Post by Head Moderator on Nov 25, 2014 12:35:11 GMT -5
Name: | Lucienne Sterling Darknell |
Nicknames: | Lucy, The Librarian |
Screen Name: | lucydarknell / tesarikone |
Font & Color: | TNR Blue |
Alignment: | Chaotic Neutral |
Appearance: | |
Scent: | "Lucy's Kiss" Seductive, wanton and deadly, but underscored with a soft, wistful innocence. The gentle scent of rose and a blend of Victorian spices [BPAL] |
Age: | 152 |
Hair: | Sapphire Blue |
Eyes: | Blue, but often Aura Shifting Pink - Affection, Love Orange - Stressed Dark Orange - Angry Yellow - Fear Green - Jealous, Resentful or Insecure Soft Blue - Peaceful Bright Blue - Happy, Joyful Violet - Magical Power Black - Sad, Grief Gray - Wounded |
Height: | 5'7" |
Weight: | 125lbs |
Body Type: | Slender |
Race: | Arkai (Akashi) The Akashi are very rare individuals that develop from two to three of the elements during their Flowering Ceremony. They are revered by all sub-races. Rarely has there ever been more than one Akashi per decade. They are able to control all elements for each node that develops on their body. They usually have a small group of followers from different sub-races that stay with them, taking care of their needs and protecting them from their enemies and often treating them like a celebrity. It takes an Akashi many years after Flowering to learn to control all of the essentia that has developed in their body. They master one at a time, each taking between 3-7 years to master, though they can dabble in all of the essentia. By the time they are around 35-40 years old, they have usually mastered all essentia. An Akashi never gives birth to another Akashi. |
Weakness: | Fire & Prismatic x2 |
Racial Info: | Water (Sapphire Oval Left Wrist) + Air (Moonstone Diamond in V) + Shadow (Onyx back of Neck) |
Country of Origin: | Offworld; born in Swickend, Eden (A Clockwork Eden ACE) |
Patron Deity: | Eises + D'eni + Mar'gn / Dannui, Ahalya, Kanesh |
Known Languages: | Common, Arkai, Aquan, Auran, Planar Common, Ancient, Runin, Umbral, Sark, Feral, Commonsign |
Background: | Born in Eden to a water arkai family, when she flowered she had three nodes. It took very little time before she became a celebrity (as what always happens to akashi arkai) and gained many followers. her popularity ended her marriage sadly. She became so annoyed with her "new life" that she finally decided to sneak away one evening into the unexplored lands where she spent quite a bit of time, ran into her ex-husband, and eventually learned how to travel the planes. She is newly to Arith, Sarkotos. |
Personality: | Passionate, Free spirited, Laid-Back, Light-Hearted |
Interesting Racial Facts | Fertility: Female Arkai are only fertile every six months and it lasts 15 days, and during that time, they exude a scent that is unmistakable to male Arkai, called "nectar". It is a mix of pheromones and their own scent which exudes from the pores, if they sweat it becomes extremely intense. It is a pleasant smell, and piques the interest of any Arkai male around her within smelling distance, but it is not strong enough to force a situation that the male does not wish to partake of, though very wily females are often able to seduce a fairly willing male quite easily. It will, though, cause Arkai males to wish to be in her presence, and make them quite giddy with delight at her presence. Some men in some sub-races have been known to keep their women separated for the entire 15 days! If the female Arkai conceives during this time, the gestation of an Arkai child is 9 months time. During this time, as well as for 1 year following birth, a woman will not produce nectar and is not fertile. Twins are rare but possible, but multiples more than that just do not happen - at all. There are no half-blooded Arkai. A child born of an Arkai and a parent of another race, will be either fully an Arkai of the sub-race of the parent, or fully the race of the other parent (with perhaps a little more aptitude for elemental magic). Religion: The Arkai adapt to wherever they are living very easily, and accept the gods and goddesses of wherever they reside. Though they bring their own gods and goddesses with them, and each sub-race honors one particular god or goddess along with any other they might worship or revere. All Arkai show reverence to their god or goddess by bringing a flower to the temple when they visit. The type of flower depends on which god or goddess they are coming to worship. Flowers are also important in personal worship, as most Arkai keep a family or home altar to their chosen deity, often outdoors in a flower garden or around potted flowers indoors, or in the case of desert dwellers in a nearby oasis. Ae'ri - Air God: D'eni Flower: Stargazer Lilies Pa'ani - Water Goddess: Eises Flower: Lotus Chay'i - Shadow Goddess: Mar'gn Flower: Rose Death: When an Arkai is killed, if they are not resurrected within 5 days time, their node/s begin to break with spider-like cracks. Each day after 5 days that they are not resurrected, they lose more ability to control that essentia. After 10 days, they may still be resurrected but they hold no power over their element anymore, they are a shell of their former self. Arkai are immortal beings, but sometimes immortality becomes a hardship when one has lived so very long, and so an Arkai will allow their node to absorb into their body completely disappearing. This is called samad, and it is looked upon not with fear or loathing, but with excitement and joy as samad is a blissful experience wherein an Arkai returns to the element of their essentia. This is a choice and can never be forced. |
CLASS & PROFESSION
Primary Class: Arcane
Class Bonus: +2 Magic Save DC
Primary Profession: Spellborn
Profession Bonus: "Innate Magic" Spellborn gain a +5 DMG to all non-regged magical attacks made in combat outside of their official spells.
Secondary Class: Arcane
Class Bonus: +2 Magic Save DC
Secondary Profession: Psion
Profession Bonus: "Awareness" You've always been aware of your surroundings. You are able to hear better, see farther and have the uncanny ability to notice things most others would not. This gift gives the Psion a +1 on all saves, and a +5 to Spot, Listen & Insight rolls. You need Psionic Affinity to take this profession.
STATISTICS
Ranking: | Obsidian Prime |
Dice: | 2d91 |
Hit Points: | 63 (45 + 14 MoB + 5 WLP) |
Defense DC: | 20 |
Initiative: | +24 (QCK 10, Presence of Mind 14) |
Weakness: | Fire, Prismatic x 2 |
All Saves: | +1 (Awareness 1) |
Magic Save: | +10 (WLP 5, Iron Will 4, Awareness 1) |
Lucy S. Darknell, Arcane x2/ Spellborn / Psion, Obsidian Prime, 2d91, 64hp (Mind over Body), DDC20, Weak to Fire & Prismatic, Flaws: Bad with Animals, Impatient, Proud, Radiant Nimbus adds 1 to INT
TACTICS & TALENTS
Spot | PER 4, Alert 5, Awareness 5 = +14 |
Search | PER 4, Investigator 5, Impatient -2 = +7 |
Acrobatics | QCK 10, Acrobatic 5 = +15 |
Athletics | STR or END = ?? |
Knowledge (Arcane, Planes, Dungeoneering, Monster Lore, Astrology, Region: Sarkotos, Oceanography) | INT 14, Knowledge 10 = +24 |
Insight | PER 4, Investigator 5, Awareness 5 = +14 |
Gather Info | CHA 0, Investigator 5 = +5 |
Listen | PER 4, Alert 5, Awareness 5 = +14 |
Move Silent (Stealth) | QCK 10, Impatient -2 = +8 |
WEAPONS
UNREGGED MAGIC | Strike: +14 | DMG: +32 / +34 PBS (INT 14, Innate Magic 5, Eldritch Master 13, PBS 2) |
$Elemental Signature: "Storm Surge" Extra 1d 1/combat $Selective Spell $Eldritch Master: Dbl INT $Point Blank Spells |
REGGED SPELLS | SAVE: DC35 | DMG: +27 INT (INT 14, EMaster 13) |
4 Spells Allowed (2 + Innate + Arcane Lucubration) $Innate Spell: Airball $Arcane Lucubration: Extra Spell /Cast Again $Eldritch Master: Dbl INT #Arcanist's Gloves: Cast regged spells 1 level higher in combat |
Primary Weapon: MINDBLADE | Strike: +14 | DMG: 1d13 +34 (INT 14, Innate Magic 5, Eldritch Master 13, PBS 2) |
Mindblade Enhancement: Paragon +2 $Bladewind: Attack 2 |
Secondary Weapon: DRILBU | Strike: +7 | DMG: |
This is a 4 to 6 foot long shaft of crystal that holds two psionic powers of your choice (a list will be sent if you wish this object). It can also be used as a quarterstaff. You do not need Psionic Affinity to use the powers enchanted into the object. Empty Your Mind: When this power is manifested, you gain a +2 to all a willpower check you are asked to make, which can be used as many times per day as your INT bonus. If you have no INT, then you may use it once per day. Psionic Revivify: You are able to return the dead to life before the psyche leaves the corpse. You are able to do this once per day, the target loses a rezz. Once per week, you may do this without the target losing a rezz. +Crysmal Capacitor (Blue Glow) fitted at the top. [Created from the crysmals found in the Earth Node in Mythily] |
Hidden Weapon: ELEMENTAL CHAIN | Strike: +10 | DMG: 2d5 |
This looks to be just two plain steel rings. But when the owner tugs them apart, they explode into a 10-foot-long spiked fighting chain (2d5) formed from the wielder's choice of acid, cold, fire, or electricity. The wielder can dismiss the chain as they wish. The wielder does not take damage from wielding the spiked chain. [Worth: 6,000gp] |
Extra Attack Item: WATER WHIP | Strike: +7 | DMG: 1d5 |
¤ ¤ This strange weapon looks less like a traditional whip and more like a tube of water, tapering along its length to icicle sharpness at one end. The handle is crafted from a pale blue crystal shard. This 1d5 whip shimmers and undulates with deceptive grace when held. Unlike a normal whip, a water whip deals lethal damage. It also makes it difficult to disarm you. If the whip is knocked from your grasp, it immediately flows back into your hand at the beginning of your next turn even when it's in someone else's grasp. As long as it is within 30 ft of you. [Gift from Rune] |
ARMOR
Armored Ink***** +13 Amulet of Armor +4 Battlecloak of the Mitani Knight +3 | +20 | |
Reflective: Reflect regged spell Free Defense Spell: Psychogenic Shield - One Time +10 DEF | ||
Reflective**: Force from the armored ink is used to disrupt the flow of magic towards them. Once per day, it can be called on to reflect a regged spell back at its caster Caster's Protection***: A caster's protection tattoo has any one defense boost, defense absorb or evade spell that they know inscribed into the tattoo, which can then be cast in combat. You may only cast it once per combat. This allows a caster to use a free defense spell during combat that does not count against the rule of only two spells per combat. You must state clearly which spell has been inscribed and it cannot be changed once the tattoo is inscribed. [Psychogenic Shield] $Arcane Image: Evade $Shadow Form: Evade $Siphon Magic: Evade Magical / Psionic & Heal That Amt Dmg | +20 Mundane DEF /+17 Magical |
TRAIT POINTS=32
STRENGTH | 0 |
QUICKNESS | 10 |
ENDURANCE | 1 |
WILLPOWER | 5 |
INTELLIGENCE | 14*^ |
PERCEPTION | 4 |
CHARISMA | 0 |
*Radiant Nimbus adds +1 to INT
^Trait Point from 4th Anni, can go over cap of 4 extra trait points
FLAWS
Bad with Animals | You have no idea what you are doing wrong with animals, but they do not like you. Penalty: You cannot take any skills that deal with handling animals, or befriending them. any check that deals with handling an animal (such as ride) takes a -4 penalty. |
Impatient | You have a short attention span and tend to rush things. Penalty: You take a -2 penalty on all Disable Device, Forgery, Move Silently, Open Lock, and Search checks. |
Proud | You don't like accepting help from others. If a gift or offer of aid smacks of charity or pity even the slightest bit, you grow indignant and refuse it. Penalty: Once per adventure, the DM or another player can activate your Flaw in order to get you to refuse an offer of aid. This can be someone trying to heal you, help you, cast a positive spell on you or even attempt to protect you from attacks. |
SKILLS
(racial) | Full Immunity: Water | |
(racial) | Elemental Signature Extra 1d | You may choose one elemental attack that allows you an extra 1d once per combat. ATTACK: Storm Surge / Water, Wind, Lightning |
(racial) | Darksight | |
(flaw) | Acrobatic | +5 Acrobatics |
(teamwork) | Elemental Co-Mixture | You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects. You and an ally within 30 feet who shares this skill can cast your regged spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, shadow or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]). The primary caster's regged spell is considered the primary spell, and that is the spell that the opponent must save against. If they fail, then both spells take effect. For instance, you could combine a spell that does Fire DMG + a spell that uses smoke for a Hold. This can be used once per combat. |
(arcane) | Psionic Affinity | |
(flavor-c) | Knowledge | +10 c: Arcana, t: Planes, a: Dungeoneering, s:Monster Lore, e: Astronomy, r: Region: Sarkotos, o: Oceanography |
(flavor-c) | Polyglot | c: Planar Common, t: Ancient, a: Runin, s: Umbral, e: Sark, r: Feral, o: Commonsign |
(flavor-c) | Investigator | +5 on Gather Info, Insight and Search Checks. |
(crystal) | Alert | +5 Spot, Listen |
(crystal) | Arcane Image Evade | Evade |
(crystal) | True Seeing | You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure. |
(crystal) | Point Blank Spells +5 Dmg Non-Reg Spells | You are adept at using your magic in close melee combat. In close combat your non-registered spells gain a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5. |
(crystal) | Mind over Body | INT for END for hit points. |
(flavor-t) | Presence of Mind | INT to Init |
(topaz) | Innate Spell Extra spell per combat | You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and it MUST be posted on your sheet!! You cannot change it out until you reach the next gemstone level. You may only take this skill one time! INNATE SPELL: Airball |
(topaz) | Edritch Master Dbl INT | This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell in combat. If your spell does damage then you may double your trait bonus for damage every time you cast an attack spell in combat. This is the Arcane Class version of Eldritch Focus and replaces that skill, and is considered Innate. |
(topaz) | Stand Still Roll strike, halt target | You can prevent foes from fleeing or charging you. When a foe tries to run away, or charge towards you, you may attempt to stop your foe in his tracks even if it is not your turn of combat. Roll a Strike, if you make the strike against the target, they immediately halt and cannot make any other movements except to attack and defend where they are standing for one round. |
(spellborn) | Magical Affinity | |
(spellborn) | Psychometry | By handling a physical (non-living) object, the psion or mage can gain knowledge of what past events have surrounded it. Work with the DM for the information. |
(flavor amber) | Safe Path | The Safe Path skill allows you to find the safest path through unfamiliar territory by contacting an elemental spirit and discussing the terrain with it. He does not conjure the elemental, he only establishes mental contact with it. Sometimes the elemental animates a part of the nearby landscape, making its conversation “audible” to other characters. Unless you have knowledge of the elemental’s language, the elemental will only communicate using “sign language,” utilizing its native element to produce simple, but effective, signals which you will need to translate. |
(amber) | Psychoportation | Teleportation |
(amber) | Arcane Lucubration Extra Spell | This skill allows a spellcaster to recall a spell they have already cast in combat, and cast it once more in the same combat without it taking up one of their allowed spells. This can be used once per adventure. |
(amber) | Selective Spell | |
(arcane) | Siphon Magic Evade, Heal | A spellborn can take an incoming magical attack upon themselves and turn it into healing energy. Once per adventure, a spellborn can heal the amount of hit points they were attacked by a magical or psionic attack. |
(flavor sapphire) | Keen Memory | You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate. |
(sapphire) | Iron Will +4 | You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian. |
(sapphire) | Mindblade 1d11 | A psion or spellborn can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a longsword and is wielded in one hand. Obsidian: 1d11 Diamond: 1d12 |
(sapphire) | Shadow Form Evade | Outside of combat, you are able to take the form of wispy incorporeal shadows once per day, for as long as you wish. Inside combat, you may take shadow form to evade a physical attack once per combat. This means you are incorporeal for all purposes of damage and evasion, mundane weapons cannot hit you in this form unless they are enchanted in some way to hit incorporeal. |
(flavor emerald) | Story Collector | You've heard so many tales of legendary monsters that you remember all sorts of gory details, including immunities and best way to kill. You are able to know basic information about any common monster your group faces (work with DM), and gain a +5 to any checks to know information about uncommon or rare creatures. |
(emerald) | Chain Power | A psion who is able to manifest any of the elements of fire, cold, electricity, acid or sonic can arc their non-regged psionic attack to one other target, both taking the same amount of damage if you pass Strike for both of them. At Obsidian, you may arc to two other targets. Once per combat. |
(emerald) | Force of Will | You are able to resist certain attacks and effects with extreme force of will. Once per adventure, you may make a Willpower save in place of any Endurance save you are asked to make. At Emerald, you may use this skill twice per adventure. At Ruby three times per adventure and at Obsidian, four times per adventure. |
(emerald) | Unconditional Power | Disabling conditions do not hold you back as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day. |
(flavor ruby) | Touchsight | You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Spot or Listen checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible,invisible, hiding and concealed creatures. |
(ruby) | Hollowing | Hollowing is a horrifying ritual that mutilates a creature's soul and reshapes the creature's body and mind, the resulting creature is completely under the control of the psion or spellborn. The target must be living and must have a soul: constructs, elementals, oozes, and most aberrations cannot be hollowed (per DM). The target must also be of lesser dice than the psion/spellborn. Hollowing can only be done on NPC's allowed by the DM, and only once per adventure. Once a creature has become Hollowed the process cannot be reversed. A permanently slain Hollowed creature cannot be resurrected or raised by any means. The target is given a willpower roll against a DC of 10 + the psion/spellborn's Intelligence Bonus. |
(ruby) | Mage's Intuition | You are highly sensitive to magic and changes in a person's demeanor when they are using magic. No creature or humanoid can conceal their spellcasting from you. You may not know what spell is being cast, but you are completely aware of who is casting any spell. If the target has Concealed Spellcasting, then whoever is highest ranks has their skill win out. A Topaz with Mage's Intuition will not be able to detect that a Sapphire Psion cast a spell, just as an Amber Black Mage will easily see the fireball came from the Crystal Spellborn's path despite their attempts to hide it. |
(ruby) | Mindblade Enhancement | At Amber rank, a psion gains the ability to enhance his mind blade as one would go about enhancing a normal weapon. This allows them to add Five Points of enchantments to the mindblade in whatever fashion that is allowed for normal weapons. Your mindblade at this time can also be paragoned. |
(psion) | Telepathy | You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best. |
(psion) | SUPER Psicrystal | 13-Greedy / Hostile | +2 Appraise Checks / Used Crysmal from Mythily to "super" the psicrystal **f you have the Psicrystal Skill, you may use a crysmal to make a more powerful psicrystal. It can hold two spells to be used in combat, instead of one, but they must be different types (such as an attack, and an evade, or a trait boost, and a defense.) You also get a second personality, which is "Hostile". The psicrystal will feel like it is being held hostage, and will be antagonistic at times to you. It is capable of wounding you for 1hp dmg a day. SPELL 1: Howling Gust (EVADE) SPELL 2: Spell Turn (COMBAT EFFECT: Reflects non-damaging spell back) |
(flavor obsidian) | Scanning | With this Gift, the psion is able to "scan" a certain target and know certain details about them. These details can include, but are not limited to; any concealed weapons, true appearances, current health level (Hit Points), and a character's natural or true race. You may work with the DM for other creative things you might wish to find out. |
(obsidian) | Brain Drain | You can take a turn of combat to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Willpower save (DC10 + Mage's INT bonus) to negate the effect and immediately knows the source of this harmful mental prying if he passes the save. Those who fail this save are wracked with pain, taking 2d3 points of undefendable damage. After successfully using this skill, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single knowledge check on anything that the target might know that you wish to find out. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma bonus. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day. |
(obsidian) | Bladewind | This allows a psion who has the mindblade skill to momentarily fragment his mind blade into two identical blades, each of which strikes at a nearby opponent for one round in combat. Your attack effects two targets during that one round, you must pass Strike for both of them. |
(obsidian) | Ship's Mage (The Raging Bastard, Captained by Logen Wolfsbane) | You form a potent supernatural bond with a ship. Your spells have a more potent effect when cast aboard this ship, adding a +1 to the save DC of your spells. Those spellcasters who possess this skill are greatly favored as ship crew. Spells you cast while on this particular ship can never hurt your ship or the crew, unless effectively countered by your enemy. It takes one week of living and working on a ship to attune to it. You may only ever be attuned to one ship at a time, and this ship's name must be clearly placed in your dossier. If you are away from your ship for a month or more, you lose this attunement. |
GEAR
Head/Headband: Radiant Nimbus (Violet)
This magic item appears as a thin circlet to be used in the Head Slot. When placed on the head, a gently lapping flame appears like a corona or halo above your head. This flame has been passed down through the ages, a gift from the oldest civilizations and an eternally glowing mote representing knowledge and self-awareness. It is an insubstantial, illusory flame, cold to the touch. The power depends on the hue of the crowning flame. (VIOLET) This color grants you +1 to your INT trait, though cannot be used to go over the max of 16. This item was discovered in the Sunken City of Vill'dys off the coast of Madder.
Face/Eyes: Psion Master's Eyes
These violet crystal lenses fit over the wearer's eyes. While wearing these lenses, all spells used with Psionic Affinity gain a +2 to their spell save DC. The psion wearing the lenses also gains a +2 to any saves they are asked to make against any psionic spells that targets them.
[Worth: 8,000gp]
Neck: Amulet of Armor +4 DEF
Boon of the Earth Node:
This amulet was put in the Earth Node in Mythily, and now is covered in some places (as much or as little as you want) with gemstones of your choice (ruby, emerald, clear quartz, sapphire, or something else if you desire). Lucy's Amulet of Armor now gives her +5 DEF against earth based attacks, which can go over any armor limits, as well as gives her an extra 5hp as it has strengthened her body as it is worn.
Torso/Body: Glyph of Restoration
This tattoo appears as an ancient symbol meaning 'energy' and looks like a tribal letter M, with the lower extensions of the glyph often taking on claw like marks. When activated, the glyph glows with a bright green light for a few seconds, and the bearer has their hit points fully restored. This can be used once per day only. This tattoo is located on her upper right thigh.
Armor: Armored Ink +13 DEF
Cloak/Shoulders: Battlecloak of the Mitani Knight
This voluminous emerald green cloak is trimmed in gold thread, and has two clasps in the form of golden disks with the crest of the royal Mitani family, Angevin, as well as emerald chips. This cloak grants a +3 DEF, and a +1 to all saves, and allows you to store one small item in each of the clasps.
1)
2)
Waist: Selkie Sash
This filmy sash of nearly transparent material always feels moist to the touch. Said to be infused with the fey magic of selkie druids, a nonfey creature that wears a selkie sash does so either about the waist, or on the neck. As long as it is worn, the sash grants a +2 bonus to any Quickness or Charisma based checks, such as Acrobatics, or Diplomacy. Additionally, the wearer gains a swim speed of 60 feet. Once per day, the wearer can polymorph into a seal as long as she is swimming in water at the time. The wearer can remain in seal form for as long as she desires. The wearer reassumes her true form as well as soon as she emerges from the water. This item was found in the Sunken City of Vill'dys off the coast of Madder.
Legs:
Arms/Wrist: Shieldmate Bracers
These heavy, bronze bracers depict scenes of epic battle and heroic sacrifice. When worn together, they provide no benefit, not even defense. When two individuals each wear a single bracer, each wearer gains a +1 bonus to their Defense DC as long as the two remain within 100 feet of each other.
[Worth: 4,500gp]
Hands:
Feet: Madder Boots [Feet]
These soft leather boots are so well known in Madder, that they have taken the name of the kingdom. The wearer is granted the power to walk on water in swampy environments, provided the water is no deeper than 5 feet—this effectively lets him move through swampy terrain and mud at normal speed. He leaves no tracks or other sign of his passage as long as he's in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. Finally, the boots grant him a +2 bonus on all Endurance saves made against poison and disease while in swampy terrain.
[Worth: 5,000gp]
Body Mod: Arcane Finger Sleeve (III)
Finger Sleeve I: This allows a spellcaster to write an extra spell per dice rank.
Finger Sleeve II: This gives a mage +5 DMG to non-regged magical attacks they cast in combat.
Finger Sleeve III: This doubles the amount of spells you are allowed to cast per day.
Finger Sleeve IV: This allows a spellcaster to write 5 extra spells per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a spellcaster to cast an extra spell during combat.
Rings
1) Fizzwinken's Esoteric Gilded Veracity Band
This double finger ring is made of heavy bronze, plated with gold and forms the shape of stars. When this ring is worn, it allows you to cast spells in combat one gemstone rank higher than your own rank to determine effects and damage. It also grants a +5 to Bluff, Diplomacy or Insight checks each day. Choose which one each day and it cannot be changed once chosen that day. Whenever the wearer shakes hands with another creature in order to seal a deal or a promise, she can immediately sense whether deceit or cheating is involved (Willpower save DC16 negates), though the wearer cannot determine the exact nature of the deception.
2) Ring of Whispered Thoughts: This ring of beaten starmetal allows the wearer, once per combat, to send a suggestion mentally to any one enemy. The target is given a Willpower save of DC15, if they fail, they feel compelled to do whatever is being suggested to them. It must be a suggestion they can actually do, and it cannot be anything that instantly kills them, such as suggesting for them to run off the edge of a cliff. (though you can always check with the DM!). You could suggest for them to attack another enemy, attack themselves, drop their weapon, dance, start reciting poetry, turn around and run away, or anything else you can come up with that the DM approves. This works for one round, unless DM says otherwise. FOUND IN MYTHILY
Magical Pack
1) Stone of Avonmyra
This smooth small stone can be used to solidify water so it can be walked upon, or to release it back to water form. Please check with the DM before it is used.
2) Gull Whistle
This small whistle is carved from a seashell. When blown, it conjures a single sea gull to your location. The gull flies down to land nearby, at which time the whistle generates an animal messenger effect with the gull. The gull will take any scroll or message or token to the person directed by the owner of the whistle, if it can get to the person within the duration of the spell, which is 1 day per gemstone rank of the owner of the whistle.
3) Surge Crystal [Head]
(Psion or Spellborn Only)
This leather band holds an indigo crystal that pulses with a vibrant radiance. A surge crystal allows a psion to briefly use spells at a greater difficulty to resist. A crystal has 3 charges, which are renewed each day at dawn. Spending 1 or more charges increases the save for the psionic spell you use in that round.
1 charge: +1 to spell DC.
2 charges: +2 to spell DC.
3 charges: +3 to spell DC.
A surge crystal can be activated only after being worn continuously for 24 hours. If it is taken off, it becomes inactive until it is again donned and worn for a full 24 hours.
[Worth: 10,000gp][Gifted by Ellis]
4) Clockwork Key [Magic Item]
Constructs avoid attacking the bearer of the clockwork key, directing their attacks toward other targets if possible, unless they are directly threatened by the bearer or are ordered by their creator to attack. If there are no targets other than a clockwork key’s bearer, a construct will act and attack as normal. Once per combat, you can use the clockwork key as an improvised weapon that deals 1d3 points of damage. If you strike a construct with a clockwork key, it takes 1d6 points of damage and must make a DC15 Willpower save. If the construct fails, it is paralyzed for 1d3 rounds.
[Worth: 7,500gp]
5) Chunk'o'Rune Ice:
This hunk of blue-white ice can fit in a medium creature's hand and is carved with white ancient runes. If anyone knows Runin, the runes on various pieces mean "Protect", "Guard", "Ice", "Winter" and "Cold". This magical item can be put on a necklace, or even just carried in someone's pocket or pack, and while it is on your person allows you to walk on icy or snowy surfaces without taking any type of check; effectively giving you the "Icewalking" skill.
(Mythily) Greenbound Plait: This plaited vine, when worn, allows the wearer to move through thick vegetation of any sort, such as jungle, grassy plains, thickly forested areas without any trouble at all. You simply pass through with ease, as if there were a path open to you. If attacked by any type of plant based creature, this allows you one evade per adventure from any plant-based creature's attack, such as an assassin vine's attempt to capture. [This is a free slot item while in Mythily. Outside of Mythily, it must be worn in the appropriate slot.]
4th Anni Pouch of Holding
1) Dorje: Detect Hostiles: You can use this power to detect hostile creatures within 30 feet of you. This power detects aggression. This power can penetrate barriers; no more than 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt.
[Created from the crysmals found in the Earth Node in Mythily]
2) Pot of Homage
[Yule Secret Gift]
This pot can be taken on adventures, minimizing to pocket size until you are ready to make camp! When you do, with a whispered word, you can brew whatever tea brings you the most peace and reminds you of home. It can be changed multiple times if emptied, refilling until it is put away. The perfect gift for a tea lover near you.
3)
Consumables
1) Peppy Candy Cane: This candy cane grants a pep in your step! For one full adventure, when this candy cane is eaten, you gain a +1 to your QCK. This cannot take your QCK over the max of 16. One Use, Consumable.
2) Eggnog Potion: Acts as 1 Full-Heal potion. The downside (or upside, depending on tastes) is that it tastes like eggnog. One use, Consumable.
3) 4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
4)
5)
Books
1)
2)
3)
Mundane Gear:
-- Belt Pouches
-- Blanket
-- Compass
-- 6 Candles
-- Chalk
-- Coffee Pot
-- 1 Cooking Pot
-- 1 Basket
-- Flint / Steel
-- Hammock
-- 1 Hip Lantern and Oil Flask
-- 2 Days Rations
-- Sewing Needle
-- Soap
-- Small Steel Mirror
-- Waterskin
-- Whetstone
-- 2 Wooden Cups, 2 Forks, 2 Spoons, 2 Bowls, 2 Plates
-- Whistle
Stuff at Home:
--Gold Statue of Avonmyra (Curiosity)(Worth: 2300gp)
--Seafoam Shawl:
This shawl of delicate lace can be activated once per day to either turn ones feet into fins, or fins into feet. This lasts for up to 6 hours. [Worth: 1,500gp][Given by Celeste]
--Enough ingots of Kheferu to create a light or one-handed weapon. If you wish to sell your kheferu instead, then let me know and I'll credit you with 2,000gp and put the kheferu in Maria's vault. If you wish the weapon, then let me know what you choose to have crafted (no cost involved, includes cost of weapon itself).
Kheferu 2,000gp
Kheferu is a hard, glossy red metal that does extra damage to creatures with the "Earth" type weakness. Salt crystals grow on the side of these weapons if left unattended for a few months but it is easily wiped away.
--Eagle Claw [1d6]
The asheratis invented the first eagle’s claw. This light, exotic melee weapon has a quarter-circle blade that is equally sharp on both the inner and outer edges. The blade is about 6 inches long and looks very much like an eagle’s claw enlarged and forged in steel. The handle of an eagle’s claw is slightly curved with a hole at the end to facilitate the use of a finger (middle or index) in wielding the weapon, allowing you to instantly swing the blade between differing grips. It does piercing and slashing damage, and naturally crits at 19/20.
-- - 3 Mitani Gold Coins
-- "Mitani Genealogy" - Written in ancient, with a beaten gold cover.
-- Translation Scroll Mitani to Ancient
-- A bottle of specially crafted wine, called "Obsidian Black", very rare. It has a slight chocolate scent when opened, and when poured has thick black mist that rises from it. It tastes very faintly chocolate, with tropical fruit undertones. It is also very powerful, despite it's smooth feel and flavor. It leaves your lips tainted black for a good hour after you drink even a sip. DC16.
--Black Velvet Cloak 4th Anni
-- 4th Anni Pocketwatch
- Mitani Cameo: This is an ivory cameo with a thin mithral pin, portraying a Mitani woman. Cameos were extremely popular in Mitani culture and can be found in the form of portraits, as well as house insignia, wildlife, and flowers. (Curiosity)
--Roc Feathers: These golden feathers come from the rocs killed in Mythily. They are of varying sizes from small to extremely large (which would be difficult to carry around, so unless you have a bag of holding, it would not make sense for you to have feathers as big as you are). (Curiosity)
--Bindi of Cognizance
This gorgeous cut ruby gemstone bindi affixes to the center of your forehead, and grants a +5 to any check that requires Perception. Once per day, it allows for a auto-pass of any perception-based check.
[Worth: 8,000gp]
--Lash of the Sands ☼ ☼ ☼
This desiccating whip is formed of permanently stabilized shapesand and does 1d5 damage. It is twice as heavy as a normal whip and deals lethal damage, which is effective even against opponents in armor. The whip can also entangle an opponent that it hits once per combat. The target gets an Acrbatics save against DC10 + Wielder's Quickness to avoid the entangling. The entangled opponent loses one turn of combat, and the wielder is unable to use the
SPELLS
104 Spells @ Obsidian Prime
[1 Extra Per Dice Rank, 2 Per Dice Rank, 10 to Start]
DC: 35 (Obsidian 15 + Arcane 4 + INT 14 + Psion Master's Eyes 2)
Obsidian: 20 + INT spells a day = 34 / 10 + INT per quest = 24
Quirks:
1- Aura Shifting Eyes
2 - Ghost Wind - An odd wind often follows the elementalist.
3 - Gurgle - The elementalist has been exposed to the element of water so much that their words are accompanied by a strange gurgling sound at times.
4- Spamming Facts
5- Shadowtwist - Every now and again, Lucy's shadow decides to twist and take shapes that are not at all what should be possible.
(Attack) Obsidian: +20 Diamond: +24 or Constant +6 or Double Roll | AIRBALL [air] [ INNATE] This creates a boulder sized sphere of air under incredible pressure. It is a stormy blue in color, and bursts when it strikes a target. "Pila aeris" OZONE CLOUD [air] This generates an invisible cloud of ozone that merely irritates most creatures, but does damage to fungi, gelatinous cubes, jellies, molds, oozes, puddings and slimes. Tiny sparks of electricity can be seen in the cloud. "Vexo nube" STEAM BLAST This creates a billowing cloud of scalding water vapor, that causes heat and water damage. "Calidum Aerum" |
(Constant Attack) Obsidian: +5 Diamond: +12 [All NPCs] | WATER ORB This creates an orb of elemental energy of your choice as a one-time or constant attack, such as an "Orb of Acid". "Globus aqua" DETONATE SHADOW You flood yourself with a potent surge of elemental energy (shadow), which then explodes from your body each round. "Umbra ruptus" |
(AoE Attack) Sapphire & Emerald: +6 [4 NPCs] Ruby: +8 [5 NPC's] Obsidian: +10 [6 NPCs] | CERULEAN HAIL When you let a drop of water fall into a pinch of dust, a deep blue–black cloud forms over the area and it rains blue hailstones that fall with a piercing scream. The hailstones deal damage to the targeted creatures if they fail their save. Half the damage is cold damage, and the other half is bludgeoning damage. "Hyacintho grandinis" SHARK BOLTS Using this spell creates one (or more) bolts of water, each the size and shape of a small, dark brown shark (Size S). The shark bolt "swims" from the caster's hand through air or water to bite the indicated target creature. "aqua pisces" DIRGE OF THE VICTORIOUS KNIGHTS By performing part of an opera, you call forth spectral illusions of mounted knights to trample your foes under the hooves of their glorious steeds. The shadowy knights appear in your square and ride forward in the direction you indicate, doing damage to the targeted enemies. "Equiti umbra" |
(Weaken: Hit Points) Obsidian: Lose 14 Hit Points Diamond: Lose 16 Hit Points | DEHYDRATE This spell pulls moisture out of the target's body, dehydrating and weakening them, causing them to lose permanent hit points. "Humorem" |
(xxx) | |
(Defense) Obsidian: +12 or Constant +10 or (AOE DEFENSE) Obsidian: +10 or Constant +5 [All Allies] | PSYCHOGENIC SHIELD You knit together a small pane of telekinetic energy that assist you in defense, either one-time or constant. "Sapiunt scutum armorum" |
(Defense Absorb) Obsidian: Absorbs 15 Dmg. | COAT OF MISTS Spilling the contents of your waterskin, you watch as mists rise from the ground where the water lands. The mist coalesces around your target, enveloping it in a bluish shroud. This magical mist absorbs damage from fire-based damage only. "Tutela ex nebula" BONECHILLING WIND GUARD You summon the winds of the glacier to protect you, and they heed your call, surrounding you with whipping cold winds and shards of ice |
(Evade) Emerald, Ruby & Obsidian: Evade Full Dmg | HOWLING GUST A gust of howling wind encircles your target, moving them physically out of the way of an incoming attack. "Magna venti" SPELLCRASH You create a discordant blast of energy that disrupts the target's magical attack, evading some (or all) of the damage. |
(Dual Spells) | AIR GEYSER You create a powerful blast of air capable of flinging an opponent upward. If the target fails its save, the force of the air deals bludgeoning damage and hurls the target upward, their fall down stuns them. "Aer ruptis" NERVE DANCE Casting this spell causes glowing blue streamers to shoot from the caster's hand. Each of these streamers pursues an intended target until it strikes and wraps 'round the target. It not only holds the target, but causes intense pain. "Poena tripudio" (Hold/Dmg) Amber and Sapphire: 1 round / +4 DMG Emerald and Ruby: 2 rounds / +6 DMG Obsidian: 3 rounds / +8 DMG |
(Skill Effect) | FLY The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium creature). "Volant" LILY PAD STRIDE Your every footstep creates aquatic plants capable of supporting your weight and that of any creature of your size or smaller that is following you. These lily pads only appear when you cross water or other liquids which do not immediately destroy plants. You can walk across these liquid surfaces without any fear of stumbling. "Ambulare aquas" WATER BREATHING The target is able to breathe underwater for the duration allowed. "Respirent en aquam" SKIN OF AIR This ability protects the mage from the effects of asphyxiation due to air deprivation, whether from drowning, smoke inhalation, or the results of a smother type spell. "Cutis aeris" MEDUSA'S CURE By gazing into a pool of water, you send any one curse or detrimental effect into the water and out of you. "Aqua sanare" SPHERE OF AID The mage casting this spell causes a sphere or bubble to form around an individual which is good for various things, such as breathing underwater or within thick mist or smoke. This protective bubble stays around the target until dispelled or the time is up per rank. "Orbis Tutela" DARKVISION This grants you or your target darkvision up to 60 feet for the duration allowed. "Tenebris sedis" HOARFROST A cloud of ice-blue particles cover everyone and everything in the area, visibly outlining invisible things for the duration of the spell. "Invisibilia gelu" DETECT SECRET DOORS You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. "deterge secreta" ENDURE ELEMENTS A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Endurance saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. "quae pati" OPEN SESAME With a burst of insight, you realize that the command word for the death ray is "fluffy kitten." If the target is a creature, you learn any passwords that the creature is waiting for you to speak. If the target is a magic item (or command word-controlled creature), you learn any command words that could activate the item or control the creature. This spell can only be used with DM approval, and with any limits the DM puts on it (such as only once per adventure) They can also ask for an opposed roll of their desire. "aperire" PERUSAL Perusal: You gain a brief but incomplete understanding of one book's contents, equivalent to having skimmed its pages for 1 hour. This insight is not sufficient to translate unknown languages, decipher codes, or memorize text, but it does allow the caster to learn what topics the book discusses— invaluable to an adventurer who must make a snap decision when performing research or deciding whether or not to abscond with a volume. "Legere Librum" SHADOW SCRY This allows the caster to use a shadow as a scrying device in one's home or business. The shadow must be in the line of sight, and no more than 10 yards distant. Once the spell is cast, the caster can contact another shadow in their home or business and see out of it as if they were standing within that shadow, regardless of the shadow's size or shape. The caster can see everything within sight from the contacted shadow, including the passage of invisible creatures and all normal visual capabilities function normally. Shadows outside the caster's home or business cannot be reached in this way. The caster can switch shadows as she wishes to inspect different areas. "umbra videre" |
(Combat Effects) | CHANNEL STENCH You draw in a deep breath and expel it towards your opponents. Noxious odors are channeled through your breath and ejected in a vile cone of stench. All breathing creatures within the cone must make an Endurance save instead of a Willpower save against this spell's DC. Those who fail become nauseated for 1d3 rounds. Those who succeed instead become sickened for 1d3 rounds. Creatures of a higher gemstone rank than the caster are immune to this effect. Nauseated: -2 to all rolls Sickened: -4 to all rolls "Alveo putrenum" DAMP POWDER This spell causes ammunition already loaded into the target firearm to be ruined with moisture (unless they have the enchant "Dry Load"). Any attempt to fire that ammunition fails, and the user must then take a full round to clear the weapon before reloading and firing it. If aware of this spell’s effect prior to firing the altered ammunition, the firearm’s user can spend a full action to clear the altered ammunition from the firearm. "Udo lutum" DEEP DELVING This changes the environment underwater for the caster and allies. Allies are able to breathe water, and they are able to move and see enabling combat while underwater without needing checks to do so. "Aqua spirandi" SPELL TURN This spell stops a non-damaging regged spell (such as a Hold, or a Weaken) in its tracks, and turns the arcane energy right back to the caster, causing them to be hit with the spell instead. The new target must pass the spell save of the original caster or suffer the effects. "Magicae torquent" |
(Flavor Effects) | LIQUID ORB This creates an orb of nonflammable liquid in the caster's palm. The liquid maintains it's spherical shape until released. The temperature is always that of the surrounding air temperature. You may use the sphere to put out fires, or simply supply the caster with small amounts of fresh water, ink (nonmagical), clothing dye, fruit juice, cider, soup, or any other nonflammable liquid that causes no damage to normal creatures (no acids or poisons). "Pila umoris" WIND VOICE Your affinity for the air affects your speaking voice, allowing you to change your voice to reflect a great amount of emotion. It can sound as kind and soothing as a gentle breeze, or as powerful and frightening as a howling storm. "Vox venti" ABSORBING INHALATION Absorbing Inhalation: (Transmutation [air]) You grant your lungs inhuman strength and capacity, allowing you to harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. Inhaling the cloud removes it from the area, leaving normal air in its place. If the cloud is too large for you to affect with a single casting of this spell, you may instead inhale a portion of the cloud, but you must inhale the portion of the cloud closest to you. This spell has no effect on gaseous creatures. While inhaled, the cloud does not harm you. You may keep the cloud harmlessly contained within you for up to 1 round per gemstone level, but you must hold your breath to do so (even if you do not normally have to breathe). "adtraho" BUBBLING BUOYANCY: (Alteration) This spell allows normally non-bouyant objects to float upon a layer of small crystal bubbles filled with air. Up to 100lbs of matter per gemstone rank of the caster can be made to float, including gold, lead, stone or living creatures. A sunken object can be raised to the surface if the object is within the spell's range. "ebulliens" PRIVATE SANCTUM This spell insures privacy in a room of up to 1,600 square feet in area, or 40 foot by 40 foot in dimension. All windows in the room become dark and misty from the outside, preventing creatures with normal vision, darkvision or any other special vision from looking into the room. Those inside can look out normally. No sounds, no matter how loud, escape the room. Scrying attempts cannot penetrate. TELEPATHIC BOND (Divination) You forge a telepathic bond among yourself and a number of willing targets. Each creature included in the link is linked to all the others. The targets can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting. |
(Attack Enhancers) Obsidian: Full Combat, 2d8 Damage Diamond: Full Combat, 2d10 Damage | WATER ENHANCER Choose an element when you take this spell, and you can cast this enhancer spell and use that element in your attacks per the enhancer rules. "Incantare aqua" |
(Hold) Obsidian: 4 rounds Diamond: 1 round no save, 4 rounds save each time or (AOE HOLD) Obsidian: 2 rounds [5 NPCs] Diamond: 1 round no save, 1 round with save [6 NPCs] | BINDING SNOW This causes the snow and slush beneath an enemy's feet to freeze and bind them, in a holding spell for the time allotted per gemstone rank. Even if it is just mud, or sand, she can cause it to freeze and hold. "Nix duratus" SHADOW ANCHOR You tether the creature by it's own shadow to the spot where they are currently located. "Umbra duratus" DENY MAGIC You can cast an antimagic field around one target (or multiple, see AoE Holds) causing them to be unable to use any spells, or magical items for as many rounds as a hold allows. HOSTILE LEVITATION This causes your target to levitate off the ground, removing solid footing and causing them to be unable to make attacks. |
(GROUP STRENGTHEN: HIT POINTS) Obsidian: Gain 10 Hit Points [10 PCs] | MASS GOOD HOPE This spell instills powerful hope in the subjects, boosting their ability to remain in combat longer. |
(STRIKE BOOST) Obsidian: Constant +4 / -4 or (AOE STRIKE BOOST) Ruby, Obsidian: +3 / -3 to All | FORCEFUL YANK You wrap a telekinetic fist around your opponent, and pull them onto your waiting blade. This grants you accuracy during battle. (Strike Boost) ENLIGHTENED STORM This arcane storm manifests as a bright, warm, sunny day. The sun shines even at night, helping to drive evil and undead creatures into their dark homes or underground. The air has a slight scent of cinnamon, which serves to hearten good creatures and give them strength and confidence to stand strong in battle. While in the area of this storm, allied creatures gain a morale bonus to their strike for one round of combat. |
(NEGATE DEFENSE) Obsidian: 4 rounds | ERODE DEFENSES Your spell begins to eat away at all of the defenses of your target, mundane and magic. |
(SHIP'S MAGE SPELLS) | FLAWLESS NAVIGATION [Skill Effect / Talent Boost] The ship's mage is able to tell speed, strength and the direction of currents, tradewinds as well as astronomy allowing you to plot a safe course without need for charts, compasses or sextants. If a roll is called for, treat this as a talent boost spell for the amount of boost. This is most often used to either stay away from dangerous currents, or find the best currents to speed your ship along to its destination along with plotting the best course for the ship. "Ignitus navigantes" CLEAR SAILING [Skill Effect] By subtly manipulating wind and water currents, you can dispel natural storms, calm choppy seas and create favorable winds to speed your ship along. This is not meant for magically produced storms, or intense weather events. Work with the DM. "nauibus" DRY OFF [Flavor Effect] This simple spell causes an object or creature that has gotten went to instantly be dried off. Water squeezes out of the air, drips off armor, etc. It does not dehydrate or deal any damage, and it does not affect any harmful liquids like acids. KEELHAUL [ATTACK] This only works from the deck of a ship. The target is snatched and hurled into the water, only to be dragged slowly along the ship's keel from port to starboard then out of the water. Slashing damage is dealt from the razor sharp barnacles. If for some reason the barnacles are cleared (such as recently dry docked) the target only takes half damage. "super tum sub" PSYCHOTRANSPORT VIA WAVES [Skill Effect] You can meld with any body of water and move from one body of water to another body of water on the same plane. If you are uncertain of the destination, you may specify by distance and direction, such as "freshwater pond, 80 miles east". Prerequisites: Psychoportation, or some other Teleportation Skill TEARS OF THE CROCODILE (to salt) /TEARS OF THE ALLIGATOR (to fresh) [Combat Effect] This spell changes an area around the ship from freshwater into saltwater or from saltwater to freshwater for the duration of the spell, used to repel creatures that don't like the saltwater or freshwater. Creatures must pass a DC15 Willpower to force themselves into the area of fresh or salt water. Anything else that happens to them from exposure is up to the DM. This lasts as long as a Hold. WITHSTAND WATER [Flavor Effect] This makes a creature and all gear waterproof, well enough to even go underwater with it. SARGASSO [Ship Hold] This creates a thick mass of seaweed in water to slow or stop ships. Work with the DM, and use the Hold rules for how many rounds the ship (or ships) are held. TRACK SHIP [Skill Effect] In order to cast this spell, you must have a piece of the ship you wish to track. Merchants often preserve slivers from their trade ships specifically for this purpose. You also need a nautical chart. When you cast this spell, an icon of the targeted ship appears on the nautical chart. The icon moves as the ship moves for the duration of this spell. If the ship is not within the area delineated by the chart, the spell fails. SHIP'S BUBBLE [Defense Absorb for Ship] This produces a defensive bubble around the ship to protect it. BLACKWATER TENTACLES [Attack or AoE Attack] The cold blackness of the stygian depths of the sea are called forth, forming into black, thick tentacles that attack your enemy. This can be against one enemy, or multiple such as many sailors across the deck of a ship. WATER CRUSH Creates intense pressure of water around a creature or ship, causing damage. DOOM OF THE SEAS [Summon] Summon a kraken to do your bidding, follow the rules for summons. FOG CLOUD [Skill Effect / Talent Boost] The ship's mage produces a cloud of fog that conceals the ship. If DM calls for a Hide/Stealth roll, then treat this as a talent boost. Otherwise, it conceals the ship's presence. MURK & GLOOM [Skill Effect] Makes the water dark and gloomy, requiring darksight. This lasts as long as a hold, and requires all who are in the water at the time to use darksight, or be unable to attack. STARRY STARRY NIGHT [Flavor Effect] In times when the clouds make navigation by stars impossible, this spell can be used to project the night sky onto the ceiling of a ship's cabin. UNSEEN SAILORS [Flavor Effect] This creates invisible, mindless servants who do the job that they are created for and nothing else. |