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Posted: Thu Jan 16, 2014 8:04 pm
Magic Drow are a highly magical race, and many are skilled practitioners of different forms of magic. Additionally, most if not all oura'thir have some form of minor magic which usually compliments their keeper in some way. In order to curtail god-moding and promote fairness, please observe the following guidelines: General Guidelines: Any oura'thir or drow may have magic if their player desires, but none are required to. Magic is in no way a valid excuse for poor roleplay ettiquette. In other words, do not godmode. You may choose to describe magic as having a different appearance than what's described in the master list, as long as the change is purely cosmetic. If you aren't sure whether a change would be cosmetic or something more, feel free to ask in the thread. Suggestions for new powers both Major and Minor and for new specialties are welcome, and will be used only for the purposes of this shop.
Oura'thir: An oura'thir may choose one major magical ability from the master list -or- two minor abilities from a single specialty. Additional abilities may not be purchased with roleplay points. Thanks to Kestali's ineffable wisdom, this magic usually somehow suits or compliments the oura'thir's keeper, but as often as not exactly how it's supposed to do so is unclear.
Drow: A starting drow mage may begin with one major and three minor abilities chosen from the master list, found below. The major ability determines the character's field of specialty, and all but one minor ability must come from this field. Bear in mind that magic is an advantage, and it's unlikely (but not impossible) that a mage with a remotely useful skill will be completely destitute. Additional abilities may be purchased for drow characters with roleplay points as described here.
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Posted: Thu Jan 16, 2014 9:50 pm
Major Magic Plant
Flourish
The character can cause rapid growth in surrounding plant life. Possible uses include: to improve and acellerate harvests, to create cover or concealment, or to impede (but probably not completely prevent) the movement of an enemy. Vine
The character causes a single vine the width of a drow's arm to burst out of the ground. It can appear from any surface less resilient than solid stone, and obeys her will. It is strong enough to restrain a drow of average strength, and can act like a bullwhip if its owner prefers. It is also nimble enough to simply act as an extra hand. This ability may be taken up to five times. For each time it is taken, another vine may be summoned. Graft
As a skilled gardener can combine the characteristics of two plants through grafting, this character can adopt certain plantlike traits. She acquires one plant-like trait that may, if she chooses, be permanent. Possible modifications include: thorny skin, barklike skin, sap for blood (immune to poison), or blooms in her hair whose scent increases her charms. Other modifications are permitted, but should be discussed with staff first- feel free to shoot us a PM or ask in thread. This ability can be taken multiple times. For each time it is taken another modification may be chosen. Topiary
This character can imbue plant life with a semblance of animal life, allowing a single plant to uproot and move around. A small, relatively useless companion (no bigger than a rabbit) can be animated on a permanent basis, but larger or more dangerous things last a limited time. For example, a thorny mannequin the size of a child could last the length of a combat, but animating an entire tree in this manner could last only a few seconds. This ability can be taken up to five times. For each time it is taken, the caster can animate one additional plant creature.
Animal
Omen
This character has a deep, instinctual sense of the rhythms of nature, and can derive basic divination from studying them. This ability takes time, at least an hour of watching the migratory patterns of birds or the habits of caterpillars, and returns only cryptic clues that are notoriously difficult to interpret. OOC: This skill should be used to further plot in private stories or for character flavor, and it's use should probably be discussed OOC-ly with your partner before it comes to play. Pestering anyone running an ORP for extra hints and clues is not advised. Summon
This character can summon a single small creature (no larger than a medium-sized dog) to aid in a task or help in a fight. The creature that appears is somewhat under control of the summoner, but will always be something appropriate to the environment (an alligator will appear in a swampland, if requested, even if teh summoner indoors, but will not appear in a desert, where a mountain lion would) It will obey her will to the best of its ability. This ability can be taken multiple times, for each time it's taken, she can summon one additional creature. Shift
This character has learned to adopt certain traits of animal creatures as her own. She can, for example, adopt an alligator's thick hide, a viper's poisonous bite, or an owl's keen gaze. If she desires, this trait can be permanent. Other modifications are permitted, but should be discussed with staff first- feel free to shoot us a PM or ask in thread. This trait can be taken multiple times. For each time it is taken, the character may choose one additional animal trait they wish to adopt. Whisper
This character can speak to a category of animals (ex: canine, feline, snake, lizard, frog, fish) and make herself understood, and understand what they have to say. Animals do not think like people do, therefore the thoughts they have to impart are not necessarily useful, and care should be taken to ensure that things told to animals make sense to their way of thinking. This ability can be taken multiple times. For each time it is taken, the character may choose a different category of animal with which she can speak. Healing Knit
This character can close grievous wounds with a touch, knitting torn flesh and mending broken bones once a day. This ability can be taken multiple times, and for each time it is taken the player may choose to either be able to trigger the ability an additional time per day, or to affect an additional target when the ability is triggered.
Purify
Once a day, this character can purge either poison or disease from an afflicted patient. (The character always has the ability to do either, but each time the ability is activated she must choose one or the other) This ability can be taken multiple times, each time the player may choose to either be able to trigger the ability an additional time per day, or to affect an additional target when the ability is triggered. Comfort
Once a day, this character can soothe mental trauma or high emotions, easing fear, healing madness, or soothing rage. This ability can be taken multiple times, each time the player may choose to either be able to trigger the ability an additional time per day, or to affect an additional target when the ability is triggered. Rescusitate
Sometimes even the best doctor loses a patient. When death happens, the soul leaves the body, but sometimes it doesn't move on to the realms of the Gods. Some even remain for a very long time indeed. With this spell, a character can reach just a little way into the ether and retrieve the soul of a departend individual and return it to life. There are some conditions that must be met for this spell to work. The first, and most important, is OOC: The dead character's player be willing to have their character return. The rest are IC: The character must be willing to return, there must be a body for the character to return to (preferably their own, but other arrangements can be made), and that body must be in fairly good repair. Necromancy can preserve and repair dead flesh. Necromancy Blight
The character infuses an area the size of a room with the peculiar, cold energies that allow the dead to walk. This weakens living things and strengthens undead. Minion
The energies that animate unliving bodies are unstable at best, making necromancy as much of an art as a science. But this character has managed to stabilize them. Once. Now, she has one elf-sized minion from the ranks of the minor undead (meaning non-sentient undead such as zombies and skeletons) or particularly that loyally (but not necessarily competently) obeys her commands. This ability may be taken up to six times. For each time it is taken, the character may have another permanent minion. Or for every two times it is taken, the character may create a minion of a more advanced type of undead (ghost, bansidhe, geist, etc.) Raise
For those occasions when one zombie simply isn't enough. This character can raise five elf-sized minor undead for the duration of a combat. They aren't terribly clever or strong, but there are a lot of them, and it's not like they can feel pain or fear anymore. This ability can be taken multiple times. Each time it's taken, five more undead will answer the Necromancer's call. Mend
Just because the dead don't feel pain doesn't mean they don't take damage. With this spell, the necromancer can knit dead flesh to new condition, returning one elf-sized corpse to perfect condition (provided at least the majority of the corpse is present) per day. The corpse in question may or may not be animated. This ability may be taken multiple times. For each time it is taken, the character may choose to affect one additional target per activation, or to be able to activate the ability an extra time per day.
Pyromancy Heat
The element of fire seems to want to rage and consume, but a skilled pyromancer can heat up to a large area (the size of a big living room) to a precise degree, but cannot cool it below the temperature it would naturally be. The applications are varied, ranging from making a space more comfortable to perfectly firing pottery to literally turning up the heat during an interrogation, or even filling a space with smoke as a distraction. Some Pyromancers are known to manifest this ability spontaneously if angry or upset. Kindle
The grown-up version of Spark, this spell allows the caster to summon a blaze the size of a small bonfire from nothing. It can be (if desired) powerful enough to ignite even poor fuel and will certainly deliver third-degree burns if it catches a creature in its radius. This ability can be taken multiple times, each time it is taken the size of the summoned fire increases. Flicker
Fire seems to have a mind of its own, but with this spell the caster can direct a fire, or part of a fire equal to the size of a large bonfire. It cannot travel where there is no fuel, but fire can leap surprising distances. Blaze
For a few seconds at a time, once a day, the caster can become fire. Her body is formless as liquid and light as air, though she cannot fly. And, of course, dangerously hot to the touch. It doesn't last long, but it can be long enough to dodge a blow or wound an opponent. This ability can be taken multiple times. Each time it is taken, it may be used one additional time per day.
Aquamancy Crush
Once a day, this character can call upon the power of the ocean to increase the pressure around a target to injurious levels. Sometimes this manifests as a literal crushing bubble of water, or it can simply be intense pressure. This ability can be taken multiple times. Each time it is taken, it can be used an additional time per day. Flood
Water goes where it will, but with this ability the Aquamancer can influence it, calling moisture out of saturated ground to douse a fire, for example, or calling a gout of water out of a stream to pummel a foe. The Aquamancer can affect a few gallons of water with this ability at a time, but that can be enough to severely hamper an opponent- and it works on ice. This ability can be taken multiple times, each time it is taken more water can be moved. Flow
For a few seconds at a time, once a day, the caster can become water. Her body is formless and fluid and flows where she wills it to. It doesn't last long, but it can be long enough to dodge a blow or escape through a crack in the stone. This ability can be taken multiple times. Each time it is taken, it may be used one additional time per day. Cleanse
This character can call upon the healing power of water to cleanse tainted air and water with a warm, soothing rain. The first time this spell is taken, it will wash an area the size of a large room, clearing toxic gases, pathogens, smoke, and poisoned or disease-ridden water in that area. Each additional time it is taken, an area the size of a large room is added to it's effect, and one additional effect may be added for any creature caught in the radius: minor healing, soothe emotions, ease the symptoms of poison or disease (but not cure it outright unless it's very minor).
Geomancy Sculpt
Once a day, this character can shift several square feet of earth, stone, or clay. Depending on the caster's skill in the art of sculpting, the spell allows very fine control, creating vicious but strong spikes or delicate, graceful sculpture. This spell may be taken multiple times. Each time it is taken, several more square feet may be shifted, and the ability may be used an additional time per day. Golem
With this spell, the geomancer can breathe life into an earthen companion. Clay is traditional, but with a bit of work stone or metal can also serve. This companion is half the size of the drow, but weighs just as much. It obeys its creator's commands with exacting precision (indeed, many legends exist about incautiously worded commands carried out to the letter). This spell can be taken multiple times. Each time it is taken, an additional companion can be created, or a larger companion can be created (by a volume half the size of a drow each time.) Earthstep Apotheosis
For a few seconds at a time, once a day, the caster can become earth. Her body is heavy, and is either rigid and immovable or as flexible and moldable as clay. She cannot move if she is stone, but an opponent would be hard-pressed to move her, too. It doesn't last long, but a single blow from a character transformed into heavy clay can end a fight. This ability can be taken multiple times. Each time it is taken, it may be used one additional time per day.
Aeromancy Gust
Once a day, this character can summon wind out of nowhere, creating a cooling breeze, air in an airless space or causing a powerful blast of wind that can send foes tumbling like ninepins. This spell can be taken multiple times. For each time it is taken, the spell may be used an additional time per day. Lift
Calling on the power of wind to lift her, this character can fly for a few minutes, once per day. this spell can be taken multiple times. Each time it is taken, it can be used an additional time per day. Breeze
Nothing can outpace the wind, except perhaps a skilled Aeromancer. This ability doesn't last long- a minute per activation at most, and can only be used once a day. But for that time, the Aeromancer can move almost faster than the eye can follow. This spell can be taken multiple times. Each time it is taken, it may be activated an additional time per day. Tempest
For a few seconds at a time, once a day, the caster can become wind. Her body is formless and fluid as mist and blows where she wills it to. She can be invisible if she chooses, or appear as a wispy, vague form. It doesn't last long, but it can be long enough to dodge a blow or escape through a crack in the stone. This ability can be taken multiple times. Each time it is taken, it may be used one additional time per day.
Lucemancy Weave
This character can weave light to create fantastic illusions the size of a single drow. With practice, these purely visual phantasms can become utterly convincing, and can last for up to an hour. This spell is usually used as part of a performance, to enhance a storytelling session or add an extra element to a song, but other applications are possible. This ability can be taken multiple times. Each time it is taken, the size of illusion that can be created is increased by the size of one drow (roughly). Radiant
Not all light is literal. Three times a day, this spell allows the character to draw the eye like the glitter of a flawlessly cut diamond. She fascinates a single target for a few minutes, during which they can do nothing but stare. Granted, this makes them useless for answering questions intelligently and the target will remember you, but it serves as an excellent distraction. This ability can be taken multiple times, increasing either the number of targets affected per activation (by one) or the number of times it can be activated per day (By three). Prism
Even something as ephemeral as light can have a tangible effect, allowing plants to grow or burning the skin if intense enough. With this knowledge, this character has gone a step further- transforming pure light into tangible, physical objects. These constructs are obviously unnatural and crude, but even a clumsy sword of light can cut. The first time this spell is taken, the caster can craft objects roughly the volume of a breadbox. For each additional time the spell is taken, she adds another breadbox to the size of her potential construction. Lucent
This character can call on the light and warmth of pleasant memories to take on the form of something the target would be happy to see. This is not without risk- She might provoke love, lust, or happiness. And the worst part is, even if she knows the subject very well, she can't know what she looks like to the target and anyone else present sees her as she is.
Obscuromancy Grim
This character can call on the shadow and gloom of unpleasant memories to take on the form of something the target would not be happy to see. This is not without risk- She might provoke fear, disgust, or anger. And the worst part is, even if she knows the subject very well, she can't know what she looks like to the target and anyone else present sees her as she is.
Meld
All shadows are essentially the same; with this understanding, the caster can step into shadow in one location and step out of shadow anywhere he is familiar with (this must be somewhere she has seen more than once briefly). Obscure
This caster calls on the darkness of anonymity become utterly forgettable for just a few minutes to one person, to the point that they will forget she's there when looking directly at her. This ability can be taken multiple times, each time it is taken it can affect one more person at a time. Manifest
Even something as ephemeral as shadow can have a tangible effect, chilling the air and stifling life. With this knowledge, this character has gone a step further- transforming pure shadow into tangible, physical objects. These constructs are obviously unnatural and crude, but even a clumsy sword of darkness can cut. The first time this spell is taken, the caster can craft objects roughly the volume of a breadbox. For each additional time the spell is taken, she adds another breadbox to the size of her potential construction
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Posted: Thu Jan 16, 2014 10:10 pm
Minor Magic Plant
Nourish
Once a day, causes a food-producing plant to immediately bear enough food to feed a single elf for a day. Spore
Three times per day, causes a cloud of irritating, bright yellow spores to appear, enough to coat a single drow-sized target. This can stun and distract foes and interfere with invisibility. If created in a contained environment like a pouch, the spores also make excellent tinder. This ability can be taken multiple times. Each time it is taken, the spell can affect one additional target. Growth
This character can stimulate a small amount of useful plant material to grow: Moss for bedding for one drow, leaves to cover a one-person shelter, vine to use as string or rope for a single hammock, for example. This ability can be taken multiple times. Each time it is taken, the amount of material that can be created is increased. Blend
In areas that are covered in vegetation (such as thick underbrush or tall grass) this character can briefly cause her hair and skin to sprout with twigs and leaves so as to resemble her surroundings enough to help her hide. The effect only lasts for a few minutes, however, after which the plant matter withers and she is restored to her usual appearance.
Animal
Adapt
Once a day, this character can make a single minor change to her body to help her survive inclement conditions- For example, she can grow a pelt of fur in the cold or lengthen her legs slightly when she needs to run, or a nictitating membrane to see better underwater. Major alterations such as would be required for gills are beyond her, however, and the effects are short-lived, lasting a few hours at best. This spell can be taken multiple times, each time it is taken it allows an additional modification to be made per day. This modification can happen simultaneously with the first, or they can be used separately (or the same modification can be used twice, for example). Enhance
This character can flood animal life with extra strength and vigor. For example, she can increase the strength, size, or speed of one creature for the length of a combat or for long enough to complete a task, or she can subtly enhance the intelligence of a companion indefinitely. Instinct
Three times a day, this character can call upon deep, forgotten urges to briefly increase her strength, speed, or agility in order to survive a difficult situation. The effect lasts only a few seconds, but in survival a few seconds is often all that's needed. This ability can be taken a maximum of five times. Each additional time it is taken the player must choose whether it increases the duration of the effect (first to a matter of minutes, then a matter of hours) or the number of times a day it can transpire (first six times a day, then nine.) Commune
Up to three times a day, this character can subtly shift her scent, expression, and body language to effect rudimentary communication with an animal or group of animals provided they are all the same species (such as a herd of deer or a pack of wolves). Complex ideas cannot be communicated, but it is useful for convincing predators that you are not prey, or prey that you are not a predator, or territorial animals that you are not a threat. This spell can be taken multiple times, each time it is taken it can be used an additional three times a day.
Healing
Diagnose
With this spell, the healer can gain some insight into what is amiss with a patient. It cannot inform her about something that isn't already part of her knowledge- for example, if she has never encountered a particular sort of poison before, the spell will inform her that poison is present (because she knows what poison is), but will remain mute on what kind (because the word for it is unknown to her.) Thus, the spell is really only as good as the healer wielding it. This spell imparts no knowledge of how to treat a malady. Soothe
This spell grants small relief from symptoms such as fatigue, anxiety, soreness, even mild nausea. While the magic of the spell makes it easier to function, it cures nothing, and so could be used with caution as it is very easy to worsen an illness or injury through lack of rest without the body's natural feedback reminding the patient that rest is necessary. Bolster
This spell offers a small burst of energy. This can be used to ease fatigue, but can also be used when a little extra speed, coordination, or merely alertness would be useful. But be cautious- there is a very good chance that after the magic wears off, you will be slightly more tired than you were before it was cast. Detect
Most useful to Nomads, but also of great value to inexperienced herbalists and those who have enemies, this spell detects sickness and poison in food, drink, even unharvested plants. It does not offer any information as regards the virulence of the disease or poison present. It simply indicates that either poison or disease exists.
Necromancy
Sicken
This spell infuses a single living target with the peculiar energies that animate the dead. This has the effect of weakening and sickening the victim until the energies disspiate. Spell
Spell
Spell
Pyromancy
Spark
This character can reliably produce a spark or small flame (no larger than a candle flame) at will. While it won't do much on its own, applied to flammable material this ability will reliably start a blaze and can prove startling to wild animals. Warm
This character can raise the surrounding temperature a little bit, enough to make uncomfortably cold temperatures bearable. However, this ability only extends about five feet beyond the Pyromancer's body. This ability can be taken up to three times, each time it is taken it increases the radius by five feet. Spell
Spell
Aquamancy Geomancy Aeromancy
Blowback
The caster summons a powerful downdraft, centered on themselves. It doesn't affect the caster (other than to dramatically blow about hair and robes, etc.) but any character within melee range of the caster is at risk of being pushed away several feet. Spell
Spell
Spell
Lucemancy Obscuromancy
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