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gold
familiar Familiarlyra, harpy eagle
played by OOC Namelav
I THINK I COULD CHEW THE MOON TO SHREDS IF I TRIED HARD ENOUGH
suneater
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Post by maddox ruchbah on Jan 6, 2022 7:11:41 GMT -7
[nospaces] [attr="class","staffcont INVTABOVERVIEW"] [attr="class","staffheader"]
MADDOX'S INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery213 POINTS[attr="class","staffpara"] [attr="class","inventorypara"] [attr="class","mpoverflow"][attr="class","fa-solid fa-ban"] 13 MP WITHHELD UNTIL CHAMPION[break]— the calling: phase 2 onwards familiar[attr="class","inventorypara"] HARPIA HARPYJA. a harpy eagle of not-insignificant size with a vicious streak. lyra often thinks her witch too soft, and preaches a harsh teaching. mercy, she says, did not save your ancestors. [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-skull-crossbones"]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"]VOID RING[break] 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] A band to go with the void ring, typically with a more personal design. Maddox's takes the shape of a thin silver ring engraved with the waxing and waning phases of a moon. 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"]CHAOS KEY[break] A medium-sized bronze key. This item allows your character access to the Blind Monkey, even after hours. Can be used to start a text thread with Farah or Ezekiel. May prove useful in some other way in the future... USED TEXT THREAD CARD- NOCTURNE [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HERO MEDALLION [break] Months after the ordeal, there is a ceremony by which your characters are invited into the grand halls of the Old Citadel, and given medallions, as well recognition in the form of their name on a plaque in Cerberus's gardens—a sword dug into the ground, with 'THE HEROIC WITCHES OF TRISHULA' engraved into its blade. It looks as though it had fallen from the sky. Accepting the honor is entirely optional, though a small, semi-private ceremony is held in honor of the ones who accept. Must post in EULOGY FOR A STAR to claim. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]DARK VISION SUNGLASSES[break] A pair of stylish shades with a leopard spot pattern. When worn, will allow the witch to see in the dark. Can also be used as normal sunglasses in the sun, thanks to clever enchantments. The charm on them is prone to wear and tear and gradually loses effectiveness, whether or not you wear them.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]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"] 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"] MAGIC BOOKMARK[break]A pretty bookmark with metal edgework and a paper base. The writing on the paper base seems to be changing constantly...When placed inside a book, the bookmark functions as a "point of reference"— storing the user's thoughts, mental state, emotions, etc. Later, when the bookmark is reopened by the same user, they return to that exact mental state they were in, slowing regaining their memories and experiences since the initial storage over several minutes to an hour. It is useful for disrupting illusions and regaining clarity of mind. If the bookmark is moved or tampered with by someone else or on accident, the "saved data" is lost. Works best when used over a longer period of time. currently storing the memories of: ploughs the raging sea[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] POCKET STARMAP[break]Another gift from Zeke to Maddox, the pocket starmap is a small pocket...watch? Compass? It seems to blur the lines between the two. When a constellation is summoned by the user, it appears on the inside, and its effects stay "on" and affect only the wearer, though they are DOWNCAST by one rank, and its power relies on environmental stardust. Currently storing ORACLE BONES: ALCYONE. [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] STICKY OOZE[break]USED: THE CALLING One-time use. 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"] SEA SHANTY RING[break]A trinket from a coven far from Delphi, seemingly misplaced and left behind by another witch. If used, the ring will begin to sing a sea shanty that seems to draw daemons to the wearer. Doesn't work if not worn. A strange phrase in another language is carved inside the ring. [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"]SPIRIT MASK[break]A strange mask that obscures the wearers eyes to the outside world, but not the world to the wearer. Wearing this mask makes the owner unrecognizable to those that know them. Taking it off ensures a forgetfulness about the person who was wearing it. The wearer also projects an aura of dread. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] J-CORP WINDBREAKER[break]A light-weight, weather-proof, and fire-proof coat manufactured and distributed by Jaeger Corp. It makes a user's presence impossible to detect, even by daemons, so long as their familiar is suppressed. When standing perfectly still, the camoflague can render the wearer semi-invisible. Frequently used by Hunters to set up ambushes. It also provides solid protection against sharp-objects, including swords and claws. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WYVERN HALF-WING[break]A bionic enchantment developed by Cipher Corp that can be embedded into a shoulder blae of choice. Activated with a burst of mana from the witch (does not require a familiar's presence), the small chip will sprout a mechanical, bat-like wing. Useful for getting distance, vaulting over obstacles, and obtaining the high ground. Not great for flying. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MANA STABILIZER[break]A horrific Cipher Corp invention that even Cerberus discourages their recruits from relying on, the deceitfully-termed "Mana Stabilizer" will forcefully draw on mana reserves the witch doesn't have in order to maintain their familiar or any spells they are actively casting. Prevents familiars from forcible dematerialization, but induces acute mana fatigue when used. Symptoms may include hallucinations, headaches, nausea, delirium, or the permanent disfiguration of the familiar. One-time use.
[attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DIVINE SPEAR[break] A spear that looks as though it is a construct of light. When skewering something, it automatically cauterizes the wound. Great for torture. [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"]DIABLO'S WAND[break] A crimson red wand that emanates dark energy. One can hear whispers when wielded. Can upcast spells up a single level, but at a cost of the witch's and familiar's sanity. Prone to wear and tear (the witch, that is), and may disappear at a moment's notice. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] STAFF OF INVISIBILITY[break]A staff that allows a witch to become invisible. The witch is invisible until they cast a spell or touch another living being. Has 2/3 uses left. USED IN - HEARTS IN DAYLIGHT [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]TECHNICIAN'S BLADE[break] A powerful, durable bladed weapon. May take the form of: dagger, sword, axe, lance, etc. Can be useful for throwing. Regardless of how or where this weapon is left or thrown, it will always return to the user when commanded to do so. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CENTRIFUGE DAGGERS[break]A rare pair of daggers, forged after hours of loving labour and starcalling experimentation. They seem bound to eachother by strange magnetic, orbit-like properties, and float and circle eachother when left alone. While difficult to control and direct due to the way the both attract and repel eachother, masters of these weapons have been know to use one dagger to launch and control the other, or use their repelling properties to eviscerate their enemies once lodged.
[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","invtab-pane staffbody"] [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"] SECOND CHANCES[break] USED - THE CALLING PHASE II Allows you to post two rolls in the same event post, and staff will select the higher roll. Can only be used once per event. Only one dice modifier can be used in any event in general per character. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UNBREAKABLE BOND UNIQUE SKILL[break]After recovering from the absolute brink of their relationship, the witch and familiar have now returned to eachother, whole. Witches with this skill are able to temporarily access their materialized familiar's sensory faculties, overriding their own. The visions are not sharply rendered, and doing this can be extremely disorienting or even just unpleasant. As the witch grows older, this new unique connection will improve over time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]CLOSE COMBAT GENERAL SKILL [break] Your witch has experience fighting in an enclosed space, with nothing but their hands and whatever weapons they may have if need be. +10 on rolls attempting non-magical combat in an enclosed space. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]GLASS CANNON GENERAL SKILL [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, e.g. a broken bone, stab wound, etc. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]SUPPORT MAIN GENERAL SKILL [break] Your witch has good synergy with their teammates and is well-attuned to what spells may be the most helpful to others. +10 on rolls that buff others without directly engaging in combat yourself. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]EMT TRAINING GENERAL SKILL [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"] HUNTER'S STAMINA GENERAL SKILL[break]+5 on all rolls made outside walled cities. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AERIAL ACE GENERAL SKILL[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"] KILLER REFLEXES GENERAL SKILL[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"] THE GUARDIAN UNIQUE SKILL [break]Zeke's archetypical skill, the Guardian, is useful for witches that put themselves on the line for the sake of others—whether to secure an offensive advantage, or to protect a teammate. Gain +10 on rolls in which your action guarantees moderate to severe self-injury. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MIXOLOGIST MUNDANE SKILL[break] Ezekiel's mundane skill, Mixologist, allows a character to share some of his proficiency in brewing — whether that's a drink, a potion, or cup of coffee. All one-time-use potions obtained from Kiki's gacha (or elsewhere) are cast at the rank of the witch, as opposed to being at a sentinel's power. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]NPC TIE-IN - EZEKIEL[break] A tie-in to an NPC of your choice, which allows your character to foster some kind of connection with the NPC. Between shifts at the bar and hearsay from his father, Maddox is certain the Blind Monkey's barkeep is far more than he admits to being. They get along well by virtue of their coven connections, despite Maddox's thinly-veiled fascination and persistent attempts at getting Zeke to teach him. USED THREAD CARD - LIGHTNING IN YOUR EYES[break][break]
UPON REACHING ACOLYTE... As an Acolyte, Maddox has officially transferred to become Ezekiel's apprentice. They are no longer merely bound by the rules of the bar — as his handler, Zeke now directly communicates tasks to him, and seems more invested in his growth as a witch of Hydra. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]NPC TIE-IN - FARAH[break] A tie-in to an NPC of your choice, which allows your character to foster some kind of connection with the NPC. A duel in the aftermath of the Great War, a history written in blood and steel, a promise that cuts to the bone. He was only a child back then, starry-eyed and with a taste for trouble, but he is a mirror image of his father now. History likes to repeat itself, does it not? USED THREAD CARD - LIGHTNING IN YOUR EYES[break][break]
UPON REACHING ACOLYTE... As Maddox has done more and more "closing shifts" for the Blind Money (and sometimes without Zeke's presence), Farah's gotten to understand him better. Whether or not he has understood her is anyone's guess. He is also somewhat more aware of Hydra's machinations, given that he has to give her updates from the field... [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. UNUSED, TBD. [attr="class","spellcont useditem"] [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. USED TEXT THREAD CARD - ETUDE [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. Earned during the Jingle Bells event. USED THREAD CARD - AOP, HEARTS IN DAYLIGHT [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"]BUSINESS CARD[break] 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 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. USED THREAD CARD - PLOUGHS THE RAGING SEA [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. USED THREAD CARD - 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. USED THREAD CARD - HOUSE OF TILES [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. TRANSFERRED FROM SERAFIM STRIX USED THREAD CARD - HOUSE OF TILES [attr="class","spellcont useditem"] [attr="class","spellimgcont"] [attr="class","spellbody"]MINOR NPC QUEST: SNAKES IN EDEN COMPLETED[break] Sybaris's rise came from the shadows, but its origins remain clouded in them...This is a minor NPC quest, and optional to complete/progress at your own time. First, complete any thread where your character mentions/is engaged in their search for the Rundstorm family (ICly occurring after this thread). After which, use an NPC card (or multiple) to chat with Ezekiel Belgrass about the Garden of Eden Agreement (hydra only). Reward: lore drops! Possibly other rewards. Max of 3 characters in the NPC thread. [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"] WATCHLIST[break]Required if you character was at Camp Trishula. Your characters are now being passively monitored (without their knowledge or consent) by Cerberus. You know too much, and if you slip up, the hounds of hell will sink their fangs into your ankles, and drag you back with them.
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https://cdn.discordapp.com/attachments/292274811185397770/1041603634179354684/image.png https://cdn.discordapp.com/attachments/292274811185397770/1041603634439389194/TYdG00P.png https://cdn.discordapp.com/attachments/292274811185397770/1041603634749784095/ZoIMIm6.png https://cdn.discordapp.com/attachments/292274811185397770/1041603635030798346/ZFMBy5I.png https://cdn.discordapp.com/attachments/292274811185397770/1041603635311804486/wl4VVue.png https://cdn.discordapp.com/attachments/292274811185397770/1041603635643170826/946QIma.png https://cdn.discordapp.com/attachments/292274811185397770/1041603697978908672/image.png https://cdn.discordapp.com/attachments/292274811185397770/1041603698306056242/BEm9Jsf.png
gold
familiar Familiarlyra, harpy eagle
played by OOC Namelav
I THINK I COULD CHEW THE MOON TO SHREDS IF I TRIED HARD ENOUGH
suneater
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Post by maddox ruchbah on Jan 6, 2022 7:28:11 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-hand-sparkles"]augmentation [attr="class","invtab-item"][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"]BEYOND THE SELF SKILL[break] This is a required skill to cast any spell from Aether & Augment on witches other than the user. Once obtained, such spells can be cast on multiple witches according to the strength of the user. Powerful witches can enchant whole armies of allies. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THANATOS' AMENDMENT SKILL[break] Required to cast any of Thane's Theories spells on witches other than oneself. Written by Thane's even more reckless son, Thanatos, this amendment is available in newer publications of Thane's work. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MENTAL FORTRESS ADV. SKILL[break] Witches with this skill have an augmented sense of reality making it harder to alter their perception of it. Mental intrusion and illusions are harder to use on them than that of the average person and/or last a shorter amount of time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AETHER AND AUGMENT: HERCULES VARIANT[break] SEE: BEYOND THE SELF This spell allows the witch to strengthen their body several times greater than a normal human’s capacities. This helps enhance their general muscular ability (and therefore includes speed and strength) but does not include things like reflexes and coordination. Improves with the rank of the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AETHER AND AUGMENT: ZORAN VARIANT[break] SEE: BEYOND THE SELF This spell allows the witch to strengthen their body several times greater than a normal human’s capacities. This helps enhance their general mind-muscle connection (and therefore includes reaction speed, dexterity, weapon proficiency) but does not include actual physical strength or speed. Improves with rank of the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] JINXED! PSYCH VARIANT[break] This spell pertains to the Jinxing of the mental state of other beings, such as creating gaps in concentration, forgetfulness, confusion, slower reaction speeds, mental exhaustion, etc. Only one such handicap can be applied at a time. The effects of this get more potent as the witch grows stronger, but permanent alterations cannot be made with this spell. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THANE'S THEORIES: CONCENTRATED AUGMENT[break] SEE: THANATOS' AMENDMENT A grimoire expounding on more precise applications of augmentation, written by one enchanter. To Thane's dismay, the spells tend to have a reputation for being as useful as they are dangerous to the caster. This spell pours a large amount of mana into the chosen limb and releases it at the very last moment, allowing a witch to pack a killer punch. Unfortunately, the strength augmentation doesn't quite account for potential collateral damage including the integrity of the chosen arm, so it is best used wisely... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THANE'S THEORIES: FLUIDITY[break] This spell directly affects the target's muscles and grants them increased flexibility. Handy for any spontaneous acts of acrobatics, but almost guaranteed to leave the witch sore for days to come. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ATHENA'S AUGMENTS: NEURALINK INTENSIFIER[break] This enchantment increases your capacity for connective, logical thinking by enhancing the connection between your brain's various moving parts. Reduces reaction speed, but helps process information and make logical connections. Could be used to achieve memorization, pattern recognition, learning a new concept very quickly, resurfacing a buried memory, etc. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] STEEL SKIN[break]A witch can augment their bodies defensive strength to that of steel (or sometimes harder for stronger witches), allowing them to block attacks that would normally cut or injure them. While in use the witch will find themselves much slower than normal, with minimal sensory input from their skin. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FIVE FINGER AIR SHOT[break]A classic augmentor's skill, Finger shot allows the witch to supercharge a finger flick, creating an explosive arc of pressurized air in the general direction of their attack. It instantly breaks the finger used (and is thus called a ""five finger airshot,"" because of its limited uses), unless the witch has sufficient protections. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MYSTIC EYES[break]This spell allows the witch to gain a clarity close to foresight when it comes to someone else’s body. Minor twitches of the muscle, quick darting of the eyes, the speed of chest rise and fall. None of these observations escape witches with this skill allowing for keen observation and reactions almost before they happen. It's draining to use for a sustained amount of time [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WILDLING: PREDATOR VARIANT[break]An augmentation grimoire drawn from transfiguration studies. The predator variant gives the witch heightened sense of smell and hearing, alongside a calmness and desire to hunt. The prey variant gives the witch a wider field of vision, better eyesight, and sharper reflexes, alongside a general sense of fear and shift toward self-preservation. You've chosen: predator. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED AUGETE: SPELLCASTING[break]This spell allows the witch to increase the rank of spell casting (temporarily) of one person of their choosing, given the person they are casting it on is not a higher rank than them. (When used on a higher ranked witch, it tends to have negligible effects). While active the user cannot cast any other spells. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE MODERN MANA SLEUTH, VOL. 1[break] Pre-req Despite its user-friendly graphical guide, The Modern Mana Sleuth is incredibly dense and difficult to understand. Vol. 1 deals with a basic understanding of all kind of magical enhancement, and gives the witches insight into who or what has been jinxed/empowered by a variety of spells and domains based on an examination of mana. Can gain insight into any buffing or debuffing spell, although beginners may struggle with understanding constellar magic or potions. Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE MODERN MANA SLEUTH, VOL. 5, 6 & 7[break]Pre-req Despite its user-friendly graphical guide, The Modern Mana Sleuth is incredibly dense and difficult to understand. Vol 5-7. provide a rudimentary base for understanding two 'dynamic elemental opposites:' either light and dark (5), fire and ice/water (6), or air and earth(7). Typically a pre-requisite for learning many purifying abjuration spells. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DEFLECTOR ARGUMENT[break]This allows a witch to use any rune meaning they know in a barrier spell like PRINCIPLE LINE, for example, to make that barrier more effective against that runic inscription. For example, having KENAZ as a deflector augment on a barrier would make the line much more effective against fire or light magic. Cast by a powerful witch, these barriers are eventually able to not just block, but deflect spells that are cast. The more runes that are added this way, the weaker the overall barrier becomes. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PRINCIPLE LINE[break]A simple line-shaped barrier formed by "tightening" environmental mana into a screen. Good for blocking a tangible, ranged magic attack or physical attacks. Can be broken with enough force, or powerful magic, or by breaking the caster's concentration. Scales in power and scope with the power of the witch, with experts being able to divide up a battlefield. Cannot be cast very far from the witch. Multiple cannot be cast at the same time. Not designed to be cast for a long time. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABCD RUNES: KENAZ[break] A basic guide to a beginner's runic alphabet. 'Kenaz,' meaning "Torch," is the illumination rune. Even drawn by itself, Kenaz glows intensely and can be used to light up a room, or to create a small flame. In wards, it can be use to brighten or heat up a space. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ULCER, KENAZ REVERSED[break]Reversed, Kenaz's secondary meaning is "ulcer" -- a rune associated with decay, or weakening something else. Used this way, it can create spaces that weaken their inhabits, inhibit healing, increase destructive potential, etc. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABCD RUNES: URUZ[break]A basic guide to a beginner's runic alphabet. 'Uruz' is the life rune. In wards, Uruz can be used to create spaces that speed up the healing process, or to give a burst of energy to targets within a ward. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABCD RUNES: ANSUZ[break]A basic guide to a beginner's runic alphabet. Ansuz, meaning 'God', is commonly called the 'revealing rune', associated with vision and communication. It pairs well with Kenaz in wards meant for dispelling illusions or enchantments, and is commonly used in wards to improve intelligence, utility or vision-oriented magic, etc. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AUROCHS, URUZ REVERSED[break]A spell that dives deeper into the reversed Uruz rune, which means "Aurochs," or wild beast. With this meaning unlocked, the rune may be used to singlehandedly increase the potency of a melee fighter's attacks, granting them furious and beast-like movement. In deflector arguments, can be used to create anti-daemon barriers. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DROSS, ASPECT OF URUZ[break]A spell that dives deeper into the Uruz rune. An alternative meaning for Uruz is rainfall or dross. When used this way, the rune can be added to wards to be a powerful boost to water-based magic. It can also be added to wards to give a degree of dampness, help with the growth of plants and plantshaping, weaken metals, weaken flames, etc. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EXORCISM[break] requires: 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] requires: Modern Mana Sleuth, Vol 6. A basic spell for helping to deal with spells that utilize temperature changes in some manner. While initiates may only be able to break a spell heating spell on a cup of coffee, more experienced witches can break down complicated spells such as a fire tornado or a magical blizzard, or access dangerous, magically created extreme temperature areas. The spell lets the user dissipate the temperature effects of a spell - removing the heat from a fireball (which will still burn flesh and cloth if it has caught), or breaking the frozen part of an icicle to revert it to water (which will still have momentum and could be refrozen or otherwise manipulated). [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DARK MANA GRIMOIRE: INVERTED FLAME[break]REQUIRES: THE MODERN MANA SLEUTH VOL 6. An anti-elementalist grimoire that generates "dark mana," and helps nullify elemental attacks. This spell allows the witch to generate a dark "flame" that is the exact opposite of an opponent's magical flame—colliding these two will smother both. The "fire" generated from this spell cannot interact with anything else. Requires careful aim and concentration to use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DARK MANA GRIMOIRE: INWARD ZEPHYR[break]REQUIRES: THE MODERN MANA SLEUTH VOL 7. An anti-elementalist grimoire that generates "dark mana," and helps nullify elemental attacks. This spell allows the witch to generate a wind that is the exact opposite of an opponent's magical wind—colliding these two will result in a burst of uncontrolled air, blowback damage, and a forceful dispelling of the spell being used. The "wind" generated from this spell cannot interact with anything else. Requires careful aim and concentration to use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ABSOLUTE VISION[break]REQUIRES: THE MODERN MANA SLEUTH VOL 5. This spell allows the user to negate any vision-blocking darkness and light spells, or to see through their altered vision. Requires a constant drain on their mana, relative to the difference in strength between the caster and their opponent. When active, light and darkness spells also cannot be "seen," making offensive spells challenging to fight against. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] 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"] ADVANCED: CIRCULAR WARDS[break]This allows an abjurer to create a ward or barrier that is "closed fully" in the metaphorical sense, and can survive without the witch needing to feed it with continuous mana. In exchange, the witch sacrifices a chunk of their total mana for the duration that it remains up. Many abjurers make an easy living off of selling circular wards to clients. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: PUCK'S FLAW[break]REQUIRES: THE MODERN MANA SLEUTH VOL 5. Can be used to nullify any illusion spell. Takes a large chunk of mana to use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: MANA GRAVITATION[break]A large, area-of-effect spell that requires constant channeling and a large degree of single-minded focus. It beckons all mana in the area towards chosen points in the battlefield, significantly enhancing an allied force's speed and spellcasting ability, while making it more difficult for witches (especially summoners and elementalists) further away from the gravity wells to cast spells. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ORGANISLOW[break]Unlike organifreeze, this charm instead slows a target into cool slowmo speed instead of outright immobile. This version tends to work better on daemons than witches due to various cognitive differences between the two species. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] LIGHTNING ROD[break]The witch charms an object, preferrably metal, to act as a lighting rod. The object is thus capable of diverting all electric based attacks away from them towards the charmed object. It does not increase the charmed object's durability or inherent resistance to lightning, however.
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gold
familiar Familiarlyra, harpy eagle
played by OOC Namelav
I THINK I COULD CHEW THE MOON TO SHREDS IF I TRIED HARD ENOUGH
suneater
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Post by maddox ruchbah on Feb 23, 2022 18:53:21 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN2"] [attr="class","staffheader"] DOMAIN: STARCALLING [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-star"]constellar magic [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ORACLE BONES: ALCYONE[break] The witch seeks the blessing of the Pleiades constellation, calling upon the guidance of Alcyone, the Kingfisher. Alcyone's blessing grants the witch a pair of ephemeral wings capable of flight, though they are difficult to maintain at lower levels. Alcyone's blessing is far stronger at night, and even more so under an open sky, or over large bodies of water. Though they grant flight, the wings are intangible. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ORACLE BONES: MAIA[break] The witch seeks the blessing of the Pleiades constellation, calling upon the guidance of Maia, the Mother. Maia's blessing grants the witch the ability to heal another, but not themselves. Healing wounds of greater severity will incur a greater cost, often resulting in the caster feeling an echo of the pain that increases over the duration that the spell remains active. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED ORACLE BONES: MEROPE[break] The witch seeks the blessing of the Pleiades constellation, calling upon the guidance of Merope, the Turning. The last translated entry in the current Oracle Bones grimoire, Merope's blessing confers upon its caster a brief moment of intangibility, allowing them to move fast and fleeting as starlight does, and unleash a bright burst of heat and light when they reach their desired destination. When in that form, the witch cannot pass through solid objects, use their weapons, carry others, or cast additional spells. While beginner witches may not be able to do more than seemingly jump a few feet between enemies, master witches have been known to use this to ravage a battlefield, leaping straight into the heart of the conflict. This spell drains mana exponentially over the distance traveled; losing energy midway and aborting the spell without adequately preparing for the explosive effect of landing can often deal just as much damage to the caster as it will to their enemies. When under the effect of Merope's blessing, starcallers often report a feeling of weightlessness, an emptiness to their thoughts as though being puppeteered by something far away. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MINOR GRIMOIRE: SAGITTA[break]Unlike the major constellations, the spells in the Minor Grimoire don't have to be used under an open sky. One of the three mini constellations, invoking this arrow constellation improves the accuracy of all thrown or released weapons within its light such as spears, arrows, rocks, etc. The image of Sagitta is visible in the sky. Powerful witches will almost never miss a shot when using this spell. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HORN OF ARES[break]A spell enhancing one aspect of the Ram constellation, Horn of Ares creates static electricity in the surrounding environment by agitating stardust against the air. This static electricity can be manipulated and directed towards a target with the user's mana, causing minor to moderate shocks, at maximum stunning a target, depending on the witch's rank. Lightning-based magic, however, drastically increases in power and decreases in accuracy while this is in play. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CONSTELLAR GRIMOIRE: GEMINI[break] This constellation, when in the sky, allows for linked magic. Needs access to the sky to use. Consistently drains the caster's mana while it is active. Any non-advanced spells can be shared between two witches as designated by the caster for a short amount of time, creating a “pooled” inventory. In exchange, pain is shared, and one of the designated 'twins' losing consciousness will automatically faint the other. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ORACLE BONES: TAYGETE[break]The witch seeks the blessing of the Pleiades constellation, calling upon the guidance of Taygete, the Doe. Taygete's blessing blurs the form and consciousness of the witch, allowing them to inhabit ephemeral forms made out of stardust that take the shape of various woodlands beasts that can serve as sacrificial ploys to distract. Stardust forms dissipate automatically upon taking a certain amount of damage, the sensation of which is transferred back upon the caster. When used by beginner witches, Taygete's blessing may be useful in distracting an opponent enough to avoid a lethal blow, but in the hands of masters, can overwhelm and disorient an enemy enough to safely beat a hasty retreat, or rearrange an entire battlefield.
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gold
familiar Familiarlyra, harpy eagle
played by OOC Namelav
I THINK I COULD CHEW THE MOON TO SHREDS IF I TRIED HARD ENOUGH
suneater
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Post by maddox ruchbah on Feb 25, 2022 18:00:04 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"] AN EMPTY SPACE[attr="class","staffbody staffpara"] the type of space defined by the absence of an object. the type of space that says, something was here, once.[break][break] november 2021, he meets a boy with hair as bright as flame and a boy whose eyes glow like the sun. they venture into the woods and emerge heroes of an unnamed cause, defeating a maddened spellsinger whose words wind around their victims as tight as a vise.[break][break] heroes is a bit of a misnomer, in truth. they leave behind more bodies than they rescue.[break][break] but from the wreckage, he claims a flute that, for a brief moment in time, lets him play at being something he is not. and from a man who speaks like the gentle roll of thunder, maddox learns how to spin aer into a song, even if his own voice is a borrowed one.[break][break] come two more summers, and it's distant enough to be a dream.
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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 Apr 20, 2022 21:39:50 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, Maddox. May your work live on forever. Remember this. Hydra carries your legacy as much as you carry ours. Contra mundum. ...Also, did you cut your hair? [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] As Maddox has done more and more "closing shifts" for the Blind Money (and sometimes without Zeke's presence), Farah's gotten to understand him better. Whether or not he has understood her is anyone's guess. He is also somewhat more aware of Hydra's machinations, given that he has to give her updates from the field... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UPDATED NPC TIE-IN (ZEKE) [break]As an Acolyte, Maddox has officially transferred to become Ezekiel's apprentice. They are no longer merely bound by the rules of the bar -- as his handler, Zeke now directly communicates tasks to him, and seems more invested in his growth as a witch of Hydra.
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