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gold
familiar Familiaraxius, the sea dragon
played by OOC Namelav
I COULD HAVE DEVOURED ANYTHING AND STILL HAVE BEEN STARVING
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Post by serafim strix on Jan 28, 2022 16:23:42 GMT -7
[nospaces] [attr="class","staffcont INVTABOVERVIEW"] [attr="class","staffheader"]
SERAFIM'S INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery112 POINTS[attr="class","staffpara"] familiar[attr="class","inventorypara"] CETUS. a serpentine sea-dragon of few words, axius has high demands and higher expectations of his witch. he's made serafim wait well over a decade for his true name, and has little qualms with making him work for even more. that being said, his imposing appearance sits somewhat at odds with a rather soft-spoken nature that tempers serafim's more impulsive one, albeit to varying degrees of success. within city walls, axius is no larger than a small crocodile, but his draconic nature becomes rather unmistakeable in the wilderness.[break][break] following the events of kriegspiel in early november 2022, axius has shredded fins that reduce surface area and overall mobility, and throat incisions that make speaking to others painful or, at times, impossible. [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fas fa-briefcase"]items [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-gun"]weapons [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"] HERETIC'S SNAKEBITE[break] Two thin black markings on the skin that symbolize a "snake bite" -- this is a magical marking that signifies a witch's membership in Sybaris. Unlike normal bites, this one has additional smaller marks with a second set of teeth outside the first, longer lines. It seems to designate that this is not the witch's first coven pledge.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NFC CARD[break]An unique chip card with the witch's business details on it. Automatically uploads their contact to another witch's interface when tapped against it, like an NFC card. Can also be used to access your personal office spaces in the Lamia Towers, which are now much more luxurious and provide a decent view of Delphi. [attr="class","spellcont useditem"] [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 useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] TURNCOAT CREST[break] An item granted by a coven leader who's decided they like you -- this one is a sparkling, emerald green. Complete enough of these, and perhaps you'll be allowed a peaceful transition... Enables your character to take on a mission in SYBARIS as opposed to PEGASUS in the upcoming mission cycle (cycle 004). You may not do both. [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] BLOOD OF SERAPHINE[break] used in: threefold repetition A vial of mysterious red liquid. One-time-use. When consumed, it will upcast the next spell by one rank. This vial may have other uses, if you wish to pursue them.... [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"] 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"] 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'es guesst. 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"] VOYAGER 360[break] A single small device clipped onto the ear. It enables two-way communication with other similar devices in the general vicinity. Highly resistant to mana manipulation, and capable of withstanding the instability in effect zones of ruptures. Touch to speak! [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SUCCULENT AFFIRMATIONS[break]A small green and red succulent, with short, stubby leaves and lives in a mug. Every morning, if you put your ear to it, it'll say some encouraging words of affirmation. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TYRANT IVY[break]A housewarming gift from "High Priest Wisbane's Office" (AKA: Yvonne), the Tyrant Ivy is a charm-plant hybrid that comes in a small pod. When placed on a wall, the pod hisses, and releases extremely fast-growing ivy that quickly covers whatever surface it can reach, making for a great decoration. But the pod can be pressed again to magically compress the plant—and it can be used in a variety of situations to act as a binding mechanism against an opponent, make a wall scalable, or otherwise quickly bind and stabilize a surface. It comes with a small note from Maggie that reads: Welcome back home, Serafim! Goodluck with the trial. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER CANE-WHIP[break] Toggles forms between a cane and a segmented whip-sword through an intentional guidance of mana. When used as a whip, the user's blood can be smeared against its body. The sacrificial blood seems to shimmer with moonlight, making the weapon extremely effective against daemons, and at combating and dispelling darkness creations. It is a mimicry of Serafim's previous cane, after the original was lost on the return journey from that strange lighthouse. The heavy cane retains its derby handle carved in the shape of an aquatic creature's fin, but whalebone has since been replaced by daemon bone. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ALCHEMIST'S CROSSBOW[break]A hefty crossbow made of a a steel alloy. It has a compartment that you can insert vials of potions into. This contraption allows for a consecutive fire of arrows due to its quick infusions. A good way to use your one-use potions, or a deadly weapon in the hands of the right alchemist. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ALCHEMIST'S SYRINGE[break] A syringe compatible with many alchemical solutions. Using it allows the alchemist to inject a potion directly into a target, drastically improving its potency while requiring close contact. May have unindentded effects with certain potions. Can only be used once per thread. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PIRATE'S BLUNDERBUSS BASIC RANGED WEAPON[break] A classic pirate's blunderbuss, or dragon, as it is often colloquially known. True to its namesake, its muzzle still bears the carving of a dragon's head, though its edges have been worn down with time. It packs a punch at short to mid-range, but lacks accuracy at longer distances. Prone to wear and tear and may break during use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MINIATURE TURRET[break]A small turret that requires some set up to use. Programmed to locate structural weaknesses in inorganic objects, it fires small missiles that do concentrated damage. Great for demolition and against defensive magic. A safety feature prevents it from targeting living beings. Prone to wear and tear [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] JESTER'S KNIVES[break]A set of semi-transparent throwing knives. These knives are balanced perfectly and enchanted. Causes spells to go haywire and backfire if a target is stabbed, and the effect will continue until taken out. Isn't as effective on more powerful witches. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ICE DAGGER SET [break] A set of throwing knives. When they meet with an organic target, the knives turn into invasive ice that goes directly into the wound they cause. Capable of freezing limbs, or cutting them off if the coldness isn't dealt with quickly enough. May run out after successive use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MIND FLAYER[break]A semi-transparent whip that was the mind child of a long bygone circus performer, who also happened to be a tinkerer. While the handle is completely solid, the length of the whip is not--and looks more like a long shadow. Cracking the whip results in a sudden sharp pain for anyone in a short range nearby. Great for disrupting spellcasting. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]MARK OF THE RUPTURE MYTHICAL BOON[break] The witch's familiar gains power in the presence of unclosed daemonic ruptures, growing in strength and speed but also becoming wilder and less in control of themselves. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DREAMEATER'S CURSE[break] 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. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UNIQUE SKILL: FAUSTIAN BARGAIN[break] When actively using a Dreameater weapon with the Dreameater curse active, gain +5 on your roll. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GENERAL SKILL: GLASS CANNON[break] Your witch has a fiery spirit that will fight to the end. They continue on the offense despite being injured. +10 on rolls when using offensive spells or weapons with a severe injury (broken bone, stabbed, etc) [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MUNDANE SKILL: LOGICIAN[break]A genius with a fondness for puzzles, Dmitri's always had a way with charmed objects of all kinds—not to mention a tendency to collect whatever looks interesting. When using one-time use charms or trinkets, the effect is greatly enhanced or expanded on, on a case-by-case basis. . [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC TIE-IN - DMITRI[break] A tie-in to an NPC of your choice, which allows your character to foster some kind of connection with the NPC. It's been years since Serafim has been in Delphi, though he remembers his time working for Dmitri somewhat fondly — even if the now-coven leader never quite gets his name right. Serafim's also never expected that one of the few people who know of his stolen identity, would be, well... him. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UPDATED NPC TIE-IN (DMITRI)[break] Word spreads like wildfire—even from a cruise ship. Serafim Strix is apparently Dmitri Wisbane's favorite rising acolyte. Why else would they share a sea voyage together? In reality, though, Maggie and Dmitri think of Sef as a strange curiosity—both from a foreign land and a past that, for them, feels too distant to have been real. But they'd be lying if they said they weren't curious as to where the lost angel with truncated wings will wind up, at the end of the of the game they both play. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OLD PATCH[break]A patch, designed for wear on a military vest. The symbol on it is a red circle with a cross extended over and through the circumference, as though marking a target. The item, from at least a decade ago, seems to be a symbol of a friendship forged with Vale's extremist rebellion, though it doesn't appear to be much use... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DMITRI'S BUSINESS CARD[break]An item that allows your character to start a text thread with Dmitri Wisbane. 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"] EIRIN'S BUSINESS CARD[break]An item that allows your character to start a text thread with Eirin Leyfson. 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 useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD[break] THREAD: HEADLINES A card that enables your character to thread with an NPC of your choosing. Multiple cards can be used on the same thread. After buying this item, please post in the Non-Playable Character info thread to confirm which NPC you'd like to meet. Or shoot staff a message on Discord. Can be given to any character of your choosing. [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD[break] THREAD: CALL OF THE WILDA card that enables your character to thread with an NPC of your choosing. Multiple cards can be used on the same thread. After buying this item, please post in the Non-Playable Character info thread to confirm which NPC you'd like to meet. Or shoot staff a message on Discord. [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD[break] THREAD: DEVIL IN A NEW DRESS. A card that enables your character to thread with an NPC of your choosing. Multiple cards can be used on the same thread. After buying this item, please post in the Non-Playable Character info thread to confirm which NPC you'd like to meet. Or shoot staff a message on Discord. [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD[break] USED: TRANSFERRED TO MADDOX RUCHBAH FROM: ONE YEAR ANNIVERSARY REWARDS A card that enables your character to thread with an NPC of your choosing. Multiple cards can be used on the same thread. After buying this item, please post in the Non-Playable Character info thread to confirm which NPC you'd like to meet. Or shoot staff a message on Discord. [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] BUSINESS CARD[break] TRANSFERRED FROM MADDOX THREAD: THE PHOENIX A plain business card with a location near the Hades Gardens marked out on the back. The front of it says, "The New Dawn: spreading Seraphine's light." Another charity opening its doors during the Solstice? It doesn't seem to be of much use to you --- at least right now --- but maybe Kiki would pay a pretty penny for it... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]SOMEONE'S BUSINESS CARD[break]One time use. An item that allows your character to start a text thread with an NPC of choice, including minor NPCs. 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"] BUSINESS CARD[break] One time use. A card that can be used to start a text thread with an NPC of your choice. Unlike NPC cards, this thread can be started mostly on whatever terms the player would like. Feel free to double-check with staff if you would like. Like normal NPC threads, text threads may give out spells, quests, items etc. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CAIN'S JOURNAL[break] A simple, leather-bound journal containing entries about Cain's personal life. It has his contact information in it written in case it gets lost. He's probably looking for it... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DMITRI'S BUSINESS CARD[break] An item that allows your character to start a text thread with Dmitri Wisbane. 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"] EMMA'S BUSINESS CARD[break]An item that allows your character to start a text thread with Emma. 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 NPC QUEST: CALL OF THE WILD[break] Cain seeks a cure for his sickness...This is a minor NPC quest, and optional to complete/progress at your own time. First, use an NPC card (or multiple) to chat with Cain Delacour about The Calling. This also counts for Phase 1 of the Calling. Then, complete a thread where Serafim goes into the wilds to investigate. Reward: TBD, possibly lore/trinkets. Max of 3 characters in the NPC thread. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PERSONAL DEV: SELWYN'S "DEATH"[break] Silverwing Gala consequence. Hale Systems as a company is dissolved. Selwyn's properties are seized by the coven, for Serafim's "fraud" and "debt" to be cleared. A lot of people are angry, and want answers, but in Sybaris, the kinds of questions they ask are the ones best settled with duels. And sitting above it all, as usual, the devil wins every game he plays... extra: everyday items[attr="class","staffbody inventorypara itemslist"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MESSENGER BAG[break] A nondescript brown leather messenger bag. Like many of his belongings, it's old but well-made. Some of its interior compartments have been modified to suit an alchemist's supply of talisman-grade and potion-holders. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] COFFEE (?)[break] Coffee, if only by a technicality. Often a concoction of miscellaneous potions to manage pain and energy levels. Not for the weak of heart. spells[attr="class","staffbody inventorypara inventorytracker"] [attr="class","spellcount"] [attr="class","count"]43 total spells [attr="class","count"]04 advanced quests[attr="class","staffbody inventorypara inventorytracker"] [newclass=".progressbarmax"] background-color:var(--mainbg); width:100%; border-radius:10px; box-sizing:border-box; padding:5px; height:25px; overflow:hidden; } .progressbarmax span { float:right; margin-top:-16px; color:var(--hovericoncolor); font-weight:600; padding-right:5px; font-size:11px; text-transform:uppercase; } .progressbarfill { background-color:var(--hovericoncolor); border-radius:10px; height:15px; font-weight:600; color:var(--secondbg); font-size:11px; line-height:15px; text-transform:uppercase; text-align:right; box-sizing:border-box; padding-right:8px; white-space:nowrap; overflow:hidden; min-width:30px;[/newclass] [newclass="nullelem"]} .inventorypara.itemslist .spellcont { background-color: var(--mainbg); } .inventorypara.itemslist .spellbody b:first-of-type { background-color: var(--mainbg); } .inventorypara.itemslist .spellimgcont { background-color: var(--secondbg); } .inventorypara.itemslist img { padding:0; } .inventorypara.itemslist { max-height: 120px; overflow: auto; scrollbar-width: thin; } .inventorypara.itemslist .spellbody { line-height: 160%;[/newclass]
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gold
familiar Familiaraxius, the sea dragon
played by OOC Namelav
I COULD HAVE DEVOURED ANYTHING AND STILL HAVE BEEN STARVING
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Post by serafim strix on Jan 28, 2022 16:26:53 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN1"] [attr="class","staffheader"] DOMAIN: ALCHEMY[attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-feather-pointed"]transfiguration [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-flask"]potions [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ZOOLOGIST SKILL[break]This spell allows the witch to store the ‘data’ of up to six animals (one per rank of the witch) to use in various transfiguration skills instead of just their familiar. So far, you've collected the data of: gray wolf ( c.l. occidentalis), crow ( corvus corone), snow leopard ( panthera uncia), giant pacific octopus ( enteroctopus dofleini).[break] 00 DRAGON Default. The scales provide some semblance of defense, while the claws and fangs are nearly instinctive at this point.[break] 01 WOLF Nearly identical to Selwyn's familiar, Lucia, the wolf is typically used in the form of paper talismans as an all-rounded offensive form.[break] 02 CROW The resemblance to H.P. Wisbane's familiar is unmistakable. Typically used in winged transfigurations for mobility.[break] 03 LEOPARD An ironic reference to one of the creatures on the Caelestrix crest. Used interchangeably with the wolf, but more commonly in self-transfigurations where agility is key.[break] 04 OCTOPUS A new favourite, concocted in the aftermath of a fever dream. Minor physiological transfigurations are the most common, including a paralytic venom, but is typically used to augment appearance-changing potions.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MEDICAL TRANSFIG: PHYSICIAN'S ASSISTANT SKILL[break] An old tome outlining spells for quick first aid on the battlefield, but now normally used within doctor clinics. Medical Transfiguration For The Battle Witch requires a fairly high understanding of the body to use effectively. Knowing your own body is one thing, but understanding someone else's is a whole other ballpark. This skill allows witches to use medical transfiguration on others at a reduced efficacy. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FAMILIARIS: PHYSIOLOGICAL VARIANT[break]Familiaris refers to a series of spells that allow a witch to transfigure properties of their familiar onto themselves. This particular spell allows the witch to modify their general physiological structure, including limbs, muscles, tail outgrowths, etc. to match that of their familiar. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FAMILIARIS: WINGED VARIANT[break] Familiaris refers to a series of spells that allow a witch to transfigure properties of their familiar onto themselves. This particular spell allows the witch to take on any kind of wings present in their familiar. Beginner witches may be stuck with the exact wings their familiars have, whereas more experienced witches are better equipped to alter the properties of the spell to their liking. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FAMILIARIS: SENSORY VARIANT[break]Familiaris refers to a series of spells that allow a witch to transfigure properties of their familiar onto themselves. This particular spell allows the witch to take on any kind of sensory substitute from their familiar including their eyes, ears, nose, tongue, and skin texture. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]MULTILACHRIMAL[break]A simple, self-inflicted transfiguration spell, Multilachrimal allows the user to develop extra eyes on organic material. Beginners are only able to do this on themselves, but experienced witches can put their 'eyes' on anything, so to speak, creating eyes on objects or even other organisms that serve sensory input points for themselves. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TRANSFIG FOR DUMMIES: MATTER CHANGE[break]A spell that occasionally takes some time to cast, this basic technique allows a witch to change an object's state of matter by one step (i.e. from solid to liquid, or from liquid to gas, but not from solid to gas). Doesn't always work for objects that have been charmed or are inherently magical, such as an Elementalist's attacks. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MEDICAL TRANSFIG.: COAGULATION[break]See: Physician's Assistant An old tome outlining spells for quick first aid on the battlefield, but now normally used within doctor clinics. Medical Reconfiguration For The Battle Witch requires a fairly high understanding of the body to use effectively. A spell to slow the body from bleeding out. Powerful witches can probably scab over the wound quickly. This spell does not replace lost blood, just something to use in a quick pinch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MEDICAL TRANSFIG.: MANA TRANSFER[break]See: Physician's Assistant An old tome outlining spells for quick first aid on the battlefield, but now normally used within doctor clinics. *Medical Trasnfiguration For The Battle Witch* requires a fairly high understanding of the body to use effectively. This spell allows the caster to transfer their own mana into another, or absorb mana from another. Usually used as a medical intervention, but some alchemists find it a useful as an offensive spell in close combat. Must maintain contact to target. The time it takes to trasnfer mana is a lot for beginners, but speeds up with the rank of the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MEDICAL TRANSFIGURATION: BONE SETTER[break]See: Physician's Assistant An old tome outlining spells for quick first aid on the battlefield, but now normally used within doctor clinics. Medical Transfiguration For The Battle Witch requires a fairly high understanding of the body to use effectively. Broken bones no more! This spell rearranges the bone structure back to its original unbroken form. It's a very painful process however, like snapping a dislocated shoulder back into its socket, except over a longer period of time. The effectiveness increases with the witch's level. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MEDICAL TRANSFIGURATION: REPTH[break] See: Physician's Assistant. This spell transfigures the witch's own damaged cell tissue into a new undamaged cell using mana as a catalyst. It can heal moderate to severe wounds. It can not reattach limbs or regrow them, and may not work on familiars/animals unless the witch has reasonable knowledge of their biology. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]SHIKIGAMI: ORGANIC VARIANT[break] What is typically thought of as a precursor to learning advanced animation techniques, Shikigami spells allow the witch to bring paper to life. This variant allows a witch to transfigure copies of their familiar out of paper. The shikigami can mimic physical abilities of the familiar but cannot use magic.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHIKIGAMI: BLADES[break]This transfigures the property and shape of paper, granting it a metallic quality, useful for creating bladed weaponry from paper. It can create impromptu knives or projectiles as well. As these creations are still made of paper, they are susceptible to fire and water based attacks. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHIKIGAMI: PROTECTIVE TALISMAN[break]This spell increases the size and durability of a sheet of paper such that it can act as a barrier. It is highly susceptible to water and fire based attacks, however. Outside of those two elements, cna be useful in blocking the effect of magical and non-magical attacks alike. Sharp objects can also be used to effectively counter it. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHIKIGAMI: POISON SEALING[break]A paper spell that has been transfigured to absorb surrounding poisons. It will turn black when completely used up. Physical contact is required to remove poison from An individual. It is easier to absorb poisons from the surroundings environment than from organic tissue. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHIKIGAMI: INORGANIC VARIANT[break]What is typically thought of as a precursor to learning advanced animation techniques, Shikigami spells allow the witch to bring paper to life. This variant allows the witch to transfigure paper into any inorganic tool they may need at the moment -- it's useful for creating keys, small tools, a ladder, or other such non-magical objects. Requires a decent amount of paper to use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: MYTHICAL TRANSFIGURATION[break]This spell fully transforms the witch into a Gottesklage bird. It allows them to access abilities and the magic of a mythical creature. Specify any abilities here. It is a time-consuming process, and can only be done to completion — half-transfigurations with mythical creatures are almost impossible to retain for a long time. During the time the witch changes form (to and back), they are quite vulnerable.[break][break] The Gottesklage, a dragon-like bird from Valencian mythology, is approximately 70cm in length, with a 200cm wingspan. When perching or at rest, it easily mistaken as a white raven from a distance. Upon closer inspection, Serafim's Gottesklage form has six pairs of wings, a distinctly draconic head, and four claw-tipped legs.[break][break] GENERAL This form is capable of flight, and can deal piercing damage with its sharp teeth and claws. It is also capable of normal speech.[break] REQUIEM A whistling tune that induces drowsiness in listeners.[break] CARNIS The ability to temporarily glean knowledge or elemental abilities from the consumption of related material. Consumption of both inorganic and organic material allows for brief insight into its history, while consumption of organic material allows for temporary absorption of elemental abilities if present. For example, consuming part of a phoenix's corpse may offer some insight as to how it perished and temporarily allow Serafim to take on a fiery form. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: MIXOLOGIST[break]A skill that allows witches to blend the effects of multiple potions together, creating nasty and sometimes outright weird effects. Don't ask me what happens when you opponents are trapped in a sticky ooze of liquid stun -- you'll have to find out yourself. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HEALING POTION[break]This potion heals moderate to severe wounds but cannot renew severed limbs. Most often used in hospital settings, typically through a pourover method. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] VIAL TYLE OF NOL[break]Otherwise known as Tyle'o'nol. This potion will not heal any injury a witch sustains but instead is able to dull or even totally numb the pain of an injury depending on the skill of the potion maker. Be warned -- it’s highly likely to aggravate the damage further due to the target's lacking a proper pain response while this is in effect. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MANA'S KISS[break]Witches get tired when using their magic constantly, and Mana’s kiss is the perfect solution. This helps certain witches (especially summoners and elemental users) to not lose stamina in the middle of battle. Almost any which can get a boost of concentration and the upper-hand in a long fight when ingesting this. Powerful witches produce especially potent effects, going as far as to turn an ally away from the brink of fainting, or even give them a momentary extension to their regular magical abilities. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SCRYING POTION - SEARCH VARIANT[break]A potion that requires a biological sample of the person or animal it is searching for. When poured on a map, the green liquid will flow in the general area the person last known location was. If poured on the ground it will point the pourer into the general direction the person is currently at. When brewed and poured by an expert witch, the liquid could even follow the person all the way to their current location. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] LIQUID STUN[break]A liquid that creates a small electrical charge once it makes contact with sensory receptors like skin. Beginners may make potions that are about of powerful as a strong shock of static electricity while more experienced witches can pack as much power as a stun gun, paralyzing certain body parts with the voltage. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HERMETIC CIRCLES: EQUIFORCE[break]Founded on the principle that an equal sacrifice is required to produce a given result, this spell can totally disintegrate a non-magical object and produce a force equal to its mass. Two hermetic circles must be drawn on the ground in preparation for the spell, increasing its cast time. Beginner witches will have trouble "sacrificing" heavier objects, though some carry around potent, highly dense rocks for the sake of this spell. Once active, the circles can also "transport" kinetic energy among themselves - allowing a witch to punch one circle and see the effects of their power go out through the other end, for example. Cannot actually teleport objects. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HERMETIC CIRCLES: LIFELINE[break] See: Mana Transfer. This spell requires to hermetic circles to be drawn. The caster becomes a literal "life line" for a person on the other circle. So long as they are able to provide the circle with mana, the person on the linked circle will not die. If the witch knows the spell MANA TRANSFER, the life line circle does not just have to be the caster, but could be any witch. Powerful witches can create multiple circles with one-to-many or many-to-one relationships. Once drawn, the directionality of the circles cannot change. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HERMETIC PORTALS ADVANCED[break]Users can transfer matter between two hermetic circles they have created using their mana. Inorganic material is easier to transfer. When this spell backfires, it can be extremely costly, often resulting in disfigured bodies or limbs. The advice of the writer, Nico Flamel? Don't cut corners with quick circles. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SIGNATURE ADVANCED: VINCULUM ADVANCED SIGNATURE[break] A modified hermetic circle, pulled from a place somewhere between memory, dream, and a reckless alchemist who met their end in the Lamia Towers. Vinculum requires only a single circle that encompasses the target area, and can be set to trigger immediately or upon entry. Upon activation, Vinculum creates an invisible half-dome barrier that restricts movement and absorbs the mana of spells cast against it from the inside, until it reaches a breaking point, upon which it expels all stored energy violently within itself. It can be broken easily from the outside. Serafim has removed previous safeguards of alchemical stability: after an extended period of time, the circle will begin to feed off the mana of an individual trapped in order to sustain itself, but will grow increasingly unstable, potentially collapsing in on itself with unpredictable effects. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] QUICK CIRCLESSKILL[break]A skill that allows for a witch to create a quick rudimentary hermetic circle by using their body -- they can leave a small magical marking without the hassle of real ink. In exchange, the spell cast lacks its usual power, but it reduces the casting duration by a lot. The 'loss in power' is reduced as a witch's rank increases. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BLOOD CIRCLES ADVANCED SKILL[break]A skill that allows for a witch to create a quick rudimentary hermetic circle by their blood instead of ordinary ink or magical markings. It makes any hermetic circle spell exceedingly powerful and reduces casting duration. Currently, in Delphi, it is 'illegal' to perform this spell. However, this is one of the 'banned magics' that still sees use and debate as many clans of Alchemists protest that it isn't technically blood magic-- the blood is just being used as ink, after all.
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gold
familiar Familiaraxius, the sea dragon
played by OOC Namelav
I COULD HAVE DEVOURED ANYTHING AND STILL HAVE BEEN STARVING
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Post by serafim strix on May 23, 2022 23:46:26 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN2"] [attr="class","staffheader"] DOMAIN: AQUOS [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fas fa-snowflake"]icecraft [attr="class","invtab-item"][attr="class","invtab-icon fas fa-cloud-showers-heavy"]aquos [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] COLD BLOODED SKILL[break]A skill that stops drastic cooling in body temperature of the user caused by ice magic. The skill's owner is used to the cold and can be in cold environments much longer without hypothermia and resulting cell damage caused by extreme cold. They are capable of using their ice magic for extended periods of time without shutting off from the cold. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GLACIAL GRIMOIRE: FROSTBITE SKILL[break]A part of the Glacial Grimoire series, this spell ensures that any construct created through Glacial girmoire results causes frostbite when it makes contact with skin. This applies to knives, armor, etc. Works especially well against daemons. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ICE CLIMBER SKILL[break]A witch with this skill can traverse icy terrain like it was solid dry rock including climbing, walking and running in heels. Works with magically created ice as well [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: GLACIAL TOMB[break]Pre-requisite: Snow Armor. Allows the witch to cast snow armor on targets other than the caster. Useful for protecting allies in a pinch. Or, when combined with FROSTBITE, it can make for a cruel and deadly trap. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FROST BREATH[break]The witch can manipulate their exhales into below-freezing ice magic, causing whatever they breathe on to freeze or stay frozen. Said breath is usually visible similar to being able to see your breath on a cold day. Organic material does not freeze as well or fast. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SK8R BOI[break]Witches that know this spell are known to be obnoxious about it, hence the name for it. Its original name was much more pretentious when first invented. Now, it's used to freeze the flats of boots or other shoes, enabling witches to skate down surfaces by constantly replenishing a layer of thick, slippery ice. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ICEHEART[break]Building upon the base of Frozen Heart, more advanced witches can freeze other glands or systems in their body: this could look like slowing down adrenaline to gain clarity, numbing themselves to emotions, nullifying the effects of fear, freezing their nerves to numb pain, etc. Can only be applied to the caster, and is very difficult to ensure the correct "processes" are being frozen. Prone to backfiring. May permanently damage the caster if they don't have SKILL: COLDBLOODED [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GLACIAL GRIMOIRE: DAGGERS[break]Creates cool daggers from ice -- not very durable, but extremely sharp and easy to throw as well as to use as a quick blade. Masters of this spell will never be without a weapon-- whereas beginners may struggle creating ice that's dry and cold enough to sustain attacks without melting. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GLACIAL GRIMOIRE: HALBERT[break]The spell creates a spear of ice that can be launched from the sky or used as a normal spear. The spear radiates extreme cold from itself so touching it is not advised unless the appropriate skill is learned. It has the effects of skill: Frostbite permanently applied. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ICE RINK[break]Sk8r Boi is often considered a companion spell to Ice Rink, a technique that allows witches to totally freeze a surface area, making it a heaven for skaters and a slippery hell for anyone caught unprepared. It "ices out" the terrain, making it unfavorable or canceling out other terrain modifiers. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GLACIAL GRIMOIRE: SNOW ARMOR[break]The witch can create a layer of snow and ice around their body or a body part to absorb incoming blows. Be warned, the armor is still really cold so it’s best to use it for a short time, and ice armor can be exceedingly heavy. Beginners may struggle to get the timing of this spell correctly, as it is best used just before an anticipated blow. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NIFLHEIM GRIMOIRE: CHAINS OF COLD HARBOR[break]An old grimoire, which tells the story of a land from long ago that was enveloped in ice. This spell generates icy chain constructs. They cannot be telekinetically manipulated, but can be held and swung like weapons by the caster. When used to bind an enemy, it also seems to weaken their regenerative powers, and dulls incoming healing. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OLD FAITHFUL[break]Who knows why the famous Water Witch Minerva named this spell Old Faithful? What water witches do know, however, is that this common spell is incredibly useful. It allows users to create a small circle, similar to a summoning circle, on any flat enough surface inorganic substance, from which a blast of water can be forced out. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OSMOSIS[break]This spell allows the witch to separate negative fluids like poisons from organic material -- it's an incredibly painful process, but highly effective. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MUSCLE ENTROPY[break]This water-based spell has its roots in augmentation as well. It is capable of putting a majority of or all of the body's water mass into a particular set of muscles for a limited amount of time. It is not sustainable for more than a few actions, but can be useful when you need a sucker punch or a really, really high jump. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MONSOON HARBINGER[break]The witch releases high-pressure mana into the atmosphere above them, creating storm clouds. These clouds produce a high amount of rain, high-speed winds and occasional lightning. The witch is able to direct the rain and keep the storm clouds energized, making all water and wind-based spells much more powerful in their proximity. The duration and strength of the storm vary on the witch's mana level and rank.
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Administrator
high priestess
999
gold
familiar Familiariorek byrnison
played by OOC Namepandora
content monkey
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Post by pandora on May 11, 2023 18:28:25 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","appheader"]
RANK UP!
[attr="class","appprimary"] [attr="class","approvalcont"] [attr="class","staffpara"] [attr="class","staffquotes"]“ Well done, Serafim, though, I'll warn you. It only gets worse from here on out -- but I guess that depends on who you're asking. There are worse places to be than a snake's den, and you might even find yourself at home. ...Also, text. Don't call. Yeah? [attr="class","staffquotes2"]” [attr="class","staffbody"] [attr="class","spelltitle"] DETAILS 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","spelltitle"] REWARDS [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NFC CARD[break]An unique chip card with the witch's business details on it. Automatically uploads their contact to another witch's interface when tapped against it, like an NFC card. Can also be used to access your personal office spaces in the Lamia Towers, which are now much more luxurious and provide a decent view of Delphi. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DMITRI'S BUSINESS CARD[break]An item that allows your character to start a text thread with Dmitri Wisbane. 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"] EIRIN'S BUSINESS CARD[break]An item that allows your character to start a text thread with Eirin Leyfson. 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 (DMITRI)[break] Word spreads like wildfire—even from a cruise ship. Serafim Strix is apparently Dmitri Wisbane's favorite rising acolyte. Why else would they share a sea voyage together? In reality, though, Maggie and Dmitri think of Sef as a strange curiosity—both from a foreign land and a past that, for them, feels too distant to have been real. But they'd be lying if they said they weren't curious as to where the lost angel with truncated wings will wind up, at the end of the of the game they both play.
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