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gold
familiar FamiliarDagda the Ferret
played by OOC NameBeau
Bacon ipsum dolor amet brisket pork belly flank
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Post by Draven Lovelace on May 24, 2022 15:03:40 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"]
DRAVEN'S INVENTORY
[attr="class","staffbody"] familiar[attr="class","inventorypara"] MUSTELA PUTORIUS FURO. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. 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"]
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. [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"] RESEARCHER'S NOTES[break]A pile of notes left by a researcher studying daemon physiology. Can be used once to locate a daemon's weakness. One time use. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]
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","masterypts"] achievements[attr="class","staffpara"] [attr="class","badgetrack"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]ACHIEVEMENT NAME short description here[break]Lorem ipsum dolor sit amet, consectetur adipiscing elit. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"]ACHIEVEMENT NAME short description here[break]Lorem ipsum dolor sit amet, consectetur adipiscing elit. [newclass=".spellbody span"]background: var(--boardbg); letter-spacing: 0.1em; font-size: 0.7em; text-transform: uppercase; padding: 0.2em 0.6em; color: var(--hovericoncolor); } .spellbody u { text-transform:uppercase; text-decoration: none; background-color: var(--boardbg); color: var(--hovericoncolor); padding: 0 0.4em; margin-left: 0.2em; font-size: 0.7em; font-weight: normal; letter-spacing: 0.1em; [/newclass]
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gold
familiar FamiliarDagda the Ferret
played by OOC NameBeau
Bacon ipsum dolor amet brisket pork belly flank
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Post by Draven Lovelace on May 24, 2022 15:25:30 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN1"] [attr="class","staffheader"] DOMAIN: ILLUSIONS[attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-hand-sparkles"]darkness [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-signature"]pure illusions [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [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"] CONSUMING FLAME[break]This spell creates what looks like black flames, except they must absorb the heat energy of another fire or fire-based magic in order to burn. The black flames essentially eat any existing fire around it to keep themselves going making it perfect to put out fires. The flames themselves are warm but not hot and will not cause burns. Powerful flame spells cast by stronger witches can 'tip over' the amount of heat these consuming flames can handle, making it often a battle of control between elementalists.... [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SHADOW SKEWER[break]This darkness spell allows a witch to transform an existing organism's shadow into a sharp skewering object. Only really works when the target is casting a shadow. Can only be used in close range of the target. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] REAPER CHAINS[break]Magic that uses a target's shadow to create binding chains around them. The larger and darker the existing shadow, the more durable the chains. It requires the caster to be within close range of the target at all times. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HAZE[break]Unleashes a haze of thick darkness magic, in which the caster can choose who sees and doesn't see through the haze. Very useful for creating a getaway or blocking vision. At higher levels, can control the battlefield. Even at lower levels, however, this complex spell requires a lot of mana and concentration to maintain. [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 speed and strength / 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"] SHADELING'S SCROLL OFFENSIVE VARIANT[break]With this spell, witches can coat themselves in a blanket of darkness. The spell's coating makes the caster harder to recognize as their features are blacked out into a silhouette. In exchange for dulling most of their senses and rendering themselves nearly-blind and deaf, the user gains a sharp uptick in speed and strength / sharp uptick in their defensive abilities against physical-contact-based attacks. If both variants are applied, the sensory dullness becomes worse. [attr="class","invtab-pane staffbody"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CALL OF THE DEAD[break]A witch conjures up an illusion of a ghost wailing in a person's ear. The voice of the illusion is based on the target of the spell. The spell takes the sound of the persons most recent and/or traumatic loss. Based on the fables of necromancers allowing for those to talk to their deceased loved ones. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MUNDANE ILLUSIONS - VOICE IN YOUR HEAD[break]A grimoire focusing on "mundane illusions" or illusions that don't actually make others believe they are real. Useful for communicating with others. Voice in Your Head allows a witch to speak into another witch's mind, if they are willing to listen to the illusionist. When there is a high enough rank difference or lack of resistance, an illusionist may be able to speak to an unwilling recipient -- but it is still a "mundane illusion" [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] OF SOUND BODY[break]Originally created under an ironic name to harm an opponent, some reckless illusionists have taken to using this spell on themselves. This spell blocks the target's pain receptors from working, creating an illusion of numbness and making it easier to fight harder while also risking greater damage to the body. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] PERFECT REPLICA[break]In the same vein of illusion magic as the Scroll of Duality, this spell grants the ability to manipulate or 'copy' inanimate objects into near physical, tangible constructs. whatever the object, they all have a similar feel - otherworldly, ethereal, cold with a strange clarity that strikes one as peculiar. Expert users may apply a buff to the object of their choosing to extend the illusion and/or layer the spell to produce multiple forgeries of said object. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] TRICK SWORD: SLEIGHT OF HAND[break]The Trick Sword Grimoire is a series that involves manipulating the mana immediately surrounding the witch to improve their combat abilities. Sleight Of Hand is the illusion of the caster's movements being just a little off. A punch is just a little to the left of where it actually is, a sword is moving unusually, a cast spell becomes that much harder to dodge. . [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.
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gold
familiar FamiliarDagda the Ferret
played by OOC NameBeau
Bacon ipsum dolor amet brisket pork belly flank
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Post by Draven Lovelace on Jul 2, 2022 9:41:40 GMT -7
[nospaces] [attr="class","staffcont INVTABDOMAIN1"] [attr="class","staffheader"] DOMAIN: GAIA[attr="class","invtabs"] [attr="class","invtab-item active"][attr="class","invtab-icon fa-solid fa-hand-sparkles"]earth [attr="class","invtab-item"][attr="class","invtab-icon fa-solid fa-signature"]plantshaping [attr="class","line"] [attr="class","invtab-content"] [attr="class","invtab-pane staffbody active"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EARTH PILLAR[break]A classic in any earth witch's kit, casting Earth Pillar results in a large column of earth shooting up from the ground. It can be used to knock opponents off their feet, block attacks, or to gain a better vantage point. Powerful witches can make and sustain multiple pillars, as well as increase the speed at which they appear and shoot up from the ground. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GEM GRIMOIRE: TEARDROP AMETHYST[break]Spells in the Gem Grimoire series create a specific gemstone to accomplish a specific task. Teardrop Amethyst, known as "the crystal of purification," creates an amethyst crystal to absorb nearby toxic materials such as poison, toxic fumes, and sometimes even sickness into itself. It becomes black when used up. If broken, it will release whatever was stored -- keep it safe, or don't keep it around! [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ZERO GRAVITY: OFFENSIVE VARIANT[break]An annoying spell to fight against, Zero Gravity can be cast on another object or even living being, momentarily revoking their gravitational link to the earth and causing them to float freely. Only an experienced witch can sustain this spell against multiple targets for a long duration. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] ADVANCED: GAZE OF THE MEDUZA[break]Actually not related to Medusa at all, this spell was created by a rather self-obsessed witch named Meduza Mellington. This spell allows a witch to damage or crack stones/earth in the environment or weapons made of stone. Even rock based magical spells used against wielders of this skill can be significantly weakened or, in cases of a large enough difference in power, nullified. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CRYSTAL LIGHT COMPASS[break]Condensed crystals are formed that can absorb vast amounts of sunlight (or other kinds of light) and will then glow. Often used to light up dimly lit areas. The crystals light will turn red in the presence of daemons making it a great warning tool when out in the wilderness. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] QUALITY BREAK[break]Exerts mana into metal--usually a weapon--to dull and weaken its effectiveness. A risky spell with a chance of injury, as there must be contact to the metal to cast. [attr="class","invtab-pane staffbody"]
To be unlocked
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