gold
familiar Familiarhermione - gryphon
played by OOC Namepandora
we'll burn the bridge when we get to it
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Post by julius kingston on Mar 30, 2022 19:02:20 GMT -7
[nospaces] [attr="class","staffcont INVTABOVERVIEW"] [attr="class","staffheader"]
JULIUS'S INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery57 POINTS[attr="class","staffpara"] familiar[attr="class","inventorypara"] GRYPHON. Hermione. Hermione is a sweetheart and a bit of a nerd. She was besties with Carissa before she died, and she worries about Julius constantly. She doesn't really like strangers, but can't help her curiosity sometimes -- it's the one thing they share a bond over, it's what brought her out of the holes in his mind and into this reality. [break][break] PAZUZU'S CURSE Occasionally, locusts will follow the witch, especially when they are emotionally charged. Gaian magic, especially plantshaping, seems to be a little stunted in their presence, regardless of friend or foe. [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fas fa-briefcase"]items [attr="class","invtab-item"][attr="class","invtab-icon fas fa-book"]skills [attr="class","invtab-item"][attr="class","invtab-icon fas fa-address-book"]npc & misc [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SNAKE BITE[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. Witches select where this appears on their bodies prior to completing their first Sybaris mission. The procedure nowadays is painless and technically reversible. [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"] SYLVIE[break]A sniper rifle from Julius's days in the Vale. Comes with a detachable scope, fitted with three optical views: mana-detection, infra-red, and a standard lens. The scope has an up to 10x magnifier, and parallax compensation. The sniper is quite heavy to lug around, and needs to be set up and stable to use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GAMBLING DIE[break] A single gambler's die that functions as a sort of reusable "bomb"—instead of a traditional explosion, the die, after being rolled, dramatically enlarges itself to being about 50 sq. ft, capable of crushing others or building a nice platform/diversion. Its growth could theoretically be stopped with enough counterforce. Takes about 30 minutes to naturally return to its original form. Prone to wear and tear. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody] BASIC RANGED WEAPON[break] A gun. A simple pistol, common and without any special aesthetic add ons. Prone to wear and tear and may break during use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] METAL-KNUCKLE GLOVES[break]A basic blunt weapon. The gloves are flexible and can be worn somewhat casually, but the studded exterior and brass rings together pack an awful punch.. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] RESEARCHER'S NOTES[break]A pile of notes left by a researcher studying daemon physiology. Can be used once to locate a daemon's weakness. One time use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SNAKE'S HOURGLASS[break]A trinket from a coven far from Delphi, seemingly misplaced and left behind by another witch. If used, it will give the witch 10 minutes before instantly transporting them back to where the hourglass is located. Twin snakes decorate the handle. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AQUAPYRA[break] One time use. An extremely destructive potion, it is exactly what it sounds like: liquid fire, or “fire-in-a-bottle.” A rookie with can make a small amount at a time and it requires flammable objects to continue burning, like a normal fire. As the witch grows, so too does their ability to control the flames. Warning: the destructiveness of this spell is huge from the get-go! Use in the presence of a more experienced witch that might be able to put it out. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] 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"] 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"]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"] RUNE GLASS[break]A piece of glass that reveals the meaning behind runes that you scan over. Very useful when deciphering ancient texts, but extremely fragile. Single use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MANA'S KISS[break] One-time use. 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"] RING OF INVISIBILITY[break] As advertised, this ring is invisible when worn. Just the ring. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MESSENGER'S STYLOGRAPH[break] A black fountain pen with a nib that is sharper than usual. It can be used to pierce a piece of writing such as a letter or book, absorbing the text into an internal array. Using the pen again allows the user to move the absorbed writing onto a different surface. The original writing is destroyed upon absorption, and the pen can only be used once in this manner, though it functions as a perfectly good (albeit normal) fountain pen afterwards. One-time use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EARTH CLEAVER[break] A battle axe with a sturdy handle, forged especially to be extremely useful against gaian magic. The blade is always hot to the touch. [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"] AQUAPYRA[break]One-time use. An extremely destructive potion, it is exactly what it sounds like: liquid fire, or “fire-in-a-bottle.” A rookie with can make a small amount at a time and it requires flammable objects to continue burning, like a normal fire. As the witch grows, so too does their ability to control the flames. Warning: the destructiveness of this spell is huge from the get-go! Use in the presence of a more experienced witch that might be able to put it out. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MOONBROCH STICKPIN[break] A simple tiepin from Moonbroch—thin and silver, with a haloed moon at one end. Capable of jamming wards and scrambling common enchantments if it is poked into one. Can only be used on one ward or enchanted object at a time. [attr="class","invtab-pane staffbody"] [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE CALLING CURSE[break]Your character's familiar randomly passes out when materialized, or their mental connection is severed when dematerialized. These episodes last up to a few minutes, giving your witch sudden powerlessness and anxiety. The familiar often recounts visions of the wilderness afterward...You witch may also OPTIONALLY experience: mana instability, spellcasting failure, or change in familiar's personality [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE CALLING CURSE CURE[break] The cure, named the TM-V5 in honor of Diane Timoria, an early and now deceased volunteer, has been the product of a near year-long experimentation by Cipher Corp. It is now available to all cursed witches. Witches who attended PHASE 2 of The Calling have already received the cure, and do not need to buy it from the shop. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC TIE-IN - FARAH SERIZAWA[break] A tie-in to an NPC of your choice, which allows your character to foster some kind of connection with the NPC. For example, being Cain's pen-pal, or being shift buddies with Ezekiel. Can involve light ret-conning of an existing character, or be given to a new/yet to be created character. Comes along with one NPC card that may only be used for that particular NPC. [attr="class","spellcont"] [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. [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"] DARIUS'S BUSINESS CARD[break] An item that allows your character to start a text thread with Darius Infiya. 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.
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gold
familiar Familiarhermione - gryphon
played by OOC Namepandora
we'll burn the bridge when we get to it
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Post by julius kingston on Mar 30, 2022 19:08:39 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN1"] [attr="class","staffheader"] DOMAIN: ENCHANTMENT[attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-signature"]abjuration [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-wand-sparkles"]charms [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PRINCIPLE LINE[break]A simple line-shaped barrier formed by "tightening" environmental mana into a screen. Good for blocking a tangible, ranged magic attack or physical attacks. Can be broken with enough force, or powerful magic, or by breaking the caster's concentration. Scales in power and scope with the power of the witch, with experts being able to divide up a battlefield. Cannot be cast very far from the witch. Multiple cannot be cast at the same time. Not designed to be cast for a long time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABCD RUNES: KENAZ[break] A basic guide to a beginner's runic alphabet. 'Kenaz,' meaning "Torch," is the illumination rune. Even drawn by itself, Kenaz glows intensely and can be used to light up a room, or to create a small flame. In wards, it can be use to brighten or heat up a space. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ULCER, KENAZ REVERSED[break]Reversed, Kenaz's secondary meaning is "ulcer" -- a rune associated with decay, or weakening something else. Used this way, it can create spaces that weaken their inhabits, inhibit healing, increase destructive potential, etc. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABCD RUNES: URUZ[break]A basic guide to a beginner's runic alphabet. 'Uruz' is the life rune. In wards, Uruz can be used to create spaces that speed up the healing process, or to give a burst of energy to targets within a ward. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: SPECIFICITY[break]A skill that allows abjurers to pick specific magical beings (such as a witch or familiar) to be targetted by their rune's effects as long as they are within the barrier. Not compatible with DEFLECTOR ARGUMENT. This immediately complicates most spells and increases their mental load, and abjurers typically prefer not having to "resort" to this "brute force" method of selecting a target. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DEFLECTOR ARGUMENT[break]This allows a witch to use any rune meaning they know in a barrier spell like PRINCIPLE LINE, for example, to make that barrier more effective against that runic inscription. For example, having KENAZ as a deflector augment on a barrier would make the line much more effective against fire or light magic. Cast by a powerful witch, these barriers are eventually able to not just block, but deflect spells that are cast. The more runes that are added this way, the weaker the overall barrier becomes. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE MODERN MANA SLEUTH: VOL 6.[break] Despite its user-friendly graphical guide, The Modern Mana Sleuth is incredibly dense and difficult to understand. Vol 6. provides a rudimentary base for understanding two 'dynamic elemental opposites:' either light and dark (5), fire and ice/water (6), or air and earth(7). Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE MODERN MANA SLEUTH VOL 1[break]Despite its user-friendly graphical guide, The Modern Mana Sleuth is incredibly dense and difficult to understand. Vol. 1 deals with a basic understanding of all kind of magical enhancement, and gives the witches insight into who or what has been jinxed/empowered by a variety of spells and domains based on an examination of mana. Can gain insight into any buffing or debuffing spell, although beginners may struggle with understanding constellar magic or potions. Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EXORCISM[break]Pre-req: Modern Mana Sleuth, Vol 1. A spell that purges another witch of all jinxes and/or augments. Because of the sudden removal of carefully cast spells, it often causes the mana around the target to become exceeding unstable/unuseable or prone to explosions in the moments after the spell is cast. It's difficult but not impossible to remove enchantments made by a more powerful witch. Does not apply to all buffs/debuffs, only enchantments & augments. Only applies to organic beings. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TEMPERATURE BREAK[break]Pre-req: Modern Mana Sleuth, Vol 6. A basic spell for helping to deal with spells that utilize temperature changes in some manner. While initiates may only be able to break a spell heating spell on a cup of coffee, more experienced witches can break down complicated spells such as a fire tornado or a magical blizzard, or access dangerous, magically created extreme temperature areas. The spell lets the user dissipate the temperature effects of a spell - removing the heat from a fireball (which will still burn flesh and cloth if it has caught), or breaking the frozen part of an icicle to revert it to water (which will still have momentum and could be refrozen or otherwise manipulated). [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OBSERVER'S NOTES[break]This spell can lead to a witch being adept at marking, tracking, and understanding objects and charms. They can mark objects for future reference and imprint them with mana: this kind of magic is often present in heirlooms. They may also interpret markings left by others. These witches can use a number of objects as bugged devices using marks, and can even understand the immediate past of their surroundings by “observing” the state of mana in the objects around them. As a witch gets stronger, they are able to create a "field" of sensing, and are able to track magical activity through time in a particular space. Masters of this spell could even trace objects or whole ruins back to their creation... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPACIAL DEVIANCE [break]Allows the witch to use their mana to manipulate the trajectory of small to medium sized objects allowing for a witch to manipulate things like thrown objects. The stronger the witch the more force and larger the change a witch can force onto an object. Organic material is notoriously hard to manipulate. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CAT'S EYE[break]This enchantment causes one item to send a visual feed to another. This could be used on the eye of an automaton to send what it sees to a witch's personal interface, or on a marble to send a feed of its surroundings onto the face of a mirror. More skilled witches can improve the feed with darkvision and other such visual improvements.
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gold
familiar Familiarhermione - gryphon
played by OOC Namepandora
we'll burn the bridge when we get to it
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Post by julius kingston on Sept 25, 2022 18:52:20 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-masks-theater"]pure illusion [attr="class","invtab-item"][attr="class","invtab-icon fas fa-asterisk"]locked [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [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"] PERFECT REPLICA[break]In the same vein of illusion magic as the Scroll of Duality, this spell grants the ability to manipulate or 'copy' inanimate objects into near physical, tangible constructs. whatever the object, they all have a similar feel - otherworldly, ethereal, cold with a strange clarity that strikes one as peculiar. Expert users may apply a buff to the object of their choosing to extend the illusion and/or layer the spell to produce multiple forgeries of said object. [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"] SIGNATURE ADVANCED: MIND PALACE[break]A powerful illusion spell born out of a tendency to restlessness and insomnia, Mind Palace allows Julius to enter a state of semi-wakefulness. In it, all senses are dulled, but the mind is capable of thinking extremely deeply, drawing connections and accessing an encyclopaedic memory. It is also possible to conjure highly realistic simulations of various scenarios. Staying in the state for too long can cause it to slip into nightmareish territory, with imagined constructs suddenly acting against the user, resulting in jolting adrenaline spikes. They are extremely vulnerable to illusion spells while in this state. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPELLS IN SECOND TAB HERE tag[break]tag Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPELLS IN SECOND TAB HERE tag[break]tag Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SPELLS IN SECOND TAB HERE tag[break]tag Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
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