gold
familiar Familiarkirjava, rusty-spotted cat
played by OOC Nameashnirai
ashes to ashes, dust to dust
|
Post by kasimir burovski on Jan 7, 2022 3:14:53 GMT -7
[nospaces] [attr="class","staffcont INVTABOVERVIEW"] [attr="class","staffheader"]
KASIMIR'S INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery218 POINTS[attr="class","staffpara"] [attr="class","inventorypara"] [attr="class","mpoverflow"][attr="class","fa-solid fa-ban"] 18 MP WITHHELD UNTIL CHAMPION familiar[attr="class","inventorypara"] PRIONAILURUS RUBIGINOSUS. soft and small with lustrous fur, kirjava can fit within your two cupped hands. but don't let her diminutive size and large lamp-gold eyes fool you - she is passion, she is bloodthirst, she is ferocity, she is ruthlessness. she is instincts to hunt, to stalk, to wait, to survive. she is their desire to live. she loves like a star - intense and burning and all-consuming. [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-flask"]consumables [attr="class","invtab-item"][attr="class","invtab-icon fas fa-star"]skills [attr="class","invtab-item"][attr="class","invtab-icon fas fa-address-book"]npc & quests [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"] 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"] NFC CARD[break] An unique chip card with the witch's business details on it. Automatically uploads their contact to another witch's interface when tapped against it, like an NFC card. Can also be used to access your personal office spaces in the Lamia Towers, which are now much more luxurious and provide a decent view of Delphi.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BASIC BLADED WEAPON[break] A simple dagger. The hilt is wrapped in well-worn black leather, and the blade is unadorned by any mark. It is sharp and well-maintained, though. Prone to wear and tear and may break during use.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BASIC RANGED WEAPON[break] A basic gun. Matte black and slightly scuffed. Prone to wear and tear and may break during use.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CHARMED PLUSHIE[break] A plushie backpack made in the shape of your familiar during the Equinox event. It is enchanted to be able to take one spell for the familiar per day. It is able to withstand more, but wears out quickly.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] COMPANION CAT[break] A sweet little ghost-like kitty that can't actually affect the world around it, this cat never strays too far from its owner. When close to an illusion, the cat meows loudly and and its fur stands up, dispelling the illusion, but only for the user. Useable once per thread.
[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"] 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"] KNIGHT'S SWORD[break] A trinket from a coven far from Delphi, seemingly misplaced and left behind by another witch. If used, it will give the user an aura of authority and intimidation. The sword has the emblem of a sun etched into it.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MINIATURE SMOKER[break] A small smoke gun, designed to mimic a pen. It has an 'N' drawn on the cap. When activated, the pen produces an obscuring fog with illusionary properties. It hides the user, but makes the movements of others in the cloud appear slower and easier to read for the one that is holding the pen. Takes significant time to charge up in between uses. Prone to wear and tear.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] QILIN ARM GUARDS[break] Elbow-length arm guards made from Qilin scales with in-built gloves. Heat and cold resistant, and resistant to enchantments of all kinds. Can block and parry attacks from sharpened weapons with ease. When slammed into eachother, the arm guards create a large, short-distance, and slow-moving supersonic wave capable of suspending magical attacks, including enchantments. May break its wearer's bones if used too frequently. Comes in a variety of colors.
[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"] TOXIC REED[break] A magical bamboo flute with just a single hole. It's painted bright purple and red, perhaps as a warning. When played, it generates and shoots poisonous darts at the opponent. The darts are mildly paralytic but take about a minute to fully kick in. Prone to wear and tear
[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","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ICE 9[break] A solid, unmelting piece of ice, supposedly created by High Priest Dmitri Wisbane. It has the potential to freeze any liquid it comes into contact with, barring large bodies of water and hot substances like lava. Fans and collectors would pay a heavy price to take it off your hands.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MANA STABILIZER[break] A horrific Cipher Corp invention that even Cerberus discourages their recruits from relying on, the deceitfully-termed "Mana Stabilizer" will forcefully draw on mana reserves the witch doesn't have in order to maintain their familiar or any spells they are actively casting. Prevents familiars from forcible dematerialization, but induces acute mana fatigue when used. Symptoms may include hallucinations, headaches, nausea, delirium, or the permanent disfiguration of the familiar. One-time use.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PREMIUM BROTH[break] Delicious soup hand-cooked by the Leviathan. Can be used consumed in a pinch to upcast any one spell. One time use only.
[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. One time use.
[attr="class","invtab-pane staffbody"] [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 (broken bone, stabbed, etc)
[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"] RSM CERTIFIED GENERAL SKILL[break] This skill gives your witch the knowledge of the ins and outs of rupture sealing, and general experience around effect zones. Morgan's Equation? Memorized. +10 on rolls where your character is in the presence of an active rupture [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE CONSUL UNIQUE SKILL[break] Jeremiah's archetypical skill, the Consul, is useful for witches that are relaxed until they are provoked, and prefer, where possible, a diplomatic approach. Gain +10 on rolls that involve offensive actions taken against someone that has already injured the witch in that thread.
[attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UPDATED NPC TIE-IN - JEREMIAH[break] Kasimir's strength has impressed Jeremiah, and the older witch now has a far greater interest in his progress than before. Of course, Jeremiah hasn't expressed this yet. Maybe he's waiting for something... npc card used - returned to its heart, aop
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UPDATED NPC TIE-IN - FARAH[break] Farah stubbornly keeps Kasimir at an arm's length, but seems to have taken a curiosity for his exploits in Sybaris. She allows him, on random occasions, to "teach" her self-defense, though by now he's starting to realize she might not need his lessons... npc card used - mixing martial arts
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UPDATED NPC TIE-IN - PENELOPE[break] What started as a relaxed friendship has turned a little strained. Penelope just seems too busy, and has had a lot on her mind...perhaps Kasimir should ask her what's caused the change. npc card used - barking up the wrong tree
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC TIE-IN - CASSIDY[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. npc card unused
[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. npc card used - mercy [dmitri]
[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. npc card used - antemortum [jeremiah]
[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. unused
[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... transferred to ling - used in Emma's Quest
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DMITRI'S BUSINESS CARD[break] An item that allows your character to start a text thread with Dmitri Wisbane. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. Feel free to chat with staff if you're looking for ideas. unused
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EIRIN'S BUSINESS CARD[break] An item that allows your character to start a text thread with Eirin Leyfson. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. Feel free to chat with staff if you're looking for ideas. unused
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NPC'S BUSINESS CARD[break] An item that allows your character to start a text thread with an NPC of choice. 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
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MINOR NPC QUEST: HAILEY'S COMET[break] The name "Hailey" seems to be a Sybarite urban legend...This is a minor NPC quest, and optional to complete/progress at your own time. In order to progress this quest, ask High Priest Dmitri Wisbane about a mysterious woman named "Hailey*." This quest may have multiple parts. Reward: lore drops, possibly other rewards! *= Pan's suggestion: Do it during Silverwing for maximum effect! But if you're impatient, there's also an NPC thread...
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FAMILIAR ASCENDENCY[break] Must be acolyte to purchase. 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 off of 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"] 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. [attr="class","masterypts"] achievements[attr="class","staffpara"] [attr="class","badgetrack"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] STARFALLEN from a distant realm...[break] the character was active at some point on starfall.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FAVOURED has the eye of someone in a powerful place...[break] has at least 1 active npc tie-in
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DUELIST you've taken a hit.[break] participate in a duel with another character
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NICE nice.[break] roll a 69 in an injury-enabled event
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MISSION-BOUND rose to the call of their coven.[break] complete any 1 mission on time
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DUTY-BOUND rose to the call of their coven.[break] complete any 5 mission on time
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SCHOLAR dedicated to mastering new spells.[break] you've acquired at least 30 spells
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FULL POTENTIAL you've learned as much as you can about magic...[break] unlocked all 4 subdomains
|
|
gold
familiar Familiarkirjava, rusty-spotted cat
played by OOC Nameashnirai
ashes to ashes, dust to dust
|
Post by kasimir burovski on Jan 7, 2022 3:18:14 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN1"] [attr="class","staffheader"] DOMAIN: SUMMONING[attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-scroll"]inorganic [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-staff-snake"]organic [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: THE HOLY SWORD[break] Summons one of the nine copies of the holy demon slaying sword. This sword charges from the sunlight around it and can release it as a powerful sword beam that burns daemons. Against witches, it can cause sun burns of varying degrees. The sword will vanish back to its resting place in a short amount of time depending on the skill of the caster summoning it.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: SHEATH OF THE HOLY SWORD[break] An incomplete copy of the sheath of the holy daemon slaying sword is summoned. Like the original, this sheath can create a powerful barrier to entirely block any attack launched in its direction, including powerful spells. The barrier is only one sided unlike the original and this can only block frontal attacks. The barrier and sheath will vanish after blocking three attacks, or after a minute. Whichever comes first.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED SKYWARD SUMMONING: ANGELIC JUSTICE[break] The caster summons a ring of flaming swords that rotate around the summoner. These swords will automatically attack any enemies that draw near and defend against physical attacks upon the witch. Under conscious direction, the summoner can also send out individual swords to strike at different opponents further out, or to help defend their allies. The flames on the swords only seem to burn daemons. Continuously drains mana while the swords are summoned.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ALL PURPOSE TOOLKIT[break] Have you ever found yourself needing an umbrella, a piece of rope, a lockpick, a towel, and realised that you didn't bring one today? Well worry no more! The all purpose toolkit allows the witch to summon a small material item, whatever they might need. Given the wide variability of this spell, it is more important than ever to picture accurately what one wishes to summon. Cannot summon any sort of weapon or offensive item. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THE BLACKSMITH'S BOW[break] A spell that enables the caster to summon a bow-- upon holding a hand out, an arrow, too, will materialize. For rookies, the spell takes a while to summon and is "one-shot" and extremely powerful (as well as very taxing). However, as witches mature, they are better able to control just how much energy they want to put in each shot, and can vary their punches. They also summon and dematerialize their weapon easier. Also, just because it’s traditionally a bow doesn’t mean it has to be- many modern witches have re-imagined its blueprints to be more like a pistol or sniper rifle. You’ve chosen a ________.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BLACKSMITH'S DAGGERS[break] This spell enables the witch to summon daggers directly into their hands. Beginners may be unable to sustain the daggers for a long amount of time, especially if they summon multiple at once. They also don’t function well as throwing knives. as witches get more experienced, they are able to last for longer and gain lethality. At a high enough level, witches are able to imbue their daggers with elemental or other magical properties based on their secondary domain.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BLACKSMITH'S SHIELD[break] This spell enables the witch to summon a shield directly into their hands. Beginners may be unable to sustain the shield for a long amount of time and may find its durability lacking. As witches get more experienced, they are able to last for longer and gain more durability. At a high enough level, a witch can even repel projectiles or magical spells with the shield instead of just blocking them.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CASTER'S NOTES: FIERCE GALE[break] A classic casting spell, Fierce Gale summons a sudden gust of wind that can knock a witch's enemies backward after a brief pause. At a high enough level, a witch could clear paths through crowds or wreak destruction with just the force of wind alone.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CASTER'S NOTES: LIGHTNING[break] A classic casting spell, "lightning" summons a sudden bolt of lightning down onto a target area. It can easily exhaust the mana reservoirs of a weaker witch, but it is a powerful basic spell. As witches get more powerful, the spell becomes less exhausting to perform and can be increased in power.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MAD QUEEN'S COLLAR[break] This collar is often used on criminals as it blocks a witches ability to summon their familiar. The collar appears in the summoners hand and must be physically put on to work. The target's familiars must be dematerialized as well. The collar is otherwise as vulnerable as a regular pet collar. Only the caster can take it off without cutting or burning it off. It has a heart shaped gem on it.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKYWARD SUMMONING: ANGEL CROWN[break] The caster summons an angelic halo made of thorns and glowing eyes, floating above the summoner's head. It grants the summoner full vision in a spherical radius, and a hyperawareness of any daemon, rift, darkness, or unholy creature in the vicinity. The eyes are incorporeal and appear to stare straight into a person's soul. Tends to be highly disorienting to use while doing anything else.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKYWARD SUMMONING: OPEN THE HEAVENLY GATES[break] The caster summons a deluge of light from the sky, after which shining spears will plummet downward and explode upon contact with the ground. It is very difficult to control where the spears will land outside of designating a general area. The spell is quite effective against daemons.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THERMAL GAUNTLETS[break] A common and cost-effective inorganic summoning spell, Thermal Gauntlets creates gloves with reinforced kunckles and strong grip that are heat and cold resistant, and go up to the wearer's elbows. Useful for countering fire and ice attacks, or impromptu climbing.
[attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED SKILL: SPIRIT VESSEL[break] Best used alongside powerful, sentient summoning techniques, this allows the witch to become a 'vessel' for any summon. It helps sustain powerful summons for much longer, at the cost of the witch's free will. Essentially, the witch will take on attributes and powers of the summon instead of summoning the creature directly. This could look like gaining force blast powers and wings if channeling a powerful fae, for example.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: FEEDBACK[break] Allows the witch to gain real-time feedback through the sensory input of their summons. Incredibly difficult to do so while doing other things at the same time, but witches can get better with practice.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: OUT OF SIGHT[break] An additional note found at the back of Diokles' grimoire. This skill allows the caster to turn the spectral hounds invisible, while also making them more alert to any magical interference.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED BESTIAL SUMMONS - MYTHICAL[break] Allows the witch to summon a specific mythical creature. You've chosen a phoenix. As a very powerful spell, even at sentinel rank, this technique frequently leads to witches fainting out of lack of mana. As witches grow stronger, their power stabilizes and they can sustain this mythical summon over time. The phoenix is a large mythical bird with fiery wings, capable of crying healing tears for a powerful healing spell, or singing a birdsong with a larger range and more minor healing.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BESTIAL SUMMONS - VARIANT A[break] Allows the witch to summon mammalian beings made of pure magic. While rookie witches can only create regular-sized and unintelligent replicas made for certain tasks, as witches gain experience the complexity, size, and power of their summons grows. This spell and its variants can ONLY summon real animals. For each variant, you can summon ONE species per rank. Your character can summon: polar bears, elephants, moose, whales, [locked], [locked].
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BESTIAL SUMMONS - VARIANT B[break] Allows the witch to summon avian beings made of pure magic. While rookie witches can only create regular-sized and unintelligent replicas made for certain tasks, as witches gain experience the complexity, size, and power of their summons grows. This spell and its variants can ONLY summon real animals. For each variant, you can summon ONE species per rank. Your character can summon: owls, eagles, ravens, penguins, [locked], [locked].
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DIOKLES' HOUNDS: GUARD DOG[break] A small grimoire penned by a summoner called Diokles, who crafted these spells in the memory of his beloved hunting hounds. The witch summons a spectral hound and designates a fixed area or set target. For the duration of the spell, the hound defends its target or territory, alerting the caster if anyone approaches and fighting back if neccessary. The efficiency, alertness, and strength of the hound is determined by the caster's power.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ENTANGLE[break] Borrowing a page from a plantshaper's book, the witch summons a mass of vines that restrict a chosen target. The vines disappear after a while, so best act while you can. The strength of the entanglement and duration of the spell grows with the strength of the caster.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FAE CIRCLE - CHANGELING[break] A summoning circle must be drawn for this spell, increasing its cast time. When completed, the circle summons a small but powerful winged fae capable of destructive magic, such as energy blasts. If the circle is damaged or destroyed, if the Fae decides to return, or if the witch runs out of mana, the summon ends. The fae may disobey the witch or do nothing at all, but their obedience increases with the power of the caster.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FAE CIRCLE - TATIANA[break] Pre-req: changeling. A summoning circle must be drawn for this spell, increasing its cast time. When completed, the circle summons Tatiana, a highly jealous and self-important Fae Queen. Tatiana is capable of extremely powerful force blasts, flight, and some healing magic, but may not always bow to the commands of a weaker witch, or witches in general. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MUN'S MANA TREE[break] A spell that became hugely popular during the Great War and was shared publicly as fast as possible. Generated by the Münwigts, this creation spell generates a plant-like sprout of blue light, growing and branching out around a selected target. It draws upon energy from the earth or willing witches to provide healing to those under the tree. It is best done with a group of other witches, though only one needs to know the spell. Casting this alone can be very taxing, though skilled witches are able to spread a network of branches and heal multiple at once.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PERFECT COPY[break] Ever wanted to be in two places at once? With this spell, you can. It creates a highly realistic replica of the witch, capable of speech and movement, but not magic. Stronger witches can maintain this summon for longer and with less oversight, whereas weaker witches may need to totally concentrate on manipulating and maintaining their summon.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PRINCIPLES OF SUMMONING: THE SHADOW SELF[break] Allows the witch to summon a dark shadowy clone of themselves. The clone, which looks a lot like the witch, is capable of fighting alongside the witch and typically is more powerful/skilled than an average human. As the witch's strength grows, they may be able to summon multiple shadows that are more potent for longer amounts of time.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PRINCIPLES OF SUMMONING: THE SHADOW VASSAL[break] Allows the witch to summon a dark shadowy clone of their familiar. The clone, which looks exactly like the familiar, is capable of fighting alongside the witch and has all the animal attributes of the witch's familiar while also boasting high strength and speed. As the witch's strength grows, they may be able to summon multiple shadows that are more potent for longer amounts of time.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SIX-TAILED KITSUNE[break] A summoning circle must be drawn for this spell, increasing its cast time. This summons a six-tailed fox spirit that has blue fire based attacks that are especially effective against daemons and familiars alike. The Kitsune is highly intelligent and prone to malicious intent, violence, and deception. Doesn't get along well with righteous individuals, and doesn't always bow to the commands of a weaker witch.
|
|
gold
familiar Familiarkirjava, rusty-spotted cat
played by OOC Nameashnirai
ashes to ashes, dust to dust
|
Post by kasimir burovski on Feb 24, 2022 6:01:54 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN2"] [attr="class","staffheader"] DOMAIN: PYROS [attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fas fa-fire"]flamecalling [attr="class","invtab-item"][attr="class","invtab-icon fas fa-sun"]lightcraft [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: PYROMANCY[break] Even witches who specialize in the element may receive burns from the fire they create. However, this skill enables a initiate partial immunity to their own flames. With training, witches can completely surround themselves with fire with no worry about their safety. Acolytes are even known to cocoon themselves in giant flames while in an intense fight.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: FIRESTORM[break] The user summons a rain of fire to attack their target from above, burning that which it touches. Masters of this technique are said to leave naught but devastation in their wake. This technique works best on a clear day or indoors - even experienced witches would struggle to use this technique to much effectiveness during a rainstorm, for example
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: PHOENIXFIRE - REBIRTH[break] A self-detonation spell, Rebirth causes the witch to be encased in uncontrollable flames, reducing their body to ash and catching on the environment indiscriminately. From these flames, the witch is 'reborn' free of their previous injuries. It is not possible to "partially" heal using this spell: instead, using it will always consume whatever mana is necessary to heal the injuries fully. Heavier injuries will consume extreme amounts of mana. If the spell takes "too much" mana, the witch's rebirth will involve an extended period of "blankness" during which they have no memories or awareness as to the present situation. It may also cause severe injuries or deformities to their familiar if overdone.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: SAECLUM IN FAVILLA[break] A very old spell from the Great War that has been rebranded. The new names means ‘ashes of the earth’. The original spell translated to ‘Flames the burn even the gods to ashes’. This spell creates a miniature sun. The orb 'burns' the surrounding mana, nullifying all other spells for a short time before violently erupting in a blast of flames. The size and radius of this small sun varies from dog sized to house sized.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] 5 FINGER CANDLELIGHT [break] A witch summons a small candlelight just above one of the fingers which can be placed as a floating light within the witches sphere of sight. Often used to see in dark areas. The amount of active lights one can have goes up to 10 (one for each finger).
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FLAMEWEAVER: FLIGHT[break] Requires: Whistling pillar and Pyromancy. Enables a witch to propels themselves in a given direction with flames at their feet creating a human rocket. Can be used to glide small distances or to break falls.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FLAMEWEAVER - PHOENIX[break] The witch creates a creature out of pure flame. For whatever reason, fire tends to cooperate more willingly when granted the freedom of wings, thus the moniker of 'phoenix'. While beginner witches may struggle to maintain their creation beyond an initial burst of flame, masters of the craft have been known to wield it almost like a second, single-minded familiar.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] FLAMEWEAVER - SCARLET BLADE[break] The witch summons a blade made of pure fire, a feat often more difficult than it appears. Beginner witches may struggle to maintain its shape and intensity consistently, while masters may even mould the blade into different shapes.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] IGNITION[break] A simple but dangerous spell that allows a witch to combust anything that is already inherently combustible from a distance. This could be a candle, oil barrel, or, if the witch is powerful enough, a tree or a forest.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MANA FEVER[break] A nasty spell, currently illegal to use in within Delphi, Mana Fever can drive out large groups of people from their homes. At its core, it is simply a rising temperature spell, increasing the body heat of someone to uncomfortable levels. When honed, it can be viciously applied to spread to those it comes into physical contact with and cause deadly temperatures. The closer one is to the source, the higher the temperature. Obviously large scale use is impossible with one person, hence why it was implemented during the war with large groups of witches.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SMOKE SIGNALS[break] The witch can create a smoldering fire that expels a large plume of smoke that can disorient enemies, causing their eyes to water and filling their lungs with irritants. Historically used in war as a distraction tactic, or a signal.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WARMTH[break] Another simple creation; the witch can warm the general area. With training, the witch can increase the parameters and strength of the technique. An initiate may only warm the room or their hands, but very strong witches may be able to warm whole buildings and towns if they so wanted to, or create areas unbearably hot for the average person.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WHISTLING PILLAR[break] A spell that superheats the ground and air directly above it with mana. It creates a distinctive steam like whistle before combusting violently with a pillar of flames. The ground below will look distorted right before as well. The stronger the witch the larger the area of effect that can be heated.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WHITE IRON GRAPPLE[break] Requires: Pyromancy. Named after an old blacksmith's technique where pyro witches would mold their weapons by hand. This spell enables witches to superheat their hands, enabling their strikes to burn. Could also be used to heat a mug.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WYVERN'S ROAR[break] Drawing inspiration from great beasts of yore, the witch exhales a breath of flame. This technique grows in strength with the witch, so initiates may be limited in both range and intensity of the flame - extra care must be taken not to burn themselves here.
[attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: DIVINE LIGHT[break] An advanced, frightening spell, Divine Light causes a witch to glow from the inside out-- their eyes glow white and he rest of their body shines as they momentarily gain the ability to float and move through the sky. During this time, a witch's senses, strength, speed, and magical capacities are all increased but many report feeling extremely self-righteous and blinded to consequence...
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKILL: LOWLIGHT VISION[break] Users with this skill have increased sensitivity to light. Bright lights more easily blind them, making them susceptible to such attacks. In exchange, they have very good vision in low light. More powerful witches can even see in conditions that border total darkness, but for most, a small amount of light will suffice.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BLINDERS[break] This spell is the witch's equivalent of a high beam: it summons a brief, totally blinding light that can be shined directly at an enemy. If used by a powerful enough witch, the blindness caused by this spell could be severe and last several minutes.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] LASSO OF LIGHT[break] This spell allows the witch to create a lasso made of pure light. It's especially effective to counter darkness-based spells. Requires skill to use and master, but seems to 'burn' daemons and familiars when used against them.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SKYLIGHT: LUMINARY[break] The caster summons a halo of light above their head that grants them a protective aura that decreases incoming damage caused directly by magical attacks. Summoning the halo costs very little mana, however if its protection is required, the mana drain will be directly correlated with the damage it nullifies. Does not apply to physical attacks (augmented, trasnfigured, etc.) but does apply to physical attacks made by summoned objects or creatures.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] STAIRWAY TO HEAVEN[break] This spell creates condensed light constructs that can be used as stepping stones in the air. They fade more quickly in dark or dim conditions, and are highly susceptible to dark elemental manipulation. The amount of weight they can hold and amount made at a single time are dependent on the power of the caster with novices and below usually only being able to hold their weight or their familiars.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] THREADS OF LIGHT[break] A temporary healing spell, most effective when in steady hands The witch creates threads of light which can be used to sew up wounds, and accelerate their helaing process. These last only if there is light enough to maintain them, and will dissipate eventually depending on the caster's strength.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WALL OF LIGHT[break] The witch summons a wall of light. A dramatic way to light a path, or a situational barrier when vision is key. While magical or ranged attacks can pass through it, daemons that pass through it are often temporarily blinded by the light and forced to slow down. The size of the wall and intensity of the light is dependent on the caster's strength.
|
|
Administrator
high priestess
999
gold
familiar Familiariorek byrnison
played by OOC Namepandora
content monkey
|
Post by pandora on Apr 28, 2022 23:57:19 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","appheader"]
RANK UP!
[attr="class","appprimary"] [attr="class","approvalcont"] [attr="class","staffpara"] [attr="class","staffquotes"]“ Well done, Kasimir, though, I'll warn you. It only gets worse from here on out -- but I guess that depends on who you're asking. There are worse places to be than a snake's den, and you might even find yourself at home. ...Also, text. Don't call. Yeah? [attr="class","staffquotes2"]” [attr="class","staffbody"] [attr="class","spelltitle"] DETAILS Congratulations on reaching ACOLYTE! This is the highest rank available without an IC test. You may now ASCEND YOUR FAMILIAR. Your coven NPCs have taken note of your moves! The item received at Acolyte is often considered a reaffirmation of a witch's coven loyalties. Here are your rewards: [break] [break] [attr="class","spelltitle"] REWARDS [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NFC CARD[break]An unique chip card with the witch's business details on it. Automatically uploads their contact to another witch's interface when tapped against it, like an NFC card. Can also be used to access your personal office spaces in the Lamia Towers, which are now much more luxurious and provide a decent view of Delphi. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] DMITRI'S BUSINESS CARD[break]An item that allows your character to start a text thread with Dmitri Wisbane. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. Feel free to chat with staff if you're looking for ideas. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EIRIN'S BUSINESS CARD[break]An item that allows your character to start a text thread with Eirin Leyfson. Unlike other NPC threads, text threads can be started under any circumstance the player character chooses. Feel free to chat with staff if you're looking for ideas. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UPDATED NPC TIE-IN (FARAH)[break] Farah stubbornly keeps Kasimir at an arm's length, but seems to have taken a curiosity for his exploits in Sybaris. She allows him, on random occasions, to "teach" her self-defense, though by now he's starting to realize she might not need his lessons... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UPDATED NPC TIE-IN (PENELOPE)[break] What started as a relaxed friendship has turned a little strained. Penelope just seems too busy, and has had a lot on her mind...perhaps Kasimir should ask her what's caused the change. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UPDATED NPC TIE-IN (JEREMIAH) [break]Kasimir's strength has impressed Jeremiah, and the older witch now has a far greater interest in his progress than before. Of course, Jeremiah hasn't expressed this yet. Maybe he's waiting for something...
|
|