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. (1'1" tall, 2'3" long) Lvl 2. Its coat develops golden stripes and a faint glow that magically draws attention to it. (1'10" tall, 3'9" long) Lvl 3. It develops a psychic link allowing you and it to speak to each other telepathically. Tail grows golden brush tip. (2'7" tall, 5'3" long) Lvl 4. Claws grow to 4" and can be enhanced with a burning light aura. (3'4" tall, 6'9" long) Lvl 5. It develops a roar that is deafening and scatters the light before it, disorienting others. Grows golden mane. (4'1" tall, 8'3" long) Lvl 6. Its footfalls can give light momentary substance, allowing it chain up to four jumps together. (4'10" tall, 9'9" 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. Choose a Level 8 or lower light type from the Prismaticism LSS. The Aslanyr's mane can glow with that type of aura, illuminating the area around it. Lvl 10. Once per encounter, the Aslanyr can unleash a mighty roar that engulfs it (and its rider) within a massive aslanyr avatar of living, solid light standing 16' tall and 30' long. Neither it nor its rider can use magical attacks while this is maintained. This effect lasts for a maximum of 5 posts.
GLASSWEAVER - Light magic is strongly associated with glass and crystal and glassweavers know this better than most. They are able to use glass, and other similarly reflective materials to perform all manner of tricks. Lvl 1. You are able to see through any translucent materials as though they were perfectly clear, with no distortions or reflections impeding your view. Lvl 2. You may pull the reflection from any metallic or highly polished item to create a solid glass replica of the item in your hand. The replica has no magical properties and is as fragile as you might expect. Lvl 3. Summon to your hand a fragile orb of glass, filled with light magics. This orb shatters on impact releasing a burst of light that presses and pushes on any shiny or reflective items within three feet of it. Lvl 4. By repeated casting you may store your light spells inside clear or reflective items for later use by yourself or someone else. Clear items glow with light while a spell is stored while reflective items become perfectly mirrored. You may store no more than one spell like this at any one time, the released spell is cast through the item for free. Lvl 5. You may pull the reflection from any metallic or highly polished item to create a solid crystal replica of the item in your hand. The replica has no magical properties but is modifier five and glows with white light. Lvl 6. You may temporarily increase the durability of any glass you can see. This effect causes the glass to become as reflective as a mirror and as strong as iron for five posts. May only be used on any given section of glass once per encounter. Lvl 7. Reflective surfaces speak to you on an intuitive level, you need only glance at a room to know what angle you need to project light for it to bounce and reflect where you want it to go. Given adequate reflective surfaces you may complete any number of trick shots using light or energy based attacks. Lvl 8. By gazing into a mirror or appropriate flat shiny surface, you may gain glimpses of any and every image ever reflected within it. These flashes of images may help you determine what happened in an area or to a person. However, the images you get may be scattered, shattered or distorted. Lvl 9. You see the reflections of light magic in other arts. You may now store non-light spells in clear or reflective items, prisming them to light before they are released. You may now store two spells in this fashion. Lvl 10. Once per encounter you may pull your own reflection out of any reflective surface large enough to crawl through. Weaving this reflection into a solid form produces an exact replica of yourself made of solid but fragile glass, it possesses all your skills, spells and abilities but its items and apparel are mundane, hollow glass.
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. The subersu's fur becomes so black and deep no light or heat can escape it, keeping it ever hidden in the darkness and allowing it absorb a light or fire attacks and release them back as icy dark attacks. (4'10" tall, 6'9" long) Lvl 7. The jaws of each head can produce a swirling shadow vortex that sucks in shadows and projectile attacks. After doing so either of the other heads can bark to launch a ball of shadow, combined with the energy or substance of the projectile as an attack. Can only catch 5 projectile attacks per encounter. (5'6" tall, 7'10" long) Lvl 8. It's howl can now summon two copies of itself, still lacking in powers, but each living shadow is filled by the consciousness of the two subservient heads, making them more intelligent and resilient than normal summons. The howl can also be used thrice per encounter. Lvl 9. The subersu can reach out with its shadow and meld a part of it with the shadow of another creature, transfering the consciousness of one of the two subservient heads to that creature and giving it control of that creature if its mind is weaker or not being controlled/influenced by a stronger mind. This control ends if the Subersu uses this shadow copy howl or the creature dies. Lvl 10. Any creature that is taken over by one of the Subersu's subservient personalities become dark alligned, prisming their abilities and gaining a new dark power.
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 exists, no matter how bright or how dark it is, and cannot be illuminated. This shadow has a mind and senses of its own, and moves of its own will. Although it has a mind and personality of its own its life is tied to yours, thus making your well being is its top concern. Lvl 2. Your shadow can separate itself from you, traveling across any kind of surface. It may flow back to its regular – attached – location in an instant, and does so automatically if any part of it would travel farther than 50ft from your person. Lvl 3. You and your shadow may communicate telepathically with each other. Furthermore, while two dimensional, your shadow may change its size and/or shape at will. Max triple size, min half size. If it would gain a third dimension any changes in shape and size are reverted back to their initial state. Lvl 4. While attached to you, your shadow may reverse the connection between you and it; controlling part or all of your body like a puppet. This is not telekinesis, and any movements made have to be physically possible for your body to perform. If you and your shadow move as one your strength is effectively increased by a level. You may resist your shadow’s control if you so desire. Lvl 5. Your shadow learns how to merge with the shadows of other creatures and objects. Merging in such a fashion gives the shadow knowledge of the physical capabilities of whatever is casting the shadow (strength, hardness, how good it is at jumping, if the door is locked, etc). Lvl 6. Your shadow can detach from a surface, gaining a third dimension and becoming partially solid as though a thick fog. It effectively has a strength level of Weak while in this state. It cannot be permanently harmed, but sufficient force will cause it revert to its two dimensional state and immediately flow back to its regular location. A forcibly reverted twin cannot use this ability again for the rest of the encounter. 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 and techniques that person has. This merger can only last four posts before your shadow is rejected from that person's shadow. This ability is usable once per encounter. Lvl 8. Once per encounter, while three dimensional, your shadow may further solidify into a being of jet black flesh. While so solidified the shadow’s strength rivals your own. If ‘fatally’ wounded the being reverts as normal. Lvl 9. Your shadow can freely utilize any non-magical learned techniques and spells you posses, although it only capable of casting a single spell per post. Lvl 10. Your shadow gains a custom ability based on its personality and your true self.
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. It starts 3" tall and 1' in total length, 5" of which is tail, this ratio remaining the same as it grows. Lvl 1. The salamander is immune to fire. (11" tall, 2'10" total length) Lvl 2. When angry, the salamander gives off sparks. (1' 7" tall, 4'8" total length) Lvl 3. Over time salamander regenerates from amputations and internal injuries that would be permanent to most creatures. Does not accelerate the healing process. (2'3" tall, 6'6" total length) Lvl 4. When in danger the salamander can secrete a neurotoxin that causes burning pain in anything that touches it. (2'11" tall, 8'4" total length) Lvl 5. The salamander's saliva is highly flammable, allowing it to lash out with its tongue as a flaming lash. (3'7" tall, 10'2" total length) Lvl 6. The salamander's croak gives off a burst of flames, 6' in diameter and 3' in range. (4'3" tall, 12' total length) 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. (5' tall, 14' total length) Lvl 8. The salamander can breathe a continuous stream of fire, 2' in diameter and 10' in range. Lvl 9. Once per encounter the salamander's fire breath can take the form of a swarm of 20 tiny samalanders, its original size, made of living semisolid fire which act like summons the salamander controls. Lvl 10. Once a month the salamander can take into its mouth an item, permanently infusing it with its neurotoxin (giving it a sickening, pain-inducing touch to those other than its owner), saliva (allowing it to be set aflame at its owners will), or its adhesive (allowing it to adhere to items or surfaces at owner's will).
LORD OF FLAMES - Flames are your tools, your companions, your life. Where other people see a burning candle you see so much more. Lvl 1. Natural flames, extreme heat and your own conjured fire refuse to hurt you, their master. You may take hold of non-magical flames with your hands and move them from place to place, your magic fuels them while held. Lvl 2. You may alter your fire spells to instead produce Phantom Flames. Bright red, phantom flames are twice the size of normal flames but burn with negligible heat. Lvl 3. You may alter your fire spells to instead produce Dark Flames. Pitch black, dark flames are slightly hotter than normal flames but give off no light as they burn. Lvl 4. Your mastery of non-magical flames is such that you can cause them to come free from their sources and flow through the air like water under your command. Flames removed from fuel sources will eventually be extinguished by this movement unless they find a new home. Lvl 5. You may alter your fire spells to instead produce Frostbite Flames. Bright cerulean, frosbite flames burn cold and are the perfect foil to heat resistant foes. Items and people burned with frostbite flames are coated in a thin layer of painfully cold frost. Lvl 6. You may alter your fire spells to instead produce Gel Fire. Silvery white, gel fire has a sticky, fluid substance to it. It strikes with more weight than flame and clings to surfaces, burning for longer than normal flames. Lvl 7. Your mastery of non-magical flames allows you to extend a little of your magic into them, converting them into other types of flame as though they were produced by your fire spells. Lvl 8. Your may alter your fire spells to instead produce Wild Fire. Brilliant crimson, wild fire naturally takes on a living form once conjured. The size, shape and behaviour of this living form varies depending on the spell used. Lvl 9. You may alter your fire spells to use any combination of two types of flame, including normal flames. Lvl 10. You may alter your fire spells to draw from your very soul. This creates a new type of flame unique to yourself which can create powerful effects but may also be enormously fatiguing. This unique flame cannot be combined with others.
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. Starts 4" tall to the shoulder and 9" long Lvl 1. The bear is immune to extreme cold, heat and most extreme climates. (1'1" tall, 2'1' long) Lvl 2. The bear gains a passive Scent effect. (1'10" tall, 3'5" long) Lvl 3. When digging or attacking, the bear gains a variation of a Scour effect on its paws, the rapidly shifting currents of water produced are filled with sharp ice crystals.(2'7" tall, 4'9" long) Lvl 4. The bear's roar unleashes a gust effect combined with numbing cold and a light flurry of snow flakes.(3'4" tall, 6'1" long) Lvl 5. The bear can shake its fur as if drying off, obscuring you and it in heavy flurry of large snowflakes 20' in diameter. (4'1" tall, 7'5" long) Lvl 6. The bear develops a passive glacial path ability. (4'10" tall, 8'9" long) Lvl 7. The bear can draw the air around it in and freeze it, forming icy armor over itself and its rider. (5'9" tall, 10' long) Lvl 8. The bear's scent effect is magnified exponentially, allowing it to track almost anyone it remembers by smell and determine emotions by smell. It also gains the ability to smell one other thing decided by the player (eg, rare herbs, mages, embalming fluid. WM approval required)
Lvl 9. The bear can take a potion or poison onto its mouth and hold it there briefly, riming its teeth with the stuff before it spits it out. Its bite and gust breath gain an effect based on the last fluid it did this with. Lvl 10. The bear's flurry shake ability creates a much larger cloud of snow that reaches out 50' and refracts and bends the light, disorienting and confusing though caught within it.
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 be 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. You can thicken the mists and increase their opacity without compacting them, turning it into a cloud that totally obscures yourself from view. Lvl 4. You can raise the temperature of the/sections of the mists so rapidly they expand in a burst of steam that repels and scalds anything before it with average strength. Steam quickly cools and reverts to its regular state. Usable once every other post. Lvl 5. You can rapidly condense the mists around a target within its reach, extinguishing flames and choking living creatures. Usable once every three posts. Lvl 6. The mists pull in and condense the lingering magics of the world to gain a new ability. Choose an emotion, concept, or kind of liquid. The mists permanently gain a special ability based on that choice. Lvl 7. You gain fine control over the temperature or the mists, making portions of it anything from freezing to exhaustingly hot. Hot mists expand to twice their normal size but cannot be used for any other purpose, freezing mists condense to half size but can flash freeze water. The mists keep your own body whatever temperature you desire. Lvl 8. You can convert portions of the mist within 5’ of you to water or even ice with enough speed to react to attacks (Barriers, weapons, etc). More complicated maneuvers than forming a simple barrier demands concentration (counts as a spell per post). Any of the ice or water formed this way reverts back to mist a post later. Usable once every other post. Lvl 9. The mists further refine their intrinsic magics to gain another ability based on the chosen emotion, concept, or liquid. Lvl 10. You develop a custom WM-approved mist technique/ability.
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 . You may tap or bang the haft of your weapon against the ground. As long as you remain still, the ground around you shakes and shudders in accordance with the speed and power of the impacts. Larger impacts cause the earth to crack on distort, more frequent impacts cause the earth to twist and shake.
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. Once a month you may forge an item with the bedrock sledge that permanently gains any number of its acquired abilities. The abilities chosen must have been gained by destroying items and not the ones natural to the sledge. Normal rules about the number of enchantments apply to the forged item. 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. If that 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 oversized metallic looking horns and hooves. Will grow into a large, fearless ram. 6" tall and 8" long. Lvl 1. The ram's skeleton and horns are as durable as iron and extremely resistant to damage. (1'3" tall, 1'8" long) Lvl 2. The ram's hooves can adhere to the ground, giving it stable footing on most any terrain and slope. (2' tall, 2'9" long) Lvl 3. The ram cannot be dazed, concussed, disoriented or confused. (2'9" tall, 3'9" long) Lvl 4. The ram can kick its back feet to throw up a small stifling and obscuring dust storm at a target. (3'6" tall, 4'10" long) Lvl 5. The ram can bite through most any material. (4'3" tall, 5'10" long) Lvl 6. When leaping, the earth itself moves to give the ram a boost. (5' tall, 6'11" long) 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. (6' tall, 8' long) Lvl 8. The ram can rear up and stomp its front hooves down, sending a shock wave along the ground, violently quaking the ground around it and sending a path of upturning ground in the direction its facing. Lvl 9. Choose two Lutharin crystal types, permanently the rams horns become one of them and the rams hooves become the other. They gain the imbue effects affiliated with these crystals. You can choose the same crystal type for both. Lvl 10. Once per encounter the ram can become solid living crystal for 10 posts, the same crystal/mix of crystals as its horns and hooves. It will gain a merged and amplified version of these crystals affiliated imbues during this period.
QUAKELORD - Your mastery of earthen materials (dirt, sand, stone, metal, glass, crystal) causes them to calm and quake at your command, allowing you to perform feats that others cannot. Lvl 1. You may command the earthen materials beneath your feet to either soften or magnify your footfalls, allowing for a stealthy or intimidating approach. Lvl 2. You may cause any earthen object you alone are holding to vibrate at a specific frequency, effectively increasing its modifier by one in clashes with other materials. Lvl 3. Your sense of touch and hearing are merged together. This allows you to discern things about your environment that others would not, especially when it comes to movement or vibration. This sense allows you to tell what materials are in an area or item by tuning them with a light tap. Lvl 4. You can control the vibrations in unattended, non-magical earthen materials and any such materials created or manipulated by your spells. This allows you to treat up to 5 cubic feet of such material as a held object for the purposes of your Quakelord abilities. You may use a spell per post to instead effect up to 10 cubic feet of material. Lvl 5. You may temporarily extend your vibration ability to larger areas of earthen material in the environment, causing them to match your own personal frequency. Twice per encounter you may use this ability to phase quickly through 10 feet of solid stone or 5 feet of solid metal. When this effect ends you ejected from the material at the nearest possible exit. Lvl 6. Your ability to manipulate vibrations improves, allowing you to increase the effective modifier of earthen objects by another level and/or cause them to crack and/or explode into a cloud of dust and shrapnel on impact. Using this ability counts against your spells per post, larger items are less likely to explode. Lvl 7. You may choose one additional solid material to consider earthen for the purposes of Quakelord abilities (e.g., wood, bone or glass). Lvl 8. You may harmonize earthen objects with any others, allowing you to increase their modifier by another level and/or grant them the ability to pass through up to 3' worth of other non-magical earthen material. Items that would get stuck are shunted to the nearest available space. Using this ability counts against your spells per post. Lvl 9. The power of your spells echo into the world around you. Whenever you cast a spell you may use one of your lower-level Quakelord abilities without it counting against your spells per post. Lvl 10. You develop a custom WM-approved vibration-based technique/ability.
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. (Height) Lvl 2. Your irises glow yellow. You can sense disturbances in the air within 6 feet of your body. 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 weakens 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. It stands 4" to the shoulder. It's body is 4" long, with a 3" neck and head and 5" long tail, giving it a total length of 1' and it maintains this ratio as its total length grows. Its wingspan is 2'. Lvl 1. The drake's metallic bones make it immune to electrical damage very durable. (1'1" tall, 3'2" total length, 6' wingspan) Lvl 2. The drake can throw its shrieks, making them sound like they are coming from elsewhere. (1'10" tall, 5'4" total length, 10' wingspan) Lvl 3. The drakes talons and fangs are iron, and it can hear you from any distance. (2'7" tall, 7'6" total length, 14' wingspan) Lvl 4. The drake develops iron spikes on its tail which crackle with electricity. (3', 4" tall, 9'8" total length, 18' wingspan) Lvl 5. The drake can unleash a powerful shriek that has the power of a gust and cancels out all other sound. (4', 1" tall, 11'10" total length, 22' wingspan) 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. (4'10" tall, 14' total length, 26' wingspan) 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. (5'6" tall, 16' total length, 30' wingspan) 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 encounter. Lvl 10. The drake can focus the electrical energy drained from a person into one of its spines, which it will then shed. If you pierce yourself with one of these spines, your energy, reflexes, stamina and speed will all be boosted. They will also grant you knowledge of a random spell or technique the person whose energy it is knew. (To be decided on shedding the spine) The effect lasts for 7 posts.
ELECTROMAGNETISM - Learn to manipulate the electricity generated by your body and your storm magics to exert influence over metallic objects. Those who posses this ability also find themselves capable of safely carrying any kind of metal object without effecting their ability to cast high level spells, provided that any such objects do not exceed 1' in diameter. Lvl 1. You passively 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
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. 4" tall, 7" long not counting the tail, 2' wingspan. Lvl 1. The raven's touch strengthens the mind and will counteract any mental magics being used on you by others. (1' tall, 1'6" long, 4' wingspan)
Lvl 2. The raven's glare induces uncertainty and unease. (1'8" tall, 2'5" long, 6' wingspan)
Lvl 3. You can the raven can perfectly understand each others' speech. (2'4" tall, 3'4" long, 9' wingspan)
Lvl 4. The raven's caw can mimic any sound, but only to the ears of a single target. (3' tall, 4'3" long, 12' wingspan)
Lvl 5. The raven's caw can induce a target to see an illusionary copy of itself. (3'8" tall, 5'2" long, 15' wingspan) 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. (4'4" tall, 6'1" long, 19' wingspan) Lvl 7. The raven has a passive perception effect that extends to you if you are riding it. (5' tall, 7" long, 24' wingspan) 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.
ECHO READER - Thoughts and memories are tangible things, they create waves in the world like anything else, they echo. Some mind mages may attune themselves to the emanations of others' minds. Lvl 1. You learn to pick the echoes of those nearby apart from the background noise, the echoes of echoes. You can always tell roughly how many people are in an area. Lvl 2. You learn to recognize echoes related to you, and can pick out who and where they are coming from. The nature of those thoughts is still unclear to you, however. Lvl 3. The more time you spend with allies, the better you get to know them and recognize the their echoes. You gain an intuitive understanding of your allies moods and intentions and can locate them even if they are not thinking of you. If you have quested with them before or if the quest you are currently on with them has gone over 200 posts. Lvl 4. You learn to use the echoes in conjunction with speech. You can use it to augment your understanding of truthful speech that is difficult to hear for a variety to reasons or check for dissonance to detect deception. Lvl 5. Your familiarity with the echoes of your allies allows you to understand them on a far deeper level than normal. Once ever you may have one teach you a skill or spell they know. (Must be learnable not innate, or bound to items or body changes, must be level 5 or lower, if it is part of a levelable skill you will likely have to choose one level of it.) Lvl 6. Your echolocation allows you to mentally track the location of all sapient minds in the area as well as pick up weaker echo trails of where minds have recently been. Lvl 7. You learn to recognize the echoes of intent or concentration that precede your opponents attacks or spells if they use them repeatedly (3x or more), allowing you to begin to counter, dodge or react before it actually happens. Lvl 8. You learn to cast your mind magics back along the rippling path you feel in the air. Your mind spells no longer require line of sight as long as you maintain echolocation of them. Lvl 9. With an incredibly strong blast of focused thought, you can create a far reaching and incredibly strong echo yourself, precisely formed to spread out around you, sweeping up the echoes of others, creating feedback. Strongly dazes every sapient creature in a 50' radius around you for a couple posts. Is very draining and cannot be done more than once every 20 posts Lvl 10. Dream Thief - Access the free flowing thought of an unconscious ally or foe. You may take the ripples given off by their thoughts to create a copy of their thought patterns. Three of these may be held in mind at any time to create a castable spell based on their dreams and personalities.
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 as tough as chitin. Lvl 8. If you can observe the use of a physical ability on two separate 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, Yew turn more widely build but angular and skeletal, 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. The anteater can, once per encounter, spit an extremely large blast sap at a target, temporarily entrapping anything or any part of a thing it hits in amber. Lvl 10. Once per month, if a living being was caught in the amber spit of attack of the anteater, the fragments left after they escape/are freed can be forged into an item. That item will have a minor ability based on the person caught in it. How much viable amber is left over ]depends on the person modding the encounter. Strength of the ability can be stronger if the being entrapped was exceptionally powerful.
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.
Beastial
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. Size change over evolution is determined by the chosen paths. 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 Lutharin 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 - Summon a monstrous mammoth-like creature from the Northern Tundra. These beasts have reddish fur that is resistant to spells 4 and below, and long tusks that chill and freeze. They stand about 10' tall, weighing nearly 9 tons. 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. The bison can generate a Force Slash attack from between its horns once per post. Lvl 9. Physical attacks against the bison send half the force rebounding back on the source. Lvl 10. Once per encounter the bison's hair may utterly absorb a physical attack that lands upon it. This attack can be stored indefinitely, then released at any later point as a shape attack of pure force. Only one stored attack can be released a post.
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 like a divining rod. Only works upon the most recently wounded being. 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. Usable once every other post. 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
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. You lose the ability to cast the individual component spells.
>Levels vary completely according to spells used. To reach each level you must know a spell of that level in both arts.
Dualmages may start with the two level 1 spells chosen for their LSS already learned at no cost.
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.
> Each spell you learn increases your Taskmage Score by a number equal to that spell's level. Learning spell with the same art AND level as a spell you already know does not increase your score.
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. The base cost of spell is reduced by 5 gold. Required Score: 12 Lvl 3. You may combine your level 1 spells with other level 1 spells, creating non-levelable dualmagery spells. Component spells are still known and castable. Required Score: 24 Lvl 4. For each art you know, you may prism a spell you know to that art once per encounter. Cannot be done more than X+1 times per encounter, where X is your Taskmagery level. Required Score: 40 Lvl 5. The base cost of spell is reduced by an additional 5 gold. You now have access to any spells sold, despite normal guild restrictions or alike. Required Score: 60 Lvl 6. You may now combine your level 1 spells with any other spells you know, but can only be done three times per encounter. Required Score: 84 Lvl 7. You can cast an additional spell each turn if none of the spells cast that turn share the same art. Required Score: 112 Lvl 8. Once a month you may delve into the magics of a magical item you own, unmaking it but creating a spell based on it. Art and level of this spell vary according to the item. Required Score: 144 Lvl 9. You may permanently combine three spells you know of any combination of levels and arts into a single powerful spell. Required Score: 180 Lvl 10. Deep in the Greevan Forest lies a forbidden cave known as The Path of Jhaeros. Only those who have truly mastered the core fundamentals behind a vast array of varying magics may enter, devoid of items, where their resourcefulness and judgment will be tested in a centuries old trial. Required Score: 230
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. Metal items created by spellforging do not put off the same field as normal mentals and thus can be used by mages. 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
All the LSSs listed below are leveled by battle experience. You reach a level when you have the required number of Battle Posts. Please keep track of your number in your profile.
A Battle Post is defined as "A post involving the character physically engaging a hostile opponent or actively using physical means to evade/protect themselves from a hostile attack"
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: 55 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 single-handedly and increase the effective modifier of your weapons by one upon striking. Required Battle Posts: 340 Lvl 9. You may channel all your rage and fury into an all or nothing attack. Thea attack will be made at Mythic strength and should it connect must be treated as potentially fatal. The limb and the weapon (if any) used to perform this attack are badly broken by the stresses placed on them. No limit on use beyond the sacrifice of functioning limbs. 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 melee 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. Your mastery of your weapon of choice allows you to more accurately predict the tactics of others using the same type of weapon. Required Battle Posts: 90 Lvl 4. Your skill with your weapon of choice boosts its effective modifier in combat by 1. Required Battle Posts: 130 Lvl 5. The grace and speed with which you wield your chosen weapon is difficult to grasp, dazing those who try to follow too closely. Required Battle Posts: 175 Lvl 6. You're 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. Your grace and speed cause wounds inflicted by your chosen weapon to be intimidating, each time you wound your opponent, however lightly, they lose a little will to fight. Required Battle Posts: 280 Lvl 8. You may choose any ability you know and channel it into your chosen weapon's combat style. The ability is lost and replaced with a WM created technique for your chosen weapon based off of the chosen ability. Required Battle Posts: 340 Lvl 9. Your mastery of your chosen weapon flows out of your every pore. Drawing your weapon amplifies fear felt by those who would oppose you and causes those who fight with you to feel a surge of confidence that makes them intimidating. In the face of this challenge, cowards and weaklings will likely flee in terror. 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. Your strikes when attacking unarmed have an effective modifier of 2. Required Battle Posts: 25 Lvl 2. You gain an effective strength increase of 1 when attacking unarmed. Required Battle Posts: 55 Lvl 3. You can launch strikes with your legs and feet as dexterously and precisely as with your arms and fists and walk on your hands as easily and your feet. Required Battle Posts: 90 Lvl 4. Your strikes when attacking unarmed have an effective modifier of 3. Required Battle Posts: 130 Lvl 5. Fighting unarmed and unencumbered you a greater chance of successfully dodging the attacks of those relying on weaponry. Required Battle Posts: 175 Lvl 6. You're able to use a disarming attack with your hands 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. 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: 280 Lvl 8. Thrice per encounter through sheer skill and fluidity of movement, you can catch a projectile in your hands and launch it with equal speed in the direction of your choice. Massive, magical attacks may trump this ability. Required Battle Posts: 340 Lvl 9. Your strikes when attacking unarmed have an effective modifier of 5. 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. You learn to focus your attacks on your opponents joints and ligaments. Every time you land an attack on a specific joint it makes movement of that joint slower and more painful. 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 that quest went over a total of 450 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. You can tell tales of your exploits to charm, distract or impress people. When talking about your passed adventures, your charisma, intimidation or other social skills are all enhanced and altered to suit your intentions. Required Score: 3 Lvl 3. Everything is on 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 that quest want over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest. Lvl 1. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic. Required Score: 1 Lvl 2. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic. Required Score: 3 Lvl 3. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic. Required Score: 5 Lvl 4. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic. Required Score: 7 Lvl 5. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic. ]Required Score: 9 Lvl 6. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic. Required Score: 11 Lvl 7. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic. Required Score: 13 Lvl 8. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic. Required Score: 15 Lvl 9. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic. Required Score: 17 Lvl 10. You can, once ever 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
LAW KEEPER - By tracking down and bringing to justice the criminal element of Bakara you gain the respect and consideration of many. Viewed as a paragon of peace, order and the rule of law, Law keepers are considered the first and last line of defense against Bakara's criminal element.
> Law keeper is leveled by taking bounties, you earn score for each bounty equal to the level of that bounty. Lvl 1. Law keepers have good instincts. Once per bounty, task or quest you may draw on your reserves of intuition to help you solve whatever puzzle lies before you.
Required Score: 3 Lvl 2. Law keepers are well equipped. Law keepers gain access to a single peacekeeper tool of their choice and if they are not peacekeepers already they gain access to its associated upgrades through earning tokens. Peacekeeper upgrade costs are reduced by one token.
Required Score: 6 Lvl 3. Law keepers make people feel safe. You gain a natural charisma effect and find yourself being offered little extras in shops and bars. You gain a five percent discount on all purchases made at locations not affiliated with the Thieves Guild.
Required Score: 12 Lvl 4. Law keepers are well compensated. Your bounty payments are increased by N%, where N is half your law keeper score, up to a maximum bonus of 30%.
Required Score: 20 Lvl 5. Law keepers make people feel judged. You gain a natural intimidation effect that is stronger against criminals. By reading the discomfort caused by your presence you gain an insight into the amount of wrong-doing each person you meet has committed.
Required Score: 25 Lvl 6. Law keepers are an authority unto themselves. You may give orders to citizenry and military alike and expect your words to carry the weight of someone of rank and influence. You may also pursue criminals with less assistance than others; you count as two people on bounties.
Required Score: 34 Lvl 7. Law keepers sometimes attract powerful foes. You attract the attention of a criminal arch-nemesis, who does his best to thwart your plans. You will occasionally be the target of assassination attempts and sabotage by this nemesis' underlings and mercenaries.
Required Score: 40 Lvl 8. Law keepers have friends in the right places. You may select any one guild or society (other than the Thieves Guild) and perform a task or capture an adversary for them. You will be rewarded with access to a specially tailored selection of that organisation's benefits.
Required Score: 52 Lvl 9. Law keepers make tough choices. There comes a point when a law keeper has to make a decision about their ultimate path. Are they a defender of peace and protector of the people? Or are they a force of justice and scourge of the underworld? Once this decision is made the law keeper will unlock new insights into their own powers, enhancing their abilities.
Required Score: 64 Lvl 10. You may gather a group of like minded people to help you track down your villainous arch-nemesis. How this pans out will depend on your nemesis and the group you gather. Taking down a criminal mastermind is sure to be lucrative, though (also justice, etc.).
Required Score: 75
INFAMOUS - The mark of a truly great criminal is to work a lifetime and never earn a reputation. If you're going to earn a reputation though, its best to do so on your own terms. Infamous criminals use the murmurings of commoners and noblemen alike to exert influence and open doors.
> Infamous is leveled by illicitly obtained gold. Any gold acquired while performing crimes and/or thief tasks counts toward your total. Lvl 1. The natural push and pull of conversation is second nature to you. You gain a natural charisma effect and have the uncanny ability to trigger a specific conversation in a crowded room by nudging and whispering to the right people.
Required Gold: 100 Lvl 2. You start to create waves among certain groups of people. You are able to gain training in any one suit of red deck skills as if you were a thief. If you are already a thief you instead get a discount on purchased thief chips of five gold.
Required Gold: 200 Lvl 3. Thieves are kept a wary eye on in most establishments throughout Bakara, shopkeepers give you a five percent discount as an incentive to turn your eyes elsewhere. Any shop you are caught stealing from drops this discount in favour of closer scrutiny of your actions.
Required Gold: 400 Lvl 4. You develop the skills and contacts to create a single alternate identity for yourself, an additional set of appearance, clothing and mannerisms kept within the original character's profile. This alter ego may be switched into any time you remain unseen for two posts and serves as either a Nom de Guerre for committing crimes or a back-up plan for starting over again.
Required Gold: 600 Lvl 5. Rumours begin to circulate about your criminal activities, though slightly exaggerated from what you remember they are mostly accurate. These rumours will occasionally leads to better pay in any kind of tasks or quests, the rhyme and reason is hard for these bonuses is hard to properly place but one might chalk it up to thiefly karma.
Required Gold: 900 Lvl 6. You begin to develop your own cadre of informants, snitches, spies and lookouts. You gain your own personalised version of the thieves network or clerics archives, based around your style and techniques. You may ply them for information during any task or quest that allows you the opportunity to contact them.
Required Gold: 1200 Lvl 7. The rumours about you turn from slight exaggeration to pure whimsy. Many people you encounter may have heard of your supposed exploits even if they do not connect them directly to you. How you react to these rumours when brought up has a significant mental and emotional effect on all those that hear it. (i.e. Hearing that you did not in fact steal the eyes off a live dragon might cause disappointment and dulling of the senses in those around you.)
Required Gold: 1500 Lvl 8. There is always someone who's willing to sell out their secrets. You are able to find one such individual among one of the other guilds or societies of Bakara (besides peackeepers) in order to gain access to a specially tailored selection of that organisation's benefits.
Required Gold: 2000 Lvl 9. You uncover through a combination of rumours and research a way to access a set of ancient tunnels and stocked safehouses underneath the cities of Bakara. These tunnels may sometimes provide a means of quick escape or secret movement but more importantly offer Infamous criminals a place to hold secret meetings and store their gear away from prying eyes.
Required Gold: 3000 Lvl 10. The rumours about your exploits have become so grandiose and unbelievable that a master criminal has turned his eye to putting you in your place. You are challenged to a series of tests and competitions, him and his crew versus you and yours. This challenge could be the death of you, or worse, your reputation.
Required Gold: 5000
MERCHANT'S PACT-
> Is leveled by profit, counting all and only gold made from selling items or altering items for others. Requirements count gold over since starting, not since last level. Lvl 1. Natural charisma effect. Requires: 100 gold profit. Lvl 2. You gain a 20% discount when buying in bulk. (4 or more of the same thing) Requires: 300 gold profit.
Lvl 3. You get a shop in the city of your choice. Requires: 600 gold profit. Lvl 4. You broker a deal with the Machinists for access to a rare merchants only item from the machinists.
Requires: 1000 gold profit. 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.
Requires: 1500 gold profit. 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.
Requires: 2100 gold profit. 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. Requires: 2800 gold profit. 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) Requires: 3600 gold profit.
Lvl 9. You can occasionally sell your rarest items to the appropriate shops. Requires: 4500 gold profit. 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. Requires: 5500 gold profit.
HUNTER'S PROWESS - Through your relentless tracking and slaying of beasts and monsters, you have gained a reputation as one of the premier hunters of the age, granting you fame, hushed respect and a larger than life reputation. Huntmaster is leveled by the collective levels of your successful hunts. Lvl 1. You are skilled in the art of tracking, allowing you to spot clues to a monster or beast's whereabouts left by their movements through the wilderness. Required Score: 4 Lvl 2. 10% increase in hunt payments. Required Score: 8 Lvl 3. 10% discount at shops as a sign of respect and thanks. Required Score: 14 Lvl 4. You are allowed to tackle level 4 hunts alone. Required Score: 20 Lvl 5. You are invited to join one of the great Hunter's Leagues, fellowships formed by like-minded trackers and trophy-hunters, thereby granting you access to special skills, items, and options for ending Hunts. Required Score: 28 Lvl 6. 20% increase in hunt payments. Required Score: 36 Lvl 7. You are gifted with a special weapon in thanks for those you have saved from the predations of the world's monsters. This weapon and its properties reflect your deeds and the monsters you have slain over the course of your career. Required Score: 46 Lvl 8. You are allowed to tackle level 5 hunts alone. Required Score: 56 Lvl 9. Your signature weapon gains power from the blood of slain monsters, gaining a new power/trait after each successful Hunt. Required Score: 68 Lvl 10. Drawing from your prodigious skills and repute as a mighty hunter of beasts, you may take it upon yourself to find and defeat one of the legendary monsters of Bakara that has faded into fearsome myth. Will require the assistance of others. Required Score: 80
RETIRED
The following LSSs were once used but are not longer available for new characters to use. Listed here for reference.
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. Available from December 2012 - July 2013. Characters with The Link: Olo Eopia and Misty Wydberg.
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. Available from December 2012 - July 2014. Characters with Prismaticism: Illu Sorisch.
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. Available from December 2012 - April 2015. Characters with Crystal Cultivation: No one.
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
Blue = Guilds and Societies 1. House of Forgotten Lore 2. Halls of Justice 3. The Old Cathedral 4. The Tomorrow Forge 5. Maison Diapason 6. Vieille Ville Fashions 7. Black Bear Tavern 8. The Mages Academy 9. The Blooming Tower
Gathering Places and Other Locations 1. Passenger Docks 2. The Flush of Hearts 3. The Yard of Vines 4. Hyde Park 5. Warrens Park 6. Warren Trenches 7. Sewer Entrance 8. Drowned Warehouses
Greevan
GEOGRAPHIC FEATURES
Adraestae Archipelago - A chain of small rockey uninhabited islands of the north-eastern coast. An extensive system of partially flooded caves connects them all and is the home of the Ananke.
Bakara - The land Epic World is set in.
Alogean Mountains - A vast, metal rich mountain range to the north of the Sekoran Forest. Home to the Kindir and Oscaran races.
Chakosan Forest - A small forest along the south-eastern coast, near the border of the Lutharin Mountains and the Southern Wastes.
Eastern Sea - The massive sea that borders Bakara to the east. Spotted with small islands. Humans are known to live in a land far across it but that land is so distant and hard to find contact is extremely rare.
Eastern Swamp - A small swampland that lies where the Sekoran Forest meats the Eastern Sea, north of Elexia. Most found there are either smugglers or pirates.
Great Road - A massive and ancient road that runs from the Western Plains to the Eastern Coast, bisecting the Sekoran and Southern Forests.
Greevan Forest - The largest of the Bakara Forests. Ancient and mysterious. Home to the city of Greevan and the Greevan Elves.
Hilara River - A southern distributary of the Ma'Juhud, it feeds into Lake Hilara.
Lake Hilara - A massive lake completely within the Greevan Forest.
Lake Leen-Tarj - An extremely deep lake in the southwestern Lutharin Mountains, it is said the hidden city where the Garr tribal leaders reside lies nearby.
Lake Wandelndholz - A long in the center of the border between the Alogean Mountains and Sekoran Forest.
Lutharin Mountains - A massive, and very tall mountain range that lies south of the the Southern Forest and East of the Greevan Forest. Magically charged crystals are found exclusively here and it is the home of the Garr and Greel races.
Ma'Juhud River - The largest river in Bakara, both in terms of length and width, it runs north to south across the entire length of the land, passing through the Western Plains. It is spotted on the eastern bank with remnants of ancient stone buildings.
My'Kurr Island - A psuedo-tropical island off the coast of Elexia with a number of tiny close by satellite islands. Home to a number of fancy resort villages and the Yesil tribe of Saaur.
Nadra Island - A pseudo-tropical island, located northeast of My'Kurr and directly east of the Adraestae Archipelago. Is entirely encircled by a massive coral reef that makes it only reachable by docking ships at the floating docks built on the reef and being ferried in by the shallow barges of the Nadrask, a mercenary society that lives there.
Northern Tundra - A vast icy expanse that stretches all across the northermost reaches of Bakara.
Redshot Island - A small tropical island located southeast of My'Kurr. Distinguished by a huge lake in its center that is colored red by algae. Home to Yesil Saaur.
Sekoran Forest - A deep dark forest that lies between the Eastern Sea and the Western Plains. Full of fearsome beasts and home of the Sekoran Dryads.
Scionic Mountains - A vast towering mountain range that runs north to south across the spine of Bakara west of the Western Expanse. Beyond it is what used to be the realm of Man before it was overrun by Daemons and they were forced to Migrate. Home of the Dwarves and former home of the Vampires.
Southern Forest - A former part of the Sekoran Forest now separated by the Great Road. Lies between the Great Road and the Lutharin Mountains.
Southern Wastes - A vast arid desert that stretches all across the southernmost reaches of Bakara. Said to be the home of the few remaining real dragons and other horrific dangers. Home of the Kumul Saaur.
Western Fens - A fetid swampland that lies on the western edges of the Greevan Forest where it meats the Western Plains.
Western Plains - A vast prairie land that stretches out west of Greevan and the cities of man until it reaches the Scionic Mountains.
Westford - A large and ancient stone bridge crossing the Ma'Juhud River. Remnants of extremely ancient fortifications flank it. Considered the western end of The Great Road.
THE OTHER REALMS
The World of Bakara is incredibly rich with all five forms of the ancient magics, flowing across the world like waves, more strongly along certain leylines. It is believed that this abundance of magic is what caused the phenomenon known as "The Other Realms". The theory is that over the eons these magics pooled at certain spots, becoming so potent and concentrated they generated a physical plane, not outside our own but atop of it, and spread out from there. These are not parallel dimensions or realities, but higher levels of our own, sharing geography and effected by the actions of those in the regular world.
There is a realm for each of the five ancient magics, however only the two closest in alignment with our level of reality have ever been crossed into with any actual documentation. There are vague myths about people who have glimpsed the other three, but nothing more.
Life - The Spirit Realm - The closest and easiest of the other realms to interact with, this plane is where the spirits of the dead often linger after death, their life force caught in its power like a magnet and then sustained by it. Sometimes this is accidental, sometimes triggered by will and inability to let go.
Divination - Faerie - The second closest of the realms, it is nonetheless not easy to reach, with only a handful of spots across the known word being aligned with its magics making passable readily possible. It is a realm of mysticism and incredible creatures, where unimaginable beings are born from pure thought and magic.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
MATERIALS AND MODIFIERS
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. Effects that alter the modifiers of items without changing their actual material do not change number of enchantments it can hold. Durability - To be honest, this almost never comes up. However - in the event that object destruction is being attempted / seems reasonable and the result is difficult to determine, it has been decided that the higher the modifier of your weapon is versus the armor or weapon of your opponent, the greater chance you have to damage them. We've found players/WMs generally want this specific effect to be a dice roll (unlike bodily damage it's often difficult to guesstimate what feels right), so the standard is 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.
MATERIALS AND MAGIC
Many metals possess a property that, through prolonged direct exposure, interferes and withers a person's ability to sense and draw on magics, leaving them incapable of fueling spells level 8 and higher. Precious metals (gold, silver, etc) do not cause this effect, but most ferrous metals (iron, steel) and other high-modifier metals do. Although safe and unsafe metals tend towards different electromagnetic properties, it is not a 100% overlap. This interference is the reason for the mage's ban on high-modifier metal weaponry and armor. If a nonmage somehow gains access to a level 8 or higher spell, it is suggested they follow by the same restriction lest they eventually the lose the ability to cast it.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
In the EW, we try to get away from numerical stat. But we have decided that strength is needed to delineated for reference and ease of spell use.
To that end we have defined ten Strength Levels. Any spells that reference or modify strength do so along the lines of these levels. Races all also have an average strength level. These also serve as the limits of strength. Anything above the highest is not feasible save for rare NPC threats. Anything below the lowest isn't numerically consequential.
Any numbers below are in Lbs.
Strength Level: Feeble
Numbers: Punch: 100, Bench: 20, Deadlift: 75
Examples: , iift a human child.
Strength Level: Weak
Numbers: Punch: 175, Bench: 55, Deadlift: 150
Examples: bench a sack of rice,
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Quests, which is just the general term for any organized group adventure with rewards, are most often run by World Moderators but can be run by anyone.
If a non-WM player wishes to run a Quest, they must send all the details of what they have planned for the Quest to a World Moderator for approval. This is to ensure players don't establish facts about the world that conflict with what has been established or what is being planned and don't ultimately clash with the flavor we want for this world. Similarly all loot must be run by World Moderators prior to posting as well.
Announcements of new Quests can most often be found in city papers (you can submit yours to a WM to be included) or the official "Papers Around the Streets" bulletin board thread. A meeting place should be given, usually an established public location, where people can post arriving. Once enough people have shown up, a new thread will usually be started for the quest.
For Quest looting conventions, see the Loot section of the guide.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
World Moderator - Volraths Bane 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 Vroed, 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
World Moderator - Volraths Bane 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
Dark Elves
World Moderator - Senori Appearance - Extremely humanoid, distinguished only by their pointed ears and trademark milk-white skin with jet colored hair. Naming Conventions - Dark Elf names have three parts. The first two function as a given name and surname respectively, usually deriving from Irish Gaelic. The last part is Drow'[xxx]. The first half, Drow, indicates their being a dark elf, while the second half denotes the village they derive from. Home - The majority of dark elves come from the Greevan Forest, born and living in the underground villages that compose The Dark, although some have abandoned the elven societies in favor of fair living in other cities. Racial Identity - Legend has it that dark elves were once indentured servants to the elves above the ground, but this arrangement, if it ever existed, has long since fallen out of practice. Still, they are often viewed as a lesser people, deserving of either mockery or pity, depending on a person's point of view. Though a few dark elves have emerged into the world of the other races, most remain in their extremely secretive villages, practicing their ancient traditions without outside intrusion.
Demons
World Moderator - Quo
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 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
World Moderator - Quo Appearance - Humanoid in size and shape, Dryads are the embodiment of nature. Magnificently attractive creatures, they tend to be naturally robust and athletic. Males gravitate towards being athletes while females are incredible dancers and singers. Complexions untouched by age or wear, their skin tones are infused with color like a sunset evening, all warm colors of coral, pink, purple, russet or browns. Hair that is animate, long and flowing it can be any shade of green imaginable. Sharp faces, with long angular features, pointed ears, and eyes that glow with a faint incandescent light. Males are stronger with squarer features, they tend to grow crowns of stag like antlers that can be any shade of white, black, or brown, they are very wood-like. Females are softer and winsome, with heart shaped faces. Naming Conventions - Dryad given names are derived from the time and season of their birth, which will have an impact on their nature. They may be split with an apostrophe, for example like Ny'aev, which means Dreamless One. Spelling and pronunciation are typically modern fantasy elvish sounding in nature, with Irish, Gaelic, Welsh and even Middle English spellings as a real world guide or analog. Surnames aren't typical of pure-blood Dryads, unless they are male adventurers who have left the conclave or half-bloods; they tend to take on nature sounding surnames that are similar to their inclinations, or ones they have inherited like Ironbough, Moonglow, Steeleaf, Stormcrow, or Scarwood. Home - The ancient home of the dryads is the Sekoran Forest, of which their common name is drawn. They originate from the very center of the forest, in a glade of Syl'orin trees known as the Heartwood. No traveler ever makes their way to this glade the same way twice, nor can they remember the path they took in getting there. Whilst it is always at the heart of the Sekoran, it is magically protected. Racial Identity - Dryads are watchers and protectors, they hold sovereignty and guardianship over the Sekoran woods and rarely venture outside of it. Their elders, known as Keepers, physical bodies slumber as in a dream whilst they keep watch over the forest from a glade deep within its center in a ring of trees called the Heartwood. Their will and consciousness effused with the pulse of life and energy that inhabits the soil and trees there empower them through their vigil, allowing them a sentient bond with the natural ecosystem. A Matriarchy and mostly sororal conclave of sisterhood, male Dryads are stag-like, rarer but much beloved by their many sisters and families. They tend to be beset by wanderlust at a young age, oft times becoming adventuresome free spirits who seek what the outside has to offer before settling into their rolls as elders. Young females are nymphs, bewitching songstresses whose pure voices are beacons to the woodland creatures; said to linger on the air and in the billowing language of the trees long after their songs have stopped. History - Little is actually known about Dryadic origins. Their presence has been known from the beginning of the migration and settlement of the East. Gossip, rumors, and hearsay are almost as old, talks of the haunted wood, and 'witches' have become local legend. It is all unconfirmed however, most of the actual known facts come from the relationships male Dryads have formed on their many wanderings, a few *ahem* amorous liaisons leading to a few half-blooded offspring. Average Racial Strength - Below Average to Average Racial Bonuses - Incredibly long-lived, immune to illness and disease. Possess a personal Charisma or Intimidation effect based on personality/appearance. Can be natural Tap Roots.
Dwarves
World Moderator - Volraths Bane 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.
Elves
World Moderator - Senori Appearance - Elves are very humanoid in appearance, their pointy ears their only distinguishing features. Their skin color ranges from mildly tan to a fair white. Hair color is typically the darker colors of autumn, such as brown, dark gold, burgundy, chestnut, and less frequently dark shades of green, blonde, black and red. Blonde and black are especially uncommon, the former regarded as extremely beautiful and the latter as a sign of bad luck. Naming Conventions - Elven names vary by class. Highborn elves will commonly hold more traditional naming conventions, hailing from Irish Gaelic name structures, whereas low-born elves can vary from similar names to the more common fantasy name styling. Irish Gaelic is used as the EW elven language, and an online translator can be found here. Home - Elves are one of the natural inhabitants of the Woodland Vale (the elven title for the lands between the Alogean, Lutharin, and Scionic mountains). Greevan is the largest elven city, although there are various smaller elven villages spread throughout the forests. Racial Identity - The elves are an ancient and knowing people, and this is something they do not often forget. Many upper class elves see themselves as the proper inhabitants of the Eastern World, and look down upon the other races. It is no surprise that others often regard them as arrogant and conceited. Elves of common birth are less prissy and particular about their people's history, and think of themselves as no different than other people of Bakara.
Elves possess a characteristic curiosity towards magic and mystery, and are often drawn towards the arcane arts. Although they possess no natural affinity for spellcasting, they are considered capable mages and thaumaturges. History - Elvish history is well documented in prose and poetry, and volumes of their past can be found in libraries across the eastern world. Their history is rich with magical upheavals, racial wars and confrontations, and rebellions. For specific events, see Historical Summations - Elven Records and Legacies in the Historical Events post. Average Racial Strength - Average.
Fey
World Moderator - Quo Appearance - Naming Conventions - Home - Racial Identity - Hierarchy - Racial Bonuses -
Garr
World Moderator - Volraths Bane 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
World Moderator - Supermouse 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
World Moderator - Volraths Bane 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
Kindir
World Moderator - DarkAbyssKeeper Appearance - Kindir can be considered elves in the same way nadrask and ogofta can be considered human; it may be true from a certain perspective but saying it out loud could get you punched. Kindir are nonetheless similar to their ancient woods dwelling cousins, though perhaps stockier and more toned due to living in mountains and valleys rather than woods. Their pointed ears curve back and down rather than stretching upward, making it easy to distinguish them from elves on sight. The hair colour of kindir tends to favour the darker shades of brown, black, and red with fairer colouring being considered uncommon and sometimes unsightly. Naming Conventions - Kindir given names are either gutteral or germanic in nature, while their second names are a matter of pride or shame. Kindir are granted or take for themselves names that reflect their nature in some way, usually tied to the natural creatures they hold dear (snakes, cats, rams, bears). In the lowlands the most common of these names is Faen which can mean either 'dishonored', 'outcast' or 'traitor' depending on who you ask. Home - Kindir live in numerous tribes scattered throughout the alogean mountains, their valleys and foothills. The largest congregation of kindir living together is the guild city, Ash. Though not a kindir city, Ash is centered around a number of important kindirin locations and is strongly influenced by the elders of several tribes. Racial Identity - Kindir society is strongly rooted in traditions of shamanism, natural reverence and respect for those who have earned it. Kindir live with a strong sense of duality. Nature must be respected but also challenged. Elders must be respected, but also surpassed. Kindir value a strong sense of community, but honour is earned with one's own hands. The tradition of taking a name seems to be different for every kindir, but many claim to have won their names in their first real combat or completed some feat or other to earn it. Average Racial Strength - Strong
Nadrasks
World Moderator - Volraths Bane 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. Recently the Nadrasks have established a second island stronghold in Greevan on a small island in Lake Hilara called Drile. 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
World Moderator - Volraths Bane 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
Ogofta
World Moderator - Volraths Bane Appearance - The Ogofta are a human tribe. They have naturally tanned skin and the vast majority are very large, rivaling Garr in size, maybe 10% are of average human size. Their hair runs towards black, though red, brown and white are not uncommon exceptions, and usually worn long. Their eyes are usually black, orange or gold. Besides their size their most notable trait is the tattoos they all bare. Each Ogofta has multiple and/or expansive tattoos depicting their totem animal (See Racial Identity) Naming Conventions - Ogofta given names have no single language derivative, though caribbean or pacific islander are good starting points. Surnames are simply their totem animal, such as "Weilon the Crocodile". Picture their speaking style as being similar to jamaican. Home - The Ogofta homeland is a remote island in the southern reaches of the Eastern Sea are still somewhat of a rarity on the mainland. Racial Identity - The defining characteristic of the Ogofta are their connection to their totem animals. Each Ogofta is given one at bird by the tribal elders, who divine the child's spirit animal. They are then taken into the wild of their island (or a surrounding isle if needed) to find one of these animals for the child to become "brethren" with. This animal will stay with them for the rest of their lives, sharing a profound bond with the Ogofta. (the animals lifespan extended by their bond if needed.).
Tribes are divided by these totem animals, with men joining their wive's tribe upon coupling (their society is matriarchal). Upon coming of age Ogofta leave their parents tribe and join their totem tribe.
Those Ogofta who are not of exceptional size always have diminutive totem animal. Average Racial Strength - Strong to Very Strong. Playing As Ogofta - Most though not all Ogofta should be of exceptional size and be at least strong. All must have their brethren totem animal as a pet. This will eat up alot of your starting character's power.
This pet can be one of the LSS Pets but does not have to be, in fact those should be rare cases rather than the norm. You can have any actual animal as your totem animal (if not LSS must exist in real world) but if you choose a naturally enormous pet, you will get a pygmy version of it. Nothing much larger than say a springer spaniel. (This is null and void if it is an LSS pet.)
These totem animals are very smart, but not human level. You can communicate with them, but its more of a general sense of meaning then understanding actual speech and they understand your words with equal generality.
Saaur
World Moderator - Volraths Bane Appearance - The Saaur are a lizard-like race that comes into two types. But both have the following in common. The are short, very rarely above 5' tall, with a hunched posture. Their legs are slightly shorter than human proportion and their arms lightly longer. Neither digits and long and usually clawed. They have no hair and scaley skin, with head resembling an iguana more than any other lizard, including the spines. The Kumul saaur have scales of ta, brown and gold shades, with a leaner build, narrower head, and larger webbed feet. The Yesil saaur have scales in various shades of green, yellow and, rarely, crimson. They are thicker set with more powerful arms and larger hands.
Naming Conventions - Surnames depict the the island or settlement they originate from, such as Kurr, Redshot, Greatdune or Lostpool. Turkish is used in the EW for the Saauri language, so most Saaur given names should be based off that. Home - The bisected saaur race, predictably call two very different areas home. The Kumul Saaur reside in the northeastern region of the Southern Wastes, living in small nomadic towns that move from oasis to oasis and trade with the garr and jakari. The Yesil inhabit a handful of tropical islands in the eatern sea, most notably My'Kurr, and establish more permanent settlements either in the trees or among other races' villages. Why the saaur came to live in two such disparate regions is unknown. Racial Identity - The saaur are a race of sly survivors. They are the ultimate scavengers and adapters, be it in the forest or the desert. They ofteen seek out contact with other races for trade and in hopes of adapting what they can from other cultures to help them survive. It is generally accept that, when the saaur are truly committed to it, they can always be depended on to get the job done. They also have a reputation as thieves, users, manipulators, or sycophants, treating others as means to an end. This may be true for many, but not all of course. Average Racial Strength - Average
Shavir
World Moderator - Volraths Bane Appearance - Massive mostly erect humanoids, standing on average 10' to 12' tall, with scaled skin in shades of gold, orange and red. Hugely muscular builds, with three fingers or toes on each hand or foot, each tipped with long, curved ebon claws. Their faces are apelike, with enormous lower jaws, reptilian noses and steeply sloping brows. Long, barbed black hair covers their small craniums and runs down their spines.
Naming Conventions - Barely sentient, those with names are mostly gutteral grunted words. Home - The Southern Lutharin Mountains/Northernmost Southern Wastes. Racial Identity - Savage predators, the Shavir are mostly just barely sentient, with only maybe 5% of them actually capable of communicating verbally with other races. They appear to be lone hunters, rarely seen in packs or tribes. Average Racial Strength - Prodigious
Vampires
OVERVIEW History - It is said that centuries ago, the first vampires were a nomadic tribe that wandered the western lands in search of the peak to their potential, both physical, mental and spiritual. One day they encountered an entity called "The Eternal Spirit," which granted them great power and immortality in exchange for following "The Path of the Spirit" which was laid forth for them. These first vampires, the Scions, established a massive stronghold deep in the mountains that would come to bare their name. Villages sprung up around it, people with farms, craftsmen, and willing blood donors who sought their protection against their more savage neighbors. Sylvan is believed to have been one of the first of these, though that is only speculation by non-Sylvanites. Little is known beyond this until Sylvan, along with its multitude and variety of vampires, suddenly appeared near the outhern Forest not long ago. Bloodthirst - What marks a vampire is of course the bloodletting. The main reason for it is nourishment. The innate spirit magics which fill the vampires’ bodies down to the smallest level come at a price; their powers leech the life force from them at an accelerated rate, and the only way they can revitalize themselves and their powers is the ingestion of others’ blood. When a Vampire doesn't get enough blood, its body feeds off itself, and they become weak, skeletal and eventually insane. This rarely happens, however, as before they reach this point they automatically slip into a feral state called "Bloodlust," feeding off of anything they can; their own thoughts and consciousness wiped away in a red fog. Siring - There is also another reason for the drinking of blood. Some vampires feed to take part in "The Kiss of Souls," the blood ritual used by vampires to propagate their kind most often. It is the opening of the major vein and the sucking of the resulting blood by both parties. It is said that the power of the Eternal Spirit is in the blood. Some wish for this, to taste the power of the vampire. Others have it thrust upon them.
THE THREE TYPES OF VAMPIRES Scion - Also known as "Purebloods," The Scions are the rarest of vampires, those whose power comes directly from the Eternal Spirit. These are those original members of the nomadic tribe who have survived all these centuries, and their direct offspring. Unlike the other types of vampires, the Scions are not really sterile, but a child among them is a rare thing. The Scions do not prey on innocents; they either feed on each other to revitalize their blood or on a group of thralls who volunteer a small amount of their blood in exchange for the protection and aid of the Vampires. They look completely human save for eyes that tend to glow red after drinking and a slight elongation of the canines. They are the strongest of all the Vampires, incredibly strong and fast and durable. Sunlight weakens them but does not kill. Silver hurts them but crosses and stakes through the heart do not. The only way to kill a Scion is decapitation. Their strength level is Superhuman and they rapidly heal from any injury. Their will is so great it can influence and sometime control weaker minds. Bloodborn - These are the Vampires who have been given the Kiss of Souls, or "sired" by the Scions. They are a more diluted form of the vampire, and the Scions are very selective about who they turn. They are a bit easier to pick out than Scions, as their skin tends to be pale, their eyes usually a shade of red, and their nails and canines elongated. They are weaker than Scions, though their leaping abilities and sense of smell are more pronounced. Sunlight tends to cause burns on them, as does silver. Garlic makes them ill. Burning from these or fire, as well as decapitation, kills them. Their average strength level is Very Strong and they do heal slightly faster than humans, but nowhere near as quickly as Scions. They lack the Scions mental control abilities. Phage - The Phage are those turned by Bloodborn, which is strictly forbidden by the Scions, or other Phage. The feeling of power that comes with siring is too strong for some, leading to this plague. The power of the Eternal Spirit moves on, but the purity is diluted. The power overwhelms the Phage and their bloodlust overtakes them, turning them into heartless predators. This also causes their weaknesses to become more prominent. Stakes through the heart kill; sunlight, silver and crosses all burn even worse. Their bodies are so ravaged by the power that upon death they immediately turn to dust. They can’t go out in daylight, they are as white as ghosts, they possess long fangs and claws, and they tend to develop bumpy facial deformities around the brow. They are the fastest and most agile of the vampires and tend to have bursts of bloodlust driven frenzy. They can act intelligently with forethought, but this largely depends on the person before the change. Unfortunately, the Phage are the most common type of vampire, those whom most of the old rumors and stories are about. Some phage have been known to exhibit the ability to daze others through force of will, a rare castoff of the Scion's mental control.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
CARVING
Those with this skill can make high quality products from wood and other carvable materials. Handy to craft wooded weapons, armor, parts or sculptures. Certain rare materials gain abilities when carved.
GUNSMITHING
Those with this skill can handle the repair, cleaning and maintenance of machinist firearms and artillery and the installation of augments on them. This training is available to everyone at the Machinists Guild for a price and is given free to Guild Members.
SMITHING
Those with this skill can forge metals and other forgable materials into functional weapons, armor, parts or sculptures. Require use of hammer, heating medium and cooling medium.
TAILORING
Those with this skill are able to turn leathers, fabrics and cloth into items of apparel. Handy for repairing and manufacturing. Certain rare materials have magical abilities when tailored by those with sufficient skill.
TINKERING
This is the base skill of Machinists. Those with it can personally handle the upkeep, maintenance and repair of any machinist devices as well as the installation of any augments, however they cannot build their own devices. They also have enough understanding of machining to know how to interfere with their workings. This training is available to everyone at the Machinists Guild for a price and is given free to Guild Members.
LEVELED / DIFFERENTIATED SKILLS
ENCHANTING
This is the skill of bonding magics to an object so that these magics are self sustaining and anchored. There are four schools of enchanting. Each school has four levels. Level determines you what type of enchantments you can safely perform.
The number of enchantments that can be put onto any given mundane object is equal to the modifier of the material it is primarily made of. This only applies to enchantments put on it by enchanters after its introduction, not abilities innate to the object. Unless specifically stated, alterations to an item's material modifier do not increase the number of enchantments that can be placed on it.
Enchanting Training, for a cost, is a publicly available service at any Mages location but not a society benefit. Training teaches the exact and precise means by which you enchant as well as the the common incantations used. All people who train get one free bag of Arcane Powder, one uses worth.
The Four Schools of Enchanting Bonding - Enchantments requiring the physical bonding of an object with magical attributes to an object.
Binding - Enchantments requiring the the binding of of the metaphysical, such as a spirit or one's lifeforce, to an object.
Entwining - Enchantments requiring the entwining of raw magics, usually in an inert form to be triggered later, about an object.
Infusing - Enchantments require the infusion of a part of living being into an object so that it reacts to their thought or touch.
For Common Enchantments and their Processes, see Appendix B
ALCHEMY
Alchemy is the art of taking the things around you and turning them into more than the sum of their parts. Alchemists come in many flavours. Some are nature loving apothecaries who use plants and herbs to create healing bandages and clarifying teas. Some are mad potioners, throwing volatile reagents together in hopes of creating powerful explosions. Some restrict themselves solely to the art of improving what's in their smoking pipe. Regardless of their inclinations they all start with the same basic principles and move on from there.
Alchemy training is available as a public service from both the mages and sentinels, who offer the training for different reasons. Training in each successive level, of which there are four, costs 100 gold. Mages and Sentinels each get training in the first level for free as a perk of their respective societies.
Lvl 1 - Student - Student alchemists learn the very basic essentials of what elements in the world combine with and oppose each other, and how to use those to proper effect. They gain access to an alchemists tool kit, which contains all manner of tools for collecting and manipulating reagents and catalysts in addition to the all important alchemist's almanac. Lvl 2 - Searcher - Searching alchemists start to push the boundaries of what the almanac and other found recipes tell them is possible. They may add an additional ingredient to any recipes they know without the risk of destabilising the mixture, enhancing or altering their effects. Lvl 3 - Pilgrim - Pilgrim alchemists are pushing forward towards a greater understanding. They may not only add up to two ingredients to a recipe, they may take an existing ingredient away if they so choose. Their understanding of alchemical processes means they will receive some level of warning about the results of a modification before committing to crafting them. Lvl 4 - Pioneer - Pioneer alchemists are among the boldest of those who tinker with the fruits of man and nature. Through trial and error, pioneers are able to create recipes of their own, completely from scratch.
Alchemist's Almanac - The alchemist's almanac is held close to the heart of all budding alchemists, be they herbalists, potioners or poisoners. It contains the ten basic recipes from which most alchemists base their derivations in addition to the details of the probable reactions of the parts of most flora and fauna in Bakara.
Paradise Bandages
A solution of healing and protective agents, soaked into a simple bandage and applied directly to the wounded area. The bandage will help numb the pain of the injury and accelerate the healing such that all but the most grievous wounds will heal within a few days, given rest and proper splinting. Ingredients: 6 Foot of Cotton Strips, 6 Paradise Seeds, 1 King's Cane Reed, 1 Vial of Silver Dust.
Produces: A Dozen Bandages. (If washing and reusing strips.)
Alchemist's Cocktail
Equal parts liquid courage and powerful anesthetic, alchemist's cocktail finds its uses from the battlefield to the barroom. Alchemist's cocktail blocks out all sensation of pain, fear and doubt from the drinker for the entire encounter after or during which it is consumed. It also makes the drinker quicker to anger and more prideful, however. Ingredients: 2 Ounces of Wormwood, Half-Bottle of Garrish Whiskey, 4 Fronds of Stonebleeder Cactus.
Produces: 4-8 Drinks (Depending on still time. One to three days.)
Enlightening Brew
A delicate floral mixture that should be steeped slowly and filtered while pouring, drunk black with at most a drop of honey. Enlightening brew provides a sense of calm and focus that follows the drinker with them on their next task. No matter the type of task, the drinker will receive some sort of intuitive insight to aid them. (WM must give you a hint about something during the task.) Ingredients: 1 Lotus Blossom, 1 Faerbloom, 1 Pinch of Evermoss
Produces: 5 Teas
Flight Weed
A variant of the same weed smoke for its narcotic properties, flight weed is treated with the juice of the stillnight fruit and the nectar of lotus blossoms before being rolled into a cigarette. While actively being smoked flight weed renders any attempts to affect the mind of the smoker useless, while it amplifies the effects of emotional manipulation. Ingredients: 1 Wandering Weed, 1 Stillnight Fruit, 1 Lotus Blossom
Produces: 10 Smokes
Persevering Salts
A small glass vial containing a heavily distilled mixture of ingredients with a smell potent enough to rouse the unconscious. Each vial contains three uses and not only brings the target round to consciousness but also provides a rush of adrenalin necessary to temporarily move despite any injuries they might have. Ingredients: 1 Isim Berry, 1 Paradise Seed, 1 Pinch of Evermoss, 1 Handful of Crushed Mustard Seeds, 1 Glass Vial.
Produces: One Vial; Three Uses
Allmen's Bane
Developed originally by the aptly named Joseph Allmen, All Men's Bane is the prototypical alchemical poison. It has been experimented and tinkered with more than any other recipe in the almanac. Allmen's Bane causes nausea and dizziness when consumed or fever and inflammation when introduced to the bloodstream. Ingredients: 1 Vial of Scorpion Venom, 2 Drowned Man Weeds, 3 Ounces of Wormwood, 1 Glass Vial.
Produces: Four Doses
Molotov Burst
Molotov Bursts are tightly corked and then sealed with wax to ensure no air enters inadvertently. Once the seal on a molotov is broken the air starts a chain reaction that causes the glass or crystal container to all but explode, releasing a burst of fire, force and shattered glass. Can cause cuts and burns on direct impact and has been known to break through wooden doors. Ingredients: 1 Hand of Glory Chunk, 1 Vial Forge Water, Quenched Embers, 1 Knot of Goliath Root, A Drop of Alcohol, 8 Glass Vials
Produces: Eight Bombs
Instant Rust
A powerful corrosive agent that works especially well against mechanical devices and ropes. Soaks into the area applied and reduces the structural integrity significantly. Commonly applied to locks to allow for violent intrusion without breaking through two inches of solid oak. Ingredients: 1 Vial Scorpion Venom, 1 Vial Forge Water, 1 Vial Corpse Bed, 10 Glass Vials
Produces: 10 Vials
Bottled Smoke
A small glass vial which can be poured onto a surface or violently broken to produce its effects. A cloud of obscuring smoke is created in order to obscure or distract from the alchemist's movements. Ingredients: Half-Bottle Garrish Whiskey, 1 Giant Chameleon Scales, 1 Piece of Redshot Coral, 1 Vial of Volcanic Ash, 7 Glass Vials
Produces: Seven Vials
Enchanter's Flame
A thick oil which can be applied to an item and remains in place until washed off or dislodged by an encounter's worth of activity. When ignited, the oil burns like a ruby imbue and refreshes the magics present in the coated item, adding an extra use to a per encounter ability at random. Ingredients: 1 Leycap Mushroom, 1 Dragon Lotus Flower, 1 Vial of Pyre Ash
Produces: Four Coats
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
OVERVIEW
> You can normally 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 without mentioning maintaining, it does not have to be/cannot be maintained.
> Spells marked as Summoning Spells do not have to be maintained, but the number of them you can have active is limited 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.
> Nonmages are only permitted to learn and cast Level 1 - 7 spells. Higher spells are restricted only for mages.
> Many metals possess a property that, through prolonged direct exposure, interferes and withers a person's ability to sense and draw on magics, leaving them incapable of fueling spells level 8 and higher. Precious metals (gold, silver, etc) do not cause this effect, but most ferrous metals (iron, steel) and other high-modifier metals do. Although safe and unsafe metals tend towards different electromagnetic properties, it is not a 100% overlap.
Light
LEVEL 1 Lantern - Create a floating ball of light before yourself or another that moves with the target, glowing 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 - Filter the light emanating from an object in order to change the overall coloration of the item to the eyes. Gleam - 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. Window - Solidify the light where you point, creating a thin, brittle, pane of floating glass the size of yourself at any angle. It is too fragile to bear any weight. Lasts for 3 posts or until shattered. LEVEL 3 Corona Grasp - Focus the light around your hands into a blazing, burning aura. Reflect – Summon an intangible mirror, up to 3’ in diameter, anywhere in sight at any angle. Besides serving as a perfect mirror, the summon is capable of reflecting your own light-based projectile attacks (it disperses when struck by those of other casters). Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you. Paint – Create a two dimensional image on a surface, no more than 4 square feet in area. Incredibly complex images are unlikely to be very convincing. Can go over small cracks and the like. 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. Sunbeam - Release an intense beam of sunlight from your hand. Will cause a painful sunburn on exposed skin. Range is approximately 30'. Dawdle – Passive. You may, upon casting, choose to slow down light created by your spells to any speed, although effects that are not maintained (Like beams) speed up again after a single post. 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 - Create in 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, shortly after which it disperses in a mild flash. 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 - Connect two glass, mostly clear crystal, and/or highly reflective solid surfaces, causing non-magical light and your own created light/energy projectiles that pass through one to emerge from the other. 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. The intangible light can cause third degree burns. 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 - Temporarily 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 - Create 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 - Plunge a poorly lit area (up to 10' in diameter) you can sense further into the darkness, causing it to be partially phased out of existence and made larger within than without; this doubles the dimensions of any unattended, stationary objects as well as chilling and thinning the air. LEVEL 5 Summon Dark Aspect - Summon a dozen bats with wings of shadow. These bats can use shadows as portals and travel between them. Abyssal Blast - Create in 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. Conflagrate - 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 up to a gallon's worth of water, making it cold or solid. Solid ice created farther away than a yard from your person is incredibly fragile and breaks easily. Limited to sight. 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 a gallon's worth of water, max just below boiling or no change if hotter. Water farther away than a yard from your body at time of heating is maximum uncomfortably hot or no change instead. Limited to sight. 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. Hydrosense - Bodies of water or dense fog within 100 feet of you become an extension of yourself; you feel movement on and through the water/fog as it if it were your own body. D. Thermostat - Passive. You can control the initial temperature of the water formed/created by your spells, making it very cold or scalding hot. LEVEL 7 A. Flood - Passive. Your water spells that specifically effect gallon(s) or cup(s) of liquid can effect twice as much liquid as before. B. Icy Patch - Cause a patch of ice, slightly wider than you are and 20ft long, to spread out from where one of your feet touch a surface. The ice's spread follows a path of your choosing and can steeply curve upwards/downwards to a max height of 2'. Having only part of it curve is possible as well. 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. Water formed/created or controlled by your magic can soak through and into things with increased ease. Even completely desiccated materials can be rapidly over-saturated. LEVEL 8 A. Acerbize - Lower the pH of up to a gallon of water to make it more acidic. It now burns organic material and eats at the inorganic. Limited to sight. Water farther than a yard from your body at time of casting is merely uncomfortable. 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. Viscosity - Passive. You may choose to have water formed/created by your spells be more or less viscous than normal, making it incredibly slippery or thick like honey. LEVEL 9 A. Alchemize - Transform any water you are controlling 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
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 - Create an illusionary 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. Feedback - Amplify anything that crosses a targets mind during their next post, be it an emotion or impulse, causing them to loose control of it. If the target would use a mind magic attack that post, it will backfire on them. Use only once every 5 posts. 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. Lasts until end of encounter. 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. Lasts until end of encounter. 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. Lasts until end of encounter. 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 with a glowing rune visible only to you. You may passively sense the whereabouts of up to two marked individuals without maintaining this spell. 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 Hado - 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 - You can perceive the auras of those in distress, which shine so brightly they light 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. You may have your projectile spells be drawn towards either of your Marked individuals. LEVEL 5 Pacify - Lull a target into a deep deep calm. Effect will be broken by acts of aggression against the target. Hado-Ken - 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
WILDLIFE
Below are a list of some of the creatures native to Bakara. Most real world species do exist in the EW, but those are not listed.
Bilgewater Eels - A species of large black eels that infest the waters off the Elexian coast and often cause problems in docks. They vary greatly in side, from 1’ to 10’ long, though even larger specimens have been discovered.
Browler - A badger sized mammal with long fine soft hair, a golden eyes, wedge shaped head, and wide spade-like claws. Born burrowers and diggers, peaceful, very smart and loyal, like shiny thing.
Cinderhawk - A beautiful raptor from somewhere beyond the Scion Mountains, the Cinderhawk is a golden white, eagle-like bird with glowing red pinions and an upturned crest of feathers at the back of its head. A mystical creature and cousin to the Firebird, Cinderhawk have been known to emit explosive energies when provoked.
Coatl - A winged venomous serpent from the caves of the Oscaran regions of the Alogean Mountains.
Feepara - A colorful island bird with the power of speech but little to no battle prowess, very intelligent
Galoth - A monstrous mammoth-like creature from the Northern Tundra. These beasts have reddish fur that is resistant to spells 4 and below, and long tusks that chill and freeze. They stand about 10' tall, weighing nearly 9 tons.
Giant Gila - The most dangerous creature in the Alogeans. A large, wolf-like lizard, the Gila is noted by blood-red scales, powerful legs ending in sharp talons, a long, lupine head, and a short crest running along the creature’s back. A vicious, unruly hunter, the Gila prefers to soften its prey by spraying it with a burning liquid produced deep in its gullet, then devour it alive. To be clothed in Gila Scales means to wear your power on your sleeves in order to give opponents fair warning
Gorions - Crystal eating beetles from the Alogean Mountains,usually the size of a deck of cards, their diet of Alogean crystals having granted them elemental attributes.
Diamond - When threatened, can become transparent. Onyx - Can meld into darkness and shadows. Ruby - Can Fly. Spits small fireballs. Sapphire - Great jumper. Can encase self in protective ice armor. Leaves mist trail behind it. Garnet - Extremely hard, carapace generates stony spikes when threatened. Topaz - Can fly. Have forked horns that generate electrical arcs and small blasts from between them. Amethyst - Can Fly. Passively generate illusionary copies of themselves. Bloodstone - When threatened will temporarily grow to size of fox. Emerald - Can Glide. Has poisonous bite.. Tigereye - Can Fly. Able to mimic attribute and parts from other insects and arachnids. Agate - Can Fly. Immune to magics. Jasper - Can phase in and out of spirit realm.
Harpy - 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.
Hippogriff - An extremely rare creature with the body of a white stallion and the head, talons, and wings of an eagle.
Horlins - a 7’ long fish with a three horned head and crested neck that inhabits the stairs and seas south of it. Its scales are a dazzling blue and hold heat very well, allowing them to move freely through the arctic cold at the depth of The Stairs, thought they usually keep to the upper waters for hunting.
Ironrock Spider - A large arachnid that dwells in the Lutharin mountain range, a dangerous predator that keeps those who dwell there on their toes. Ranging in size from small dog to large horse, the spider spins web of a strange course silk, a material almost as strong as the shell that covers it. Ironrock Spiders, though known to occasionally supplement their diet with the stony flesh of the Garr, live primarily on the ore of magical crystals. Due to this, older Ironrocks have been known to possess odd mutations.
Manjor - A huge creature, covered in hard, sharp scales. It has a elongated mouth, filled with rows and rows of razor sharp teeth. The Manjor’s neck is jointed, allowing it to rotate it’s head up to ninety degrees. The creature’s fins end in a pair of claw-like bone-spurs, as does its tail. Live out beyond the mapped coast and islands in the farthest depths of the Eastern Sea,
Nynx - An extremely intelligent and stealthy black cat from the Chakosan forest. Has an extremely long prehensile tail.
Primoc - A small but vicious carnivorous fish from the northern coast. Only 5 inches long but with many razor sharp teeth and a distinctive red marking below the eyes.
Ravix - A large boxy blackbird, very strong and but ungraceful, tight feathers suitable for diving and swimming as their main source of food is fish. Their feathers have negative/hurtful effects in potions and enchanting.
Torsyr - 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.
Underwurm - Never a welcome sight among the villages of the Lutharins, it is a 12-foot long serpent creature with glassy black eyes, two large tusks beside a mouth filled with molar-like teeth for grinding, and a thick hide that is lined with razor-sharp spines growing up to a foot in length around its head. While not capable of an emotion like malice, Underwurms are perfect omnivores who will eat anything that moves and most of what doesn’t.
Warg - A huge wolf-like creature characterized by a large head, shaggy fur, and a pronounced hump on its back. It is because of these creatures, with their stealthy movements and extremely well-coordinated pack tactics, that the Sekoras were once thought to be haunted. Sekoran Forests
Windreaver - A rare and feared predator 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.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
World Moderators are the members of this forum who are in charge of content creation, rules making, and general oversight.
Each moderator has some certain areas or groups that are under their creative control specifically. Duties such as character approval and customized LSS and Spell effects are shared between all moderators.
Here are the current World Moderators, their jurisdictions and a few other pieces of information.
Volraths Bane - the Modfather
The original founder of Epic World, the majority of the unique elements of Epic World have their genesis in his mind. Currently tied up. Jurisdiction: Epicrin and surrounding areas. Guilds and Societies: Peacekeeper's Guild, Bards Guild and Cleric's Society Races: All those not specifically controlled by other WMs. Contact: Ritual Sacrifice
DarkAbysskeeper - Omnipresent
DAK is a veteran and former mod of the old Epic World. He is able to post at least once each day but has the unfortunate disadvantage of living in the United Kingdom, placing him in a different time zone to most epic world players and moderators. Jurisdiction: Elexia and surrounding areas. Guilds and Societies: Thieves' Guild and Warrior's Brotherhood Races: Atarins Contact: Private Messaging or AIM (DarkAbyssKeeper7)
Trabant - Trab
A rising star of content-generating goodness, Trabant enjoys difficult fights and moonlit walks on the beach. Jurisdiction: Ash and the surrounding areas, the Harrowing pits. Guilds and Societies: None Races: None Contact: Private Messaging or AIM
Senori - Sen
Sen is another long time player and veteran, and altogether gentleman. Jurisdiction: Greevan and surrounding areas. Guilds and Societies: Mages Society Races: Elves Contact: Moon-letters
Magikeeper - MK
A longtime player and veteran, although the phenomenal cosmic WM powers are new. Jurisdiction: Floater Guilds and Societies: None Races: None Contact: Private Messaging or AIM
Supermouse - Maus, enjoys trolling kittens and/or Cats of a certain age. Sucker for gourmet cheeses.
A big, tiny, anthropomorphic half-mouse half-rat son of scoundrel and a rogue. Jurisdiction: Floater Guilds and Societies: Machinists' Guild Races: Greel Contact: The Rite of AshkEnte
WMs that are currently indisposed, tied up, or otherwise offline for an extended period of time.
KingGato - the Tamerlane, O.G.
One of the Originals.
Jurisdiction: Ash and surrounding areas, The King of Adventure.
Guilds and Societies: Sentinels Society
Races: Kindir, Ogofta
Contact: At your own peril.
Quo - Loregeek
Quo is also a veteran player of the old Epic World. A lore obsessed geek, he is a US West Coast player who is on at all hours day or night (it's random), he might secretly be an old world vampire; definitely an insomniac. He can usually post at least once a day.
Jurisdiction: Sylvan and surrounding areas.
Guilds and Societies: Initiate Society
Races: Vampires, Dryads, and Fey
Contact: Via AIM - Quorin or feel free to PM within reason. Also, butter him up with Poetry.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
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, former 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.
ANCIENT ELVISH GODS
The gods and goddesses worshipped by the elves of the southern forests before the worship of the Eternal Council became prominent. Mentioned only in a few, obscure books.
Name: Archipiada, Our Lady of Order Nicknames: The Lady of the Golden Raiment, the Mistress of the Springs Appearance: A beautiful, fair-skinned elven woman, with strong features, bright blonde hair, and a robe which seems to be made out of liquid gold. Reputation: Of the entire pantheon, Archipiada is the most depicted and the one who was said to appear least often to mortals. It was said that she spent all her days in her home in the sun, watching over all and guiding the world from afar. Familiar: The king lion
Name: Erin, Our Lord of Disorder Nicknames: The Mad King, the Firestarter Appearance: A tall man, thin and fine-featured, with blazing red hair and a bored expression on his face, wearing elaborate and extremely out-of-fashion clothing. Reputation: Not so much evil as chaotic, though his actions in the mortal world were said to be the most destructive of all. Thought to frequently appear to mortals, though his motives in this were not said to be entire altruistic. Familiar: The honeybee
Name: Vergent, Our Lord of Joy Nicknames: The Blazing Countenance, He of Many Faces Appearance: Though he never stuck to any particular look when he took physical form, Vergent was typically depicted with blonde hair and a broad, friendly face, wearing shining silver armor. Reputation: Said to have been a not-infrequent visitor to the elves in ancient times, showing up in a village to initiate a season of prosperity and celebration. His reputation was such that elves would often pray that he make an appearance, and gladly interpret any unusual visitor as a possible manifestation. Familiar: All birds, particularly the sparrow
Name: Jadis, Our Lady of Despair Nicknames: La Belle Dame sans Merci, the Woman in the White Veil, the Bitter Queen Appearance: A beautiful woman with long, curly red hair and softly blushing cheeks, all hidden behind a thin white veil and accompanying robes. Reputation: Feared by mortals not so much for her actions as for her reputation as an omen of bad times to come. Her appearances among mortals were not frequent, but when she did appear it presaged plagues, the death of a king, and other baneful events. Familiar: Hatchlings, strange beings which are referred to with terror in the chronicles, though there are no contemporary descriptions of what they were. Presumed to have been a myth.
SPELLFORGED ITEMS
While not commonly known, the results of spellforging on any particular spell are consistent across all those who possess the skill. Those items that have already been forged are listed below for reference. Light Level 1 - Apparel Lantern - A silver broach in the shape of the sun, fitted with a large diamond in the center. The diamond can be made to glow in a beam at the strength of a candle, with a light that shines through shrouds and other low-level magical shadows. Level 2 - Item Augmenting Crystal Tag - Transparent crystal with a faint golden glow. When imbued into an item it allows that item to be used as a writing implement on surfaces, with the durability of that writing varying depending on user's intent and the type of surface. Marks made glow softly with the same golden light. Fire Level 1 - Apparel Ignite - A pair of sheer white gloves with a red flame embroidered into the palms. Contact with the gloves increases the temperature of items slowly and the material of the gloves can be clapped, rubbed or clicked together to produce searing sparks that ignite highly flammable materials. Level 2 - Item Augmenting Crystal Fireball - A crimson crystal that can imbued into an item to grant it the following enchantment: The weapon or item can be made to leave behind a trail of flame in the shape of the enchanted item. Strong swinging and flicking motions can be used to fling this trail out like projectile which impacts as though it was as dense as water. Earth Level 1 - Apparel Sandblast - A hessian cloak of a light sandy brown. Flicks of the cloak release directed bursts of sand which are rough and scouring. The cloak can also release sand slowly to create or cover a trail. Pummel - Dusty looking gloves as hard and heavy as stone but as soft and pliable as leather. Can be surrounded by a thick layer of stone at will, effectively forming destructable hammers around one's hands. Etch - A delicate crystalline bracelet which grants the wearer's finger tips on that hand the ability to manipulate stone as if it were clay. Level 2 - Item Augmenting Crystal Dirty Trick - A tan crystal that can imbued into an item to grant it the following enchantment: The enchanted item naturally draws loose dirt, dust and sand towards it. Sharp thrusts and swings of the item can cause the accumulated debris to launch itself into a target's face, obscuring their vision and causing discomfort. Storm Level 1 - Apparel Drift - A navy coloured cloak with a feathery trim. When falling from any dangerous height, the cloak automatically fills with air like a parachute to protect the wearer from harm. The edges of the cloak can be pulled into shape to make it function more like a glider in these situations, if necessary. Body
Level 1 - Apparel Strengthen - A small curved bone with two barbed hooks in one end, can be firmly pierced through any part of a person's body. When worn, the wearer's muscles are increased in efficiency in such a way that sudden bursts of strength such as punches, kicks and strong shoves are increased by an effective strength level. Plant Level 1 - Apparel Blossom - A golden earring with a beautiful pear shaped emerald fragment hanging from it. Piercing the flesh of any plant material with the stem of the earring will cause a fruit to blossom into life from that point. The fruit is nourishing, tasty and remains fresh for an hour. Beastial Level 1 - Apparel Summon Insect - A beautiful blown glass brooch in the shape of a the chosen insect. Can be shattered into a dozen solid glass insects, which fly through the air refracting light to create a beautiful patterns. Force Level 1 - Apparel Empower - A steel medallion bearing the image of an ant lifting a rock. When worn, the wearer's ability to push, pull and lift items and people is increased by an effective strength level as their efforts are supported by force magics. Level 2 - Item Augmenting Crystal Shield - A clear silvery crystal that can imbued into an item to grant it the following enchantment: The enchanted item can generate a force copy of itself that remains in the position the item was when activated. The copy remains in place until dispelled or reactivated, and is considered iron strength. Spirit Level 1 - Apparel Home - A tattered old scarf that smells like one location of your choice. By smelling the scarf and looking off into the distance, you can sense what is going on in that area as though reliving fond old memories. Soothe - Golden pendant in the shape of two cupped, outstretched hands. The sight of the necklace causes others to become more agreeable and levelheaded, more for its wearer and less for his or her companions. Level 2 - Item Augmenting Crystal Peer - A purple crystal that can imbued into an item to grant it the following enchantment: The enchanted item can be surrounded in a thin aura of energy that changes colour depending on the mood of either the person holding it or a target of their choice. Level 3 - Armour Piece Hado - A spiked gauntlet of slightly purple-tinted steel, knuckles studded with clear gems. The gems change colour to reflect the mood of the wearer and can launch pebble sized bursts of energy of the same colour.
DUALMAGERY COMBINATIONS
When two spells are combined and expanded upon with dualmagery, the results are the same any time those particular spells are combined. Those spells which have already been established are listed below in order of their arts (each spell appears only once in the list).
Containing Light
Beacon + Charisma = Positive Light
Create a small floating orb of light, bound with psychic energy. Light can shine from the orb in any one direction at a time, carrying with it a field of mental influence. Lvl 1. Shine the light on a person or object to illuminate them and make them appear more physically appealing, smoothing off rough patches and blemishes. Lvl 2. Shine the light on a person or item to make them more desirable, more attention being drawn to their positive characteristics. Lvl 3. Shine the light into a target's eyes, causing them to lose their current train of thought unless they are strongly committed to it. Lvl 4. You may now shine the light over a wider area, targeting multiple people or a broad area. Lvl 5. Shine the light to dispell any illusions and highlight inconsistencies in texture and material. Lvl 6. Shine the light into a target's eyes, causing them to lose track of their mental processes for a moment. This causes them to drop any actively maintained spells they have and makes them less likely to continue with a planned attack. Lvl 7. Once per encounter you may detonate the positive light source, creating a 50' field of sparkling light that makes everything and everyone within it appear shiny. For the next 5 posts all thoughts of hostility are banished from people's minds. You may not resummon the light for 7 posts. Lvl 8. Shine the light on a person, object or area to make it appear as a perfect version of itself. Areas seem completely safe, people seem charming and unbeatable, objects appear rare magical and indestructible. This appearance grants temporary powers to the target, based on how they are perceived. Lvl 9. Shine the light into a target's eyes, causing them to lose their train of thought and implanting a strong suggestion of your own. The degree to which this suggestion is followed depends on the factors you would expect. Lvl 10. You learn to shine a negative light on things. You may level Positive Light again with new spells in either Light or Mind, unlocking a negative version of each ability.
Containing Dark
Swathe + Drift = Voidwalk
The power to call the essence of a dark, howling void into yourself. Lvl 1. Your body partially fades into the dark, howling void that some containers and spells use for storage. Light cannot reach nor illuminate her, and gravity's hold is weakened by 1/3rd.
Shade + Translate = Shadow Glass
Summon before your eyes a glass-like band of shadows which shields your eyes from bright light and provides you with information drawn from the minds and shadows around you. Lvl 1. When people around you speak in a language you do not understand, their words are subtitled within the band, allowing you to read their meaning in your own tongue. Lvl 2. In darkness the band presents you with silvery lines that trace the outline of any physical structures and people, allowing you to operate effectively in complete darkness.
Containing Fire
Char + Sandblast = Wasteland (aka Tohil's Breath)
The power of the bone scouring sands and furnace heat in the palm of your hand. Lvl 1. Release a small blast of extremely hot dust and sand from your hand that scours, burns and chokes.
Ignite + Spark = Pyrebolt
The power to emit from your body incendiary arcs of electrical energy. Lvl 1. Snap your fingers to send an arc of electricity flying from your fingertips to a spot which you can see and which there is a clear path to. This arc causes a jolt of pain, flare of heat, and burst of cinders where it hits. The spell will instantly ignite any highly flammable materials hit with it.
Ignite + Contain = Grenados
Contain the powerful force of fire magics in a fragile shell of force, allowing you to summon magical grenades. Lvl 1. Summon a 3" diameter sphere of fragile force magics filled with a burning heat. On impact the sphere breaks and releases the heat in a small burst. Flammable materials are ignited by this effect and impact on people is uncomfortable. Lvl 2. The heat contained in the grenades combusts upon breaking, creating an expanding ball of fire that reaches the size of a canteloupe. Lvl 3. When the grenade breaks, its force spell reverts to force magic, releasing an expanding ball of repelling force along with the fire, reaching the same diameter and hitting the force of a shove (Average adult human strength).
Containing Water
Filter + Retain = Hydrogenius
Gain mastery over your mind by understanding the purity and fluid nature of thought. Lvl 1. Your sensory input, no matter how fleeting, can be perfectly and utterly imprinted on your memory. These memories cannot be forgotten or forced from your memory. You can replay them later in your mind, reliving it all with perfect clarity and filtering out and focusing on any aspect you wish. Lvl 2. You can filter and focus your sensory input, greatly enhancing one of your senses at the cost greatly reducing the others. Lvl 3. You focus and control over your body become enhanced, allowing you to control your bodily functions, voluntary and involuntary and even slow bleeding. Lvl 4. Your senses can be fine tuned to incredible levels, allowing you to analyze materials and substances for mundane and magical traits without the use of tools. Lvl 5. Your refined intelligence is shown by your class, teas have amplified effects on you. Lvl 6. A paragon of restraint and decorum, You can shut off your emotions, real or imposed, and analyze them to determine their source. Lvl 7. You have utter control over your brain chemistry, allowing you to micromanage your body, allowing you to dump adrenaline (+1 strength, releaves weariness), endorphins (cut off pain, create euphoria) or norepinephrin (enhanced situational awareness and reflexes). Can only do one a a time. Lvl 8. You can mental pick apart and rebuild your spells in your mind through the filter of the other art. You can prism your water spells to mind and mind spells to water. May not work on all spell. Lvl 9. Lvl 10. Once each month you may make it a pet project to analyze and break down two other spells or skills you know and recombine them into a merged form.
Containing Earth
Pummel + Spark = Lightning Gloves
Surround your hands in a malleable conductive stone that allows you to deliver shocking blows to your enemies. Lvl 1. Your chosen hand becomes covered in a 1'' thick layer of malleable electrically charged stone. Strikes from that hand cause a lingering pain and mild twitching in the area hit. Lvl 2. Strikes from that hand can now instead cause short but intense spasms in the area hit. Lvl 3. You may now transform both your hands with a single casting of the spell. Clapping your hands together produces a deafening boom that leaves those who hear it feeling unsteady. Lvl 4. Your hands themselves become transformed into conductive stone, adding extra weight to your charged blows. Lvl 5. There is a constant charge flowing between the two transformed hands. Small metallic items can be held aloft in this field before being launched outwards with the force of very strong punch. Requires both hands free. Lvl 6. The charge between your hands can be amplified, making a visible web of arcing lightning threads between them. This web can be used to catch projectiles that are metallic or energy based. This webbing also holds a powerful electric charge which can be used to shock your foes. Lvl 7. Machinist items caught between your hands are influenced by the electric webbing. This allows you to charge up depleted power sources or create the potential for catastrophic malfunctions and overloads. Lvl 8. You may extend out the electrical webbing between your hands into a five foot square net, lined with thin iron wire. This netting can be spiraled for use as a painfully shocking whip or thrown to trap a target in a potentially paralytic snare. Lvl 9. Projectiles caught using your electric webbing can be supercharged with electrical energy and launched at a new target. This effect adds a topaz imbue to a physical projectile or doubles the size of an energy projectile. Lvl 10. Once ever you may run your transformed hands over and around an item you own, allowing the power of your dual mage spell to flow through it, filling it with power.
Pummel + Empower = Power Pummel
Turn your hands into living, crystal-studded stone, coursing with force magics. Lvl 1. When transformed your hands are as strong as stone and their movements are reinforced with force magics, increasing the strength of your grip and allowing you to deliver powerful blows. Lvl 2. Force magics reinforce your hands when used to block or deflect blows, your stone hands are treated as iron when blocking strikes.
Etch + Raise Cultivorian = Raise Hedgecrawler
Call forth from the earth, a hedgehog of plant and stone, with a chubby green body, paws and spikes of stone, and crystal eyes. This is a passive spell that does not need to be maintained, the creature remains with you. If it is killed or destroyed, it will reemerge from the ground in four posts. Lvl 1. Can be called forth the size of a mouse. It can burrow through the earth and dig through stone as if it were wet clay. Lvl 2. Can be called forth the size of a guinea pig. While burrowing, it can track movements through vibrations in the earth. Lvl 3. Can be called forth the size of a cat. When rolled up protectively into a ball, it can create a protective perfect sphere of amber around it. Lvl 4. Can be called forth the size of a fox. When burrowing, it can emerge from the ground with great force, creating a dust cloud and scouring spray of fine debris. Lvl 5. Can be called forth the size of a dog. While burrowing, it can cause a patch of slick moss to grow over the ground above it.
Containing Storm
Spark + Contain = Battery & Assault
Summon electrical energy bound in a force magics shell, to be tapped into by metallic constructs. Lvl 1. Summon into your palm a spherical force ball, the size of a thumb, charged with electricity. Metals can tap into the electricity, channeling through small to medium objects over 5 posts, or a large object through 1 post, powering them. The sphere dissipates when the charge is emptied. Counts as a spell, usable once every five posts.
Drift + Foothold = Windwalker
The power to control the pliability and solidity of the air around you, granting the ability to walk on air. Lvl 1. Generate an upwards burst of wind and raw force beneath your, slowing your descent if you fall uncontrolled, or allowing you to make a controlled descent from any height as if walking down an invisible flight of stairs.
Cleanse + Soothe = Lithium
The power to summon mood-altering gases to affect others is at your command. Lvl 1. Trasmute some of the air around a target's head into calming & mood-enhancing (happy) gas. Lv. 2. The gas takes the edge off most pain and dullens the target's sense of touch, inhibiting dexterity. Lv. 3. Transmute the air around a target's head into a calming, mood enhancing gas. It takes the edge off any pain and dulls their sense of touch, their dexterity, and their ability to read emotions. Their speech becomes slurred and mumbled.
Containing Mind
Charisma + Empower = Stunning Power
Create around you skintight, transparent whisperthin exoskeleton of force magics infused with mind magics.
Level 1: The exoskeleton reinforces you body, increasing your strength level by one. It also blurs you appearance slightly, but the mind magics present correct this by filling others perception of you with a version of you that is most attractive to the seer, increasing your charisma.
Charisma + Soothe = Hello Friend
The power to alter the thoughts and enhance the feelings of others to benefit yourself. Lvl 1. Calm and soothe the emotions of a target, making them more relaxed and inclined to find you pleasant and charming. Lvl 2. You can spread your influence out to all those around you, soothing their emotions and making them slightly less inclined to violence and disagreement. Lvl 3. By contact you can boost the levels of happiness and bliss felt by your target, this happiness is associated with you. Lvl 4. The longer you can maintain eye contact while casting this spell, the more potent the effects become. Lvl 5. You may trigger a burst of happiness in a target that makes them more pleasant and agreeable. Targets who have been previously effected by your contact ability remember you fondly when this happens. Lvl 6. The calming effect of this spell passively extends to you at all times. You are immune to emotion altering effects and pain is muted by your constant bliss. Lvl 7. Prolonged eye contact now allows you to lull your target into a trance like state which only their survival instincts can snap them out of. This state is one of pure uninterrupted bliss, making them completely unintelligible. Lvl 8. You are able to make suggestions in a manner similar to the suggestion spell. Ideas imparted this way are remembered as being suggested by a friend rather than coming from their own mind, however. Lvl 9. Entranced targets will now speak to you as if an old friend while in this vulnerable state. Lvl 10. Choose one emotional state other than calm/bliss, you may cast an alternate version of Geass which has every level prismed to that emotion.
Containing Body
Center + Raise Cultivorian = Fionnachrith
Draw from the very center of your body a spider formed from the stray bone, cartilage and flesh within your form. This spider bursts out from your skin, ready for action. Lvl. 1 - The spider is 6 inches long, has a painful bite and can scuttle along any surface, from solid stone to running water. Lvl. 2 - The spider's legs can stretch and twist, becoming sinewy tendrils that allow it to wrap around a target. The sinews are strong but a good yank causes them to dislodge with a wet snapping sound. Lvl. 3 - Your spider summons are made of your flesh and blood and cannot be dispelled by enchantments or spells designed to do so. They have to be killed. Lvl. 4 - The spider's boney mandibles now drip with a hallucinogenic venom, bites cause the victims to experience visually distracting hallucinations of random colours and shape. Lvl. 5 - The spider you summon can now be two foot across, at the cost of only having one summoned at a time. Limited resources and all that. Lvl. 6 - Choose an organ. You may now summon a version of the spider which uses that organ as its morbid center, gaining a unique ability based on the choice. The act of summoning it literally rips that organ from inside you, triggering a rapid regrowth of the organ but leaving you vulnerable to a degree dependent on the organ. Lvl. 7 - Through greater efficiency of magics you may now summon two of the two foot across version of your spiders. Lvl. 8 - The hallucinogen on the spider's mandibles increases in potency, now trigger auditory hallucinations and adding a sense of paranoia and vertigo. Victims tend to see and hear things that make them want to run and hide. Lvl. 9 - You learn to add summoned flesh and plant-life into your spider, allowing you to summon a spider with the same mass as you, formed from flesh, bones and cartilage as well as leaves, branches and moss. You may have only one spider the same size as you active at once. Lvl. 10 - Choose a body system or process. You may now summon a version of the spider which is formed with that system at is core. You will undoubtedly be rendered unconscious as your body tries to regenerate from the fatal trauma inflicted upon it. The spider will have incredibly impressive powers based on the chosen system (ie. nervous, endocrine, digestive) and will defend you with fierce loyalty and human intelligence.
Center + Summon Rodent = Not A Creates Was Stirring
Through careful melding of beastial and body magics, grant yourself the traits and abilities of ground dwelling creatures. Passive. Lvl 1. Your balance is perfect, allowing you to traverse even the thinnest of structures. your weight is treated as being half what it is when determining if a structure will hold it.
Containing Plant
Blossom + Strengthen = Gifts of Nature
Take hold of a nearby plant and channel a combination of body and plant magics into it. The plant will bear an edible fruit that unlocks a natural power in those who eat them, chosen by the caster. Unless otherwise stated, the chosen effect lasts until the end of the encounter in which the fruit is consumed. Cast only once per encounter. Lvl 1. You may create a fruit that grants increased strength, equivalent to the effects of the Strengthen spell. Lvl 2. You may create a fruit that grants increased durability, lessening pain and causing the eater's skin to harden to the toughness of leather. Lvl 3. Those who eat your fruit count as 'your body' for the purposes of body magics, allowing you to cast spells that would normally only affect you on them instead. This effect ends when their abilities fade. Lvl 4. You may create a fruit that grants acidic spit, to surprise their foes. Their ability to expectorate doubles as does the accuracy of said projectiles, the acid eats away at natural materials and slows healing in wounds it contacts. Lvl 5. You may create a fruit that grants life-sense, the innate ability to sense the amount of living material and its general location around you. This gives you forewarning of surprise attacks and helps to identify summmons and illusions by their lessened or missing life essence. You may now cast Gifts of Nature twice per encounter. Lvl 6. Fruit eaters permanently grow a new system of organs inside their nose and ears, allowing them to communicate through the production and odour of specialised spores. This communication is relatively short range but can be incredibly complex with proper experience. Lvl 7. You may create your fruit by growing it from the flesh of a living creature you touch. The resulting fruit may bear any of its normal abilities or any single physical ability possessed by the creature. Lvl 8. You may create a fruit that causes the eater to grow a set of four muscular, vine-like tendrils (two from their shoulders and two their lower back). Each of these inch-thick tendrils is as long as the eater's arms and half as strong, the tendrils bleed a sticky black sap that clings to the edges of whatever cuts them. Lvl 9. Each gift of nature you create may now grant two abilities instead of one. Lvl 10. Consuming your Gift of Nature leaves a permanent mark on people, granting them a small boon of your own design utilising plant and body magics.
Containing Beastial
Summon Insect + Home = Summon Soulwing Dragonfly
Summon a dragonfly the size of pigeon with wings of stained glass with a pattern that reflects the inner nature of the caster
Lvl 1 - This summon contains a bit of the caster's spirit, granting it a personality and will of its own, but it is similar to the caster's and thus loyal. Memories from cast summonings of it carry over. Lvl 2 - The spark of your spirit within the summon allows the caster to share its senses and making it real enough to not be effected by summon dispelling magics. Can be summoned as its original size or the size of a tabby cat. Lvl 3 - The buzz of the dragonfly takes on the sound of the casters voice. It can fluctuate this sound to mimic your speech like a parrot for the purpose of either throwing it or communicating. Can be summoned as its original size or the size of a fox. Lvl 4 - The bite of the dragonfly mixes a trace of of the summons's shared spirit with your own. Your emotions and thoughts now effect theirs, causing their personality to shift slightly more into align with the caster's. Can be summoned as its original size or the size of a labrador.
Summon Rodent + Mark = Summon Soulbond Browler
Summon a badger sized mammal with long fine soft hair and golden eyes. The browler is a creature of peace and loyalty. Lvl 1 - Once summoned it forms a spirit bond with a target and can track them to the ends of the earth through scent and soul. Lvl 2 - The browler can determine the emotional state of its bonded target, no matter where they are. Lvl 3 - The browler may be bonded to anyone for whom the caster possesses a totemic item. A totemic item is any item which a target held for a significant period or time or was very attached to. Lvl 4 - The browler's fur can be stroked by the bonded target for a soothing effect that boosts the rate that wounds seal, this effect accelerates any magical healing. Lvl 5 - The browler can keep hold of a trace of a target's spirit, retaining them as a target between summonings. Lvl 6 - The browler grows in size and strength the more hostility is directed at its bonded target, up to a maximum of 4 foot high and 6 foot long. Lvl 7 - The browler's spade like claws allow it to burrow through earth and stone, when they strike people or spirits they have a disorienting and enraging effect. Lvl 8 - The browler can keep hold of an additional target's spirit trace, retaining them as a target between summonings. Lvl 9 - Targets who have been permanently bonded to the browler may summon a spectral browler that guides them to the caster. This ghostly version of the summon cannot interact with people or items but can shield its summoner from spirits. Lvl 10 -
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
COMMON HERBAL COMPOUNDS AND THEIR RECIPES Not supposed to be know by everyone but are taught to most anyone with the skill, but even knowing the recipes is useless without training in the skill itself. Are other rarer recipes floating around. More may be added soon, if so it will be announced.
PENDING
COMMON ENCHANTMENTS AND THEIR PROCESS Not supposed to be public knowledge, just the basics that everyone that learns the skill has, are useless without training in the skill itself. Other, rarer enchantments exist. More may be added soon, if so it will be announced.
BONDING ENCHANTMENTS Enchantments requiring the physical bonding of an object with magical attributes to an object.
Crystal Imbue - Binding a crystal with magical properties to an item. The most common crystals used are the art Lutharin Magic Crystals. The crystal used loses its prisming ability. Tools - Arcane Incantation Ingredients - Magical Lutharin Crystal, Arcane Powder, Phasing Powder
Diamond Imbue - The item can be granted an aura of sunlight that illuminates all around it and makes it painfully bright to look at. Onyx Imbue - The item can be stored away in a compact shadowform. Ruby Imbue - The item can have a damaging fiery aura activated around it. Sapphire Imbue - The item can be made as stiff or flexible as its wielder wishes. Garnet Imbue - The item's modifier is increased by 2. This does not apply to enchantment limits. Topaz Imbue - The item can have a damaging electrical aura activated around it. Amethyst Imbue - The item can be made hard to notice or pay attention to. Bloodstone Imbue - The item can be fused with or integrated into the flesh of its owner. Emerald Imbue - The items can be made to exude a sickening plant toxin. Tigereye Imbue - The item can be transmuted into a creature based on its form. Agate Imbue - Impact hitting or hit by the item are afterwards repelled with equal force. Jasper Imbue - The item can be phased into and out of the spirit world, retaining its relative position to its owner.
Crystal Dust Incoring - A variation on of crystal imbueing, using crystal dusts. It makes the item immune to and stronger against magics/creations of the opposite art of the dust used. Tools - Arcane Incantation Ingredients - Arcane Powder, Phasing Powder, Crystal Dust
Chameleon Imbue - This enchantment that allows the wielder to actively alter its appearance so that it appears to be made of a material it is touching. Can be handy as limited camouflage or just a stunning fashion statement. Tools - Arcane Incantation Ingredients - Arcane Powder, Phasing Powder, Amethyst Dust, Giant Chameleon Scale
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BINDING ENCHANTMENTS Enchantments requiring the the binding of of the metaphysical, such as a spirit or one's lifeforce, to an object.
Independent Animation - The binding of a spirit to an object, granting it locomotion and a will of its own. Tools - Spirit Charged Zircon, Arcane Incantation
Ingredients - Arcane Powder, Agate Dust
Enthralling - The forceful binding of a spirit to piece of their remains or their most precious object to do your bidding. Tools - Spirit Charged Zircon, Arcane Incantation
Ingredients - Arcane Powder, Jasper Dust, Profane Salt
Draining - The binding of your lifeforce to an object, allowing it to feed of the lifeforce of those it injures and add it to your own, accelerating your healing and stamina. Tools - Zircon, Arcane Incantation
Ingredients - Bloodstone Dust, Jasper Dust, 2x Arcane Powder, Blood of the Borne
Lifebind- The binding of the wielder's lifeforce to an object. As long as the wielder is alive, if the item becomes broken it will draw on the wielder's lifeforce to mend the item over a few posts. While it is mending, the wielders own healing abilities are halted. Tools - Zircon, Arcane Incantation Ingredients- Arcane Powder, Jasper Dust, Bloodstone Dust, Owner's Blood, Halos Blood
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ENTWINING ENCHANTMENTS Enchantments requiring the entwining of raw magics, usually in an inert form to be triggered later, about an object.
Seals - A summoning spell entwined onto a fragile object, to be unleashed when the item is brokenand self-maintained until dispelled, destroyed or the end of the encounter. Tools - Uncharged Seal, Spell Charged Zircon, Arcane Incantation Ingredients - Arcane Powder, Crushed Ley Cap Flashward - A variation of warding magics that can be done on the fly using special tools. You can entwine raw arted magics around a limited area of a surface approximately 8" in diameter, where they will be unleashed if touched, even by you. These magics fade at the end of the encounter. Their power depends on what level of magic you know in that art. You can only have three flashwards active at once. Zircon holds 10 wards worth of charge. Tools - Warding Wand, Spell-charged Zircon, Flash Incantation Ingredients - None
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INFUSING ENCHANTMENT Enchantments require the infusion of a part of living being into an object so that it reacts to their thought or touch.
Guided Animation - An enchantment using blood that allows the donor's will to guide the movements of the object akin to Telekinesis. Tools - Arcane Incantation Ingredients - Arcane Powder, Phasing Dust, Blood and Flesh of User, Amethyst Dust, Blood of a Hag.
Homeguide - An enchantment using blood that allows the donor to call the item through the air to their hand from wherever they are. Tools - Arcane Incantation Ingredients - Arcane Powder, Phasing Dust, Blood of User, Agate Dust
Warding - Enchantments that activate when touched by anyone but the donor of the blood used. Firewards heat it up. Shadowwards turn it intangible, Shieldwards generate a forcefield. Tools - Arcane Incantation, Knife Ingredients - Arcane Powder, Phasing Dust, Blood of User, Appropriate Crystal Dust, Crushed Ley Cap.
Lighttouch - An enchantment that causes the item to become much lighter so long as it is wielded or worn by the donor. Tools - Arcane Incantation Ingredients - Blood of User, Phasing Dust, Arcane Dust, Agate Dust, Garnet Powder.
KNOWN SETS
Sets are groups of five themed items. Each has a base ability to start with. If you own three or more pieces of the same set you will unlock either a 2nd individual ability for each item or a shared group ability. The same happens if you own all five. Due to their interconnected nature, set pieces resist all attempts to magically alter their nature.
Crabman Set
Created by Supermouse
Crab Claws - A pair of odd gaunlets, without individual fingers but instead a pair of claws, one of the thumb, the other for the fingers. Made of reddish orange crab carapace. Hard as iron.
> Allows wearer to use certain Crab devices far more efficiently than the stupid monkey hand humans have.
> Unlock 1: Once per encounter the claws may pinch something they'd been holding onto for at least one post with Superhuman Strength
> Current Owner: Herschell (Supermouse)
Crab Legs - A belt and attached cuisses of reddish orange crab carapace, with two proportionate crab legs of the same material hanging from them behind and to the side of the wearers legs, reaching the ground. All as hard as iron.
> The legs have a controlled animation and are strong enough to support the wearers weight. Articulated to allow for quick and efficient lateral movement, helpful for strafing and dodging without turning.
> Unlock 1: Of someone or something tries to move you against your will, conscious or not, the legs will automatically attempt to prevent it, doubling your weight and clawing at the ground.
> Current Owner: Herschell (Supermouse)
Crab Armor - A chest and back plate armor with attached pauldrons and tessets, forged from reddish orange crab carapace. Hard as Iron.
> Increases in modifier by 1 for each other piece of the set you own.
> Unlock 1: Wearer can now breath underwater and generate a soak effect on themselves at will. Also gain knowledge of the secret Krabby Patty recipe.
> Current Owner: Herschell (Supermouse)
Crab Cannon - A large, wide barreled hand cannon of reddish orange crab carapace. Requires two hands to use unless you are wearing the Crab Claws.
> Uses a magically generated blast of water to launch most any projectile you can jam in there, the projectile hitting with the force of a strong punch. Charging the blast for up to two posts can increase this strength level by one but leaves it unusable for as many posts as it was charged post.
> Unlock 1: The gun can be loaded and fired in the same post now. Charging cooldown is reduced by a post.
> Current Owner: Herschell (Supermouse)
Crabman Ring - A red carapace ring in the shape of a crab with his legs encircling the finger. Comes with chain in case you don't have fingers.
> By using a spell slot, can create 3' tall a whirling waterspout/tornado of water. Harmless to crabs and crabmen.
> Unlock 1: The waterspout created spawns a number of crabs out onto the ground, attack anything they can see and trying to heard them towards the pool.
> Current Owner: Herschell (Supermouse)
Full Set Ability: You count as a homarid for all intents and purposes. Water spells cost 5 less per level for you.
Dark Thoughts Set
Created by MrCrow
Crows Feet - Blackened leather pair of boots, indirect glances at the boots gives the illusion that the boot is made of black crow feathers.
>Blows landed by the boots are immediately followed by the phantom sensation of a second identical blow.
> Current Owner: Tirgit (Cheese315)
Deadman Set
Created by Volraths Bane
Funeral Coat - An ankle length black duster, tattered at the hems and collar.
> Protects the wearer from damage dealt by dark magics, the undead, and spirits.
> Current Owner: Blijk (Volraths Bane)
Enders Knot - A tie formed from a frayed noose of old rope.
> Grants the user an artless form of the spell Vacuum that can be used 5x per encounter.
> Current Owner: Lazarus (Mr. Crow)
Staked Steps - A pair of tall black boots, lined up the front of each with three silver buckles, now blacked by soot and ash.
> The wearer is more resistant to damage caused by fire can transfer any pain or sensation of heat that would normally be caused to him by fire onto a target other being.
Current Owner: Gerr (Mr Crow) and Alacritas (Dawn_)
Hands of Glory - A pair of mudsplattered fingerless black leather gloves, the grime on them indelible and eternal
> ??????
Coffin Lid - An old dark gray tattered hat, flat of crown and wide of brim, the underside of the back of the brim is stained with blood.
> ?????
Echoes Set
Created by Volraths Bane Ancient Helm - A silver elven helm engraved with ancient elvish.
> Wearer can communicate with a spirit bound to the helm, can sense hostility aimed and you and warn you of attacks to your blindsides
> Current Owner: Alphonsine (Volraths Bane)
Ancient Cuisse - A set of silver cuisses (plate thigh armor) etched with ancient elvish writing.
> You gain Level 1 and 2 Ground and Pound Technique.
> Current Owner: Alphonsine (Volraths Bane)
Ancient Greaves - A pair of silver elven greaves/boots engraved with stylized leaves.
> Half of all weight of items worn, held, lifted or supported by the wearer bypasses the wearer and goes directly into ground beneath them.
> Current Owner: Alphonsine (Volraths Bane)
Ellswen Vestments Set
Created by DarkabyssKeeper
Ignatius' Gem - A beautiful claw shaped ruby shard, worked into a shining steel earring.
>Pyrites - Allows the wearer to summon a pyrite snake. Pyrites are composed of living flame burning from within.
> Unlock 1 - Flame Consumes - You may instead summon a cold-burning frostfire pyrite Gecko, 18" long.
> Current Owner: Corvus (Trabant)
Medusa's Eye - A petrified eye of solid stone, held on a thin chain. > Medusa's Gift - Once every five posts, the wearer of this item may turn a part of their body to solid stone, making it resistant to damage and temporarily stopping bleeding. (Body part must be smaller than a foot cubed.)
> Unlock 1 - Earth Endures - You may instead transform a part of your body into living crystal. Surface wounds patched up with a crystalline scab during the transformation.
> Current Owner: Corvus (Trabant)
Delos' Wrappings - A deep brown silken cloak, lined with golden thread and bearing a steel clasp marked with concentric circles. > Spirit's Shield - By sacrificing all movement, you may summon around yourself a bubble of iron tough energy that shields you from harm. May be used only once every five posts, for no more than two posts.
> Unlock 1 - Spirits Protect - The spirit shield may be imbued with the power of one of the other arts, adding to its defense. Storm adds a crackling effect that repels metals. Earth summons a storm of sand that obscures you from view. Fire wreathes the shield in damaging flame. Water causes the shield to shatter and burst outwards if broken.
> Current Owner: Corvus (Trabant)
Genius Set
Created by Volraths Bane
Ingenious Tie - A burgundy bowtie.
> Charisma Effect. Your suggestions sound like very good ideas, despite how insane. Is Cool.
> Current Owner: Vivian (DarkAbyssKeeper)
Smart Dresser - A finely crafted jacket of subtle plaid with leather elbow patches.
> Has void pockets. Speeds up recovery from illness, poisons, sickness, radiation, shock, etc...
Hand of the Elements Set
Created by Volraths Bane
Ring of The Inferno - A silver ring set with a triangular green stone.
> Once per post it can release a fireball the size of a cantaloupe that hits with the consistency of wet clay.
> Unlock 1: The fireball created by the ring flies forward with greater speed/force and ignites the air in its wake, creating a beam of flame
> Current Owner: Legato (KingGato)
Ring of The Tundra - A silver ring set with three ovoid blue-white stones.
> Once per post can hit a target with a burst of intense cold, dazing them and leaving a trail of frost along the ground between the wearer and the target. Effect amplified if user is wet.
> Unlock 1: The cold blast creates a path of ice rather than frost. The dazing blast of cold now is accompanied by a flash of intense pain all over the body, and lingering numbness and shivering afterwards that inhibits dexterity. Effect still amplified if target is wet.
> Current Owner: Legato (KingGato)
Ring of the Vortex - A silver ring set with a circular azure crystal.
> Can create a shielding vortex of wind before the wearer's hand that slows and/or redirects attacks.
> Unlock 1: The vortex created by the ring can be extended forth into a 3' long funnel originating from the ring. This vortex can push back others and lift objects under 50 lbs in weight.
> Current Owner: Legato (KingGato)
Lionheart Set
Created by Volraths Bane
Lionheart Cowl - A lionhide cloak with maned hood and golden paw shaped clasps that grip to each other or whatever top you wear.
> +1 Strength Level in battle against those with ill intent
> Unlock 1 - King - The cloak and cowl are as resilient as chitin and lessen the wearer's ability to feel pain or fear.
> Current Owner: Arl (Magickeeper)
Lionheart Buckle - A golden buckle engraved with the head on view of a pouncing lion, claws reaching out before it.
> The wearer's jumping ability is doubled in height or distance.
> Unlock 1 - Pounce - Your leaping ability increases by another 50%. Airborne attacks gain another effective strength level.
> Current Owner: Arl (Magickeeper)
Lionheart Bracers - A pair of golden bracers, mod 2, the inside and ends lined with lion fur and the surface engraved with leonine heraldry.
> Allows the wearer to grow iron-like lion claws from their fingertips.
> Unlock 1 - Ferocity - In close up combat your ferocity dazes your opponents for the first two posts you engage them in for a given encounter.
> Current Owner: Arl (Magickeeper)
Lionheart Collar - A black silk choker with half a bisect golden roaring lion medallion at each end that snap together as a clasp. > The wearer's voice has a natural intimidation effect on the wicked. It can be heard clearly by any in the wearer's sight, despite distance, volume or environmental noise.
> Unlock 1 - Roar- You can unleash a mighty roaring leonine war cry, shaking up your opponents to the point their aim becomes horrible and greatly increasing the ability of your intimidation effect, effecting all and profoundly effecting the wicked.
> Current Owner: Arl (Magickeeper)
Personal Truth Set
Created by Magikeeper
Soaring Eye – An Ironwood Boomerang inscribed with several eye symbols.
> When thrown you may have the boomerang fly towards whatever you are looking at, even altering its course mid-flight up until the boomerang hits something..
> Current Owner: Jougo (Udo)
EyeGate Amulet – A quarts amulet bearing an eye symbol on a crystalline chain.
> Functions like fashion plate. The amulet also possesses the ability to bend light to cloth you in illusionary copies of any items stored in the plate. Any such illusions fade away if they lose contact with you.
> Current Owner: Lazarus (Mr Crow)
Primal Paints Set
Created by Volraths Bane
Ebonhand Paint - A small jar of black paint.
> When applied to a person, whatever design or pattern it is painted in will become a permanent war paint for that person, able to be made visible and active or invisible and inactive at will. Exact effects vary by design, this paint's effects tends to towards dark, fire, offense and/or death.
> Current Owner: Arl (Magickeeper)
Ivorypalm Paint - A small jar of white paint.
> When applied to a person, whatever design or pattern it is painted in will become a permanent war paint for that person, able to be made visible and active or invisible and inactive at will. Exact effects vary by design, this paint's effects tends to towards light, spirit, defense and/or life.
Jadeheart Paint - A small jar of green paint.
> When applied to a person, whatever design or pattern it is painted in will become a permanent war paint for that person, able to be made visible and active or invisible and inactive at will. Exact effects vary by design, this paint's effects tends to towards plant, earth, survival and/or creation.
Ambermaw Paint - A small jar of yellow paint.
> When applied to a person, whatever design or pattern it is painted in will become a permanent war paint for that person, able to be made visible and active or invisible and inactive at will. Exact effects vary by design, this paint's effects tends to towards lightning, beast, chaos and/or destruction.
Beryleye Paint - A small jar of blue paint.
> When applied to a person, whatever design or pattern it is painted in will become a permanent war paint for that person, able to be made visible and active or invisible and inactive at will. Exact effects vary by design, this paint's effects tends to towards mind, water, senses and/or divination.
Reckless Amplification Set
Created by Trabant
Crystal Charge Staff - A mundane crystal staff with a smooth shaft, ending with a many faceted ball. The staff can change its color at the owners will.
>Once per encounter at the cost of a spell you may charge the staff with a damaging aura of any art you have level 1 knowledge in(This does not harm you). The charge lasts 2 posts.
> Current Owner: Peter (Cheese315)
Light = Shining burning Dark = Damaging cold Fire = Searing flame Water = damaging ice Earth = scouring sand Storm = crackling electricity Mind = fear effect Body = Sicken effect Plant = choking spore cloud Beastial = Does more damage to summons Force = Pushback effect Spirit = More damaging to creatures of the spirit realm
Rimelord Set
Created by Volraths Bane
Rimelord Chestplate - Chestplate of silver and nevermelt ice. A frost dragon is raised from the surface, its long body and wings wrapping around the torso, its long neck coming over the left shoulder from behind and its head on the sternum, staring out with its jaws open wide.
> Allows Wearer to absorb any extreme heat or cold they are exposed to into a projectile of the opposite type that can be fired from the dragon's mouth once per post. Power of the projectile relative to severity of climate.
> Current Owner: Alphonsine (Volraths Bane)
Rimelord Greaves - Greaves of silver and nevermelt ice, the toes and heels shaped into dragon claws.
> Grant Glacial Path ability.
> Current Owner: Illu (Udo)
Rimelord Stave - A magesteel staff with an eastern style dragon of nevermelt ice spiraling up its length. At its head is the dragon's head, fanged mouth open wide.
> The dragon can exhale from its mouth a cloud of ice that will quickly solidify into a any of a variety of polearm blades, which are damagingly cold. The dragon may also limitedly animate to tilt itself head upwards. if the owner desires the ice blade to come from the top of the staff rather than the face of it.
Current Owner: Cyrus (Senori)
Saving Grace Set
Created by Volraths Bane
Sufferer's Mercy - A white leather mantle that covers the collar and shoulders, its edges studded and stitched with silver.
> When activated, the mantle will infuse the wearer with feelings of peace and contentment, blocking out all but the most extreme pain and negative emotions.
> Current Owner: Grehym (Quo)
Scoundrel Set
Created by Volraths Bane
Scoundrel's Tankard - A pewter beer stein with raised imagery of ships caught in a storm.
> Magically refills with ale. Drinking it grants Level 1 & 2 Drunken Master Warrior Tech
> Current Owner: Stoz (Mr. Poppins)
Scoundrel's Gloves - A pair of black fingerless gloves.
> The wearer has sticky fingers. Their grip cannot be broken and even a glancing touch is enough to securing get ahold of items, be they weapons or the contents of another mans pockets.
> Current Owner: Jougo (Udo)
Scoundrel's Boots - A pair of buckled seafarer's boots, the sole's stained with tar.
> The wearers feet stay anchored to whatever surface they walk as long as its angle is less than vertical(or upside down.). A stomp of your foot can cause an incite effect on a target.
> Current Owner: Jougo (Udo)
Seeker Set
Created by MrCrow
Sword of Truth - A long and elegant Corin's Alloy blade that's size and shape changes and matches the personality of whoever owns the blade.
> When your hand is in contact with the hilt, your natural anger and rage can be fed into the sword, calming your emotions and giving you a higher level of focus and keeps your mind clear. Blocks all mind altering magics.
> Current Owner: Feyrus (Trabant)
Shattered Blade Set
Created by Volraths Bane
Shard of Unity - A silvery irregular shard of some strange metal 5" long.
> Can be imbued to an item without enchanting and removed. The item gains an effective Homeguide and its owner can project their senses through it.
> Current Owner: Gamble (KingGato)
Shard of Emnity - A silvery irregular shard of some strange metal 5" long.
> Can be imbued to an item without enchanting and removed. Once the imbued item has drawn a foes blood, it is drawn to that foe, acting a dowsing rod and guiding strikes/throws for greater accuracy. Wounds inflicted cannot be healed by magic.
> Current Owner: Colt (Supermouse)
Shard of Eternity - A silvery irregular shard of some strange metal 5" long.
> ????
Shard of Clarity - A silvery irregular shard of some strange metal 5" long.
> ??? Shard of Sanctity - A silvery irregular shard of some strange metal 5" long.
> Can be imbued to an item without enchanting and removed. Imbued item becomes Firewarded for the owner and cannot be disarmed.
> Current Owner: Dany (KingGato)
Walker Set
Created by Volraths Bane
Primal Shoulders - A pair of bear fur pauldrons with bearclaw catches.
> When activated you become a foot taller, your hair grows longer and fuller, and you get +1 strength in your arms.
> Current Owner: Marius (Hrodvitner)
Primal Boots - A pair of boots made from the fur of a large jungle cat.
> When activated, the wearer becomes slightly hunched, their legs more sinewy and feline in structure. Their speed and agility is greatly increased, allowing them to run very quickly and surefootedly, as well do wall runs and jumps.
> Current Owner: Marius (Hrodvitner)
Warmage Set
Created by Volraths Bane
Warmage Gauntlet - Right hand gauntlet made from a leather and plates of a rare steel-like alloy that allows them to be worn by mages without interfering with their magics, set with small gemstones and runes. Color of leather and gems reflect the art of their wearer's preferred magic.
> Has the Crystal Imbue effect of every art the wearer has a level 3 or higher spell in.
> Unlock 1: The gaunllet gains an aspect based on the Champion spell of each art the wearer has a level 3 or higher spell in.
> Current Owner: Morgan (Darkabysskeeper)
Warmage Spaulder - Right arm bracer made from leather and plates of rare a steel-like allows them to be worn by mages without interfering with their magics, veined with faintly glowing veins of all colors.
> ?????
Warmage Bracer - Right arm bracer made from leather and plates of rare a steel-like allows them to be worn by mages without interfering with their magics, engraved with faintly glowing symbols of all colors.
> ??????
Warmage Effigy - A rainbow colored humanoid clay figure, 1' tall.
> Can be animated into a homunculus familar. This familiar takes on traits of the aspect creature for each art the owner has a level 3 or higher spell in.
> Unlock 1: The familar gains aspects of the LSS creatures for each art the owner has a level 3 or higher spell in.
> Current Owner: Morgan (Darkabysskeeper)
Warmage Staive - A staive of silvery mage metal (mod 3), etched with strange runes and wrapped about the middle with leather.
> Can create a 6" blade at its tip that has the abilities of the mage daggers of each art the owner knows a level 3 or higher spell in.
> Unlock 1: The staive can transmute into the type of weapon corresponding to the weapon LSS of each art the owner knocks a level 3 or higher spell in. These new forms have a minor ability based on the source LSS as well as adaptions of the mage dagger powers to fit the form. This change can't be done midbattle, only in between or at the very beginning.
> Current Owner: Morgan (Darkabysskeeper)
Well-Dressed Set
Created by Supermouse
Hat Collection - A nondescript white hat
> Acts as Legion, but only for hats / Helmets.
> Current Owner: Dreck (KingGato)
Glove Collection - A pair of white gloves
? Acts as Legion, but only for Gloves / Gauntlets.
> Current Owner: Dreck (KingGato)
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
This is a dead language spoken by the Empire of Man and other races in ancient times, very rarely used today. Below is an incomplete glimpse of it for reference.
PRONOUNS/CONJUGATION I: Ahr (Me: Achr) You: Os (Plural: Osi, You Implied Osh) He: Sih She: Soh It: Ri We: Ahra They: Sri
TENSES Past Add Suffix: ista Was -----ing: ibri-____ista Had ------ed: Ibro-____ista Have ------ed: ibru-____ista Future Add Suffix: astas Will -----: ibri-____astas
ARTICLES AND PREPOSITIONS A - A As - No The - Sen Of - Y And - ot On: Erey
POSSESSIVES My/Mine - Achry Yours - Osy, Your’s Plural: Osey His - Say Hers - Soy It's - Rey Ours - Ahrey Theirs - Shrey
VERBS To Be: Ibu To Burn: Dalu To Believe: Aru To Judge: Jaru To Forgive: Kraju To Die: Araesu To Kill: Casu To Murder: Chasu To Force: Charu To Overpower: Craru To Plant: Chloru To Tell: Barkru To See: Kaminu To Hate: Croyu To Cry: Halu To Obey: Tiyu To Grow: Chloru To Burden: Avru To Protect: Linu To Hope: Grimu To Pray: Gramu To Want: Grinu To Find: Ogranu To Care: Koru To Help: Krosanu To Fight: Taru To Bleed: Piru To Die: Cabu To Decay/Rot/Waste Away: Ractu To Give: Korju To Lead: Ineru To Worship: Atreyu To Threaten: Calu To Destroy: Agrenu To Shine: Solu
BASE WORDS: NOUNS Avras: Burden, problem Bak: Fate Bark: Story Cal: Rage/Anger Carrok: Fist Cara: Strong/Strength Carl: Body/Form Chlor: Plant (plural: Chloro) Corar: Happiness Cro: Hatred Dal: Fire Era: Land Fel: Eternal Fol: Whole/United Garl: Safety Gren: Destruction, Ruin Gres: Humble Gorin: House/Temple Grim: Hope Hal: Sorrow Ikol: Sublime Ilum: Sacred/Holy Ineran: Way Inol: Servant Jar: 1. Judge, 2. Justice Kal: Fair/Pretty Kamin: Sight/Look Kat: 1. Organization, 2. Order Kav: Stone Ker: Seas/Water Kol: Soul Kor: Creation, Heart Kort : Together Kraj: Forgiveness Lex: Divination, Knowledge Lin: 1. Shield, 2. Protector Lis: 1. Nature, 2. Normalcy Lar: 1. Son/Child, 2. Descendant Low: Freedom/Flight Lum: Light Lun: Moon Noct: Darkness Pir: Blood Ract: Decay/Rot Ra: New Raes: Death, End Ral: First Rin – Life, Birth Rok: Touch/sense Sol: Sun Solra - Dawn Tacar: Enemy Tar: Warrior Than: Shadow Ti: 1. Inferior, 2. Submissive 3. Obediant Vol: 1. Deep, 2. Infection
NUMBERALS One - Carro Two - Sha Three - Tik Four - Fun Five - Fas Six - Sot Seven - Sati Eight - Olom Nine - Naja Ten - Di
SUFFIXES -s: Plural Noun -ar: Believer in/Follower of (plural: ara) -ari: Spirit of/Being of -er: Minion of/ Subservient to (plural: era) -i: From -in: 1. All, 2. Greater of, 3. Apothesis of -as: Non/No/Not -ir: 1. True, 2. Very -is: Hidden -inar: Leader of the Followers of -atis: King of -no/ni: Father of/Mother of
al - Child of -enin: So that
PRISMED SPELLS
Fire Prisms Level 4 Mind Psionic Chakrams - Summon to your hand a pair of blazing iron throwing rings with an s-shaped crossbar with a dazing aura of searing flame. When thrown you can mentally influence the trajectory and control the intensity of the flames; the rings may once thrown, be combined into a giant single wheel of fiery destruction. Spirit Prisms Level 1 Mind Charisma - Tug at a target's spirit, causing them to to feel more favorably about you and your actions. Level 1 Body Slash - Extend out from your fingertips a series of sharpened spirit claws that greatly damage any spiritual creature they contact..
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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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. (1'1" tall, 2'3" long)
Lvl 2. Its coat develops golden stripes and a faint glow that magically draws attention to it. (1'10" tall, 3'9" long)
Lvl 3. It develops a psychic link allowing you and it to speak to each other telepathically. Tail grows golden brush tip. (2'7" tall, 5'3" long)
Lvl 4. Claws grow to 4" and can be enhanced with a burning light aura. (3'4" tall, 6'9" long)
Lvl 5. It develops a roar that is deafening and scatters the light before it, disorienting others. Grows golden mane. (4'1" tall, 8'3" long)
Lvl 6. Its footfalls can give light momentary substance, allowing it chain up to four jumps together. (4'10" tall, 9'9" 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. Choose a Level 8 or lower light type from the Prismaticism LSS. The Aslanyr's mane can glow with that type of aura, illuminating the area around it.
Lvl 10. Once per encounter, the Aslanyr can unleash a mighty roar that engulfs it (and its rider) within a massive aslanyr avatar of living, solid light standing 16' tall and 30' long. Neither it nor its rider can use magical attacks while this is maintained. This effect lasts for a maximum of 5 posts.
GLASSWEAVER - Light magic is strongly associated with glass and crystal and glassweavers know this better than most. They are able to use glass, and other similarly reflective materials to perform all manner of tricks.
Lvl 1. You are able to see through any translucent materials as though they were perfectly clear, with no distortions or reflections impeding your view.
Lvl 2. You may pull the reflection from any metallic or highly polished item to create a solid glass replica of the item in your hand. The replica has no magical properties and is as fragile as you might expect.
Lvl 3. Summon to your hand a fragile orb of glass, filled with light magics. This orb shatters on impact releasing a burst of light that presses and pushes on any shiny or reflective items within three feet of it.
Lvl 4. By repeated casting you may store your light spells inside clear or reflective items for later use by yourself or someone else. Clear items glow with light while a spell is stored while reflective items become perfectly mirrored. You may store no more than one spell like this at any one time, the released spell is cast through the item for free.
Lvl 5. You may pull the reflection from any metallic or highly polished item to create a solid crystal replica of the item in your hand. The replica has no magical properties but is modifier five and glows with white light.
Lvl 6. You may temporarily increase the durability of any glass you can see. This effect causes the glass to become as reflective as a mirror and as strong as iron for five posts. May only be used on any given section of glass once per encounter.
Lvl 7. Reflective surfaces speak to you on an intuitive level, you need only glance at a room to know what angle you need to project light for it to bounce and reflect where you want it to go. Given adequate reflective surfaces you may complete any number of trick shots using light or energy based attacks.
Lvl 8. By gazing into a mirror or appropriate flat shiny surface, you may gain glimpses of any and every image ever reflected within it. These flashes of images may help you determine what happened in an area or to a person. However, the images you get may be scattered, shattered or distorted.
Lvl 9. You see the reflections of light magic in other arts. You may now store non-light spells in clear or reflective items, prisming them to light before they are released. You may now store two spells in this fashion.
Lvl 10. Once per encounter you may pull your own reflection out of any reflective surface large enough to crawl through. Weaving this reflection into a solid form produces an exact replica of yourself made of solid but fragile glass, it possesses all your skills, spells and abilities but its items and apparel are mundane, hollow glass.
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. The subersu's fur becomes so black and deep no light or heat can escape it, keeping it ever hidden in the darkness and allowing it absorb a light or fire attacks and release them back as icy dark attacks. (4'10" tall, 6'9" long)
Lvl 7. The jaws of each head can produce a swirling shadow vortex that sucks in shadows and projectile attacks. After doing so either of the other heads can bark to launch a ball of shadow, combined with the energy or substance of the projectile as an attack. Can only catch 5 projectile attacks per encounter. (5'6" tall, 7'10" long)
Lvl 8. It's howl can now summon two copies of itself, still lacking in powers, but each living shadow is filled by the consciousness of the two subservient heads, making them more intelligent and resilient than normal summons. The howl can also be used thrice per encounter.
Lvl 9. The subersu can reach out with its shadow and meld a part of it with the shadow of another creature, transfering the consciousness of one of the two subservient heads to that creature and giving it control of that creature if its mind is weaker or not being controlled/influenced by a stronger mind. This control ends if the Subersu uses this shadow copy howl or the creature dies.
Lvl 10. Any creature that is taken over by one of the Subersu's subservient personalities become dark alligned, prisming their abilities and gaining a new dark power.
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 exists, no matter how bright or how dark it is, and cannot be illuminated. This shadow has a mind and senses of its own, and moves of its own will. Although it has a mind and personality of its own its life is tied to yours, thus making your well being is its top concern.
Lvl 2. Your shadow can separate itself from you, traveling across any kind of surface. It may flow back to its regular – attached – location in an instant, and does so automatically if any part of it would travel farther than 50ft from your person.
Lvl 3. You and your shadow may communicate telepathically with each other. Furthermore, while two dimensional, your shadow may change its size and/or shape at will. Max triple size, min half size. If it would gain a third dimension any changes in shape and size are reverted back to their initial state.
Lvl 4. While attached to you, your shadow may reverse the connection between you and it; controlling part or all of your body like a puppet. This is not telekinesis, and any movements made have to be physically possible for your body to perform. If you and your shadow move as one your strength is effectively increased by a level. You may resist your shadow’s control if you so desire.
Lvl 5. Your shadow learns how to merge with the shadows of other creatures and objects. Merging in such a fashion gives the shadow knowledge of the physical capabilities of whatever is casting the shadow (strength, hardness, how good it is at jumping, if the door is locked, etc).
Lvl 6. Your shadow can detach from a surface, gaining a third dimension and becoming partially solid as though a thick fog. It effectively has a strength level of Weak while in this state. It cannot be permanently harmed, but sufficient force will cause it revert to its two dimensional state and immediately flow back to its regular location. A forcibly reverted twin cannot use this ability again for the rest of the encounter.
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 and techniques that person has. This merger can only last four posts before your shadow is rejected from that person's shadow. This ability is usable once per encounter.
Lvl 8. Once per encounter, while three dimensional, your shadow may further solidify into a being of jet black flesh. While so solidified the shadow’s strength rivals your own. If ‘fatally’ wounded the being reverts as normal.
Lvl 9. Your shadow can freely utilize any non-magical learned techniques and spells you posses, although it only capable of casting a single spell per post.
Lvl 10. Your shadow gains a custom ability based on its personality and your true self.
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. It starts 3" tall and 1' in total length, 5" of which is tail, this ratio remaining the same as it grows.
Lvl 1. The salamander is immune to fire. (11" tall, 2'10" total length)
Lvl 2. When angry, the salamander gives off sparks. (1' 7" tall, 4'8" total length)
Lvl 3. Over time salamander regenerates from amputations and internal injuries that would be permanent to most creatures. Does not accelerate the healing process. (2'3" tall, 6'6" total length)
Lvl 4. When in danger the salamander can secrete a neurotoxin that causes burning pain in anything that touches it. (2'11" tall, 8'4" total length)
Lvl 5. The salamander's saliva is highly flammable, allowing it to lash out with its tongue as a flaming lash. (3'7" tall, 10'2" total length)
Lvl 6. The salamander's croak gives off a burst of flames, 6' in diameter and 3' in range. (4'3" tall, 12' total length)
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. (5' tall, 14' total length)
Lvl 8. The salamander can breathe a continuous stream of fire, 2' in diameter and 10' in range.
Lvl 9. Once per encounter the salamander's fire breath can take the form of a swarm of 20 tiny samalanders, its original size, made of living semisolid fire which act like summons the salamander controls.
Lvl 10. Once a month the salamander can take into its mouth an item, permanently infusing it with its neurotoxin (giving it a sickening, pain-inducing touch to those other than its owner), saliva (allowing it to be set aflame at its owners will), or its adhesive (allowing it to adhere to items or surfaces at owner's will).
LORD OF FLAMES - Flames are your tools, your companions, your life. Where other people see a burning candle you see so much more.
Lvl 1. Natural flames, extreme heat and your own conjured fire refuse to hurt you, their master. You may take hold of non-magical flames with your hands and move them from place to place, your magic fuels them while held.
Lvl 2. You may alter your fire spells to instead produce Phantom Flames. Bright red, phantom flames are twice the size of normal flames but burn with negligible heat.
Lvl 3. You may alter your fire spells to instead produce Dark Flames. Pitch black, dark flames are slightly hotter than normal flames but give off no light as they burn.
Lvl 4. Your mastery of non-magical flames is such that you can cause them to come free from their sources and flow through the air like water under your command. Flames removed from fuel sources will eventually be extinguished by this movement unless they find a new home.
Lvl 5. You may alter your fire spells to instead produce Frostbite Flames. Bright cerulean, frosbite flames burn cold and are the perfect foil to heat resistant foes. Items and people burned with frostbite flames are coated in a thin layer of painfully cold frost.
Lvl 6. You may alter your fire spells to instead produce Gel Fire. Silvery white, gel fire has a sticky, fluid substance to it. It strikes with more weight than flame and clings to surfaces, burning for longer than normal flames.
Lvl 7. Your mastery of non-magical flames allows you to extend a little of your magic into them, converting them into other types of flame as though they were produced by your fire spells.
Lvl 8. Your may alter your fire spells to instead produce Wild Fire. Brilliant crimson, wild fire naturally takes on a living form once conjured. The size, shape and behaviour of this living form varies depending on the spell used.
Lvl 9. You may alter your fire spells to use any combination of two types of flame, including normal flames.
Lvl 10. You may alter your fire spells to draw from your very soul. This creates a new type of flame unique to yourself which can create powerful effects but may also be enormously fatiguing. This unique flame cannot be combined with others.
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. Starts 4" tall to the shoulder and 9" long
Lvl 1. The bear is immune to extreme cold, heat and most extreme climates. (1'1" tall, 2'1' long)
Lvl 2. The bear gains a passive Scent effect. (1'10" tall, 3'5" long)
Lvl 3. When digging or attacking, the bear gains a variation of a Scour effect on its paws, the rapidly shifting currents of water produced are filled with sharp ice crystals.(2'7" tall, 4'9" long)
Lvl 4. The bear's roar unleashes a gust effect combined with numbing cold and a light flurry of snow flakes.(3'4" tall, 6'1" long)
Lvl 5. The bear can shake its fur as if drying off, obscuring you and it in heavy flurry of large snowflakes 20' in diameter. (4'1" tall, 7'5" long)
Lvl 6. The bear develops a passive glacial path ability. (4'10" tall, 8'9" long)
Lvl 7. The bear can draw the air around it in and freeze it, forming icy armor over itself and its rider. (5'9" tall, 10' long)
Lvl 8. The bear's scent effect is magnified exponentially, allowing it to track almost anyone it remembers by smell and determine emotions by smell. It also gains the ability to smell one other thing decided by the player (eg, rare herbs, mages, embalming fluid. WM approval required)
Lvl 9. The bear can take a potion or poison onto its mouth and hold it there briefly, riming its teeth with the stuff before it spits it out. Its bite and gust breath gain an effect based on the last fluid it did this with.
Lvl 10. The bear's flurry shake ability creates a much larger cloud of snow that reaches out 50' and refracts and bends the light, disorienting and confusing though caught within it.
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 be 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. You can thicken the mists and increase their opacity without compacting them, turning it into a cloud that totally obscures yourself from view.
Lvl 4. You can raise the temperature of the/sections of the mists so rapidly they expand in a burst of steam that repels and scalds anything before it with average strength. Steam quickly cools and reverts to its regular state. Usable once every other post.
Lvl 5. You can rapidly condense the mists around a target within its reach, extinguishing flames and choking living creatures. Usable once every three posts.
Lvl 6. The mists pull in and condense the lingering magics of the world to gain a new ability. Choose an emotion, concept, or kind of liquid. The mists permanently gain a special ability based on that choice.
Lvl 7. You gain fine control over the temperature or the mists, making portions of it anything from freezing to exhaustingly hot. Hot mists expand to twice their normal size but cannot be used for any other purpose, freezing mists condense to half size but can flash freeze water. The mists keep your own body whatever temperature you desire.
Lvl 8. You can convert portions of the mist within 5’ of you to water or even ice with enough speed to react to attacks (Barriers, weapons, etc). More complicated maneuvers than forming a simple barrier demands concentration (counts as a spell per post). Any of the ice or water formed this way reverts back to mist a post later. Usable once every other post.
Lvl 9. The mists further refine their intrinsic magics to gain another ability based on the chosen emotion, concept, or liquid.
Lvl 10. You develop a custom WM-approved mist technique/ability.
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 . You may tap or bang the haft of your weapon against the ground. As long as you remain still, the ground around you shakes and shudders in accordance with the speed and power of the impacts. Larger impacts cause the earth to crack on distort, more frequent impacts cause the earth to twist and shake.
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. Once a month you may forge an item with the bedrock sledge that permanently gains any number of its acquired abilities. The abilities chosen must have been gained by destroying items and not the ones natural to the sledge. Normal rules about the number of enchantments apply to the forged item.
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. If that 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 oversized metallic looking horns and hooves. Will grow into a large, fearless ram. 6" tall and 8" long.
Lvl 1. The ram's skeleton and horns are as durable as iron and extremely resistant to damage. (1'3" tall, 1'8" long)
Lvl 2. The ram's hooves can adhere to the ground, giving it stable footing on most any terrain and slope. (2' tall, 2'9" long)
Lvl 3. The ram cannot be dazed, concussed, disoriented or confused. (2'9" tall, 3'9" long)
Lvl 4. The ram can kick its back feet to throw up a small stifling and obscuring dust storm at a target. (3'6" tall, 4'10" long)
Lvl 5. The ram can bite through most any material. (4'3" tall, 5'10" long)
Lvl 6. When leaping, the earth itself moves to give the ram a boost. (5' tall, 6'11" long)
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. (6' tall, 8' long)
Lvl 8. The ram can rear up and stomp its front hooves down, sending a shock wave along the ground, violently quaking the ground around it and sending a path of upturning ground in the direction its facing.
Lvl 9. Choose two Lutharin crystal types, permanently the rams horns become one of them and the rams hooves become the other. They gain the imbue effects affiliated with these crystals. You can choose the same crystal type for both.
Lvl 10. Once per encounter the ram can become solid living crystal for 10 posts, the same crystal/mix of crystals as its horns and hooves. It will gain a merged and amplified version of these crystals affiliated imbues during this period.
QUAKELORD - Your mastery of earthen materials (dirt, sand, stone, metal, glass, crystal) causes them to calm and quake at your command, allowing you to perform feats that others cannot.
Lvl 1. You may command the earthen materials beneath your feet to either soften or magnify your footfalls, allowing for a stealthy or intimidating approach.
Lvl 2. You may cause any earthen object you alone are holding to vibrate at a specific frequency, effectively increasing its modifier by one in clashes with other materials.
Lvl 3. Your sense of touch and hearing are merged together. This allows you to discern things about your environment that others would not, especially when it comes to movement or vibration. This sense allows you to tell what materials are in an area or item by tuning them with a light tap.
Lvl 4. You can control the vibrations in unattended, non-magical earthen materials and any such materials created or manipulated by your spells. This allows you to treat up to 5 cubic feet of such material as a held object for the purposes of your Quakelord abilities. You may use a spell per post to instead effect up to 10 cubic feet of material.
Lvl 5. You may temporarily extend your vibration ability to larger areas of earthen material in the environment, causing them to match your own personal frequency. Twice per encounter you may use this ability to phase quickly through 10 feet of solid stone or 5 feet of solid metal. When this effect ends you ejected from the material at the nearest possible exit.
Lvl 6. Your ability to manipulate vibrations improves, allowing you to increase the effective modifier of earthen objects by another level and/or cause them to crack and/or explode into a cloud of dust and shrapnel on impact. Using this ability counts against your spells per post, larger items are less likely to explode.
Lvl 7. You may choose one additional solid material to consider earthen for the purposes of Quakelord abilities (e.g., wood, bone or glass).
Lvl 8. You may harmonize earthen objects with any others, allowing you to increase their modifier by another level and/or grant them the ability to pass through up to 3' worth of other non-magical earthen material. Items that would get stuck are shunted to the nearest available space. Using this ability counts against your spells per post.
Lvl 9. The power of your spells echo into the world around you. Whenever you cast a spell you may use one of your lower-level Quakelord abilities without it counting against your spells per post.
Lvl 10. You develop a custom WM-approved vibration-based technique/ability.
Storm
Lvl 1. Your skin has a very faint glow. You can shut out pain. (Height)
Lvl 2. Your irises glow yellow. You can sense disturbances in the air within 6 feet of your body.
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 weakens 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. It stands 4" to the shoulder. It's body is 4" long, with a 3" neck and head and 5" long tail, giving it a total length of 1' and it maintains this ratio as its total length grows. Its wingspan is 2'.
Lvl 1. The drake's metallic bones make it immune to electrical damage very durable. (1'1" tall, 3'2" total length, 6' wingspan)
Lvl 2. The drake can throw its shrieks, making them sound like they are coming from elsewhere. (1'10" tall, 5'4" total length, 10' wingspan)
Lvl 3. The drakes talons and fangs are iron, and it can hear you from any distance. (2'7" tall, 7'6" total length, 14' wingspan)
Lvl 4. The drake develops iron spikes on its tail which crackle with electricity. (3', 4" tall, 9'8" total length, 18' wingspan)
Lvl 5. The drake can unleash a powerful shriek that has the power of a gust and cancels out all other sound. (4', 1" tall, 11'10" total length, 22' wingspan)
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. (4'10" tall, 14' total length, 26' wingspan)
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. (5'6" tall, 16' total length, 30' wingspan)
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 encounter.
Lvl 10. The drake can focus the electrical energy drained from a person into one of its spines, which it will then shed. If you pierce yourself with one of these spines, your energy, reflexes, stamina and speed will all be boosted. They will also grant you knowledge of a random spell or technique the person whose energy it is knew. (To be decided on shedding the spine) The effect lasts for 7 posts.
ELECTROMAGNETISM - Learn to manipulate the electricity generated by your body and your storm magics to exert influence over metallic objects. Those who posses this ability also find themselves capable of safely carrying any kind of metal object without effecting their ability to cast high level spells, provided that any such objects do not exceed 1' in diameter.
Lvl 1. You passively 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
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. 4" tall, 7" long not counting the tail, 2' wingspan.
Lvl 1. The raven's touch strengthens the mind and will counteract any mental magics being used on you by others. (1' tall, 1'6" long, 4' wingspan)
Lvl 2. The raven's glare induces uncertainty and unease. (1'8" tall, 2'5" long, 6' wingspan)
Lvl 3. You can the raven can perfectly understand each others' speech. (2'4" tall, 3'4" long, 9' wingspan)
Lvl 4. The raven's caw can mimic any sound, but only to the ears of a single target. (3' tall, 4'3" long, 12' wingspan)
Lvl 5. The raven's caw can induce a target to see an illusionary copy of itself. (3'8" tall, 5'2" long, 15' wingspan)
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. (4'4" tall, 6'1" long, 19' wingspan)
Lvl 7. The raven has a passive perception effect that extends to you if you are riding it. (5' tall, 7" long, 24' wingspan)
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.
ECHO READER - Thoughts and memories are tangible things, they create waves in the world like anything else, they echo. Some mind mages may attune themselves to the emanations of others' minds.
Lvl 1. You learn to pick the echoes of those nearby apart from the background noise, the echoes of echoes. You can always tell roughly how many people are in an area.
Lvl 2. You learn to recognize echoes related to you, and can pick out who and where they are coming from. The nature of those thoughts is still unclear to you, however.
Lvl 3. The more time you spend with allies, the better you get to know them and recognize the their echoes. You gain an intuitive understanding of your allies moods and intentions and can locate them even if they are not thinking of you. If you have quested with them before or if the quest you are currently on with them has gone over 200 posts.
Lvl 4. You learn to use the echoes in conjunction with speech. You can use it to augment your understanding of truthful speech that is difficult to hear for a variety to reasons or check for dissonance to detect deception.
Lvl 5. Your familiarity with the echoes of your allies allows you to understand them on a far deeper level than normal. Once ever you may have one teach you a skill or spell they know. (Must be learnable not innate, or bound to items or body changes, must be level 5 or lower, if it is part of a levelable skill you will likely have to choose one level of it.)
Lvl 6. Your echolocation allows you to mentally track the location of all sapient minds in the area as well as pick up weaker echo trails of where minds have recently been.
Lvl 7. You learn to recognize the echoes of intent or concentration that precede your opponents attacks or spells if they use them repeatedly (3x or more), allowing you to begin to counter, dodge or react before it actually happens.
Lvl 8. You learn to cast your mind magics back along the rippling path you feel in the air. Your mind spells no longer require line of sight as long as you maintain echolocation of them.
Lvl 9. With an incredibly strong blast of focused thought, you can create a far reaching and incredibly strong echo yourself, precisely formed to spread out around you, sweeping up the echoes of others, creating feedback. Strongly dazes every sapient creature in a 50' radius around you for a couple posts. Is very draining and cannot be done more than once every 20 posts
Lvl 10. Dream Thief - Access the free flowing thought of an unconscious ally or foe. You may take the ripples given off by their thoughts to create a copy of their thought patterns. Three of these may be held in mind at any time to create a castable spell based on their dreams and personalities.
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 as tough as chitin.
Lvl 8. If you can observe the use of a physical ability on two separate 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, Yew turn more widely build but angular and skeletal, 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. The anteater can, once per encounter, spit an extremely large blast sap at a target, temporarily entrapping anything or any part of a thing it hits in amber.
Lvl 10. Once per month, if a living being was caught in the amber spit of attack of the anteater, the fragments left after they escape/are freed can be forged into an item. That item will have a minor ability based on the person caught in it. How much viable amber is left over ]depends on the person modding the encounter. Strength of the ability can be stronger if the being entrapped was exceptionally powerful.
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.
Beastial
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. Size change over evolution is determined by the chosen paths.
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 Lutharin 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 - Summon a monstrous mammoth-like creature from the Northern Tundra. These beasts have reddish fur that is resistant to spells 4 and below, and long tusks that chill and freeze. They stand about 10' tall, weighing nearly 9 tons.
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. The bison can generate a Force Slash attack from between its horns once per post.
Lvl 9. Physical attacks against the bison send half the force rebounding back on the source.
Lvl 10. Once per encounter the bison's hair may utterly absorb a physical attack that lands upon it. This attack can be stored indefinitely, then released at any later point as a shape attack of pure force. Only one stored attack can be released a post.
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 like a divining rod. Only works upon the most recently wounded being.
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. Usable once every other post.
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
NON-ARTED
SPELL RELATED
>Levels vary completely according to spells used. To reach each level you must know a spell of that level in both arts.
Dualmages may start with the two level 1 spells chosen for their LSS already learned at no cost.
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.
> Each spell you learn increases your Taskmage Score by a number equal to that spell's level. Learning spell with the same art AND level as a spell you already know does not increase your score.
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. The base cost of spell is reduced by 5 gold.
Required Score: 12
Lvl 3. You may combine your level 1 spells with other level 1 spells, creating non-levelable dualmagery spells. Component spells are still known and castable.
Required Score: 24
Lvl 4. For each art you know, you may prism a spell you know to that art once per encounter. Cannot be done more than X+1 times per encounter, where X is your Taskmagery level.
Required Score: 40
Lvl 5. The base cost of spell is reduced by an additional 5 gold. You now have access to any spells sold, despite normal guild restrictions or alike.
Required Score: 60
Lvl 6. You may now combine your level 1 spells with any other spells you know, but can only be done three times per encounter.
Required Score: 84
Lvl 7. You can cast an additional spell each turn if none of the spells cast that turn share the same art.
Required Score: 112
Lvl 8. Once a month you may delve into the magics of a magical item you own, unmaking it but creating a spell based on it. Art and level of this spell vary according to the item.
Required Score: 144
Lvl 9. You may permanently combine three spells you know of any combination of levels and arts into a single powerful spell.
Required Score: 180
Lvl 10. Deep in the Greevan Forest lies a forbidden cave known as The Path of Jhaeros. Only those who have truly mastered the core fundamentals behind a vast array of varying magics may enter, devoid of items, where their resourcefulness and judgment will be tested in a centuries old trial.
Required Score: 230
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. Metal items created by spellforging do not put off the same field as normal mentals and thus can be used by mages.
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
A Battle Post is defined as "A post involving the character physically engaging a hostile opponent or actively using physical means to evade/protect themselves from a hostile attack"
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: 55
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 single-handedly and increase the effective modifier of your weapons by one upon striking.
Required Battle Posts: 340
Lvl 9. You may channel all your rage and fury into an all or nothing attack. Thea attack will be made at Mythic strength and should it connect must be treated as potentially fatal. The limb and the weapon (if any) used to perform this attack are badly broken by the stresses placed on them. No limit on use beyond the sacrifice of functioning limbs.
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 melee 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. Your mastery of your weapon of choice allows you to more accurately predict the tactics of others using the same type of weapon.
Required Battle Posts: 90
Lvl 4. Your skill with your weapon of choice boosts its effective modifier in combat by 1.
Required Battle Posts: 130
Lvl 5. The grace and speed with which you wield your chosen weapon is difficult to grasp, dazing those who try to follow too closely.
Required Battle Posts: 175
Lvl 6. You're 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. Your grace and speed cause wounds inflicted by your chosen weapon to be intimidating, each time you wound your opponent, however lightly, they lose a little will to fight.
Required Battle Posts: 280
Lvl 8. You may choose any ability you know and channel it into your chosen weapon's combat style. The ability is lost and replaced with a WM created technique for your chosen weapon based off of the chosen ability.
Required Battle Posts: 340
Lvl 9. Your mastery of your chosen weapon flows out of your every pore. Drawing your weapon amplifies fear felt by those who would oppose you and causes those who fight with you to feel a surge of confidence that makes them intimidating. In the face of this challenge, cowards and weaklings will likely flee in terror.
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. Your strikes when attacking unarmed have an effective modifier of 2.
Required Battle Posts: 25
Lvl 2. You gain an effective strength increase of 1 when attacking unarmed.
Required Battle Posts: 55
Lvl 3. You can launch strikes with your legs and feet as dexterously and precisely as with your arms and fists and walk on your hands as easily and your feet.
Required Battle Posts: 90
Lvl 4. Your strikes when attacking unarmed have an effective modifier of 3.
Required Battle Posts: 130
Lvl 5. Fighting unarmed and unencumbered you a greater chance of successfully dodging the attacks of those relying on weaponry.
Required Battle Posts: 175
Lvl 6. You're able to use a disarming attack with your hands 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. 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: 280
Lvl 8. Thrice per encounter through sheer skill and fluidity of movement, you can catch a projectile in your hands and launch it with equal speed in the direction of your choice. Massive, magical attacks may trump this ability.
Required Battle Posts: 340
Lvl 9. Your strikes when attacking unarmed have an effective modifier of 5.
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. You learn to focus your attacks on your opponents joints and ligaments. Every time you land an attack on a specific joint it makes movement of that joint slower and more painful.
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 that quest went over a total of 450 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. You can tell tales of your exploits to charm, distract or impress people. When talking about your passed adventures, your charisma, intimidation or other social skills are all enhanced and altered to suit your intentions.
Required Score: 3
Lvl 3. Everything is on 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 that quest want over a total of 450 posts. The quest runner has the option of awarding a third point depending on the role you play in the quest.
Lvl 1. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 1
Lvl 2. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 3
Lvl 3. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 5
Lvl 4. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 7
Lvl 5. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
]Required Score: 9
Lvl 6. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 11
Lvl 7. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 13
Lvl 8. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 15
Lvl 9. The relic unlocks a previously hidden World Moderator created ability/attribute based on the nature of the relic.
Required Score: 17
Lvl 10. You can, once ever 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
LAW KEEPER - By tracking down and bringing to justice the criminal element of Bakara you gain the respect and consideration of many. Viewed as a paragon of peace, order and the rule of law, Law keepers are considered the first and last line of defense against Bakara's criminal element.
> Law keeper is leveled by taking bounties, you earn score for each bounty equal to the level of that bounty.
Lvl 1. Law keepers have good instincts. Once per bounty, task or quest you may draw on your reserves of intuition to help you solve whatever puzzle lies before you.
Required Score: 3
Lvl 2. Law keepers are well equipped. Law keepers gain access to a single peacekeeper tool of their choice and if they are not peacekeepers already they gain access to its associated upgrades through earning tokens. Peacekeeper upgrade costs are reduced by one token.
Required Score: 6
Lvl 3. Law keepers make people feel safe. You gain a natural charisma effect and find yourself being offered little extras in shops and bars. You gain a five percent discount on all purchases made at locations not affiliated with the Thieves Guild.
Required Score: 12
Lvl 4. Law keepers are well compensated. Your bounty payments are increased by N%, where N is half your law keeper score, up to a maximum bonus of 30%.
Required Score: 20
Lvl 5. Law keepers make people feel judged. You gain a natural intimidation effect that is stronger against criminals. By reading the discomfort caused by your presence you gain an insight into the amount of wrong-doing each person you meet has committed.
Required Score: 25
Lvl 6. Law keepers are an authority unto themselves. You may give orders to citizenry and military alike and expect your words to carry the weight of someone of rank and influence. You may also pursue criminals with less assistance than others; you count as two people on bounties.
Required Score: 34
Lvl 7. Law keepers sometimes attract powerful foes. You attract the attention of a criminal arch-nemesis, who does his best to thwart your plans. You will occasionally be the target of assassination attempts and sabotage by this nemesis' underlings and mercenaries.
Required Score: 40
Lvl 8. Law keepers have friends in the right places. You may select any one guild or society (other than the Thieves Guild) and perform a task or capture an adversary for them. You will be rewarded with access to a specially tailored selection of that organisation's benefits.
Required Score: 52
Lvl 9. Law keepers make tough choices. There comes a point when a law keeper has to make a decision about their ultimate path. Are they a defender of peace and protector of the people? Or are they a force of justice and scourge of the underworld? Once this decision is made the law keeper will unlock new insights into their own powers, enhancing their abilities.
Required Score: 64
Lvl 10. You may gather a group of like minded people to help you track down your villainous arch-nemesis. How this pans out will depend on your nemesis and the group you gather. Taking down a criminal mastermind is sure to be lucrative, though (also justice, etc.).
Required Score: 75
INFAMOUS - The mark of a truly great criminal is to work a lifetime and never earn a reputation. If you're going to earn a reputation though, its best to do so on your own terms. Infamous criminals use the murmurings of commoners and noblemen alike to exert influence and open doors.
> Infamous is leveled by illicitly obtained gold. Any gold acquired while performing crimes and/or thief tasks counts toward your total.
Lvl 1. The natural push and pull of conversation is second nature to you. You gain a natural charisma effect and have the uncanny ability to trigger a specific conversation in a crowded room by nudging and whispering to the right people.
Required Gold: 100
Lvl 2. You start to create waves among certain groups of people. You are able to gain training in any one suit of red deck skills as if you were a thief. If you are already a thief you instead get a discount on purchased thief chips of five gold.
Required Gold: 200
Lvl 3. Thieves are kept a wary eye on in most establishments throughout Bakara, shopkeepers give you a five percent discount as an incentive to turn your eyes elsewhere. Any shop you are caught stealing from drops this discount in favour of closer scrutiny of your actions.
Required Gold: 400
Lvl 4. You develop the skills and contacts to create a single alternate identity for yourself, an additional set of appearance, clothing and mannerisms kept within the original character's profile. This alter ego may be switched into any time you remain unseen for two posts and serves as either a Nom de Guerre for committing crimes or a back-up plan for starting over again.
Required Gold: 600
Lvl 5. Rumours begin to circulate about your criminal activities, though slightly exaggerated from what you remember they are mostly accurate. These rumours will occasionally leads to better pay in any kind of tasks or quests, the rhyme and reason is hard for these bonuses is hard to properly place but one might chalk it up to thiefly karma.
Required Gold: 900
Lvl 6. You begin to develop your own cadre of informants, snitches, spies and lookouts. You gain your own personalised version of the thieves network or clerics archives, based around your style and techniques. You may ply them for information during any task or quest that allows you the opportunity to contact them.
Required Gold: 1200
Lvl 7. The rumours about you turn from slight exaggeration to pure whimsy. Many people you encounter may have heard of your supposed exploits even if they do not connect them directly to you. How you react to these rumours when brought up has a significant mental and emotional effect on all those that hear it. (i.e. Hearing that you did not in fact steal the eyes off a live dragon might cause disappointment and dulling of the senses in those around you.)
Required Gold: 1500
Lvl 8. There is always someone who's willing to sell out their secrets. You are able to find one such individual among one of the other guilds or societies of Bakara (besides peackeepers) in order to gain access to a specially tailored selection of that organisation's benefits.
Required Gold: 2000
Lvl 9. You uncover through a combination of rumours and research a way to access a set of ancient tunnels and stocked safehouses underneath the cities of Bakara. These tunnels may sometimes provide a means of quick escape or secret movement but more importantly offer Infamous criminals a place to hold secret meetings and store their gear away from prying eyes.
Required Gold: 3000
Lvl 10. The rumours about your exploits have become so grandiose and unbelievable that a master criminal has turned his eye to putting you in your place. You are challenged to a series of tests and competitions, him and his crew versus you and yours. This challenge could be the death of you, or worse, your reputation.
Required Gold: 5000
MERCHANT'S PACT -
> Is leveled by profit, counting all and only gold made from selling items or altering items for others. Requirements count gold over since starting, not since last level.
Lvl 1. Natural charisma effect.
Requires: 100 gold profit.
Lvl 2. You gain a 20% discount when buying in bulk. (4 or more of the same thing)
Requires: 300 gold profit.
Lvl 3. You get a shop in the city of your choice.
Requires: 600 gold profit.
Lvl 4. You broker a deal with the Machinists for access to a rare merchants only item from the machinists.
Requires: 1000 gold profit.
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.
Requires: 1500 gold profit.
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.
Requires: 2100 gold profit.
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. Requires: 2800 gold profit.
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)
Requires: 3600 gold profit.
Lvl 9. You can occasionally sell your rarest items to the appropriate shops.
Requires: 4500 gold profit.
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.
Requires: 5500 gold profit.
HUNTER'S PROWESS - Through your relentless tracking and slaying of beasts and monsters, you have gained a reputation as one of the premier hunters of the age, granting you fame, hushed respect and a larger than life reputation. Huntmaster is leveled by the collective levels of your successful hunts.
Lvl 1. You are skilled in the art of tracking, allowing you to spot clues to a monster or beast's whereabouts left by their movements through the wilderness.
Required Score: 4
Lvl 2. 10% increase in hunt payments.
Required Score: 8
Lvl 3. 10% discount at shops as a sign of respect and thanks.
Required Score: 14
Lvl 4. You are allowed to tackle level 4 hunts alone.
Required Score: 20
Lvl 5. You are invited to join one of the great Hunter's Leagues, fellowships formed by like-minded trackers and trophy-hunters, thereby granting you access to special skills, items, and options for ending Hunts.
Required Score: 28
Lvl 6. 20% increase in hunt payments.
Required Score: 36
Lvl 7. You are gifted with a special weapon in thanks for those you have saved from the predations of the world's monsters. This weapon and its properties reflect your deeds and the monsters you have slain over the course of your career.
Required Score: 46
Lvl 8. You are allowed to tackle level 5 hunts alone.
Required Score: 56
Lvl 9. Your signature weapon gains power from the blood of slain monsters, gaining a new power/trait after each successful Hunt.
Required Score: 68
Lvl 10. Drawing from your prodigious skills and repute as a mighty hunter of beasts, you may take it upon yourself to find and defeat one of the legendary monsters of Bakara that has faded into fearsome myth. Will require the assistance of others.
Required Score: 80
RETIRED
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.
Available from December 2012 - July 2013. Characters with The Link: Olo Eopia and Misty Wydberg.
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.
Available from December 2012 - July 2014. Characters with Prismaticism: Illu Sorisch.
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.
Available from December 2012 - April 2015. Characters with Crystal Cultivation: No one.
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
MAPS
Bakara
Epicrin
Red = Government
1. The Spire
2. The Iron Seat
3. The City Gates
4. The North Gate
5. The Epicrinian Institute
6. City Forge
7. City Military Barracks
Blue = Guilds and Societies
1. House of Forgotten Lore
2. Halls of Justice
3. The Old Cathedral
4. The Tomorrow Forge
5. Maison Diapason
6. Vieille Ville Fashions
7. Black Bear Tavern
8. The Mages Academy
9. The Blooming Tower
Green = Parks
1. Bonfire Park
2. Newleaf Park
3. Corel Park
4. Fostis Park
Orange = Shops
1. The Silver Crescent
2. Hearth of Steel Armorists
3. Dreamer's Notions
4. The Scrivener's Nib
5. Azure Horizon Supplies
Purple = Other Businesses
1. The Drunken Ass
2. The Grand Epicrin
3. Smythe's Brewpub
4. Venys Fly-Trap
Brown = Residences
Elexia
Gates and Government
1. Main Gate
2. North Gate
3. Council Chambers
4. Guard's Barracks
Shops and Services
1. Esoteric Archives
2. Golden Horizon Forge
3. Black Penny
Guild Locations
1. Jade Dragon Tea Shop
2. Abandoned Pier
3. The Hydrofuge
Gathering Places and Other Locations
1. Passenger Docks
2. The Flush of Hearts
3. The Yard of Vines
4. Hyde Park
5. Warrens Park
6. Warren Trenches
7. Sewer Entrance
8. Drowned Warehouses
Greevan
GEOGRAPHIC FEATURES
Adraestae Archipelago - A chain of small rockey uninhabited islands of the north-eastern coast. An extensive system of partially flooded caves connects them all and is the home of the Ananke.
Bakara - The land Epic World is set in.
Alogean Mountains - A vast, metal rich mountain range to the north of the Sekoran Forest. Home to the Kindir and Oscaran races.
Chakosan Forest - A small forest along the south-eastern coast, near the border of the Lutharin Mountains and the Southern Wastes.
Eastern Sea - The massive sea that borders Bakara to the east. Spotted with small islands. Humans are known to live in a land far across it but that land is so distant and hard to find contact is extremely rare.
Eastern Swamp - A small swampland that lies where the Sekoran Forest meats the Eastern Sea, north of Elexia. Most found there are either smugglers or pirates.
Great Road - A massive and ancient road that runs from the Western Plains to the Eastern Coast, bisecting the Sekoran and Southern Forests.
Greevan Forest - The largest of the Bakara Forests. Ancient and mysterious. Home to the city of Greevan and the Greevan Elves.
Hilara River - A southern distributary of the Ma'Juhud, it feeds into Lake Hilara.
Lake Hilara - A massive lake completely within the Greevan Forest.
Lake Leen-Tarj - An extremely deep lake in the southwestern Lutharin Mountains, it is said the hidden city where the Garr tribal leaders reside lies nearby.
Lake Wandelndholz - A long in the center of the border between the Alogean Mountains and Sekoran Forest.
Lutharin Mountains - A massive, and very tall mountain range that lies south of the the Southern Forest and East of the Greevan Forest. Magically charged crystals are found exclusively here and it is the home of the Garr and Greel races.
Ma'Juhud River - The largest river in Bakara, both in terms of length and width, it runs north to south across the entire length of the land, passing through the Western Plains. It is spotted on the eastern bank with remnants of ancient stone buildings.
My'Kurr Island - A psuedo-tropical island off the coast of Elexia with a number of tiny close by satellite islands. Home to a number of fancy resort villages and the Yesil tribe of Saaur.
Nadra Island - A pseudo-tropical island, located northeast of My'Kurr and directly east of the Adraestae Archipelago. Is entirely encircled by a massive coral reef that makes it only reachable by docking ships at the floating docks built on the reef and being ferried in by the shallow barges of the Nadrask, a mercenary society that lives there.
Northern Tundra - A vast icy expanse that stretches all across the northermost reaches of Bakara.
Redshot Island - A small tropical island located southeast of My'Kurr. Distinguished by a huge lake in its center that is colored red by algae. Home to Yesil Saaur.
Sekoran Forest - A deep dark forest that lies between the Eastern Sea and the Western Plains. Full of fearsome beasts and home of the Sekoran Dryads.
Scionic Mountains - A vast towering mountain range that runs north to south across the spine of Bakara west of the Western Expanse. Beyond it is what used to be the realm of Man before it was overrun by Daemons and they were forced to Migrate. Home of the Dwarves and former home of the Vampires.
Southern Forest - A former part of the Sekoran Forest now separated by the Great Road. Lies between the Great Road and the Lutharin Mountains.
Southern Wastes - A vast arid desert that stretches all across the southernmost reaches of Bakara. Said to be the home of the few remaining real dragons and other horrific dangers. Home of the Kumul Saaur.
Western Fens - A fetid swampland that lies on the western edges of the Greevan Forest where it meats the Western Plains.
Western Plains - A vast prairie land that stretches out west of Greevan and the cities of man until it reaches the Scionic Mountains.
Westford - A large and ancient stone bridge crossing the Ma'Juhud River. Remnants of extremely ancient fortifications flank it. Considered the western end of The Great Road.
THE OTHER REALMS
The World of Bakara is incredibly rich with all five forms of the ancient magics, flowing across the world like waves, more strongly along certain leylines. It is believed that this abundance of magic is what caused the phenomenon known as "The Other Realms". The theory is that over the eons these magics pooled at certain spots, becoming so potent and concentrated they generated a physical plane, not outside our own but atop of it, and spread out from there. These are not parallel dimensions or realities, but higher levels of our own, sharing geography and effected by the actions of those in the regular world.
There is a realm for each of the five ancient magics, however only the two closest in alignment with our level of reality have ever been crossed into with any actual documentation. There are vague myths about people who have glimpsed the other three, but nothing more.
Life - The Spirit Realm - The closest and easiest of the other realms to interact with, this plane is where the spirits of the dead often linger after death, their life force caught in its power like a magnet and then sustained by it. Sometimes this is accidental, sometimes triggered by will and inability to let go.
Divination - Faerie - The second closest of the realms, it is nonetheless not easy to reach, with only a handful of spots across the known word being aligned with its magics making passable readily possible. It is a realm of mysticism and incredible creatures, where unimaginable beings are born from pure thought and magic.
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. Effects that alter the modifiers of items without changing their actual material do not change number of enchantments it can hold.
Durability - To be honest, this almost never comes up. However - in the event that object destruction is being attempted / seems reasonable and the result is difficult to determine, it has been decided that the higher the modifier of your weapon is versus the armor or weapon of your opponent, the greater chance you have to damage them. We've found players/WMs generally want this specific effect to be a dice roll (unlike bodily damage it's often difficult to guesstimate what feels right), so the standard is 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, Stone
Modifier 3
Iron, Ironwood, Chitin
Modifier 4
Steel, Nevermelt Ice
Modifier 5
Mundane 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.
MATERIALS AND MAGIC
Many metals possess a property that, through prolonged direct exposure, interferes and withers a person's ability to sense and draw on magics, leaving them incapable of fueling spells level 8 and higher. Precious metals (gold, silver, etc) do not cause this effect, but most ferrous metals (iron, steel) and other high-modifier metals do. Although safe and unsafe metals tend towards different electromagnetic properties, it is not a 100% overlap. This interference is the reason for the mage's ban on high-modifier metal weaponry and armor. If a nonmage somehow gains access to a level 8 or higher spell, it is suggested they follow by the same restriction lest they eventually the lose the ability to cast it.
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
In the EW, we try to get away from numerical stat. But we have decided that strength is needed to delineated for reference and ease of spell use.
To that end we have defined ten Strength Levels. Any spells that reference or modify strength do so along the lines of these levels. Races all also have an average strength level. These also serve as the limits of strength. Anything above the highest is not feasible save for rare NPC threats. Anything below the lowest isn't numerically consequential.
Any numbers below are in Lbs.
Strength Level: Feeble
Numbers: Punch: 100, Bench: 20, Deadlift: 75
Examples: , iift a human child.
Strength Level: Weak
Numbers: Punch: 175, Bench: 55, Deadlift: 150
Examples: bench a sack of rice,
Strength Level: Below Average
Numbers: Punch: 300, Bench: 100, Deadlift: 225
Examples:
Strength Level: Average
Numbers: Punch: 500, Bench: 145, Deadlift: 300
Examples:
Strength Level: Strong
Numbers: Punch: 750, Bench: 200, Deadlift: 400
Examples: , bench an adult male human, or lift a pony
Strength Level: Very Strong
Numbers: Punch: 1200, Bench: 275, Deadlift: 600
Examples:
Strength Level: Mighty
Numbers: Punch: 1800, Bench: 375, Deadlift: 800
Examples:
Strength Level: Prodigious
Numbers: Punch: 2300, Bench: 520, Deadlift: 1100
Examples:
Strength Level: Superhuman
Numbers: Punch: 3500, Bench: 750, Deadlift: 1500
Examples:
Strength Level: Mythic
Numbers: Punch: 6000, Bench: 1000, Deadlift: 2000
Examples: benchpress a cow, or lift a hippopotamus
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
Quests, which is just the general term for any organized group adventure with rewards, are most often run by World Moderators but can be run by anyone.
If a non-WM player wishes to run a Quest, they must send all the details of what they have planned for the Quest to a World Moderator for approval. This is to ensure players don't establish facts about the world that conflict with what has been established or what is being planned and don't ultimately clash with the flavor we want for this world. Similarly all loot must be run by World Moderators prior to posting as well.
Announcements of new Quests can most often be found in city papers (you can submit yours to a WM to be included) or the official "Papers Around the Streets" bulletin board thread. A meeting place should be given, usually an established public location, where people can post arriving. Once enough people have shown up, a new thread will usually be started for the quest.
For Quest looting conventions, see the Loot section of the guide.
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
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 Vroed, 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
Dark Elves
Appearance - Extremely humanoid, distinguished only by their pointed ears and trademark milk-white skin with jet colored hair.
Naming Conventions - Dark Elf names have three parts. The first two function as a given name and surname respectively, usually deriving from Irish Gaelic. The last part is Drow'[xxx]. The first half, Drow, indicates their being a dark elf, while the second half denotes the village they derive from.
Home - The majority of dark elves come from the Greevan Forest, born and living in the underground villages that compose The Dark, although some have abandoned the elven societies in favor of fair living in other cities.
Racial Identity - Legend has it that dark elves were once indentured servants to the elves above the ground, but this arrangement, if it ever existed, has long since fallen out of practice. Still, they are often viewed as a lesser people, deserving of either mockery or pity, depending on a person's point of view. Though a few dark elves have emerged into the world of the other races, most remain in their extremely secretive villages, practicing their ancient traditions without outside intrusion.
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 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
Appearance - Humanoid in size and shape, Dryads are the embodiment of nature. Magnificently attractive creatures, they tend to be naturally robust and athletic. Males gravitate towards being athletes while females are incredible dancers and singers. Complexions untouched by age or wear, their skin tones are infused with color like a sunset evening, all warm colors of coral, pink, purple, russet or browns. Hair that is animate, long and flowing it can be any shade of green imaginable. Sharp faces, with long angular features, pointed ears, and eyes that glow with a faint incandescent light. Males are stronger with squarer features, they tend to grow crowns of stag like antlers that can be any shade of white, black, or brown, they are very wood-like. Females are softer and winsome, with heart shaped faces.
Naming Conventions - Dryad given names are derived from the time and season of their birth, which will have an impact on their nature. They may be split with an apostrophe, for example like Ny'aev, which means Dreamless One. Spelling and pronunciation are typically modern fantasy elvish sounding in nature, with Irish, Gaelic, Welsh and even Middle English spellings as a real world guide or analog. Surnames aren't typical of pure-blood Dryads, unless they are male adventurers who have left the conclave or half-bloods; they tend to take on nature sounding surnames that are similar to their inclinations, or ones they have inherited like Ironbough, Moonglow, Steeleaf, Stormcrow, or Scarwood.
Home - The ancient home of the dryads is the Sekoran Forest, of which their common name is drawn. They originate from the very center of the forest, in a glade of Syl'orin trees known as the Heartwood. No traveler ever makes their way to this glade the same way twice, nor can they remember the path they took in getting there. Whilst it is always at the heart of the Sekoran, it is magically protected.
Racial Identity - Dryads are watchers and protectors, they hold sovereignty and guardianship over the Sekoran woods and rarely venture outside of it. Their elders, known as Keepers, physical bodies slumber as in a dream whilst they keep watch over the forest from a glade deep within its center in a ring of trees called the Heartwood. Their will and consciousness effused with the pulse of life and energy that inhabits the soil and trees there empower them through their vigil, allowing them a sentient bond with the natural ecosystem. A Matriarchy and mostly sororal conclave of sisterhood, male Dryads are stag-like, rarer but much beloved by their many sisters and families. They tend to be beset by wanderlust at a young age, oft times becoming adventuresome free spirits who seek what the outside has to offer before settling into their rolls as elders. Young females are nymphs, bewitching songstresses whose pure voices are beacons to the woodland creatures; said to linger on the air and in the billowing language of the trees long after their songs have stopped.
History - Little is actually known about Dryadic origins. Their presence has been known from the beginning of the migration and settlement of the East. Gossip, rumors, and hearsay are almost as old, talks of the haunted wood, and 'witches' have become local legend. It is all unconfirmed however, most of the actual known facts come from the relationships male Dryads have formed on their many wanderings, a few *ahem* amorous liaisons leading to a few half-blooded offspring.
Average Racial Strength - Below Average to Average
Racial Bonuses - Incredibly long-lived, immune to illness and disease. Possess a personal Charisma or Intimidation effect based on personality/appearance. Can be natural Tap Roots.
Dwarves
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.
Elves
Appearance - Elves are very humanoid in appearance, their pointy ears their only distinguishing features. Their skin color ranges from mildly tan to a fair white. Hair color is typically the darker colors of autumn, such as brown, dark gold, burgundy, chestnut, and less frequently dark shades of green, blonde, black and red. Blonde and black are especially uncommon, the former regarded as extremely beautiful and the latter as a sign of bad luck.
Naming Conventions - Elven names vary by class. Highborn elves will commonly hold more traditional naming conventions, hailing from Irish Gaelic name structures, whereas low-born elves can vary from similar names to the more common fantasy name styling. Irish Gaelic is used as the EW elven language, and an online translator can be found here.
Home - Elves are one of the natural inhabitants of the Woodland Vale (the elven title for the lands between the Alogean, Lutharin, and Scionic mountains). Greevan is the largest elven city, although there are various smaller elven villages spread throughout the forests.
Racial Identity - The elves are an ancient and knowing people, and this is something they do not often forget. Many upper class elves see themselves as the proper inhabitants of the Eastern World, and look down upon the other races. It is no surprise that others often regard them as arrogant and conceited. Elves of common birth are less prissy and particular about their people's history, and think of themselves as no different than other people of Bakara.
Elves possess a characteristic curiosity towards magic and mystery, and are often drawn towards the arcane arts. Although they possess no natural affinity for spellcasting, they are considered capable mages and thaumaturges.
History - Elvish history is well documented in prose and poetry, and volumes of their past can be found in libraries across the eastern world. Their history is rich with magical upheavals, racial wars and confrontations, and rebellions. For specific events, see Historical Summations - Elven Records and Legacies in the Historical Events post.
Average Racial Strength - Average.
Fey
Appearance -
Naming Conventions -
Home -
Racial Identity -
Hierarchy -
Racial Bonuses -
Garr
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
Kindir
Appearance - Kindir can be considered elves in the same way nadrask and ogofta can be considered human; it may be true from a certain perspective but saying it out loud could get you punched. Kindir are nonetheless similar to their ancient woods dwelling cousins, though perhaps stockier and more toned due to living in mountains and valleys rather than woods. Their pointed ears curve back and down rather than stretching upward, making it easy to distinguish them from elves on sight. The hair colour of kindir tends to favour the darker shades of brown, black, and red with fairer colouring being considered uncommon and sometimes unsightly.
Naming Conventions - Kindir given names are either gutteral or germanic in nature, while their second names are a matter of pride or shame. Kindir are granted or take for themselves names that reflect their nature in some way, usually tied to the natural creatures they hold dear (snakes, cats, rams, bears). In the lowlands the most common of these names is Faen which can mean either 'dishonored', 'outcast' or 'traitor' depending on who you ask.
Home - Kindir live in numerous tribes scattered throughout the alogean mountains, their valleys and foothills. The largest congregation of kindir living together is the guild city, Ash. Though not a kindir city, Ash is centered around a number of important kindirin locations and is strongly influenced by the elders of several tribes.
Racial Identity - Kindir society is strongly rooted in traditions of shamanism, natural reverence and respect for those who have earned it. Kindir live with a strong sense of duality. Nature must be respected but also challenged. Elders must be respected, but also surpassed. Kindir value a strong sense of community, but honour is earned with one's own hands. The tradition of taking a name seems to be different for every kindir, but many claim to have won their names in their first real combat or completed some feat or other to earn it.
Average Racial Strength - Strong
Nadrasks
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. Recently the Nadrasks have established a second island stronghold in Greevan on a small island in Lake Hilara called Drile.
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 - StrongOscarans
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
Ogofta
Appearance - The Ogofta are a human tribe. They have naturally tanned skin and the vast majority are very large, rivaling Garr in size, maybe 10% are of average human size. Their hair runs towards black, though red, brown and white are not uncommon exceptions, and usually worn long. Their eyes are usually black, orange or gold. Besides their size their most notable trait is the tattoos they all bare. Each Ogofta has multiple and/or expansive tattoos depicting their totem animal (See Racial Identity)
Naming Conventions - Ogofta given names have no single language derivative, though caribbean or pacific islander are good starting points. Surnames are simply their totem animal, such as "Weilon the Crocodile". Picture their speaking style as being similar to jamaican.
Home - The Ogofta homeland is a remote island in the southern reaches of the Eastern Sea are still somewhat of a rarity on the mainland.
Racial Identity - The defining characteristic of the Ogofta are their connection to their totem animals. Each Ogofta is given one at bird by the tribal elders, who divine the child's spirit animal. They are then taken into the wild of their island (or a surrounding isle if needed) to find one of these animals for the child to become "brethren" with. This animal will stay with them for the rest of their lives, sharing a profound bond with the Ogofta. (the animals lifespan extended by their bond if needed.).
Tribes are divided by these totem animals, with men joining their wive's tribe upon coupling (their society is matriarchal). Upon coming of age Ogofta leave their parents tribe and join their totem tribe.
Those Ogofta who are not of exceptional size always have diminutive totem animal.
Average Racial Strength - Strong to Very Strong.
Playing As Ogofta - Most though not all Ogofta should be of exceptional size and be at least strong. All must have their brethren totem animal as a pet. This will eat up alot of your starting character's power.
This pet can be one of the LSS Pets but does not have to be, in fact those should be rare cases rather than the norm. You can have any actual animal as your totem animal (if not LSS must exist in real world) but if you choose a naturally enormous pet, you will get a pygmy version of it. Nothing much larger than say a springer spaniel. (This is null and void if it is an LSS pet.)
These totem animals are very smart, but not human level. You can communicate with them, but its more of a general sense of meaning then understanding actual speech and they understand your words with equal generality.
Saaur
Appearance - The Saaur are a lizard-like race that comes into two types. But both have the following in common. The are short, very rarely above 5' tall, with a hunched posture. Their legs are slightly shorter than human proportion and their arms lightly longer. Neither digits and long and usually clawed. They have no hair and scaley skin, with head resembling an iguana more than any other lizard, including the spines. The Kumul saaur have scales of ta, brown and gold shades, with a leaner build, narrower head, and larger webbed feet. The Yesil saaur have scales in various shades of green, yellow and, rarely, crimson. They are thicker set with more powerful arms and larger hands.
Naming Conventions - Surnames depict the the island or settlement they originate from, such as Kurr, Redshot, Greatdune or Lostpool. Turkish is used in the EW for the Saauri language, so most Saaur given names should be based off that.
Home - The bisected saaur race, predictably call two very different areas home. The Kumul Saaur reside in the northeastern region of the Southern Wastes, living in small nomadic towns that move from oasis to oasis and trade with the garr and jakari. The Yesil inhabit a handful of tropical islands in the eatern sea, most notably My'Kurr, and establish more permanent settlements either in the trees or among other races' villages. Why the saaur came to live in two such disparate regions is unknown.
Racial Identity - The saaur are a race of sly survivors. They are the ultimate scavengers and adapters, be it in the forest or the desert. They ofteen seek out contact with other races for trade and in hopes of adapting what they can from other cultures to help them survive. It is generally accept that, when the saaur are truly committed to it, they can always be depended on to get the job done. They also have a reputation as thieves, users, manipulators, or sycophants, treating others as means to an end. This may be true for many, but not all of course.
Average Racial Strength - Average
Shavir
Appearance - Massive mostly erect humanoids, standing on average 10' to 12' tall, with scaled skin in shades of gold, orange and red. Hugely muscular builds, with three fingers or toes on each hand or foot, each tipped with long, curved ebon claws. Their faces are apelike, with enormous lower jaws, reptilian noses and steeply sloping brows. Long, barbed black hair covers their small craniums and runs down their spines.
Naming Conventions - Barely sentient, those with names are mostly gutteral grunted words.
Home - The Southern Lutharin Mountains/Northernmost Southern Wastes.
Racial Identity - Savage predators, the Shavir are mostly just barely sentient, with only maybe 5% of them actually capable of communicating verbally with other races. They appear to be lone hunters, rarely seen in packs or tribes.
Average Racial Strength - Prodigious
Vampires
History - It is said that centuries ago, the first vampires were a nomadic tribe that wandered the western lands in search of the peak to their potential, both physical, mental and spiritual. One day they encountered an entity called "The Eternal Spirit," which granted them great power and immortality in exchange for following "The Path of the Spirit" which was laid forth for them. These first vampires, the Scions, established a massive stronghold deep in the mountains that would come to bare their name. Villages sprung up around it, people with farms, craftsmen, and willing blood donors who sought their protection against their more savage neighbors. Sylvan is believed to have been one of the first of these, though that is only speculation by non-Sylvanites. Little is known beyond this until Sylvan, along with its multitude and variety of vampires, suddenly appeared near the outhern Forest not long ago.
Bloodthirst - What marks a vampire is of course the bloodletting. The main reason for it is nourishment. The innate spirit magics which fill the vampires’ bodies down to the smallest level come at a price; their powers leech the life force from them at an accelerated rate, and the only way they can revitalize themselves and their powers is the ingestion of others’ blood. When a Vampire doesn't get enough blood, its body feeds off itself, and they become weak, skeletal and eventually insane. This rarely happens, however, as before they reach this point they automatically slip into a feral state called "Bloodlust," feeding off of anything they can; their own thoughts and consciousness wiped away in a red fog.
Siring - There is also another reason for the drinking of blood. Some vampires feed to take part in "The Kiss of Souls," the blood ritual used by vampires to propagate their kind most often. It is the opening of the major vein and the sucking of the resulting blood by both parties. It is said that the power of the Eternal Spirit is in the blood. Some wish for this, to taste the power of the vampire. Others have it thrust upon them.
THE THREE TYPES OF VAMPIRES
Scion - Also known as "Purebloods," The Scions are the rarest of vampires, those whose power comes directly from the Eternal Spirit. These are those original members of the nomadic tribe who have survived all these centuries, and their direct offspring. Unlike the other types of vampires, the Scions are not really sterile, but a child among them is a rare thing. The Scions do not prey on innocents; they either feed on each other to revitalize their blood or on a group of thralls who volunteer a small amount of their blood in exchange for the protection and aid of the Vampires. They look completely human save for eyes that tend to glow red after drinking and a slight elongation of the canines. They are the strongest of all the Vampires, incredibly strong and fast and durable. Sunlight weakens them but does not kill. Silver hurts them but crosses and stakes through the heart do not. The only way to kill a Scion is decapitation. Their strength level is Superhuman and they rapidly heal from any injury. Their will is so great it can influence and sometime control weaker minds.
Bloodborn - These are the Vampires who have been given the Kiss of Souls, or "sired" by the Scions. They are a more diluted form of the vampire, and the Scions are very selective about who they turn. They are a bit easier to pick out than Scions, as their skin tends to be pale, their eyes usually a shade of red, and their nails and canines elongated. They are weaker than Scions, though their leaping abilities and sense of smell are more pronounced. Sunlight tends to cause burns on them, as does silver. Garlic makes them ill. Burning from these or fire, as well as decapitation, kills them. Their average strength level is Very Strong and they do heal slightly faster than humans, but nowhere near as quickly as Scions. They lack the Scions mental control abilities.
Phage - The Phage are those turned by Bloodborn, which is strictly forbidden by the Scions, or other Phage. The feeling of power that comes with siring is too strong for some, leading to this plague. The power of the Eternal Spirit moves on, but the purity is diluted. The power overwhelms the Phage and their bloodlust overtakes them, turning them into heartless predators. This also causes their weaknesses to become more prominent. Stakes through the heart kill; sunlight, silver and crosses all burn even worse. Their bodies are so ravaged by the power that upon death they immediately turn to dust. They can’t go out in daylight, they are as white as ghosts, they possess long fangs and claws, and they tend to develop bumpy facial deformities around the brow. They are the fastest and most agile of the vampires and tend to have bursts of bloodlust driven frenzy. They can act intelligently with forethought, but this largely depends on the person before the change. Unfortunately, the Phage are the most common type of vampire, those whom most of the old rumors and stories are about. Some phage have been known to exhibit the ability to daze others through force of will, a rare castoff of the Scion's mental control.
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
UNLEVELED / UNDIFFERENTIATED SKILLS
CARVING
Those with this skill can make high quality products from wood and other carvable materials. Handy to craft wooded weapons, armor, parts or sculptures. Certain rare materials gain abilities when carved.
GUNSMITHING
Those with this skill can handle the repair, cleaning and maintenance of machinist firearms and artillery and the installation of augments on them. This training is available to everyone at the Machinists Guild for a price and is given free to Guild Members.
SMITHING
Those with this skill can forge metals and other forgable materials into functional weapons, armor, parts or sculptures. Require use of hammer, heating medium and cooling medium.
TAILORING
Those with this skill are able to turn leathers, fabrics and cloth into items of apparel. Handy for repairing and manufacturing. Certain rare materials have magical abilities when tailored by those with sufficient skill.
TINKERING
This is the base skill of Machinists. Those with it can personally handle the upkeep, maintenance and repair of any machinist devices as well as the installation of any augments, however they cannot build their own devices. They also have enough understanding of machining to know how to interfere with their workings. This training is available to everyone at the Machinists Guild for a price and is given free to Guild Members.
LEVELED / DIFFERENTIATED SKILLS
ENCHANTING
This is the skill of bonding magics to an object so that these magics are self sustaining and anchored. There are four schools of enchanting. Each school has four levels. Level determines you what type of enchantments you can safely perform.
The number of enchantments that can be put onto any given mundane object is equal to the modifier of the material it is primarily made of. This only applies to enchantments put on it by enchanters after its introduction, not abilities innate to the object. Unless specifically stated, alterations to an item's material modifier do not increase the number of enchantments that can be placed on it.
Enchanting Training, for a cost, is a publicly available service at any Mages location but not a society benefit. Training teaches the exact and precise means by which you enchant as well as the the common incantations used. All people who train get one free bag of Arcane Powder, one uses worth.
The Four Schools of Enchanting
Bonding - Enchantments requiring the physical bonding of an object with magical attributes to an object.
Binding - Enchantments requiring the the binding of of the metaphysical, such as a spirit or one's lifeforce, to an object.
Entwining - Enchantments requiring the entwining of raw magics, usually in an inert form to be triggered later, about an object.
Infusing - Enchantments require the infusion of a part of living being into an object so that it reacts to their thought or touch.
For Common Enchantments and their Processes, see Appendix B
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ALCHEMY
Alchemy is the art of taking the things around you and turning them into more than the sum of their parts. Alchemists come in many flavours. Some are nature loving apothecaries who use plants and herbs to create healing bandages and clarifying teas. Some are mad potioners, throwing volatile reagents together in hopes of creating powerful explosions. Some restrict themselves solely to the art of improving what's in their smoking pipe. Regardless of their inclinations they all start with the same basic principles and move on from there.
Alchemy training is available as a public service from both the mages and sentinels, who offer the training for different reasons. Training in each successive level, of which there are four, costs 100 gold. Mages and Sentinels each get training in the first level for free as a perk of their respective societies.
Lvl 1 - Student - Student alchemists learn the very basic essentials of what elements in the world combine with and oppose each other, and how to use those to proper effect. They gain access to an alchemists tool kit, which contains all manner of tools for collecting and manipulating reagents and catalysts in addition to the all important alchemist's almanac.
Lvl 2 - Searcher - Searching alchemists start to push the boundaries of what the almanac and other found recipes tell them is possible. They may add an additional ingredient to any recipes they know without the risk of destabilising the mixture, enhancing or altering their effects.
Lvl 3 - Pilgrim - Pilgrim alchemists are pushing forward towards a greater understanding. They may not only add up to two ingredients to a recipe, they may take an existing ingredient away if they so choose. Their understanding of alchemical processes means they will receive some level of warning about the results of a modification before committing to crafting them.
Lvl 4 - Pioneer - Pioneer alchemists are among the boldest of those who tinker with the fruits of man and nature. Through trial and error, pioneers are able to create recipes of their own, completely from scratch.
Alchemist's Almanac - The alchemist's almanac is held close to the heart of all budding alchemists, be they herbalists, potioners or poisoners. It contains the ten basic recipes from which most alchemists base their derivations in addition to the details of the probable reactions of the parts of most flora and fauna in Bakara.
Paradise Bandages
A solution of healing and protective agents, soaked into a simple bandage and applied directly to the wounded area. The bandage will help numb the pain of the injury and accelerate the healing such that all but the most grievous wounds will heal within a few days, given rest and proper splinting.
Ingredients: 6 Foot of Cotton Strips, 6 Paradise Seeds, 1 King's Cane Reed, 1 Vial of Silver Dust.
Produces: A Dozen Bandages. (If washing and reusing strips.)
Alchemist's Cocktail
Equal parts liquid courage and powerful anesthetic, alchemist's cocktail finds its uses from the battlefield to the barroom. Alchemist's cocktail blocks out all sensation of pain, fear and doubt from the drinker for the entire encounter after or during which it is consumed. It also makes the drinker quicker to anger and more prideful, however.
Ingredients: 2 Ounces of Wormwood, Half-Bottle of Garrish Whiskey, 4 Fronds of Stonebleeder Cactus.
Produces: 4-8 Drinks (Depending on still time. One to three days.)
Enlightening Brew
A delicate floral mixture that should be steeped slowly and filtered while pouring, drunk black with at most a drop of honey. Enlightening brew provides a sense of calm and focus that follows the drinker with them on their next task. No matter the type of task, the drinker will receive some sort of intuitive insight to aid them. (WM must give you a hint about something during the task.)
Ingredients: 1 Lotus Blossom, 1 Faerbloom, 1 Pinch of Evermoss
Produces: 5 Teas
Flight Weed
A variant of the same weed smoke for its narcotic properties, flight weed is treated with the juice of the stillnight fruit and the nectar of lotus blossoms before being rolled into a cigarette. While actively being smoked flight weed renders any attempts to affect the mind of the smoker useless, while it amplifies the effects of emotional manipulation.
Ingredients: 1 Wandering Weed, 1 Stillnight Fruit, 1 Lotus Blossom
Produces: 10 Smokes
Persevering Salts
A small glass vial containing a heavily distilled mixture of ingredients with a smell potent enough to rouse the unconscious. Each vial contains three uses and not only brings the target round to consciousness but also provides a rush of adrenalin necessary to temporarily move despite any injuries they might have.
Ingredients: 1 Isim Berry, 1 Paradise Seed, 1 Pinch of Evermoss, 1 Handful of Crushed Mustard Seeds, 1 Glass Vial.
Produces: One Vial; Three Uses
Allmen's Bane
Developed originally by the aptly named Joseph Allmen, All Men's Bane is the prototypical alchemical poison. It has been experimented and tinkered with more than any other recipe in the almanac. Allmen's Bane causes nausea and dizziness when consumed or fever and inflammation when introduced to the bloodstream.
Ingredients: 1 Vial of Scorpion Venom, 2 Drowned Man Weeds, 3 Ounces of Wormwood, 1 Glass Vial.
Produces: Four Doses
Molotov Burst
Molotov Bursts are tightly corked and then sealed with wax to ensure no air enters inadvertently. Once the seal on a molotov is broken the air starts a chain reaction that causes the glass or crystal container to all but explode, releasing a burst of fire, force and shattered glass. Can cause cuts and burns on direct impact and has been known to break through wooden doors.
Ingredients: 1 Hand of Glory Chunk, 1 Vial Forge Water, Quenched Embers, 1 Knot of Goliath Root, A Drop of Alcohol, 8 Glass Vials
Produces: Eight Bombs
Instant Rust
A powerful corrosive agent that works especially well against mechanical devices and ropes. Soaks into the area applied and reduces the structural integrity significantly. Commonly applied to locks to allow for violent intrusion without breaking through two inches of solid oak.
Ingredients: 1 Vial Scorpion Venom, 1 Vial Forge Water, 1 Vial Corpse Bed, 10 Glass Vials
Produces: 10 Vials
Bottled Smoke
A small glass vial which can be poured onto a surface or violently broken to produce its effects. A cloud of obscuring smoke is created in order to obscure or distract from the alchemist's movements.
Ingredients: Half-Bottle Garrish Whiskey, 1 Giant Chameleon Scales, 1 Piece of Redshot Coral, 1 Vial of Volcanic Ash, 7 Glass Vials
Produces: Seven Vials
Enchanter's Flame
A thick oil which can be applied to an item and remains in place until washed off or dislodged by an encounter's worth of activity. When ignited, the oil burns like a ruby imbue and refreshes the magics present in the coated item, adding an extra use to a per encounter ability at random.
Ingredients: 1 Leycap Mushroom, 1 Dragon Lotus Flower, 1 Vial of Pyre Ash
Produces: Four Coats
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
OVERVIEW
> You can normally 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 without mentioning maintaining, it does not have to be/cannot be maintained.
> Spells marked as Summoning Spells do not have to be maintained, but the number of them you can have active is limited 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.
> Nonmages are only permitted to learn and cast Level 1 - 7 spells. Higher spells are restricted only for mages.
> Many metals possess a property that, through prolonged direct exposure, interferes and withers a person's ability to sense and draw on magics, leaving them incapable of fueling spells level 8 and higher. Precious metals (gold, silver, etc) do not cause this effect, but most ferrous metals (iron, steel) and other high-modifier metals do. Although safe and unsafe metals tend towards different electromagnetic properties, it is not a 100% overlap.
Light
Lantern - Create a floating ball of light before yourself or another that moves with the target, glowing 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 - Filter the light emanating from an object in order to change the overall coloration of the item to the eyes.
Gleam - 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.
Window - Solidify the light where you point, creating a thin, brittle, pane of floating glass the size of yourself at any angle. It is too fragile to bear any weight. Lasts for 3 posts or until shattered.
LEVEL 3
Corona Grasp - Focus the light around your hands into a blazing, burning aura.
Reflect – Summon an intangible mirror, up to 3’ in diameter, anywhere in sight at any angle. Besides serving as a perfect mirror, the summon is capable of reflecting your own light-based projectile attacks (it disperses when struck by those of other casters).
Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you.
Paint – Create a two dimensional image on a surface, no more than 4 square feet in area. Incredibly complex images are unlikely to be very convincing. Can go over small cracks and the like.
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.
Sunbeam - Release an intense beam of sunlight from your hand. Will cause a painful sunburn on exposed skin. Range is approximately 30'.
Dawdle – Passive. You may, upon casting, choose to slow down light created by your spells to any speed, although effects that are not maintained (Like beams) speed up again after a single post.
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 - Create in 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, shortly after which it disperses in a mild flash.
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 - Connect two glass, mostly clear crystal, and/or highly reflective solid surfaces, causing non-magical light and your own created light/energy projectiles that pass through one to emerge from the other.
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. The intangible light can cause third degree burns.
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 - Temporarily 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 - Create 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 - Plunge a poorly lit area (up to 10' in diameter) you can sense further into the darkness, causing it to be partially phased out of existence and made larger within than without; this doubles the dimensions of any unattended, stationary objects as well as chilling and thinning the air.
LEVEL 5
Summon Dark Aspect - Summon a dozen bats with wings of shadow. These bats can use shadows as portals and travel between them.
Abyssal Blast - Create in 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. Conflagrate - 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 up to a gallon's worth of water, making it cold or solid. Solid ice created farther away than a yard from your person is incredibly fragile and breaks easily. Limited to sight.
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 a gallon's worth of water, max just below boiling or no change if hotter. Water farther away than a yard from your body at time of heating is maximum uncomfortably hot or no change instead. Limited to sight.
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. Hydrosense - Bodies of water or dense fog within 100 feet of you become an extension of yourself; you feel movement on and through the water/fog as it if it were your own body.
D. Thermostat - Passive. You can control the initial temperature of the water formed/created by your spells, making it very cold or scalding hot.
LEVEL 7
A. Flood - Passive. Your water spells that specifically effect gallon(s) or cup(s) of liquid can effect twice as much liquid as before.
B. Icy Patch - Cause a patch of ice, slightly wider than you are and 20ft long, to spread out from where one of your feet touch a surface. The ice's spread follows a path of your choosing and can steeply curve upwards/downwards to a max height of 2'. Having only part of it curve is possible as well.
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. Water formed/created or controlled by your magic can soak through and into things with increased ease. Even completely desiccated materials can be rapidly over-saturated.
LEVEL 8
A. Acerbize - Lower the pH of up to a gallon of water to make it more acidic. It now burns organic material and eats at the inorganic. Limited to sight. Water farther than a yard from your body at time of casting is merely uncomfortable.
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. Viscosity - Passive. You may choose to have water formed/created by your spells be more or less viscous than normal, making it incredibly slippery or thick like honey.
LEVEL 9
A. Alchemize - Transform any water you are controlling 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
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 - Create an illusionary 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.
Feedback - Amplify anything that crosses a targets mind during their next post, be it an emotion or impulse, causing them to loose control of it. If the target would use a mind magic attack that post, it will backfire on them. Use only once every 5 posts.
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. Lasts until end of encounter.
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. Lasts until end of encounter.
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. Lasts until end of encounter.
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 with a glowing rune visible only to you. You may passively sense the whereabouts of up to two marked individuals without maintaining this spell.
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
Hado - 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 - You can perceive the auras of those in distress, which shine so brightly they light 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. You may have your projectile spells be drawn towards either of your Marked individuals.
LEVEL 5
Pacify - Lull a target into a deep deep calm. Effect will be broken by acts of aggression against the target.
Hado-Ken - 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
Below are a list of some of the creatures native to Bakara. Most real world species do exist in the EW, but those are not listed.
Bilgewater Eels - A species of large black eels that infest the waters off the Elexian coast and often cause problems in docks. They vary greatly in side, from 1’ to 10’ long, though even larger specimens have been discovered.
Browler - A badger sized mammal with long fine soft hair, a golden eyes, wedge shaped head, and wide spade-like claws. Born burrowers and diggers, peaceful, very smart and loyal, like shiny thing.
Cinderhawk - A beautiful raptor from somewhere beyond the Scion Mountains, the Cinderhawk is a golden white, eagle-like bird with glowing red pinions and an upturned crest of feathers at the back of its head. A mystical creature and cousin to the Firebird, Cinderhawk have been known to emit explosive energies when provoked.
Coatl - A winged venomous serpent from the caves of the Oscaran regions of the Alogean Mountains.
Feepara - A colorful island bird with the power of speech but little to no battle prowess, very intelligent
Galoth - A monstrous mammoth-like creature from the Northern Tundra. These beasts have reddish fur that is resistant to spells 4 and below, and long tusks that chill and freeze. They stand about 10' tall, weighing nearly 9 tons.
Giant Gila - The most dangerous creature in the Alogeans. A large, wolf-like lizard, the Gila is noted by blood-red scales, powerful legs ending in sharp talons, a long, lupine head, and a short crest running along the creature’s back. A vicious, unruly hunter, the Gila prefers to soften its prey by spraying it with a burning liquid produced deep in its gullet, then devour it alive. To be clothed in Gila Scales means to wear your power on your sleeves in order to give opponents fair warning
Gorions - Crystal eating beetles from the Alogean Mountains,usually the size of a deck of cards, their diet of Alogean crystals having granted them elemental attributes.
Onyx - Can meld into darkness and shadows.
Ruby - Can Fly. Spits small fireballs.
Sapphire - Great jumper. Can encase self in protective ice armor. Leaves mist trail behind it.
Garnet - Extremely hard, carapace generates stony spikes when threatened.
Topaz - Can fly. Have forked horns that generate electrical arcs and small blasts from between them.
Amethyst - Can Fly. Passively generate illusionary copies of themselves.
Bloodstone - When threatened will temporarily grow to size of fox.
Emerald - Can Glide. Has poisonous bite..
Tigereye - Can Fly. Able to mimic attribute and parts from other insects and arachnids.
Agate - Can Fly. Immune to magics.
Jasper - Can phase in and out of spirit realm.
Harpy - 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.
Hippogriff - An extremely rare creature with the body of a white stallion and the head, talons, and wings of an eagle.
Horlins - a 7’ long fish with a three horned head and crested neck that inhabits the stairs and seas south of it. Its scales are a dazzling blue and hold heat very well, allowing them to move freely through the arctic cold at the depth of The Stairs, thought they usually keep to the upper waters for hunting.
Ironrock Spider - A large arachnid that dwells in the Lutharin mountain range, a dangerous predator that keeps those who dwell there on their toes. Ranging in size from small dog to large horse, the spider spins web of a strange course silk, a material almost as strong as the shell that covers it. Ironrock Spiders, though known to occasionally supplement their diet with the stony flesh of the Garr, live primarily on the ore of magical crystals. Due to this, older Ironrocks have been known to possess odd mutations.
Manjor - A huge creature, covered in hard, sharp scales. It has a elongated mouth, filled with rows and rows of razor sharp teeth. The Manjor’s neck is jointed, allowing it to rotate it’s head up to ninety degrees. The creature’s fins end in a pair of claw-like bone-spurs, as does its tail. Live out beyond the mapped coast and islands in the farthest depths of the Eastern Sea,
Nynx - An extremely intelligent and stealthy black cat from the Chakosan forest. Has an extremely long prehensile tail.
Primoc - A small but vicious carnivorous fish from the northern coast. Only 5 inches long but with many razor sharp teeth and a distinctive red marking below the eyes.
Ravix - A large boxy blackbird, very strong and but ungraceful, tight feathers suitable for diving and swimming as their main source of food is fish. Their feathers have negative/hurtful effects in potions and enchanting.
Torsyr - 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.
Underwurm - Never a welcome sight among the villages of the Lutharins, it is a 12-foot long serpent creature with glassy black eyes, two large tusks beside a mouth filled with molar-like teeth for grinding, and a thick hide that is lined with razor-sharp spines growing up to a foot in length around its head. While not capable of an emotion like malice, Underwurms are perfect omnivores who will eat anything that moves and most of what doesn’t.
Warg - A huge wolf-like creature characterized by a large head, shaggy fur, and a pronounced hump on its back. It is because of these creatures, with their stealthy movements and extremely well-coordinated pack tactics, that the Sekoras were once thought to be haunted. Sekoran Forests
Windreaver - A rare and feared predator 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.
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
World Moderators are the members of this forum who are in charge of content creation, rules making, and general oversight.
Each moderator has some certain areas or groups that are under their creative control specifically. Duties such as character approval and customized LSS and Spell effects are shared between all moderators.
Here are the current World Moderators, their jurisdictions and a few other pieces of information.
Volraths Bane - the Modfather
The original founder of Epic World, the majority of the unique elements of Epic World have their genesis in his mind. Currently tied up.
Jurisdiction: Epicrin and surrounding areas.
Guilds and Societies: Peacekeeper's Guild, Bards Guild and Cleric's Society
Races: All those not specifically controlled by other WMs.
Contact: Ritual Sacrifice
DarkAbysskeeper - Omnipresent
DAK is a veteran and former mod of the old Epic World. He is able to post at least once each day but has the unfortunate disadvantage of living in the United Kingdom, placing him in a different time zone to most epic world players and moderators.
Jurisdiction: Elexia and surrounding areas.
Guilds and Societies: Thieves' Guild and Warrior's Brotherhood
Races: Atarins
Contact: Private Messaging or AIM (DarkAbyssKeeper7)
Trabant - Trab
A rising star of content-generating goodness, Trabant enjoys difficult fights and moonlit walks on the beach.
Jurisdiction: Ash and the surrounding areas, the Harrowing pits.
Guilds and Societies: None
Races: None
Contact: Private Messaging or AIM
Senori - Sen
Sen is another long time player and veteran, and altogether gentleman.
Jurisdiction: Greevan and surrounding areas.
Guilds and Societies: Mages Society
Races: Elves
Contact: Moon-letters
Magikeeper - MK
A longtime player and veteran, although the phenomenal cosmic WM powers are new.
Jurisdiction: Floater
Guilds and Societies: None
Races: None
Contact: Private Messaging or AIM
Supermouse - Maus, enjoys trolling kittens and/or Cats of a certain age. Sucker for gourmet cheeses.
A big, tiny, anthropomorphic half-mouse half-rat son of scoundrel and a rogue.
Jurisdiction: Floater
Guilds and Societies: Machinists' Guild
Races: Greel
Contact: The Rite of AshkEnte
WMs that are currently indisposed, tied up, or otherwise offline for an extended period of time.
KingGato - the Tamerlane, O.G.
One of the Originals.
Jurisdiction: Ash and surrounding areas, The King of Adventure.
Guilds and Societies: Sentinels Society
Races: Kindir, Ogofta
Contact: At your own peril.
Quo - Loregeek
Quo is also a veteran player of the old Epic World. A lore obsessed geek, he is a US West Coast player who is on at all hours day or night (it's random), he might secretly be an old world vampire; definitely an insomniac. He can usually post at least once a day.
Jurisdiction: Sylvan and surrounding areas.
Guilds and Societies: Initiate Society
Races: Vampires, Dryads, and Fey
Contact: Via AIM - Quorin or feel free to PM within reason. Also, butter him up with Poetry.
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
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.
ANCIENT ELVISH GODS
Name: Archipiada, Our Lady of Order
Nicknames: The Lady of the Golden Raiment, the Mistress of the Springs
Appearance: A beautiful, fair-skinned elven woman, with strong features, bright blonde hair, and a robe which seems to be made out of liquid gold.
Reputation: Of the entire pantheon, Archipiada is the most depicted and the one who was said to appear least often to mortals. It was said that she spent all her days in her home in the sun, watching over all and guiding the world from afar.
Familiar: The king lion
Name: Erin, Our Lord of Disorder
Nicknames: The Mad King, the Firestarter
Appearance: A tall man, thin and fine-featured, with blazing red hair and a bored expression on his face, wearing elaborate and extremely out-of-fashion clothing.
Reputation: Not so much evil as chaotic, though his actions in the mortal world were said to be the most destructive of all. Thought to frequently appear to mortals, though his motives in this were not said to be entire altruistic.
Familiar: The honeybee
Name: Vergent, Our Lord of Joy
Nicknames: The Blazing Countenance, He of Many Faces
Appearance: Though he never stuck to any particular look when he took physical form, Vergent was typically depicted with blonde hair and a broad, friendly face, wearing shining silver armor.
Reputation: Said to have been a not-infrequent visitor to the elves in ancient times, showing up in a village to initiate a season of prosperity and celebration. His reputation was such that elves would often pray that he make an appearance, and gladly interpret any unusual visitor as a possible manifestation.
Familiar: All birds, particularly the sparrow
Name: Jadis, Our Lady of Despair
Nicknames: La Belle Dame sans Merci, the Woman in the White Veil, the Bitter Queen
Appearance: A beautiful woman with long, curly red hair and softly blushing cheeks, all hidden behind a thin white veil and accompanying robes.
Reputation: Feared by mortals not so much for her actions as for her reputation as an omen of bad times to come. Her appearances among mortals were not frequent, but when she did appear it presaged plagues, the death of a king, and other baneful events.
Familiar: Hatchlings, strange beings which are referred to with terror in the chronicles, though there are no contemporary descriptions of what they were. Presumed to have been a myth.
SPELLFORGED ITEMS
Light
Level 1 - Apparel
Lantern - A silver broach in the shape of the sun, fitted with a large diamond in the center. The diamond can be made to glow in a beam at the strength of a candle, with a light that shines through shrouds and other low-level magical shadows.
Level 2 - Item Augmenting Crystal
Tag - Transparent crystal with a faint golden glow. When imbued into an item it allows that item to be used as a writing implement on surfaces, with the durability of that writing varying depending on user's intent and the type of surface. Marks made glow softly with the same golden light.
Fire
Level 1 - Apparel
Ignite - A pair of sheer white gloves with a red flame embroidered into the palms. Contact with the gloves increases the temperature of items slowly and the material of the gloves can be clapped, rubbed or clicked together to produce searing sparks that ignite highly flammable materials.
Level 2 - Item Augmenting Crystal
Fireball - A crimson crystal that can imbued into an item to grant it the following enchantment: The weapon or item can be made to leave behind a trail of flame in the shape of the enchanted item. Strong swinging and flicking motions can be used to fling this trail out like projectile which impacts as though it was as dense as water.
Earth
Level 1 - Apparel
Sandblast - A hessian cloak of a light sandy brown. Flicks of the cloak release directed bursts of sand which are rough and scouring. The cloak can also release sand slowly to create or cover a trail.
Pummel - Dusty looking gloves as hard and heavy as stone but as soft and pliable as leather. Can be surrounded by a thick layer of stone at will, effectively forming destructable hammers around one's hands.
Etch - A delicate crystalline bracelet which grants the wearer's finger tips on that hand the ability to manipulate stone as if it were clay.
Level 2 - Item Augmenting Crystal
Dirty Trick - A tan crystal that can imbued into an item to grant it the following enchantment: The enchanted item naturally draws loose dirt, dust and sand towards it. Sharp thrusts and swings of the item can cause the accumulated debris to launch itself into a target's face, obscuring their vision and causing discomfort.
Storm
Level 1 - Apparel
Drift - A navy coloured cloak with a feathery trim. When falling from any dangerous height, the cloak automatically fills with air like a parachute to protect the wearer from harm. The edges of the cloak can be pulled into shape to make it function more like a glider in these situations, if necessary.
Body
Level 1 - Apparel
Strengthen - A small curved bone with two barbed hooks in one end, can be firmly pierced through any part of a person's body. When worn, the wearer's muscles are increased in efficiency in such a way that sudden bursts of strength such as punches, kicks and strong shoves are increased by an effective strength level.
Plant
Level 1 - Apparel
Blossom - A golden earring with a beautiful pear shaped emerald fragment hanging from it. Piercing the flesh of any plant material with the stem of the earring will cause a fruit to blossom into life from that point. The fruit is nourishing, tasty and remains fresh for an hour.
Beastial
Level 1 - Apparel
Summon Insect - A beautiful blown glass brooch in the shape of a the chosen insect. Can be shattered into a dozen solid glass insects, which fly through the air refracting light to create a beautiful patterns.
Force
Level 1 - Apparel
Empower - A steel medallion bearing the image of an ant lifting a rock. When worn, the wearer's ability to push, pull and lift items and people is increased by an effective strength level as their efforts are supported by force magics.
Level 2 - Item Augmenting Crystal
Shield - A clear silvery crystal that can imbued into an item to grant it the following enchantment: The enchanted item can generate a force copy of itself that remains in the position the item was when activated. The copy remains in place until dispelled or reactivated, and is considered iron strength.
Spirit
Level 1 - Apparel
Home - A tattered old scarf that smells like one location of your choice. By smelling the scarf and looking off into the distance, you can sense what is going on in that area as though reliving fond old memories.
Soothe - Golden pendant in the shape of two cupped, outstretched hands. The sight of the necklace causes others to become more agreeable and levelheaded, more for its wearer and less for his or her companions.
Level 2 - Item Augmenting Crystal
Peer - A purple crystal that can imbued into an item to grant it the following enchantment: The enchanted item can be surrounded in a thin aura of energy that changes colour depending on the mood of either the person holding it or a target of their choice.
Level 3 - Armour Piece
Hado - A spiked gauntlet of slightly purple-tinted steel, knuckles studded with clear gems. The gems change colour to reflect the mood of the wearer and can launch pebble sized bursts of energy of the same colour.
DUALMAGERY COMBINATIONS
Containing Light
Lvl 1. Shine the light on a person or object to illuminate them and make them appear more physically appealing, smoothing off rough patches and blemishes.
Lvl 2. Shine the light on a person or item to make them more desirable, more attention being drawn to their positive characteristics.
Lvl 3. Shine the light into a target's eyes, causing them to lose their current train of thought unless they are strongly committed to it.
Lvl 4. You may now shine the light over a wider area, targeting multiple people or a broad area.
Lvl 5. Shine the light to dispell any illusions and highlight inconsistencies in texture and material.
Lvl 6. Shine the light into a target's eyes, causing them to lose track of their mental processes for a moment. This causes them to drop any actively maintained spells they have and makes them less likely to continue with a planned attack.
Lvl 7. Once per encounter you may detonate the positive light source, creating a 50' field of sparkling light that makes everything and everyone within it appear shiny. For the next 5 posts all thoughts of hostility are banished from people's minds. You may not resummon the light for 7 posts.
Lvl 8. Shine the light on a person, object or area to make it appear as a perfect version of itself. Areas seem completely safe, people seem charming and unbeatable, objects appear rare magical and indestructible. This appearance grants temporary powers to the target, based on how they are perceived.
Lvl 9. Shine the light into a target's eyes, causing them to lose their train of thought and implanting a strong suggestion of your own. The degree to which this suggestion is followed depends on the factors you would expect.
Lvl 10. You learn to shine a negative light on things. You may level Positive Light again with new spells in either Light or Mind, unlocking a negative version of each ability.
Containing Dark
Lvl 1. Your body partially fades into the dark, howling void that some containers and spells use for storage. Light cannot reach nor illuminate her, and gravity's hold is weakened by 1/3rd.
Lvl 1. When people around you speak in a language you do not understand, their words are subtitled within the band, allowing you to read their meaning in your own tongue.
Lvl 2. In darkness the band presents you with silvery lines that trace the outline of any physical structures and people, allowing you to operate effectively in complete darkness.
Containing Fire
Lvl 1. Release a small blast of extremely hot dust and sand from your hand that scours, burns and chokes.
Ignite + Spark = Pyrebolt
Lvl 1. Snap your fingers to send an arc of electricity flying from your fingertips to a spot which you can see and which there is a clear path to. This arc causes a jolt of pain, flare of heat, and burst of cinders where it hits. The spell will instantly ignite any highly flammable materials hit with it.
Ignite + Contain = Grenados
Lvl 1. Summon a 3" diameter sphere of fragile force magics filled with a burning heat. On impact the sphere breaks and releases the heat in a small burst. Flammable materials are ignited by this effect and impact on people is uncomfortable.
Lvl 2. The heat contained in the grenades combusts upon breaking, creating an expanding ball of fire that reaches the size of a canteloupe.
Lvl 3. When the grenade breaks, its force spell reverts to force magic, releasing an expanding ball of repelling force along with the fire, reaching the same diameter and hitting the force of a shove (Average adult human strength).
Containing Water
Lvl 1. Your sensory input, no matter how fleeting, can be perfectly and utterly imprinted on your memory. These memories cannot be forgotten or forced from your memory. You can replay them later in your mind, reliving it all with perfect clarity and filtering out and focusing on any aspect you wish.
Lvl 2. You can filter and focus your sensory input, greatly enhancing one of your senses at the cost greatly reducing the others.
Lvl 3. You focus and control over your body become enhanced, allowing you to control your bodily functions, voluntary and involuntary and even slow bleeding.
Lvl 4. Your senses can be fine tuned to incredible levels, allowing you to analyze materials and substances for mundane and magical traits without the use of tools.
Lvl 5. Your refined intelligence is shown by your class, teas have amplified effects on you.
Lvl 6. A paragon of restraint and decorum, You can shut off your emotions, real or imposed, and analyze them to determine their source.
Lvl 7. You have utter control over your brain chemistry, allowing you to micromanage your body, allowing you to dump adrenaline (+1 strength, releaves weariness), endorphins (cut off pain, create euphoria) or norepinephrin (enhanced situational awareness and reflexes). Can only do one a a time.
Lvl 8. You can mental pick apart and rebuild your spells in your mind through the filter of the other art. You can prism your water spells to mind and mind spells to water. May not work on all spell.
Lvl 9.
Lvl 10. Once each month you may make it a pet project to analyze and break down two other spells or skills you know and recombine them into a merged form.
Containing Earth
Lvl 1. Your chosen hand becomes covered in a 1'' thick layer of malleable electrically charged stone. Strikes from that hand cause a lingering pain and mild twitching in the area hit.
Lvl 2. Strikes from that hand can now instead cause short but intense spasms in the area hit.
Lvl 3. You may now transform both your hands with a single casting of the spell. Clapping your hands together produces a deafening boom that leaves those who hear it feeling unsteady.
Lvl 4. Your hands themselves become transformed into conductive stone, adding extra weight to your charged blows.
Lvl 5. There is a constant charge flowing between the two transformed hands. Small metallic items can be held aloft in this field before being launched outwards with the force of very strong punch. Requires both hands free.
Lvl 6. The charge between your hands can be amplified, making a visible web of arcing lightning threads between them. This web can be used to catch projectiles that are metallic or energy based. This webbing also holds a powerful electric charge which can be used to shock your foes.
Lvl 7. Machinist items caught between your hands are influenced by the electric webbing. This allows you to charge up depleted power sources or create the potential for catastrophic malfunctions and overloads.
Lvl 8. You may extend out the electrical webbing between your hands into a five foot square net, lined with thin iron wire. This netting can be spiraled for use as a painfully shocking whip or thrown to trap a target in a potentially paralytic snare.
Lvl 9. Projectiles caught using your electric webbing can be supercharged with electrical energy and launched at a new target. This effect adds a topaz imbue to a physical projectile or doubles the size of an energy projectile.
Lvl 10. Once ever you may run your transformed hands over and around an item you own, allowing the power of your dual mage spell to flow through it, filling it with power.
Pummel + Empower = Power Pummel
Lvl 1. When transformed your hands are as strong as stone and their movements are reinforced with force magics, increasing the strength of your grip and allowing you to deliver powerful blows.
Lvl 2. Force magics reinforce your hands when used to block or deflect blows, your stone hands are treated as iron when blocking strikes.
Etch + Raise Cultivorian = Raise Hedgecrawler
Lvl 1. Can be called forth the size of a mouse. It can burrow through the earth and dig through stone as if it were wet clay.
Lvl 2. Can be called forth the size of a guinea pig. While burrowing, it can track movements through vibrations in the earth.
Lvl 3. Can be called forth the size of a cat. When rolled up protectively into a ball, it can create a protective perfect sphere of amber around it.
Lvl 4. Can be called forth the size of a fox. When burrowing, it can emerge from the ground with great force, creating a dust cloud and scouring spray of fine debris.
Lvl 5. Can be called forth the size of a dog. While burrowing, it can cause a patch of slick moss to grow over the ground above it.
Containing Storm
Lvl 1. Summon into your palm a spherical force ball, the size of a thumb, charged with electricity. Metals can tap into the electricity, channeling through small to medium objects over 5 posts, or a large object through 1 post, powering them. The sphere dissipates when the charge is emptied. Counts as a spell, usable once every five posts.
Drift + Foothold = Windwalker
Lvl 1. Generate an upwards burst of wind and raw force beneath your, slowing your descent if you fall uncontrolled, or allowing you to make a controlled descent from any height as if walking down an invisible flight of stairs.
Cleanse + Soothe = Lithium
Lvl 1. Trasmute some of the air around a target's head into calming & mood-enhancing (happy) gas.
Lv. 2. The gas takes the edge off most pain and dullens the target's sense of touch, inhibiting dexterity.
Lv. 3. Transmute the air around a target's head into a calming, mood enhancing gas. It takes the edge off any pain and dulls their sense of touch, their dexterity, and their ability to read emotions. Their speech becomes slurred and mumbled.
Containing Mind
Level 1: The exoskeleton reinforces you body, increasing your strength level by one. It also blurs you appearance slightly, but the mind magics present correct this by filling others perception of you with a version of you that is most attractive to the seer, increasing your charisma.
Charisma + Soothe = Hello Friend
Lvl 1. Calm and soothe the emotions of a target, making them more relaxed and inclined to find you pleasant and charming.
Lvl 2. You can spread your influence out to all those around you, soothing their emotions and making them slightly less inclined to violence and disagreement.
Lvl 3. By contact you can boost the levels of happiness and bliss felt by your target, this happiness is associated with you.
Lvl 4. The longer you can maintain eye contact while casting this spell, the more potent the effects become.
Lvl 5. You may trigger a burst of happiness in a target that makes them more pleasant and agreeable. Targets who have been previously effected by your contact ability remember you fondly when this happens.
Lvl 6. The calming effect of this spell passively extends to you at all times. You are immune to emotion altering effects and pain is muted by your constant bliss.
Lvl 7. Prolonged eye contact now allows you to lull your target into a trance like state which only their survival instincts can snap them out of. This state is one of pure uninterrupted bliss, making them completely unintelligible.
Lvl 8. You are able to make suggestions in a manner similar to the suggestion spell. Ideas imparted this way are remembered as being suggested by a friend rather than coming from their own mind, however.
Lvl 9. Entranced targets will now speak to you as if an old friend while in this vulnerable state.
Lvl 10. Choose one emotional state other than calm/bliss, you may cast an alternate version of Geass which has every level prismed to that emotion.
Containing Body
Lvl. 1 - The spider is 6 inches long, has a painful bite and can scuttle along any surface, from solid stone to running water.
Lvl. 2 - The spider's legs can stretch and twist, becoming sinewy tendrils that allow it to wrap around a target. The sinews are strong but a good yank causes them to dislodge with a wet snapping sound.
Lvl. 3 - Your spider summons are made of your flesh and blood and cannot be dispelled by enchantments or spells designed to do so. They have to be killed.
Lvl. 4 - The spider's boney mandibles now drip with a hallucinogenic venom, bites cause the victims to experience visually distracting hallucinations of random colours and shape.
Lvl. 5 - The spider you summon can now be two foot across, at the cost of only having one summoned at a time. Limited resources and all that.
Lvl. 6 - Choose an organ. You may now summon a version of the spider which uses that organ as its morbid center, gaining a unique ability based on the choice. The act of summoning it literally rips that organ from inside you, triggering a rapid regrowth of the organ but leaving you vulnerable to a degree dependent on the organ.
Lvl. 7 - Through greater efficiency of magics you may now summon two of the two foot across version of your spiders.
Lvl. 8 - The hallucinogen on the spider's mandibles increases in potency, now trigger auditory hallucinations and adding a sense of paranoia and vertigo. Victims tend to see and hear things that make them want to run and hide.
Lvl. 9 - You learn to add summoned flesh and plant-life into your spider, allowing you to summon a spider with the same mass as you, formed from flesh, bones and cartilage as well as leaves, branches and moss. You may have only one spider the same size as you active at once.
Lvl. 10 - Choose a body system or process. You may now summon a version of the spider which is formed with that system at is core. You will undoubtedly be rendered unconscious as your body tries to regenerate from the fatal trauma inflicted upon it. The spider will have incredibly impressive powers based on the chosen system (ie. nervous, endocrine, digestive) and will defend you with fierce loyalty and human intelligence.
Center + Summon Rodent = Not A Creates Was Stirring
Lvl 1. Your balance is perfect, allowing you to traverse even the thinnest of structures. your weight is treated as being half what it is when determining if a structure will hold it.
Containing Plant
Lvl 1. You may create a fruit that grants increased strength, equivalent to the effects of the Strengthen spell.
Lvl 2. You may create a fruit that grants increased durability, lessening pain and causing the eater's skin to harden to the toughness of leather.
Lvl 3. Those who eat your fruit count as 'your body' for the purposes of body magics, allowing you to cast spells that would normally only affect you on them instead. This effect ends when their abilities fade.
Lvl 4. You may create a fruit that grants acidic spit, to surprise their foes. Their ability to expectorate doubles as does the accuracy of said projectiles, the acid eats away at natural materials and slows healing in wounds it contacts.
Lvl 5. You may create a fruit that grants life-sense, the innate ability to sense the amount of living material and its general location around you. This gives you forewarning of surprise attacks and helps to identify summmons and illusions by their lessened or missing life essence. You may now cast Gifts of Nature twice per encounter.
Lvl 6. Fruit eaters permanently grow a new system of organs inside their nose and ears, allowing them to communicate through the production and odour of specialised spores. This communication is relatively short range but can be incredibly complex with proper experience.
Lvl 7. You may create your fruit by growing it from the flesh of a living creature you touch. The resulting fruit may bear any of its normal abilities or any single physical ability possessed by the creature.
Lvl 8. You may create a fruit that causes the eater to grow a set of four muscular, vine-like tendrils (two from their shoulders and two their lower back). Each of these inch-thick tendrils is as long as the eater's arms and half as strong, the tendrils bleed a sticky black sap that clings to the edges of whatever cuts them.
Lvl 9. Each gift of nature you create may now grant two abilities instead of one.
Lvl 10. Consuming your Gift of Nature leaves a permanent mark on people, granting them a small boon of your own design utilising plant and body magics.
Containing Beastial
Lvl 1 - This summon contains a bit of the caster's spirit, granting it a personality and will of its own, but it is similar to the caster's and thus loyal. Memories from cast summonings of it carry over.
Lvl 2 - The spark of your spirit within the summon allows the caster to share its senses and making it real enough to not be effected by summon dispelling magics. Can be summoned as its original size or the size of a tabby cat.
Lvl 3 - The buzz of the dragonfly takes on the sound of the casters voice. It can fluctuate this sound to mimic your speech like a parrot for the purpose of either throwing it or communicating. Can be summoned as its original size or the size of a fox.
Lvl 4 - The bite of the dragonfly mixes a trace of of the summons's shared spirit with your own. Your emotions and thoughts now effect theirs, causing their personality to shift slightly more into align with the caster's. Can be summoned as its original size or the size of a labrador.
Summon Rodent + Mark = Summon Soulbond Browler
Lvl 1 - Once summoned it forms a spirit bond with a target and can track them to the ends of the earth through scent and soul.
Lvl 2 - The browler can determine the emotional state of its bonded target, no matter where they are.
Lvl 3 - The browler may be bonded to anyone for whom the caster possesses a totemic item. A totemic item is any item which a target held for a significant period or time or was very attached to.
Lvl 4 - The browler's fur can be stroked by the bonded target for a soothing effect that boosts the rate that wounds seal, this effect accelerates any magical healing.
Lvl 5 - The browler can keep hold of a trace of a target's spirit, retaining them as a target between summonings.
Lvl 6 - The browler grows in size and strength the more hostility is directed at its bonded target, up to a maximum of 4 foot high and 6 foot long.
Lvl 7 - The browler's spade like claws allow it to burrow through earth and stone, when they strike people or spirits they have a disorienting and enraging effect.
Lvl 8 - The browler can keep hold of an additional target's spirit trace, retaining them as a target between summonings.
Lvl 9 - Targets who have been permanently bonded to the browler may summon a spectral browler that guides them to the caster. This ghostly version of the summon cannot interact with people or items but can shield its summoner from spirits.
Lvl 10 -
Containing Force
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
COMMON HERBAL COMPOUNDS AND THEIR RECIPES
Not supposed to be know by everyone but are taught to most anyone with the skill, but even knowing the recipes is useless without training in the skill itself. Are other rarer recipes floating around. More may be added soon, if so it will be announced.
PENDING
COMMON ENCHANTMENTS AND THEIR PROCESS
Not supposed to be public knowledge, just the basics that everyone that learns the skill has, are useless without training in the skill itself. Other, rarer enchantments exist. More may be added soon, if so it will be announced.
Enchantments requiring the physical bonding of an object with magical attributes to an object.
Crystal Imbue - Binding a crystal with magical properties to an item. The most common crystals used are the art Lutharin Magic Crystals. The crystal used loses its prisming ability.
Tools - Arcane Incantation
Ingredients - Magical Lutharin Crystal, Arcane Powder, Phasing Powder
Onyx Imbue - The item can be stored away in a compact shadowform.
Ruby Imbue - The item can have a damaging fiery aura activated around it.
Sapphire Imbue - The item can be made as stiff or flexible as its wielder wishes.
Garnet Imbue - The item's modifier is increased by 2. This does not apply to enchantment limits.
Topaz Imbue - The item can have a damaging electrical aura activated around it.
Amethyst Imbue - The item can be made hard to notice or pay attention to.
Bloodstone Imbue - The item can be fused with or integrated into the flesh of its owner.
Emerald Imbue - The items can be made to exude a sickening plant toxin.
Tigereye Imbue - The item can be transmuted into a creature based on its form.
Agate Imbue - Impact hitting or hit by the item are afterwards repelled with equal force.
Jasper Imbue - The item can be phased into and out of the spirit world, retaining its relative position to its owner.
Crystal Dust Incoring - A variation on of crystal imbueing, using crystal dusts. It makes the item immune to and stronger against magics/creations of the opposite art of the dust used.
Tools - Arcane Incantation
Ingredients - Arcane Powder, Phasing Powder, Crystal Dust
Chameleon Imbue - This enchantment that allows the wielder to actively alter its appearance so that it appears to be made of a material it is touching. Can be handy as limited camouflage or just a stunning fashion statement.
Tools - Arcane Incantation
Ingredients - Arcane Powder, Phasing Powder, Amethyst Dust, Giant Chameleon Scale
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BINDING ENCHANTMENTS
Enchantments requiring the the binding of of the metaphysical, such as a spirit or one's lifeforce, to an object.
Independent Animation - The binding of a spirit to an object, granting it locomotion and a will of its own.
Tools - Spirit Charged Zircon, Arcane Incantation
Ingredients - Arcane Powder, Agate Dust
Enthralling - The forceful binding of a spirit to piece of their remains or their most precious object to do your bidding.
Tools - Spirit Charged Zircon, Arcane Incantation
Ingredients - Arcane Powder, Jasper Dust, Profane Salt
Draining - The binding of your lifeforce to an object, allowing it to feed of the lifeforce of those it injures and add it to your own, accelerating your healing and stamina.
Tools - Zircon, Arcane Incantation
Ingredients - Bloodstone Dust, Jasper Dust, 2x Arcane Powder, Blood of the Borne
Lifebind- The binding of the wielder's lifeforce to an object. As long as the wielder is alive, if the item becomes broken it will draw on the wielder's lifeforce to mend the item over a few posts. While it is mending, the wielders own healing abilities are halted.
Tools - Zircon, Arcane Incantation
Ingredients - Arcane Powder, Jasper Dust, Bloodstone Dust, Owner's Blood, Halos Blood
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ENTWINING ENCHANTMENTS
Enchantments requiring the entwining of raw magics, usually in an inert form to be triggered later, about an object.
Seals - A summoning spell entwined onto a fragile object, to be unleashed when the item is brokenand self-maintained until dispelled, destroyed or the end of the encounter.
Tools - Uncharged Seal, Spell Charged Zircon, Arcane Incantation
Ingredients - Arcane Powder, Crushed Ley Cap
Flashward - A variation of warding magics that can be done on the fly using special tools. You can entwine raw arted magics around a limited area of a surface approximately 8" in diameter, where they will be unleashed if touched, even by you. These magics fade at the end of the encounter. Their power depends on what level of magic you know in that art. You can only have three flashwards active at once. Zircon holds 10 wards worth of charge.
Tools - Warding Wand, Spell-charged Zircon, Flash Incantation
Ingredients - None
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INFUSING ENCHANTMENT
Enchantments require the infusion of a part of living being into an object so that it reacts to their thought or touch.
Guided Animation - An enchantment using blood that allows the donor's will to guide the movements of the object akin to Telekinesis.
Tools - Arcane Incantation
Ingredients - Arcane Powder, Phasing Dust, Blood and Flesh of User, Amethyst Dust, Blood of a Hag.
Homeguide - An enchantment using blood that allows the donor to call the item through the air to their hand from wherever they are.
Tools - Arcane Incantation
Ingredients - Arcane Powder, Phasing Dust, Blood of User, Agate Dust
Warding - Enchantments that activate when touched by anyone but the donor of the blood used. Firewards heat it up. Shadowwards turn it intangible, Shieldwards generate a forcefield.
Tools - Arcane Incantation, Knife
Ingredients - Arcane Powder, Phasing Dust, Blood of User, Appropriate Crystal Dust, Crushed Ley Cap.
Lighttouch - An enchantment that causes the item to become much lighter so long as it is wielded or worn by the donor.
Tools - Arcane Incantation
Ingredients - Blood of User, Phasing Dust, Arcane Dust, Agate Dust, Garnet Powder.
KNOWN SETS
Sets are groups of five themed items. Each has a base ability to start with. If you own three or more pieces of the same set you will unlock either a 2nd individual ability for each item or a shared group ability. The same happens if you own all five. Due to their interconnected nature, set pieces resist all attempts to magically alter their nature.
Crab Claws - A pair of odd gaunlets, without individual fingers but instead a pair of claws, one of the thumb, the other for the fingers. Made of reddish orange crab carapace. Hard as iron.
> Allows wearer to use certain Crab devices far more efficiently than the stupid monkey hand humans have.
> Unlock 1: Once per encounter the claws may pinch something they'd been holding onto for at least one post with Superhuman Strength
> Current Owner: Herschell (Supermouse)
Crab Legs - A belt and attached cuisses of reddish orange crab carapace, with two proportionate crab legs of the same material hanging from them behind and to the side of the wearers legs, reaching the ground. All as hard as iron.
> The legs have a controlled animation and are strong enough to support the wearers weight. Articulated to allow for quick and efficient lateral movement, helpful for strafing and dodging without turning.
> Unlock 1: Of someone or something tries to move you against your will, conscious or not, the legs will automatically attempt to prevent it, doubling your weight and clawing at the ground.
> Current Owner: Herschell (Supermouse)
Crab Armor - A chest and back plate armor with attached pauldrons and tessets, forged from reddish orange crab carapace. Hard as Iron.
> Increases in modifier by 1 for each other piece of the set you own.
> Unlock 1: Wearer can now breath underwater and generate a soak effect on themselves at will. Also gain knowledge of the secret Krabby Patty recipe.
> Current Owner: Herschell (Supermouse)
Crab Cannon - A large, wide barreled hand cannon of reddish orange crab carapace. Requires two hands to use unless you are wearing the Crab Claws.
> Uses a magically generated blast of water to launch most any projectile you can jam in there, the projectile hitting with the force of a strong punch. Charging the blast for up to two posts can increase this strength level by one but leaves it unusable for as many posts as it was charged post.
> Unlock 1: The gun can be loaded and fired in the same post now. Charging cooldown is reduced by a post.
> Current Owner: Herschell (Supermouse)
Crabman Ring - A red carapace ring in the shape of a crab with his legs encircling the finger. Comes with chain in case you don't have fingers.
> By using a spell slot, can create 3' tall a whirling waterspout/tornado of water. Harmless to crabs and crabmen.
> Unlock 1: The waterspout created spawns a number of crabs out onto the ground, attack anything they can see and trying to heard them towards the pool.
> Current Owner: Herschell (Supermouse)
Full Set Ability: You count as a homarid for all intents and purposes. Water spells cost 5 less per level for you.
Dark Thoughts Set
Crows Feet - Blackened leather pair of boots, indirect glances at the boots gives the illusion that the boot is made of black crow feathers.
>Blows landed by the boots are immediately followed by the phantom sensation of a second identical blow.
> Current Owner: Tirgit (Cheese315)
Deadman Set
Funeral Coat - An ankle length black duster, tattered at the hems and collar.
> Protects the wearer from damage dealt by dark magics, the undead, and spirits.
> Current Owner: Blijk (Volraths Bane)
Enders Knot - A tie formed from a frayed noose of old rope.
> Grants the user an artless form of the spell Vacuum that can be used 5x per encounter.
> Current Owner: Lazarus (Mr. Crow)
Staked Steps - A pair of tall black boots, lined up the front of each with three silver buckles, now blacked by soot and ash.
> The wearer is more resistant to damage caused by fire can transfer any pain or sensation of heat that would normally be caused to him by fire onto a target other being.
Current Owner: Gerr (Mr Crow) and Alacritas (Dawn_)
Hands of Glory - A pair of mudsplattered fingerless black leather gloves, the grime on them indelible and eternal
> ??????
Coffin Lid - An old dark gray tattered hat, flat of crown and wide of brim, the underside of the back of the brim is stained with blood.
> ?????
Echoes Set
Ancient Helm - A silver elven helm engraved with ancient elvish.
> Wearer can communicate with a spirit bound to the helm, can sense hostility aimed and you and warn you of attacks to your blindsides
> Current Owner: Alphonsine (Volraths Bane)
Ancient Cuisse - A set of silver cuisses (plate thigh armor) etched with ancient elvish writing.
> You gain Level 1 and 2 Ground and Pound Technique.
> Current Owner: Alphonsine (Volraths Bane)
Ancient Greaves - A pair of silver elven greaves/boots engraved with stylized leaves.
> Half of all weight of items worn, held, lifted or supported by the wearer bypasses the wearer and goes directly into ground beneath them.
> Current Owner: Alphonsine (Volraths Bane)
Ellswen Vestments Set
Ignatius' Gem - A beautiful claw shaped ruby shard, worked into a shining steel earring.
>Pyrites - Allows the wearer to summon a pyrite snake. Pyrites are composed of living flame burning from within.
> Unlock 1 - Flame Consumes - You may instead summon a cold-burning frostfire pyrite Gecko, 18" long.
> Current Owner: Corvus (Trabant)
Medusa's Eye - A petrified eye of solid stone, held on a thin chain.
> Medusa's Gift - Once every five posts, the wearer of this item may turn a part of their body to solid stone, making it resistant to damage and temporarily stopping bleeding. (Body part must be smaller than a foot cubed.)
> Unlock 1 - Earth Endures - You may instead transform a part of your body into living crystal. Surface wounds patched up with a crystalline scab during the transformation.
> Current Owner: Corvus (Trabant)
Delos' Wrappings - A deep brown silken cloak, lined with golden thread and bearing a steel clasp marked with concentric circles.
> Spirit's Shield - By sacrificing all movement, you may summon around yourself a bubble of iron tough energy that shields you from harm. May be used only once every five posts, for no more than two posts.
> Unlock 1 - Spirits Protect - The spirit shield may be imbued with the power of one of the other arts, adding to its defense. Storm adds a crackling effect that repels metals. Earth summons a storm of sand that obscures you from view. Fire wreathes the shield in damaging flame. Water causes the shield to shatter and burst outwards if broken.
> Current Owner: Corvus (Trabant)
Genius Set
Ingenious Tie - A burgundy bowtie.
> Charisma Effect. Your suggestions sound like very good ideas, despite how insane. Is Cool.
> Current Owner: Vivian (DarkAbyssKeeper)
Smart Dresser - A finely crafted jacket of subtle plaid with leather elbow patches.
> Has void pockets. Speeds up recovery from illness, poisons, sickness, radiation, shock, etc...
Hand of the Elements Set
Ring of The Inferno - A silver ring set with a triangular green stone.
> Once per post it can release a fireball the size of a cantaloupe that hits with the consistency of wet clay.
> Unlock 1: The fireball created by the ring flies forward with greater speed/force and ignites the air in its wake, creating a beam of flame
> Current Owner: Legato (KingGato)
Ring of The Tundra - A silver ring set with three ovoid blue-white stones.
> Once per post can hit a target with a burst of intense cold, dazing them and leaving a trail of frost along the ground between the wearer and the target. Effect amplified if user is wet.
> Unlock 1: The cold blast creates a path of ice rather than frost. The dazing blast of cold now is accompanied by a flash of intense pain all over the body, and lingering numbness and shivering afterwards that inhibits dexterity. Effect still amplified if target is wet.
> Current Owner: Legato (KingGato)
Ring of the Vortex - A silver ring set with a circular azure crystal.
> Can create a shielding vortex of wind before the wearer's hand that slows and/or redirects attacks.
> Unlock 1: The vortex created by the ring can be extended forth into a 3' long funnel originating from the ring. This vortex can push back others and lift objects under 50 lbs in weight.
> Current Owner: Legato (KingGato)
Lionheart Set
Lionheart Cowl - A lionhide cloak with maned hood and golden paw shaped clasps that grip to each other or whatever top you wear.
> +1 Strength Level in battle against those with ill intent
> Unlock 1 - King - The cloak and cowl are as resilient as chitin and lessen the wearer's ability to feel pain or fear.
> Current Owner: Arl (Magickeeper)
Lionheart Buckle - A golden buckle engraved with the head on view of a pouncing lion, claws reaching out before it.
> The wearer's jumping ability is doubled in height or distance.
> Unlock 1 - Pounce - Your leaping ability increases by another 50%. Airborne attacks gain another effective strength level.
> Current Owner: Arl (Magickeeper)
Lionheart Bracers - A pair of golden bracers, mod 2, the inside and ends lined with lion fur and the surface engraved with leonine heraldry.
> Allows the wearer to grow iron-like lion claws from their fingertips.
> Unlock 1 - Ferocity - In close up combat your ferocity dazes your opponents for the first two posts you engage them in for a given encounter.
> Current Owner: Arl (Magickeeper)
Lionheart Collar - A black silk choker with half a bisect golden roaring lion medallion at each end that snap together as a clasp.
> The wearer's voice has a natural intimidation effect on the wicked. It can be heard clearly by any in the wearer's sight, despite distance, volume or environmental noise.
> Unlock 1 - Roar - You can unleash a mighty roaring leonine war cry, shaking up your opponents to the point their aim becomes horrible and greatly increasing the ability of your intimidation effect, effecting all and profoundly effecting the wicked.
> Current Owner: Arl (Magickeeper)
Soaring Eye – An Ironwood Boomerang inscribed with several eye symbols.
> When thrown you may have the boomerang fly towards whatever you are looking at, even altering its course mid-flight up until the boomerang hits something..
> Current Owner: Jougo (Udo)
EyeGate Amulet – A quarts amulet bearing an eye symbol on a crystalline chain.
> Functions like fashion plate. The amulet also possesses the ability to bend light to cloth you in illusionary copies of any items stored in the plate. Any such illusions fade away if they lose contact with you.
> Current Owner: Lazarus (Mr Crow)
Primal Paints Set
Ebonhand Paint - A small jar of black paint.
> When applied to a person, whatever design or pattern it is painted in will become a permanent war paint for that person, able to be made visible and active or invisible and inactive at will. Exact effects vary by design, this paint's effects tends to towards dark, fire, offense and/or death.
> Current Owner: Arl (Magickeeper)
Ivorypalm Paint - A small jar of white paint.
> When applied to a person, whatever design or pattern it is painted in will become a permanent war paint for that person, able to be made visible and active or invisible and inactive at will. Exact effects vary by design, this paint's effects tends to towards light, spirit, defense and/or life.
Jadeheart Paint - A small jar of green paint.
> When applied to a person, whatever design or pattern it is painted in will become a permanent war paint for that person, able to be made visible and active or invisible and inactive at will. Exact effects vary by design, this paint's effects tends to towards plant, earth, survival and/or creation.
Ambermaw Paint - A small jar of yellow paint.
> When applied to a person, whatever design or pattern it is painted in will become a permanent war paint for that person, able to be made visible and active or invisible and inactive at will. Exact effects vary by design, this paint's effects tends to towards lightning, beast, chaos and/or destruction.
Beryleye Paint - A small jar of blue paint.
> When applied to a person, whatever design or pattern it is painted in will become a permanent war paint for that person, able to be made visible and active or invisible and inactive at will. Exact effects vary by design, this paint's effects tends to towards mind, water, senses and/or divination.
Reckless Amplification Set
Crystal Charge Staff - A mundane crystal staff with a smooth shaft, ending with a many faceted ball. The staff can change its color at the owners will.
>Once per encounter at the cost of a spell you may charge the staff with a damaging aura of any art you have level 1 knowledge in(This does not harm you). The charge lasts 2 posts.
> Current Owner: Peter (Cheese315)
Light = Shining burning
Dark = Damaging cold
Fire = Searing flame
Water = damaging ice
Earth = scouring sand
Storm = crackling electricity
Mind = fear effect
Body = Sicken effect
Plant = choking spore cloud
Beastial = Does more damage to summons
Force = Pushback effect
Spirit = More damaging to creatures of the spirit realm
Rimelord Set
Rimelord Chestplate - Chestplate of silver and nevermelt ice. A frost dragon is raised from the surface, its long body and wings wrapping around the torso, its long neck coming over the left shoulder from behind and its head on the sternum, staring out with its jaws open wide.
> Allows Wearer to absorb any extreme heat or cold they are exposed to into a projectile of the opposite type that can be fired from the dragon's mouth once per post. Power of the projectile relative to severity of climate.
> Current Owner: Alphonsine (Volraths Bane)
Rimelord Greaves - Greaves of silver and nevermelt ice, the toes and heels shaped into dragon claws.
> Grant Glacial Path ability.
> Current Owner: Illu (Udo)
Rimelord Stave - A magesteel staff with an eastern style dragon of nevermelt ice spiraling up its length. At its head is the dragon's head, fanged mouth open wide.
> The dragon can exhale from its mouth a cloud of ice that will quickly solidify into a any of a variety of polearm blades, which are damagingly cold. The dragon may also limitedly animate to tilt itself head upwards. if the owner desires the ice blade to come from the top of the staff rather than the face of it.
Current Owner: Cyrus (Senori)
Saving Grace Set
Sufferer's Mercy - A white leather mantle that covers the collar and shoulders, its edges studded and stitched with silver.
> When activated, the mantle will infuse the wearer with feelings of peace and contentment, blocking out all but the most extreme pain and negative emotions.
> Current Owner: Grehym (Quo)
Scoundrel Set
Scoundrel's Tankard - A pewter beer stein with raised imagery of ships caught in a storm.
> Magically refills with ale. Drinking it grants Level 1 & 2 Drunken Master Warrior Tech
> Current Owner: Stoz (Mr. Poppins)
Scoundrel's Gloves - A pair of black fingerless gloves.
> The wearer has sticky fingers. Their grip cannot be broken and even a glancing touch is enough to securing get ahold of items, be they weapons or the contents of another mans pockets.
> Current Owner: Jougo (Udo)
Scoundrel's Boots - A pair of buckled seafarer's boots, the sole's stained with tar.
> The wearers feet stay anchored to whatever surface they walk as long as its angle is less than vertical(or upside down.). A stomp of your foot can cause an incite effect on a target.
> Current Owner: Jougo (Udo)
Seeker Set
Sword of Truth - A long and elegant Corin's Alloy blade that's size and shape changes and matches the personality of whoever owns the blade.
> When your hand is in contact with the hilt, your natural anger and rage can be fed into the sword, calming your emotions and giving you a higher level of focus and keeps your mind clear. Blocks all mind altering magics.
> Current Owner: Feyrus (Trabant)
Shattered Blade Set
Shard of Unity - A silvery irregular shard of some strange metal 5" long.
> Can be imbued to an item without enchanting and removed. The item gains an effective Homeguide and its owner can project their senses through it.
> Current Owner: Gamble (KingGato)
Shard of Emnity - A silvery irregular shard of some strange metal 5" long.
> Can be imbued to an item without enchanting and removed. Once the imbued item has drawn a foes blood, it is drawn to that foe, acting a dowsing rod and guiding strikes/throws for greater accuracy. Wounds inflicted cannot be healed by magic.
> Current Owner: Colt (Supermouse)
Shard of Eternity - A silvery irregular shard of some strange metal 5" long.
> ????
Shard of Clarity - A silvery irregular shard of some strange metal 5" long.
> ???
Shard of Sanctity - A silvery irregular shard of some strange metal 5" long.
> Can be imbued to an item without enchanting and removed. Imbued item becomes Firewarded for the owner and cannot be disarmed.
> Current Owner: Dany (KingGato)
Walker Set
Primal Shoulders - A pair of bear fur pauldrons with bearclaw catches.
> When activated you become a foot taller, your hair grows longer and fuller, and you get +1 strength in your arms.
> Current Owner: Marius (Hrodvitner)
Primal Boots - A pair of boots made from the fur of a large jungle cat.
> When activated, the wearer becomes slightly hunched, their legs more sinewy and feline in structure. Their speed and agility is greatly increased, allowing them to run very quickly and surefootedly, as well do wall runs and jumps.
> Current Owner: Marius (Hrodvitner)
Warmage Set
Warmage Gauntlet - Right hand gauntlet made from a leather and plates of a rare steel-like alloy that allows them to be worn by mages without interfering with their magics, set with small gemstones and runes. Color of leather and gems reflect the art of their wearer's preferred magic.
> Has the Crystal Imbue effect of every art the wearer has a level 3 or higher spell in.
> Unlock 1: The gaunllet gains an aspect based on the Champion spell of each art the wearer has a level 3 or higher spell in.
> Current Owner: Morgan (Darkabysskeeper)
Warmage Spaulder - Right arm bracer made from leather and plates of rare a steel-like allows them to be worn by mages without interfering with their magics, veined with faintly glowing veins of all colors.
> ?????
Warmage Bracer - Right arm bracer made from leather and plates of rare a steel-like allows them to be worn by mages without interfering with their magics, engraved with faintly glowing symbols of all colors.
> ??????
Warmage Effigy - A rainbow colored humanoid clay figure, 1' tall.
> Can be animated into a homunculus familar. This familiar takes on traits of the aspect creature for each art the owner has a level 3 or higher spell in.
> Unlock 1: The familar gains aspects of the LSS creatures for each art the owner has a level 3 or higher spell in.
> Current Owner: Morgan (Darkabysskeeper)
Warmage Staive - A staive of silvery mage metal (mod 3), etched with strange runes and wrapped about the middle with leather.
> Can create a 6" blade at its tip that has the abilities of the mage daggers of each art the owner knows a level 3 or higher spell in.
> Unlock 1: The staive can transmute into the type of weapon corresponding to the weapon LSS of each art the owner knocks a level 3 or higher spell in. These new forms have a minor ability based on the source LSS as well as adaptions of the mage dagger powers to fit the form. This change can't be done midbattle, only in between or at the very beginning.
> Current Owner: Morgan (Darkabysskeeper)
Well-Dressed Set
Hat Collection - A nondescript white hat
> Acts as Legion, but only for hats / Helmets.
> Current Owner: Dreck (KingGato)
Glove Collection - A pair of white gloves
? Acts as Legion, but only for Gloves / Gauntlets.
> Current Owner: Dreck (KingGato)
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
ANCIENT TONGUE
PRONOUNS/CONJUGATION
I: Ahr (Me: Achr)
You: Os (Plural: Osi, You Implied Osh)
He: Sih
She: Soh
It: Ri
We: Ahra
They: Sri
TENSES
Past Add Suffix: ista
Was -----ing: ibri-____ista
Had ------ed: Ibro-____ista
Have ------ed: ibru-____ista
Future Add Suffix: astas
Will -----: ibri-____astas
ARTICLES AND PREPOSITIONS
A - A
As - No
The - Sen
Of - Y
And - ot
On: Erey
POSSESSIVES
My/Mine - Achry
Yours - Osy, Your’s Plural: Osey
His - Say
Hers - Soy
It's - Rey
Ours - Ahrey
Theirs - Shrey
DEMONSTRATIVE PRONOUNS
This: Shran
That: Shron
These: Shras
Those: Shros
Them: Shree
VERBS
To Be: Ibu
To Burn: Dalu
To Believe: Aru
To Judge: Jaru
To Forgive: Kraju
To Die: Araesu
To Kill: Casu
To Murder: Chasu
To Force: Charu
To Overpower: Craru
To Plant: Chloru
To Tell: Barkru
To See: Kaminu
To Hate: Croyu
To Cry: Halu
To Obey: Tiyu
To Grow: Chloru
To Burden: Avru
To Protect: Linu
To Hope: Grimu
To Pray: Gramu
To Want: Grinu
To Find: Ogranu
To Care: Koru
To Help: Krosanu
To Fight: Taru
To Bleed: Piru
To Die: Cabu
To Decay/Rot/Waste Away: Ractu
To Give: Korju
To Lead: Ineru
To Worship: Atreyu
To Threaten: Calu
To Destroy: Agrenu
To Shine: Solu
BASE WORDS: NOUNS
Avras: Burden, problem
Bak: Fate
Bark: Story
Cal: Rage/Anger
Carrok: Fist
Cara: Strong/Strength
Carl: Body/Form
Chlor: Plant (plural: Chloro)
Corar: Happiness
Cro: Hatred
Dal: Fire
Era: Land
Fel: Eternal
Fol: Whole/United
Garl: Safety
Gren: Destruction, Ruin
Gres: Humble
Gorin: House/Temple
Grim: Hope
Hal: Sorrow
Ikol: Sublime
Ilum: Sacred/Holy
Ineran: Way
Inol: Servant
Jar: 1. Judge, 2. Justice
Kal: Fair/Pretty
Kamin: Sight/Look
Kat: 1. Organization, 2. Order
Kav: Stone
Ker: Seas/Water
Kol: Soul
Kor: Creation, Heart
Kort : Together
Kraj: Forgiveness
Lex: Divination, Knowledge
Lin: 1. Shield, 2. Protector
Lis: 1. Nature, 2. Normalcy
Lar: 1. Son/Child, 2. Descendant
Low: Freedom/Flight
Lum: Light
Lun: Moon
Noct: Darkness
Pir: Blood
Ract: Decay/Rot
Ra: New
Raes: Death, End
Ral: First
Rin – Life, Birth
Rok: Touch/sense
Sol: Sun
Solra - Dawn
Tacar: Enemy
Tar: Warrior
Than: Shadow
Ti: 1. Inferior, 2. Submissive 3. Obediant
Vol: 1. Deep, 2. Infection
NUMBERALS
One - Carro
Two - Sha
Three - Tik
Four - Fun
Five - Fas
Six - Sot
Seven - Sati
Eight - Olom
Nine - Naja
Ten - Di
SUFFIXES
-s: Plural Noun
-ar: Believer in/Follower of (plural: ara)
-ari: Spirit of/Being of
-er: Minion of/ Subservient to (plural: era)
-i: From
-in: 1. All, 2. Greater of, 3. Apothesis of
-as: Non/No/Not
-ir: 1. True, 2. Very
-is: Hidden
-inar: Leader of the Followers of
-atis: King of
-no/ni: Father of/Mother of
al - Child of
-enin: So that
PRISMED SPELLS
Level 4 Mind
Psionic Chakrams - Summon to your hand a pair of blazing iron throwing rings with an s-shaped crossbar with a dazing aura of searing flame. When thrown you can mentally influence the trajectory and control the intensity of the flames; the rings may once thrown, be combined into a giant single wheel of fiery destruction.
Spirit Prisms
Level 1 Mind
Charisma - Tug at a target's spirit, causing them to to feel more favorably about you and your actions.
Level 1 Body
Slash - Extend out from your fingertips a series of sharpened spirit claws that greatly damage any spiritual creature they contact..
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