gold
familiar FamiliarWendigo
played by OOC NameIceguin
Kven skal synge meg, i daudsvevna slynge meg, når eg helvegen går
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Post by desmond thorne on May 8, 2022 8:28:53 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"]
DESMOND'S INVENTORY
[attr="class","staffbody"] [attr="class","masterypts"] mastery [attr="class","invtab-icon fas fa-lock"] 100 POINTS[attr="class","staffpara"] familiar[attr="class","inventorypara"] Homo anthropophagus, common name: wendigo. Desmond has never given a nickname to his familiar, and although they work together in times of need, their interactions with each other are strictly resentful. The pain of the wendigo's constant hunger is felt by Desmond as something akin to chronic pain. [break][break] RAVENOUS HUNGER. The familiar feels a powerful desire to consume the flesh of daemons. When daemon flesh is consumed, the familiar becomes more physically powerful while the witch suffers from nausea. items[attr="class","inventoryitems"] [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"] NECKLACE OF RAIN DETECTION[break] A simple silver necklace with a blue pendant. It allows its wearer to detect when it is raining... but only when it is already raining. It glows faintly when active. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BASIC BLADED WEAPON[break]A basic bladed weapon of your choice: an old bowie knife, etched with runes which have forgotten their own meaning. Prone to wear and tear and may break during use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] BASIC BLADED WEAPON[break]A basic bladed weapon of your choice: a combat-tested war scythe, plain and simple in its design. Prone to wear and tear and may break during use.
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gold
familiar FamiliarWendigo
played by OOC NameIceguin
Kven skal synge meg, i daudsvevna slynge meg, når eg helvegen går
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Post by desmond thorne on May 8, 2022 8:51:14 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN1"] [attr="class","staffheader"] DOMAIN: ILLUSION[attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-masks-theater"] pure illusion [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-skull"] darkness [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PARANOIA GRIMOIRE: QUESTION[break] In the second installment of Paranoia, witches learn how to cause self-doubt, a very dangerous affliction. This spell must be cast within line of sight and needs to be aimed. This can cause a witch to doubt their perception of reality, or be uncertain of their own abilities. It makes them vulnerable to further illusion spellwork as well. Works best against individuals that are not quite sure-footed to begin with. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ILLUSIONIST'S HANDBOOK: INVISIBILITY[break] Written by the first-ever self-proclaimed illusionist, Gilderoy Varis, this scroll contains the simple knowledge that enables the witch to become invisible - though only, of course, to the eyes. This requires extreme focus, and doing so for a long amount of time requires discipline. A single distraction will break apart the careful coating of mana required for this to work, so performing other spells is impossible for beginner witches. On the positive side, the illusion is perfect and can last as long as the witch can maintain concentration. Only masters of the spell can extend its effects to include held objects. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AGONY AMP[break] This spell is especially effective at amplifying existing pains in the target by redirecting their senses to the point of injury. A mild paper cut can feel, for example, like your finger is on fire. Can work against pain-nullifying augmentations and illusions as well, depending on the skill of the witch. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: ART OF WAR - SLEEP PARALYSIS[break]A powerful illusion that, if it hits, paralyses the target in their spot with terrifying hallucinations, imagined by the illusionist themselves. Requires high concentration and constant mana drain to maintain. The illusion breaks when the caster can no longer maintain it, or when the target takes outside damage or breaks free through sheer willpower. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADOW DIVINATION: ANTHROPOMANCY[break]What presence could be more intimately bound to a person's fate than the darkness permeating their flesh? Utilizing the same principles applied in spells like Shadowheart, this form of divination derives answers from the shadows contained in the inner organs and cavities of humans, witches, or magical creatures. The larger the cavity and the more regularly it is kept in darkness, the more accurate and detailed the answers will be. Dead bodies will only ever answer questions of the past from when they lived, while living bodies will only ever answer questions of their future. Questions too close to the present will always fail. Asking a question will extinguish the knowledge within a cavity, making it unusable for further divination -- though, a living organ may replenish this knowledge after a few days. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADOW HOPPER[break]A witch can sink into a shadow with this spell and travel a short distance within the same shadow before popping up. Darker, non-magical shadows work best -- traveling inside magical shadows can be much more disorienting for the caster. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADELING'S SCROLL DEFENSIVE VARIANT[break]With this spell, witches can coat themselves in a blanket of darkness. The spell's coating makes the caster harder to recognize as their features are blacked out into a silhouette. In exchange for dulling most of their senses and rendering themselves nearly-blind and deaf, the user gains a sharp uptick in their defensive abilities against physical-contact-based attacks. If both variants are applied, the sensory dullness becomes worse. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] NIGHT VISION[break]A witch can see even in total darkness. While in darkness the witch's vision is not as sharp as during the day and everything is in shades of black, white, or gray.
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