gold
familiar FamiliarAdelais, the Ascended Lion
played by OOC Namerinny
hit me with your killshot, baby
ghostwalker
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Post by Quynh Le on Feb 3, 2022 21:59:19 GMT -7
[nospaces] [attr="class","staffcont INVTABOVERVIEW"] [attr="class","staffheader"]
QUEENIE'S INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery189 POINTS[attr="class","staffpara"] [attr="class","inventorypara"] [attr="class","mpoverflow"][attr="class","fa-solid fa-ban"] 0 MP WITHHELD UNTIL CHAMPION [attr="class","inventorypara"] [attr="class","progressbarmax"] [attr="class","progressbarfill"]94% to champion familiar[attr="class","inventorypara"] Adelais, PANTHERA LEO. As his namesake, Adelais the lion is noble and proud. Though he dislikes Quynh's reckless behaviour, he doesn't blame the girl. Her mind never grew in the right way in the heart of Hydra and the Le family, after all. But she is still young and not all hope is lost yet. [break][break] After ascension: Adelais's form has changed—he looks more like a ghost than anything, and his true size has grown larger, high enough to mount and ride in the wilderness. [attr="class","inventorypara"] NYX'S EMBRACE: The witch is able to move through crowds and blend into settings like a ghost, leaving little trace of their presence until actively engaging with others. People's memories of the encounter and the witch fade over time, unless regular interactions are maintained. When interacted with, they will remember the witch. [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-gun"]weapons [attr="class","invtab-item"][attr="class","invtab-icon fas fa-address-book"]npc [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"]VOID RING[break]left ring finger A nondescript silver ring, made in several sizes and widths so as not to arouse suspicion. A simple, two-word carving on the inside is the only thing distinguishing it from any other ring: "contra mundum." Against the world. When said to another hydra witch, the appropriate response is: "coniunctim." [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OATH RING[break]Soldered permanently on the base of her prosthetic, a silver art deco skull ring gleams back with an onyx centre. A mark of a witch's acolyte status in Hydra -- the highest a character can climb within the coven, acolytes of Hydra are entrusted with great responsibility. These rings are given out only by the Leviathan, and command great respect within the coven. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TIUR'S CURSE[break]A curse "bestowed" upon all witches working closely with Tiur in the desert. Every time they leave the confines of Myca, they forget all that has transpired within it, and remember it only after re-entering the Oasis. For the duration of the curse, your character's various physical attributes are increased in and around the Myca. Curse can only be cured after plot progression. [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] FAMILIAR ASCENDANCY[break] Must be acolyte to purchase. Only one per member. Allows a member to ascend their familiar. Stays in your inventory until your familiar sacrifices themselves. Ascended familiars go through a transformation that changes their form, usually based of off the witch's domain. Members can come up with a custom boon, or have staff come up with a boon for them. Please DM staff after purchasing! [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"] J-LOCK[break]A simple lock, which can attach itself to an object. About the size of a bottlecap. Makes the object it attaches to virtually immovable, unless the lock is destroyed first. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MUNDANE SKILL: CRACK SHOT[break] Farah's mundane skill, Crack shot, allows the user a general, easy affinity for ranged weapons. When using ranged weapons (either items, or summoned weaponry), the character will never miss.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]GENERAL SKILL: EMT TRAINING[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: 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"] GENERAL SKILL: AERIAL ACE [break] This skill gives your witch significant experience flying and manuevering while in-air. Needless to say, they know what they're doing on a broom. +10 on rolls where your character taking an non-offensive action while in flight. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UNIQUE SKILL: THE ARCHITECT[break]Farah's archetypical skill, the Architect, is a useful skill for visionaries that play the long-game, even on a live battlefield. Gain +10 on rolls that involve purely analytical, information-gathering actions (non-buffing, non-offensive, non-healing). [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]HEART OF THE HARPY[break] A beautiful necklace with a feather as its emblem. When worn by a witch, allows them and their familiar to project their voice to hypersonic levels, injuring their opponents. They need to take off the necklace to speak normally. Wearing it for too long will lead to losing your voice, or permanent damage to your vocal chords. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]WOODEN BAT[break]A wooden bat. When thrown, though, it transforms into an actual bat and goes where the user wants it to go for a few seconds. Great for juking out your enemies, or getting a bat to an ally in need. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] JCORP WINDSHEAR[break]A reuseable thrown projectile, the brainchild of an aer witch and an enchanter. When thrown, the small, conical device morphs into a deadly SLICING wind that travels at mach speed regardless of how hard it's thrown. After flying straight, it returns to its conical state, embeds itself easily into a wall or the ground, and is ready to be thrown again. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]NPC TIE-IN farah[break]Quynh's mother's side, the Mai family, have been a retainer clan for the Serizawa family since the near beginnings. By extension, the Le family now serves the Leviathan, with Quynh as the youngest member to have undergone the initiation ceremony in the recesses of her childhood mind. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UPDATED NPC TIE-IN (FARAH)[break] While Queenie will likely never learn Farah's secret, it doesn't seem like the Leviathan cares much to test or humiliate her further. Instead, Farah has returned to a cat-like amusement, indulging in Queenie on odd occasions and, seemingly, not taking her too seriously. She's vaguely helpful with her search for immortality, though too busy to give much time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FARAH'S BUSINESS CARD[break]An item that allows your character to start a text thread with Farah Serizawa. 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"] ZEKE'S BUSINESS CARD[break]An item that allows your character to start a text thread with Ezekiel Belgrass. 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"] TIUR'S BUSINESS CARD[break]An item that allows your character to start a text thread with Tiur, a head of Hydra and the leader of noth Nexus and Operation: Cataclysm. 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. used in: knocking on death's door[attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD farah tie-in[break] A card that enables your character to thread with FARAH. Comes with the NPC tie-in. used in: six pointed star[attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD[break]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. used in: end that begins again[attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD[break]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. used in: snakes in eden[attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD[break]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. used in: the portrait of quynh le[attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD[break]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. used in: parabellum[attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC CARD[break]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. used in: natalis[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]SOMEONE'S BUSINESS CARD[break]A random business card you found on the street. You can't see the name clearly. Maybe you should text it for fun...Can be used to start a text thread with a randomized NPC.currently unused [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MAJOR QUEST: VIDYADHARA[break]This takes up a quest slot. When Queenie comes back to life, the first person to greet her is Tiur—the scene is surprisingly warm, with the woman looking completely shocked before putting the panicked Queenie into an embrace. Later, when the two have adjusted to Queenie's ascendence, Tiur explains how they're planning on infiltrating the Will of the Night. In order to complete this quest, complete 1 NPC thread with Tiur, and post at least 5 times across threads in Cerberus Mission: Voluntatem Noctis. See the mission thread for more information. [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"]MINOR NPC QUEST: ICE IN YOUR VEINS quest abandoned[break]An activated Pappsukkal is brought into Hydra's fold...This is a minor NPC quest, and optional to complete/progress at your own time. In order to complete this, simply create a social in which Erin and Queenie meet Jayna Hemsworth, who lives in a flat Downtown, and explain the events of SPS to her. This may be a very minor part of a broader social thread, or could be the entirety of the thread. Must be a new thread. You have total freedom regarding Jayna's reactions, feel free to discuss with Pan if you want ideas. Reward: spell of choice -- use master rewards claim to claim after thread is complete.
[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 Farah.[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"] unlucky bastard in afterparty.[break]roll a natural 1 in an injury-enabled event [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] nice in six pointed star.[break]roll a 69 in an injury-enabled event [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] taskmaster in snakes in eden[break]complete a minor NPC quest [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]loreling you're a part of this world now.[break]have 10 posts in a dev thread for your character [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]timebender history repeats itself.[break]complete 3 threads set in the past [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]believer met farah thrice.[break]have some kind of conversation with the NPC at least three times [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]scholar dedicated to mastering new spells.[break]you've acquired at least 30 spells spells[attr="class","staffbody inventorypara inventorytracker"] [attr="class","spellcount"] [attr="class","count"]50 total spells [attr="class","count"]06 advanced quests[attr="class","staffbody inventorypara inventorytracker"] [newclass=".staffpara span"]background: var(--boardbg);letter-spacing:0.1em;font-size: 0.6em;text-transform:uppercase;padding:0.2em 0.6em;color:var(--hovericoncolor);margin-left: 0.5em;} .mptrack { height: 110px; box-sizing:border-box; overflow:auto; text-transform: uppercase;letter-spacing: 0.05em;font-size: 0.9em;line-height: 200%;scrollbar-width: thin; } .mptrack li { padding-left: 0.5em; } .mptrack ul { -moz-transform: rotate(180deg); -webkit-transform: rotate(180deg); transform: rotate(180deg); } .mptrack li { -moz-transform: rotate(-180deg); -webkit-transform: rotate(-180deg); transform: rotate(-180deg); } .mptrack a { border-bottom:none; [/newclass] [newclass=".spellbody span"]background: var(--boardbg); letter-spacing: 0.1em; font-size: 0.7em; text-transform: uppercase; padding: 0.2em 0.6em; color: var(--hovericoncolor); } .spellbody u { text-transform:uppercase; text-decoration: none; background-color: var(--boardbg); color: var(--hovericoncolor); padding: 0 0.4em; margin-left: 0.2em; font-size: 0.7em; font-weight: normal; letter-spacing: 0.1em; [/newclass]
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gold
familiar FamiliarAdelais, the Ascended Lion
played by OOC Namerinny
hit me with your killshot, baby
ghostwalker
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Post by Quynh Le on Feb 3, 2022 22:06:56 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-flask"]potions [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-feather-pointed"]transfiguration [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MIXOLOGIST skill[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"] HOLY BOMB[break]The potion explodes into a powerful light when it is broken, blinding and even burning any mana-realm natives such as familiars or daemons. It doesn't burn witches or humans, but it may still blind them. [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"]AQUAPYRA[break]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"] 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"]STICKY OOZE[break]True to its name, this potion creates a sticky, blob-like, protrusion that can trap people, animals or objects. It spreads out like an ooze and is hard to wash off. How sticky it is depends on the potion maker's skill. An initiate may create ooze with the characteristic of strong tape while a master's is like quick drying cement. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]WITCHHAZEL SALVE[break]Not to be eaten. It tastes like blended up dog food and grass. This alchemic creation is best turned into a kind of gel that, when applied to wounds, cools burns, protects against infection, and speeds up the healing of small cuts and wounds. It cannot heal any significant injury or limb loss but, in the hands of a master potion maker, it can prevent damage from getting worse and is very effective against burns in particular. [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"] 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"] LAB WITCH: HOMUNCULI BASE[break]A snarky grimoire written in the modern era with many ageing popculture references, Lab Witch discussing the age-old question of Homunculi in alchemy in a fun and fresh way. Knowledge of this spell allows the witch to create a homunculi, raning from 1-2 feet tall. They are unintelligent save for their directed tasks, but quite durable, just like smaller humans. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]LAB WITCH: ALGERNON[break]Requires Lab Witch: Homunculi Base A snarky grimoire written in the modern era with many ageing popculture references, Lab Witch discussing the age-old question of Homunculi in alchemy in a fun and fresh way. Knowledge of this spell allows the witch to create highly intelligent homunculi, capable of enhanced combat abilities, critical thinking, and the ability to speak report back to the witch. Its dexterity and intelligence increase with the witch's rank. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] LAB WITCH: ALICE'S POTIONS[break]Requires Lab Witch: Homunculi Base A snarky grimoire written in the modern era with many ageing pop culture references, Lab Witch discusses the age-old question of Homunculi in alchemy in a fun and fresh way. Knowledge of this spell allows the witch to create small potions that vary the size of the base up to 3 inches or to 8 feet. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PHASE SHIFT signatureadvanced[break] A spell that allows the caster to phase themselves through solids like walls and floors via careful application of matter change to the surface. Not recommended to cast for a prolonged period of time, as breathing is not possible while "inside" a solid object. Requires skin-to-object contact, and a molecular understanding of the object that is being phased through. It would be instantly fatal (or at least highly dangerous) if the object they were phasing through were to be destroyed or suddenly altered during the phasing. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PROMFREY'S SCROLL OF ANIMATION advanced[break]An advanced and yet exceedingly "quintessential" transfiguration spell, Animation reveals the art of giving life to lifeless but life-like forms. In other words, animating things like statues, toys, and other three-dimensional inanimate objects that resemble life forms. More advanced witches can animate multiple objects for long periods of time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: MYTHICAL TRANSFIGURATION[break]This spell fully transforms the witch into a ____mythical creature of choice___. 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. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MEDICAL TRANSFIG: PHYSICIAN'S ASSISANT 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"] MEDICAL TRANSFIG: MANA TRANSFER[break]Requires SKILL MEDICAL TRANSFIGURATION : PHYSICIAN'S ASSISTANT 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 transfer 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: 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"] MEDICAL TRANSFIGURATION: 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 Transfiguration 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"] 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 trasnfiguration skills instead of just their familiar. So far, you've collected the data of: 1) grey goshawk, 2) lyretail molly, 3) vampire bat. [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"] 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"] 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"] 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 shrunken like 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: 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: THE HANGED MAN[break]A paper spell that transfigures the paper and ink used into a paralytic agent that induces numbness. If enough is applied, or the caster is strong enough, it becomes a paralytic. It is fast acting and fast dissolving so when removed or when used up the user will quickly regain feeling and mobility. Was often used during executions for prisoners of war to stop them from struggling.
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gold
familiar FamiliarAdelais, the Ascended Lion
played by OOC Namerinny
hit me with your killshot, baby
ghostwalker
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Post by Quynh Le on Apr 12, 2022 18:40:21 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN2"] [attr="class","staffheader"] DOMAIN: ILLUSION [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fas fa-skull"]darkness [attr="class","invtab-item"][attr="class","invtab-icon fas fa-masks-theater"]pure illusion [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADOWHEART advanced[break]This powerful darkness spell is based on the idea that, technically, the inside of our bodies are permanently cloaked in darkness. The user buffs that darkness to an extremely high degree, granting them invulnerability to attacks that would otherwise pierce or harm the body. While this spell is active, a witch does not bleed- only shadows seep from their body and dissipate to reveal undamaged skin. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GATES OF ENMA advanced[break]A fearsome spell that is said to open the gates of the underworld. There's no one way this gate is created--some witches create a rift, as if reality is split open, while others conjure a literal imposing gate. It doesn't really matter, it's all in the witch's taste. Countless lengthy arms rip open the rift from within, composed of pure dark energy and desperate to grip and tear through anything within their range. The more shadowed and dark the surroundings are, the more frenzied and stronger the arms become. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CAT WHIP[break]First invented by great illusionist Minerva who was obsessed with cats, this has become a staple spell of darkness manipulation. Witches are able to conjure shadows in the form of a tangible whip-like structure, that gains durability and force as the witch themselves grows stronger. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CONSUMING FLAME[break]This spell creates what looks like black flames, except they must absorb the heat energy of another fire or fire-based magic in order to burn. The black flames essentially eat any existing fire around it to keep themselves going making it perfect to put out fires. The flames themselves are warm but not hot and will not cause burns. Powerful flame spells cast by stronger witches can 'tip over' the amount of heat these consuming flames can handle, making it often a battle of control between elementalists.... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HAZE[break]Unleashes a haze of thick darkness magic, in which the caster can choose who sees and doesn't see through the haze. Very useful for creating a getaway or blocking vision. At higher levels, can control the battlefield. Even at lower levels, however, this complex spll requires a lot of mana and concentration to maintain. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADELING'S SCROLL OFFENSIVE VARIANT[break]With this spell, witches can coat themselves in a blanket of darkness. The spell's coating makes the caster harder to recognize as their features are blacked out into a silhouette. In exchange for dulling most of their senses and rendering themselves nearly-blind and deaf, the user gains a sharp uptick in speed and strength. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADOW HOPPER[break]A witch can sink into a shadow with this spell and travel a short distance within the same shadow before popping up. Darker, non-magical shadows work best -- traveling inside magical shadows can be much more disorienting for the caster. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADOWHOUND GRIMOIRE: MARK[break]By touching an object's shadow, a witch can "affix" the shadow, marking it and gaining an innate sense of where the object is located. The marked object's shadow becomes literally "fixed," not moving despite light, and can be noticed by a keen observer that it is being tracked. The range of the tracking depend of the rank of the witch, and the familiar must be maintained throughout the spell's duration. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADOWHOUND GRIMOIRE: REAPER CHAINS[break]REQUIES SHADOWHOUND GRIMOIRE: MARK If a target has been marked by SHADOWHOUND GRIMOIRE: MARK, the witch can bind them to place using chains constructed from the target's shadow if they are in line of sight. The chains are extremely durable, and can only be vanquished by light magic. As a witch grows more powerful, the chains are capable of complex movement restriction—not just the legs, but arms or even the head. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADOW SPIDER SWARM[break]Using this spell creates a swarm of small shadow spiders which home in on a target and latch themselves onto them en masse. Not only do the spiders impede movement and potentially vision also, the feeling of thousands of spiders crawling on one's skin has been described as 'rather unnerving' at best. The amount of spiders able to be created, and the range with which they can track a target, depends on the skill and experience of the witch - initiates often find their spiders dissipating or losing focus after about a meter's radius, whereas masters of this technique have been said to create multiple swarms of spiders that target multiple witches over a truly terrifying distance. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] STRIKING SHADOW[break]A witch creates a sharp, blade like shadow from the arm or foot that strikes out quickly before vanishing just as quickly almost like an assassin's hidden blade. The stronger the witch the faster and sharper the shadow. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADOW HOPPER[break]A common technique, even among rookie witches, this spell enables you to disappear into a shadow and reappear from another one. Highly dependent on the presence of shadows, and must be initiated when a witch is inside a shadow that isn't their own. As witches get stronger, they are able to this with increasing stealth and ease, overcoming the initial disorientation that often accompanies quick teleportation. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UMBRA CLUSTER[break]A witch may use this spell to conjure an orb of darkness. After lobbing it, the orb explodes into a wide forceful blast, capable of powerful knockback damage. In addition, the darkness radiated seeps into nearby living organisms that were affected by the blast, dulling all their senses for a short while. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AGONY AMP[break]This spell is especially effective at amplifying existing pains in the target by redirecting their senses to the point of injury. A mild paper cut can feel, for example, like your finger is on fire. Can work against pain-nullifying augmentations and illusions as well, depending on the skill of the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ART OF WAR: SLEEP PARALYSIS advanced[break]A powerful illusion that, if it hits, paralyses the target in their spot with terrifying hallucinations, imagined by the illusionist themselves. Requires high concentration and constant mana drain to maintain. The illusion breaks when the caster can no longer maintain it, or when the target takes outside damage or breaks free through sheer willpower. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ART OF WAR: FALSE SUCCESS[break]A spell that alters the perception of the target's own magic, causing them to believe that they have successfully cast their spell or hit, even if they had not. Beginner witches may only be able to have the target believe so for a split second before realising the reality, while advanced witches may be able to hold the illusion out for longer, or even generate a "success scenario" to lengthen the illusion. This illusion only applies to spells that can miss. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ART OF WAR: INTIMIDATION[break]A grimoire written by a military witch who asserts the best way to conquer the enemy is to attack their strategy. A classic illusion spell, Intimidation allows the caster to give themselves an aura of intimidation and project dread. May may attacks used against the witch weaker. When used by masters, however, this spell reaches its full potential and activates the death instinct in the mind of an attacker, causing witches to instinctively fail their attacks or spells out of a genuine fear of death. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CALL OF THE DEAD[break]A witch conjures up an illusion of a ghost wailing in a person's ear. The voice of the illusion is based on the target of the spell. The spell takes the sound of the persons most recent and/or traumatic loss. Based on the fables of necromancers allowing for those to talk to their deceased loved ones. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FALSE YOKAI: GOD OF THE SHRINE NETHER VAR.[break] witch summons the illusion of a false Yokai God in the sky. It looks like a giant demonic Fox-like creature with multiple eyes and unnatural jaws that open like a flower. The NETHER yokai produces an aura of intense dread in all summoned creatures, specifically elemental constructs, by making them more likely to go haywire and be uncontrollable for their casters. Its effects work on witches and familiars as well, but is less potent than other illusion spells in this regard. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ILLUSIONIST'S HANDBOOK: INVISIBILITY[break]Written by the first-ever self-proclaimed illusionist, Gilderoy Varis, this scroll contains the simple knowledge that enables the witch to become invisible - though only, of course, to the eyes. This requires extreme focus, and doing so for a long amount of time requires discipline. A single distraction will break apart the careful coating of mana required for this to work, so performing other spells is impossible for beginner witches. On the positive side, the illusion is perfect and can last as long as the witch can maintain concentration. Only masters of the spell can extend its effects to include held objects. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ILLUSIONIST'S HANDBOOK: RECOLOUR[break]Written by the first-ever self-proclaimed illusionist, Gilderoy Varis, this scroll contains the simple knowledge that enables the witch to make minor modifications to their appearance. This could include changing their hair color, eye color, outfit, etc. but would not enable the witch to change, for example, their physique, height, or overall structure in a convincing manner. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MUNDANE ILLUSIONS: TINY HOLOGRAM[break]A grimoire focusing on "mundane illusions" or illusions that don't actually make tothers believe they are real. Useful for communicating with others. Tiny Hologram allows the witch to create a map, diagram, or other 3D model of a situation. The hologram's size scales with the witch's strength. Could be used as a distraction in a pinch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MUNDANE ILLUSIONS: VOICE IN YOUR HEAD[break]A grimoire focusing on "mundane illusions" or illusions that don't actually make tothers believe they are real. Useful for communicating with others. Voice in Your Head allows a witch to speak into another witch's mind, if they are willing to listen to the illusionist. When there is a high enough rank difference or lack of resistence, an illusionist may be able to speak to an unwilling recipient -- but it is still a "mundane illusion" [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PARANOIA GRIMOIRE: QUESTION[break]In the second installment of Paranoia, witches learn how to cause self-doubt, a very dangerous affliction. This spell must be cast within line of sight and needs to be aimed. This can cause a witch to doubt their perception of reality, or be uncertain of their own abilities. It makes them vulnerable to further illusion spellwork as well. Works best against individuals that are not quite sure-footed to begin with. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TRICK SWORD: ABSENCE[break]Cast in close range, this spell allows the witch to use environmental mana to render any inorganic object temporarily invisible and undetectable by magical means. Range, duration, and number of items that can be hidden at once increase with the rank of the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TRICK SWORD: SLEIGHT OF HAND[break]The Trick Sword Grimoire is a series that involves manipulating the mana immediately surrounding the witch to improve their combat abilities. Sleight Of Hand is the illusion of the caster's movements being just a little off. A punch is just a little to the left of where it actually is, a sword is moving unusually, a cast spell becomes that much harder to dodge.
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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 18:08:50 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","appheader"]
RANK UP!
[attr="class","appprimary"] [attr="class","approvalcont"] [attr="class","staffpara"] [attr="class","staffquotes"]“ ...You've outdone yourself, Queenie. May your work live on forever. Remember this. Hydra carries your legacy as much as you carry ours. Contra mundum. ...Also, is the weather in Myca treating you well? [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"] OATH RING[break]A band to go with the void ring, typically with a more personal design. [Insert your description here] A mark of a witch's acolyte status in Hydra -- the highest a character can climb within the coven, acolytes of Hydra are entrusted with great responsibility. These rings are given out only by the Leviathan, and command great respect within the coven. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FARAH'S BUSINESS CARD[break]An item that allows your character to start a text thread with Farah Serizawa. 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"] ZEKE'S BUSINESS CARD[break]An item that allows your character to start a text thread with Ezekiel Belgrass. 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 (FARAH)[break] While Queenie will likely never learn Farah's secret, it doesn't seem like the Leviathan cares much to test or humiliate her further. Instead, Farah has returned to a cat-like amusement, indulging in Queenie on odd occasions and, seemingly, not taking her too seriously. She's vaguely helpful with her search for immortality, though too busy to give much time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TIUR'S BUSINESS CARD[break]An item that allows your character to start a text thread with Tiur, a head of Hydra and the leader of noth Nexus and Operation: Cataclysm. 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"] TIUR'S CURSE[break]A curse "bestowed" upon all witches working closely with Tiur in the desert. Every time they leave the confines of Myca, they forget all that has transpired within it, and remember it only after re-entering the Oasis. For the duration of the curse, your character's various physical attributes are increased in and around the Myca. Curse can only be cured after plot progression.
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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 Jul 14, 2023 13:36:50 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"]
ASCENSION
[attr="class","staffbody"] [attr="class","staffheadimg"] [attr="class","staffpara"] Quynh Le, welcome to your next life. The familiar that chose you has deemed you worthy once again. From the depths of the mana realm, you are reborn, you are ascendant... [break][break] - Adelais's form has changed—he looks more like a ghost than anything, and his true size has grown larger, high enough to mount and ride in the wilderness.
- NYX'S EMBRACE: The witch is able to move through crowds and blend into settings like a ghost, leaving little trace of their presence until actively engaging with others. People's memories of the encounter and the witch fade over time, unless regular interactions are maintained. When interacted with, they will remember the witch.
[break][break] Congratulations on ascending your familiar. You may claim the ASCENDANT in the achievements thread.
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