initiate Only - Causes the target to experience extreme pain when either lying or telling the truth, which can be chosen on casting. LEVEL 6 A. Suggestion - Focus your will on a person while speaking to them. The next suggestion you make to them seems as if it was their idea and they will have no memory of you saying it. They will not automatically act on that idea, and can dismiss it if it is completely outrageous or out of character. B. Aphase - Temporarily disrupt a target's ability to use or understand spoken language. Lasts three posts. Can only be used on a target once per encounter. C. Complete Awareness - Passive. Your mind more efficiently processes all your sensory input, granting you complete awareness of your surroundings. D. Telekinesis - Focus the full power of your mind on an object no greater than a foot in diameter to move it. Cannot be used to launch or throw objects with that great a force. Most adapted for fine or precise movement. LEVEL 7 A. Perception - A field of subtle magics encourages people not to notice your presence unless something draws their attention to you, or where you are. B. Announce - Cause a target's inner monologue to become spoken dialogue for the next three posts. Can only be used on a target once per encounter. C. Complete Restraint - Passive. You are immune to mind or emotion altering effects. D. Flight - Passive. Your telekinesis spell is magnified when used on yourself, allowing you to levitate and move yourself through the air using just the power of your mind. LEVEL 8 A. Delusion - Plant an idea into someone's head, giving them a powerful hallucination that effects all of their senses. You suggest its nature but do not completely control it. Only effects the target. B. Abolish - A target's focus is completely disrupted, forcing them to stop maintaining any spells they are maintaining. They cannot cast those spells again for X posts, where X is that spell's level. You cannot use Abolish again for the same number of posts. C. Complete Control - Passive. Your mind and body are in complete synchronisation. This control cannot be co-opted and you can suppress discomfort, pain, and illness. D. Force of Will - Passive. Your Telekinesis Spell can move two objects at once or one object twice the normal size. LEVEL 9 A. Suppression - Target completely forgets how to use the last spell or technique they used until the end of the encounter. Can only be done once per encounter per target. B. Annul - Choose one of the five senses. Target person's mind loses the ability to process that sense for the next six posts. Use only once per person per encounter. Can choose a different sense on each casting. C. Complete Focus - Passive. You gain an extra spell/maintaining per turn. D. Pillar of Unreality - Raise your hands to cause a massive pillar of silver, 10' tall and covered in glowing blue runes and eye-carvings, to rise from the ground behind you. This pillar creates an illusionary environment around it which, augmented by telekinetic force, has a greater physical reality the closer one gets to it. This environment is not under your precise control, and extends in a 100' radius. Effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location. LEVEL 10 A. Collusion - Gain access to target person's spell knowledge. Can be cast only once per encounter. Lasts three posts, but spells cast during this period can be maintained beyond it. B. Arrest - Completely shut down a target's ability to control their body, locking them in place. This ability can be overridden by the survival instinct if the effect would put the target in danger. Use only once per encounter and only for six posts. C. Summon Mind Avatar - Summon a djinn, a mythical entity from beyond the Scionics. Its torso is muscular and sky blue, below that it is intangible mist. Its hair and beard are white and held by silver bands that match the ones around its wrists. It has a mind of its own, but will use its vast mind magics to fulfill your wishes, though there may be backfires. D. Mastered Realm - Focus the full power of your mind on all objects no greater than a foot in diameter within 100' of you to move them. Cannot be used to launch or throw objects with that great a force. Most adapted for precise movement.
Body
LEVEL 1 Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving. Slash - Thicken and elongate your fingernails into talon-like claws. Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations. Itch - Target experiences strong, persistent and annoying itchiness. LEVEL 2 Feel - Boost your body's physical sensitivity, enhancing your sense of touch. Mask - Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish. Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity. Unhinge - Make yourself double-jointed. LEVEL 3 Harden - Thicken and toughen your skin into a leathery armor. Read - Boost your ability to pick up on micro-expressions and minute body language to gauge a persons truthfulness and emotional state. Weaken - Reduce a target's strength level by one. Can only be used once on a person at any given time. Palm - Shapeshift the flesh of your hand to absorb an object you, and you alone, are holding into it, either hiding it or merging with it. This does not change the shape of the item, so its shape and size may inhibit your ability to hide or merge with it. LEVEL 4 Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining. Sicken - Disrupt a target's bodily processes, making them feel severely ill, with cramping, feverishness, and vomiting. Gladiator's Cestus - Summon around your hands a pair of leather gloves, plated and spiked with bone. Pain inflicted by these is felt twice as intensely. Arena Champion - You become a foot taller and more muscular. You gain a passive strengthen effect and can shape your arms into a variety of bone melee weapons. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after. Silence* - Initiate Only - Shape the flesh and skin on target person or creature's face to seal their mouth. Lasts 3 posts unless maintained. LEVEL 5 Leap - Augment the musculature of your legs to give yourself the ability to jump superhuman heights and distances. Forearms - Shapeshift yourself into growing another pair of arms as long as this is maintained. Summon Body Aspect - Summon a monkey with physical characteristics dependent on the race of the caster. Spells that would effect your body effect the body of the summoning as well. Reflex - Through striking a part of a person's body, you can magically slow that part's response to attempts to move it as long as this spell is maintained. LEVEL 6 A. Patch - By contact, a target's flesh and muscles shape themselves around a serious wound or break, forming an organic stitch or brace that will keep them from fighting until they can get the injury properly healed. B. Infect - By contact you can transfer any effects of sickness, poison, herbal mixtures or potions in your system into another target person. C. Perimeter - Exert your will within a 2' radius around you, repelling any flesh that would attempt to breach this perimeter. Can only be maintained over 6 posts per encounter. D. Osmose - Transform the magics composing a summoned creature you control into body magics, then absorb them into yourself. Your form alters in a way unique to the summoning for as long as this spell is maintained. LEVEL 7 A. Titan - Double a target's size for as long as this spell is maintained. Includes apparel and items because it just does. B. Dwarve - Halve the size of a target for as long as spell in maintained. Includes equipment. C. Impose - Cause a physical sensation of your choice anywhere on a target's body. D. Mimic - By contact, you can copy a person's muscle memory. This allows you to perform any physical skills they have for as long as you maintain this spell. LEVEL 8 A. Bounce - Target's flesh becomes extremely resilient and flexible, making them extremely bouncy and rubbery as well as resistant to blunt force damage. B. Hypersensitivity - With a wave of your hand, target's sense of touch becomes intensely and painfully magnified. The slightest touch, even a brush of their own clothing, will set off extreme pain. C. Puppeteer - Force a target humanoid's body to echo your own movements. This ability cannot override survival instinct and force them to do anything obviously lethal or possibly life threatening to themselves. D. Clone - By touch, you can transform your body into a copy of the person you touched. You gain any natural, unlearned and innate traits that body comes with. Does not change your clothing or items. Must be maintained and the change is instantaneous upon contact. LEVEL 9 A. Collective Might - Channel the physical strength of allies for one post, increasing your strength by one level for each level above average your allies have collectively. Their strength is lost while you borrow it. Use only twice per encounter. B. Pillar of Ages - Raise your hands and cause a massive pillar of bone, 10' tall and etched with glowing red runes, to rise from the ground behind you. The closer one is to the pillar, the older they become (the effect reversing the further away you get). People cannot be aged or de-aged into death or unlife. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Animate - Passive. Your Puppeteer spell can work on non-living humanoid bodies. D. Fission - Cause your body's mass to rapidly double and then split, creating an identical copy of yourself. This copy is clothed and armed with leather and bone copies of your own equipment. You and this copy share a mind and any use of spells or abilities by the copy count towards limits as your own. LEVEL 10 A. Perfection - While maintained, your body becomes your physical ideal, a form which comes with its own physical abilities. Chosen upon learning (requires WM approval). B. Dominant Realm - Everyone within 100' of you when you cast this spell becomes incredibly weary and physically weak, barely able to stand. Requires total focus to maintain, cannot attack while this is in effect. C. Summon Body Avatar - Summon a towering 12' tall cyclops of incredible musculature and menace, wielding a club of bone. Its eye's gaze triggers the body's flight response. D. Remake - Transform your flesh into a living version of any solid material your hand is touching.
Plant
LEVEL 1 Grow - Rapidly accelerate the growth of a plant by several months. Encase - Cause a layer of sticky sap to seep from your hands and quickly harden into amber as hard as stone, armoring them but immobilizing your fingers. Blossom - Cause a plant to rapidly blossom and bear an edible, tasty fruit. Fruit does not stay fresh for more than an hour. Raise Cultivorian - Summon from the earth a mouse-sized, spider-shaped plant creature with tendrils for legs, thorns for mandibles and a nut for a body. LEVEL 2 Prune - Cause a small to medium plant or part of a larger plant, to wither and recede. Trellis - With a touch, cause vines to erupt from the ground and crawl up the side of a vertical surface, creating a climbable surface. Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons. Rooted Stance - Strong roots grip your feet to the ground beneath them, allowing you to remain surefooted on any terrain and preventing you from being pushed back. LEVEL 3 Sapling - Cause a slender and flexible sapling to erupt from the ground before you, as tall as you are. Can be plucked from the ground and used as a staff weapon. Vine Lash - Grow from your wrists a pair of six foot vines usable as whips. Camouflage - Grow from the earth an intertangled mass of leafy vines that can be pulled over yourself in wooded areas to hide. Vitalize - Animate a small plant (or small area of plant life) under your control, such as a shrub, small bush, single branch or vine. This animation allows slow movement along ground for rooted plants. LEVEL 4 Warp - With a quick hand gesture cause a single piece of wood you see to warp and twist, shattering any mundane woods lacking magical traits. Heartwood Hatchets - Summon to your hands a pair of ironwood hatchets. Grow will allow you to enlarge these to fire-axe or battleaxe size, even after being thrown. Nature's Champion - Your skin develops natural leaf-mail as hard as wood and you grow thorns of various lengths and curvatures (no greater than 6 inches) over your body, chosen upon learning. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after. Remedy - Grow a patch of moss over a wounded person or animal. This moss has medicinal properties and accelerates the healing of that wound. LEVEL 5 Rootgrasp - Cause thick 1' long grasping root tendrils to erupt from the ground and grab a target in attempt to immobilize it. Raise Plant Aspect - Summon a cat-sized spider with thorn mandibles and twig-legs. It can rapidly spin a sticky sap webbing. Ensconce - Run your hand over an object or surface to spread a sticky sap that will rapidly harden into amber plating as hard as stone. Pathshape - Living plants will bend and sway in the directions of your choice according to your will, only as far they naturally can without damaging themselves. LEVEL 6 A. Vine Snare - While casting Vine Lash, you are able to control the movements of the lashes at will, making them more akin to tentacles. B. Nurture - Accelerate the growth of a plant by years. Can be used to heal damaged plant life. Can also be used to repair damaged or disabled wooden items you own, but this takes more time and focus and is best used out of combat. C. Raise Forestguard - Summon from the earth a humanoid plant creature with hair of leaves and skin birch armor. Hardened amber clings to it like plate armor and arm is elongated and bent in the semblance of a hand holding a sword. D. Bridge - Plants and trees will automatically animate, move and bend themselves into empty spaces to form a solid surface for you to walk on, if they are available. LEVEL 7 A. Thornspray - Sprout three 5" thorns protruding out from your knuckles like claws. You can launch these thorns outwards with great force. Can be painful to use. B. Briar Cage - Cause ironwood branches lined with 6" thorns to erupt from the ground all around you, forming a protective dome around you. C. Raise Heartwood - Summon out of the earth a custom mobile plant creature, no larger than a bear. Must be mod approved. D. Xylokinesis - Exert your will over target wooden object no more than 3' in diameter and animate it in a form akin to telekinesis. LEVEL 8 A. Foliage - Release from your hands a cloud of razor-like leaves, flitting through the air around you in a 10' diameter, both obscuring you and warding off attackers. B. New-Wood - Cause a sapling to erupt from the ground which grows through its life-cycle at a highly accelerated pace. By your next post it will be a fully grown oak tree. It will live for three posts after that then die. Can only be used outdoors. C. Raise Thornrippers - Summon out of the earth a half dozen lupine-like plant creatures with musculature of vines, fringes of moss fur, and thorns for claws, fangs and and forming a ridge along its back. D. Vivify - Animate a large plant under your control, such as a hedge or tree. This animation allows for slow movement along the ground for rooted plants. LEVEL 9 A. Vine Scourge - Passive. Your Vine Snare vines are a foot longer and split into three vines after a foot. B. Pillar of The Primeval - Raise your hands and cause a massive pillar of wood, 10' tall and covered in branches and glowing green runes, to rise from the ground behind you. Causes a forest to spring forth out of the ground, extremely thick and wild immediately around the pillar and thinning out the farther one gets from the pillar. Plants' growth will shape as to not destroy buildings this radius intersects one or is cast inside of one. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Raise Oakenfist - Summon out of the earth a 12' tall treefolk with two massive branch arms and root feet. D. Scavenge - Plunge your hand into a tree as if it were water and remove from it a wooden object of you choice. Must be made of one continuous piece of wood with no other materials and sized so it could have fit within the dimensions of the tree, as if it were carved from within. Any item so large it would necessitate taking the tree's heartwood will kill the tree if it is still alive. LEVEL 10 A. Symbiotic Titan - Create a custom armor suit of animate plant-life with an appearance and defenses or weaponry of your own design, chosen upon learning (Must be WM approved). B. Verdant Realm - Cause an extremely dense, high, and thorn-filled hedge maze erupts out of the ground in a 100' radius around you. Plants growth will shape as to not destroy buildings this radius intersects with or is cast inside of one. C. Raise Plant Avatar - Summon from the earth a powerful plant creature in the form of an 8' tall antlered centaur, made of vines, bark, branches, leaves and thorns. It can rearrange its component parts to shapeshift itself into plant versions of mundane wild animals. D. Nature's Revolt - Animate all plants in a 100' radius of you with violent intent focused on a single target. This animation allows for movements along the ground.
Beastial
> When choosing animal species, nothing with magic abilities unless noted.
> You may rebuy spells to be able to cast new species of the same spell. LEVEL 1 Summon Rodent - Summon forth a rodent to follow your commands. Species up to caster upon learning but will be no larger than a large weasel or small beaver. Nocturnalize - Grant a creature or summoning you control night vision. Heel - Will call to heel animals that are already familiar with you (presuming they don't hold a grudge), despite any distractions. Summon Insects - Summon multiple insects or arachnids. Species is up to caster upon learning. Number summoned is dependent on the size of the species chosen. LEVEL 2 Summon Bird - Summon forth a trained bird. Species up to caster upon learning but size will be no larger than a falcon. Call - Turn your voice into a perfect imitation of any given animal's call. Amphibiate - Grant a creature or summoning you control gills. Serpent's Tooth - Summon to your hand a razor-sharp 8" dragon's tooth to be used as a weapon. LEVEL 3 Summon Lizard - Summon forth a scaly lizard. Species up to caster upon learning, but size will be no taller than 16" in diameter (not counting tail). Lure - Release a pulse of beastial magic that draws the attention of animals in the area like a beacon. Toxify - Grant a creature or summoning you control venomous fangs. Spider's Silk - Create, flying from your hand, a projectile blast of sticky spider webbing. LEVEL 4 Summon Hound - Summon forth a loyal dog. Species up to caster upon learning but will be no larger than a doberman. Savage Claws - Summon a pair of dragonbone clawed-knuckles over your hands. Blood drawn with these claws becomes irresistible to carnivorous animals in the area, marking the wounded as prey. Untamed Champion - Choose upon learning three animals. This spell grants you the anthropomorphic head of the first, hands of the second, and tail of the third. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after. Chitter - You are able to speak to animals and understand their speech. Does not increase intelligence of animal or give you any control over them. LEVEL 5 Summon Predator - Summon a large, wild feline or lupine creature to prey upon your foes. Species up to caster upon learning but will be no larger than an adult lion. Summon Beastial Aspect - Summon forth what appears to be a duck-billed platypus. Can shapeshift to take the form of any non-sentient, non-summoned creature it can see. Learned or leveled abilities of the copied creature do not carry over. Uncage - Target summoned creature no longer has to be maintained, but cannot be controlled. Lasts until end of encounter. Scatter - Trigger a target uncontrolled animal's flight instinct, instilling a strong urge in them to flee. The smarter the animal, the weaker this effect. LEVEL 6 A. Summon Brute - Summon forth a large powerful animal capable of standing, such as a bear, or ape, to do your bidding. Species up to caster upon learning. B. Meld - Break down two summonings you control and unite their magics to make a new, merged creation. C. Triad - Passive. Level 3 or lower spells you cast that would summon a creature summon three of those creatures instead. D. Collar - Gain control of target real creature that is not trained or already under the control of another. The level of control is inverse to the size of the creature. Must be maintained. LEVEL 7 A. Summon Beast - Summon forth a large wild beast of the type of your choice, such as a rhino, hippo, crocodile, or small elephant. No larger than a rhinoceros or small elephant. B. Evolve - Alter the nature of a summoned creature you control, making it humanoid and more intelligent. C. Summon Flock - Summon forth one or more of almost any species of bird you wish, the exact number dependent on the type of bird. Species up to caster upon learning. D. Tame - Permanently tame target animal. May not always work, dependent on animal. Once this spell has been successfully used it cannot be used again. LEVEL 8 A. Summon Pack - Summon a half dozen wild beasts to harry your enemies. Species up to caster upon learning but cannot be larger than a wolf or wild cat. Due to their territorial nature, if more than two packs are active at the same time they will attack each other. B. Dismiss - Disrupt the magics of target summoned creature of a level (or approximate power level) equal to or less than your top level summoning spell. It cannot be re-summoned for a number of posts equal to its level. C. Give Form - When simultaneously cast with a non-summoning spell, will alter that spell so that its effect becomes embodied in creature form. D. Resurgence - Reanimate the nearby remains of a non-sentient creature. If no remains are within sight, random nearby ones will be chosen for you, rising from the earth if necessary. LEVEL 9 A. Summon Inhuman - Summon forth any sentient or near-sentient creature native to Bakara, be it fae, demon, or shavir. Cannot be larger than a shavir. Any magical abilities innate to the creature are present. Type of monster chosen upon learning. B. Fuse - A variation of the Meld spell, it can be cast on one real animal and one summoned animal. You control the melded creature. C. Warhorse - Passive. Creature summoning spells you cast come with specialized armor specific to the summon. D. Pillar of Instinct - Raise your hands to cause a massive pillar of wood, 10' tall and carved into a totem pole with glowing orange runes, to rise from the ground behind you. The closer one is to the pillar, the more their animal instincts take over and feral they become. Effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location. LEVEL 10 A. Summon Dragon - Summon forth a powerful dragon, no more than 50ft from tail to snout and 12 ft from foot to shoulder. Due to their solitary nature, if you have two dragon summons active at once, they will attack each other. Exact appearance up to caster upon learning, as is nature of its breath. Options are Fire, Ice, Acid, or Lightning. B. Calvary - Passive. Summoning spells you cast automatically create additional humanoid riders for each creature summoned. They are maintained as part of the original summoning. C. Summon Beastial Avatar - Summon a chimeric hydra, a serpent that is 30" in diameter at its thickest and 15' long. It has three necks and heads, one of a poisonous snake, one of a fire-breathing lion, one of a steel-horned ram. If any of its heads are severed, two more will grow back, one of which has a new type of animal head with its own traits. D. Wild Realm - All sentient beings within a 100' of you are transformed into wild animals of types determined by their natures. They retain their personalities and minds and any spells or abilities their new bodies could perform, but their apparel and items vanish until they change back.
Force
LEVEL 1 Hold - Use weak force magics to hold an object in place. Any moderate application of force, including gravity if the object is heavy, will be able to dislodge it. Empower - Magically augment the force created by your movements, effectively increasing your physical strength level by one. You can only have one instance of this effect placed on your body at once, or else the unnatural stress it puts on your body will cause severe injury. Contain - Generate in your hand a "jar" construct of solid force, 6" in diameter and 8" tall. Can close off the top when you wish. Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid. LEVEL 2 Enlighten - Halve the weight of an object you are in contact with. Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular and 3' in diameter, in the air inches from your palm. Acts as a suspended shield. It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon). Skein - Generate a paper-thin layer of force over your body. It is not strong enough to protect from slashes or blows but does prevent actual physical contact. Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape. LEVEL 3 Smash - Engulf your hands in a rippling aura of force magics, effectively giving them steel strength armoring. Repel - A variation on the Shield Spell. Raise your hand palm out to generate a barely visible construct of applied force, circular and 4' in diameter in the air inches from your palm. Then apply raw force to it, driving back anything before it. Maximum push-back range is 10'. Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges. Splint - Magical force reinforces your limbs, neck, and head, preventing them from moving in ways or suddenly moving at speeds that would be damaging, guarding against limb-breaks, joint dislocations or concussions. Can also be used to help hold already broken or injured body parts in place to allow movement. LEVEL 4 Implacable Hammers - Summon to your hand a silver and iron war-hammer, the force of whose strikes can move harmlessly through one object and strike another object touching it. Mighty Champion - You become larger and more muscular, with rhino-like skin. Your natural strength level increases by one, your weight and leaping ability are both doubled, while not inhibiting your movements. You cannot cast, maintain other spells, or summonings for as long as you maintain this effect and for a post afterwards. Force Blast - Launch a softball sized teardrop shaped projectile of concentrated force from your fist or palm. It hits with the force of a very strong punch. Dullen - By contact generate a film of force over a sharp object, effectively making it blunt for as long as this spell is maintained. LEVEL 5 Disempower - Halve the force being applied by a target. Summon Force Aspect - Summon a silvery skinned pygmy elephant the size of a golden retriever. It is quite strong and capable of flight. Levitate - Manipulate gravity's hold on an object weighing 40 lbs. or less, allowing you to levitate it to any height so long as it remains within 6' of you. You can lift it and cause it to drift in a direction by moving your hand. Lock - Lock yourself in place with various forces, preventing you from moving or being moved, even by gravity, so long as this is maintained. Does not prevent damage. LEVEL 6 A. Resist - Increase the friction of a solid object or area, making it more abrasive and rough, or harder to move across other objects and areas. B. Channel - Channel the force of a blow landed on your body through your body and release it from the other side of you in the form of a projectile, traveling along the same path as the blow and carrying the same force. Can only be done three times per encounter. C. Force Field - Create a dome of force magics over yourself, its diameter is 3" greater than your height and iron hard. Lasts 3 posts. Can only be cast every 6 posts. D. Launch - Apply raw force to send a target flying upwards 6-10' high. Height depends on weight of target. LEVEL 7 A. Hover - Use a combination of gravity manipulation and downwards force to grant yourself the ability to fly. B. Force Slash - A variation on the Force Blast spell. Slash your hand in a chosen direction to launch a force blast whose shape has been altered into crescent shaped, razor edged projectile of pure force. It is 1' wide and hits like an iron sword slash from a very strong man. C. Repelling Field - A variation on the Force Field spell. Creates a dome of force magics over yourself, its diameter is 3" greater than your height and iron hard. At the end of the post you cast it, this dome rapidly expands outwards increasing its radius and diameter by 10', then dissipates. Anyone and anything near you is launched backwards at 30 mph. D. Hurl - Apply raw force to launch an object from your hand forward at 60 mph. LEVEL 8 A. Ease - Decrease the friction of a solid object or area, making it extremely slick, slippery, and hard to grip. B. Deflect - With a wave of your hand redirect the force and momentum of an inanimate object in another direction. Cannot be done to objects being driven in that direction by a sentient force (can redirect arrows and run away carts but not swords slashes at your face). Can only be done once every three posts. C. Safe - A variation of the Force Field spell, generates an iron hard protective sphere of force magic around target inanimate object, just big enough to contain it. It cannot be used on an object being held or stored away in the possession of another. D. Bound - Apply raw force to launch yourself at up to 30 mph in a direction of your choice. LEVEL 9 A. Adrift - Reduce gravity's hold on everything within 50' of you, including yourself. B. Pillar of Singularity - Raise your hands to cause a massive pillar of translucent force magics, 10' tall and covered with glowing white runes, to rise from the ground behind you. Non-grounded movements, such as projectiles, leaps and flight are redirected towards this pillar with increasing strength the closer in proximity to the pillar they are. The effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Rebounding Field - Create a domed cylinder of force magics close around you. This field reflects any force applied to it back at its source. Lasts 3 posts. Can only be cast every 9 posts. D. Relocate - Apply raw force to push a target back, forth, or to either side. Maximum speed depends on weight. Speed in MPH=2000/Weight in lbs. Cannot exceed 75 mph. LEVEL 10 A. Temporal Realm - Reduce the speed of everything within 100' of you by 3/4, including yourself. B. Summon Force Avatar - Summon a translucent being of living force in the shape of a towering shavir. It has no powers beyond its incredible strength, leaping power, and durability. C. Juggernaut - Generate a sphere of pure force, hard as steel, its diameter 6' greater than your height. Spells cannot pierce this sphere, in or out. Your movements within the sphere will move it. D. Squeeze - Apply driving force to a target from all directions, first battering and then squeezing them, leaving them immobile and in pain. These forces also protect the target from any outside attacks or contact.
Spirit
LEVEL 1 Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is. Mark - By contact you can mark a person's aura, which manifests in a glowing rune on their brow. Allows you to sense their presence. Can only have two people marked at a given time. Divine - Sense if any spirits are in the area and their general mood. Home - You can anchor a part of your spirit to a single location ever. By casting this spell you will reconnect with that bit of your spirit and sense what is going on in that location. LEVEL 2 Peer - You are able to see and decipher other people's auras, revealing their emotions. Incite - Cause a target to grow angrier and potentially violent. Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you. Touch - Using this while touching an object will give you a mental image of the person with the greatest connection to it. Clarity of this image is dependent on their personal connection to the item. Use once per encounter. LEVEL 3 Kame - Release a blast of spirit energy from your hand, a baseball sized projectile that hits with the force of a punch. Color depends on your mood. Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter. Succor - Your ability to see auras can be altered so the auras of those in distress shine much more brightly, lighting up the area around them like a bonfire from a distance. Heartlight - Intensify the aura around one of your hands into a bright, visible radiance whose hue and contact effect are based on the emotion which is the strongest in you at all times. LEVEL 4 Imprint - Call forth the image of the most recent spirit to be created (meaning the most recent death) in the area. Soul Daggers - Summon a pair of daggers whose exact appearance reflects your inner spirit. The more damage dealt by these daggers the more intense fear and panic they trigger. Inner Champion - Take on a magical warrior form based off your inner spirit. You cannot cast or maintain other spells or summonings as long as this is in effect or for a post afterwards. Seeker - Passive. Your Mark spell now draws any projectiles magics you use towards the marked. LEVEL 5 Pacify - Lull a target into a deep deep calm. Effect will be broken by acts of aggression against the target. Hame-Ha - Release from your hand a projectile forged from your life-force. Its appearance and properties vary from caster to caster. Malajanus - Alter a person's aura to inflict bad luck on them. Certain people are resistant to this effect (Can only be used on NPCs). Summon Spirit Aspect - Summon a large golden tabby-cat. The greater the hostility there is for you amongst others in the vicinity, the larger, wilder and fiercer the cat's form is. The greater the love and respect, the larger, happier and and cuddlier it is. Restore* - Cleric Only - Revert a body part or object to its natural state, undoing recent damage, injury or alteration. LEVEL 6 A. Fear - Instill deep terror and fear in a target. B. Manifest - Cause a non-hostile local spirit to manifest. It remains incorporeal. Can be questioned about recent events in the area. C. Feed - Syphon life-force from another living creature, killing non-magical small animals and disorienting anything larger. Your healing is accelerated akin to the spell Heal and your energy is revitalized. D. Ethereality - Phase your spirit partially into the spirit world, reducing the effects of physical contact made by or on you for as long as this is maintained. LEVEL 7 A. Soulcry - By contact with a person's aura, you can absorb flashes of their memories and past emotions. B. Phantasm - Cause a hostile local spirit to manifest. The degree and nature of its ability to interact with the physical world varies from spirit to spirit. You have no control over it. C. Bind - Bond your life-force to another's. Any damage that person deals to you is dealt back to them and vice-versa. D. Projection - You are able to separate your spirit from your body, allowing it to travel imperceptibly within a range of 200 yards of your body. Your body is left inanimate and defenseless while this is in effect. If your body becomes injured, this effect will end. LEVEL 8 A. Phobos - Absorb of portion of a person's aura into your own, giving you knowledge of their greatest fear and, if you wish, altering your aura so you appear to that person as an embodiment of that fear. B. Benefactor - Cause a spirit that is personally linked to you in some way to manifest, either to aid you or hinder your enemies. Who this spirit is and what kind of aid they give is decided upon the first casting of the spell. C. Summon Nemesis - Draw on the life-force a target, and forge it into a summoning that reflects the antithesis of their inner spirit. D. Advanced Projection - While using the Projection Spell your wandering spirit is able to cast any spirit spells you know that do not effect yourself. LEVEL 9 A. Pariah - Alter a target's aura, causing any that see them to feel intense feeling of hatred and aggression towards them. B. Pillar of Transience - Raise your hands to cause a massive pillar of amber to rise from the ground behind you, 10' tall and carved with imagery of you and glowing orange runes. The closer one is to the pillar, the thinner the veil between the physical world and the spirit world, reducing their interaction with the physical world and increasing the ability for the spirit world to interact with them. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Blessed Being - Channel all your focus and will into bolstering your life-force, making you immune to damage. Lasts no more than three posts. Any attempt at an act of aggression on your part during this effect will recoil back on the aggressor with crippling pain and spasming. D Complete Projection - While using the Projection Spell, you convert your physical form to pure spirit energy and instantly teleport it to your spirit's location. This process is disorienting and leaves you unable to accurately cast spells or wield weapons during the post you do it or the post after. LEVEL 10 A. Pathic Realm - Release waves of spirit magics that alters the auras of everyone in a 100' radius, inducing an emotion of your choice within them. Choose emotion upon learning. B. Summon Spirit Avatar - Summon a sphinx the size of an elephant, with your face, the wings of a golden eagle and body of a great lion. Its nature an abilities depend on the emotion that is strongest in its caster (in general, not at the moment, decided on learning and created by WM, can be changed rarely if you undergo a major personality change). C. Savior - Bind your life-force to another person's granting them all your abilities and spells as well as drastically boosting their healing rate. While this is maintained, you lose your spells and abilities and are left extremely weak and weary. Can only be used once per encounter and can only be maintained for 7 posts. D. Convergence - Bind together your spirit and the spirit realm around you, altering yourself and gaining traits based on the area this spell is used in.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
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Links to Individual Guide Sections. Not posted in alphabetical order.
> Beginning / FAQ
> Character Creation
> Cities
> City Papers
> Crime
> Guilds & Societies: Overview
> Guilds & Societies: Specific Content
> History
> Items
> Leveled Starting Skills - Arted - Part 1
> Leveled Starting Skills - Arted - Part 2
> Leveled Starting Skills - Non-Arted
> Loot
> Maps
> Materials
> Notable NPCs
> Questing
> Races
> Skills - General
> Spells - Part 1
> Spells - Part 2
> World Moderators
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
The Histories of the Churches of Man
. .Ages ago, before the Great Migration, there was one major religion among the Men of the West. Known as at The Church of Rin (an ancient word for life) or The Great Church. In its earliest days it had worshiped Rin, the God of Life. Over time, as the arcane arts advanced, they came to realize that the presence they had felt and miracles they had attributed to Rin were infact the effects of natural leylines of Life Magic. With this revelation the church evolved. Rin became just another word for life, and the focus of their worship moved skyward. They became The Sun Church, praising the giver and sustainer of all life.
. .They served not only as confessors, comforters and spiritual guides for their congregations, but also as protectors. Their military branch, the Lum-Katar, rivaled the royal army in its size and strength. For empty is the praise of life if you are not prepared to defend it. Not everyone was a member of the church, but it offered its aid to even the nonbelievers.
.. When the Daemon Invasion reached its apex, in what became known as “The Fall”, the old king Atlais was slain. The government of man utterly collapsed and The Sun Church stepped up to prevent the lapse into utter Chaos. With kingdom collapsing and the land overrun, they Church announced that they must flee. They would head into the east, home of the rising sun. The Lum-Katar, whose numbers had swelled with volunteers from the scattered royal army, split in three. One third would stay with the people to protect them on their journey east. One third would seek out the source of the Daemons, heading north where they had first appeared. The final third would stay behind, both engaging the Daemons so they would not give chase and offering their aid to the other peoples of the west, such as the Ghul and the Strigoy.
The Setting of the Sun.
.. As the Men of the West became men of the east, the Sun Church maintained its role of guiding and protecting them. They organized the building of the first new city, Epicrin (Center of Life) and the establishment of of farmlands surrounding it. They also served as envoys to the many new races they encountered in the east.
The problem came when, once Epicrin was fully established, there came the time to establish a local government. The Church simply did not see a need. Government had proven weak, with the conviction that came from faith and the devotion to life. The Church could provide anything a government could, and more. Many disagreed, and the church's did the unthinkable. They did it out of honest concern for the safety of their people should the a new government be put into place. To them safety of the many outweighed that of the few. And more than a few people would die.
.. While most people had assumed the Churches envoys to the other races of the east had been seeking out good relations and aid, in truth the church's goal had been one of isolation. Their duty was to protect their flock, and they would not risk bringing what might turn out to be a wolf into the fold. Now this directive change. The church intentionally provoked a nearby Garr tribe, the Eghris'leen.
.. The stone-skinned barbarians launched a full out attack on the still fledgling city, and the Lum-Katar were there to fight them off. The city survived, though lives were lost. The church immediately began to proselytize about how hostile this new land truly was, and how dangerous it would be to hand over rule to a fledgling government. “Wait.”, they said. “Eventually, when are stronger.”, they assured them. “Now is not the time for risky change.”, they warned. And frightened people listened.
.. It was a year later when things all fell apart. Solumin, a bishop from the newly established port town of Elexia (from Lex, the ancient word for divination or knowledge) had traveled to the cathedral in Epicrin seeking money for his small congregation there as well as more Lum-katar soldiers to help combat the rampant thievery plaguing the town. He was an incredibly stubborn man, and when, standing exhausted from travel and soaked with rain, he was told the church heads were too busy to see him and to come back another day, he would not stand for it. Using certain skills he had picked up from less reputable members of his congregation, Solumin broke into the cathedral with the intent of forcing them to listen to him. Moving unseen through the inner-most sanctum of the Sun Church, he stumbled upon the church council, headed by the church Primarch, discussing their role in the garr attack, the possibility of needing to do so again in the future, and, most troubling “that we ensure secret of The Fall never see the light of day”.
The Rising of the Light
.. Shocked to his very core by revelations he had overheard, Solumin stole away from the Cathedral and fled back to Elexia. His outrage hotter than the sun he'd worshiped. He knew what had to be done. The truth must be known, but his word alone would not be enough. Solumin gathered up his priest and their congregation, mostly composed of thieves, ruffians, vagabonds and merchants, and set out to take down the church.
.. He sent his merchants out with goods to share and trade, out to the other races to act as true envoys and bring back those that could attest to the church's form of diplomacy. He sicked his thieves on the Cathedral, moving through it like an invisible wildfire, gathering every scrap of physical evidence they could gather. His priests sought out the council members who had seemed most reticent in the meeting he'd overheard and implored them to come clean. His ruffians sought out the hardliners for deceit and used less gentle methods to get the truth.
.. In the end, Solumin gathered his the assembled evidence and witnesses in the center of Epicrin and sent out his vagabonds with proclaimations, denouncing the church, exposing their lies, and telling everyone Solumin and the evidence and where they could see it. The people came, the people saw, the people revolted.
.. In the wake of these revelations, the Sun Church collapsed. It had broken trust and lost the faith of the people. A new secular government was finally able to get started. And while the disgrace of the church had destroyed many people faith in religion, many still felt the yearning for something more. These people turned to Solumin, the man who felled this church for the sake of truth. If he could not be trusted with their devotion, who could?
.. Solumin accepted this task, of rebuilding the church anew, but shedding all vestments of the old ways and devoting it to something greater than himself that would never lead them down the path of treachery. Solumin reformed the church around the ideal of Truth. He created The Church of the Unfailing Light in Elexia.
.. This new church would be devoted to seeking of truth, only truth, and all truth. Theirs would be an Unfailing Light, illuminating all, dispelling the shadows of deceit and illusion. Eventually all would come to light, good and bad, and the people, knowing all, could move through life prepared and righteous. The Lum-Katar were disbanded, and a new church guard established, smaller and focused on protecting the congregation and defending those who would speak the truth.
.. And as for the “Secret of the Fall” which Solumin had heard spoken of? No evidence of its nature was ever discovered. The council, when questioned, said only the Primarch had actually known its nature, and he vanished the day Solumin made his proclamation. To this day the church seeks out this truth above all others.
The Discovery
.. A century after the founding of The Church of the Unfailing Light, there came a crossroads. There was at this time a priest in the church by the name of Thanen. His congregation consisted of the farmers to the south of the Great Road and he oversaw the burials at the Codian Graveyard, which served Epicrin and the surrounding areas. It was while traveling to this graveyard that Thanen stumbled upon something that would change everything.
One minute he was walking along, then there was a loud crack and he had found himself falling. He landed on a small ledge, next to the corpse of a man wearing the armor of the Lum-Katar. Slowly he climbed his way up the rock wall beside him, through the darkness, up towards the hole he'd fallen through and the faint moonlight beyond. And on his back he carried the body of the fallen Lum-katar, as his was a duty to ensure the proper burial of the faithful.
.. When he emerged, Thanen examined the hole and discovered what would be come to be known as the Lidless Eye, a seemingly bottomless pit nearly 100 yards in diameter at the edge of the southern Sekoran Forest. Far far far below, this pit seethed with raw death magic, intersecting a natural leyline of buried deep in the earth. The reason he had fallen it was that someone had covered this pit with wood, placed a hatch in the center, and then covered it all in sod and grass. Over the years it had fallen into disrepair so when he stepped on a rotten patch he had fallen through. Removing the sod he discovered this wooden cover bore the seal of the Primarch.
.. Thanen realized this pit much had been used by Primarch as a secret means of disposal. With his curiosity peek, Thanen turned to the body he had discovered. It must have been down there since before the church fell, decay of his body and vestments arrested by the exposure to death magics below, a sterling silver knife protruding from back of his neck. He bore a messengers satchel, and inside Thanen found what the Church of the Unfailing Light had sought for century. He discovered the Secret of the Fall.
.. Upon discovering exactly what this secret was, Thanen realized he could not share it. He realized why the Primarch had kept it hidden. It broke his conviction that truth must always been known, that secrecy could never be for the best of the people. He returned the body to the pit, went on to his duty at the graveyard, and returned later to repair the pit's cover and replace its camouflage.
The Reopening of the Eye
.. For a long time, Thanen lived with this secret, breaking the vows of his church but sure it was the right thing to do. Until one day he could bare it no longer and confessed to his bishop that he had discovered the secret but could not share it. When word of this reached the current head of the church, a man named Felgrim, Thanen was taken into custody.
.. At Felgrim's order, Thanen was pushed to reveal his secret by every means necessary. They tried reason with him, commanding him, threatening him. When those failed, Felgrim authorized more draconian methods. Torture would not work, and even attempts using mindmagics could not pry the secret from Thanen. His conviction that keeping it secret has now buttressed by outrage and wrath at his treatment by the church to which he had devoted his life. In the end he was locked away, hoping time could pry from him what force could not.
.. What the Felgrim had not taken into account is that, in a church founded around truth, people will not hesitate to speak out against their superiors. When word reached the people about Felgrim's treatment of one of his own priests, the outrage that resulted became a major problem. Felgrim solved that problem, in his mimd, by excommunicating Thanen. Much to his chagrin, this resulted in his imprisonment of Thanen becoming illegal and he was forced to release the man.
.. Thanen now found himself out in the world, betrayed, abused, and then exiled by this church. Even worse were the fools that kept seeking him out, trying to get him to tell his secret. However, others sought him out also. People that knew him from before and trusted his judgment. They were the most outraged by the church's actions regarding him. They believe that if he judged that the secret should not be shared, he was probably right. Then they invariably asked him the same question.
“Do you wish you didn't know?”
.. Thanen came to realize that wasn't the case. He was glad that he knew, simply because, while everyone knowing would be disastrous, someone had to know. This led him to a revelation. The church was was right in its constant search to learn the worlds secrets, but misguided in its insistence that they be laid open for the world to see. Truth was power, and power must be regulated or else there is chaos.
.. Thanen's shared this new philosophy with supporters. And soon the number of these supporters began to grow, bolstered by disillusioned church members and those who had never joined the church because of its dogmatic nature. Before long this group became a church of its own, an offshoot dedicated to obtaining all knowledge, learning all secrets, and then judging for themselves who should know what. A new church was built in the south, with only Thanen knowing that beneath it lay the pit that had changed his life. The Church of the Unblinking Eye.
.. Truth is power, and must be applied as such, for the betterment of mankind. The dogmatic blind morality of the Unfailing Light is dangerous, its not about was moral it is about what is best for the people. Let those with the most knowledge judge what is best for the people, and always make sure you are the one with the most knowledge.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
> Below Will Be A List of the Various Guilds and Societies you can join. ,
>You do not have to join to any of these groups. Each comes with its own limitations and boons. They also all offer specific services to nonmembers.
> Guilds focus on profession, such as lawman, thief, inventor.
> Societies focus on style and lifestyle, such as magic, melee, churches.
>You can only be a member of one guild and one society at a time. If you are member of one of each, you get unique dual-class boons.
----------------------------------------------
SOCIETIES
The Clerics
Sigil - Open Palm Within A Sun In Glory
Current Leader – Lord Defender Solatara
Hierarchy – Lord Defender/Exalter as leader. Below that is a council of bishops known as the Malakhim whose duty is to inform the lord of what has been learned, advise him, and relay his wishes to the rest of the church. Below this are the Sera, the bishops who act as heads of house for the different church centers through-out the cities and who report the local happenings to the Malakhim.
Tenets – Only when there are no secrets, when all truths are laid bare, and the people know all can they be safe and prepared. Deceit serves only to endanger and manipulate. Truth is Freedom and the Ultimate Power, and it belongs to everyone.
Main Locations
.. Elexia – The Church of the Unfailing Light
.. Epicrin – The Old Cathedral
.. Greevan – The Houses of Healing
.. Sylvan – The Beacon
.. Ash – The Zenith Order
Services Rendered – Healing and Item Identification
Internal Classifications
.. Exalters – Focus on use of Magic
.. Defenders – Focus on use of Physical Might
Dual Class Names
.. Cleric + Peacekeeper = Seeker
.. Cleric + Thief = Witness
.. Cleric + Bard = Proclaimer
.. Cleric + Machnist = Advent
Requirements/Limitations
.. Lies to church members punishable by excommunicated and stripping of benefits.
.. Must actively inform church of any crimes committed and reason for them.
.. Must ready and willing to perform special tasks asked of you by the church.
.. Honor bound to attempt to resolve any observable physical conflict.
Opportunities/Boons
.. General - Free use of church services. Trust boost among NPCs.
.. Exalters - Access to unique rare spells that aid in the discovery and restoration of truth,
.. Defenders - Access to unique rare equipment that protect against deceit and trickery.
.. Seekers - Access to class-only bounties and tools for capture and interrogation.
.. Witnesses - Access to class-only investigative tools & church influence w/ law enforcement.
.. Proclaimers - Access to special influential vocal and musical techniques.
.. Advents - Access to special blueprints for observation and interrogation.
The Initiates
Sigil – Eye Within A Moon
Current Leader – Thane Kuan'an
Hierarchy – Thane Kuan'an as leader. Below him is a triumvirate of three initiates who consult with him but whose identities are unknown. Belial are the heads of the main church houses to whom all secrets discovered by initiates are reported.
Tenets – Truth is Power, and must be regulated. Secrets must be kept, and it is our role to decide which ones and from who. We must learn all truths, and use that knowledge to meet out truth as we see fit.
Main Locations
.. Sylvan – The Church of the Unblinking Eye
.. Epicrin – Moonbey House
.. Greevan – The Shaded Bough
.. Elexia – The Gilt Cage
.. Ash – Lostpath Cavern
Services Rendered – Broker obscure information and personal secrets.
Internal Classifications
.. Shade – Focus on use of Magic
.. Evincar – Focus on use of Physical Might
Dual Class Names
.. Initiates + Peacekeeper = Inquisitor
.. Initiates + Thief = Infiltrator
.. Initiates + Bard = Whisperer
.. Initiates + Machinist = Auger
Requirements/Limitations -
Opportunities/Boons -
The Mages
Sigil – An Open Tome
Current Leader – Archmage Coab
Hierarchy –
Tenets –
Main Locations
.. Epicrin – The Spire of Mages
.. Sylvan –
.. Greevan –
.. Elexia –
.. Ash –
Services Rendered –
Dual Class Names
.. Mage + Peacekeeper = Arbiter
.. Mage + Thief = Oathbreaker
.. Mage + Bard = Invoker
.. Mage + Machinist = Artificer
Requirements/Limitations -
Opportunities/Boons -
The Warriors
Sigil – Sword Within A Shield
Current Leader – Master Bajan
Hierarchy –
Tenets –
Main Locations
.. Ash – The Grand Arena
.. Epicrin –
.. Greevan –
.. Elexia –
.. Sylvan –
Services Rendered –
Dual Class Names
.. Warrior + Peacekeeper = Enforcer
.. Warrior + Thief = Blackguard
.. Warrior + Bard = Errant
.. Warrior + Machinist = Artillerist
Requirements/Limitations -
Opportunities/Boons -
The Sentinels
Sigil – Tree Within A Laurel
Current Leader – Bowden of the Oaks
Hierarchy –
Tenets –
Main Locations
.. Greevan – The Grand Refuge
.. Epicrin –
.. Sylvan –
.. Elexia –
.. Ash –
Services Rendered – Teaching Herbalism, Ingredient Shop, Will buy unwanted pets.
Internal Classifications
..
Dual Class Names
.. Sentinel + Peacekeeper = Warden
.. Sentinel + Thief = Stalker
.. Sentinel + Bard = Ascetic
.. Sentinel + Machinist =
Requirements/Limitations -
Opportunities/Boons -
--------------------------------------
GUILDS
The Peacekeepers
Sigil – The Open Palmed Hand
Current Leaders – Chief Warden Maul, Chief Enforcer Orin, Chief Arbiter Gelijk
Hierarchy – High Council of three trusted and experienced Peackeepers. Below that
Business – The capture of lawbreakers and aiding law enforcement where needed.
Main Locations
.. Epicrin – The Hall of Justice
.. Greevan –
.. Sylvan –
.. Elexia –
.. Ash –
Services Rendered –
Internal Classifications
..
Dual Class Names
.. Peacekeeper + Mage = Arbiter
.. Peacekeeper + Warrior = Enforcer
.. Peacekeeper + Cleric = Seeker
.. Peacekeeper + Initiate = Witness.. Peacekeeper + Sentinel =Warden Requirements/Limitations -
Opportunities/Boons -
The Thieves
Sigil – Dagger Piercing A Crescent Moon
Current Leader –
Hierarchy –
Business – None of yours.
Main Locations
.. Greevan –
.. Epicrin –
.. Sylvan –
.. Elexia –
.. Ash –
Services Rendered – A Black Market of rare items, Procurement of Hard to Attain Items for a cost.
Internal Classifications
..
Dual Class Names
.. Thief + Mage = Oathbreaker
.. Thief + Warrior = Blackguard
.. Thief + Cleric = Witness.. Thief + Initiate = Infiltrator.. Thief + Sentinel = Stalker
Requirements/Limitations -
Opportunities/Boons -
The Machinists
Sigil – Hammer Within A Gear
Current Leader – Master Mulciber Ironpalm
Hierarchy –
Business – The invention, augmentation and construction of burgeoning technologies.
Main Locations
.. Epicrin – The Tomorrow Forge
.. Greevan –
.. Sylvan –
.. Elexia –
.. Ash –
Services Rendered – Training in Tinkering and Gunsmithing, selling of machines, augments and accessories.
Internal Classifications
..
Dual Class Names
.. Machinist + Mage = Artificer
.. Machinist + Warrior = Artillerist
.. Machinist + Cleric = Advent
.. Machinist + Initiate = Auger.. Machinist + Sentinel = Adapter
Requirements/Limitations -
Opportunities/Boons -
The Bards
Sigil – Note Within a Scroll
Current Leader –
Hierarchy –
Business – Entertainment and illumination through word, song and dance.
Main Locations
.. Sylvan –
.. Epicrin – Park Theater
.. Greevan –
.. Elexia –
.. Ash –
Services Rendered –
Internal Classifications
..
Dual Class Names
.. Bard + Mage = Invoker
.. Bard + Warrior = Errant
.. Bard + Cleric = Proclaimer
.. Bard + Initiate = Whisperer.. Bard + Sentinel = AsceticRequirements/Limitations -
Opportunities/Boons -
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
ART SPECIFIC
Light
Lvl 1. Foresight - Attune your sense of sight to extrapolate and determine the paths objects and projectiles will take.
Lvl 2. Infrasight - Attune your sense of sight to pick up the infrared spectrum, allowing you to see heat.
Lvl 3. Insight - Attune your sense of sight to sense stress, picking up on what parts of a person or object is bearing the heaviest load or the weakest.
Lvl 4. Truesight - Attune your sense of sight to only see what is actually their, ignoring false imagery, enchantments, tricks of light and obscurances without substance. Does not effect illusions placed directly into your mind.
Lvl 5. Allsight - Attune your sense of sight with your other senses, creating an internal visualization of everything within a 10' radius of you.
Lvl 6. Secondsight - Attune your sense of sight to perceive the spirit world around you.
Lvl 7. Hindsight - Attune your sense of sight to pick up brief flashes and flickers of imagery of what has happened in the area in the past. Clarity will vary by events and time elapsed.
Lvl 8. Eversight - An variation of Allsight that gives you full visual awareness even if all but one of your senses is compromised.
Lvl 9. Tricksight - Combine your Foresight and Allisight abilities with an ability to pick up the first minute precursors of coming motion to to allow you to counter an attack, physical or projectile, in such a way it will reflect/ricochet/interact with the environment in such a way it either turns back on the attack or triggers a chain reaction that endangers them. Can only be done three times per encounter.
Lvl 10. You are able to attune your sense of sight into a custom sight-type.
SHINING SHIELD - A circular shield capable of being thrown. Made of silvery alloy, tough as bronze, which is as reflective as a mirror. Can he use it to gather, reflect and scatter light. On average 24" in diameter.
Lvl 1. The shield can reflect light-based magics and attacks.
Lvl 2. The shield can be turned into light, capable of storage within any clear, mundane crystal. Most users of the shield wear one in an accessory.
Lvl 3. When thrown, the shield develops an aura of burning light.
Lvl 4. The shield leaves a little of itself into the last crystal it was stored in, allowing its bearer to call the shield to them from a distance. In exchange, the shield gains some of the crystal's hardness, becoming steel hard.
Lvl 5. When thrown, the shield can momentarily become formed of light, then revert back. This can be used to preserve its speed over long distances, flow around narrow obstructions, or allow it to pass through clear or translucent materials.
Lvl 6. The shield can store the scenes it reflects, holding up to 2 minutes worth of reflections for later viewing. The scenes can be shown, fast forwarded, paused, etc as the wielder desires.
Lvl 7. The shield can negate the force of a single attack in an encounter, storing the reflection of that attack in the surface of the shield. At will you can release the reflection, projecting a light construct that imitates the attack directly outwards from the shield with equal force.
Lvl 8. The shield can steal the image of someone reflected in it. Once it has, you can take on the false appearance as that person. Can only store 2 images at a given time, one must be sacrificed to learn a new one.
Lvl 9. The shield can project an image of an object it is reflecting or has stored, no greater than the size of the shield, creating a solid light construct of it. This construct does not have any of the objects special abilities that cannot be easily replicated with light.
Lvl 10. The shield can store the image of any defeated enemy within it. At the end of each encounter you may choose one of the images stored this way this encounter and keep it permanently, stored within a crystal that forms along its perimeter. This image does not counts towards the level 8 ability limit. You may sacrifice this image at any time to grant the shield a permanent ability based on that enemy. The shield can only have three of these abilities at any given time, and can replace old ones with new ones as you desire.
ASLANYR - A six legged kitten with white fur and golden eyes. Will grow into a large, loyal lion. Starts 4" tall to the shoulder and 9" long not counting its tail.
Lvl 1. It gains an immunity to dark magics. (6" tall, 1' long)
Lvl 2. Its coat develops golden stripes and a faint glow that magically draws attention to it. (9" tall, 1'6" long)
Lvl 3. It develops a psychic link allowing you and it to speak to each other telepathically. Tail grows golden brush tip. (1'2" tall, 2'3" long)
Lvl 4. Claws grow to 4" and can be enhanced with a burning light aura. (1'9" tall, 3'4" long)
Lvl 5. It develops a roar that is deafening and scatters the light before it, disorienting others. Grows golden mane. (2'7" tall, 5' long)
Lvl 6. Its footfalls can give light momentary substance, allowing it chain up to four jumps together. (3'10" tall, 7'6" long)
Lvl 7. While charging, it can dart side to side, its aura causing its image to remain, creating a phantom aslanyr and leaving most unable to distinguish which is real. (5'9" tall, 11'3" long)
Lvl 8. It can unleash a roar with a Corona Beam effect once per post.
Lvl 9.
Lvl 10.
PRISMATICISM - Learn to alter the wavelength of the light created by your spells, causing them to gain unique properties.
Lvl 1. Shadowlight - Only illuminates objects to your eye.
Lvl 2. Blacklight - The light does not illuminate but causes certain substances to glow different colors. These include chlorphyl (red), bodily fluids (blue), and crystals/crystal dust (assorted) and various chemicals.
Lvl 3. Droplight - Light created by your spells has liquid substance. It can be stored in vials and kept with you for future use, keeping any special traits it has. It reverts to an unremarkable fluid when it moves more than 50' from you, making it useless to others.
Lvl 4. Masklight - A light that carries a passive and micromanagable tint effect on everything it illuminates.
Lvl 5. Slowlight - This light that reflects more slowly than normal light. If it is the only thing illuminating an object, (or the object is make up of this light) it will appear to move slower than it really does. If other light sources are involved, it will generate a distorting after-image.
Lvl 6. Hearthlight - A golden light that instils warmth and comfort in those exposed to it, bolstering their immune system and healing for as long as they are exposed.
Lvl 7. Deeplight - A blue light that can penetrate solid matter. Clarity depends on thickness
Lvl 8. Dreadglow - A yellowish green light that causes people to become sicker the longer and more closely they are exposed.
Lvl 9. Hardlight - Light with physical substance. Hard as wood.
Lvl 10. Choose a previous level of Prismaticism and suggest an alteration of that level. A WM will create a level 10 version of that light for your use, taking into consideration your suggestion.
Dark
Lvl 1.Your skin becomes dusky and as cold as a corpse. Your mind is filled with shadows and cannot be altered by external magics.
Lvl 2. You can see in darkness easily as light and cannot be blinded.
Lvl 3. Your skin develops swirling, shifting patterns of darkness beneath the skin. Your grasp creates the sensation of being bitten by a hundred tiny mouths.
Lvl 4. Your hair becomes inky black seems to sway and move independently from your head's movements. By touching a wall or the ground, you can create a shadow there, in your shape and dimensions, anchored to that surface. This shadow cannot be dispelled by normal light and causes icy damage to any that touch it. Can only have three of these active at once. Only last an hour.
Lvl 5. If wounded, the darkness beneath your skin gain substance, biting into your flesh and skin to stitch, suture, and staple it back together This is not painless.
Lvl 6. Some of your subdermal darkness moves to the surface, taking the appearance of strange runic tattoos that constantly change and move. If you grab someone for more than a moment, some of these "tattoos" will move them to them. They remain until the end of the encounter, sapping the warmth and hope from them, weakening them by a level.
Lvl 7. Your inner shadows reduce your weight, giving a minor boost to your leaping ability and agility. The shadow "tattoos" that cover your body can bite and cling to surfaces, even through thin clothing, allowing you to stick to walls and ceilings like an insect.
Lvl 8. Your "tattoos" become more numerous. Shadows wisp occasionally from your mouth and nose like smoke. You can, once per encounter, spew your inner darkness out from your mouth to form an intangible, barely perceivable shadowclone of yourself, taking with it your consciousness. This leaves your body, now unchanged by the Shade ability, limp and helpless but allows you to travel in this shadowform anywhere within 200' of your body. You can cast a single spell each post through this shadowform. If your body is dealt any damage, this effect will end.
Lvl 9. You can use shadows you have anchored as portals between each other. Once every 7 posts.
Lvl 10. You learn to harness your attunement for a custom ability based on your personality and shadows.
SHADOW SCYTHE - A large scythe of tarnished silver and ebon wood which is as hard as iron. It is attuned to shadows and able to interact with them in unique ways. Stands as tall as user.
Lvl 1. Half the scythe's mass can be reduced to a shadowy aura around it, transforming it into a single hand scythe.
Lvl 2. All of the scythes mass can be reduced to semisolid shadows, allowing it to be put and kept in a closed pouch, bag or sac.
Lvl 3. The scythe's blade develops an umbra of damagingly cold shadow.
Lvl 4. You may turn the scythe's handle into semisolid shadow that can stretch and flex, allowing it to be used like a scythe-tipped lash and extending its possible reach by 1/4th its length.
Lvl 5. The scythe leaves behind a residue of shadow in wounds it inflicts, preventing healing and clotting unless dispelled by magical light.
Lvl 6. You may condense the staff into a cloud of semisolid shadow and launch it in a direction. If you do, it reverts in midair, becoming a volley of blade shards and jagged ebony fragments. After impact, it turns back into shadow and slowly crawls back to you, taking two posts to do so.
Lvl 7. By driving the butt of the scythe's shaft into the ground, your shadow becomes eight shadows, stretching out by your height in every direction. These shadow will reach up and grab anything that touches them. Counts as a spell.
Lvl 8. Wounds inflicted on the shadows of people by the Shadow Scythe are reflected onto those people.
Lvl 9. Once per encounter you may animate your shadow, which wields its own, very real Shadow Scythe. Lasts 3 posts.
Lvl 10. The scythe can absorb the shadow of anyone it kills. At the end of each encounter, you may choose a person it has killed that encounter and grant the scythe a power based on that person, purging the other shadows. The scythe can only have three of these abilities at any given time, and you can sacrifice old ones for new ones as you desire.
SUBERSU - A three headed wolf pup with black fur and silver eyes. Will grow into a large, fierce wolf. Stands 4" to the shoulder and just under 6" long not counting the tail.
Lvl 1. It gains an immunity to light magics. (1'1" tall, 1'5" long)
Lvl 2. Its eyes take on a silver glow. Its gaze(s) draws your attention by making the rest of the world seem to fade into darkness. (1'10" tall, 2'5" long)
Lvl 3. All of the subersu's heads gain the power of speech, each with their own distinct personalities. (2'7" tall, 3'6" long)
Lvl 4. Its claws grow 4" long and can be enhanced with a freezing dark umbra . (3'4" tall, 4'7" long)
Lvl 5. The heads vie for dominance. Winner decided at random by WM, who creates a power based on personality of winning head. It grows a silver ruff along its spine. (4'1" tall, 5'8" long)
Lvl 6 . (4'10" tall, 6'9" long)
Lvl 7. . (5'6" tall, 7'10" long)
Lvl 8. It's howl can be answered, creating a copy of itself, formed of living solid shadow but lacking its powers and only being level 4 size. It can only have one of these copies at a time.
Lvl 9.
Lvl 10.
SHADOWTWIN - Your affinity for dark magics has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more.
Lvl 1. You cast no shadow except your "true shadow", which always exist, no matter how bright or how dark it is, and cannot be illuminated. This shadow has a mind of its own and moves of its own will. It has a mind and personality of its own, but as its life is tied to yours, your well being is its top concern.
Lvl 2. Your shadow can separate itself from you, if it does, it gains a third dimension. It remains insubstantial. It cannot wander more than 50' from you.
Lvl 3. Training with your shadow grants you greater understanding of your own style and technique, granting you an additional level in a leveled physical skill you possess. If you possess none, your strength level is increased by one.
Lvl 4. You and your shadow gain a psychic link, allowing you to communicate your will to it and it to relay what it sees and hears back to you.
Lvl 5. Your shadow can communicate with the shadows of others, sometimes gaining helpful information from them.
Lvl 6. Your shadow can gain enough substance in a part of its body to manipulate small objects, no more than 5 lbs in weight.This requires great focus and uses up one of your spells per post.
Lvl 7. Your shadow is able to merge with the shadow of another and, while merged with it, telepathically grant you any strictly physical skills, abilities and techniques that person has. This merger can only last four posts before your shadow is permanently rejected from that person's shadow.
Lvl 8. Your shadow can cast one of the spells you know per post, but it counts towards your spells per post limit.
Lvl 9. Your shadow's spell casting counts towards its own spells per post, of which it has one.
Lvl 10. Your shadow can become a solid being of shadow made flesh, a jet colored duplicate of yourself, equipped with nonmagical replicas of your apparel, weapons and items formed from solid shadow of equivalent hardness. Once it does this, it cannot return to its incorporeal form until the end of the encounter. Death and dismemberment is as permanent for its solid form it as it is for you.
Fire
Lvl 1. Your skin is ruddy and feverish. You quickly burn away poisons and potions.
Lvl 2. Your irises gain a flickering red glow. You are able to shift your perception to see heat.
Lvl 3. Your veins glow orange beneath your skin. Your touch is so hot it is painful for others to touch you.
Lvl 4. Your gaze causes a target to become warm and uncomfortably flush or feverish. This acts as an intimidation effect. This intimidation effect increases with your Mantle level.
Lvl 5. Wounds inflected on you cauterize themselves.
Lvl 6. Your skin bakes and tans, becoming as tough as leather. You breath becomes steam, your bodily fluids boiling hot.
Lvl 7. You can inhale nomagical fire to boost the power of your next fire spell.
Lvl 8. Your hair catches fire but does not burn away. You can breath fire up to three feet. Your nails glow red hot.
Lvl 9. Your gaze can rapidly raise the temperature of what you look at in a precise spot. Moving objects are harder to heat precisely. Requires focus, costing you a spell.
Lvl 10. You learn to harness attunement for a custom ability based on your personality and fire.
PHOENIX STAFF - An iron staff with six vent holes at either end. With the press of a button bursts of steam will separate it into a three sections, connected by iron chains. Able to channel fire and generate steam. Stands as tall as user.
Lvl 1. The steam burst that separates the staff grows in strength, launching either end with the force of a punch.
Lvl 2. Either or both ends of the staff can ignite, flames coming from the vent holes.
Lvl 3. The staff with passively reforge itself after a few posts if damaged or broken.
Lvl 4. You may superheat the chains and boost the steam-burst that separates the staff, allowing one end section to launched with the power of a mighty punch with a 30' range. The section will immediately retract but the staff cannot be separated for the rest of the encounter.
Lvl 5. The staff can release a powerful burst of steam from one end, either used to push back enemies with a jab or to get a potent boost when using the staff to vault.
Lvl 6. When held by one end and lashed like a whip, the separated staff will throw off an 7' tall vertical arcing wave of flames from its tip.
Lvl 7. You can spin the unseparated staff above your head and then slam one end into the ground before you to channel intense firemagics into the ground, causing a ring of 6' flame jets to erupt from the ground in 6' radius around you. Jets last 6 seconds.
Lvl 8. The staff's ends cause an small but explosive ignition of air when they make contact with solid objects,
Lvl 9. When spun vertically before you while unseparated, the staff will generate a horizontal cyclone of flaming 50 mph winds, as wide as the staff is tall, reaching out 10'. Can only be sustained for two posts.
Lvl 10. Once per encounter the staff can channel its inner fire into the body of a slain foe or fallen comrade, creating a funeral pyre. From this pyre will emerge a hawk-sized phoenix, containing a bit of that person's essence and with an ability based on that person. This phoenix will return to the staff's inner flame until summoned. The inner flame can only contain three phoenixes, and the addition of a new one will require the banishment of an old one.
PYRE SALAMANDER- A young black salamander with orange or yellow markings the size of a small dog. Will grow into a large, fire-breathing beast.
Lvl 1. The salamander is immune to fire.
Lvl 2. When angry, the salamander gives off sparks.
Lvl 3. Over time salamander regenerates from amputations and internal injuries that would be permanent to most creatures. Does not accelerate the healing process.
Lvl 4. When in danger the salamander can secrete a neurotoxin that causes burning pain in anything that touches it.
Lvl 5. The salamander's saliva is highly flammable, allowing it to lash out with its tongue as a flaming lash.
Lvl 6. The salamander's croak gives off a burst of flames, 6' in diameter and 3' in range.
Lvl 7. The salamander can climb on any surface, secreting a mild adhesive residue that helps it remain at any angle. This residue is flammable when it dries.
Lvl 8. The salamander can breathe a continuous stream of fire, 2' in diameter and 10' in range.
Lvl 9.
Lvl 10.
LORD OF FLAMES - Learn to use a variety of flame-types in your firespells, each with its own unique properties.
Lvl 1. Shadowfire - A black flame that illuminates nothing.
Lvl 2. Frostbite Flame - A light blue flame that burns cold but is just as damaging.
Lvl 3. Starfire - A magenta flame that burns extra bright and hurts the eyes, can blind if looked at too closely.
Lvl 4. Gaspflame - A dark green flame that puts out large amounts of choking smoke and soot.
Lvl 5. Eternal Flame - A self sustaining fire that burns without consuming whatever is on fire.
Lvl 6. Gelfire - A silvery flame that sticks to what it touches as if it had mass and continues to burn longer.
Lvl 7. Banefire - A yellow flame that can ignite nonflammable materials.
Lvl 8. Fiendfire - Can have any fire creating spell you cast instead create an elemental summoning of crimson living flame whose form depends on the spell.
Lvl 9. Ghostfire - An invisible flame.
Lvl 10. Choose a previous level of Lord of Flame and suggest an alteration of that level. A WM will create a level 10 version of that flame for your use, taking into consideration your suggestion.
Water
Lvl 1. Your skin is pale, clear, and very cold to the touch. You are indifferent to extreme climates.
Lvl 2. Your irises become pale blue and constantly changing shape. Your sense of smell becomes much more acute.
Lvl 3. Your skin tints blue and becomes painfully cold to the touch.
Lvl 4. Your hair develops frosted tips, literally. The constant flow and shift of your eyes makes eye contact with you mesmeric.
Lvl 5. If your blood is spilled it remains blue and instantly freezes, patching any wound inflicted on you.
Lvl 6. Your skin becomes stiffer and develops patches of frost in unique patterns. You can freeze nonbodily fluids with your touch.
Lvl 7. By inhaling deeply and exhaling, you can release an arctic cold flurry of obscuring snow from your mouth that will freeze water and frost objects.
Lvl 8. Your feet become coated in ice. You gain a passive variation of the glacial path spell which allows you to be carried along by a forming ice bridge rather than having it form as you walk. Also allows the ice bridge to angle up or down.
Lvl 9. You gain a natural Flow ability that does not require use of a spell to use and can control 50% more water.
Lvl 10. You learn to harness your attunement for a custom ability based on your personality and water/ice.
TIDAL LASH - A whip or scourge of white galoth leather with a hilt and tip(s) of nevermelt ice. Able to channel and absorb water magics. Length varies.
Lvl 1. The lash can't be burnt or harmed by flame.
Lvl 2. The lash's leather can be transformed into water and absorbed into the hilt for easy storage.
Lvl 3. When transformed into water, the lash can flow around objects in its path and reconnect on the other side.
Lvl 4. The lash's hilt can generate an 15" blade of ice for close combat.
Lvl 5. The lash can spontaneously sprout razor sharp ices shards all along it.
Lvl 6. The lash can flow into itself and turn to ice, trapping anything its wrapped around.
Lvl 7. Once ever you can pour a potion into the water lash, granting it a permanent ability based on that potion's nature.
Lvl 8. The crack of the lash will either release a dagger-like shard of ice (whip) or a shower of dart-like ice shards (scourge).
Lvl 9. The lash will generate ice over a small area wherever its tip or tips make contact.
Lvl 10. The lash can absorb a little of a defeated foes blood and incorporate it into the fluid of the lash. The weapon gains an ability based on that person's race and heritage. You may only keep three abilities in the lash before one needs to be flushed out to make room.
VINTERHEART BEAR - A polar bear cub with pale blue eyes. Will grow into a huge, faithful ally.
Lvl 1. The bear is immune to extreme cold, heat and most extreme climates.
Lvl 2. The bear gains a passive Scent effect.
Lvl 3.
Lvl 4. The bear's roar unleashes a gust effect combined with numbing cold and a light flurry of snow flakes.
Lvl 5. The bear can shake its fur as if drying off, obscuring you and it in heavy flurry of large snowflakes.
Lvl 6. The bear develops a passive glacial path ability.
Lvl 7. The bear can draw the air around it in and freeze it, forming icy armor over itself and its rider.
Lvl 8. The bear's s
Lvl 9.
Lvl 10.
MISTKEEPER - Your innate water magics cause and pall of fine mist to passively form in a 10' radius around you.
Lvl 1. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can he shaped into intangible apparel if you want it out of the way.
Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you.
Lvl 3. Thicken the mists and increase their opacity without compacting them, turning it into a cloud that totally obscures yourself from view.
Lvl 4. Raise the temperature of a section of the mist so rapidly it expands in a burst of steam that repels and scalds anything anything before it. Steam quickly cools and reverts to your mists.
Lvl 5. Condense the mists around a flame within its reach, extinguishing it. Doing so reduces the mist and as such can only be done so thrice per encounter.
Lvl 6. You are able to flash freeze portions after of the mist momentarily, allowing it to be flowed into small spaces and frozen so it expands to pry or break them open.
Lvl 7. Flash freeze the mists, turning them into a hard but thin protective shield/dome completely surrounding you.
Lvl 8. Cause the mist before you to flashfreeze into several small projectiles that launch at your target in a storm of shrapnel.
Lvl 9. Raise the temperature of all the mist so rapidly it expands in a burst of steam that repels and scalds anything everything around you. You may keep mists in this steam form, extending its range to 20' but limiting its abilities to simply causing extreme discomfort and fatigue to others within it.
Lvl 10. Condense the mists around you, lifting you into the air at the centers of a large effigy of yourself made of mists, semisolid cloud and hardened ice. This effigy moves as you move and cannot be harmed except by large amounts of fire.
Earth
Lvl 1. Your skin is the color of the variety stone of your choice. You cannot be stunned or knocked unconscious by head trauma.
Lvl 2. Your irises take on the appearance of the crystal of your choice. You can sense ground-based movements around you through vibrations in the ground.
Lvl 3. Your skin becomes either either marble smooth or stoney rough. Your base strength level increases by one.
Lvl 4. Your hair and nails becomes razor sharp and metallic.
Lvl 5. Your bones become metal and much harder to break, as well as channeling electricity harmlessly through you.
Lvl 6. Your body's rigidity prevents outside forces from influencing it. You gain immunity to outside magics that would alter your body and your connection to the earth means you cannot be moved if you do not wish it.
Lvl 7. Your skin becomes living stone and you grow a foot taller.
Lvl 8. You can vein your stone arms with lutharin crystal, charged with the art of your choice, strengthening them and granting them the imbue effect of that crystal. Can only be done three times per encounter, For every post you maintain this effect, you must wait that long before its next use, maximum of five posts per use. You choose crystal type upon reaching this level.
Lvl 9. Twice per encounter you can root yourself to the ground and turn yourself into a true monolith of immobile, unmovable, indestructible stone, completely aware but incapable of movement. Can only last for three posts.
Lvl 10. You learn to harness your attunement for a custom ability based on your personality and earth.
BEDROCK SLEDGE - An enormous hammer with a head of unbreakable granite and haft of iron. Able to alters landscapes with its power. Stands tall as user.
Lvl 1. By driving the sledge's head into the ground or a stone surface, the sledge will become anchored there and unable to be removed by any means save your willing it.
Lvl 2. If the sledge is to bulky or heavy for you carry, you can drop the sledge and have the earth swallow it up. If you do so, you can retrieve it at any time by plunging your hand into the ground and drawing it out. (Can be done anywhere on land, regardless of where you were when you dropped it.)
Lvl 3. Your attunement to earth magics allow you to wield this hammer as if it were far lighter. Metal objects forged with this hammer are imbued with earth magics that increase their modifier by one.
Lvl 4. A variation of the sledge's anchoring ability, you can drive the sledge's head into the ground or a stone surface then withdraw it, removing a section of the stone or earth with it, temporarily adding it to mass of the sledge's head. The next blow it lands dislodges this material.
Lvl 5.
Lvl 6. The Sledge is extra-effective against stone and/or metal armor. It can forge materials without needing to heat them.
Lvl 7. By slamming the head of the sledge down into the ground as hard as you can, you trigger the eruption of a ring of 10 huge stone shards (1' taller than you, 4' wide, and angled outwards) from the ground in a 6' radius around you.
Lvl 8. You may smash an item you own with the hammer to transfer its magical attributes to the hammer.
Lvl 9.
Lvl 10. At the end of each encounter, you may use the hammer to destroy a personal possession of an enemy you defeated that encounter. Ifthat item has no magical attributes, the hammer draws in the essence of that person, granting it an ability based on that person's nature. The hammer can only hold three such abilities at once, so to add a new one you must sacrifice an old one.
STEELHORN RAM - A young tan billy with metallic looking horns and hooves. Will grow into a large, fearless ram.
Lvl 1. The ram's skeleton is as durable as iron and extremely resistant to damage.
Lvl 2. The ram's hooves can adhere to the ground, giving it stable footing on most any terrain and slope.
Lvl 3. The ram cannot be dazed, concussed, disoriented or confused.
Lvl 4. The ram can kick its back feet to throw up a small stifling and obscuring dust storm at a target.
Lvl 5. The ram can bite through most any material.
Lvl 6. When leaping, the earth itself moves to give the ram a boost.
Lvl 7. When charging, the earth moves to boost the rams speed so it can focus all its strength into a bounding headbutt strong enough to shatter stone.
Lvl 8. The ram can rear up and stomp its front hooves down, sending a shockwave along the ground, violently quaking the ground around it and sending a path of upturning ground in the direction its facing.
Lvl 9.
Lvl 10.
CRYSTAL CULTIVATION - Through the application of earth magics and a rare seed crystal, learn to manipulate, energize and even generate magical creatures. Your crystal starts a zircon the approximate size and shape of an adult male's thumb. When bonding the seed crystal, its effects spread all all parts of the object is bonded to, including hilts, and associated parts of armor sets.
Lvl 1. Choose an art. The seed crystal becomes the crystal aligned with that art.
Lvl 2. You can use earth magics to bond the seed crystal to an object without using smithing or enchanting, granting the item the imbue effect of that crystal. This bond can be undone at your will. Avoid constantly moving it from item to item as this can harm the seed if done too often too closely.
Lvl 3. Your affinity for earth magics allow you to bond with the the seed crystal, granting it and any item it is bonded to the equivalent of a Homeguide enchantment, allowing you to call them to your hand from a distance.
Lvl 4. The crystals charge cannot be fully drained. It gains an additional use of its prisming ability each turn and if it is used to power a machinist item, it will recharge over a week rather than going dead for good.
Lvl 5. When bonding the seed crystal to an object, you can have it prism that objects abilities and appearance towards its art for as long as the crystal is bonded.
Lvl 6. The seed crystal regenerates itself if broken or damaged. This allows for a portion's worth of dust scrapings to be taken once a week without permanent damage.
Lvl 7. When bonding the seed crystal to an object, you can have it transmute the object into crystal, altering its modifier and lending that item the same regenerative powers as the seed crystal. This effect lasts as long as the seed crystal is bonded to it.
Lvl 8. The seed crystal's imbue effect is amplified. If the item it is bonded to has any magical connection to one or more others items you own and possess, those items may also receive the crystal's effects, though not the amplification.
Lvl 9. The seed crystal grows, spawning a second crystal. This second crystal's art alignment may be changed by casting a spell through it before breaking it off the seed crystal and it only has up to Level 4 abilities.
Lvl 10. The seed crystal becomes attuned to other crystals, vibrating in their presence, whether imbued or yet unearthed.
Storm
Lvl 1. Your skin has a very faint glow. You can shut out pain.
Lvl 2. Your irises glow yellow. You can sense disturbances in the air in a 6 foot radius around.
Lvl 3. Tiny electrical sparks flicker at random beneath your skin. If skin is broken, electricity will course you into the implement.
Lvl 4. Your nerves fire quicker, boosting your muscle and reaction speed.
Lvl 5. You are able to absorb electricity to accelerate your own healing. Electricity must be generated by nature or your spells, not come from within.
Lvl 6. Your hair stands on end. Your inner electricity generates a static field that wakens strikes from metal implements.
Lvl 7. You can now shape and direct electricity.Your static field strengthens your grip and allows your hands and feet to adhere to objects and surfaces strong enough to support you weight.
Lvl 8. Your voice naturally booms and echoes, making you hard to ignore. You can use this ability to draw all attention to yourself. More directly your scream is deafening to your enemies, dulling their sense of hearing when you cry out.
Lvl 9. Your nerves fire even quicker, increasing your mind's speed and allowing you to cast an extra spell each turn.
Lvl 10. You learn to harness your attunement for a custom ability based on your personality and storm.
ZEPHYR STAFF - A strong but flexible wooden staff of Alogean Oak. A push of a button will release a pair of durable sailcloth glider wings folded up inside. Staff is as tall as user.
Lvl 1. The air parts before the staff, reducing its drag and allowing for faster swings.
Lvl 2. The head of the staff is hollow and can be blown into like a wind instrument, creating wistful music that calms those that hear it.
Lvl 3. The staffs innate wind magics allow it to be thrown with great precision and range, helping it fly far and true.
Lvl 4. When spinning the staff before you, its wind magics use the wind it generates to help it deflect incoming attacks.
Lvl 5. When swinging the staff you can extend its tail wings only, turning into giant fan and using its wind magics to turn the gust this creates into a blast of wind that drives back anything in its path several feet.
Lvl 6. You are able to use the staff's wind magics to launch yourself airborne on the glider without the need for a running start or leap into open air.
Lvl 7. When swinging the staff you can extend its tail wings only, turning into giant fan and using its wind magics to turn the gust this creates into a shaped blast of wind that slashes at anything in its path like a wooden blade.
Lvl 8. You are able to use the staffs wind magics to precisely control and indefinitely maintain the glider's flights.
Lvl 9. While flying using the glider, you become encased in a protective sphere of whirling, barely visible wind. This sphere allows you to do commit a dive-bomb effect without worry of the impact harming you.
Lvl 10. Once per encounter the staff can absorbs an enemies last words or the sounds of their defeat. By blowing into the end of this staff you can release a spell song based on these sounds and words with a unique effect. Only three spell songs can be remembered by the staff at once.
STORM DRAKE - A juvenile azure drakeling the size of a falcon. Will grow into a soaring fullsized drake.
Lvl 1. The drake's metallic bones make it immune to electrical damage very durable.
Lvl 2. The drake can throw its shrieks, making them sound like they are coming from elsewhere.
Lvl 3. The drakes talons and fangs are iron, and it can hear you from any distance.
Lvl 4. The drake develops iron spikes on its tail which crackle with electricity.
Lvl 5. The drake can unleash a powerful shriek that has the power of a gust and cancels out all other sound.
Lvl 6. The drake, while flying, can powerful an incredibly brief but intense speed boost, breaking the sound barrier and creating a sonic boom that deafens, breaks glass, and knock things back. Highly unsafe to do close to the ground.
Lvl 7. The drake, while airborne, generates a wind-wake that protects it and any rider from all but the heaviest or most powerful projectile attacks.
Lvl 8. The drake can unleash a lightning blast from its mouth once per post.
Lvl 9. The drake can inhale and absorb the electric energy from a target's body. draining their strength and energy for the rest of the encounter. Can only be done once per person.
Lvl 10.
ELECTROMAGNETISM - Learn to manipulate the electricity generated by your body and your storm magics so exerts influence over metallic objects.
Lvl 1. You massively create a magnetic bond between yourself and any metal items you hold, making your grip on them unbreakable.
Lvl 2. Your attunement to electromagnetic forces allows you to attune your senses to the fields generated magnetic north, electrical charges, and/or magnetized metals.
Lvl 3. Generate a magnetic field around your hand and target metallic object, pulling it towards you with 20 lbs of force. Counts as a spell.
Lvl 4. Generate a magnetic field very close around one of your hands, repelling any metallic object with just enough force to drastically decrease its momentum upon contact. Counts as spell.
Lvl 5. Use a magnetic field to repel a metal object you throw, increasing the force and speed you impart to them.
Lvl 6. Control the movements of a metallic object up to 10 lbs in weight under your control using magnetism. Counts as a spell
Lvl 7. Generate a powerful electromagnetic field close around your body which will deflect any metal that comes in contact with it. Counts as a spell.
Lvl 8. Generate a powerful magnetic field around yourself, repelling your body from the natural metals present in the earth and granting yourself flight. Not usable over water. Counts as a spell.
Lvl 9. Use a magnetic field to repel a metal object you are holding in one hand from your body, launching it from your palm at great velocity. {Velocity is inverse to the size of the object.} Counts as a spell.
Lvl 10. Control the movements of a metallic object up to 100lbs in weight under your control using magnetism. Counts as a spell.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
> Can only cast two spells per post.
> Spells with effects that can be continuous do not have to be recast each post, you simply maintain them at the cost of one of your spells per post.
> If a spell that gives a precise duration for its effect, it does not have to be/cannot be maintained.
> Summoning spells do not have to be maintained, but the number of them you can have active if equal to your spell per post limit.
> Passive spells do not have to be cast, they are always active without using your spells per post. These usually are augmentation to yourself or other spells.
Light
Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle
Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining.
Tint - Alter the perceived coloration of a target or a section of a target.
Glare - Cause a target to become extremely shiny and eye-catching.
LEVEL 2
Blind - Scatter the light before a target's eyes, momentarily blinding them.
Lens - Manipulate the light before your eyes, granting you telescopic vision.
Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness.
Tag - Create the false image of writing on a blank target or surface.
LEVEL 3
Corona Grasp - Focus the light around your hands into a blazing, burning aura.
Reflect - Create an intangible mirror facing you in the air before you. It can be angled at will to see behind you or around corners, but others can catch your reflection in it just as easily.
Erase - Bend the light to hide any markings or irregularities on an object or surface.
Window - Solidify the light before you, creating a rectangular pane of completely transparent material with the brittleness of glass and your approximate dimensions.
Unfailing Lantern* - Cleric Only - Create a glowing ball of light with thrice the intensity of a candle. The light cast by this spell will allow you to see through false images, illusions, and veiling magics.
LEVEL 4
Nova Morningstar- Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it.
Shining Champion - Your skin and hair turn ghost white, your eyes glow like lanterns. You are able to hover and fly around up to a foot off the ground. Weapons you wield gain a burning aura of intense light. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'.
Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you.
LEVEL 5
Summon Light Aspect - Summon a swarm of butterflies with wings of stained glass. They scatter and reflect the light, simultaneously drawing attention and disorienting those that look at them.
Corona Burst - Summon to your hand a ball of light, condensed into a blazing, burning sphere that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact.
Blink - Freeze the light in a 10' radius around you for a moment, preventing anything happening during that moment from being seen, even by you. The brain will automatically compensate for and not register this gap if things seem relatively unchanged afterwards.
Photosynthesis - Passive. You are untiring and your strength level is increased by one, but only while in sunlight.
LEVEL 6
A. Convex - Warp the light that reflects off you, causing you to appear to others to be further away or smaller than you actually are.
B. Mirror Shield - Alter the light before you to generate an intangible mirror that will reflect back any projectile attacks composed of energy or non-substantive magic.
C. Decoy Lantern - Create a glowing ball of light with five times the intensity of a candle. The light cast by this spell draws people towards it, demanding their attention and scrutiny.
D. Pane - Passive. The Window spell can now be targeted, forming it in front of others instead of yourself.
LEVEL 7
A. Invisibility - Bend the light around you, making you completely vanish from sight. Movement requires small adjustments that leaves a shimmer in the air. Use of other light spells will shatter this effect.
B. Corona Beam - Release a stream of condensed light from your hand, creating a beam of blazing, burning light. Its width is that of your fist and range is 70 yards.
C. Flare - Trigger a brief but powerful flare of light which blinds all that see it for two posts.
D. Skywalker - The light beneath your feet momentarily takes solid form, allowing you to step on it very briefly.
LEVEL 8
A. False Image - Intricately manipulate the light in an area no greater than 8 feet in diameter, creating a false image which you control and that all can see. You have precise control over this image, but it is only visual and cannot produce sound.
B. Corona Saber - Summon to your hand a silver hilt which emits a sustained beam of condensed burning light, 30" long.
C. Constellation - Throw out around you dozens of tiny ping pong ball sized stars in a 50' radius around you. They illuminate the area and burn those that touch them.
D. Haven - Solidify the light around you into a dome of hard but relatively brittle glowing crystal. This dome can be shattered outwards into a volley of shards at the cost of an additional spell.
LEVEL 9
A. Subliminate - With a subtle gesture towards a target, repeatedly generate a small false image before their eyes, too brief for all but the most mentally aware to notice consciously. It will implant this image in their mind, working akin to a purely visual but much subtler form of the mind spell Suggestion.
B. Supernova - Cause the light in a target area to rapidly condense to the point it goes critical and explodes outwards with burning energy and a concussive blast.
C. Pillar of Suns - Raise your hands to cause a massive pillar of ivory, 10' tall and etched with glowing white/gold runes, to rise from the ground behind you. The runes of this pillar burn with great intensity, hurting the eyes and sunburning exposed skin with increasing intensity the closer one is to it. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
D. Lightspeed - Momentarily transform yourself into pure light and instantaneously travel to any point you can see within 100 feet. Can only be used once every 7 posts.
LEVEL 10
A. Mirror Realm - While maintained the light in a 100 foot radius around you reflects at random, creating an intangible mirror maze only you can see through.
B. Orbital Strike - Magnify and condense the sun's light into a powerful searing beam that descends from the heavens, 6" in diameter, for several seconds. Use only once every 5 posts.
C. Helios - You develop an incredibly intense glow that prevents others from looking directly at you and dispels any darkness that comes near you.
D. Summon Light Avatar - Summon a towering genderless angelic figure, 8' tall with four wings and garbed in golden armor that matches its long golden hair. It wields a sword of blazing light and a golden shield embossed with a silver sun. Its skin glows from within like a lantern, and its eyes are tiny suns whose gaze can't be escaped.
Dark
Shade - Create a thin veil of shadows over your eyes, weakening any light that passes through them.
Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features
Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need.
LEVEL 2
Shroud - Summon forth a cloud of darkness around a target, 10" in diameter, that can't be pierced except by powerful magic light.
Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning.
Night's Hold - Bring your hands together and give the darkness there a sticky, tar-like substance. Bring them apart and the sticky darkness remains.
Silhouette - You are able to read shadows, determining things about their caster (Use this and indicate the shadow, WM in charge will tell you what you can determine).
LEVEL 3
Abyssal Grasp - Form an umbra of impenetrable shadow around your hands that is freezing, damagingly cold.
Nightstalker - Animate your shadow. It becomes an intangible copy of yourself composed of utter blackness.
Shadowcrawler - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a large domestic cat. Species this beast takes the form of is chosen upon learning.
Bump in the Night - While maintained, any darkness you are in has just enough substance to act like a spider's web, alerting you to vibrations caused by movements through it within 15' of you.
Shadowscry* - Initiate Only - While maintained you can peer into any pool of darkness and shadow to see through any other shadows or darkness you have passed through or touched this encounter. Use only twice per encounter.
LEVEL 4
New-Moon Hooks - Summon to your hands a pair of hook swords, formed of tarnished iron and silver and crawling with shadows. These shadows will pass to any armor or weapons the swords hook or trap, biting at their wearer/wielder and causing pain.
Midnight Champion - Your skin becomes ebon and runed with silver, with a mist of roiling shadows around you. You can leap as if you weighed a third of what you do. This shadowmist can flow over your weapons and armor, forming spikes and shards of solid blackness. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Encloak - By touch you can give a shadow or patch of darkness limited substance, so it will resist and slow anything that passes through it. This includes you.
Depth - Grant darkness limited substance (slightly less substantial than water, more than air) to you and you alone, slowing you when wanted and allowing you to gain fleeting purchase on it.
LEVEL 5
Summon Dark Aspect - Summon a swarm of bats with wings of shadow. These bats can use shadows as portals and travel between them.
Abyssal Blast - Summon to your hand a ball of shadow, condensed into a damagingly cold sphere of impenetrable darkness that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact.
Shadow Guide - Your shadow reaches out and rips off a portion of the shadow of a living target within 10' of you. At any time you can release this portion of the shadow and it will seek out its owner.
Shadow Net - Bring your hands together then shove them forwards and draw them apart, splaying your fingers. You weave a web of solid tarry darkness that flies forth and briefly ensnares a target before reverting to insubstantial shadows.
LEVEL 6
A. Spook - A variation of the shade spell, it can be cast on others but is thicker and only at at the corners of the eyes, constantly shifting and making them think they detect movement around them when there is nothing.
B. Abyssal Shield - Bring your hands together then hold them out before you as you draw them apart, splaying your fingers. You weave a web of solid, elastic darkness between your hands that will catch any physical projectile and slingshot it back at its source.
C. Black Hole - Point with your index and middle finger at a location to generate a small, intense spot of darkness, 3" in diameter and 2 dimensional, in midair. This spot is a void, absorbing light and warmth from all around it and turning the surrounding area cold and dim. Creates a profound sense of gloom and misery.
D. Shadow - Transform one of your arms, from the elbow on, into living shadow. For a moment you can shape it into the form of your choice, then it will become solid darkness. When you stop maintaining this spell your arm will revert to its normal composition and shape.
LEVEL 7
A. Eclipse - With a snap of your finger, target light source increases the darkness of all in its range instead of illuminating it.
B. Abyssal Torrent - Release a stream of condensed shadow from your hand, creating a torrent of freezing, damaging shadow. Its width is that of your fist and range is 70 yards.
C. Void-Edge - Temporarily infuse a weapon your are holding with a void aura, absorbing light, heat and energy. The weapon loses any existing enchantments while this is in effect and its appearance becomes shadowy and indistinct, but it gains icy cold damage and, upon striking, can temporarily drain active magic from what it hits, depowering enchantments on it for the next 5 posts and dispelling summoned materials. Use only once per encounter per weapon.
D. Shadowbeast - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a bear. Species this beast takes the form of is chosen upon learning.
LEVEL 8
A. Shadow Clone - Encase yourself in a cloud of darkness which then separates into a pair of shadow copies of yourself, leaving you shrouded in a veil of darkness that makes you indistinguishable from the copies. These copies are dispelled if they sustain any real damage.
B. Abyssal Stave - Summon to your hand a hilt of ebony that emits from both ends contained beams of intensely, damagingly cold darkness, each 15" long.
C. Wormhole - Passive. By double casting Black Hole, you can link them, swelling them to a foot in diameter and causing anything that enters one to exit the other.
D. Duskform - Fuse yourself with your shadow, granting yourself a second pair of living shadow arms with cold damaging hands and a second pair of silvery eyes in the back of your head.
LEVEL 9
A. Dance of Shadows - Animate every shadow in a 100' radius around you with a malevolent, impish will. While intangible they will do everything they can to obscure, distract, anger and generally cause chaos for everyone and everything around them except you.
B. Abyssal Wings - Grant yourself a pair of bat wings formed from darkness. These wings are razor edged and damagingly cold to others.
C. Pillar of Oblivion - Raise your hands to cause a massive pillar of ebony, 10' tall and etched with glowing purple runes, to rise from the ground behind you. The closer one comes to the pillar, the colder and more miserable they are. Energy projectiles are also drawn towards the pillar with increasing strength the closer they come to it. Effect ends when the spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
D. Shadowform - Momentarily transform yourself into intangible shadow, allowing objects to pass through you. Can only be used once every 6 posts.
LEVEL 10
A. Shadow Realm - Fill the area in a 100' radius around you with an impenetrable darkness. This darkness is arctic cold, causing pain to those that aren't adapted or dressed for it, reducing the strength of those that are caught within it by one level and driving away any feelings of hope.
B. Eldritch Abomination - Call forth the darkness of the empty places beneath the earth, intensifying it, causing it to erupt from the ground in the form of six side-by-side tentacles of damagingly cold darkness that reach out and grab everything around them.
C. Portal - Passive. When linking two Black Hole spells, you may have them swell to 6' in diameter instead of 1' as long as they are at least 10' from you and from each other.
D. Summon Dark Avatar - Summon a dark purple skinned demonic entity, with bat wings of solid shadow and the head of a jackal. It wears blackened, cracked armor and wields a a pair of lashes encased in an aura of biting cold darkness.
Fire
Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials.
Char - Release a small burst of red hot cinders from your hand.
Warm - Slightly stoke the body heat of a target, making a cold person feel warm and a warm person feel discomfort.
Thaw - By touch raise an object's temperature to room temperature instantly.
LEVEL 2
Fireball - Summon into your hand a semi-solid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water.
Snuff - Disrupt an existing non-magical flame. Can extinguish smaller fires and slow the burning of larger ones.
Firework - Launch from your fingertips into the air several small smoldering coals that explode in a beautiful display of pyrotechnics and a shower of sparks.
Cure - By touch, heat up and dry out an organic but non-living object.
LEVEL 3
Torch - Release from your fingertip a 2" jet of intense flame capable of cutting through metal.
Searing Grasp - Encloak your hands is an aura of searing flame.
Smokescreen - Burn a 7' diameter cloud of clinging smoke and choking ash into the air at a location within your sight.
Fire-Axe - Summon to your hand a throwing axe of solid flame.
LEVEL 4
Boil - Instantaneously turn up to ten gallons of water into expanding steam.
Blazing Meteor - Summon to your hands a flaming stone meteor hammer on a 10 foot iron chain. Upon impact the hammer releases a burst of red hot cinders and ash.
Volcanic Champion - Your head and hands burst aflame, as do your weapons. Your footfalls leave the ground behind you super-heated and either fused or smoldering. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Firetrail - Enrobe your feet with liquid fire. Leaves a fire trail along the ground as you walk or run and through the air as you jump or kick.
LEVEL 5
Swelter - Rapidly heat the air around a target by 20 degrees per post maintained. Cannot exceed a 60 degrees rise. This heat is dazing and tiring to most.
Summon Fire Aspect - Summon a small wildcat with a ruff and tail of fire. Can transform any non-magical fire into a copy of itself.
Unchained Heat - Channel your fire magics into any object that is looped, locked, tied or wrapped around you until they burn away, melt or break. Magical items will begin to mend as soon as you are free.
Flame Wreath - By quickly spinning 360 degrees you release a ring of fire that spreads out from around you, dissipating after 15'.
LEVEL 6
A. Flamethrow - Release from one of your hands or your mouth a jet of fire, reaching out a maximum of 5'.
B. Hotfoot - By pointing, super-heat the ground beneath a target.
C. Ignite - With a snap of your fingers, ignite a small area of the surface of a target flammable organic object.
D. Flamewake - Raise both hands before you to raise up a wall of flames, 5' wide and tall as you are. By thrusting both hands forward you can cause this wall shoot forward along the ground at 35 mph.
LEVEL 7
A. Jet - Release explosive bursts of flame from your feet, launching yourself in whatever direction you aim your feet. You may extend this effect to your hands as well for sustained, stable flight.
B. Fumarole - Place your hand on the ground to release a powerful burst of fire magic into it. A geyser of boiling steam will erupt from a target patch of ground.
C. Combust - Ignite the air around a target. Besides the brief burst of flame, the target has the air sucked from them, leaving them breathless and surrounded by smoke.
D. Summon Phoenix - Summon an eagle-sized phoenix of living flame to do your bidding.
LEVEL 8
A. Pyroclasm - Throw wide your arms, throw back your head, and cry out to release a massive fire blast the shape and size of your body that hits with the force of a full body tackle.
B. Boiler - Super-heat the moisture in an area of air until it flashes to steam, knocking everything around it back. Cannot be used in that area again this encounter unless something replenishes the moisture in the air, such as fog or rain.
C. Turbulence- Ignite the air before an attack, either deflecting or stopping it depending on the attack's strength. Must have time to predict the path, making it best used against charging, leaping or projectile attacks.
D. Inner Flame - Passive. Your body gains an inner living fire which protects you from heat and fire and grants you an empower effect when exposed to fire not created by your magic.
LEVEL 9
A. Enfuego - Passive. Your Firetrail spell can be made to engulf your entire body, leaving flames in your wake wherever you go and throwing off liquid fire with your every movement.
B. Pyrosis - Draw the heat from a target, rapidly cooling and possibly freezing it. This heat becomes focused in your palm in the form of a fireball whose size is relative to the heat absorbed this way.
C. Pillar of Pyres - Raise your hands to cause a massive pillar of obsidian, 10' tall, topped with flame and etched with glowing red runes, to rise from the ground behind you. This pillar creates random invisible spots of super-dry air that will explosively combust if anything passes through them. These spots appear more frequently the closer one gets to the pillar. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
D. Wildfire - Animate target fire not created by your magic into a creature of living flame, form chosen by you upon learning this spell. The size of the creature depends on the size of the fire. This creature is under your control and does not require maintaining, it will exist until the end of the encounter or until it is extinguished. Fires this creature starts cannot be used to create more creatures.
LEVEL 10
A. Pyroclone - Passive. The fire blast created by your Pyroclasm spell remains after impact, gaining solidity and becoming a fiery clone of you that copies your movements. This clone is maintained like a summoning and wields fiery, powerless copies of your items.
B. Infernal Realm - The ground within 100' of you upon casting gives off great heat, exhausting those exposed for it too long and causing the air to ripple and distort.
C. Cascading Fire - With a snap of your fingers, ignite the air around your fingers in a chain of igniting air, forming a firetrail through the air to a spot you can see, where a large concussive ignition is triggered. Cannot be done in rain or misty air.
D. Summon Fire Avatar - Summon a powerful efreet. A tall, muscular, red-skinned man dressed in leathers, with a beard, hair and skeletal wings of flame. Wields a a pair of flaming scimitars and can breath fire.
Water
Filter - Wave your hand over up to a gallon of water to remove any minor impurities from it. Cannot undo potions, effect would be unpredictable.
Dehydrate - Remove much of the water from non-living organic matter, often making it more flammable.
Scour - Generate a thin film of very rapidly moving water over your hand. That film will scour and scrub anything your hand touches.
Chill - Rapidly freeze a liquid inside your mouth, turning it into an ice shard.
LEVEL 2
Scent - Cause the moisture in the air around you to coalesce, enhancing any odors you encounter.
Flow - Allows the user to control and shape up to a gallon of water. Control is limited to sight and guided by hand and arm movements.
Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades.
Rimeball - Draw water out of the air into the palm of your hand and freeze it into a ball there. You control the density of this ball, from a softball sized snowball to a baseball sized ice ball.
LEVEL 3
Diffusion - Passive. By inhaling water, you can break it down inside your body, allowing you to breathe under water. Side-effect is the exhalation of hydrogen.
Transmute - Transform up to two cups of water into another non-magical liquid for two posts. Type chosen upon learning, though not all are possible. Can only be done twice a day.
Soak - Draw moisture from the air to soak a target in a coat of water.
Staunch - Slow the bleeding of a wounded target.
LEVEL 4
Freeze - Freeze any water you are currently controlling. Water must be within a yard of you at the time of freezing.
Sandbar Trident - Summon to your hand a trident of golden coral and nevermelt ice tips, as tall as the caster. The tips of the trident can be launched, propelled by streams of water.
Seabed Champion - Your skin becomes pale and blue-tinted, your hair becomes lank and wet, giving you the appearance of the drowned. You do not need oxygen and your flesh, flowing like water, quickly recovers from any slashing or cutting attack. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Gush - Stomp your foot to cause a spring of water to erupt from the ground in a spot of your choosing with the force of an average strength punch. Lasts for a few seconds, generating several gallons of water.
LEVEL 5
Glacial Path - Generate ice beneath your feet as you walk. Can be used to bridge gaps, walk on water or leave a slippery path behind you. This ice path is slightly wider than you are.
Summon Water Aspect - Summon a large azure-scaled turtle with a shell of nevermelt ice. It can pull into its shell and launch itself airborne on a jet of water.
Fog - Fill the air in a 50' radius around you with a dense stifling fog that obscures view.
Riptide - Release a wave of your will to repel liquids from before you, can stop water attacks, part waters or have a repel effect on living beings.
LEVEL 6
A. Scald - Raise the temperature of water you are currently controlling to just below boiling. Water must be within a yard of you at the time of heating.
B. Ice Wall - A variation of the Glacial Path spell, with a stomp of your foot you generate a patch of ice, slightly wider than you are, over the ground beneath your foot. This patch rapidly and steeply curves upwards before you, forming a 6" thick wall of ice before you.
C. Rainfall - Call down water from the atmosphere in a 100' radius around you in the form of clean, refreshing rainfall that will absorb any pollutants from the air.
D. Thermostat - Passive. You can control the temperature of the water of your Soak spell on casting, making it very cold or scalding hot.
LEVEL 7
A. Flood - Passive. Double the amount of water you can control with a Flow spell.
B. Icy Patch - A variation of the Glacial Path spell, with a stomp of your foot you generate a patch of ice, slightly wider than you are, over the ground beneath your foot. This path will quickly extend along the ground, up to 20 ft out, following a path of your choosing. At its end you may have it steeply curve upwards forming a ramp.
C. Purify - Create a purified mist in a tight aura around yourself that will osmose any poisons or potions out of yourself or others you touch.
D. Rehydrate - Passive. Soak has a greater effect on objects that have had moisture removed from them, like dried or burning wood, pottery, mortar, etc, over-saturating them and altering their consistency and properties.
LEVEL 8
A. Acerbize - Lower the pH of any water you are currently controlling to make it more acidic. It now burns organic material and eats at inorganic. Water must be within a yard of you at the time of altering.
B. Cold War - Cross your arms over your body to encase yourself in ice, which then shatters and leaves you wearing full body armor of nevermelt ice along with an ice melee weapon, styles and types chosen upon learning. Counts as a summon.
C. Aerosol - Transform a liquid into a mist cloud, turning consumable fluids into inhalants and making flammable liquids more volatile.
D. Lube - Alter the viscosity of water coating a target, making them and their items extremely slippery.
LEVEL 9
A. Alchemize - Transform any water you are controlling water into another non-magical liquid for as long as you are in control of it. Type chosen upon learning but not all liquids are possible.
B. Pillar of Winters - Raise your hands and cause a massive pillar of ice, 10' tall and etched with glowing blue runes, to rise from the ground behind you. This pillar calls down a deluge of hailstones that increase in size and intensity the closer one is to the pillar but avoid hitting you. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Delve - While maintained, you can move through mists and clouds as if they were water.
D. Torrent - Passive. Your gush spell can create up to three such springs, the force of which are increased to strong, and which can be angled and aimed at the same or different targets.
LEVEL 10
A. Summon Water Avatar - Summon a triton, with the pale-blue skinned torso of a man, the emerald scaled tail of a fish, and flowing white hair and beard like seafoam. It wields a golden trident and moves over the ground atop a swell of water that forms beneath him as he goes. Can send 6' tall waves of water along the ground.
B. Arctic - Coat the ground and all rooted or grounded objects in a 100' radius around you in a sheath of extremely slippery ice. This ice can freeze to your feet to help you keep your footing.
C. Shrouded Realm - Fill the area in a 100' radius around you with a heavy, impenetrable fog in which are suspended hidden pools of super-cooled water that will freeze on contact with those who enter it.
D. Deluge - Call down a deluge of water from the sky, soaking everything in a 50' radius of you and flooding the ground with several inches of water.
Earth
Allign - Focus on the iron in your body to find magnetic north.
Pummel - Transmute your hands into living stone.
Sandblast - Release a burst of rough, scouring sand from your hand.
Etch - Your index fingertips can carve through stone as if it were lose clay.
LEVEL 2
Dirty Trick - With a sharp upwards gesture, cause dirt, dust and soil to fly up off the ground at a target's face.
Tread - The earth beneath your feet naturally shifts and shapes itself to give you solid, even footing in all the but most extreme terrain.
Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements.
Erode - With the touch of one hand, you gradually weaken the strength of stone over the area touched.
LEVEL 3
Stoneshot - Stomp a foot on the ground to cause a chunk of stone to erupt into the air before you. By gesturing in a direction while the stone is in midair you can launch it in that direction. (Stone cannot be more than a foot in diameter, shape chosen on learning, must be blunt)
Stoneblade - Drive your hand into the ground as if it were water and pull out a sword of stone. Maximum length is 3'. Style up to caster on learning. You can only wield one of these at once. This sword will be reabsorbed into the earth on contact.
Tremble - Cause a 4' diameter of ground beneath a target's feet to violently tremble.
Obstruct - With a forward stomp of your heel, cause a 1' tall, 3' long ridge of stone to erupt from the earth in a target spot, either unbalancing a person standing on it or tripping someone in motion.
LEVEL 4
Nomads Kusarigama - Summon to your hands a single handed scythe of stone and iron, connected to a heavy stone weight by a 6' iron chain. When spun, you can have this chain extend itself link by link up to 20'.
Iron Champion - Your skin becomes the color and sheen of bronze and your eyes pupilless silver. Your weight is increased by half but this does not effect your movements. Damage that would be dealt to you by stone or metal weapons is drastically reduced. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Landscape - Transform a patch of ground 4' in diameter into another form of earth, such as soil, stone, scree, mud, or quicksand. Type chosen upon learning.
Armor - Clay flows up from the ground around your body and transforms into ceramic armor as hard as iron. The exact form of this armor is chosen upon learning.
LEVEL 5
Summon Earth Aspect - Summon an 18" tall armadillo of stone, dirt and sand. Can curl up into a ball and zoom around the ground. The longer it does so, the more and more earth it will pick up, making its ball-form bigger and bigger. Loses this material when it uncurls.
Upturn - An advanced form of Tremble, a 5' patch of ground beneath the target shakes so violently that it buckles and cracks, edges of rock erupting up at random.
Reforge - Repair a damaged or disabled metal or stone item you own. Takes time and focus, best done out of battle.
Plinth - Raise your hands skywards to raise the earth beneath your feet up to 30" in a short column of stone equal in diameter to your width.
LEVEL 6
A. Stonewall - Raise your arms to cause a wall of stone 6" thick, 4' long and as tall as you are, to shoot up out of the ground before you.
B. Render - While maintained, non-magical, non-living stone can be shaped with your hands like clay.
C. Forged Might - Transmute a metal object you are holding into a second skin bonded to your own over your hands and up your arms. The area covered depends on the size of object. This second skin has any magical effects the object did. When spell is dispelled, object returns to normal.
D. Sandstorm - Fill the air in a 50' radius around you with an obscuring whirlwind of grating, irritating sand.
LEVEL 7
A. Volley - Stomp a foot on the ground to cause three chunks of stone to erupt into the air before you. By gesturing in a direction while the stone is in midair you can launch each of these in that direction in turn. (Need not be the same direction for each stone. Stones cannot be more than a foot in diameter, shape chosen on learning, must be blunt.)
B. Terraform - Passive. Your Stoneshot and Volley spells can be transmuted with each casting into crystal (harder, cutting rather than blunt damage), clay (slightly less damaging than stone, splatters on impact and hardens to hinder movement of what it hits), or sand (less damaging that stone, explodes into harsh obscuring cloud on impact).
C. Footfall - The earth aids your every step. Your steps leave no footprints a make no sound. The earth pushes you as you jump and run, boosting your leaping power and speed.
D. Summon Sandstalker - Raise from the earth a summon of living sand (with jagged pieces of stone where necessary) in the form of a desert-dwelling creature of your choice, is the approximate size of a tiger whatever the species chosen. Species chosen upon learning.
LEVEL 8
A. Entrap - Raise your hands and clap them together to cause a dozen 10' tall, 2" thick spires of stone to erupt from the earth encircling a target.
B. Mine - Transmute a patch of ground into lutharin crystal. The exact effect depends on the crystal type, chosen upon learning.
C. Stone Armory - Passive. Your Stoneblade spell can be used to draw any kind of melee weapon from the earth and allows you to have two of these weapons at once. Weapons cannot be traded or sold to others.
D. Mirage Warrior - Summon from the earth an exact copy of yourself formed from sand. It is resistant to cutting damage but unable to deal cutting damage.
LEVEL 9
A. Shaft - Part the earth beneath your feet, then quickly reclose it, hiding you safely beneath the ground in an air-filled pocket beneath a foot of whatever type of earth you were standing on. When you end this spell, the earth will again part and the pocket will fill in from the bottom up, ejecting you.
B. Pillar of the Earth - Raise your hands and cause a massive pillar of stone, 10' tall, golden runed, and encircled by a spiraling iron ridge, to rise from the ground behind you. This pillar transforms the earth around it into mud, the closer to the pillar, the deeper and muddier it becomes (save for the ground beneath your feet). The pillar begins rotating, drilling into the earth and pulling the mud it has created towards the hole it is making. The closer to the pillar one is, the harder to escape the mud and the faster the mud pulls those caught in it towards the pillar. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Atlas - Call upon the earth and stone from the ground around you to encase you in a massive suit of living stone armor. This suit doubles your size and takes your appearance, complete with over-sized stone replicas of your items and weapons.
D. Living Desert - Transform yourself into living sand. You are able to shape your body as you wish while in this form and melee damage, while inflicting pain, does not cause injury. Form only lasts for three of your posts. Can only be used once per encounter. You are vulnerable to water in this form.
LEVEL 10
A. Column - By raising your hands, you can raise a column of stone, 4' in diameter, up from the ground in an area of your choice. Can be raised up to 20' tall. Can't be used indoors. Speed depends on weight present on area being raised.
B. Summon Earth Avatar - Summon a 12' tall golem of sandstone, marble and clay, veined with iron and crystal. Its head is brutish with a heavy jaw and brow. Its fingers end in claws and it can hurl heavy balls of loose clay.
C. Merge - Animate the earth on either side of you into a pair a massive arms, twice your height in length, composed of the surrounding earth. These arms move in concert with your own.
D. Arid Realm - Cause the ground in a 100' radius around you to become deep, loose sand, making movement within that area arduous and difficult.
Storm
Spark - Release a small arc of your bodily electricity from your fingertip. Its enough to startle and cause brief pain, as well at ignite highly flammable materials.
Cleanse - Clear the air around your head, making it clean and clear of pollutants.
Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.
LEVEL 2
Modulate - Manipulate the air coming out of your mouth to alter the sound of your voice.
Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear.
Deafen - Completely still the air around a target's ears preventing any sound from reaching them. Use will rarely go unnoticed.
Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
LEVEL 3
Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.
Carry - Magnify your voice, from very loud to deafening.
Gust - With a thrust of your palm, channel the air into a gust of wind that will push back your target several feet or stop their forward momentum.
Overcast - Cause dark clouds to move in and block out the sun in a 100 yard radius.
LEVEL 4
Lightning Blast - Create a palm with your hand and vibrate the air in your palm to generate a ball of electricity the size of your fist. Can use air pressure to launch this ball from your hand. If double cast can use two hands together to form more powerful single blast.
Mistral Fans - Summon to your hands two bladed fans of silver and blue silk. When swung hard enough, can release a gust effect with a sharp edge that can cut as well as a wooden blade.
Thunderous Champion - Your skin and weapons crackle with electricity. Your hair is constantly blown upwards by a spiraling updraft that boosts your jumping ability. Your voice is loud and booming. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Blowback - Create a spiraling whirlwind around one of your hands that will drive the next thing you hit backwards with the force of a hurricane wind, spinning if it becomes airborne.
LEVEL 5
Vacuum - Remove the air from a 4' diameter area for a moment. This will leave anyone caught in it breathless and extinguish any flames within.
Summon Storm Aspect - Summon a swarm of glowing lightning bugs with electric bites.
Updraft - Create an upwards wind that will slow your fall and, if you present enough surface area, allow you to drift or even glide.
Temper - Call forth winds from another region, changing the climate in your area to match that region's, be it arctic cold or tropical heat, over time.
LEVEL 6
A. Lull - Still the air around yourself or a target, ensuring they make no sound.
B. Fleeting Whispers - Transform one of your arms and hands into living, whirling mass of wind in arm shape. This hand and arm can physically interact as normal, but can also be squeezed through any gap that is not airtight.
C. Charged Form - Vibrate the air around you rapidly to generate a field of damaging electricity around your entire body. Electricity will channel into any metal touching you and arc to any metal or any person that gets within a foot of you.
D. Whirlwind - Bring your arms close to your body and cause air to circle tightly around you faster and faster until it creates a protective tornado that will deflect anything that passes through it.
LEVEL 7
A. Screech - Turn your voice into a weapon, repelling those before you back several feet while deafening them.
B. Hurricane Strike - Generate a whirlwind around you that will carry you around up to two feet off the ground, spinning you in place at great speed in whatever position you are in while casting it.
C. Lightning Bolt - Passive. While using the Overcast spell, you can call down from the sky a bolt of lightning each post. These bolts are powerful but hard to guide.
D. Gale Force - With a thrust of both palms, channel the air into a powerful torrent of wind that will hit your target with the force of a charging bull.
LEVEL 8
A. Stultify - Inundate a target with freezing arctic wind, deafening thunder and blighting lightning, overwhelming or dulling all their senses.
B. Resistance - Magically part the air before you as you move, removing any resistance it would cause and enhancing your speed. This air wake also augments the force of your strikes as if you were wearing armor.
C. Chain Lightning - Vibrate the air all around your body so rapidly it generates a large amount of electricity. By pointing at a target you channel this electricity through your body, augmenting it with your body's own, and release it in the form of a lightning bolt from your fingertips. This bolt will jump to a second target if you desire it. Additional targets require more focus and sacrifice of a spell that turn.
D. Funnel - Generate a powerful suctioning vortex of wind before you. It will suck up particles, liquids and very light objects from behind you and hurl them before you at high speeds.
LEVEL 9
A. Resonance - Amplify and modulate your voice to attune it to the resonance of an animate object or area, causing it to vibrate violently and possibly shatter or fail.
B. Plllar of Stillness - Raise your hands and cause a massive pillar of worn stone, 10' tall, surrounded by spiraling winds, and etched with glowing azure runes, to rise from the ground behind you. The closer one gets to the pillar, the greater the air resists movement. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Ball Lightning - Summon to your hand an empty sphere of whirling winds the size of a softball. These winds generate an increasing electrical charge within the sphere. When thrown the sphere will dispel on impact releasing a large, powerful blast of electricity.
D. Downburst - Call a vertical column of downwards wind upon a target, driving them down with great force.
LEVEL 10
A. Metatron - Your words boom and echo across the land like the voice of a god. It is painfully loud and evokes fear, awe or panic in all that hear it.
B. Tempestuous Realm - Create a massive storm of chaotic, whirling wind gusts and eddies, engulfing an area with a 100' radius around your place of casting. While in this radius, everyone can move though the air as if it were water.
C. Cataclysm - Passive. While using the Overcast spell, you can call down a barrage of powerful lightning bolts that strike rapidly and at random. Be very careful when doing so.
D. Summon Storm Avatar - Summon a ghostly knight, with a body formed of of howling, tightly whirling winds and clad in iron gauntlets, greaves, cuirass, pauldrons and great helm. It carries an electrified longsword and its body parts can move autonomously from the whole.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Ananke
Naming Conventions - Ananke names consist of a given name and a pack name. Pack are derived from the cave systems they call their home. Common surnames are Redmoss, Blackwater, Skyview, Ironvein, Deeppool, and Lapis. Dutch is used in the EW for the Ananke language, so most Ananke given names should be guided by that.
Home - The Ananke originate from the Adraestae Archipelago, small chain of uninhabited islands off the northern coast. While the islands are uninhabited, the vast system of caves beneath it are not. These caves are are almost all at least partially underwater and interconnected by flooded tunnels.
Racial Identity - The Ananke are considered by most to be a barbaric race. They live in a eternal state of near civil war, the dozen or so packs that inhabit the Adraestic caves constantly skirmishing with each other over territory. The only thing keeping these clashes from erupting into all out war is the Gelijk, an order of packless judges who arbitrate disputes. Territory is the most important thing in the world to most Ananke. Because of this, Ananke rarely choose to leave their home caves and exile is the ultimate punishment among them. Most of the ananke found inland are there because their were exiled.
History - Little is known regarding the history of the Ananke since they so rarely leave their caves and are naturally closed off. Some people believe they were once men, animal fetishists whose worship of the eels so prevalent in the northern coast changes them into what they are. Others believe that is just plain silly.
Average Racial Strength - Strong.
Atarin
Naming Conventions - Atarin given names tend to features Ms, avoiding harsh gutteral sounds. They lack family names and instead are given a surname according to their social class. Alphatide is the governing body. Betatide are rich merchants. Gammatide is lesser merchants and business owners. Deltatide are the commoners. Parrahtide are the outcasts and untouchables.
Home - The heart of the Atarin "empire" (as they like to call it) lays far beneath the sea within the Leviathan Trench, but they are a common sight on dry land.
Racial Identity - Pride and Coin. These are the hallmarks of the Atarins. It is said they are an ancient offshoot of the Dryads. And where as the tree dryads are as unchanging and reliable as an oak, the Atarins are as fluid and slippery as seaweed. They value skill and knowledge, and they keep score with gold. They are constantly trying to earn more, to prove their superiority over the other races and themselves, and are rarely above cheating their customers to do it. They tend towards vanity, pride and hubris, but as in any race, this is not universal. Those who refuse to play by these rules usually end up being labeled Parrahtide and treated as fools.
Average Racial Strength - Below Average
Demons
Abyssal - Ironically the rarest of demons, theirs is the image synonymous with demons. They are huge, ram-horned and bat-winged with mix of scaled and furred hide and razor-sharp claws. They are feral creatures that breathe fire and are said to inhabit the deepest darkest caverns of Bakara.
Capo - A hulking, muscular demon with hairless tough red skin, entirely black eyes and bulldog-like head bearing a large black conical horn. Extremely strong and tough, can only be permanently killed by destroying its head. Intelligence varies but is usually just below human. Found often in Sylvan working as thugs and enforcers.
Carnyss - A devilish demon with tall, slender bodies and sickly gray skin. They have solid crimson eyes and small crimson horns, and are hairless save for the occasional white beard or goatee. Their black, ichor-like blood has magic properties and its said they can shape it and grant it animation. Hostile towards humans, been known to work with Phage vampires in Sylvan.
Fenette - Supernaturally beautiful demons who are exclusively and exquisitely female. They are lithe and curvaceous, with excessively soft, pale, and luminous skin. Their hair is fine and silver, framing oval, opaline faces with icy blue eyes. They are most commonly seen wearing flowing, gauzy white silk dresses, but no jewelry, as their touch tarnishes most metals. They are psychic creatures with limited telekinesis and the ability to read, influence and feed off the emotions of others. Its said that the emotions they feed on effect their personalities and can even alter the appearance of them and their dresses.
Fyarl - Shambling, slouched demons with dark matted fur, fanged ape-like faces, beady eyes and huge clawed hands. They are vicious, feral creatures that only come out at night and feed on the dead. They have a natural affinity for earth and force magics and are incredibly strong.
Skillosh - Fearsome demons that stand 7' tall, even though they are hunchbacked in stature. They have muscular humanoid bodies with concave torsos and serpentine heads, covered in dark green fur and golden markings. Their eyes are slitted and lime colored, their hands and feet are large and webbed. Their concave chest and torso allow them to carry their young in pouch there imperceptibly, giving rise to the myth they can spew small copies of themselves from holes in their torso. The have incredible senses and forked frog-like tongues they use in attacking.
Dryads
Naming Conventions - .
Home - .
Racial Identity - .
Beliefs - .
Dwarves
Naming Conventions - Dwarven surnames tend to be compound names born of their family's traditional occupation and notable aspects, the verbal equivalent of a coat-of-arms. Given dwarven names follow the same conventions of dwarven names in any other fantasy world, so look around and extrapolate from there.
Home - The Dwarves are not from the Eastern World. Their home borders the old human empire beyond the Scionic Mountains. Dwarves in the eastern world are a rarity, but they do exist.
Racial Identity - Industrious and Boisterous. Dwarves are master smiths, miners, machinists, and just about anything that requires an affinity for metal. They are enjoy the simple pleasures in life: drink, food and song, and care little for propriety. Theirs is a life or hard work and hard play.
Average Racial Strength - Very Strong.
Elves
Naming Conventions - .
Home - .
Racial Identity - .
Average Racial Strength - Average.
Fae
Naming Conventions - .
Home - .
Racial Identity - .
Beliefs - .
Garr
Naming Conventions - Given names, like the garr language, tend to be full of gutteral and harsh sounds, Gs, Ks, Hs, CHs. {Think klingon-ish} Surnames are the tribe or Leen they belong to.
Home - Lutharin Mountains. Live in across the range in several tribal settlements. The center of their society is a hidden city where the leaders of the five tribes that compose their Tribal Council meet.
Racial Identity - Fierce and Oft-Maligned. The Garr, fairly or not, are often painted as the villians in the eastern world. This is for many reasons. They are no more warlike than the Ananke or Oscarans, but encounters with those races are far rarer thanks to their territorialism and xenophobia. They are also far more dangerous in battle, making a small number of hostile garr a far greater threat. Finally there is their enslavement of the greel which, though over now, lasted for ages and is a stain on the reputation of all garr, regardless of their culpability. What is true of all garr is they are a proud and formible race with a natural talent for combat. Below is a list of the garr tribes and the traits that define them.
Groups
Chisor-leen - Brotherhood of Knowledge, Tribal leaders.
Eghris-leen - Brotherhood of Slaughter, Tribal leaders. Most vicious of all garr.
Graw-leen - Brotherhood of Steel, Tribal leaders. Noted for skill at machining.
Harn-leen - Brotherhood of Borders. Tend to settle villages near important landmarks as overseers.
Jisar-leen - Brotherhood of Unity. A growing tribe composed of those shunned by regular garr society.
Kor-leen - Brother-hood of Might, Ttribal leaders. Founded original Warriors guild.
Linhor-leen - Brotherhood of Justice. Known for having a Peacekeeper heavy membership and acting often as a buffer between outside races and their own. Were driven west by the Eghris-leen a decade ago.
Logharn-leen - Brotherhood of Journeys. Notably nomadic garr tribe, sister tribe to the Harn-leen.
Pgha-leen - Brother of Eternity, Tribal leaders. Noted for affinity for magic.
Ryach-leen - Brotherhood of Wealth. Offshoot of the Graw-leen, obsessed with gold and treasure. Believed to have been wiped out after an attempt to take out the Graw-leen and replace them in the tribal counsel.
Tok-leen - Brotherhood of Life. One of few tribes who been known to grow crops. Major exporters of Garrish Whiskey and Fire-whiskey.
Torga-leen - Brotherhood of Mountains. Noted for a higher than normal percentage of abnormally large members.
Average Racial Strength - Very Strong.
Greel
Naming Conventions - Greel have no surnames. Their given names tend to be stretched gutteral sounds like Yeearl or Ghaarj. It is often joked they are named whatever sound their mother made during birth.
Home - .The Greel are native to the Lutharin mountains.
Racial Identity - The greel race have served as slave for the Garr tribes since time in memoriam. They are typically meek race and easily subjugated by the towering stonemen. Happily the establishment of slavery has become less and less common among the garr over recent centuries, only practices by a handful of tribes today. As a result, more and more greel are born free. Most of the greel found in the five cities are young and freeborn. Still meek, modern greel are generally seen as a silly race, and rightfully so. They ill-educated, easily distracted, emotional and exuberant, they wear their hearts on their sleeves.
Average Racial Strength - Weak
Jakari
Naming Conventions - The jakari use only given names, the rare use of a surname is usually an affection of them or their parents to fit into human culture. Both Hawaiian and Japanese are used in the EW for the Jakari language, so most Jakari names should be based on that.
Home - The jakari homeland is the Chokosan Forest, east of the southern Lutharin Mountains. and the surrounding areas.
Racial Identity - Studious and Eccentric. Jakari culture is as multifaceted as their appearance. A peaceful race by nature, they have repeatedly been the victim of oppression various races. These incursions left their mark on the Jakari tribes and left them fragmented. Different groups picked up different traits from their short-term conquerors which led to a mishmash of cultural habits that tend to come off as just plain odd and flighty to most other races. The more bestial jakari tend to be forest dwellers, living in loose tribes in the Chakosa as their ancestors did. The more human-looking Jakari live in Yugeis, a hidden, closed-off conclave devoted to learning and artisans, rumored to rival any city of man in technology, though this is unconfirmed as its location is a jealously guarded secret.The traits that unite them is a natural curiosity and thirst for knowledge, which is why they can be found in the cities of man with some regularity.
Average Racial Strength - Average
Kindir
Naming Conventions - .
Home - .
Racial Identity - .
Average Racial Strength - Strong
Nadrasks
Naming Conventions - Given'Surname. Name usually include a noun which is used as their nickname (Helgrin'Dal = Grind, Mesmira'Jeth = Miraj, Morath'Gul = Rath). The most common surnames among the Nadrask are: 'Brom, 'Crut, 'Dal, 'Ghor, 'Gul, 'Ikar, 'Ist, 'Jev, 'Kael, 'Kir, 'Mal, 'Mar, 'Pyl, 'Romov, 'Shal, 'Tor, 'Trath, 'Vex, 'Yar, and 'Yeth.
Home - The Nadrasks are spread across Bakara, but their true home is the small island of Nadra several miles off the northern coast. This island contains four small towns at the cardinal compass points with a village of elders at the center. Do to a massive coral reef encircling Nadra, those that wish to reach the island can only do so by docking at a vast wooden pier that rings the island a half mile out and then being ferried inland by a Nadrask barge.
Racial Identity - The Nadrasks are a society of mercenaries. After the migration dozens of families and troops of criminals and muscles for hire from across the western and eastern world came together, forming a society that, as they interbred and their belief systems intermingled, became a race. Nadrasks serve as sellswords, assassins, arsonists, thieves, pirates, slavers, fleshpeddlers, and extortionists.
Beliefs - The religion of the Nadrasks is cobbled together from the beliefs of the many families that came together to form them. Twelve is the number of power among the Nadrasks. When Nadrask children are infants, they are taken to the center of the island where the twelve eldest Nadrasks live alongside their personal retinues. It is then in a secret magical ritual that they are given their tattoos, known as Gatahara, which all are associated with one of the twelve signs of the Nadrask zodiac. It is said these tattoos are the marks by which their gods will know them and through which the gods will strike them down should they displease the elders. The Elders preach that is a nadrask proves himself worthy in life he can ascend and become a member of the pantheon upon his death, as it said happened with the gods Magni and Pelhor. For more details on the Nadrask Gods and Zodiac, see Appendixes.
Groups
'Dal - Family focused mostly on seafearing. Pirates and traders.
'Jev - Family focused mostly on entertaining. Dancers, grifters, escorts, conmen.
'Gul - Family focused mostly on violence. Enforcers, thugs, assassins.
'Yeth - Family focused mostly on knowledge. Scholars, extortionists, spies.
Average Racial Strength - Strong
Oscarans
Naming Conventions - Spanish is used in the EW for the Oscaran language, so most Oscaran names, but given and surname, should be guided by that.
Home - The Oscarans homeland is the northeastern Alogean Mountains, making their homes by carving out caves in cliff-faces and connecting them by walkways and ladders.
Racial Identity - The Oscarans are a barbaric race with a complex system of racial honor that glorifies combat. Most prevalent aspect of this racial honor is extreme xenophobia. Nonoscarans are considered lesser beings not to be trusted any only fraternized with when you need something from them. At the age of 13 oscaran males have their heads ritually shaved save for their ponytail and their scalp treated with a scorpion venom that prevents it from ever growing back. Afterwards they are presented with their Scaros, a bhalla-like dagger with their family crest on the guard and their shaven hair wrapped around the hilt, which they will carry with them at all times from then on and which is the only weapon allowed in their ritual combat. The most serious crimes among the oscarans, such as the murder of their own kind outside of combat and interbreeding with other species, are punished by ritual shunning, where they pretend the offenders and their family simply no longer exist.
Average Racial Strength - Very Strong
Saaur
Naming Conventions - .
Home - .
Racial Identity - .
Beliefs - .
Shavir
Naming Conventions - .
Home - .
Racial Identity - .
Beliefs - .
Vampires
Naming Conventions - .
Home - .
Racial Identity - .
Beliefs - .
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Submitting and Organizing
All starting characters in the EW must be posted on the EW Character Profile Thread. This thread is for the posting of a characters for submission and the posting of approval/required changes by/from World Mods. Minor discussion of said changes can be posted there, but we suggest that back and forth be kept to PMs so not to clutter the thread.
You can have multiple characters.
We ask you put links to the profiles of your active characters in your signature, for easy reference. If the EW is as successful as last time and people end up with enough characters thats clear links to them all would clutter your signature, you can instead create a post on the Profile Thread with links to all your chars on it and link to THAT post in your signature.
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Power Level
All characters start with 200 gold and a handful of items, weapons and/or skills. They can choose from a variety of ones already created or come up with their own, pending approval.
Character are allowed to start with any number of mundane personal effects and apparel so long as they are do not much effect their power level. A couple of mundane weapons rarely effect power level either. (Such as a machinist flint, jewelry, a compass)
To try and help with a more even starting power level, we have created dozens of Leveled Starting Skills. These are traits/skills/spells that can be leveled up as you go, either by questing, learning spells, battling, thieving, etc...
If you use a leveled starting skill, you can start with that and up to two other minor skills (such as Tinkering or natural high charisma) and/or devices/items with minor powers (like a ruby imbued sword or an amulet that acts as a flashlight).
If you do not use a leveled starting skills, the allowed power levels of your other starting skills/devices/items can be higher and mostly up to World Mod Judgment. Again, these can be from pre-existing ones covered in this guide or your own creations (so long as they fit into the flavor of the world).
Drawbacks can be used to allow more powerful starting skills/items, but is not encouraged as it makes balancing even more difficult.
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Running Start
After much discussion, it has been decided that, to allow new characters to get right into doing what they want with their character and not having their first experience being running the cities to shops, you may have your character have purchased regularly available items from shops before they start. You simply add the items to your profile and reduce your starting gold by their cost.
This same goes for guild and society membership. You can start having already joined them, just deduct the 25 gold joining fee.
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Viable Races
There are many races in the EW, with their own strength and weakness. Most all of them are playable, but some, like Garr, Ogofta and certain types of Demons, have innate characteristics that make them naturally stronger than others. While not unusable, we ask you to consider possible drawbacks or lack of abilities/items to balance out this racial power disparity. Some races, like the Shavir, some demons and most vampires, are just not allowed.
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Character Profile
Below is the commonly used structure of a character profile.
Name - ...........
Race - ............
Age - ...
Affiliations - .................
Appearance & Apparel - ......................................................
.............................................................................................
.............................................................................................
.............................................................................................
Personality & Background - .................................................
..............................................................................................
...............................................................................................
...............................................................................................
Skills/Weaknesses
Skills Name - Description
> Any Skill Levels
Weapons
> Any Mundane Weapon description
Any Special Weapon Name - Weapon Description
> Weapon Abilities
Non-Weapon Items
> Any Mundane Item Description
Any Special Item Name - Item Description
> Item Abilities
Spells
Art
Lvl X. Spell Name - Effect
Lvl Y. Spell Name - Effect
Art
Lvl X. Spell Name - Effect
Pets
Pet Name - Pet Descriptions
> Pet Abilities
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
MAJOR CITIES
EPICRIN - City of Progress, The Crossroads
Overview: The first city created after the migration and has prospered from its centralized location and access to all the resources surrounding it. It is the largest of the five major cities and probably the most diverse. This centrality has made it the natural home of the Peacekeeper's Guild and the prosperity attracted the Machinists Guild.
Location: Between the Western Plains and the Sekoran Forest, just north of the Great Road.
Notable Events:
Notable Locations:
ELEXIA - City of Commerce, The Port City
Overview: Elexia was the second city created by man after the migration, and as the biggest port on Bakara it is also the center of man's economic world. As such, it is also the center of man's criminal world, seething to its core with corruption. It is of course home to the Thieves' Guild and the center of Church of the Unfailing Light since its inception.
Location - On the eastern coast south of the Sekoran Forest, the terminus point of The Great Road.
Notable Events:
Notable Locations:
GREEVAN - City of Knowledge, The Forest City
Overview: Greevan is the oldest of the five cities, having been home to the elves for long long before the migration. It is the repository for most ancient of knowledge among the races of the east, much of which has been hidden away so well not even the elves know its there. This wealth of knowledge makes it the natural home of the Mages' Society and its location makes it ideal for the Sentinel's Society.
Location: Within the Greevan Forest, far south of The Great Road, far west of the Lutharin Mountains.
Notable Events:
Notable Locations:
SYLVAN - City of Culture, City of Night
Overview: Sylvan has not always been located in the east. It was originally a city nestled in the Scionic Mountains, on the outskirts of the empire man had abandoned in the migration. Then one day decades ago it suddenly appeared in the East, magically transplanted. Only the noble families of Sylvan know why and how, and they aren't talking. What is known is that this very cultured and aristocratic city is that the cities human inhabitants live side by side with vampires and various species of demons. This is made possible by a enchantment placed over the entire city and surrounding area that makes it eternally night. The Bards Guild is now based out of Sylvan, and the Church of the Unblinking Eye is located closely beyond its walls.
Location: Directly but distantly south of Epicrin, between the Greevan Forest and the Lutharin Mountains.
Notable Events:
Notable Locations:
ASH - City of Steel, City of Might
Overview: The smallest of the five cities, Ash began as one of many Kindir villages, but grew thanks to their relative openness to other races, mastery of weapons and smithing, and most importantly, the relocation to Ash of the Warrior's Society headquarters.
Location: In the Alogean Mountains, far north of Epicrin.
Notable Events:
Notable Locations:
SMALLER TOWNS & ENCAMPMENTS
OLDMOOR - A small shantytown of thieves and mercenaries located in the marshlands of the Sekoran coast built around a run down old dock system.
MY'KURR - A tropical island off the coast of Elexia. It is bit of a vacation spot for the wealthy but almost as crime-ridden as Elexia. Consists of a large central resort and a couple nameless coastal villages.
NADRA - The home island of the dozen Nadrask mercenary families and the Nadrask elders. Located off the northern coast, it is surrounded by a massive coral reef that means it can only be reached by mooring your ship at a the floating docks that ring the island and being ferried inland by barge. Nadra contains four small villages with an even smaller encampment at the center.
VINTERHEIM - An enclave of human artisans called the Aesinians living in the tundra north of the Alogean Mountains. It is a small town walled by unmelting ice.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
For each of the five major cities, there will be a stickied "City Paper" thread. These papers contain open bounties, quest announcements, job openings, storyline threads, and assorted flavorful tidbits. These threads are not to be posted on except by whoever is in charge of that city.
If you want something in the paper, send a private message to the appropriate World Moderator.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
.
.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Loot is, of course, the common way of rewarding people for any encounter, and can often be found on bounties and random encounters. this section, however, is mostly concentrated on Quest Loot and how it is done.
If a quest is being run by a anyone other than a World Moderator, their Loot, like their story, must be approved by a WM ahead of time.
Though it is not the only possibility, the most common form of distributing loot among quest participants is the Loot Point system. At the end of each quest, the Quest maker will give each member the same number of Loot Points. They will then list the quest's loot, each object having a LP cost, as well as the how much gold any left over LPs are worth each. These items maybe be limited in total number, or number per character, but often contain items limited by neither.
The order in which these items may be obtained using loot points in a quest is up to the Quest maker, whatever system they employ must be listed prior to or along with the Loot list. First come first serve is often employed to ensure there is no favoritism and looting proceeds quickly. When first come first serve is used, it is advised you be considerate of those who loot last. Personalized loot has been known to occur with that person getting dibs on it, but if it does happen, a similar personalized loot item should be made for all other quest members as well.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
MODIFIERS
Armor and weapons in the EW are made from a variety materials, both mundane and unusual. These materials all have a "modifier" number.
Material Modifiers in the EW determine three things.
Cost - The cost of most mundane armor and weapons in shops in the EW is determined by multiplying the item's base cost by the modifier of the offered material you want it made from.
Enchantability - The stress put on objects by the magics involved in enchanting can be more than objects can take. An object cannot be given a number of enchantments greater than its modifier number. This does not apply to abilities already on an item when looted or started with.
Durability - When in battle the durability of your equipment matters. The higher the modifier of your weapon is versus the armor or weapon of your opponent, the greater chance you have to damage them. Whenever you land a particular solid blow against am item with an inferior modifier, the WM in charge of the event or area will determine if you damaged it. The odds are approximately 10%x modifier difference.
IMPORTANT - When an item you own is damaged, one of two things happened, depending on the item. If it is a mundane item lacking any magical attributes (either added or innate to the material), it is just plain broken and will have to be reforged/replaced. If the item has any magical attributes, when it is damaged it is simply rendered useless for awhile. It will slowly mend itself and be fixed either at the end of the encounter or mid-encounter should the encounter be very long. Certain skills and abilities do exist to help speed up this mending process. Note, this does not apply to items that are activated by breaking them or abilities that require the sacrifice of an item.
MODIFIER CHART
Wood, Leather, Darkwood, Bone (unless otherwise noted)
Modifier 2
Bronze, Silver, Mendwood, Scionic Amber
Modifier 3
Iron, Ironwood, Chitin
Modifier 4
Steel, Nevermelt Ice
Modifier 5
Crystal
Modifier 6
Corin's Alloy, Dragonbone
UNUSUAL MATERIALS
Dragonbone - A very rare and extremely hard material, its innate fire magics alter enchantments put on it in a fiery way.
Mendwood - A wood found sparingly in the Sekoran Forest, items made from this material mend themselves at an accelerated rate.
Nevermelt Ice - A rare substance found in the far north, this ice cannot be melted or even heated, being completely immune to fire. This and its hardness make it notoriously hard to smith, requiring patience, a very high modifier hammer and a lot of brute strength.
Scionic Amber - Another of the rarest of materials, Scionic Amber comes from the distant Scionic Mountains and has the innate ability to enhance any magics placed upon it, either by sheer amplification or by expansion.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
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.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
.
.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Carving
Carving is the art of using tools to shape wood and similar materials. Carving can have unique effects on certain magical materials.
Enchanting
Enchanting is the art of permanently binding self sustaining magics to an object.
Gunsmithing
Gunsmithing is the art of maintaining, repairing and installing augments to firearms as well as manufacturing ammunition for them.
Herbalism
Herbalism is the art of creating natural herbal concoctions with long lasting effects.
Potioning
Potioning is the art of creating one-shot effects in the form of precisely crafted magical fluids.
Smithing
Smithing is the art of forging alloys and items out of metals, both ore and refined.
Tinkerer
Tinkering is the art of maintaining, repairing and installing augments to nonfirearm machinery as well as how to disrupt the working of most machinery.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
INDIVIDUAL CLASSES
BARDS
...
RITUAL DANCES
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WORDS OF POWER
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CLERICS
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DEFENDER'S EQUIPMENT
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CLERIC'S TRIALS
INITIATES
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'S EQUIPMENT
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INITIATE'S TESTS
MACHINISTS
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MACHINISTS SPECIAL DEVICES
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MAGES
MAGE'S DISSERTATION
PEACEKEEPERS
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PEACEKEEPER'S TRAINING
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SENTINELS
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SPECIAL HERBAL RECIPES/SUPPLIES
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SPECIAL PETS
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SENTINEL'S WALKABOUT
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THIEVES
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THIEVE'S TRAINING
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WARRIORS
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ELITE WEAPONS
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DUAL CLASSES
ADAPTER
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ADVENT
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ARBITER
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ARTIFICER
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ARTILLERIST
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AUGER
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BLACKGUARD
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ERRANT
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INFILTRATOR
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PROCLAIMER
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STALKER
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WARDEN
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WHISPERER
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WITNESS
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Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
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Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Ingredients
Lutharin Crystal Dust - Particles left over from the mining of Lutharin charged crystals. Can also be gotten by scraping or crushing one such crystal (both ways inevitably damaging the crystal beyond use.) Can be imbued to items or be used as an ingredient in enchantments or potioning, adding the element they are charged with.
Pygmy Root - A very rare plant. When fed to an animal will prevent it from growing any larger while stile allowing it to mature and gain characteristics, just at a smaller scale. When used in potioning or herbalism it acts as an agent of growth and size.
NADRASK GODS
Amaguq - Also known as The Old Wolf or The Trickster, Amaguq is the Nadrask god of Wisdom and Mischief, as in their view one inevitably leads to the other. He is depicted as a grinning grey wolf that speaks and sometimes walks as a man. His sigil the grinning dog or the five clawed hand. His sign is, obviously, the sign of the Wolf. He was the patron spirit of a clan of rogue scholars and treasure hunters known as the Yethists, whose descendants are the modern 'Yeth and 'Ist families.
Hadur - Also known as The Black Flame or The Cloven Fist, Hadur is the Nadrask god of War and Fire. He is most importantly chieftain among the gods and it is said no matter what year the cycle of the zodiac is in, the demon is always in ascendance. He is a demon god, depicted as large and horned, ringed in flames. His sigil is the flaming ram's head or the horn-pierced heart. His is, again obviously, the sign of the Demon. He, along with the god Modi who is often consideed his "son", was the patron god of a largest of the original nadrask clans, a tribe of pirates and pillagers from a distant land across the sea. Their descendants make up the 'Dal and 'Yar families today. It is said that Hadur "adopted" the god Magni as his own upon his ascension to the pantheon.
Hel - Also known as The Crone or The Siren, Hel is the Nadrask goddess of Death and Guardian of the Gods. Hers is the duty of judging whether a soul is worthy of the ultimate honor, joining the pantheon upon their death. She is depicted as a hag, gaunt and grey-skinned, dressed in rags with a spiked chain about her waist. Her sigil is the fanged noose or the fanged gate. Her zodiac sign is that of the Snake. She is part of a trinity of gods, along with her "father" Zirnitra and "brother" Marot, belonging to a cabal of dark magi and warriors known as the Ebonhaus. The 'Ghor and 'Mar families descend from her the cabal's leaders, who worshiped her above the others.
Issatoq - Also known as The Allseeing or the The Watching Shadow, Issatoq is the Nadrask god of Judgment. Genderless, Issatoq is depicted as being nothing but a large disembodied eye with a fluxing purple iris. It is said Issatoq observes all the deeds and transgressions of the Nadrask and reports those who wrong the gods to its "brother" Tyr Its sigil is an eye with a skull-shaped iris or black scales. The sign of the Heretic is Issatoq's. It and Tyr were the ancestral patrons of a clan that claimed to bounty hunters and lawmen but were in truth paid assassins who served as judge and executor for those their were paid to find guilty. The ''Brom and 'Crut families are descended from them.
Magni - Also known as The Titan, The Usurper, or The Unchained, Magni is the Nadrask god of Might. He is depicted as huge, almost grotesquely muscular warrior whose face is covered by a perfectly smooth, eyeless mask of steel. His sigils are the armored fist or the broken skull. His sign is that of the Hammer. Magni is one of the two Nadrask gods who were actually Nadrasks in life and whose spirit ascended to the pantheon upon his death. He was the fiercest of all Nadrask warriors and head of the 'Mal family, and earned his place after defeating the champions of all twelve of the gods in a single day. It is said that he fell upon his own blade immediately after, impatient to ascend. When the god Jalhar protested his ascension, disdainful of the whole idea and acccusing Magni of cheating against his champion, it is said that Magni smote Jalharon the spot. There has arisen over the centuries a group of unusually devout Nadrasks that worship Magni alone, forsaking the other gods. The destruction of the Cult of Magni is one of the Elders top priorities.
Marot - Also known as The Lurker or The Nightmare King, Marot is the Nadrask god of Night and Dreams. It is said he stalks the mind of the Nadrask, learning their fears and haunting their dreams. He is depicted as thin shadowy figure in ragged leather armor, often with the face of a jackal. His sigils are the closed eye or the black wing and his sign is that of The Gull. He, along with his "sister" Hel and "father" Zirnitra were a trinity worshipped by the cabal of dark magi and warriors known as the Ebonhaus. His were the warriors, whose descendants became the 'Mal and 'Gul families.
Modi - Also known as The Fury or The Bloodgrim, Modi is the Nadrask god of Fury and Vengeance. He is depicted as a towering armored man with clawed hands and twine blades across his back, all drenched with blood. His sigils are the flaming sword or the impale skull. Along with his "father" Hadur he was one of the patron gods of a large tribe of foreign pirate and pillagers. He took half their number for himself and they would eventually become the 'Trath and 'Pyl families. He is the "adopted brother" of the ascended god Magni.
Nujali - Also known as The Wood Queen or She Of The Claw, Nujali is the Nadrask goddess of the Hunt and the Wild, and as such to a lesser degree, Life and Nature. She is described as a pale, athletic woman of unaging beauty, dressed in the hides of countless strange creatures. Her sigils are the vine-wrapped arrow and the split tree. Her sign is of course the Hunter. She was the patron goddess of a band of trackers for hire that would become the 'Tor and 'Romov families.
Pelhor - Also known as The Glutton or The Golden Lord, Pelhor is the Nadrask god of Fortune and Desire (making him sadly the closest they have to a god of love). He is depicted as a large, obese man dressed in robes of pure gold. His sigils are a a grinning face upon a coin or the heart overlaid with crossed daggers. He took up the sign of The Mouth upon his ascension, which had been left empty upon the smiting of Jalharon by Magni. He is one of two Nadrask gods that were once Nadrasks and ascended to the pantheon upon their death. He was once the wealthiest Nadrask in history, head of the 'Ist family. He was ascended as the an embodiment of the Nadrask goals and for his devoutness to the gods.
Sin - Also known as The Puppeteer or Mistbeard, Sin is the Nadrask god of The Moon and The Sea. He is the schemer and known for manipulating man and other gods alike. He is depicted as a ghostly, wraithlike man cloaked in mists with eyes like gleaming silver coins. His sigils are the eclipsed sun or the cloud-obscured moon. His sign is, of course, the moon. He and his "brother" god Svarog were the patron gods of The Crimson Ring, a band of traveling performers known for looting towns when they were done performing there and forcibly "recruiting" members. His were the barkers and performers who dazzled the crowd nightly before robbing them blind, and they became the 'Jev and 'Vex families.
Svarog - Also known as Lord Iron or Flamebeard, Svarog is the Nadrask god of The Sun, The Forge, and Creation. He is depicted as large, muscular man with a crimson beard and a body made as much out of gold as it is of flesh. His sigils are the blazing anzil or the rising run. Strangely, his dogged determination has affiliated him with the sign of The Shark. He and his "brother" god Sin were the patron gods of The Crimson Ring, a band of traveling performers known for looting towns when they were done performing there and forcibly "recruiting" members. His were drivers, workers and nonperforming members of this group who set up and broke down for their show, and they became the 'Ikar and 'Kael families.
Tyr - Also known as The Fell Hand or the Reaper, Tyr is the Nadrask god of Punishment. He is depicted as a tattooed giant with a thousand hands, each of which holds in its palm the heart of a Nadrask. It is said that if a Nadrask too seriously displeases the gods, Issatoq will tell Tyr and Tyr will tighten his hand, crushing that Nadrask's heart and killing him where he stands. His sigils are the hand holding a skull or the broken heart. He is the only god unaffiliated with a specific sign of the Zodiac, as he wears them all upon his skin. Along with Issatoq he was a god of a band of corrupt lawmen turned assassins that became the 'Brom and 'Crut families.
Zirnitra - Also known as The Elder Wyrm or Ebonscale, Zirnitra is the Nadrask god of Sorcery and the Sky. He is depicted as a serpentine black dragon and known for his cruelty. His sigil is the lightning bolt, either erupting from a tome or spiraling down. His is the sign of the Torsyr. He is the "father" of a trinity of entities once worshiped by a cabal of dark magic and warriors known as Ebonhaus, favored by the mages who would eventually become the 'Shal and 'Kir families.
NADRASK ZODIAC
The Demon - The Nadrask symbol of power and ruthlessness as well as long life and experience. As sure demon skins are status symbols among them and along with the symbol itself are often worn by heads of households. Horned gatahara spring from this symbol.
The Gull - Symbols of misfortune, the Nadrask see gulls as harbingers of storms both literal and figurative. Often used as a warning this sign is often the sigil of Nadrask saboteurs. All bird gatahara come from the gull.
The Hammer - Might incarnate, The Hammer is the symbol of the unyielding, the unstoppable. Brute force incarnate. It is taken as the sigil by countless nadrask enforcers and thugs. Hammer gataharas also include fists and other blunt implements.
The Heretic - Amongst the Nadrask, religion is seem in three ways. It is to be feared, to be exploited, or to be paid lip service to in hopes of ascension upon death. No matter what, amongst the Nadrask, the Heretic can only be considered a fool. It is the mark of the doomed, but also blind courage. No group willingly takes with emblem as their own, and those unlucky enough to be given a circular gatahara can link it back to this.
The Hunter -To the Nadrask, The Hunter is the symbol of the methodical, the practical, and the watchful. Amongst a society of mercenaries actual hunters are a rare thing, but it instead usually infers the hunting of information, used by spies, brokers, extortionists and blackmailers. Information can be more valuable than any dead beast amongst the Nadrask. Arrow gatahara are are emblems of the hunter.
The Moon - Control. That is the very core of moon mythology amongst the Nadrask. Living on an island, especially one ringed by coral, the tides are very important to them. Often feared or despised by the independent nadrask, the moon is the sigil of the least respected profession amongst them, the slavers. Always depicted in its crescent form, all celestial gatahara are associated with The Moon.
The Mouth - The most ancient and mysterious sign in the zodiac, its exact origin and original meaning are unknown. Now it is the symbol of desire, greed and madness, as well as emotion and ambition. It is used by burglars and brothelworkers.
The Shark - Determination is the heart of the shark emblem. Keep moving, keep swimming, keep eating. As such it is adopted by nadrask professions that encompass their whole lives, such as soldiers and, most commonly, pirates. Any fish, fin or wave gatahara denote this symbol.
The Snake - As it does in the Nadra underbrush, in the zodiac the snake means death. Poison, stealth, coldheartedness, all are associated with the emblem of the snake and as such it is universally the sigil of Nadrask assassins. Any serpent or fang gatahara are associated with this sign.
The Torsyr - A large and dangerous lizard native to Nadra, the Torsyr mimics human speech to lure the unaware into its jaws, it often represented by runic knots. It is associated with deception and mystery. It is used as a totem for thieves and highwaymen as well as the Nadrask Elders. Runic gatahara stem from this.
The Wolf - A venerable symbol of wisdom and cunning. This emblem is not taken but given to Nadrask mercenaries as a mark of respect. It is the origin of gatahara related to dogs or claws.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Lutharin Crystals
If their charge is not being used by an enchantment or device, you can use it, once per encounter, to prism one of your spells into a spell of similar effect but using the art the crystal is aligned with. (May not work for certain spell-art combinations.)
Light - Diamond
Dark - Onyx
Fire - Ruby
Water - Sapphire
Earth - Garnet
Storm - Topaz
Mind - Amethyst
Body - Bloodstone
Plant - Emerald
Beastial - Tigereye
Force - Agate
Spirit - Jasper
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Below are general details regarding the world, for more specific information, see the other sections of the guide.
What Is Epic World?
Epic World is a forum-based freeform RPG. It originally started back in the early 2000s on MTGNews and lasted for some time. Unfortunately real life and burnout became issues and it died out. Attempts have been made multiple times since then to restart in on MTGSalvation, but they didn't really get off the ground. The reason we have hope that this attempt will fare far better is because it was started and is being headed by the poster to was arguably the primary world creator, and the most prolific of its content generators/storywriters. That would be me. Volrath's Bane.
What is the Flavor?
Epic World is a swords and sorcery RPG, set along the eastern coast of a land called Bakara. Technology exists, but in its early stages, often using magically charged crystals as sources of heat or electricity. There are many many races and five very distinct cities.
How Open Is This World?
Everyday action primarily takes place in and around five large cities. There are at least a dozen locations in each city that are mostly open to visitors. World Mods run the NPCs and locations. Exploration is primarily done through quests and bounty hunting, though exploring expeditions can be planned. Group expeditions are encouraged as individual exploration into unestablished locations is taxing on the World Mods and we rather take care of multiple people at once.
How Do Stats Work?
We do not use stats. The closest we have is strength levels, which is needed for shorthand. Most effects simply give real world examples or speeds to get across their power. Chance of success (when it is in question) is determined by whoever is running the encounter or in charge of the area where it is taking place. We rely heavily on the honor system for not power-gaming and are pretty successful because we are all just here to have fun.
How Do I Get Started?
You post a character on the character approval thread. A profile rhubric is available in the Character Creation section of this guide. As what a starting character can start with.
How do Quests/Bounties/Expeditions Work?
Quests and Expeditions are usually run by World Mods, but can be planned out and started by anyone. WM run quests and expeditions will be announced in the City Papers. Non-WM quest/expedition announcements can be posted in a stickied community bulletin board thread.
Bounties are exclusively mod run and announced in the city papers, though some exclusive bounties are available to Peacekeepers at their guildhouse.
When Will This Be Up and Running?
My current goal is early November. If that changes, I will post it here.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
SPELL RELATED
>Levels vary completely according to spells used. To reach each level you must know a spell of that level in both arts.
TASKMAGERY - A vast and varied school of study, by learning as many spells across multiple arts as possible, you gain a deeper understanding and mastery of the true nature of magic.
> Your Taskmagery level is determined by the total number of spells you know around all arts. Multiple spells of the same art and level do not count.
Lvl 1. So long as you know any level 1 spell, you can extrapolate your magical knowedge from that and skip other level 1 spells.
Required Score: 3
Lvl 2.
Required Score: 18
Lvl 3. Your base spell cost is reduced by 5.
Required Score: 36
Lvl 4. Upon reaching this level you may choose two spells you know and learn to combine them into a new spell. This does not remove your ability to use the component spells.
Required Score: 60
Lvl 5. You can cast an additional spell each post as long as no two spells cast that turn are of the same art.
Required Score: 90
Lvl 6. Spellshop owners will grant you access to rare or guild-only spells not available to the general public.
Required Score: 126
Lvl 7. Three times per encounter you can apply your wide knowledge of magic to alter one of your spells into another spell of the same art and level but of a different branch. Does not work for passive spells.
Required Score: 168[
Lvl 8. Your base spell cost is reduced by an additional 5.
Required Score: 216
Lvl 9.
Required Score: 270
Lvl 10. You get a custom spell of any level and art or combination of arts.
Required Score: 330
SPELLFORGING - The art of forging physical items out of raw magic, sacrificing your ability to cast a spell to turn it into an item. Cannot be done twice with the same spell.
Lvl 1. Apparel
Lvl 2. Item Augmenting Crystal
Lvl 3. Armor Piece
Lvl 4. Small Pet
Lvl 5. Weapon
Lvl 6. Gadget/Tool
Lvl 7. Armor Set
Lvl 8. Greater Weapon
Lvl 9. Greater Pet
Lvl 10. Magical Squire
BATTLE RELATED
Lvl 1. Your balance and musculature grow and adapt, especially in your legs. You cannot be knocked or driven back except by extreme force.
Required Battle Posts: 25
Lvl 2. Your skin calluses and weathers, becoming tougher and more resistant to slashes and stabs.
Required Battle Posts: 5
Lvl 3. Your natural base strength increases by a level.
Required Battle Posts: 90
Lvl 4. Your first strike each battle has an additional increased strength of one and an intimidate effect.
]Required Battle Posts: 130
Lvl 5. Your body has further adapt to punishment, reducing the effect of blunt damage and teaching you to block out pain.
Required Battle Posts: 175
Lvl 6. Your are able to shrug off nonphysical aspects to attacks, making purely magical projectiles ineffective and even possible to swat away/back and preventing magics that would directly effect your body from taking hold.
Required Battle Posts: 225
Lvl 7. Your natural base strength increases by another level.
Required Battle Posts: 80
Lvl 8. Your melee experience and strength allow you to expertly wield two handed weapons singlehandedly and increase the effective modifier of your weapons by one upon striking.
Required Battle Posts: 340
Lvl 9.
Required Battle Posts: 405
Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style.
Required Battle Posts: 475
MAN-AT-ARMS - Yours is the way of steel. You devote your life to perfecting the use of weapon type of your choice and are unstoppable with one in your hand. Favored by duelists, swordsmen and anyone with a strong affection for a certain weapon type.
Lvl 1. Your are able to put on a brief display of skill with your weapon of choice which as an Initimidate effect.
Required Battle Posts: 25
Lvl 2. You have an empower effect when attacking with the weapon type of your choice.
Required Battle Posts: 55
Lvl 3.
Required Battle Posts: 90
Lvl 4.
Required Battle Posts: 130
Lvl 5.
Required Battle Posts: 175
Lvl 6. Your able to use a disarming attack with your weapon of choice on an armed foe with 75% accuracy. This effect does not work if the weapon has an effect that prevents loss of grip or they also know a disarm technique.
Required Battle Posts: 225
Lvl 7.
Required Battle Posts: 280
Lvl 8.
Required Battle Posts: 340
Lvl 9.
Required Battle Posts: 405
Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style.
Required Battle Posts: 475
LIVING WEAPON - You reject the need for steel and iron. You rely on your hands and feet to deal out punishment. A handy school of training for boxers, brawlers, street fighters and martial artists.
Lvl 1.
Required Battle Posts: 25
Lvl 2. You gain an empower attack when attacking unarmed.
Required Battle Posts: 55
Lvl 3. A combination of calluses and/or precision you become as capable of blocking and deflecting weapons with your hands unharmed as you would be with a weapon.
Required Battle Posts: 90
Lvl 4.
Required Battle Posts: 130
Lvl 5.
Required Battle Posts: 175
Lvl 6.
Required Battle Posts: 225
Lvl 7.
Required Battle Posts: 280
Lvl 8.
Required Battle Posts: 340
Lvl 9.
Required Battle Posts: 405
Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style.
Required Battle Posts: 475
UNTOUCHABLE - Hit and move, hit and move, this is the way the untouchable warrior. Never give them a chance to hit you. Keep moving, dazzle them, fool them, then move in quick and catch them unprepared. Equally handy for armed and unarmed fighters.
Lvl 1. Your physical control is heightened, preventing you from ever losing your balance in all but the most extreme of situations.
Required Battle Posts: 25
Lvl 2. If you should fall, you land on your feet, and if that isn't possible, you immediately roll to your feet.
Required Battle Posts: 55
Lvl 3. Your learn to step lightly and quickly, your footfalls making no noise.Required Battle Posts: 90
Lvl 4. You learn you to bob and sway, feint and juke outside of range in a dance that can mesmerize and daze your opponent. This effect weakens over time.
Required Battle Posts: 130
Lvl 5. You learn to move with your opponents blows, lessening the force of their impact and effectively reducing their strength by a level.
Required Battle Posts: 175
Lvl 6. Your acrobatic ability and light steps allows you to perform short wall runs, both horizontally and vertically, or run on water or alike, for several steps.
Required Battle Posts: 225
Lvl 7. You can chain together wall runs or brief contact with surfaces to bound from surface to parallel/perpendicular surface.
Required Battle Posts: 280
Lvl 8.
Required Battle Posts: 340
Lvl 9. By focusing all your concentration on it, you are able to enter a zen state of enhanced speed and agility in which you are able to dodge any and all attacks thrown at you and shrug off any magics that would directly harm or distract you. If you attempt to do anything other than dodge during a post you are using this effect, such as attack, your focus will shatter and you will become dazed and lose Untouchable for the rest of the encounter. Can only be done for three posts at a time and only twice per encounter.
Required Battle Posts: 405
Lvl 10. Your experience allows you to develop your own custom special technique or maneuver employing this fighting style.
Required Battle Posts: 475
EXPERIENCE RELATED
> You receive 1 Legend point for each quest you undertake and an additional 1 point if the portions of the quest you participated in went over 300 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
Lvl 1. You have a natural Charisma or Intimidation Effect, your choice upon achieving.
Required Score: 1
Lvl 2.
Required Score: 3
Lvl 3. Everything is one the house at any bar or inn. You will occasionally receive small gifts from adoring/thankful/impressed citizenry.
Required Score: 5
Lvl 4. Quest leaders pay/give a small retaining fee/gift before quests as an inducement.
Required Score: 7
Lvl 5. Any guilds or societies you are a part of will offer you a free item that bears their mark, making sure everyone knows you are among their number.
Required Score: 9
Lvl 6. Your fame attracts a squire, a secondary character that follows your hero everywhere they go, seeking to learn from them in the ways of the hero. They do not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests.
Required Score: 11
Lvl 7. Your experience gained questing gives you a sixth sense when looting, leading you hidden spaces where previously undiscovered treasures lies. (Bonus gold or loot item, up to quest runner)
Required Score: 13
Lvl 8. Your squire learns from you, gaining a new ability/spell/song/technique after each quest based on your exploits and their character type.
Required Score: 15
Lvl 9. Shop merchants will give you items in return for your endorsement. Can only be done once for each shop. Up to WMs discretion what you get. Gifts can be traded to PCs but not pawned to other shops.
Required Score: 17
Lvl 10. Your exploits draw the attention of a villianous Arch-nemesis, an NPC who sets out to take you down, literally and metaphorically. He will strike seeming at random, employing anything from personal attacks to henchman to ludicrous machinations, depending on their style.
Required Score: 19
RELIC OF LEGEND - You possess a one of a kind item of mysterious origins that, as you become more well known for your exploits, becomes your symbol. As you and the relic's fame grow, people's reaction to the relic change and previously unknown properties of the relic surface.
> You receive 1 Legend point for each quest you undertake and an additional 1 point if the portions of the quest you participated in went over 300 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
Lvl 1. People want to see/hold the relic, and will try to buddy up to you to get a chance to do so.
Required Score: 1
Lvl 2. The relic unlocks an innate minor enchantment previously lain dormant. Choices are: Homeguide, ?, ?
Required Score: 3
Lvl 3.
]Required Score: 5
Lvl 4. On your next quest, amongst your possible loot you find a companion piece to your relic, not necessarily of the same origins, that goes with it.
Required Score: 7
Lvl 5. The relic unlocks an innate minor enchantment previously lain dormant. Choices are: Crystal Imbue of Choice, ?, ?
]Required Score: 9
Lvl 6. Your fame attracts a Bearer, a secondary character that follows your hero everywhere they go, studying your relic to try and piece together their history and true nature. They do not take up an extra slot on quests but can be used as an extra person on bounties. These characters start at regular starting character strength, but with no gold and they do not get their own loot on quests.
Required Score: 11
Lvl 7. A merchant offers you a free gift of up to ??? gold in value, in hopes that in your hands it, and he, will become as legendary as your relic.
Required Score: 13
Lvl 8.
Required Score: 15
Lvl 9. At the end of each quest, the relic gains an ability based on that quest's nature.
Required Score: 17
Lvl 10. You can, once ever, have your Bearer make a breakthrough and undergo a quest to discover the origin of their relic, discovering its true nature and unlocking its ultimate potential. Cannot be undertaken alone.
Required Score: 19
LAWKEEPER - By tracking down and bringing to justice the criminal element of Bakara, you gain a reputation as a force for order and man of great ability. This effects how the local law, shops, societies and especially criminals, treat you. Lawkeeper is leveled by posts to make chasing bounties. Stretching out bounties for posts will not be tolerated.
Lvl 1. 5% discount at shops as a sign of respect and thanks.
Lvl 2. 10% increase in bounty payments.
Lvl 3. Access to Peacekeeper items if not a member, free one if you are.
Lvl 4. You are allowed to tackle level 4 bounties alone.
Lvl 5. You have access to special Machinist law-keeping devices.
Lvl 6. 20% increase in bounty payments.
Lvl 7. You get a free level of training in a Warrior's technique.
Lvl 8. You are allowed to tackle level 5 bounties alone.
Lvl 9. You receive a gift from the Sentinels of either a special partner animal. If not wanted, can opt for a variety of herbal mixes instead.
Lvl 10. The criminal underworld puts a contract on your head. Every once in awhile a criminal NPC will attack you in a random encounter. These assassins will be well equipped and have bounties on them.
INFAMOUS - By proving your skills as a thief, criminal and all around untrustworthy fellow, you gain a far-reaching reputation that earns you special treatment, dangerous notoriety, and a general improvement of your dastardly skills.
>Is leveled by the amount of gold you earn through your misdeeds.
Lvl 1. 5% discount at shops in return for not robbing them.
Lvl 2. Experience enhances your ability to climb walls and maneuver through the cities.
Lvl 3. Access to Thieves items if you are not a member, free one if you are.
Lvl 4. You are able to create an Alter Ego. This is a different character you are able to turn into using advanced skill with makeup and costuming. Character gets its own profile within your profile. You can take on the appearance of this Alter Ego if you are able to avoid being seem for two posts.
Lvl 5. You learn the hiding place of a high-level guild/society member's hidden lockbox. You choose the group. Suggested you bring a partner to tackle the job.
Lvl 6. Your shop discount is increased to 20%.
Lvl 7. While on quests your thieving experience helps you notice the telltale signs of hidden safes, trapdoors and caches along the way where people likely stashed valuables.
Lvl 8. You are a master of escape, allowing you to free yourself from most any restraints as long as you are conscious.
Lvl 9. You gain a partner in crime, an NPC with a specialty of your choice that you can go to for information or hire to aid you on quests and big jobs.
Lvl 10. Using your accrued skills and criminal connections, you set out to pull the crime of the century, and the biggest score of your life. Requires others to pull off.
MERCHANT'S PACT -
> Is leveled by profit.
Lvl 1. Natural charisma effect.
Lvl 2. You gain a 20% discount when buying in bulk. (4 or more of the same thing)
Lvl 3. You get a shop in the city of your choice.
Lvl 4. You broker a deal with the Machinists for access to a rare merchants only item from the machinists.
Lvl 5. You can undertake a special trade mission quest to one of the rarely seen corners of Bakara to gain access to a new supply of ingredients or goods.
Lvl 6. Your acquire a bodyguard, a secondary character that follows your merchant everywhere they go, they do not take up an extra slot on quests.. These characters start at regular starting character strength, but with no gold. Pay is lodging and an appropriate item a month of suitable value.
Lvl 7. Quests you go on must include amongst their loot a means by which you can gain access to a supply of items or ingredients with a defined amount per week.
Lvl 8. Your shop gets a staff, allowing it to keep doing business while you are off. There are NPCs of your design and under your control. Pay is lodging a popular place to sell their own goods and services. (Any goods and services they sell happen out of posts and only to NPCs, you have no access to their goods or gold)
Lvl 9. You can occasionally sell your rarest items to the appropriate shops.
Lvl 10. You can undertake a special trade mission quest to across the eastern sea to gain access to a new supply of extremely rare ingredients or goods.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Mind
> Levels vary completely from person to person.
HAND OF WILL - A gauntlet, tailored to the style of your choosing, capable psychic enhancement. Made of a bronze-tough silver alloy veined with amethyst.
Lvl 1. The touch of the gauntleted hand has a charisma effect.
Lvl 2. Touching an item with the gauntleted hand will can give you a mental impression of the most recent people to have touch it.
Lvl 3. Prolonged physical contact with the gauntleted hand indued people to talk, the longer the contact, the less they filter themselves.
Lvl 4. Blows landed by the gauntleted hand are immediately followed by the phantom sensation of a second identical blow.
Lvl 5. The gauntlet is telekinetically augmented by your will, allowing it block or catch any blow harmlessly, despite the force involved.
Lvl 6. By moving your hand slowly side to side before someone's gaze as you speak, you can create a Suggestion effect. If the suggestion takes, you cannot use this effect on that person again this encounter.
Lvl 7. Run the glove across your face, momentarily obscuring it from view. The glove releases a burst of mind magics that have a greatly enhanced fade effect. Everyone in 20 feet forgets that you're there for two posts unless you do something to draw their attention.
Lvl 8. By grasping another person's face, you can temporarily create a powerful psychic link between the two of you that paralyzes you both for several moments. When the link breaks, you are both left woozy for a moment, but you have gained access to their spell knowledge for the next six posts.
Lvl 9. You gain passive telekenesis effect, but use of it is guided by the movement of the gauntleted hand.
Lvl 10. Place your hand on the head of a defeated but living enemy. You take the memory of their defeat and transform it into a spell that you can cast thrice per encounter. You may only hold the knowledge of three defeat spells and must forget one to replace it with a new one. These spells can be of any art but do not require knowledge of that art to cast.
SCIONIC RAVEN -A midnight black bird with blue highlights. Will grow into a giant winged familiar.
Lvl 1. The raven's touch strengthens the mind and will counteract any mental magics being used on you by others.
Lvl 2. The raven's glare induces uncertainty and unease.
Lvl 3. You can the raven can perfectly understand each others' speech.
Lvl 4. The raven's caw can mimic any sound, but only to the ears of a single target.
Lvl 5. The raven's caw can induce a target to see an illusionary copy of itself.
Lvl 6. The raven's caw can be made to sound to a target as if it is speaking of their greatest shame or darkest secret. Neither you or the crow know what this is, the target simply hear what is in their own mind.
Lvl 7. The raven has a passive perception effect that extends to you if you are riding it.
Lvl 8. The raven can appear to burst into a flock of dozens of regular sized ravens. This illusionary cloud obscures their view constantly caws, inducing a fear effect. Using this effect costs you a spell and the raven cannot move while controlling these illusions. Can only be used once per target once per encounter. After it is dispelled, the target will be haunted by delusions of ravens' cawing for some time.
Lvl 9. The raven has the power to root through the minds of others, and can pluck a thought from their minds once per person per encounter. This person is left incapable of reforming that thought for the next 10 posts, and if the idea would occur to them, they are unable to hold onto it for all the the briefest of moments Using this effect costs you a spell.
Lvl 10. Once per encounter, the raven can cause one of the thoughts it has plucked to manifest as a shiny trinket. This trinket will plant the idea it represents in the mind of others that hold it. If you keep possession of them, you can combine up to three of them on a single accessory/apparel to create a custom effect based on thoughts within the trinkets.
THE LINK - Establish a lifelong mental link with a single person of your choice, allowing the two of you to share information, skills and awareness. Once established with a person this link cannot be broken to moved to another. Other person does not need to have The Link.
Lvl 1. You and your linkmate can share each others emotions.
Lvl 2. You and your linkmate can share each others senses.
Lvl 3. You and your linkmate can share each others thoughts.
Lvl 4. You and your linkmate can share each others nonmagical skills
Lvl 5. You and your linkmate can share each others level 5 and lower spells.
Lvl 6. You and your linkmate can temporarily extended a portion of The Link to other party, sharing emotions, thoughts and senses with up to two willing other participant for ten posts or forcing them on a single unwilling participant for three posts. These limits are per person per encounter.
Lvl 7. You and your linkmate can share each others magical skills
Lvl 8. You and your linkmate can combine your wills to splice together a spell each of you knows into a single hybrid spell. Can be done four time per encounter. Uses one of your spells each.
Lvl 9. You and your linkmate can share all of each others spells.
Lvl 10. You and your linkmate can extend this link to a third person.
Body
Lvl 1. Your skin is clear and flawless, unscarred or marked by blemish or time. Your immune system quickly deals with any illness, disease or pathogen.
Lvl 2. Your eyes are clear and piercing, your irises a brilliant shade of their color. A sense of your choice becomes enhanced.
Lvl 3. Your body rapidly burns excess fat and builds your musculature to maintain a perfect balance. Your can control the type of physical sensation for touch causes.
Lvl 4. Your strength level naturally increases by a level. Your leaping ability doubles.
Lvl 5. Your body seeks to maintain its perfection, shaping your flesh to superficially close any wounds or breaks while they heal.
Lvl 6. Your body's efficiency is optimized. Effects that would weaken or fatigue you do nothing. Your maximum potential running speed increases to 30 mph and can be maintained indefinitely.
Lvl 7. Your body automatically resists all attempts to harm it, reacting to attacks by reinforcing your flesh into a subdermal armor.
Lvl 8. If you can observe the use of a physical ability on three seperate instances during an encounter, you can mimic that technique for the remainder of the encounter. You may only mimic two abilities at a time and you must purge one from muscle memory before analyzing another.
Lvl 9. Should someone cleave away a part of your perfection, it will grow back in time as good as new. Time to regrow back missing parts depends on the level of dismemberment. Your heart and brain need to be connected for the effect to trigger.
Lvl 10. You revert in age to your physical and mental peak, becoming ageless. You gain an ability based on your experiences until this point.
SAVAGE ZHUA- A staff weapon with a tensed, claw hand at the end. Made of bone with the hardness of iron. Bonds to user, becoming an extension of him. Stands tall as user.
Lvl 1. While holding the zhua you are able to animate its claw and control it as if it were your own hand.
Lvl 2. You are able to absorb the zhua into your body for easy storage, forming clawed bone armor fused to one of your hands and forearms. While the zhua is absorbed, all abilities it has instead apply to that hand and arm.
Lvl 3. The Zhua/arm and anything it holds can pass through bodies. When they do, they pass through all the body, but only on a body by body basis. (You/they can pass through one body but interact with the one behind them. You cannot rip a body part out of a body. You can remove foreign objects from within a body, but you cannot turn off the ability while inside a body or leave objects inside bodies.)
Lvl 4. You have have blows dealt by the zhua/arm to others heal them instead of hurt them, the strength of the healing relative to the power of the strike.
Lvl 5. Wounds inflicted by the zhua cause a sickening effect.
Lvl 6. By grabbing and holding onto a person with the claw/hand, you are able to replicate that person's muscle memory, allowing you to mimic any nonmagical physical abilities they have for the next three posts.
Lvl 7. By driving the staff/fist straight down into the ground with great force, you release a wave of body magics out around you, inflicting great pain on everyone within a 10 yard radius
Lvl 8. Damage dealt by the zhua to one enemy you are engaging mirrors in any other enemies engaging you.
Lvl 9. Damage dealt by the zhua triggers an equally powerful healing effect in yourself, keeping you going in the most harrying of battles so long as you keep dealing punishment.
Lvl 10. With the Zhua absorbed, you can plunge your hand into the body of a defeated adversary and absorb a part of them into yourself. You gain an ability based on that person. You may only have three abilities of this type at a time before your body rejects new, forcing you to purge old ones to gain different abilities.
FLESHFLOW - Focus your bodily magics of shapeshifting, allow your to stretch and shape your body in impossible ways. Cannot add mass, only shape it, stretch it thinner or shift it to or from other parts of your body.
Lvl 1. Learn to and reshape your fingers, using your bones to create any hard surfaces or edges.
Lvl 2. Learn to shift some of your body mass to your hands or feet, doubling them in size.
Lvl 3. Learn to reshape your entire hands or feet, using your bones to create any hard surfaces or edges.
Lvl 4. Learn to stretch your arms and legs by two foot.
Lvl 5. Learn to shift your body mass to double the size of any portion of your body, no more than two feet in diameter
Lvl 6. Learn to reshape your hands and forearms or legs let and calves, using your bones to create any hard surfaces or edges.
Lvl 7. Learn to stretch for arms or legs by four feet.
Lvl 8. Learn to reshape your entire arms or entire legs, using your bones to create any hard surfaces or edges.
Lvl 9. Learn to stretch any part of your body to up to three times its normal length.
Lvl 10. Learn to reshape any part of your body, though it does not change material, coloration, or mass.
OPPOSITION - Your body becomes an impenetrable shield against magic, shielding you from its effects.
Lvl 1. You are immune to level 2 or lower magics that would directly effect your mind or body.
Lvl 2. Magically created/animated projectiles of lever 2 or lower are dispelled/stopped upon hitting you.
Lvl 3. You are immune to level 4 or lower magic that would directly effect your mind or body.
Lvl 4. Magically created/animated projectiles level 4 or lower are dispelled/stopped upon hitting you.
Lvl 5. You are immune to level 6 or lower magic that would directly effect your mind or body.
Lvl 6. Magically created/animated projectiles level 6 or lower are dispelled/stopped upon hitting you.
Lvl 7. Your blood will instantly dispel any summoning that draws it.
Lvl 8. Level 8 or lower magics cannot effect your body or mind and projectiles created or animated by those magics are dispelled/stopped upon hitting you.
Lvl 9. You may land hands upon an object to undo any magics affecting it.
Lvl 10. You can intensify and project this effect outwards. While you are doing so, spells and summonings that come within a foot of you are dispelled, but you cannot use spells or maintain summonings. You can't do activate or deactivate this effect the same turn you use a spell.
Plant
Lvl 1. Choose a tree type. Ash, Yew or Acacia. Your body type alters to reflect your tree. Ash grows taller, Muscular becomes more thickset, Acacia becomes thinner and lankier. Natural defenses of plants will not harm you, be they thorns, briars, spores, allergens or plant-based toxins.
Lvl 2. Your hair tints green and resembles the leaves of your tree. Ash is long and pointed. Yew is needles. Acacia like short and ovoid. You gain a passive rooted stance effect. Your connection to nature prevents you from ever becoming lost or disoriented.
Lvl 3. Your skin pales and has a grained appearance. You grow thorns from your body. Locations and exact lengths (no more than 2") vary person to person.
Lvl 4. Your flesh hardens and becomes tough as wood. Your skin gains a unique pattern of patches that resemble the bark of your tree. Ash is grey and elephantine , Yew is dark and scaly, Acacia is russet and has a veined appearance.
Lvl 5. Grow effects used on you become Heal effects. You may elongate any of your thorns up to 4.
Lvl 6. Thrice per encounter you can hurl a volley of seeds (Ash), berries (Yew), and or blossoms (Acacia). The seeds explode on impact and knock back or damage whatever they hit. The berries smear across whatever they hit creating an acid that causes burning pain on skin and weakens organic materials. The blossoms cling tightly to whatever they touch, giving off a soothing scent that induces drowsiness.
Lvl 7. Once ever you can ingest an herb or herbal mix for a permanent effect based on its properties.
Lvl 8. You are able to phase into living trees, becoming one with them and animating them from within. If the tree takes too much damage you will be expelled. Cannot be done again for 10 posts.
Lvl 9. You can release a cloud of pollen from your hand. Effects of inhaling this pollen depends on the type of tree you chose. Ash is allergenic with watering eyes, trouble breathing and uncontrollable sneezing. Yew is poisonous with weakness and vomiting. Acacia is hallucinogenic. Effects last four posts. Cannot be used on the same person twice in the same encounter.
Lvl 10. You discover that your attunement to nature uses a specific tree as its focus. You may once ever embark on a quest to discover this special tree. You may either harvest all the magic from the tree to gain a powerful custom ability or deepen your link with the tree to make yourself more dryadic, linking your life to the tree's and enhancing your dryadic form into something power powerful.
THORNED BOW - A ironwood reflex bow strung with spidersilk. Capable of infusing wooden arrows notched in it with various plant magics for unique versatile projectiles. Usually half the user's height.
Lvl 1. Upon firing you may have an arrow grow a mushroom at its tip that rapidly expands and hits with blunt rather than piercing force.
Lvl 2. Upon firing you may have an arrow grow a vine tether to the bow. Upon impact arrow will release powerful grasping roots, attaching onto whatever surface it hits. and allowing it to be used as like a grappling hook.
Lvl 3. Upon firing you may have an arrow's tip grow a blade-like leaf as hard as steal.
Lvl 4. Upon firing you may have an arrow grow vine buds that will, upon impact, release a number of vine tendrils and wrap tight around whatever it hits akin to bolas.
Lvl 5. Upon firing you may have an arrow rapidly grow and splinter, becoming a triple shot arrow.
Lvl 6. Upon firing you may have an arrow begin rapidly exude sap so that upon impact explodes in a gluey mess that rapidly hardens into amber.
Lvl 7. Upon firing you may have an arrow grow blossoms that release a cloud of pollen on impact which induce extreme drowsiness in all that inhale it.
Lvl 8. Upon firing you may have an arrow rapidly grow up to the size of a spear.
Lvl 9. Upon firing you may have an arrow grow a combination of blossoms that mix on impact and form a powerful acid
Lvl 10. Once per encounter you may have an arrow that has pierced a fallen foe leech the essence from that foe. This essence can be transferred back to the bow by contact, granting it an ability based on the foe's essence. The bow can only hold three such abilities at once, requiring you to give up old ones to gain new ones.
REDBOUGH ANTEATER - A baby anteater with golden eyes and brown fur, a stripe of white and black running along either flank. Will grow into a giant beast. Starts our 4" tall and 9" long, but 1/3rd that length is is bushy tail and 1/6th is its elongated head and nose. This proportion remains the same for all dimensions listed below.
Lvl 1. The anteaters attunement to plants allow it to detect poisons and poisonous materials around it, as well as tell fresh herbs and plants from bad ones. (1'2" tall, 2'6"' long)
Lvl 2. The anteater's claws are more effective against summons, rending magically created materials much more easily. (2' tall, 4'3" long)
Lvl 3. The anteater's tongue becomes longer (equal to half it's length) and much tougher, able to be used akin to a vine snare. (2'10" tall, 6' long)
Lvl 4. The anteater's tongue can exude an extremely sticky, sap-like substance. (3'8"' tall, 7'8" long)
Lvl 5. Beneficial herbs and herbal compounds used on the anteater boosted in effectiveness. (4'5" tall, 9'6" long)
Lvl 6. The anteater's tongue can exude a sickening toxin akin to nightshade. (5'3" tall, 11'3" long)
Lvl 7. The anteater can sprout large frond-like leaves from its fur that cover it and any rider. They can either be soft and camouflaging or bronze and armoring. (6' tall, 13' long)
Lvl 8. The anteater's claws are extremely adept and its body agile, allowing it to climb and keep its balance the most precarious of terrains, obstacles and environments, from sheer cliffs to city walls to treetops.
Lvl 9.
Lvl 10.
HARMONY - Your mind is closely attuned to the network of plant life around the world, interconnected by vast networks of intertwining roots beneath the ground. This network is aware of your as well, and extends itself underground if you wander into lands usually devoid of roots. Certain effects will not be viable indoors, especially if there is another story below you.
Lvl 1. Your harmony with the the root network reinforces your inner peace, giving you extreme emotional control, even in the face of magics.
Lvl 2. If you would fall from a height, tendrils of the root system will automatically surface and cushion your landing safely.
Lvl 3. You can entreat the the smallest tendrils of the root network to rise to ground level, alerting you if anyone steps on the ground within 10' of you. Counts as a spell.
Lvl 4. You can entreat the root network to surface in target spot, causing the earth to shake and thick roots to arc up. Counts as a spell.
Lvl 5. You can tap into the vast life-force present in the root network to accelerate your healing. Counts as a spell.
Lvl 6. Your natural harmony with the root network extends to the highly attuned dryads. They are your blood-brothers and most will aide you if at all possible. If you are in trouble you can send out a call through the root network and entreat one in the area to your aid.
Lvl 7. If you are in danger, the root network will rise up through the earth and encase you in a living suit of symbiotic armor. This armor is tough as bronze, prevents you losing your footing or lifted, and augments your own strength with its, raising it by one level. Counts as a spell.
Lvl 8. Your link allows you to cast an additional spell each turn so long as you only cast plant spells.
Lvl 9. By focusing you can become aware of what types of plant life is in your vicinity. This can alert you to rare plants usable for crafting, the existence of plants that only grow in certain conditions, dryads, and, possibly, one of the the EWs very rare plant creatures.
Lvl 10. The root network will alert you to areas it cannot grow in, such as caves, tunnels, shelters, and metal containers. Can be every once in awhile will alert you to hidden locations or buried treasure.
Animal
Lvl 1. Your summoning have greater understanding of your spoken commands, allowing you to give them more detailed orders.
Lvl 2. You are able to share your senses with your summonings, granting them greater awareness of their surroundings without being told.
Lvl 3. Your connection to your summonings helps you to slightly alter them occasionally. You can alter the species you chose upon learning the spell to a new one. Cannot be done more than once a week.
Lvl 4. You are able turn your senses into any of your summonings' senses, seeing, hearing and smelling what they do (with the downside of losing awareness of your own surroundings.)
Lvl 5. You may share a physical ability, fighting technique or trainable animal ability you have learned with a summoning you control that is capable of it.
Lvl 6. You may maintain a level 5 or lower summonings without it counting towards your limit.
Lvl 7. Magical effects that would benefit or augment you, via spells or potions, can be transferred to your summoning instead.
Lvl 8. You gain knowledge of an enhanced form of the Evolve spell, causing their new humanoid form to reflect you.
Lvl 9. Your summonings can remote cast your spells for you. Still count towards your spells per post.
Lvl 10. All summonings you cast can have the Enhanced Evolve effect passively applied to them.
MASTER'S CROOK - A dragonbone shepard's crook capable of mystically (and painlessly) branding and influencing creatures. Stands as tall as user. Brands end at end of encounter unless dispelled earlier or stated otherwise.
Lvl 1. The crook grants you an aura of the wild about them, making animals far less likely to be alarmed by you.
Lvl 2. The crook is able to transform into a albino snake (but keeping its dimensions) that is completely loyal to you, allowing to follow you around or drake itself over you if you need to keep your hands free.
Lvl 3. If you are able to hook a person, animal or item with the crook, you can partially transforms into its serpent form, having it wrap tightly around what it hooked, ensnaring it.
Lvl 4. Touching a nonsentient animal no larger than a wolf with the butt of the staff will mark them with the "Brand of Amity", a painless glowing rune that prevents the animal from directly attacking you.
Lvl 5. Animals will not attack you unless provoked, no matter how predatory or hostile their nature is.
Lvl 6. Touching a nonsentient animal no larger or more dangerous than a bear with the butt of the staff will them with the "Brand of Favor", a painless glowing rune that induces the animal to protect you from attacks (will not attack others except in the line of stopping an attack).
Lvl 7. Drive the crook's butt into the ground to create the "Brand of Territories" a massive growing rune on the ground that causes nonsentient creatures within this rune to think of only one thing, preventing anything outside of it from entering it. You can control the exact size on this rune on creating it, up to 100'. Remains in effect for as long as the crook's butt is in contact with the ground.
Lvl 8. Crook's snake fangs can be used to mark creatures with one of the brands. Its snake eyes are mesmeric to animals.
Lvl 9. Touching any nonsentient animal with the butt of the staff can mark them with the "Brand of Dominance", inducing them to obey your commands (Be careful, the smarter the animals and vaguer your command the more likely they can turn it around on you.)
Lvl 10. The crook's brands can now effect sentient beings. Their will fights the influence, meaning the more your influence clashes with their instincts/desire, the sooner its effects are broken. Once your brand on someone has been broken, it can never be placed on them again.
RASA CHIMERA - A squirrel sizes ball of calico fur with tiny black eyes and four tiny little feet. Will grow into a much larger chimeric creature whose exact nature varies with how it is leveled. Starting size is 6" in diameter.
Lvl 1. The Chimera's takes on a body shape of another animal. Can be semi-erect with larger hind legs for enhanced leaping ability like a Kangaroo, Rabbit or Frog. Or can be full quadrupedal like to dogs or cats with a faster running speed.
Lvl 2. The Chimera gains the head of another creature. Can choose from any mundane creature that is either Horned (Bull, Stag, Rhino, Bison, Ram, etc), Fanged (Lion, Wolf, Snake, etc..) or Tusked (Walrus, Elephant, etc...)
Lvl 3. The Chimera's gains the sensory organs of another creature. Can choose Bat Ears (Echolocation), Snake Tongue (Heat Sense), or Dog/Bear Nose (Enhanced Smell)
Lvl 4. The Chimera gains the feet of another creature. Can choose from any mundane creature that is either Clawed (Slashing Attacks), Hooved (Impact Attacks), or Dexterous (Use like hands)
Lvl 5. The Chimera gains the hide of another creature. Can choose from any mundane creature that is either Scaled (Blade Resistance), Furry (Elemental Resistance), or Quilled (Damages close quiarter attackers).
Lvl 6. The Chimera gains the tail of another creature. Can choose from Scorpion (Stingered), Reptile (Powerful), or Primate (Prehensile)
Lvl 7. The Chimera gains wings. You choose any from among any winged species.
Lvl 8. Can gain either Fire Breath, Ice Breath, Lightning Breath, Venom Spit, or Web Spit.
Lvl 9. The Chimera gains an aspect of a new animal of your choice. (Choose the animal upon reaching, a WM will incorporate it into your Chimera. Avoid choosing an animal it specifically already has an aspect of. Nonmagical creatures preferred but will be decided on a case by case basis.)
Lvl 10. The Chimera leaves for a week and returns with a baby Rasa Chimera. Spells or tomes previously bought do not count towards the leveling of this new Chimera. You may make different choices for this new Chimera.
CRYPTOMANCY - Your knowledge of the summoning arts allows you to summon the rarest of creatures with unique abilities.
Lvl 1. Summon Gorions - Summon a trio of crystal eating beetles from the Alogean Mountains, their diet of Alogean crystals having granted them elemental attributes. You choose crystal type on learning.
Lvl 2. Summon Coatl - Summon a winged venemous serpent from the caves of the Oscaran regions of the Alogean Mountains.
Lvl 3. Summon Nynx - Summon an extremely intelligent and stealthy black cat from the Chakosan forest. Has an extremely long prehensile tail.
Lvl 4. Summon Cockatrice - Summon a bizarre creature from deep within the Sekoran Forest, with the body of an iguana, ostrich-like neck, and wings, talons and head of a rooster. Its crow causes panic and its gaze is mesmeric.
Lvl 5. Summon Torsyr - Summon a rare lizard from the Isle of Nadra. It stands 3' tall, and walks on its hind legs akin to a raptor. Its scales are an extremely dark shade of green. Its tail and head resembles a viper with catfish whisper. Its fangs and whispers drip with poison and it has the ability to mimic human speech.
Lvl 6. Summon Galoth -
Lvl 7. Summon Hippogriff - Summon an extremely rare creature with the body of a white stallion and the head, talons, and wings of an eagle.
Lvl 8. Summon Windreavers - Summon a trio of rare and feared predators from the Lutharin Mountains. They are the size of large wild boars, six legged and hunchbacked, with red skin the texture of stone and almost as tough. Their heads are stubby cylinders with no jaw, just an ever open maw, 2' in diameter, in which a pair of fang studded tongues constantly writhe and churn. They eat by lashing out with these tongues, wounding and/or ensnaring their prey, then pulling it into their grinder of a mouth. The name comes from the howling wind sound their mouths make they run, which they can do extremely fast.
Lvl 9. Summon Harpies - Summon six horrible creatures rumored to haunt the swamps that border the Greevan forest to the west. They have the torsos and faces of wild, feral women, but the legs, razor talons and wings of leprous vultures. Their black feathers cove]r most of their torso but are as hard and as sharp as blades.
Lvl 10. You may go on a once in a lifetime quest to seek out an extremely rare creature. Once found, you will gain the ability to summon it.
Force
Lvl 1. The spell summon gauntlets over your hands and wrists. It is tough as brass. Style is up to caster, decided upon learning.
Lvl 2. The gauntlets extend to your elbows. Your grip cannot be forcibly broken.
Lvl 3. This force armor now covers both of your entire arms. You grants you a passive empower effect while the armor is maintained.
Lvl 4. The armor encases your feet and calves as well. Your feet can exert attractive or repelling force. This can be used to either anchor yourself to a surface or double your natural jumping ability.
Lvl 5. The leg armor now reaches your waist and covers your shoulders. It hardens to iron toughness.
Lvl 6. The armor now covers your limbs and torso. The leaping enhancement your armor can now be channeled into a power charge, driving you forward at 20 mph for up to 10' without using your legs. Can be used for powerful melee attacks and body blows.
Lvl 7. The armor now forms a helm as well. It also generates a force construct melee weapon. Nature of the weapon dependent on armor style.
Lvl 8. The armor gains a force/force construct based ability based on its style.
Lvl 9. The armor gains a second force/force construct based ability based on its style.
Lvl 10. You can cast a variation of this spell, instead of summoning the armor around you it summons a 7' tall version of the armor around no-one. This armor gains an independent animation with a personality based on its style.
BREAKER KANABO - A large, thin ironwood club studded with rounded iron knobs used to shatter shields, blades and bones. Stands three quarters as tall as user. Has steel chain wrist strap.
Lvl 1. The kanabo's inner force magics reduce its weight, but only to you, allowing you to wield it much more easily without reducing its power.
Lvl 2. The kanabo's modifiers increase by one.
Lvl 3. Upon impact, the kanabo releases a burst of raw repelling force for a powerful pushback effect.
Lvl 4. The kanabo can be recalled to your hand from anywhere and cannot be forcibly removed from your grip.
Lvl 5. The kanabo's knobs can generate short force construct spikes from each of them. Once per encounter it can launch five of these spikes as projectiles.
Lvl 6. Thrice per encounter, if you use the Kanabo to parry or block an attack, your next unarmed melee attack gains empower effect whose magnitude is dependent on the force of the attack blocked.
Lvl 7. Slam the kanabo into the ground to cause an shockwave of upwards force all around you reaching out 10 ft around you. Upwards force is equal to the force of the hit.
Lvl 8. Kanabo can be spell and thrown, propelling forward by force magics. If the user's wrist remains in the strap, he can regrab the kanabo upon throwing and be carried through the air behind it.
Lvl 9. Whenever the kanabo strikes a nonliving object, that object's weight doubles. Can only be done twice per object per encounter. Effect ends at end of encounter.
Lvl 10. Once per encounter the kanabo can store within the memory of the attacks landed against it by a defeated foe. The nature of these attacks grant it an ability. The kanabo can only store the memory of three foes attacks and is limited to three such abilities. You can trade out an old ability for a new one when you gain it.
LATOBIUS BISON - A bison calf with tan fur and large gray eyes. Will grow into a massive unstoppable bison. Starts 2' tall and 4' long.
Lvl 1. The bison's force magics reinforce its naturally thick skull, making the skull nigh indestructible. (2'7" tall, 5'2" long)
Lvl 2. The bison develops a white stripe along its spine. It can lessen its own weight, allowing it to jump. (3'2" tall, 6'4" long)
Lvl 3. The bison's nonwhite fur darkens. It builds momentum twice as quickly as is natural. (3'9" tall, 7'6" long)
Lvl 4. The bison's fur becomes shaggy and uncuttable. ? (4'4" tall, 8'8"' long)
Lvl 5. The bison's horns grow in, as hard as steel. (4'11" tall, 9'10' long)
Lvl 6. While charging, the buffalo generates a wake of force before it, sheltering it from anything it barrels into.(5'6" tall, 11' long)
Lvl 7. The bison's force magics allow it to fly. (6' tall, 12' long)
Lvl 8.
Lvl 9.
Lvl 10.
ATTUNEMENT -Your body passively generates an imperceptible field of force in a 10' radius around it, your awareness and control over this field increasing as your understanding of it grows.
Lvl 1. The field guides movements through according to your will, giving you perfect aim with thrown objects.
Lvl 2. You sense a disturbance in the force. You can sense any movement within 10' of you.
Lvl 3. The field shifts to faintly guide and support your body as you move, greatly enhancing your agility and ensuring you always land on your feet.
Lvl 4. The field intensifies closer to your body, creating a passive Skein effect.
Lvl 5. The field enhances your body's movements, effectively increasing your strength level by one, increasing your running speed, and doubling your leaping ability.
Lvl 6. Movements you make are echoed along the edge of the field with equal shape, solidity and force. By punching the air you can create a phantom punch 10' away.
Lvl 7. You can shift the nature of the field to counteract gravity, making everything 1/6 their weight. Field becomes blue.
Lvl 8. You can shift the nature of the field to enhance gravity, doubling the weight of everything within in. Field becomes yellow.
Lvl 9. You can shift the nature of the field to counteract friction, increasing the potential speed of everything within it but also making everything extremely slick. Field becomes green.
Lvl 10. You can shift the nature of the field to increase friction, making all movement within the field much more difficult. Field becomes red.
Spirit
> Levels vary completely person to person.
SOUL BLADE - A sword or pair of swords whose shape and style reflect the inner spirit of their user. Able to interact with the spirit world in gain abilities reflecting your nature.
Lvl 1. Upon wounding a living being, the sword learns the essence of their spirit and can be used to track them.
Lvl 2. The Soul Blade can be phased closer to the spirit realm, allowing it to harm spirits as if they were flesh and bone.
Lvl 3. The Soul Blade gains a custom attack based on the user's spirit.
Lvl 4. You are able to slash a part in the veil between this world and the spirit world that will harmlessly swallow up any projectile that enters it.
Lvl 5. Your blade is physically incapable of harming you. If the blade would ever harm you in any way it instead phases slightly into the spirit realm while it overlaps you. This not only protects you from having your weapon turned against you but allows for unorthodox avenues of attack.
Lvl 6. The Soul Blade gains a more powerful custom attack based on user's spirit.
Lvl 7. Drive Soul Blade into the ground to create a spectral ring of blades that rise up out of the ground around you, protecting you. These blades have the appearance and effects of your Soul Blade.
Lvl 8. The Soul blade can be transformed, taking on new a form that reflects your inner spirit even more. This new form can be a weapon or even a creature. Once transformed it will last that way for 7 posts then revert, unable to turn back for another 10 posts.
Lvl 9. The Soul Blade gains a final, ultimate custom attack based on the user's spirit than can only be done in its transformed state.
Lvl 10. Upon the slaying of a person or spirit, the sword(s) absorbs a a part of their essence. At the end of the encounter it will produce a soul crystal someone on the weapon(s) based on the soul of one of those it had slain that encounter, granting it an ability based on that person's inner spirit. The blade(s) can only contain three of these soul crystals at once, and one must be sacrificed to add a new one after that.
SPIRIT GUIDE - A young animal that your discovered while on a spiritual journey. Will grow into a large beast that serves as both guide and companion.
> Levels vary completely person to person.
ANCESTRAL BOND - Reach out with your spirit magics, channeled through your blood find specifically find the spirits of your ancestors and entreat them to give you aid. Exact effects determined by the WMs, based on the information you supply regarding your character.
Lvl 1. You can ask your ancestors for advice and guidance. Their answers will be helpful, though rarely entirely clear.
Lvl 2. An ancestor manifests to teach/grant you a minor ability.
Lvl 3. You gain the ability to summon a minor ancestral spirit who will aid you in some way. This spirit does not require maintaining and vanishes after three posts.
Lvl 4. Your ancestors faith in you as a true scion of their line strengthens and their advice becomes clearer, even when you don't really want it.
Lvl 5. An ancestor manifests to teach/grant you a moderate ability.
Lvl 6. You gain the ability to summon a lesser ancestral spirit who will aid you in some way. This spirit does not require maintaining and vanishes after five posts.
Lvl 7. An ancestral spirit will appear and guide you to a hidden item related to your family line.
Lvl 8. An ancestor manifests to teach/grant you a major ability.
Lvl 9. You gain the ability to summon a major ancestral spirit who will aid you in some way. This spirit does not require maintaining and vanishes after one post.
Lvl 10. Your ancestors bestow on you knowledge of a ritual spell. These spells require two spells to cast and maintain and are quite powerful. In addition, you are able extend your summoned ancestral spirits manifestations by maintaining them like summons.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
> Can only cast two spells per post.
> Spells with effects that can be continuous do not have to be recast each post, you simply maintain them at the cost of one of your spells per post.
> If a spell that gives a precise duration for its effect, it does not have to be/cannot be maintained.
> Summoning spells do not have to be maintained, but the number of them you can have active if equal to your spell per post limit.
> Passive spells do not have to be cast, they are always active without using your spells per post. These usually are augmentation to yourself or other spells.
Mind
Charisma - A target you cast this on will find you more charming and impressive than normal.
Fade - When cast on a target, it inhibits their ability to remember faces unless they actually focused on a face.
Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
Retain - Anchors a memory or thought in your mind, ensuring you do not forget it or be made to forget it unless you will it. Does not need to be maintained, but retaining too many things at once can lead to confusion.
LEVEL 2
Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
Sleight - Cause a target to think they see an object of your choice in your hand. Must be small enough to actually sit in the palm of your hand.
Poke - Cause a target to hallucinate a firm but painless phantom touch.
Jibe - The target will take offense at what they are hearing.
LEVEL 3
Distraction - Compel a target to direct their focus onto you.
Psy-Arm - Generate an illusionary weapon in your hand, no larger than 3' long. This weapon passes through objects without doing harm but triggers illusionary pain.
Skepticism - The target will experience a surge of disbelief at what they are hearing.
Self-Aware - Passive. You are instantly alerted to any attempts to alter your thought processes or emotions. Does not prevent the effect, just makes you aware of them to try and deal with the influence.
LEVEL 4
Daze - Disrupt a target's mind, dazing and disorienting them.
Psionic Chakrams - Summon to your hand a pair of steel throwing rings with an s-shaped crossbar of brass. When thrown you can mentally maintain their momentum and influence the angle of their ricochets.
Willful Champion - Your body becomes encased in a semi-opaque silver psychic aura that prevents actual physical contact, protecting you from cutting and contact damage. You are able to momentarily extend the aura around any one part of your body by 8" to increase the reach of your blows. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Deny - Apply the psychic force of your mind against a moving object, slowing it to a degree dependent on its speed and mass.
Confidence* - Cleric Only - Instills the target with a deep sense of trust and desire to confide in the caster as long as there is no existing hostility between the two.
LEVEL 5
Mindlash - Lash out at a target's mind with a psychic attack, causing them to experience a crippling stab of pain.
Summon Mind Aspect - Summon an owl with feathers of silver and eyes of gold. Its gaze, if met, is mesmeric.
Impersonate - By holding a mental image of another person's face in your mind, you mentally project it into the minds of those around you, replacing your face in their perception with the chosen image. The rest of your appearance is unaffected.
Condition* - Initiate Only - Causes the target to experience extreme pain when either lying or telling the truth, which can be chosen on casting.
LEVEL 6
A. Suggestion - Focus your will on a person while speaking to them. The next suggestion you make to them seems as if it was their idea and they will have no memory of you saying it. They will not automatically act on that idea, and can dismiss it if it is completely outrageous or out of character.
B. Aphase - Temporarily disrupt a target's ability to use or understand spoken language. Lasts three posts. Can only be used on a target once per encounter.
C. Complete Awareness - Passive. Your mind more efficiently processes all your sensory input, granting you complete awareness of your surroundings.
D. Telekinesis - Focus the full power of your mind on an object no greater than a foot in diameter to move it. Cannot be used to launch or throw objects with that great a force. Most adapted for fine or precise movement.
LEVEL 7
A. Perception - A field of subtle magics encourages people not to notice your presence unless something draws their attention to you, or where you are.
B. Announce - Cause a target's inner monologue to become spoken dialogue for the next three posts. Can only be used on a target once per encounter.
C. Complete Restraint - Passive. You are immune to mind or emotion altering effects.
D. Flight - Passive. Your telekinesis spell is magnified when used on yourself, allowing you to levitate and move yourself through the air using just the power of your mind.
LEVEL 8
A. Delusion - Plant an idea into someone's head, giving them a powerful hallucination that effects all of their senses. You suggest its nature but do not completely control it. Only effects the target.
B. Abolish - A target's focus is completely disrupted, forcing them to stop maintaining any spells they are maintaining. They cannot cast those spells again for X posts, where X is that spell's level. You cannot use Abolish again for the same number of posts.
C. Complete Control - Passive. Your mind and body are in complete synchronisation. This control cannot be co-opted and you can suppress discomfort, pain, and illness.
D. Force of Will - Passive. Your Telekinesis Spell can move two objects at once or one object twice the normal size.
LEVEL 9
A. Suppression - Target completely forgets how to use the last spell or technique they used until the end of the encounter. Can only be done once per encounter per target.
B. Annul - Choose one of the five senses. Target person's mind loses the ability to process that sense for the next six posts. Use only once per person per encounter. Can choose a different sense on each casting.
C. Complete Focus - Passive. You gain an extra spell/maintaining per turn.
D. Pillar of Unreality - Raise your hands to cause a massive pillar of silver, 10' tall and covered in glowing blue runes and eye-carvings, to rise from the ground behind you. This pillar creates an illusionary environment around it which, augmented by telekinetic force, has a greater physical reality the closer one gets to it. This environment is not under your precise control, and extends in a 100' radius. Effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location.
LEVEL 10
A. Collusion - Gain access to target person's spell knowledge. Can be cast only once per encounter. Lasts three posts, but spells cast during this period can be maintained beyond it.
B. Arrest - Completely shut down a target's ability to control their body, locking them in place. This ability can be overridden by the survival instinct if the effect would put the target in danger. Use only once per encounter and only for six posts.
C. Summon Mind Avatar - Summon a djinn, a mythical entity from beyond the Scionics. Its torso is muscular and sky blue, below that it is intangible mist. Its hair and beard are white and held by silver bands that match the ones around its wrists. It has a mind of its own, but will use its vast mind magics to fulfill your wishes, though there may be backfires.
D. Mastered Realm - Focus the full power of your mind on all objects no greater than a foot in diameter within 100' of you to move them. Cannot be used to launch or throw objects with that great a force. Most adapted for precise movement.
Body
Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving.
Slash - Thicken and elongate your fingernails into talon-like claws.
Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations.
Itch - Target experiences strong, persistent and annoying itchiness.
LEVEL 2
Feel - Boost your body's physical sensitivity, enhancing your sense of touch.
Mask - Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish.
Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity.
Unhinge - Make yourself double-jointed.
LEVEL 3
Harden - Thicken and toughen your skin into a leathery armor.
Read - Boost your ability to pick up on micro-expressions and minute body language to gauge a persons truthfulness and emotional state.
Weaken - Reduce a target's strength level by one. Can only be used once on a person at any given time.
Palm - Shapeshift the flesh of your hand to absorb an object you, and you alone, are holding into it, either hiding it or merging with it. This does not change the shape of the item, so its shape and size may inhibit your ability to hide or merge with it.
LEVEL 4
Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.
Sicken - Disrupt a target's bodily processes, making them feel severely ill, with cramping, feverishness, and vomiting.
Gladiator's Cestus - Summon around your hands a pair of leather gloves, plated and spiked with bone. Pain inflicted by these is felt twice as intensely.
Arena Champion - You become a foot taller and more muscular. You gain a passive strengthen effect and can shape your arms into a variety of bone melee weapons. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Silence* - Initiate Only - Shape the flesh and skin on target person or creature's face to seal their mouth. Lasts 3 posts unless maintained.
LEVEL 5
Leap - Augment the musculature of your legs to give yourself the ability to jump superhuman heights and distances.
Forearms - Shapeshift yourself into growing another pair of arms as long as this is maintained.
Summon Body Aspect - Summon a monkey with physical characteristics dependent on the race of the caster. Spells that would effect your body effect the body of the summoning as well.
Reflex - Through striking a part of a person's body, you can magically slow that part's response to attempts to move it as long as this spell is maintained.
LEVEL 6
A. Patch - By contact, a target's flesh and muscles shape themselves around a serious wound or break, forming an organic stitch or brace that will keep them from fighting until they can get the injury properly healed.
B. Infect - By contact you can transfer any effects of sickness, poison, herbal mixtures or potions in your system into another target person.
C. Perimeter - Exert your will within a 2' radius around you, repelling any flesh that would attempt to breach this perimeter. Can only be maintained over 6 posts per encounter.
D. Osmose - Transform the magics composing a summoned creature you control into body magics, then absorb them into yourself. Your form alters in a way unique to the summoning for as long as this spell is maintained.
LEVEL 7
A. Titan - Double a target's size for as long as this spell is maintained. Includes apparel and items because it just does.
B. Dwarve - Halve the size of a target for as long as spell in maintained. Includes equipment.
C. Impose - Cause a physical sensation of your choice anywhere on a target's body.
D. Mimic - By contact, you can copy a person's muscle memory. This allows you to perform any physical skills they have for as long as you maintain this spell.
LEVEL 8
A. Bounce - Target's flesh becomes extremely resilient and flexible, making them extremely bouncy and rubbery as well as resistant to blunt force damage.
B. Hypersensitivity - With a wave of your hand, target's sense of touch becomes intensely and painfully magnified. The slightest touch, even a brush of their own clothing, will set off extreme pain.
C. Puppeteer - Force a target humanoid's body to echo your own movements. This ability cannot override survival instinct and force them to do anything obviously lethal or possibly life threatening to themselves.
D. Clone - By touch, you can transform your body into a copy of the person you touched. You gain any natural, unlearned and innate traits that body comes with. Does not change your clothing or items. Must be maintained and the change is instantaneous upon contact.
LEVEL 9
A. Collective Might - Channel the physical strength of allies for one post, increasing your strength by one level for each level above average your allies have collectively. Their strength is lost while you borrow it. Use only twice per encounter.
B. Pillar of Ages - Raise your hands and cause a massive pillar of bone, 10' tall and etched with glowing red runes, to rise from the ground behind you. The closer one is to the pillar, the older they become (the effect reversing the further away you get). People cannot be aged or de-aged into death or unlife. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Animate - Passive. Your Puppeteer spell can work on non-living humanoid bodies.
D. Fission - Cause your body's mass to rapidly double and then split, creating an identical copy of yourself. This copy is clothed and armed with leather and bone copies of your own equipment. You and this copy share a mind and any use of spells or abilities by the copy count towards limits as your own.
LEVEL 10
A. Perfection - While maintained, your body becomes your physical ideal, a form which comes with its own physical abilities. Chosen upon learning (requires WM approval).
B. Dominant Realm - Everyone within 100' of you when you cast this spell becomes incredibly weary and physically weak, barely able to stand. Requires total focus to maintain, cannot attack while this is in effect.
C. Summon Body Avatar - Summon a towering 12' tall cyclops of incredible musculature and menace, wielding a club of bone. Its eye's gaze triggers the body's flight response.
D. Remake - Transform your flesh into a living version of any solid material your hand is touching.
Plant
LEVEL 1
Grow - Rapidly accelerate the growth of a plant by several months.
Encase - Cause a layer of sticky sap to seep from your hands and quickly harden into amber as hard as stone, armoring them but immobilizing your fingers.
Blossom - Cause a plant to rapidly blossom and bear an edible, tasty fruit. Fruit does not stay fresh for more than an hour.
Raise Cultivorian - Summon from the earth a mouse-sized, spider-shaped plant creature with tendrils for legs, thorns for mandibles and a nut for a body.
LEVEL 2
Prune - Cause a small to medium plant or part of a larger plant, to wither and recede.
Trellis - With a touch, cause vines to erupt from the ground and crawl up the side of a vertical surface, creating a climbable surface.
Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons.
Rooted Stance - Strong roots grip your feet to the ground beneath them, allowing you to remain surefooted on any terrain and preventing you from being pushed back.
LEVEL 3
Sapling - Cause a slender and flexible sapling to erupt from the ground before you, as tall as you are. Can be plucked from the ground and used as a staff weapon.
Vine Lash - Grow from your wrists a pair of six foot vines usable as whips.
Camouflage - Grow from the earth an intertangled mass of leafy vines that can be pulled over yourself in wooded areas to hide.
Vitalize - Animate a small plant (or small area of plant life) under your control, such as a shrub, small bush, single branch or vine. This animation allows slow movement along ground for rooted plants.
LEVEL 4
Warp - With a quick hand gesture cause a single piece of wood you see to warp and twist, shattering any mundane woods lacking magical traits.
Heartwood Hatchets - Summon to your hands a pair of ironwood hatchets. Grow will allow you to enlarge these to fire-axe or battleaxe size, even after being thrown.
Nature's Champion - Your skin develops natural leaf-mail as hard as wood and you grow thorns of various lengths and curvatures (no greater than 6 inches) over your body, chosen upon learning. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Remedy - Grow a patch of moss over a wounded person or animal. This moss has medicinal properties and accelerates the healing of that wound.
LEVEL 5
Rootgrasp - Cause thick 1' long grasping root tendrils to erupt from the ground and grab a target in attempt to immobilize it.
Raise Plant Aspect - Summon a cat-sized spider with thorn mandibles and twig-legs. It can rapidly spin a sticky sap webbing.
Ensconce - Run your hand over an object or surface to spread a sticky sap that will rapidly harden into amber plating as hard as stone.
Pathshape - Living plants will bend and sway in the directions of your choice according to your will, only as far they naturally can without damaging themselves.
LEVEL 6
A. Vine Snare - While casting Vine Lash, you are able to control the movements of the lashes at will, making them more akin to tentacles.
B. Nurture - Accelerate the growth of a plant by years. Can be used to heal damaged plant life. Can also be used to repair damaged or disabled wooden items you own, but this takes more time and focus and is best used out of combat.
C. Raise Forestguard - Summon from the earth a humanoid plant creature with hair of leaves and skin birch armor. Hardened amber clings to it like plate armor and arm is elongated and bent in the semblance of a hand holding a sword.
D. Bridge - Plants and trees will automatically animate, move and bend themselves into empty spaces to form a solid surface for you to walk on, if they are available.
LEVEL 7
A. Thornspray - Sprout three 5" thorns protruding out from your knuckles like claws. You can launch these thorns outwards with great force. Can be painful to use.
B. Briar Cage - Cause ironwood branches lined with 6" thorns to erupt from the ground all around you, forming a protective dome around you.
C. Raise Heartwood - Summon out of the earth a custom mobile plant creature, no larger than a bear. Must be mod approved.
D. Xylokinesis - Exert your will over target wooden object no more than 3' in diameter and animate it in a form akin to telekinesis.
LEVEL 8
A. Foliage - Release from your hands a cloud of razor-like leaves, flitting through the air around you in a 10' diameter, both obscuring you and warding off attackers.
B. New-Wood - Cause a sapling to erupt from the ground which grows through its life-cycle at a highly accelerated pace. By your next post it will be a fully grown oak tree. It will live for three posts after that then die. Can only be used outdoors.
C. Raise Thornrippers - Summon out of the earth a half dozen lupine-like plant creatures with musculature of vines, fringes of moss fur, and thorns for claws, fangs and and forming a ridge along its back.
D. Vivify - Animate a large plant under your control, such as a hedge or tree. This animation allows for slow movement along the ground for rooted plants.
LEVEL 9
A. Vine Scourge - Passive. Your Vine Snare vines are a foot longer and split into three vines after a foot.
B. Pillar of The Primeval - Raise your hands and cause a massive pillar of wood, 10' tall and covered in branches and glowing green runes, to rise from the ground behind you. Causes a forest to spring forth out of the ground, extremely thick and wild immediately around the pillar and thinning out the farther one gets from the pillar. Plants' growth will shape as to not destroy buildings this radius intersects one or is cast inside of one. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Raise Oakenfist - Summon out of the earth a 12' tall treefolk with two massive branch arms and root feet.
D. Scavenge - Plunge your hand into a tree as if it were water and remove from it a wooden object of you choice. Must be made of one continuous piece of wood with no other materials and sized so it could have fit within the dimensions of the tree, as if it were carved from within. Any item so large it would necessitate taking the tree's heartwood will kill the tree if it is still alive.
LEVEL 10
A. Symbiotic Titan - Create a custom armor suit of animate plant-life with an appearance and defenses or weaponry of your own design, chosen upon learning (Must be WM approved).
B. Verdant Realm - Cause an extremely dense, high, and thorn-filled hedge maze erupts out of the ground in a 100' radius around you. Plants growth will shape as to not destroy buildings this radius intersects with or is cast inside of one.
C. Raise Plant Avatar - Summon from the earth a powerful plant creature in the form of an 8' tall antlered centaur, made of vines, bark, branches, leaves and thorns. It can rearrange its component parts to shapeshift itself into plant versions of mundane wild animals.
D. Nature's Revolt - Animate all plants in a 100' radius of you with violent intent focused on a single target. This animation allows for movements along the ground.
Beastial
> You may rebuy spells to be able to cast new species of the same spell.
LEVEL 1
Summon Rodent - Summon forth a rodent to follow your commands. Species up to caster upon learning but will be no larger than a large weasel or small beaver.
Nocturnalize - Grant a creature or summoning you control night vision.
Heel - Will call to heel animals that are already familiar with you (presuming they don't hold a grudge), despite any distractions.
Summon Insects - Summon multiple insects or arachnids. Species is up to caster upon learning. Number summoned is dependent on the size of the species chosen.
LEVEL 2
Summon Bird - Summon forth a trained bird. Species up to caster upon learning but size will be no larger than a falcon.
Call - Turn your voice into a perfect imitation of any given animal's call.
Amphibiate - Grant a creature or summoning you control gills.
Serpent's Tooth - Summon to your hand a razor-sharp 8" dragon's tooth to be used as a weapon.
LEVEL 3
Summon Lizard - Summon forth a scaly lizard. Species up to caster upon learning, but size will be no taller than 16" in diameter (not counting tail).
Lure - Release a pulse of beastial magic that draws the attention of animals in the area like a beacon.
Toxify - Grant a creature or summoning you control venomous fangs.
Spider's Silk - Create, flying from your hand, a projectile blast of sticky spider webbing.
LEVEL 4
Summon Hound - Summon forth a loyal dog. Species up to caster upon learning but will be no larger than a doberman.
Savage Claws - Summon a pair of dragonbone clawed-knuckles over your hands. Blood drawn with these claws becomes irresistible to carnivorous animals in the area, marking the wounded as prey.
Untamed Champion - Choose upon learning three animals. This spell grants you the anthropomorphic head of the first, hands of the second, and tail of the third. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Chitter - You are able to speak to animals and understand their speech. Does not increase intelligence of animal or give you any control over them.
LEVEL 5
Summon Predator - Summon a large, wild feline or lupine creature to prey upon your foes. Species up to caster upon learning but will be no larger than an adult lion.
Summon Beastial Aspect - Summon forth what appears to be a duck-billed platypus. Can shapeshift to take the form of any non-sentient, non-summoned creature it can see. Learned or leveled abilities of the copied creature do not carry over.
Uncage - Target summoned creature no longer has to be maintained, but cannot be controlled. Lasts until end of encounter.
Scatter - Trigger a target uncontrolled animal's flight instinct, instilling a strong urge in them to flee. The smarter the animal, the weaker this effect.
LEVEL 6
A. Summon Brute - Summon forth a large powerful animal capable of standing, such as a bear, or ape, to do your bidding. Species up to caster upon learning.
B. Meld - Break down two summonings you control and unite their magics to make a new, merged creation.
C. Triad - Passive. Level 3 or lower spells you cast that would summon a creature summon three of those creatures instead.
D. Collar - Gain control of target real creature that is not trained or already under the control of another. The level of control is inverse to the size of the creature. Must be maintained.
LEVEL 7
A. Summon Beast - Summon forth a large wild beast of the type of your choice, such as a rhino, hippo, crocodile, or small elephant. No larger than a rhinoceros or small elephant.
B. Evolve - Alter the nature of a summoned creature you control, making it humanoid and more intelligent.
C. Summon Flock - Summon forth one or more of almost any species of bird you wish, the exact number dependent on the type of bird. Species up to caster upon learning.
D. Tame - Permanently tame target animal. May not always work, dependent on animal. Once this spell has been successfully used it cannot be used again.
LEVEL 8
A. Summon Pack - Summon a half dozen wild beasts to harry your enemies. Species up to caster upon learning but cannot be larger than a wolf or wild cat. Due to their territorial nature, if more than two packs are active at the same time they will attack each other.
B. Dismiss - Disrupt the magics of target summoned creature of a level (or approximate power level) equal to or less than your top level summoning spell. It cannot be re-summoned for a number of posts equal to its level.
C. Give Form - When simultaneously cast with a non-summoning spell, will alter that spell so that its effect becomes embodied in creature form.
D. Resurgence - Reanimate the nearby remains of a non-sentient creature. If no remains are within sight, random nearby ones will be chosen for you, rising from the earth if necessary.
LEVEL 9
A. Summon Inhuman - Summon forth any sentient or near-sentient creature native to Bakara, be it fae, demon, or shavir. Cannot be larger than a shavir. Any magical abilities innate to the creature are present. Type of monster chosen upon learning.
B. Fuse - A variation of the Meld spell, it can be cast on one real animal and one summoned animal. You control the melded creature.
C. Warhorse - Passive. Creature summoning spells you cast come with specialized armor specific to the summon.
D. Pillar of Instinct - Raise your hands to cause a massive pillar of wood, 10' tall and carved into a totem pole with glowing orange runes, to rise from the ground behind you. The closer one is to the pillar, the more their animal instincts take over and feral they become. Effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location.
LEVEL 10
A. Summon Dragon - Summon forth a powerful dragon, no more than 50ft from tail to snout and 12 ft from foot to shoulder. Due to their solitary nature, if you have two dragon summons active at once, they will attack each other. Exact appearance up to caster upon learning, as is nature of its breath. Options are Fire, Ice, Acid, or Lightning.
B. Calvary - Passive. Summoning spells you cast automatically create additional humanoid riders for each creature summoned. They are maintained as part of the original summoning.
C. Summon Beastial Avatar - Summon a chimeric hydra, a serpent that is 30" in diameter at its thickest and 15' long. It has three necks and heads, one of a poisonous snake, one of a fire-breathing lion, one of a steel-horned ram. If any of its heads are severed, two more will grow back, one of which has a new type of animal head with its own traits.
D. Wild Realm - All sentient beings within a 100' of you are transformed into wild animals of types determined by their natures. They retain their personalities and minds and any spells or abilities their new bodies could perform, but their apparel and items vanish until they change back.
Force
Hold - Use weak force magics to hold an object in place. Any moderate application of force, including gravity if the object is heavy, will be able to dislodge it.
Empower - Magically augment the force created by your movements, effectively increasing your physical strength level by one. You can only have one instance of this effect placed on your body at once, or else the unnatural stress it puts on your body will cause severe injury.
Contain - Generate in your hand a "jar" construct of solid force, 6" in diameter and 8" tall. Can close off the top when you wish.
Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.
LEVEL 2
Enlighten - Halve the weight of an object you are in contact with.
Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular and 3' in diameter, in the air inches from your palm. Acts as a suspended shield. It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon).
Skein - Generate a paper-thin layer of force over your body. It is not strong enough to protect from slashes or blows but does prevent actual physical contact.
Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
LEVEL 3
Smash - Engulf your hands in a rippling aura of force magics, effectively giving them steel strength armoring.
Repel - A variation on the Shield Spell. Raise your hand palm out to generate a barely visible construct of applied force, circular and 4' in diameter in the air inches from your palm. Then apply raw force to it, driving back anything before it. Maximum push-back range is 10'.
Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges.
Splint - Magical force reinforces your limbs, neck, and head, preventing them from moving in ways or suddenly moving at speeds that would be damaging, guarding against limb-breaks, joint dislocations or concussions. Can also be used to help hold already broken or injured body parts in place to allow movement.
LEVEL 4
Implacable Hammers - Summon to your hand a silver and iron war-hammer, the force of whose strikes can move harmlessly through one object and strike another object touching it.
Mighty Champion - You become larger and more muscular, with rhino-like skin. Your natural strength level increases by one, your weight and leaping ability are both doubled, while not inhibiting your movements. You cannot cast, maintain other spells, or summonings for as long as you maintain this effect and for a post afterwards.
Force Blast - Launch a softball sized teardrop shaped projectile of concentrated force from your fist or palm. It hits with the force of a very strong punch.
Dullen - By contact generate a film of force over a sharp object, effectively making it blunt for as long as this spell is maintained.
LEVEL 5
Disempower - Halve the force being applied by a target.
Summon Force Aspect - Summon a silvery skinned pygmy elephant the size of a golden retriever. It is quite strong and capable of flight.
Levitate - Manipulate gravity's hold on an object weighing 40 lbs. or less, allowing you to levitate it to any height so long as it remains within 6' of you. You can lift it and cause it to drift in a direction by moving your hand.
Lock - Lock yourself in place with various forces, preventing you from moving or being moved, even by gravity, so long as this is maintained. Does not prevent damage.
LEVEL 6
A. Resist - Increase the friction of a solid object or area, making it more abrasive and rough, or harder to move across other objects and areas.
B. Channel - Channel the force of a blow landed on your body through your body and release it from the other side of you in the form of a projectile, traveling along the same path as the blow and carrying the same force. Can only be done three times per encounter.
C. Force Field - Create a dome of force magics over yourself, its diameter is 3" greater than your height and iron hard. Lasts 3 posts. Can only be cast every 6 posts.
D. Launch - Apply raw force to send a target flying upwards 6-10' high. Height depends on weight of target.
LEVEL 7
A. Hover - Use a combination of gravity manipulation and downwards force to grant yourself the ability to fly.
B. Force Slash - A variation on the Force Blast spell. Slash your hand in a chosen direction to launch a force blast whose shape has been altered into crescent shaped, razor edged projectile of pure force. It is 1' wide and hits like an iron sword slash from a very strong man.
C. Repelling Field - A variation on the Force Field spell. Creates a dome of force magics over yourself, its diameter is 3" greater than your height and iron hard. At the end of the post you cast it, this dome rapidly expands outwards increasing its radius and diameter by 10', then dissipates. Anyone and anything near you is launched backwards at 30 mph.
D. Hurl - Apply raw force to launch an object from your hand forward at 60 mph.
LEVEL 8
A. Ease - Decrease the friction of a solid object or area, making it extremely slick, slippery, and hard to grip.
B. Deflect - With a wave of your hand redirect the force and momentum of an inanimate object in another direction. Cannot be done to objects being driven in that direction by a sentient force (can redirect arrows and run away carts but not swords slashes at your face). Can only be done once every three posts.
C. Safe - A variation of the Force Field spell, generates an iron hard protective sphere of force magic around target inanimate object, just big enough to contain it. It cannot be used on an object being held or stored away in the possession of another.
D. Bound - Apply raw force to launch yourself at up to 30 mph in a direction of your choice.
LEVEL 9
A. Adrift - Reduce gravity's hold on everything within 50' of you, including yourself.
B. Pillar of Singularity - Raise your hands to cause a massive pillar of translucent force magics, 10' tall and covered with glowing white runes, to rise from the ground behind you. Non-grounded movements, such as projectiles, leaps and flight are redirected towards this pillar with increasing strength the closer in proximity to the pillar they are. The effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Rebounding Field - Create a domed cylinder of force magics close around you. This field reflects any force applied to it back at its source. Lasts 3 posts. Can only be cast every 9 posts.
D. Relocate - Apply raw force to push a target back, forth, or to either side. Maximum speed depends on weight. Speed in MPH=2000/Weight in lbs. Cannot exceed 75 mph.
LEVEL 10
A. Temporal Realm - Reduce the speed of everything within 100' of you by 3/4, including yourself.
B. Summon Force Avatar - Summon a translucent being of living force in the shape of a towering shavir. It has no powers beyond its incredible strength, leaping power, and durability.
C. Juggernaut - Generate a sphere of pure force, hard as steel, its diameter 6' greater than your height. Spells cannot pierce this sphere, in or out. Your movements within the sphere will move it.
D. Squeeze - Apply driving force to a target from all directions, first battering and then squeezing them, leaving them immobile and in pain. These forces also protect the target from any outside attacks or contact.
Spirit
Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
Mark - By contact you can mark a person's aura, which manifests in a glowing rune on their brow. Allows you to sense their presence. Can only have two people marked at a given time.
Divine - Sense if any spirits are in the area and their general mood.
Home - You can anchor a part of your spirit to a single location ever. By casting this spell you will reconnect with that bit of your spirit and sense what is going on in that location.
LEVEL 2
Peer - You are able to see and decipher other people's auras, revealing their emotions.
Incite - Cause a target to grow angrier and potentially violent.
Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you.
Touch - Using this while touching an object will give you a mental image of the person with the greatest connection to it. Clarity of this image is dependent on their personal connection to the item. Use once per encounter.
LEVEL 3
Kame - Release a blast of spirit energy from your hand, a baseball sized projectile that hits with the force of a punch. Color depends on your mood.
Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter.
Succor - Your ability to see auras can be altered so the auras of those in distress shine much more brightly, lighting up the area around them like a bonfire from a distance.
Heartlight - Intensify the aura around one of your hands into a bright, visible radiance whose hue and contact effect are based on the emotion which is the strongest in you at all times.
LEVEL 4
Imprint - Call forth the image of the most recent spirit to be created (meaning the most recent death) in the area.
Soul Daggers - Summon a pair of daggers whose exact appearance reflects your inner spirit. The more damage dealt by these daggers the more intense fear and panic they trigger.
Inner Champion - Take on a magical warrior form based off your inner spirit. You cannot cast or maintain other spells or summonings as long as this is in effect or for a post afterwards.
Seeker - Passive. Your Mark spell now draws any projectiles magics you use towards the marked.
LEVEL 5
Pacify - Lull a target into a deep deep calm. Effect will be broken by acts of aggression against the target.
Hame-Ha - Release from your hand a projectile forged from your life-force. Its appearance and properties vary from caster to caster.
Malajanus - Alter a person's aura to inflict bad luck on them. Certain people are resistant to this effect (Can only be used on NPCs).
Summon Spirit Aspect - Summon a large golden tabby-cat. The greater the hostility there is for you amongst others in the vicinity, the larger, wilder and fiercer the cat's form is. The greater the love and respect, the larger, happier and and cuddlier it is.
Restore* - Cleric Only - Revert a body part or object to its natural state, undoing recent damage, injury or alteration.
LEVEL 6
A. Fear - Instill deep terror and fear in a target.
B. Manifest - Cause a non-hostile local spirit to manifest. It remains incorporeal. Can be questioned about recent events in the area.
C. Feed - Syphon life-force from another living creature, killing non-magical small animals and disorienting anything larger. Your healing is accelerated akin to the spell Heal and your energy is revitalized.
D. Ethereality - Phase your spirit partially into the spirit world, reducing the effects of physical contact made by or on you for as long as this is maintained.
LEVEL 7
A. Soulcry - By contact with a person's aura, you can absorb flashes of their memories and past emotions.
B. Phantasm - Cause a hostile local spirit to manifest. The degree and nature of its ability to interact with the physical world varies from spirit to spirit. You have no control over it.
C. Bind - Bond your life-force to another's. Any damage that person deals to you is dealt back to them and vice-versa.
D. Projection - You are able to separate your spirit from your body, allowing it to travel imperceptibly within a range of 200 yards of your body. Your body is left inanimate and defenseless while this is in effect. If your body becomes injured, this effect will end.
LEVEL 8
A. Phobos - Absorb of portion of a person's aura into your own, giving you knowledge of their greatest fear and, if you wish, altering your aura so you appear to that person as an embodiment of that fear.
B. Benefactor - Cause a spirit that is personally linked to you in some way to manifest, either to aid you or hinder your enemies. Who this spirit is and what kind of aid they give is decided upon the first casting of the spell.
C. Summon Nemesis - Draw on the life-force a target, and forge it into a summoning that reflects the antithesis of their inner spirit.
D. Advanced Projection - While using the Projection Spell your wandering spirit is able to cast any spirit spells you know that do not effect yourself.
LEVEL 9
A. Pariah - Alter a target's aura, causing any that see them to feel intense feeling of hatred and aggression towards them.
B. Pillar of Transience - Raise your hands to cause a massive pillar of amber to rise from the ground behind you, 10' tall and carved with imagery of you and glowing orange runes. The closer one is to the pillar, the thinner the veil between the physical world and the spirit world, reducing their interaction with the physical world and increasing the ability for the spirit world to interact with them. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Blessed Being - Channel all your focus and will into bolstering your life-force, making you immune to damage. Lasts no more than three posts. Any attempt at an act of aggression on your part during this effect will recoil back on the aggressor with crippling pain and spasming.
D Complete Projection - While using the Projection Spell, you convert your physical form to pure spirit energy and instantly teleport it to your spirit's location. This process is disorienting and leaves you unable to accurately cast spells or wield weapons during the post you do it or the post after.
LEVEL 10
A. Pathic Realm - Release waves of spirit magics that alters the auras of everyone in a 100' radius, inducing an emotion of your choice within them. Choose emotion upon learning.
B. Summon Spirit Avatar - Summon a sphinx the size of an elephant, with your face, the wings of a golden eagle and body of a great lion. Its nature an abilities depend on the emotion that is strongest in its caster (in general, not at the moment, decided on learning and created by WM, can be changed rarely if you undergo a major personality change).
C. Savior - Bind your life-force to another person's granting them all your abilities and spells as well as drastically boosting their healing rate. While this is maintained, you lose your spells and abilities and are left extremely weak and weary. Can only be used once per encounter and can only be maintained for 7 posts.
D. Convergence - Bind together your spirit and the spirit realm around you, altering yourself and gaining traits based on the area this spell is used in.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series