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gold
familiar FamiliarArtemis, the Great Red Potoo
played by OOC NameSho
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Post by Kap Az'es on Jan 15, 2022 8:59:49 GMT -7
[nospaces] [attr="class","staffcont INVTABOVERVIEW"] [attr="class","staffheader"]
KAP AZ'ES' INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery283 POINTS[attr="class","staffpara"] [attr="class","inventorypara"] [attr="class","progressbarmax"] [attr="class","progressbarfill"]100% to champion familiar[attr="class","inventorypara"] NYCTIBIUS GRANDIS. Insightful and witty, he typically runs as a moral compass to Kap. Despite Kap's attempts to tell Arty off, the bird is persistent and a nuisance to his drunken endeavors. He is flirtatious to Ms. Ramona, Ana's Familiar. Can be very emotional. [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fas fa-briefcase"]items [attr="class","invtab-item"][attr="class","invtab-icon fas fa-book"]skills [attr="class","invtab-item"][attr="class","invtab-icon fas fa-address-book"]npc & misc [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]WITCH LICENSE[break]An official document that licenses a witch to practice magic. It has information about their coven, birth date, and demographic stats. Keep it safe since getting a new one can be a hassle, what with the Council's bureaucracy... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]PEGASUS FEATHER[break]An iridescent feather, supposedly of a real pegasus. Pegasus members tend to fashion this symbol in various ways -- whether it's on a hairband or necklace. The feather glows and dims softly, often mimicking the beating of the owner's heart. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] RIDER'S LICENSE[break] A holographic chip that displays a list (usually at least 3-5) of mythical beasts that an Acolyte of Pegasus is qualified to mount and ride, in addition to their battalion's details and personal information. It also grants them access to a small, studio space on Atelier Road, Pegasus Park. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HALO TRANSCEIVER[break] A more advanced version of the Voyager, the Pegasus Transceiver takes the form of a thin white "vertical halo" circling the back of a witches head. When outside the walls, it connects automatically to the nearest Pegasus-run outpost. Can also be used to project a witch's voice loudly across a distance, or communicate to nearby transceivers. Compatible with Voyagers. Lights up in the dark. May not work if the witch is too far from Delphi or a Pegasus outpost. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]BASIC BROOMSTICK - 400g[break]A basic broomstick. Might break during use, but it should serve you well. May be required for participation in certain events, and certainly makes clearing some missions easier... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SERPENTINE STAFF[break]Gifts from the Kingmaker rarely come cheap, but Eirin seems generous when to comes to Kap. But is it a largess, or an investment? This is a large staff, reaching Kap's chest, and somewhat heavy to carry. It head is a winged serpent. When used, it drastically increases the range of healing and utility spells to several hundreds of feet. Though it seems to reject the channeling of spells that are used with violent intent, the staff itself can be used as a standard blunt weapon. May break during use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DRUID'S ENTRAPMENT[break]A handcrafted rope that has been enchanted by a strong witch. If used, is nearly impossible to break, both by spellcasting or physical means (cutting/breakage). However, it is quite susceptible to fire. Prone to wear and tear [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BASIC BLUNT WEAPON[break]A long staff of natural wood, holding much of the resemblance of it's source despite being hard cards to shape. Purchased on a trip out with Jae to find a weapon that suited him. See reference picture. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] KIKI'S SWISS KNIFE[break]Did Kiki actually make it? Who knows? A small knife with a pivot mechanism that lets you access a tiny blade, a pair of scissors, corkscrew, tweezers, and several small things that you're not really sure what they do. Useful for picking locks, if you know what you're doing. Oh! It also has a light attached to it. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER SHIELD 10PTS[break] A large shield that can be materialized, worn as a daemon bone clasp on the arm. Drains a significant amount of blood to materialize a large, shimmering moonlight shield. It can absorb a spell of any rank, and also functions as a physical barrier. Once stored, the spell must be unleashed before storing another spell. The spell will always be reflected as downcasted by one rank from its original caster. Very heavy once materialized. [break] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] J-CORP WINDBREAKER[break]A light-weight, weather-proof, and fire-proof coat manufactured and distributed by Jaeger Corp. It makes a user's presence impossible to detect, even by daemons, so long as their familiar is suppressed. When standing perfectly still, the camoflague can render the wearer semi-invisible. Frequently used by Hunters to set up ambushes. It also provides solid protection against sharp-objects, including swords and claws.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]DARK VISION SUNGLASSES[break]A pair of stylish shades with a leopard spot pattern. When worn, will allow the witch to see in the dark. Can also be used as normal sunglasses in the sun, thanks to clever enchantments. The charm on them is prone to wear and tear and gradually loses effectiveness, whether or not you wear them. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]CHARMED PLUSHIE[break]A plushie backpack made in the shape of your familiar during the Equinox event. It is enchanted to be able to take one spell for the familiar per day. It is able to withstand more, but wears out quickly. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]COMPANION CAT[break]A sweet little ghost-like kitty that can't actually affect the world around it, this cat never strays too far from its owner. When close to an illusion, the cat meows loudly and and its fur stands up, dispelling the illusion, but only for the user. Usable once per thread. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CALIBRATR[break]The Calibratr is a protoype of new RSM technology, curretnly patented by Maestro, a sybarite company run by Eirin Leyfson. It's a hand-held scepter with a glowing orange tip. Activating it takes a chunk of the users mana, but generates a medium-size sphere where mana is stabilized. Spells that destabilize or alter environmental mana are weakened in the field. It is not capable of healing ruptures like regular RSM lamp, however. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] LEYFSON'S CURSE - SIMPLIFIED VARIATION[break] A sampling of the curse that made Eirin Leyfson famous, this potion can be consumed to turn the user into a strange and inert gaseous form resembling (but not the same as) stardust. It shook the scientific community because of its implications on states of matter of magical beings. Using this sampling renders the user impervious to attacks of all kinds. Don't use in the presence of strong winds! May run out after successive use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MANA STABILIZER[break]A horrific Cipher Corp invention that even Cerberus discourages their recruits from relying on, the deceitfully-termed "Mana Stabilizer" will forcefully draw on mana reserves the witch doesn't have in order to maintain their familiar or any spells they are actively casting. Prevents familiars from forcible dematerialization, but induces acute mana fatigue when used. Symptoms may include hallucinations, headaches, nausea, delirium, or the permanent disfiguration of the familiar. One-time use.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AQUAPYRA[break]One time use. An extremely destructive potion, it is exactly what it sounds like: liquid fire, or “fire-in-a-bottle.” A rookie with can make a small amount at a time and it requires flammable objects to continue burning, like a normal fire. As the witch grows, so too does their ability to control the flames. Warning: the destructiveness of this spell is huge from the get-go! Use in the presence of a more experienced witch that might be able to put it out. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PAGES OF CIRPHIS [break] Cirphis, the legendary grimoire kept on display in one of the higher floors of Sybaris. Whether this is actually from Cirphis is anyone's guess. The item is a few pages bound together. It looks like a contract, though you cannot understand the language. If signed with the appropriate magical ink, the pages will vanish and give you temporary upscaled magical abilities, by one rank. All power comes with a price, though, and your character may soon experience the contract's harrowing drawbacks, including severe physical pain and inability to move or think. One time use.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ANCHOR LINK 10PTS[break] A heavy link from a chain once belonging to a (literal) anchor. Civilizations outside walled cities once used what are now known as "anchoring techniques" (metaphorical) to imbue objects with reserve mana, and store it for a very long time, across generations. The name does seem to have roots in actual anchors, which were the original manifestations of the practice, first started by witches of Hydra. Though the art is now considered lost in an era where (most) witches do not need to train their stamina as frequently, some anchored objects still exist today. Can entirely replenish all mana reserves. One time use. [break] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HERO MEDALLION [break] Months after the ordeal, there is a ceremony by which your characters are invited into the grand halls of the Old Citadel, and given medallions, as well recognition in the form of their name on a plaque in Cerberus's gardens—a sword dug into the ground, with 'THE HEROIC WITCHES OF TRISHULA' engraved into its blade. It looks as though it had fallen from the sky. Accepting the honor is entirely optional, though a small, semi-private ceremony is held in honor of the ones who accept. Must post in EULOGY FOR A STAR to claim. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]GENERAL SKILL: SUPPORT MAIN - 5PTS[break]Your witch has good synergy with their teammates and is well-attuned to what spells may be the most helpful to others. +10 on rolls that buff others without directly engaging in combat yourself
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]GENERAL SKILL: EMT TRAINING - 5PTS[break]This skill gives your witch the ability to perform under pressure and handle tough medical emergencies, with or without the assistance of magic. +10 on rolls where your character is only seeking to help someone who is significantly wounded [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: SEARCH & RESCUE[break]+10 on rolls made when attempting any action in the wilderness, and not in known proximity to danger. Witch cannot be nearby a rupture or daemon, for example, or be involved in an active combat situation.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: COMBAT MEDIC[break]+10 rolls made when attempting magical healing on another being, not including oneself. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: HUNTER'S STAMINA[break]+5 on all rolls made outside walled cities. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: SURVIVOR'S GUILT[break]+5 on all rolls made after a person in the character's "party" dies in that thread, provided they witness the death first-hand. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: RSM-CERTIFIED[break] This skill gives your witch the knowledge of the ins and outs of rupture sealing, and general experience around effect zones. Morgan's Equation? Memorized. +10 on rolls where your character is in the presence of an active rupture [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: KILLER REFLEXES[break] Your witch has a heightened sense of self-preservation. Avoiding danger is their top priority, and their body can move away from harm out of instinct. +10 on rolls attempting to do nothing but avoid danger. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MUNDANE SKILL: ANTIQUE COLLECTOR[break] A collector of odds and ends, and an appreciator of history, Eirin considers herself a connoisseur of many things. Hoarding, though, might be the better term. Any one-time-use item can be used multiple times in the same thread. The item then depletes at the end of the thread. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EIRIN LEYFSON'S BUSINESS CARD[break]An item that allows your character to start a text thread with Mira Jaeger. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CAIN'S BUSINESS CARD[break]An item that allows your character to start a text thread with Cain Delacour. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. Feel free to chat with staff if you're looking for ideas. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] JULIAN'S BUSINESS CARD[break]An item that allows your character to start a text thread with Julian Wu. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. Feel free to chat with staff if you're looking for ideas. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UPDATED NPC TIE-IN (EIRIN)[break] After about three months of work for Eirin, Kap and the Kingmaker seem to be on solid professional terms. She's a lot more informal than she initially let on, and they've shared a few drinks by now. She's made it clear she expects nothing but greatness from the scientist, although she isn't too happy to be competing for his time with his duties to Pegasus, especially now that their initial contract is up... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WATCHLIST 0PTS[break]Required if you character was at Camp Trishula. Your characters are now being passively monitored (without their knowledge or consent) by Cerberus. You know too much, and if you slip up, the hounds of hell will sink their fangs into your ankles, and drag you back with them. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER'S CURSE 0PTS[break]Required if your character is taking a Dreameater Weapon. This curse grows worse each time its associated weapon is used. In general, a daemon forms a communicative link with the wielder, and begins to haunt their dreams. The user has troubled sleep, making them physically weaker and slower to react when waking. Emotions of regret, especially related to a lost loved one, are amplified. When the associated weapon is used too long, it may lead to hallucinations. [break][break] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] XIE'S BUSINESS CARD[break]An item that allows your character to start a text thread with Dr. Grace Xie, acclaimed Cipher Corps researcher. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. Feel free to chat with staff if you're looking for ideas.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MINOR QUEST: LEYFSON'S CURSE - REPRISE[break] The Kingmaker doesn't lose. Really, you should be grateful. This is a required minor NPC quest—until it is complete, your character may not make threads past MARCH, 2023. In order to complete this quest, complete one NPC thread with NPC: Cain Delacour. [attr="class","masterypts"] achievements[attr="class","staffpara"] [attr="class","badgetrack"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]MOONRISEN a delphi native...[break]the character joined moonrise. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]favoured with Eirin.[break]has at least 1 active npc tie-in [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]duty-bound see thread list.[break]complete any 5 missions on time [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]full potential you've learned as much as you can about magic...[break]unlocked all 4 subdomains [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]scholar dedicated to mastering new spells.[break]you've acquired at least 30 spells [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]infamous you're in the papers.[break]you were mentioned in the delphi oracle
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]twin flame one half of a whole.[break]be in a relationship in-character
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]happy birthday make a wish![break]celebrate your birthday ICly after 1 year of being accepted
spells[attr="class","staffbody inventorypara inventorytracker"] [attr="class","spellcount"] [attr="class","count"]48 total spells [attr="class","count"]9 advanced quests[attr="class","staffbody inventorypara inventorytracker"]
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gold
familiar FamiliarArtemis, the Great Red Potoo
played by OOC NameSho
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Post by Kap Az'es on Jan 15, 2022 9:18:48 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN1"] [attr="class","staffheader"] DOMAIN: GAIA[attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-seedling"]plantshaping [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]VINE WHIP[break]Using this spell, a witch can summon powerful, whip-like vines from the ground to lash out or do their bidding. The stronger the witch, the more durable, dexterous, and muscular the vines become. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]VENUS FLYTRAP[break]Possibly the most stereotypical Plant magic, the 'Venus Flytrap' is a much-exaggerated variant of the actual plant upon which it is based. A witch can summon a gigantic venus flytrap and control its jaws to ensnare targets. Or, you know, a smaller version that can get rid of those pesky houseflies. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]SKILL: UNPOISONED[break]This skill increases a witch's resistance to all manners of poisons. Deadly poisons become survivable and mild poisons become nearly unnoticeable. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]LAMBLIGHT FLOWERS [break]The spell creates glowing flowers along the path ahead of the user. The glow is soft and blue in color allowing for some light in dim or dark conditions. Some kind of earth or soil is required for the plants to grow. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]SPORES[break]A witch creates mushrooms that release paralytic spores into their immediate surroundings. The spores are quick disappearing and don’t stay in the air for long after the burst. It creates a mild to moderate numbing effect on those who breath it in. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]DANDELION SLEEP[break]A witch creates a lone dandelion flower in their hand that they can blow into the face or direction of someone. The dandelion seeds, when ingested or inhaled, produce a potent drowsiness effect similar to a sleeping powder. Stronger witches can increase the range of travel and amount of seeds that are released.. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]GRASS KNOT[break]Grass Knot is a simple plant-based spell that can attack any two plants together. It's useful for creating difficult terrain for other witches to move on, but can also be used to fashion together swinging vines, use tall trees as catapults, etc. The spell's only limits are your imagination! [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ROT AND DECAY[break]A witch uses their mana to create moss that sucks up the nutrients and mana from any plants around it causing (non-magical) plants to rot and decay. The moss uses this mana to grow wildly, causing chemical burns to exposed flesh through a poisonous substance it produces to protect itself. Very difficult to control once an outbreak occurs. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] POLLEN EXPLOSION[break]While it can be used spontaneously in the presence of flowers, some plant witches keep vials of this spell with them for everyday use. Pollen explosion creates a cloud of thick yellow pollen that causes anyone caught it in to descend into a fit of sneezing, possibly even blinding opponents. It is extremely effective against familiars and daemons, although they may become highly aggressive as a result. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: YGGDRASSIL DRIVE OFFENSIVE VARIANT[break]The mythical tree of Yggdrassil is said to be a giver of life and connector of realms. This grimoire's offensive spell dictates how to summon a monstrous tree from beneath the ground, manipulating its many, gigantic branches to trap or crush opponents. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ROSE THORNS[break]REQUIRES: VINE WHIP. A spell that builds from Vine Whip, Rose Thorns adds a brutal and wirey twist to a classic spell. Barbed with rose thorns, these conjured vines can whip, entangle, and also create sturdy barricades that ward off opponents. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPIDER LILY VINES[break]The spell creates blooming vines of spider lilies that can be used as binding or restraints from the ground. These chains cause muscle weakening and loss of physical strength when attached, making it hard to physically removed without magic. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED ARTEMIS'S SCROLLBOOK SKILL: WILD HUNT[break]A grimoire focused on utilizing plantshaping to excel in the wilderness, or on hunts. This skill increases a witch's physical prowess and spell casting in forested areas, in exchange for wild and less controlled magic. This cannot be selectively activated, and applies to all domains.
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gold
familiar FamiliarArtemis, the Great Red Potoo
played by OOC NameSho
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Post by Kap Az'es on Apr 26, 2022 14:40:27 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN2"] [attr="class","staffheader"] DOMAIN: ENCHANTING [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-signature"]abjuration [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-hand-sparkles"]augmentation [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-wand-sparkles"]charms [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]THE MODERN MANA SLEUTH VOL 1[break]Despite its user-friendly graphical guide, The Modern Mana Sleuth is incredibly dense and difficult to understand. Vol. 1 deals with a basic understanding of all kind of magical enhancement, and gives the witches insight into who or what has been jinxed/empowered by a variety of spells and domains based on an examination of mana. Can gain insight into any buffing or debuffing spell, although beginners may struggle with understanding constellar magic or potions. Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE MODERN MANA SLEUTH VOL 5 AND 6[break]Despite its user-friendly graphical guide, The Modern Mana Sleuth is incredibly dense and difficult to understand. Vol 5-7. provide a rudimentary base for understanding two 'dynamic elemental opposites:' either light and dark (5), fire and ice/water (6), or air and earth(7). Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DEFLECTOR ARGUMENT[break]This allows a witch to use any rune meaning they know in a barrier spell like PRINCIPLE LINE, for example, to make that barrier more effective against that runic inscription. For example, having KENAZ as a deflector augment on a barrier would make the line much more effective against fire or light magic. Cast by a powerful witch, these barriers are eventually able to not just block, but deflect spells that are cast. The more runes that are added this way, the weaker the overall barrier becomes. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PRINCIPLE LINE[break]A simple line-shaped barrier formed by "tightening" environmental mana into a screen. Good for blocking a tangible, ranged magic attack or physical attacks. Can be broken with enough force, or powerful magic, or by breaking the caster's concentration. Scales in power and scope with the power of the witch, with experts being able to divide up a battlefield. Cannot be cast very far from the witch. Multiple cannot be cast at the same time. Not designed to be cast for a long time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABCD RUNES: KENAZ[break] A basic guide to a beginner's runic alphabet. 'Kenaz,' meaning "Torch," is the illumination rune. Even drawn by itself, Kenaz glows intensely and can be used to light up a room, or to create a small flame. In wards, it can be use to brighten or heat up a space. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ULCER, KENAZ REVERSED[break]Reversed, Kenaz's secondary meaning is "ulcer" -- a rune associated with decay, or weakening something else. Used this way, it can create spaces that weaken their inhabits, inhibit healing, increase destructive potential, etc. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABCD RUNES: URUZ[break]A basic guide to a beginner's runic alphabet. 'Uruz' is the life rune. In wards, Uruz can be used to create spaces that speed up the healing process, or to give a burst of energy to targets within a ward. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DROSS, ASPECT OF URUZ[break]A spell that dives deeper into the Uruz rune. An alternative meaning for Uruz is rainfall or dross. When used this way, the rune can be added to wards to be a powerful boost to water-based magic. It can also be added to arrays to give a degree of dampness, help with the growth of plants and plantshaping, weaken metals, weaken flames, etc. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AUROCHS, URUZ REVERSED[break]A spell that dives deeper into the reversed Uruz rune, which means "Aurochs," or wild beast. With this meaning unlocked, the rune may be used to singlehandedly increase the potentcy of a melee fighter's attacks, granting them furious and beast-like movement. In deflector arguments, can be used to create anti-daemon barriers. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABSOLUTE VISION[break]REQUIRES: THE MODERN MANA SLEUTH VOL 5. This spell allows the user to negate any vision-blocking darkness and light spells, or to see through their altered vision. Requires a constant drain on their mana, relative to the difference in strength between the caster and their opponent. When active, light and darkness spells also cannot be "seen," making offensive spells challenging to fight against. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TEMPERATURE BREAK[break]Pre-req: Modern Mana Sleuth, Vol 6. A basic spell for helping to deal with spells that utilize temperature changes in some manner. While initiates may only be able to break a spell heating spell on a cup of coffee, more experienced witches can break down complicated spells such as a fire tornado or a magical blizzard, or access dangerous, magically created extreme temperature areas. The spell lets the user dissipate the temperature effects of a spell - removing the heat from a fireball (which will still burn flesh and cloth if it has caught), or breaking the frozen part of an icicle to revert it to water (which will still have momentum and could be refrozen or otherwise manipulated). [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EXORCISM[break]Pre-req: Modern Mana Sleuth, Vol 1. A spell that purges another witch of all jinxes and/or augments. Because of the sudden removal of carefully cast spells, it often causes the mana around the target to become exceeding unstable/unuseable or prone to explosions in the moments after the spell is cast. It's difficult but not impossible to remove enchantments made by a more powerful witch. Does not apply to all buffs/debuffs, only enchantments & augments. Only applies to organic beings. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: MANA GRAVITATION[break]A large, area-of-effect spell that requires constant channeling and a large degree of single-minded focus. It beckons all mana in the area towards chosen points in the battlefield, significantly enhancing an allied force's speed and spellcasting ability, while making it more difficult for witches (especially summoners and elementalists) further away from the gravity wells to cast spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: PUCK'S FLAW[break]REQUIRES: THE MODERN MANA SLEUTH VOL 5. Can be used to nullify any illusion spell. Takes a large chunk of mana to use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: CIRCULAR WARDS[break]This allows an abjurer to create a ward or barrier that is "closed fully" in the metaphorical sense, and can survive without the witch needing to feed it with continuous mana. In exchange, the witch sacrifices a chunk of their total mana for the duration that it remains up. Many abjurers make an easy living off of selling circular wards to clients. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WILDLING: PREDATOR/PREY VARIANT[break]An augmentation grimoire drawn from transfiguration studies. The predator variant gives the witch heightened sense of smell and hearing, alongside a calmness and desire to hunt. The prey variant gives the witch a wider field of vision, better eyesight, and sharper reflexes, alongside a general sense of fear and shift toward self-preservation. You've chosen: PREY. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: BEYOND THE SELF[break]This is a required skill to cast any spell from Aether & Augment on witches other than the user. Once obtained, such spells can be cast on multiple witches according to the strength of the user. Powerful witches can enchant whole armies of allies. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] JINXED: CAT GOT YOUR TONGUE[break]Jinxes a witch to be more inclined to bite their tongue when taking or slinging. Often used to weaken Spellsinging spells or just shut up your local bard. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] JINXED! PSYCH VARIANT[break]This spell pertains to the Jinxing of the mental state of other beings, such as creating gaps in concentration, forgetfulness, confusion, slower reaction speeds, mental exhaustion, etc. Only one such handicap can be applied at a time. The effects of this get more potent as the witch grows stronger, but permanent alterations cannot be made with this spell. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] JINXED! PHYS VARIANT[break]This spell pertains to the Jinxing of the physical state of other beings, such as weakening bodily strength, speed, and sensory capacities like vision and hearing. Only one such handicap can be applied at a time. The effects of this get more potent as the witch grows stronger, but permanent alterations cannot be made with this spell. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AETHER AND AUGMENT ZORAN VARIANT[break](See BEYOND THE SELF) This spell allows the witch to strengthen their body several times greater than a normal human’s capacities. This helps enhance their general mind-muscle connection (and therefore includes reaction speed, dexterity, weapon proficiency) but does not include actual physical strength or speed. Improves with rank of the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AETHER AND AUGMENT: AEGIS VARIANT[break]This spell started as a way to reinforce inanimate objects, before experimentation led to a new development in organic enchantment. This spell grants the witch increased protection against magical effects and some physical effects. Works best in relation to general blunt force damage or large area-of-effect spells, but probably won't stop you from getting stabbed. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AETHER AND AUGMENT HERCULES VARIANT[break](See BEYOND THE SELF) This spell allows the witch to strengthen their body several times greater than a normal human’s capacities. This helps enhance their general muscular ability (and therefore includes speed and strength) but does not include things like reflexes and coordination. Improves with the rank of the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FIVE FINGER AIR SHOT[break]A classic augmentor's skill, Finger shot allows the witch to supercharge a finger flick, creating an explosive arc of pressurized air in the general direction of their attack. It instantly breaks the finger used (and is thus called a "five finger airshot," because of its limited uses), unless the witch has sufficient protections. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PHANTOM EVASION[break]A spell that enhances the users speed and reflexes to the point an after image is created for a brief few seconds after casting. This speed can only be maintained for at most a few seconds before needing to be recast. It drains a large amount of mana, and beginners can only use it once before finding their mana is depleted. Becomes easier to use as you get stronger. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THANE'S THEORIES: SENSORY AUGMENT[break]This spell directly affects the target's senses and heightens them beyond normal human capabilties, such as vision, scent, or hearing. Only one sense may be affected at a time with this spell. Beginner witches may struggle to interpret the increased sensory input coherently and are prone to getting overwhelmed. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ATHENA'S AUGMENTS: NEURAL CORROSIVE[break]This enchantment increases your capacity sensory processing, essentially making an opponent highly sensitive to sensory inputs or easily overwhelmed by light, smell, sound, taste, etc. More of a jinx than an enhancement, this augment is not recommended to be used on oneself. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THANE'S THEORIES: CONCENTRATED AUGMENT[break]A grimoire expounding on more precise applications of augmentation, written by one enchanter. To Thane's dismay, the spells tend to have a reputation for being as useful as they are dangerous to the caster. This spell pours a large amount of mana into the chosen limb and releases it at the very last moment, allowing a witch to pack a killer punch. Unfortunately, the strength augmentation doesn't quite account for potential collateral damage including the integrity of the chosen arm, so it is best used wisely... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED SKILL: MENTAL FORTRESS[break]Witches with this skill have an augmented sense of reality making it harder to alter their perception of it. Mental intrusion and illusions are harder to use on them than that of the average person and/or last a shorter amount of time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED SKILL: INSTIGATOR[break]This spell allows augments and jinxes to be cast on witches other than the user without aiming, allowing for almost perfect accuracy. It also allows the witch to cast jinxes and augments on much larger crowds than usual with relative ease. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MANA CANISTER V1[break]By enchanting the confines of a sealed container, the witch can create a sort of magic "battery" which slowly charges up with magical energy from the environment over time. A witch can tap into this energy to restore their own magical reserves. Its maximum energy capacity depends on the skill of the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] LIGHTNING ROD[break]The witch charms an object, preferably metal, to act as a lighting rod. The object is thus capable of diverting all electric based attacks away from them towards the charmed object. It does not increase the charmed object's durability or inherent resistance to lightning, however. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ORGANISLOW[break]Unlike organifreeze, this charm instead slows a target into cool slowmo speed instead of outright immobile. This version tends to work better on daemons than witches due to various cognitive differences between the two species. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPACIAL DEVIANCE [break]Allows the witch to use their mana to manipulate the trajectory of small to medium sized objects allowing for a witch to manipulate things like thrown objects. The stronger the witch the more force and larger the change a witch can force onto an object. Organic material is notoriously hard to manipulate. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] REPAIR CHARM[break]This spell fixes and reassembles non-living objects, assuming enough of the original pieces are nearby. If a magical item lost its magical capabilities due to breaking, these capabilities will not be restored when the item is repaired. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: TELEKINESIS [break]A combination spell that was created by combining Spatial Deviance and Wingardium. Allows a witch to float and manipulate objects around them within a certain radius of themselves. Objects can be manipulated finely with slow methodical shifts or wildly thrown like a baseball. Organic material is very hard to manipulate as they can resist the charm's power, and it impossible to use on already-magical objects like spell attacks or summoned objects. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: REVERSE LOCK, ORGANIC VARIANT[break]A powerful spell that can force organic material to retrace its last path. It is not powerful enough to force an entire witch (or even human) to begin walking backwards, but it can reverse the creation of a wound. Extremely useful when cast on fresh injuries, but requires a strong witch to use without serious unintended consequences.
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Administrator
HIGH PRIESTESS
gold
familiar Familiar
played by OOC Namestaff
aww i guess you're my little pogchamp aww i guess you're my little pogchamp aww i guess you're my l
MONKEY KING
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Post by Admin on Jul 27, 2022 16:07:42 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","appheader"] [attr="id","pegasuscol"]THERE'S NO BACKING DOWN [attr="class","appprimary"] [attr="class","approvalcont"] [attr="class","staffpara"] [attr="class","staffquotes"][attr="id","pegasuscol"]“ [attr="class","staffquotes2"][attr="id","pegasuscol"]” You've proven yourself, Kap. It's time to spread your wings and fly—the sky is your limit. We are destined to discover what's rightfully ours. Also, please don't take my shirts again. [attr="class","staffbody"] [attr="class","spelltitle"] RANK UP! Congratulations on reaching ACOLYTE! This is the highest rank available without an IC test. You may now ASCEND YOUR FAMILIAR. Your coven NPCs have taken note of your moves! The item received at Acolyte is often considered a reaffirmation of a witch's coven loyalties. Here are your rewards: [break][break] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] RIDER'S LICENSE[break] A holographic chip that displays a list (usually at least 3-5) of mythical beasts that an Acolyte of Pegasus is qualified to mount and ride, in addition to their battalion's details and personal information. It also grants them access to a small, studio space on Atelier Road, Pegasus Park. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CAIN'S BUSINESS CARD[break]An item that allows your character to start a text thread with Cain Delacour. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. Feel free to chat with staff if you're looking for ideas. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] JULIAN'S BUSINESS CARD[break]An item that allows your character to start a text thread with Julian Wu. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. Feel free to chat with staff if you're looking for ideas. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UPDATED NPC TIE-IN (EIRIN)[break] After about three months of work for Eirin, Kap and the Kingmaker seem to be on solid professional terms. She's a lot more informal than she initially let on, and they've shared a few drinks by now. She's made it clear she expects nothing but greatness from the scientist, although she isn't too happy to be competing for his time with his duties to Pegasus, especially now that their initial contract is up...
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