To prevent people's starting skills and spells from becoming obsolete as their character evolves, and prevent players with a lack of understanding of appropriate power levels from creating overpowered skills, the Wms came up with these optional skills for starting characters.
From now one there will be Absolutely NO custom LSSs
There is will be a similar ban on multiple LSSs on a single character. This means that no character will even be considered if he/she has more than one LSS.
Art Based Leveled Starting Skills
There are two for each art. You attain levels in this by purchasing and learning spells. The level you attain is equal to the level of that art you have reached. Any magical leveled starting skills that requires you to actively do it counts as casting a spell, except for the spirit ones, which are so similar to innate physical power that they go unaffected by null effects and alike. (An active use would be level 8 of Photosynthesis, passive would be level 5.)
Light - Aslanyr Kitten Raise a rare breed of this light aligned 6 legged cat. Level 0: A small white 6 legged kitten with golden eyes. (1' long, 6" tall to shoulder) Level 1 : Its roar empowers its owner. Level 2 : Gains hunter’s scent tracking techniques. Develops golden stripes on its head and neck. (1'6" long, 1' tall to shoulder) Level 3 : Its roar instead as a daze effect on a target, tail grows a golden brush tip (2' long, 1'6" tall to shoulder) Level 4 : Develops 4" long claws and a natural empower. (2'6" long, 2' tall to shoulder) Level 5: Its roar may instead act as a mindlash to those that hear it, grows a golden mane. (3' long, 2'6" tall to shoulder) Level 6: Its internal magics manifest into a golden armor over its forelegs and chest/back. (4' long, 3" tall to shoulder) Level 7: Its roar acts as a 3x powered repel (5' long, 3'6" tall to shoulder) Level 8: Gains Ram Forceful Charge and Cat Style Bonus & Spring. (6' long, 4' tall to shoulder) Level 9: Its roar may instead unleash with it a ring shaped blast of light 6" thick and 3 feet in diameter, with 4x the force of a punch (7" long, 4'6" tall to shoulder) Level 10: Grows into a humanoid version of itself, retaining all its powers. (7' 6" tall)
Light - Mark of Solumin A very rare gift. Those born with this mark are 30 years old, and from the villages in/outside the southern end of the Lutharins. They were born soon after the death of Solumin, Soltara?s predecessor in the line of cleric guildmaster, in his epic battle with the initiate guild master Thanis that turned the Southern Plains into the Southern Wastes. The magics released on that day marked some of the unborn, those who were the descendents of clerics at some point, with powerful inner light. As they learn light magics, this inner light manifests and slowly changes them into a rare and wonderful creature revered by the guild. Weaknesses carry over to all abilities above them. Does not count as a spell. Level 0: Bears a sun-over-cross birthmark on their forehead of hand. Their hair and eyes are naturally white. Level 1: Gains a boost in charisma. Hair lengthens to shoulder length Level 2: Can see through illusions and false images, eyes glow white. Level 3: Can form a fire-like holy aura around hands and feet. Skin goes albino. Level 4: Light spells' base are reduced by 4 gold. Must take 50% reduced bounty payments. Level 5: Voice deepens and grows louder, it has a pacifying effect on all that hear it. Level 6: Grow a pair of angelic wings. Level 7: Gian the ability to summon a pair of short swords made of holy light to your hands, your arms and legs lengthen to 125%. Level 8: Grow to 7 feet tall. Can absorb holy energy attacks. Level 9: Gain the ability to bless things once a week, turning water into holy water and giving items a diamond imbue like effect. Increased weakness against dark magics, Level 10: Develop a holy aura that increases resistance to nondark magics.
Light - Photosynthesis The aborbtion of light into you and the focusing of it in and eventually out of your body. Does not count as a spell. Level 0: Absorb light around you for an empower effect Level 1: Constant empower effect while you are in sunlight Level 2: Absorb light around you to heal diseases, poisons and lesser wounds Level 3: Constant advanced healing rate while you are in sunlight Level 4: Absorb light around you to form a light armor twice the strength of holy armor Level 5: Constant double holy armor effect while you are in sunlight Level 6: Absorb light around you to form a pair of light lances around your hands. Level 7: Create a short range weapon of your choice made of light as long as you are in sunlight. Level 8: Absorb light around you to concentrate it into a beam from your hand. Level 9: Able to create a large offensive/defensive sphere of blazing light energy around you as long as you are in sunlight. Level 10: Power to double the intensity of any external light.
Light - Sanctify You are able to sanctify items with light magic by touch. Once ever you may chose a single item and have this effect only that item, passively and to a stronger effect Lvl 0: Target/Chosen item is seen as being /extremely wondrous by others. Lvl 1: You are able to project your sense of sight to touch/chosen Item. Lvl 2: The touch of Target/Chosen Item is painful to the wicked/dark aligned the next 4 posts/for good. Lvl 3: Target/Chosen Item can be lightsped/lightblinked to your hand for the next 3 posts/for good. Lvl 4: Target/Chosen Item has a strong resistance/immunity to dark magics for the next 4 posts/for good. Use 4 times per encounter/No encounter limit. Lvl 5: Light enchantments on target/chosen item are amplified. Use five times per encounter/Passive. Lvl 6: Target/Chosen Item can be turned invisible the next 5 posts/for good. Lvl 7: Target/Chosen Item can be Lightformed. Use once/twice per encounter. Lvl 8: Halve all damaged dealt to Target/Chosen Item the next 6 posts/for good. Lvl 9: All enchantments on target/chosen item are prismed to light for the next 7 posts/passively. Chosen item can act as a light prism. Lvl 10: Custom light effect on target/chosen item. WM approval required.
Plant - Abeo Staff Weild are rare wood that changes along with you. Choices set upon creation Level 0: Have a 6' long branch-like staff of mysterious Abeo wood. Level 1: Tendrils from the staff spread into your hand, giving it a version of will bond. Level 2: Staff hardens to iron strength, tendrils give natural empower. Level 3: Staff appearance and head shifts into the wood and form of your choice upon change, you skin becomes iron tough and takes on the appearance of the bark of the tree of your choice upon change. Level 4: Staff injects a mild hallucinogenic when it breaks the skin. Your blood turns either poisonous or healing on ingestion, your choice upon change. Level 5: Staff tendrils thicken and sick deeper, is always in constant with you though them no matter where it is. Able to managed animate it. Level 6: Staff becomes diamond hard. You gain a passive infuse ability. You may use any growth acceleration spell to temporarily increase this healing to Mend strength. Level 7: Staff able to release a thorn spray or Lapidify from its head, your choice upon change. Your grow thorns or amber plates along your forearms, spine and shoulders, your choice upon change. Level 8: Staff and you can both grow or shrink to ½ or 2x its normal size. Size changes can be independent of each other. Counts as spell. Level 9: Staff gains the melding ability of an emerald imbue. You gain the ability to release the tendrils from your fingers and use them to animate a single plant under your control. Level 10: You can now meld yourself with almost any plant.
Plant - Anthermagery Summon forth a burst of spores and pollen from rare and potent plants from your hands. Effects last 3 posts. Lvl 0: Spore are released slowly, affecting those at a distance only very weakly over time. Lvl 1: Call forth the pollen of the Golden Poppy, which attracts those who spell it and vitalizes plant based life forms. Lvl 2: Call forth the spore of the Papyrin Fruit, which dulls the senses. Lvl 3: Call forth the pollen of the Tritisic Honeypot, which hangs in the air and allures any that catch its scent to it and hold their attention. Lvl 4: Call forth the spore of the Gragarin Feathertrap, which dazes and confuses any who inhale it. Lvl 5: Spore can be released in a concentrated cloud, increasing their potency for a single target or small group. Lvl 6: Call forth the pollen of the Sekoran Adderrose, causing those who inhale to start violently and uncontrolably sneezing. Lvl 7: Call forth the spore of the famous Miltweed, powerfully drowses all who inhale it. Lvl 8: Call forth the pollen of the dangerous Vipersnare, which not only causes powerful hallucionations but is very toxic. Lvl 9: Call forth the pollen of the Eternity Lotus, which leaves those who inhale utterly content and unconcerned with anything. Lvl 10: Spores can be increased in potency and duration at will.
Plant - Cultivorian Raise a pet-like plant creature which grows as you gain plant magics, takes 1 day for them to fully change after buying the spell. If killed, can grow new one from body?takes a week to sprout and week to reach new level and catch up. People have have these pets have to have spent extensive time in the Sothern Sekoran Forest, as they are rare and found only there. Does not count as a spell. Level 0: Is a small squid-like creature with a golf-ball sized hard bulb head with small glass black eyes and 8 four-inch long vine tendrils. Level 1: Its bulb forms inch long mandible-like thorns, sprouts a stubby stalk body and the tendrils thicken until it is spider-like. It becomes able to spit a sap spray. Level 2: It grows larger, the stalk and bulb elongating, so its around the size of house cat. The sap spit becomes a stream that hardens its soft amber webbing. Level 3: It doubles is size to the size of a dog, the vines wrapping around each other to form four legs. It forms a hard bark-like cover over its entire back, chest and front legs. Level 4: Its grows again to the size of a wolf. Its mandible thorns elongate to 4 inches. It sprouts two vine line buds on its shoulder that shoot out like snare vines. Level 5: Its stalk shifts and its hind vines thicken and separate so it looks like a humanoid with four tentacle legs, which is around four feet tall. Its arm vines branch into finger-like tendrils. Level 6: It grows to 5 feet tall. Its four vine legs re-entwine into two. The arms thicken. The mandibles elongate to 7 inches. Its amber webbing can now be spit out in 3 foot nets. Level 7: Its bulb head breaks open to the sides below to the brow, turning the mandibles into tusks, to reveal a knotty green jaw with 4 inch long tendrils hanging around the mouth. Its sprouts 3 inch long thorns along the forearms, back and crest of its bulb skull. Two foot long irony sharp leaves sprout from the shoulders. Level 8: It grows to 6 feet tall. Its chest stalk thickens and its dark hide hardens into ironwood armor. It can detach the blades on its shoulders to use as sabers. Level 9: It grows to 7 feet tall. Its vine fingers and toes form thorn claws. Its thorns elongate to 6 inches. Its amber nets double in size. Level 10: Its grows to 8 feet tall. Its arms thicken so their divide into four arms. The last of its bulb parts fall away to reveal 2 foot long thin tendril hair. The head takes on a human look. It gains the power to release a hallucinogenic pollen from small holes on its wrists.
Plant - Vine Leech Naturally release vine-like tendrils from your hands to absorb power from others like a plant absorbs nutrients from the soil. Levels 4-9 slightly weaken what is leached in the leached. Does not count as a spell. Level 0: Through vines from the hands, you may slowly leech health from a target, eventually causing your health status to become identical to theirs. Tendrils are 1' long. Level 1: Leech physical traits from a target, allowing you to cause your strength, speed, etc, to become as theirs for four posts. Level 2: Leech physical traits from a target, allowing you to cause your strength, speed, etc, to become as theirs. Lasts for six posts. Level 3: Leech physical traits from a target, allowing you to cause your strength, speed, etc, to become as theirs. Lasts for eight posts. Level 4: Leech a specific skill from a target. Lasts for four posts. Level 5: Leech a specific skill from a target. Lasts for six posts. Tendrils can now extend to 8'. Level 6: Leech a specific skill from a target. Lasts for ten posts. Level 7: Leech a level 3 or lower spell from a target. Lasts for four posts. Level 8: Leech a level 6 or lower spell from a target, lasts for four posts . Level 9: Leech a level 9 or lower spell from a target, lasts for four posts. Level 10: Leech the essence of a target, taking on an osmose-like form based on it. Lasts six posts.
Water - Aquamate Learn to adjust your knowlege of water magics to mimic the effects of other arts in an elemental fashion. Count as spells. Cannot use any modern art except for Water. Level 1: Create a layer of frost over a target, numbing their whole body. Level 2: Summon a small ammount of slightly acidic water in the eyes of a target, momentarily blinding them as if flared. Level 3: A variation on purify, taint the blood of a target to temporarily sicken them. Level 4: Unleash a volley of icy hail stones. Level 5: Create an ice varient of rootclutch. Level 6: Unleash a powerful blast out water out from arround you in a repelling sphere. Level 7: Summon an unpredictable phantasm-like hydrite whose form and controllability vary from caster to caster. Level 8: Summon a weapon or shield made of ice to your hand. This spell cannot summon mechanical, projectile, or magically enhanced weapons Level 9: Transforms the caster into boiling water. He/she can?t interact physically in this form except for scalding. This spell costs 2 spells to maintain. Level 10: Summon a 24 foot long ice armored and spined, burrowing snake-like hyrdite reptile.
Water - Fleshflow Allows your flesh to become as water, able to be shaped at your will. Do not count as spells. Level 0: Allows you to reshape your reshape your fingers Level 1: Allows you to turn their skin icy hard. Level 2: Allows you to shift the shape of your face, but not your coloration and hair. Level 3: Allows you to stretch and extend your arms out a foot. Level 4: Allows you to reshape your hands. Level 5: Allows you to stretch and extend your arms out two feet. Level 6: Allows you to reshape your hands and arms. Level 7: Allows you to stretch and extend any or all of your body to twice its length Level 8: Allows you to reshape or hands, arms, feet and legs. Level 9: Allows you to stretch and extend any or all of your body to triple its length. Level 10: Allows you to reshape your body. This does not change the materials, coloring or mass of yourself.
Water - Heart of Ice Call upon the elemental of water within you to become a being as eternal as the seas and as cold as ice. Lvl 0: Advanced sense of smell, can taste/smell the air for chemical traces like a snake Lvl 1: Skin pales and becomes numbingly cold to the touch. Indifference to climate. Lvl 2: Able to form a wood-tough protective layer of flexible ice over your body. Eyes go very pale blue, lips tinge blue. Lvl 3: Able to take/breathe in water, smoke and toxic gasses and fluids safely. Lvl 4: Flesh flows to close wounds and breaks then ice over for natural healing. Lvl 5: 100% increase in flexibility and agility, natural Chill effect. Lvl 6: Flesh becomes as tough as nevermelt ice. Increased resistance to heat and flame. Lvl 7: Able to release a 2/3s powered Gale Force effect, the wind filled with snow and arctically cold. Lvl 8: Gain a more powerful Glacial Path ability, akin to a Sapphire Gorion ability. Lvl 9: Natural freeze ability. Effects able to shape water can also shape already frozen ice. Lvl 10: Additional 50% increase in agility. Able to regenerate a reverse swelter effect in 5' radius around you, acting as a somewhat weaker freeze effect.
Water - Hydrites Summonation of creatures made of water in a magical skin. The float as if swimming through air like it was water. Count as spells. Level 0: Summon Fish Hydrite (bass, fluke, etc?) Level 1: Summon Eel Hydrite (1' long) Level 2: Summon Large Fish Hydrite (8" long) Level 3: Summon Primoc Hydrite (5-6") Level 4: Summon Stingray Hydrite (1' long, 2' span) Level 5: Summon Primoc Hydrites (2, 5-6") Level 6: Summon Maco Shark Hydrite (5') Level 7: Summon Water Wurm Hydrite (6') Level 8: Summon Primoc Swarm Hydrites (6, 5-6") Level 9: Summon Goliath Crab Hydrite (6' long, 8' to top of shell) Level 10: Summon an marine Hydrite of the caster's choice. (nothing insane like a leviathan, you decided what form it will be when you post your character)[/QUOTE]
Storm - Airmonize
Learn to adjust your knowledge of storm magics to mimic the effects of other arts in an elemental fashion. Count as spells. Cannot use any modern art except for Storm. Lvl 0: No nonstorm Spells. Lvl 1: Create a nexus of sheltering wind a foot before your hand which acts as a shield. Lvl 2: Summon a falcon make of living wind. Lvl 3: Uncase yourself in a 10' tall pillar of wind as solid as a well rooted tree. Lvl 4: Create a powerful blast of wind to explode from the ground beneath a target. Lvl 5: Concentrate the wind around you to semisolid, you can control this wind to use offensively or defensively. Lvl 6: Engulf a single target no more than 3 feet in diameter with whirling winds which you can control to move it. Lvl 7: Hurl forth a concentrated wave of wind at a target, 3' wide, which hits with thrice the force of a punch. Lvl 8: Two basketball sized spheres of concentrate wind orbiting wildly around the caster at 40 mph. Lvl 9: Encase a target in a whirling wind which both immobilizes and protects them for three posts. Lvl 10: Take control of the air in a 100' radius around you, allowing you to use wind to lift and drop anything in that area.
Storm - Dynamo Feed on your inner electric energy Level 0: Increased sense of smell and hearing. Level 1: Release painful shock into anything that cuts your skin. Level 2: Ability to shape and manipulate the flow of electricity. Eyes glow Level 3: Able to use a magnetic field to gain an geckani ability on your hands and feet. Level 4: Able to absorb electricity to heal or reenergize yourself. Hair stands straight up. Level 5: 100% increase in speed and agility, passive lightning strike ability Level 6: Able to use magnetic field to create a static armor around you, iron power. Level 7: Entire body gains passive Lightning Strike ability, lightning bolt stare. Level 8: Able to use a magnetic field to hover. Level 9: Able to project a topaz imbue effect onto items for 3 posts. Cannot have this effect on more than 3 items at once. Arcs constantly jumping between digits. Level 10: Additional 50% increase to speed and agility. Able to release your inner electricity into items, granting you a telekinesis 1-like ability. Constant lightning arc between you and the manipulated items. Counts as a spell.
Storm - ElectroMagnetism The manipulation of electricity to cause items to attract metal. Count as spells. Level 0: Mildly magnetize (20 lbs of force) an iron object through touch. Level 1: Mildly magnetize (20 lbs of force) an iron object through proximity. Level 2: Magnetize (40 lbs of force) a metallic object through touch. Level 3: Magnetize (40 lbs of force) a metallic object through proximity. Level 4: Powerfully Magnetize (100 lbs of force) a metallic object through touch. Level 5: Powerfully magnetize (100 lbs of force) a metallic object through proximity. Level 6: Create a medium-strength magnetic field (40 lb of force) around your hands. Level 7: Create a powerful magnetic field (100 lbs of force) around your hands. Level 8: Create a powerful polarized field (100 lb of force) around your hands (repels metal instead of attract) Level 9: Powerfully polarize (100 lb of force) at target by touch (repels metal instead of attract) Level 10: Powerfully magnetize (100 lbs of force) a target by touch.
Storm - Temprites Summonations of either wind (strong, flying and fast) and lightning (shocking stings) in solid form. Count as spells. Level 0: Summon Wind Beetle (4 inches long) Level 1: Summon Lightning Spider (6 inches long, spins electric webbing) Level 2: Summon Wind Scarab (6 inch long with fangs) Level 3: Summon Lightning Wasp Swarm (12) Level 4: Summon Wind Horned Beetle (8 inches long with sharp forked horn) Level 5: Summon Lightning Lightning Scorpions (6, 6 inches long) Level 6: Summon Tornado Dragonflies (2, dog sized with vaccuumous mouths) Level 7: Summon Lightning Tarantulas (3, wolf sized sized, spin electric webbing) Level 8: Summon Wind Goliath Beetles (2, lion sized) Level 9: Summon Lighting Elephant Scorpion (rhino sized) Level 10: Summon an insect Temprite of the caster's choice. (nothing insane like a leviathan, you decided what form it will be when you post your character)
Earth - Crystal Cultivation Grow and manipulate a bit of undeveloped Lutharin magic crystal, nurturing its innate magics. Must chose the type of crystal when starting. Garnet is not an option. Do not count as spells. Level 0: Crystal is a rough stony, elongated and 6 inches long Level 1: Crystal develops into a dagger or wand. Level 2: The crystal develops the power of the power core enchantment of that crystal Level 3: The crystal develops the power of the imbue of that crystal. Level 4: The crystal fully develops its innate magics and gains the spell level skipping power of that crystal. Level 5: Crystal develops into a sword or staff. Level 6: Crystal is able to generate a bag of crystal powder of its kind once per week Level 7: The crystal develops a charged void center, allowing you to cast one spell through it allowing you to cast that spell once per turn without it counting towards your spells per post. Level 8: The crystal fully develops its innate magics and gains the spell level skipping power of all the crystals. Level 9: The crystal is able to generate a regular magic crystals of its kind once per week Level 10: The crystal is able to generate regular magic crystals of any kind once per week
Earth - Medusa Magic The enhancing of the earth essense within all objects. Count as spells. Does not require maintaining, the change lasts until willed to dissipate. Level 0: Turn a part of yourself to stone for a few seconds. Level 1: Turn a wooden object, no more than 1 foot in diameter, to stone through contact Level 2: Turn a small wooden object, no more than 1 foot in diameter, to stone through proximity Level 3: Turn a medium nonliving organic object, no more than 3 feet in diameter, to stone through touch Level 4: Turn a medium nonliving organic object, no more than 3 feet in diameter, to stone through proximity Level 5: Turn small nonliving object, no more than 1 foot in diameter, to stone through proximity Level 6: Turn a medium nonliving object, no more than 3 feet in diameter, to stone through contact Level 7: Turn a large nonliving object, no more than 7 feet in diameter, to stone through contact Level 8: Turn a small non-sentient (no people or bondmates) object, no more than 1 foot in diameter, to stone through contact Level 9: Turn a medium sized non-sentient (no people or bondmates) object, no more than 3 feet in diameter, to stone through contact Level 10: Gradually turn a medium-large object, no more than 6 feet in diameter, to stone for 24 hours through extended contact.
Earth - Monolith Feed the link every being has with the earth that spawned them, taking its power into your body as you give of yourself to it. Lvl 0: Able to sense movement and sound around you by vibrations through stone and ground. Lvl 1: Skin becomes stone colored and sandpapery. Lvl 2: Hands gain natural empower. Eyes take on a crystaline look, hair like spun metal. Lvl 3: Your stamina improves, so you don't get winded and reducing travel time by 1/4. You gain Hard Head. Lvl 4: Wounds and breaks quickly scab over with protective granite-like material for creation magic-like healing. Lvl 5: 100% increase in strength and balance. Natural Render Effect. Joints become sharper and more pronounced. Lvl 6: Able to spew forth from your mouth a tornado spell-like searing sandstorms. Nails and teeth become like crystal. Lvl 7: Passive Granite Form. Height increases by a foot. Lvl 8: Your body becomes tough enough to ignore empower limits, though magical empowers decrease in potency past the first two used. Gain Forceful Charge Lvl 9: Natural Enjoin effect. Enjoin/Merge effects from other sources have their range increased by 3'. Lvl 10: + 1 Natural Empower. Your Passive Granite Form now has 50% of your body turned to steel instead (Just what parts is customized.)
Earth - Silicites Sand Summoned Rodents with durably giving bodies Level 0: Sand Mouse (4" long) Level 1: Mole Rat Silicite (6" long, long sharp stone teeth) Level 2: Flying Squirrel Silicite (8" long, glides) Level 3: Rouse Silicite (24" long) Level 4: Giant Hedgehog Silicite (30" long, able to roll into a stone spiked ball) Level 5: Squirrel Silicites (10, 7" tall) Level 6: Porcupine Silicites (2, 24" long) Level 7: Mole Rat Pack (8, 1' long, long sharp stone teeth) Level 8: Sand Rouse Pack (5, 24" long) Level 9: Titan Porcupine Silicite(6' tall, 7' long) Level 10: Summon an rodent silicite of the caster's choice. (nothing insane like a leviathan, you decided what form it will be when you post your character)
Fire - Lord of Flames You are able to alter the flames created by your magics to several different varieties.
Lvl 0: Shadow Flame: A black flame whose light can only be seen by the caster.
Lvl 1: Frostbite Flame: A blue flame that burns cold rather than hot, but its just as damaging.
Lvl 2: Starfire - An extremely bright type of fire that burns a pale magenta hue that hurts the eye and can temporarily blind.
Lvl 3: Hungry Fire - A purple flame that has no effect on inorganic materials.
Lvl 4: Gaspflame - A dark green flame that billows out large amounts of smoke and soot.
Lvl 5: Flowing Flame - A silver flame that sticks to what it touches like napalm.
Lvl 6: Living Flame - An electric blue type of flame that seems to have a mind and animation of its own.
Lvl 7: Ghostfire - A flame that cannot be seen
Lvl 8: Draconfire - A white flame that burns twice as hot and intense as other flames
Lvl 9: Everflame - The a golden flame that cannot be extinguished.
Lvl 10: Soul fire - Customizable flame type, WM approval needed.
Fire - Pyrites Summonation of creatures made of fire in and around a magical skin. Count as spells. Level 0: Summon a Turtle Pyrite (8" diameter) Level 1: Summon a Snake Pyrite (1' long) Level 2: Summon a Gecko Pyrite (18" long) Level 3: Summon a King Cobra Pyrite (24" long) Level 4: Summon a Gila Pyrite (30" long) Level 5: Summon a 2 King Cobras Pyrites (2, 24' long) Level 6: Summon a Crocodile Pyrite (48" long) Level 7: Summon a Fire Wurm Pyrite (60" long) Level 8: Summon a King Cobra Nest Pyrites (5, 24" long) Level 9: Summon a Hydra Pyrite (7 heads, 84" long) Level 10: Summon a Pyrite of the caster's choice. (nothing insane, you decide what form it will be when you post your character)
Fire - Pyritize Learn to adjust your knowlege of fire magics to mimic the effects of other arts in an elemental fashion. Count as spells. You cannot use any modern art other than Fire. Level 1: Fire up a target's blood, inciting them. Level 2: Cauterinze a target's wounds and sooth their muscles with heat. Level 3: Summon a swarm of a one to two dozen bees pyrites. Level 4: Superheat the air beneath an area of ground 4' in diameter causing it to crack and shoot up. Level 5: Create burning pain in a target's mind. Level 6: Cause an explosion beneath a target and send it 6-10 feet into the air, depending on its weight. Level 7: Sap the heat from a person or object and the air around it by touch, creating an immobilizing layer of ice over an object Level 8: Create a 2' wide burning mass of flames on a target that eats at it. Level 9: Concentrate all the heat around a target until it detonates with three times the force of punch. Level 10: Traps everything within a 100 foot radius of you within a giant circular wall of searing winds, with fireballs blasting throughout the area.
Fire - Seethe Your internal fire in fanned, heating you, stoking your passion, and boiling your blood. Do not count as spells. Level 0: Ability to sense the body heat of others. Level 1: Your skin is burning hot. Level 2: Natural constant steambreathe Level 3: Ignorance of Pain, Poison immunity Level 4: Automatic wound cauterization and muscle soothing. Level 5: 100% increase in agility and speed, Natural Bake Effect Level 6: Skin hardens to leather-like armor. , body fluids are searing hot. Level 7: Fire Ball Belch and Fire-breathe Level 8: Additional 50% increase in agility and speed, Nails are glowing red hot Level 9: Able to set things alight at touch, hair catches alight but doesn?t burn away. Level 10: Additional 25% increase in agility and speed, immunity to mind/health effecting spells. Can generate a swelter like effect all around you.
Force - Awaken Alter and manipulate the forces in others. Note: Charging takes 1 post to do. Cannot be done on items that show resistance (eg. You can‘t detonate other people‘s best item ) Level 0: Reduced air friction on you increases your speed and leaping ability 25%. Level 1: Any force spell you know that would effect you may now be projected on other. (Note: upkeep costs and aspect spell restrictions are still yours) Level 2: Charge an inorganic item 1ft in diameter or less. On impact it releases a blast with the force of a punch. Level 3: Remove all frictional force from a target. Level 4: Charge an inorganic item. On impact it releases a blast with twice of a punch. Level 5: Double the force of target blow. Level 6: Charge a item 1ft in diameter or less. In 5 seconds it detonates with thrice the power of a punch. Level 7: Double or half the weight of target person or item. Level 8: Charge a item 5ft in diameter or less. In 5 seconds it detonates with four times the power of a punch. Level 9: Project a bloodstone imbue onto a target for 3 posts. Only can effect 3 items at once. Level 10: Charge a item. In 5 seconds it detonates with five times the power of a punch. This charge takes 2 posts to do.
Force - Forceball Star A recently emerging magical ability that has developed as an unforeseen side effect of constant exposure to force magics among members of professional Forceball players, who are the only ones who appear to have developed it. Professional players are almost never seen without a their equipment; a 2’ cudgel bat, a glove-gauntlet and assorted protective gear that varies from team to team. Lvl 0: In addition to the small bit of repute one gains as a Forceball player and proficiency with the bat, they seem to have learned to actually summon a Forceball, the fist-sized sphere of completely solid force energy used in the sport. Lvl 1: A players protective gear grows in strength as a result of prolonged exposure to force-energies, causing it to become steel-strength. Lvl 2: A players style of play shapes the their inner force magics into what they call a “Signature Move”. These “moves” tend to be bent towards combat and adventuring and can vary from the purely physical to the force magical. Lvl 3: A player’s physical capabilities are boosted by their exposure to force magics, increasing speed, agility, strength and stamina by approximately 50%, Lvl 4: The player gains another “Signature Move” of a greater power. Lvl 5: The players resistance to magics is boosted by their regular exposure to their magics of the game. Lvl 6: The player gains another “Signature Move” of a greater power. Lvl 7: The player’s exposure to force magic reinforces their body to remove any empower limits on it, however, ones magical resistance also now reduces by half the power of low level spells that boost your body, ie magical empower effects. Lvl 8: The player gains another “Signature Move” of a greater power. Lvl 9: The player’s body is now so inundated by force magics that all damage dealt to them is reduced by half and small ailments are all but ignored. Lvl 10: The player gains another “Signature Move” of a greater power.
Force - Mightcaster's Gift Concentrate your own innate force magics into a solid force armor. Force is hard as steel. Count as spells Level 0: Generate short force claws on fingertips. Level 1: Generate force gauntlets with short claw fingertips Level 2: Generate a force chest plate and force gauntlets with short claw fingertips. Level 3: Generate a force chest plate and force gauntlets with restractable foot long claws protruding from knuckles. Level 4: Generate Full-body force armor with retractable foot long claws protruding from knuckles Level 5: Generate Full-body force armor with foot long claws protruding from knuckles, the middle of which can extend to two feet. Level 6: Generate Full-body force armor with a faceplate helm and with retractable foot long claws protruding from knuckles, the middle of which can extend to two feet. Level 7: Generate Full-body force armor with a faceplate helm and with retractable foot long claws protruding from knuckles, the middle of which can extend to two feet, and the others can be launched like daggers Level 8: Generate level 7 armor, it can momentarily bond to surfaces. Level 9: Generate level 8 armor and a force soldier Level 10: Generate level 8 armor and a force soldier wearing identical armor.
Force - Opposition Attune the force energies within you against certain magics. Arts must be chosen at time of character posting. Do not count as spells. Level 0: Resistance to level 1 spells in the art of your choice Level 1: Resistance to level 1 spells Level 2: Immunity to the level 1 spells and resistance to the level 2 spells of your choice Level 3: Immunity to level 1 spells, resistance to level 2 spells Level 4: Immunity to level 1 and 2 spells in the art of your choice Level 5: Immunity to level 1 and 2 spells, resistance to level 3 spells Level 6: Immunity to level 1-3 spells in the art of your choice Level 7: Immunity to level 1-3 spells, resistance to level 4-5 spells Level 8: Resistance to all spells in the art of your choice Level 9: Immunity to all spells in the art of your choice Level 10: Redirect any spells cast specifically at you.
Mind - Adaptation Allows you to focus your mental magics into mimicries of spells from the other arts for added versatilitybut at the cost of using spells of actual other arts. Level 0: None Level 1: Reach into another's mind and relax it for a Soothe-like effect. Level 2: Concentrate your psychic energy before you to create a damaged psi-field for a Boiling Barrier-like effect. Level 3: Concentrate your psychic energy around you to create a Granite Armor-like psi-armor Level 4: Release a number of psi-shards from your hands in a Thornspray-like blast. Level 5: Reach into another's mind and manipulate it for a Fear-like effect. Level 6: Concentrate all your psychic energy into a a summoned mass of mental force of Rhino-like size and force. Level 7: Focus your telekenetic power over yourself to levitate yourself in a Hover-like manner Level 8: Focus your thoughts to regenerate your magical reserves and give yourself two more spells that post much like the spell Por-duc-tin. Level 9: Suffuse yourself with psychic energy, momentarily turning yourself into that energy and making a single movement, in the same manner as Whispering Wind, and including its drawbacks. Level 10: Release a powerful wave of Telekenetic power out from you, that restrains all movement of that it hits and freezing it in place, much like Frios Majora
Mind - The Link A powerful psychic connection between yourself an a sentient being, once this link is established, it cannot be broken to moved to another. Level 0: Ability to share each others Emotions Level 1: Ability to share each other senses Level 2: Ability to share each others thoughts Level 3: Ability to share each others nonmagical abilities Level 4: Ability to share level 1-3 spells Level 5: Ability to share each others magical abilities Level 6: Ability to share Level 4 -6 Level 7: Ability to project the abilities of a single item you control onto an item of the others’ Level 8: Ability to share Level 7-10 Level 9: Ability to teleport to one another. (Does not work within 10 feet of eachother) Level 10: Ability to extend the link to a third person.
Mind - Neuropathy Attune yourself to the minds of others, allowing you read and eventually manipulate them. Level 0: Can sense emotions of others not trying to hide their emotions Level 1: Know precise emotions of others Level 2: Can broadcast your emotional state out to others Level 3: Can send precise feelings to others Level 4: Can send thoughts to others Level 5: Can pick up thoughts of others who don?t have mind spells at your level. (as in last post) Level 6: Can pick up thoughts of others back up to 2 posts. Level 7: Can pick out still images and single sounds from other?s minds of those who don?t have any mind spells above level 5 Level 8: Suppress a single memory in a person who doesn?t have any mind spells above level 5 Level 9: Plant a false memory in a person who doesn?t have any mind spells above level 5 Level 10: Can manipulate up to 2 people minds as long as they stay within 100 meters of you and don?t have any mind spells above level 7.
Mind - Psionic Relic Bare a rare item of great empathic powers created by an extinct sect. Lvl 0: You have one of various relics found in the ruins of the Psionic Monastery, a piece of head or eye wear containing somewhere in its design a small gray stone. Lvl 1: Your mind is so open you feel all that those around you feel.. Lvl 2: You learn to cope with other people's emotions as well as your own, granting you a stronger passive soothe. Lvl 3: Once ever, you may draw on an emotion you feel around you. Permanently altering you and your relic based on that emotion. Lvl 4: Your connection to your chosen emotion develops as a magical ability. Lvl 5: You can block out all emotions except the chosen, allowing you not to feel them. Lvl 6: The stone of the relic glows slightly, this glow inspires an emotion of your choice in all who see it. Lvl 7: The relic expands in the form of varying accessories of the same style. You gain an aura based on your chosen emotion. Lvl 8: The relic can either glow more fiercely or cease glowing entirely. Allowing you to either feel no emotion at all, or amplify one of your emotion based abilities. Use the latter only 4 times per encounter. Lvl 9: You may summon a psionic double of yourself, altered to reflect your chosen emotion and aura. The copy wears its own version of the relics. Lvl 10: You may transform yourself into a living avatar of the chosen emotion.
Dark - Corrupt You are able to corrupt items with dark magic by touch. Once ever you may chose a single item and have this effect only that item, passively and to a stronger effect. Lvl 0: Target/Chosen item is seen as being /extremely repulsive by others. Lvl 1: You are able to dark portal target selected item. If that item is not the chosen item, it returned after 2 posts. Lvl 2: The touch of Target/Chosen Item is painful to the holy/light aligned the next 4 posts/for good. Lvl 3: Strands of noxious, sticky, grasping unlight attach to anyone other than you that touches the target/chosen item for the next 4 posts/passive. Lvl 4: Target/Chosen Item has a strong resistance/immunity to light magics for the next 4 posts/for good. Use 4 times per encounter/No encounter limit. Lvl 5: Dark enchantments on target/chosen item are amplified. Use 5 times per encounter/Passive. Lvl 6: Spells and blows that target or hit the target/chosen item causes pain in their source for the next 5 posts/passive. Lvl 7: Target/Chosen Item can be shadow formed and very limitedly gloomcasted (along the times of fleshflow) for the next 5 posts/passively. Lvl 8: Increase by half all damage dealt by Target/Chosen Item the next 6 posts/for good. Lvl 9: All enchantments on target/chosen item are prismed to dark for the next 7 posts/passively. Chosen item can act as a dark prism. Lvl 10: Custom dark effect on target/chosen item. WM approval required.
Dark - Mark of Thanis A very rare gift. Those born with this mark are 30 years old, and from the villages in/outside the southern end of the Lutharins. They were born soon after the death of Thanis, Kuan?an?s predecessor in the line of initiate guildmasters, in his epic battle with the cleric guild master Solumin that turned the Southern Plains into the Southern Wastes. The magics released on that day marked some of the unborn, those who were the descendents of intiates at some point, with powerful inner darkness. As they learn dark magics, this inner dark manifests and slowly changes them into a rare and horrible creature held high by the guild. Weaknesses carry over to all abilities above them. Level 0: Bare a eye-over-star birthmark on their forehead of hand. Their hair and eyes are naturally black. Level 1: Intimidation based Charisma. Goes bald Level 2: See people?s worst fears , eyes glow purple. Level 3: Can generate a searing unholy aura around hands. Skin goes pale and green tinted. Level 4: Voice deepens and grows louder, it has a fear instilling effect on all that hear it Level 5: Dark spells base is reduced by 4 gold, bounty payments reduced by 25%. Level 6: Grow larger bat wings. Skin goes scaley. Level 7: The ability to summon a pair of scythes made of unholy light, arms and legs lengthen to 125% Level 8: Grow more muscular. Can absorb unholy energy attacks. Level 9: The ability to corrupt things once a week, turning water into poison and giving items an onyx imbue like effect. Increased weakness against light magics. Level 10: Develop an unholy aura that increases resistance to nonlight magics.
Dark - Surbersu Pup Raise a rare breed of the dark aligned dog. Level 0: A small black 3 headed puppy with glowing silver eyes and no tail. (1' long, 6" tall to shoulder) Level 1: Its bark empowers its owner. Level 2: Gains hunter's smell tracking technique. Develops ridges of silver fur long head and neck. (1'6" long, 1' tall to shoulder) Level 3: Its bark instead acts as a fear effect on a target. (2' long, 1'6" tall to shoulder) Level 4: Develops 4" long claws and hunter's sound tracking technique (2'6" long, 2' tall to shoulder) Level 5: Its bark may instead act as a mindlash to those that hear it. Silver ridge of hair grows slightly longer and spiky (3' long, 2'6" tall to shoulder) Level 6: Its internal magics manifests into a silver armor over its forelegs and chest/back. (4' long, 3' tall to shoulder) Level 7: Its bark acts as 3 repels. (5' long, 3'6" tall to shoulder) Level 8: Gains Hunter's Sight and Hunter's Sense tracking techniques and Beast style bonus. (6' long, 4' tall to shoulder) Level 9: Its bark may instead unleash a volly of 3 rings-shaped Night Bolts, 6" in diameter and 2" thick. (7' long, 4'6" tall to shoulder) Level 10: Grows into a humanoid version of itself, retaining all its powers. (7' 6" tall)
Dark - Unlight Mastery Unlight: The antithesis of light; the stuff of shadows; a strange energy that grant visual clarity without illuminating. Unlight exists where ever light in not present in a neutralized form; it is also given off by all Dark spells. It is a strange thing to feel active Unlight fall upon you, chilling and vaguely sickening. Mastery involves taking the unlight into and focusing it. Level 0: Absorb the unlight that exists in shadows and darkness for an Empowering effect Level 1: Constant Empowering effect as long as you are completely out of direct light. Level 2: Absorb Unlight around you to heal diseases, poisons and lesser wounds Level 3: Constant advanced healing as long as you are out of direct light. Level 4: Absorb Unlight around you to form a dark armor twice the strength of unholy armor. Level 5: Constant double-unholy armor effect as long as you are out of direct light. Level 6: Absorb Unlight to form two dark tridents our hands. May be used in a weakened form while in direct light. Level 7: Create a short range weapon of your choice made of Unlight that may only be sustained in a weakened form while under direct light. Level 8: Absorb Unlight around you to concentrate it into a beam from your hands. While the unlight can only be gathered while outside of direct light, the beam can travel into the light without a loss of power. Level 9: Cause the prevalent Unlight all around you to expand and intensify, causing all light in a twenty foot radius around you to shrink back. you may continue this effect by giving up one spell per turn. Level 10: By continuously cycling Unlight through your body, all of your unlight spells and abilities may be used in a weakened state while in direct sunlight. Also, all Dark spells you cast intertwine with the dark energy, causing them to become more potent.
Summoning - Aspect You may passively take on an aspect from any summoning you know. You may no more than one aspect per level at once.
Summoning - Equine Summoning Level 0: Summon a horsefly Level 1: Summon a horseshoe crab Level 2: Summon a foal Level 3: Summon a small pony Level 4: Summon a stallion Level 5: Summon a unicorn Level 6: Summon a large Clydesdale Level 7: Summon a pair of unicorns Level 8: Summon an intelligent horned pegasus Level 9: Summon 6 stallions Level 10: Summon a large fire breathing thundermare
Summoning - Rasa Chimera Lvl 0: Vague amorphous baby thing. With each level it gains definition and power based on which summons you learn to conjure. Lvl 1: Takes on the shape of that creature. Lvl 2: Grows greater in size, and gains aspects of this in its shape. Lvl 3: Gains the sense or instincts of this creature. Lvl 4: Grows in size and shape to be more like this creature. Lvl 5: Gains an ability based on this creature. Lvl 6: Grows the most functional or aggressive body part of this creature. Lvl 7: Gains an ability based on this creature. Lvl 8: Gains the habits and attitude of this creature. Lvl 9: Gains an ability based on this creature. Lvl 10: Either grows to be more like this creature, or closer in size to this creature.
Summoning - Transfigure The ability to alter and grant abilities to summonings. Count as spells. Changes are permanent as long as its out. You can only make two changes to a summoning. Level 0: Grant Lion Claws Level 1: Grant Bat Ears (Sonar) or Snake Tongue (Enhanced Smelling) Level 2: Grant Viper fangs (Venom) or saber-toothed Fangs (power) Level 3: Grant Dragon Scales (Armor) or Chameleon Skin (Camoflage) Level 4: Grant Spider Legs (wall-crawl) or Cheetah Legs (speed) Level 5: Grant Scorpion Tail (Stinger) or Monkey Tail (Prehensile) Level 6: Grant Bird Wings (flight) or Fish Gills (underwater breathing) Level 7: Ability to cast the summoning spell Meld thrice per encounter. Level 8: Double the size of a target summoning. Level 9: Can gain control of a target summoning. It takes up one of your summoning slots. Only you can dispell it. Use only 4 times per encounter. Level 10: Up to two of your summonings are altered to be real enough so that they can't be dispelled by aetherblades and truthcore items.
Spirit - Emergence A very rare skill, Emergence comes from a nurturing of the inner spirit that shows itself as a change in the physical body. With each level, some aspect of the bodies inner spirit emergences in the form of a change or new ability. The nature of these changes is different for each person. (The WMs will consult and decide these said changes)
Spirit - Hexing Temporary Form of Cursing. Last 3 posts until stated otherwise. Can have no more than one Hex on someone at a time. Count as spells. Existing hexes take up summoning slots. Level 0: Immunity from Curses and Hexes. Level 1: Minimalaj Hex - Causes back luck Level 2: Duoptis Hex - Causes Double Vision Level 3: Paghias Hex - Causes Vomiting Level 4: Malajanus Hex - Causes extraordinary bad luck Level 5: Hexes now last 6 posts. Level 6: Dementius Hex - Causes delusional madness Level 7: Nuludoris Hex - Causes spells to fail 50% of the time. Level 8: Volatius Hex - Causes blind rage and uncontrollable violence Level 9: Deocaudoc Hex - Causes all senses to shut down Level 10: Curses Last 24 posts.
Spirit - Rumination Through meditation and sacrifice, grant yourself great internal power. Do not count as spells and aren't effected by Null-Effects Level 0: Give up both spells this turn for an empower effect Level 1: Give up any physical acts this turn to create a spirit shield around you. Level 2: Give up any spells with turn to enhance your speed and agility Level 3: Give up any physical acts this turn to heal oneself of serious wounds. Level 4: Give up any spells this turn to grant a triple empower to a single part of your body Level 5: Give up any physical acts this turn and next to gain an additional spell per turn for those turns (this does not count toward a spell per turn.) Level 6: Give up any spells this turn and next to grant flight for those turns. Level 7: Give up any physical acts this turn and next to become immune to physical attacks and spells below level 7 those turns. Level 8: Give up any spells this turn and next to gain the ability to counter physical attacks so the blow's force is redirected back at its weilder. Level 9: Give up all physical acts this encounter to make yourself non corporeal this encounter Level 10: Give up all spells in this encounter for a constant 5x empower
Spirit - Soul Prism Learn to adjust your knowledge of water spirits to mimic the effects of other arts in an fashion that reflects your inner spirit. Count as spells. Cannot use any modern art except for Spirit. Lvl 1: Release from your hand two cups of liquid based off your inner spirit. Lvl 2: Call forth a phantom voice of deafening volume based off your inner spirit. Lvl 3: Surround your fists with an explosive aura of spirit magics whose effect is based off your inner spirit Lvl 4: Release from your hand two cups of a thick fluid which has an effect as it is exposed to air that is based on your inner spirit. Lvl 5: Target summon you or an ally controls becomes a humanoid based off you. Its powers change to be less bestial in nature. May only be used on one summon at a time. Lvl 6: Turn yourself into a solid living material based off your inner spirit Lvl 7: Summons a copy of the caster made of spiritual energy and able to be granted a triple empower to a single part of its body by giving up any spells that turn. Lvl 8: Summons a bright glowing stationary wall in front of the caster. This wall may not be passed through without having an effect based off your inner spirit. Lvl 9: Unleash a projectile blast based off of your inner spirit, twice as strong as Kabohm. Lvl 10: Caster takes on elemental angel form based off 2ndary art most fitting your spirit. 2 extra spells. One spell a turn can be of the 2nd art.
Experience Based / Not Art Specific Leveled Starting Skills
Arcane Invention The ability to alter, create and recreate spells of a chosen art. Lvl 0: Choose an art. You get -2 base to that art (~) and + 2 base to other arts. Lvl 1: Automatically casts a weakened version of you art's level 1 alteration spell with every non-~ spell. Lvl 2: Choose a ~ spell you know, you may choose to augment this spell with a single element or principle from another ~ spell you know, altering its effect. (eg. Add sap sprays stickiness to snare.) Lvl 3: Choose a ~ spell you know, you may choose to augment this spell with a single element or principle of your own choosing, altering its effect. (eg. Add Pain to snare to give it painful barbed thorns) Lvl 4: Choose two ~ spells you know, choose two elements or principles from those spells to create a new and seperate spell from those ideas. (eg. snare's reach and lapidify's entrapment to make a vine that latches on then turns into an amber manacle) Lvl 5: Choose three ~ spells you know, choose three elements or principles from those spells to create a new and seperate spell from those ideas. Lvl 6: Custom ~ spell, level 5 or lower. Lvl 7: Pick an extra art, that art loses its +2 cost and gains a -2 discount. Lvl 8: Choose a spell you know, you may choose to augment this spell with up to two element or principles. At least one of these must be from an ~ spell you know. Lvl 9: Choose three spells you know, two of these must be ~ spells. Choose three elements or principles from those spells to create a new and seperate spell from those ideas. Lvl 10: Custom ~ spell, may have the second chosen art as a secondary art.
Battle Prowess Physical changes your body undergoes from battle experience. Counts only your posts Level 1: Possession of greater then normal strength. Counts as having half of a non-magical Empower spell on him at all times.
Required battle posts: 0 Level 2: Agility increase. This allows one to more easily dodge some attacks as well as increasing his skill at acrobatics and flexibility.
Required battle posts: 25 Level 3: Speed increase. This applies to both foot speed and speed with weapons.
Required battle posts: 55 Level 4: Strength is increased yet again. Upgraded to a full non-magical Empower spell.
Required battle posts: 90 Level 5: Toughness and natural tolerance for pain are increased, allowing the one to sustain injuries that would finish most warriors.
Required battle posts: 130 Level 6: Strength is increased a third time. Also, as a result of a great deal of musculature and callouses, the skin is now very tough. The natural Empower spell is now upgraded to a full Empower and a half, and his skin gives him protection equal to that of leather armor.
Required battle posts: 180 Level 7: Agility is increased again, giving one acrobatics mastery.
Required battle posts: 230 Level 8: Strength is finally increased a fourth time, bringing to a constant natural double Empower.
Required battle posts: 280 Level 9: Ones hard skin, speed, and battle knowledge now accumulate to allow one to block attack with weapons with ones limbs.
Required battle posts: 330 Level 10: Through exposure and strength of will, one gains immunity to all spells that directly effect the body and mind and ones reputation instill strength in any teammates and allies that fight with you.
Required battle posts: 380
Duelist's Legacy The path of the master at arms, those who chose the way of the Duelist gain skill with their weapon of choice that is unsurpassed. Lvl 1: Battle Intimidation (works like normal intimidation, but in battle overwhelms foes and decreases their battle acuity.). Half natural empower. Willbond to chosen weapon.
BPs: 0 Lvl 2: Increased sensory acuity and speed allows for better blocking with the weapon and allows you to do a monk Refocus effect when doing so.
BPs: 25 Lvl 3: Double Battle Intimidation. Your prowess allows you to wield the weapon as though it had an artless topaz imbue effect, increasing the speed of its movements and allows you to send a jarring vibration though weapons and armor that block it.
BPs: 55 Lvl 4: When using weapon you gain Fang Strike technique and gain proficiency in throwing/hurling the weapon.
BPs: 90 Lvl 5: Half empower now full empower. Wield the weapon with a grace and style that works like a half amplified artless amethyst imbue that dazes those who look upon the blade with subtle movements.
BPs: 130 Lvl 6: Gain Critical Blow and Disarm with weapon.
BPs: 180 Lvl 7: Acrobatics Mastery. Gift of up to two free enchantment/alterations on weapon from any shop.
BPs: 230 Lvl 8: You gain an Aspiring Warrior Squire character of your creation, they start with 100 gold, one of the techniques above, and must always be with you, but do not get loot in quests.
BPs: 285 Lvl 9: Your squire gains a 2nd of your skills. You may use your weapon as though it had an amped artless tourmaline imbue to deflect magical projectiles.
BPs: 340 Lvl 10: Triple Battle Intimidation, two additional enchantments/alterations, and custom weapon technique.
BPs: 400
Heightened Training A more spiritual path of advancement for experienced battlers, looking more on inner focus than physical toughening. Counts only your posts Level 1: One?s reflexes increase, halving his reaction time to anything.
Battle posts required: 0 Level 2: One?s agility increases. This allows you to more easily dodge attacks and allows him greater acrobatic skill and flexibility.
Battle posts required: 25 Level 3: One?s speed is increased, applying to both physical speed and speed with weapons.
Battle posts required: 55 Level 4: One's reflexes are enhanced again, cutting his reaction time by another half.
Battle posts required: 90 Level 5: One?s inner focus increases, physical blows have increased in power.
Battle Posts required: 130 Level 6: One?s inner focus increases, giving one the ability to heal oneself to some extent, and others to a lesser extent.
Battle posts required: 180 Level 7: One can bind oneself to a location. While anywhere, one can meditate for ten minutes, and teleport to that location.
Battle posts required: 230 Level 8: One gains the ability to practically lighten ones body, enabling one to make prodigious leaps, easily scale walls, and the like
Battle Posts required: 290 Level 9: By focusing your spirit inwards, one can gain complete and temporary immunity to any spell. This leaves him vulnerable to other outside attacks during the time period, and it is also usable two times per encounter.
Battle posts required: 350 Level 10: One gains the ability to magically slip between spaces within a two hundred foot radius This is only usable three times a day (real time)
Battle posts required: 425
Hero's Legend As the adventurer?s of Epic World seek out fame and fortune, they grow long shadows. Those who devout their lives to becoming renowned legends oft do so by going on epic quests. This fame comes with its own advantages.
One's Hero's Legends Points for any one quest is the following equasion.
+ 1 for the quest itself
+ 1 for every 300 post of the quest rounded down.
+ 1 IFF your character posted more than 33% more than the average number of posts by other questers
- 1 IFF your character posted more than 33% less than the average number of posts by other questers.
Only counts satisfactorally successful, no spamming to up your count. Level 0: Charisma boost Level 1: Automatic inclusion in any quest applied to, whether they are full or not.
Required Score: 1 Level 2: Developed increased sensory accuity, able to pick up clues and work out clues better than others. This is up to the Quest-leader in execution.
Required Score: 3 Level 3: Can get a loan of an item, weapon or spell from any shop, up to 300 gold in value, before a quest, its value must be payed back after the quest at some point.
Required Score: 5 Level 4: All your allies gain your level 1 and 3 abilities if they go with you on a quest
Required Score: 7 Level 5: Quest-leaders pay you a retainer to commit to their quest
Required Score: 9 Level 6: 25% increase it quest payments.
Required Score: 11 Level 7: Gift of custom weapon from Seaside Guild.
Required Score: 13 Level 8: You gain a squire. This is a character of your creation. They start with 100 gold. They must always be with you. They do not get loot in quests. They comes in four types: Aspiring Heroes, Bards, Sages and Guards.
Required Score: 15 Level 9: Your squire gains a special ability: Aspiring Warriors gain one of your skills, bards get a special spell-song about your exploits, Sages gain an LSS of their chosen art (See Leveled Starting Skills - Art Specific) and Guards get a free Fighters Technique (See Skills - Guild Related)
Required Score: 17 Level 10: 50% increase in all quest payments, double charisma, increased prepayments.
Required Score: 19
Hunter's Repute Reputation gained through successful bounty captures
Counts all posts in bounty, no spamming to beef it up, only counts successful ones. Level 0: 5% increase in bounty payments (in addition to any ranger increases)
Required bounty posts: 0 Level 1: 25% decrease in minimum posts required for all bounties
Required bounty posts: 40 Level 2: Intimidation: Charisma effect, stronger against thieves
Required bounty posts: 80 Level 3: Access to ranger only items, a free item of your choice if you are a ranger.
Required bounty posts: 120 Level 4: 10% increase in bounty payoffs (in addition to any other increases)
Required bounty posts: 170 Level 5: Can take on level 4 bounties solo
Required bounty posts: 220 Level 6: Access to Constable Hawke?s police files, the legal equivalent of the Thieves Network (See Skills - Guild Speicific)
Required bounty posts: 270 Level 7: Access to Hunter items, animals and tracking techniques. Free item, animal or technique if you are already a hunter.
Required bounty posts: 330 Level 8: 25% increase in bounty payoffs (in addition to any other increases)
Required bounty posts: 390 Level 9: Can take on level 5 bounties solo
Required bounty posts: 450 Level 10: 15% discount at all shops, double Intimidation, 50% decrease in minimum posts required for all bounties.
Required bounty posts: 520
King of Thieves As lawmen and heros grow long shadows, so do those of less noble pursuits. This skill grows as you earn gold through crime. Level 0:Charisma boost.
Requirement - 0 gold Level 1: Gain the skill of Lockpicking (obvious).
Requirement - 100 gold Level 2: Additional 5% discount at shops.
Requirement - 300 gold Level 3: Increased dexterity; better pickpocketing abilities.
Requirement - 600 gold Level 4: Gain the skill of Evasion (opposite of tracking).
Requirement - 1000 gold Level 5: 25% reduction in bounty payments in addition to any other reductions. Double charisma. Gain the skill of Detect/Disable Trap (hunter traps, etc).
Requirement - 1500 gold Level 6: An additional 10% discount at shops. Items pawn for 5% less. Access to all non-spell thief items (ie, Nightcloak, Duelist Scimitar, etc) and trainings (ie, Fend, Acrobatics Master).
Requirement - 2100 gold Level 7: May create a second Master of Disguise, or create a Master of Disguise if you are not a theif.
Requirement - 2800 gold Level 8: Higher chance of successfully taking larger objects from a person (like stealing their sword without them noticing).
Requirement - 3600 gold Level 9: Natural convincing liar; can fool Truthstones as well as not be affected by Pel-Agref, Candor, and Veritas drafts. Also, may pick up on when other's are lying to you.
Requirement - 4500 gold Level 10: May not take bounties. Quadruple charisma. An additional 15% discount at shops. Items pawn for an additional 10% less. You can take on an apprentice thief (akin to HL squire)
Requirement - 5500 gold
Merchant's Guile Money is power so they say, and those who chose the path of the merchant of craftsmen seek both. The remnant of the defunked merchant's guild take a few such aspirers under their wings. This skill counts gold earned by selling items or services, not bounties, tasks or quests. Level 0: Natural Charisma Boost. Must avoid physical battle if at all possible.
Requirement - 0 gold Level 1: Barter Rights at all shops.
Requirement - 100 gold Level 2: 40 gold per week stipend to only be used to hire a bodyguard. PC prefered
Requirement - 200 gold Level 3: 10% discount on shops when using gold.
Requirement - 400 gold Level 4: Gain an additional level in any non-LSS leveled skill you have. First pick in looting.
Requirement - 600 gold Level 5: Able to get loans from the local government for supplies. 10% interest per week.
Requirement - 900 gold Level 6: Gain a 50 gold per week stipend that can only be used for training. Additional Charisma boost.
Requirement - 1200 gold Level 7: Gain an NPC customer each week. WM modded.
Requirement - 1600 gold Level 8: Gain a new bodyguard or your own design. They get a 50 gold per week pay. Must stay with you.
Requirement - 2000 gold Level 9: Your bodyguard gains a free battle related skill or LSS.
Requirement - 2500 gold Level 10: Additional charisma boost and NPC customer per week. Access to special rare items at rare item shops. Bodyguard stipend increased to include a 2nd PC bodyguard at 50 and week.
Requirement - 3000 gold
Rhapsodist's Glory The lure of the arts is as strong in some as the lure of battle is in others, and the greatness that can come with it is no less. Some bards focus on their performances, playing in the street for the simple joy of it, while others are more professional, training with the masters to refine their gift. Increase your fame and glory by increasing either your Minstrel Level or by earning gold through performances (chosen upon creation). Lvl 0: Charisma Boost Lvl 1: 5% increase in performance payments/tips (ML 1 or 50 gold) Lvl 2: Spellsongs may be maintained for a post longer than normal (ML 2 or 150 gold) Lvl 3: Receive a rare spellsong with a +1 bonus to power level (ML 3 or 300 gold) Lvl 4: A Singing or Poetry spellsong and a spellsong of an instrumental art may be rifted together to form a more powerful one when played (ML 4 or 500 gold) Lvl 5: Free Maestro Instrument, which counts as Masterwork and comes with a custom Yuforic Enchantment (ML 5 or 700 gold) Lvl 6: Can do one large performance per week for increased tips (ML 6 or 1000 gold) Lvl 7: Receive a free Bardic Scroll (ML 7 or 1350 gold) Lvl 8: Gain an NPC Patron, a wealthy lord or lady who gives you a place to stay in their home and allows you to put on a small performance for them and their noble friends once per week. In exchange for this service, you are paid 40 gold a week. (ML 8 or 1750 gold) Lvl 9: You may put on a large performance for your NPC Patron once a month, allowing you to showcase a new song based on their history or personality. The song becomes a spellsong similar to a Troubadour's spellsong that has a +1 bonus to its power level. Your weekly pay is increased to 50 gold. (ML 9 or 2200 gold) Lvl 10: Gain a powerful spellsong based on your exploits. Additional charisma boost and additional 10% increase in performance payments/tips. (ML 10 or 2700 gold)
Spellforging The ability to concentrate the essential magics of a spell and forge it into a real object or creature. To attain a level, you must simple sacrifice the knowledge spell you are forging. You may only do this once for each level unless otherwise noted. Lvl 1: Ingredient (varies) Lvl 2: Seal Lvl 3: Apparel (varies) Lvl 4: Crystal Lvl 5: Weapon Lvl 6: Ensemble (varies) Lvl 7: Ink (number of uses varies by type of use) Lvl 8: Greater Elemental Creature Lvl 9: Mysterious Egg Lvl 10: You may now forge a second spell for each level, either creating a second forging or infusing it into an existing forging, doubling and merging their powers.
Taskmagery This is skill for those mages who don?t focus on an art but on an ideal, making a trick for all occasions. This versatility is measured by the number of levels you have in each art added together (This doesn?t count spells of a level which already have a spell for in that art already. Nor does it count levels skipped by use of the magical item. Dual spells count as whatever level they are in the main art and level 4s in the 2ndary art) Level 0: Spell base costs are reduces by 1 Level 1: Level 1 spells can be used to buy level 2 spells of any art.
Required Score: 1 Level 2: You may skip 1 level when buying spells
Required Score: 12 Level 3: Your spell base cost reduction is increased to 2
Required Score: 34 Level 4: Twice an encounter you may transform a spell you cast into a non-rare/affiliation specific spell of the same level in the same art.
Requird Score: 67 Level 5: Twice an encounter you may transform a spell you cast into a non-rare/affiliation specific spell of the same level and branch in the opposite art.
Required Score: 111 Level 6: Your spell base cost reduction is increased to 3.
Required Score: 166 Level 7: May cast an addition two spell each turn as long as no two spells that turn were of the same art
Required Score: 230 Level 8: You can get shop keeps to sell you guild/society spells regardless of your affiliation. You can also buy Rare spells regularly at the Char-ka Magic Shop.
Required Score: 309 Level 9: Your spell base cost reduction is increased to 5.
Required Score: 397 Level 10: You get a custom spell, which must be pre-approved by the WMs before being used.
Required Score: 496
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To prevent people's starting skills and spells from becoming obsolete as their character evolves, and prevent players with a lack of understanding of appropriate power levels from creating overpowered skills, the Wms came up with these optional skills for starting characters.
From now one there will be Absolutely NO custom LSSs
There is will be a similar ban on multiple LSSs on a single character. This means that no character will even be considered if he/she has more than one LSS.
Art Based Leveled Starting Skills
There are two for each art. You attain levels in this by purchasing and learning spells. The level you attain is equal to the level of that art you have reached. Any magical leveled starting skills that requires you to actively do it counts as casting a spell, except for the spirit ones, which are so similar to innate physical power that they go unaffected by null effects and alike. (An active use would be level 8 of Photosynthesis, passive would be level 5.)
Light - Aslanyr Kitten
Raise a rare breed of this light aligned 6 legged cat.
Level 0: A small white 6 legged kitten with golden eyes.
(1' long, 6" tall to shoulder)
Level 1 : Its roar empowers its owner.
Level 2 : Gains hunter’s scent tracking techniques. Develops golden stripes on its head and neck.
(1'6" long, 1' tall to shoulder)
Level 3 : Its roar instead as a daze effect on a target, tail grows a golden brush tip
(2' long, 1'6" tall to shoulder)
Level 4 : Develops 4" long claws and a natural empower.
(2'6" long, 2' tall to shoulder)
Level 5: Its roar may instead act as a mindlash to those that hear it, grows a golden mane.
(3' long, 2'6" tall to shoulder)
Level 6: Its internal magics manifest into a golden armor over its forelegs and chest/back.
(4' long, 3" tall to shoulder)
Level 7: Its roar acts as a 3x powered repel
(5' long, 3'6" tall to shoulder)
Level 8: Gains Ram Forceful Charge and Cat Style Bonus & Spring.
(6' long, 4' tall to shoulder)
Level 9: Its roar may instead unleash with it a ring shaped blast of light 6" thick and 3 feet in diameter, with 4x the force of a punch
(7" long, 4'6" tall to shoulder)
Level 10: Grows into a humanoid version of itself, retaining all its powers.
(7' 6" tall)
Light - Mark of Solumin
A very rare gift. Those born with this mark are 30 years old, and from the villages in/outside the southern end of the Lutharins. They were born soon after the death of Solumin, Soltara?s predecessor in the line of cleric guildmaster, in his epic battle with the initiate guild master Thanis that turned the Southern Plains into the Southern Wastes. The magics released on that day marked some of the unborn, those who were the descendents of clerics at some point, with powerful inner light. As they learn light magics, this inner light manifests and slowly changes them into a rare and wonderful creature revered by the guild. Weaknesses carry over to all abilities above them. Does not count as a spell.
Level 0: Bears a sun-over-cross birthmark on their forehead of hand. Their hair and eyes are naturally white.
Level 1: Gains a boost in charisma. Hair lengthens to shoulder length
Level 2: Can see through illusions and false images, eyes glow white.
Level 3: Can form a fire-like holy aura around hands and feet. Skin goes albino.
Level 4: Light spells' base are reduced by 4 gold. Must take 50% reduced bounty payments.
Level 5: Voice deepens and grows louder, it has a pacifying effect on all that hear it.
Level 6: Grow a pair of angelic wings.
Level 7: Gian the ability to summon a pair of short swords made of holy light to your hands, your arms and legs lengthen to 125%.
Level 8: Grow to 7 feet tall. Can absorb holy energy attacks.
Level 9: Gain the ability to bless things once a week, turning water into holy water and giving items a diamond imbue like effect. Increased weakness against dark magics,
Level 10: Develop a holy aura that increases resistance to nondark magics.
Light - Photosynthesis
The aborbtion of light into you and the focusing of it in and eventually out of your body. Does not count as a spell.
Level 0: Absorb light around you for an empower effect
Level 1: Constant empower effect while you are in sunlight
Level 2: Absorb light around you to heal diseases, poisons and lesser wounds
Level 3: Constant advanced healing rate while you are in sunlight
Level 4: Absorb light around you to form a light armor twice the strength of holy armor
Level 5: Constant double holy armor effect while you are in sunlight
Level 6: Absorb light around you to form a pair of light lances around your hands.
Level 7: Create a short range weapon of your choice made of light as long as you are in sunlight.
Level 8: Absorb light around you to concentrate it into a beam from your hand.
Level 9: Able to create a large offensive/defensive sphere of blazing light energy around you as long as you are in sunlight.
Level 10: Power to double the intensity of any external light.
Light - Sanctify
You are able to sanctify items with light magic by touch. Once ever you may chose a single item and have this effect only that item, passively and to a stronger effect
Lvl 0: Target/Chosen item is seen as being /extremely wondrous by others.
Lvl 1: You are able to project your sense of sight to touch/chosen Item.
Lvl 2: The touch of Target/Chosen Item is painful to the wicked/dark aligned the next 4 posts/for good.
Lvl 3: Target/Chosen Item can be lightsped/lightblinked to your hand for the next 3 posts/for good.
Lvl 4: Target/Chosen Item has a strong resistance/immunity to dark magics for the next 4 posts/for good. Use 4 times per encounter/No encounter limit.
Lvl 5: Light enchantments on target/chosen item are amplified. Use five times per encounter/Passive.
Lvl 6: Target/Chosen Item can be turned invisible the next 5 posts/for good.
Lvl 7: Target/Chosen Item can be Lightformed. Use once/twice per encounter.
Lvl 8: Halve all damaged dealt to Target/Chosen Item the next 6 posts/for good.
Lvl 9: All enchantments on target/chosen item are prismed to light for the next 7 posts/passively. Chosen item can act as a light prism.
Lvl 10: Custom light effect on target/chosen item. WM approval required.
Plant - Abeo Staff
Weild are rare wood that changes along with you. Choices set upon creation
Level 0: Have a 6' long branch-like staff of mysterious Abeo wood.
Level 1: Tendrils from the staff spread into your hand, giving it a version of will bond.
Level 2: Staff hardens to iron strength, tendrils give natural empower.
Level 3: Staff appearance and head shifts into the wood and form of your choice upon change, you skin becomes iron tough and takes on the appearance of the bark of the tree of your choice upon change.
Level 4: Staff injects a mild hallucinogenic when it breaks the skin. Your blood turns either poisonous or healing on ingestion, your choice upon change.
Level 5: Staff tendrils thicken and sick deeper, is always in constant with you though them no matter where it is. Able to managed animate it.
Level 6: Staff becomes diamond hard. You gain a passive infuse ability. You may use any growth acceleration spell to temporarily increase this healing to Mend strength.
Level 7: Staff able to release a thorn spray or Lapidify from its head, your choice upon change. Your grow thorns or amber plates along your forearms, spine and shoulders, your choice upon change.
Level 8: Staff and you can both grow or shrink to ½ or 2x its normal size. Size changes can be independent of each other. Counts as spell.
Level 9: Staff gains the melding ability of an emerald imbue. You gain the ability to release the tendrils from your fingers and use them to animate a single plant under your control.
Level 10: You can now meld yourself with almost any plant.
Plant - Anthermagery
Summon forth a burst of spores and pollen from rare and potent plants from your hands. Effects last 3 posts.
Lvl 0: Spore are released slowly, affecting those at a distance only very weakly over time.
Lvl 1: Call forth the pollen of the Golden Poppy, which attracts those who spell it and vitalizes plant based life forms.
Lvl 2: Call forth the spore of the Papyrin Fruit, which dulls the senses.
Lvl 3: Call forth the pollen of the Tritisic Honeypot, which hangs in the air and allures any that catch its scent to it and hold their attention.
Lvl 4: Call forth the spore of the Gragarin Feathertrap, which dazes and confuses any who inhale it.
Lvl 5: Spore can be released in a concentrated cloud, increasing their potency for a single target or small group.
Lvl 6: Call forth the pollen of the Sekoran Adderrose, causing those who inhale to start violently and uncontrolably sneezing.
Lvl 7: Call forth the spore of the famous Miltweed, powerfully drowses all who inhale it.
Lvl 8: Call forth the pollen of the dangerous Vipersnare, which not only causes powerful hallucionations but is very toxic.
Lvl 9: Call forth the pollen of the Eternity Lotus, which leaves those who inhale utterly content and unconcerned with anything.
Lvl 10: Spores can be increased in potency and duration at will.
Plant - Cultivorian
Raise a pet-like plant creature which grows as you gain plant magics, takes 1 day for them to fully change after buying the spell. If killed, can grow new one from body?takes a week to sprout and week to reach new level and catch up. People have have these pets have to have spent extensive time in the Sothern Sekoran Forest, as they are rare and found only there. Does not count as a spell.
Level 0: Is a small squid-like creature with a golf-ball sized hard bulb head with small glass black eyes and 8 four-inch long vine tendrils.
Level 1: Its bulb forms inch long mandible-like thorns, sprouts a stubby stalk body and the tendrils thicken until it is spider-like. It becomes able to spit a sap spray.
Level 2: It grows larger, the stalk and bulb elongating, so its around the size of house cat. The sap spit becomes a stream that hardens its soft amber webbing.
Level 3: It doubles is size to the size of a dog, the vines wrapping around each other to form four legs. It forms a hard bark-like cover over its entire back, chest and front legs.
Level 4: Its grows again to the size of a wolf. Its mandible thorns elongate to 4 inches. It sprouts two vine line buds on its shoulder that shoot out like snare vines.
Level 5: Its stalk shifts and its hind vines thicken and separate so it looks like a humanoid with four tentacle legs, which is around four feet tall. Its arm vines branch into finger-like tendrils.
Level 6: It grows to 5 feet tall. Its four vine legs re-entwine into two. The arms thicken. The mandibles elongate to 7 inches. Its amber webbing can now be spit out in 3 foot nets.
Level 7: Its bulb head breaks open to the sides below to the brow, turning the mandibles into tusks, to reveal a knotty green jaw with 4 inch long tendrils hanging around the mouth. Its sprouts 3 inch long thorns along the forearms, back and crest of its bulb skull. Two foot long irony sharp leaves sprout from the shoulders.
Level 8: It grows to 6 feet tall. Its chest stalk thickens and its dark hide hardens into ironwood armor. It can detach the blades on its shoulders to use as sabers.
Level 9: It grows to 7 feet tall. Its vine fingers and toes form thorn claws. Its thorns elongate to 6 inches. Its amber nets double in size.
Level 10: Its grows to 8 feet tall. Its arms thicken so their divide into four arms. The last of its bulb parts fall away to reveal 2 foot long thin tendril hair. The head takes on a human look. It gains the power to release a hallucinogenic pollen from small holes on its wrists.
Plant - Vine Leech
Naturally release vine-like tendrils from your hands to absorb power from others like a plant absorbs nutrients from the soil. Levels 4-9 slightly weaken what is leached in the leached. Does not count as a spell.
Level 0: Through vines from the hands, you may slowly leech health from a target, eventually causing your health status to become identical to theirs. Tendrils are 1' long.
Level 1: Leech physical traits from a target, allowing you to cause your strength, speed, etc, to become as theirs for four posts.
Level 2: Leech physical traits from a target, allowing you to cause your strength, speed, etc, to become as theirs. Lasts for six posts.
Level 3: Leech physical traits from a target, allowing you to cause your strength, speed, etc, to become as theirs. Lasts for eight posts.
Level 4: Leech a specific skill from a target. Lasts for four posts.
Level 5: Leech a specific skill from a target. Lasts for six posts. Tendrils can now extend to 8'.
Level 6: Leech a specific skill from a target. Lasts for ten posts.
Level 7: Leech a level 3 or lower spell from a target. Lasts for four posts.
Level 8: Leech a level 6 or lower spell from a target, lasts for four posts .
Level 9: Leech a level 9 or lower spell from a target, lasts for four posts.
Level 10: Leech the essence of a target, taking on an osmose-like form based on it. Lasts six posts.
Water - Aquamate
Learn to adjust your knowlege of water magics to mimic the effects of other arts in an elemental fashion. Count as spells. Cannot use any modern art except for Water.
Level 1: Create a layer of frost over a target, numbing their whole body.
Level 2: Summon a small ammount of slightly acidic water in the eyes of a target, momentarily blinding them as if flared.
Level 3: A variation on purify, taint the blood of a target to temporarily sicken them.
Level 4: Unleash a volley of icy hail stones.
Level 5: Create an ice varient of rootclutch.
Level 6: Unleash a powerful blast out water out from arround you in a repelling sphere.
Level 7: Summon an unpredictable phantasm-like hydrite whose form and controllability vary from caster to caster.
Level 8: Summon a weapon or shield made of ice to your hand. This spell cannot summon mechanical, projectile, or magically enhanced weapons
Level 9: Transforms the caster into boiling water. He/she can?t interact physically in this form except for scalding. This spell costs 2 spells to maintain.
Level 10: Summon a 24 foot long ice armored and spined, burrowing snake-like hyrdite reptile.
Water - Fleshflow
Allows your flesh to become as water, able to be shaped at your will. Do not count as spells.
Level 0: Allows you to reshape your reshape your fingers
Level 1: Allows you to turn their skin icy hard.
Level 2: Allows you to shift the shape of your face, but not your coloration and hair.
Level 3: Allows you to stretch and extend your arms out a foot.
Level 4: Allows you to reshape your hands.
Level 5: Allows you to stretch and extend your arms out two feet.
Level 6: Allows you to reshape your hands and arms.
Level 7: Allows you to stretch and extend any or all of your body to twice its length
Level 8: Allows you to reshape or hands, arms, feet and legs.
Level 9: Allows you to stretch and extend any or all of your body to triple its length.
Level 10: Allows you to reshape your body. This does not change the materials, coloring or mass of yourself.
Water - Heart of Ice
Call upon the elemental of water within you to become a being as eternal as the seas and as cold as ice.
Lvl 0: Advanced sense of smell, can taste/smell the air for chemical traces like a snake
Lvl 1: Skin pales and becomes numbingly cold to the touch. Indifference to climate.
Lvl 2: Able to form a wood-tough protective layer of flexible ice over your body. Eyes go very pale blue, lips tinge blue.
Lvl 3: Able to take/breathe in water, smoke and toxic gasses and fluids safely.
Lvl 4: Flesh flows to close wounds and breaks then ice over for natural healing.
Lvl 5: 100% increase in flexibility and agility, natural Chill effect.
Lvl 6: Flesh becomes as tough as nevermelt ice. Increased resistance to heat and flame.
Lvl 7: Able to release a 2/3s powered Gale Force effect, the wind filled with snow and arctically cold.
Lvl 8: Gain a more powerful Glacial Path ability, akin to a Sapphire Gorion ability.
Lvl 9: Natural freeze ability. Effects able to shape water can also shape already frozen ice.
Lvl 10: Additional 50% increase in agility. Able to regenerate a reverse swelter effect in 5' radius around you, acting as a somewhat weaker freeze effect.
Water - Hydrites
Summonation of creatures made of water in a magical skin. The float as if swimming through air like it was water. Count as spells.
Level 0: Summon Fish Hydrite (bass, fluke, etc?)
Level 1: Summon Eel Hydrite (1' long)
Level 2: Summon Large Fish Hydrite (8" long)
Level 3: Summon Primoc Hydrite (5-6")
Level 4: Summon Stingray Hydrite (1' long, 2' span)
Level 5: Summon Primoc Hydrites (2, 5-6")
Level 6: Summon Maco Shark Hydrite (5')
Level 7: Summon Water Wurm Hydrite (6')
Level 8: Summon Primoc Swarm Hydrites (6, 5-6")
Level 9: Summon Goliath Crab Hydrite (6' long, 8' to top of shell)
Level 10: Summon an marine Hydrite of the caster's choice. (nothing insane like a leviathan, you decided what form it will be when you post your character)[/QUOTE]
Arcane Invention
The ability to alter, create and recreate spells of a chosen art.
Lvl 0: Choose an art. You get -2 base to that art (~) and + 2 base to other arts.
Lvl 1: Automatically casts a weakened version of you art's level 1 alteration spell with every non-~ spell.
Lvl 2: Choose a ~ spell you know, you may choose to augment this spell with a single element or principle from another ~ spell you know, altering its effect. (eg. Add sap sprays stickiness to snare.)
Lvl 3: Choose a ~ spell you know, you may choose to augment this spell with a single element or principle of your own choosing, altering its effect. (eg. Add Pain to snare to give it painful barbed thorns)
Lvl 4: Choose two ~ spells you know, choose two elements or principles from those spells to create a new and seperate spell from those ideas. (eg. snare's reach and lapidify's entrapment to make a vine that latches on then turns into an amber manacle)
Lvl 5: Choose three ~ spells you know, choose three elements or principles from those spells to create a new and seperate spell from those ideas.
Lvl 6: Custom ~ spell, level 5 or lower.
Lvl 7: Pick an extra art, that art loses its +2 cost and gains a -2 discount.
Lvl 8: Choose a spell you know, you may choose to augment this spell with up to two element or principles. At least one of these must be from an ~ spell you know.
Lvl 9: Choose three spells you know, two of these must be ~ spells. Choose three elements or principles from those spells to create a new and seperate spell from those ideas.
Lvl 10: Custom ~ spell, may have the second chosen art as a secondary art.
Battle Prowess
Physical changes your body undergoes from battle experience. Counts only your posts
Level 1: Possession of greater then normal strength. Counts as having half of a non-magical Empower spell on him at all times.
Required battle posts: 0
Level 2: Agility increase. This allows one to more easily dodge some attacks as well as increasing his skill at acrobatics and flexibility.
Required battle posts: 25
Level 3: Speed increase. This applies to both foot speed and speed with weapons.
Required battle posts: 55
Level 4: Strength is increased yet again. Upgraded to a full non-magical Empower spell.
Required battle posts: 90
Level 5: Toughness and natural tolerance for pain are increased, allowing the one to sustain injuries that would finish most warriors.
Required battle posts: 130
Level 6: Strength is increased a third time. Also, as a result of a great deal of musculature and callouses, the skin is now very tough. The natural Empower spell is now upgraded to a full Empower and a half, and his skin gives him protection equal to that of leather armor.
Required battle posts: 180
Level 7: Agility is increased again, giving one acrobatics mastery.
Required battle posts: 230
Level 8: Strength is finally increased a fourth time, bringing to a constant natural double Empower.
Required battle posts: 280
Level 9: Ones hard skin, speed, and battle knowledge now accumulate to allow one to block attack with weapons with ones limbs.
Required battle posts: 330
Level 10: Through exposure and strength of will, one gains immunity to all spells that directly effect the body and mind and ones reputation instill strength in any teammates and allies that fight with you.
Required battle posts: 380
Duelist's Legacy
The path of the master at arms, those who chose the way of the Duelist gain skill with their weapon of choice that is unsurpassed.
Lvl 1: Battle Intimidation (works like normal intimidation, but in battle overwhelms foes and decreases their battle acuity.). Half natural empower. Willbond to chosen weapon.
BPs: 0
Lvl 2: Increased sensory acuity and speed allows for better blocking with the weapon and allows you to do a monk Refocus effect when doing so.
BPs: 25
Lvl 3: Double Battle Intimidation. Your prowess allows you to wield the weapon as though it had an artless topaz imbue effect, increasing the speed of its movements and allows you to send a jarring vibration though weapons and armor that block it.
BPs: 55
Lvl 4: When using weapon you gain Fang Strike technique and gain proficiency in throwing/hurling the weapon.
BPs: 90
Lvl 5: Half empower now full empower. Wield the weapon with a grace and style that works like a half amplified artless amethyst imbue that dazes those who look upon the blade with subtle movements.
BPs: 130
Lvl 6: Gain Critical Blow and Disarm with weapon.
BPs: 180
Lvl 7: Acrobatics Mastery. Gift of up to two free enchantment/alterations on weapon from any shop.
BPs: 230
Lvl 8: You gain an Aspiring Warrior Squire character of your creation, they start with 100 gold, one of the techniques above, and must always be with you, but do not get loot in quests.
BPs: 285
Lvl 9: Your squire gains a 2nd of your skills. You may use your weapon as though it had an amped artless tourmaline imbue to deflect magical projectiles.
BPs: 340
Lvl 10: Triple Battle Intimidation, two additional enchantments/alterations, and custom weapon technique.
BPs: 400
Heightened Training
A more spiritual path of advancement for experienced battlers, looking more on inner focus than physical toughening. Counts only your posts
Level 1: One?s reflexes increase, halving his reaction time to anything.
Battle posts required: 0
Level 2: One?s agility increases. This allows you to more easily dodge attacks and allows him greater acrobatic skill and flexibility.
Battle posts required: 25
Level 3: One?s speed is increased, applying to both physical speed and speed with weapons.
Battle posts required: 55
Level 4: One's reflexes are enhanced again, cutting his reaction time by another half.
Battle posts required: 90
Level 5: One?s inner focus increases, physical blows have increased in power.
Battle Posts required: 130
Level 6: One?s inner focus increases, giving one the ability to heal oneself to some extent, and others to a lesser extent.
Battle posts required: 180
Level 7: One can bind oneself to a location. While anywhere, one can meditate for ten minutes, and teleport to that location.
Battle posts required: 230
Level 8: One gains the ability to practically lighten ones body, enabling one to make prodigious leaps, easily scale walls, and the like
Battle Posts required: 290
Level 9: By focusing your spirit inwards, one can gain complete and temporary immunity to any spell. This leaves him vulnerable to other outside attacks during the time period, and it is also usable two times per encounter.
Battle posts required: 350
Level 10: One gains the ability to magically slip between spaces within a two hundred foot radius This is only usable three times a day (real time)
Battle posts required: 425
Hero's Legend
As the adventurer?s of Epic World seek out fame and fortune, they grow long shadows. Those who devout their lives to becoming renowned legends oft do so by going on epic quests. This fame comes with its own advantages.
One's Hero's Legends Points for any one quest is the following equasion.
+ 1 for the quest itself
+ 1 for every 300 post of the quest rounded down.
+ 1 IFF your character posted more than 33% more than the average number of posts by other questers
- 1 IFF your character posted more than 33% less than the average number of posts by other questers.
Only counts satisfactorally successful, no spamming to up your count.
Level 0: Charisma boost
Level 1: Automatic inclusion in any quest applied to, whether they are full or not.
Required Score: 1
Level 2: Developed increased sensory accuity, able to pick up clues and work out clues better than others. This is up to the Quest-leader in execution.
Required Score: 3
Level 3: Can get a loan of an item, weapon or spell from any shop, up to 300 gold in value, before a quest, its value must be payed back after the quest at some point.
Required Score: 5
Level 4: All your allies gain your level 1 and 3 abilities if they go with you on a quest
Required Score: 7
Level 5: Quest-leaders pay you a retainer to commit to their quest
Required Score: 9
Level 6: 25% increase it quest payments.
Required Score: 11
Level 7: Gift of custom weapon from Seaside Guild.
Required Score: 13
Level 8: You gain a squire. This is a character of your creation. They start with 100 gold. They must always be with you. They do not get loot in quests. They comes in four types: Aspiring Heroes, Bards, Sages and Guards.
Required Score: 15
Level 9: Your squire gains a special ability: Aspiring Warriors gain one of your skills, bards get a special spell-song about your exploits, Sages gain an LSS of their chosen art (See Leveled Starting Skills - Art Specific) and Guards get a free Fighters Technique (See Skills - Guild Related)
Required Score: 17
Level 10: 50% increase in all quest payments, double charisma, increased prepayments.
Required Score: 19
Hunter's Repute
Reputation gained through successful bounty captures
Counts all posts in bounty, no spamming to beef it up, only counts successful ones.
Level 0: 5% increase in bounty payments (in addition to any ranger increases)
Required bounty posts: 0
Level 1: 25% decrease in minimum posts required for all bounties
Required bounty posts: 40
Level 2: Intimidation: Charisma effect, stronger against thieves
Required bounty posts: 80
Level 3: Access to ranger only items, a free item of your choice if you are a ranger.
Required bounty posts: 120
Level 4: 10% increase in bounty payoffs (in addition to any other increases)
Required bounty posts: 170
Level 5: Can take on level 4 bounties solo
Required bounty posts: 220
Level 6: Access to Constable Hawke?s police files, the legal equivalent of the Thieves Network (See Skills - Guild Speicific)
Required bounty posts: 270
Level 7: Access to Hunter items, animals and tracking techniques. Free item, animal or technique if you are already a hunter.
Required bounty posts: 330
Level 8: 25% increase in bounty payoffs (in addition to any other increases)
Required bounty posts: 390
Level 9: Can take on level 5 bounties solo
Required bounty posts: 450
Level 10: 15% discount at all shops, double Intimidation, 50% decrease in minimum posts required for all bounties.
Required bounty posts: 520
King of Thieves
As lawmen and heros grow long shadows, so do those of less noble pursuits. This skill grows as you earn gold through crime.
Level 0:Charisma boost.
Requirement - 0 gold
Level 1: Gain the skill of Lockpicking (obvious).
Requirement - 100 gold
Level 2: Additional 5% discount at shops.
Requirement - 300 gold
Level 3: Increased dexterity; better pickpocketing abilities.
Requirement - 600 gold
Level 4: Gain the skill of Evasion (opposite of tracking).
Requirement - 1000 gold
Level 5: 25% reduction in bounty payments in addition to any other reductions. Double charisma. Gain the skill of Detect/Disable Trap (hunter traps, etc).
Requirement - 1500 gold
Level 6: An additional 10% discount at shops. Items pawn for 5% less. Access to all non-spell thief items (ie, Nightcloak, Duelist Scimitar, etc) and trainings (ie, Fend, Acrobatics Master).
Requirement - 2100 gold
Level 7: May create a second Master of Disguise, or create a Master of Disguise if you are not a theif.
Requirement - 2800 gold
Level 8: Higher chance of successfully taking larger objects from a person (like stealing their sword without them noticing).
Requirement - 3600 gold
Level 9: Natural convincing liar; can fool Truthstones as well as not be affected by Pel-Agref, Candor, and Veritas drafts. Also, may pick up on when other's are lying to you.
Requirement - 4500 gold
Level 10: May not take bounties. Quadruple charisma. An additional 15% discount at shops. Items pawn for an additional 10% less. You can take on an apprentice thief (akin to HL squire)
Requirement - 5500 gold
Merchant's Guile
Money is power so they say, and those who chose the path of the merchant of craftsmen seek both. The remnant of the defunked merchant's guild take a few such aspirers under their wings. This skill counts gold earned by selling items or services, not bounties, tasks or quests.
Level 0: Natural Charisma Boost. Must avoid physical battle if at all possible.
Requirement - 0 gold
Level 1: Barter Rights at all shops.
Requirement - 100 gold
Level 2: 40 gold per week stipend to only be used to hire a bodyguard. PC prefered
Requirement - 200 gold
Level 3: 10% discount on shops when using gold.
Requirement - 400 gold
Level 4: Gain an additional level in any non-LSS leveled skill you have. First pick in looting.
Requirement - 600 gold
Level 5: Able to get loans from the local government for supplies. 10% interest per week.
Requirement - 900 gold
Level 6: Gain a 50 gold per week stipend that can only be used for training. Additional Charisma boost.
Requirement - 1200 gold
Level 7: Gain an NPC customer each week. WM modded.
Requirement - 1600 gold
Level 8: Gain a new bodyguard or your own design. They get a 50 gold per week pay. Must stay with you.
Requirement - 2000 gold
Level 9: Your bodyguard gains a free battle related skill or LSS.
Requirement - 2500 gold
Level 10: Additional charisma boost and NPC customer per week. Access to special rare items at rare item shops. Bodyguard stipend increased to include a 2nd PC bodyguard at 50 and week.
Requirement - 3000 gold
Rhapsodist's Glory
The lure of the arts is as strong in some as the lure of battle is in others, and the greatness that can come with it is no less. Some bards focus on their performances, playing in the street for the simple joy of it, while others are more professional, training with the masters to refine their gift. Increase your fame and glory by increasing either your Minstrel Level or by earning gold through performances (chosen upon creation).
Lvl 0: Charisma Boost
Lvl 1: 5% increase in performance payments/tips (ML 1 or 50 gold)
Lvl 2: Spellsongs may be maintained for a post longer than normal (ML 2 or 150 gold)
Lvl 3: Receive a rare spellsong with a +1 bonus to power level (ML 3 or 300 gold)
Lvl 4: A Singing or Poetry spellsong and a spellsong of an instrumental art may be rifted together to form a more powerful one when played (ML 4 or 500 gold)
Lvl 5: Free Maestro Instrument, which counts as Masterwork and comes with a custom Yuforic Enchantment (ML 5 or 700 gold)
Lvl 6: Can do one large performance per week for increased tips (ML 6 or 1000 gold)
Lvl 7: Receive a free Bardic Scroll (ML 7 or 1350 gold)
Lvl 8: Gain an NPC Patron, a wealthy lord or lady who gives you a place to stay in their home and allows you to put on a small performance for them and their noble friends once per week. In exchange for this service, you are paid 40 gold a week. (ML 8 or 1750 gold)
Lvl 9: You may put on a large performance for your NPC Patron once a month, allowing you to showcase a new song based on their history or personality. The song becomes a spellsong similar to a Troubadour's spellsong that has a +1 bonus to its power level. Your weekly pay is increased to 50 gold. (ML 9 or 2200 gold)
Lvl 10: Gain a powerful spellsong based on your exploits. Additional charisma boost and additional 10% increase in performance payments/tips. (ML 10 or 2700 gold)
Spellforging
The ability to concentrate the essential magics of a spell and forge it into a real object or creature. To attain a level, you must simple sacrifice the knowledge spell you are forging. You may only do this once for each level unless otherwise noted.
Lvl 1: Ingredient (varies)
Lvl 2: Seal
Lvl 3: Apparel (varies)
Lvl 4: Crystal
Lvl 5: Weapon
Lvl 6: Ensemble (varies)
Lvl 7: Ink (number of uses varies by type of use)
Lvl 8: Greater Elemental Creature
Lvl 9: Mysterious Egg
Lvl 10: You may now forge a second spell for each level, either creating a second forging or infusing it into an existing forging, doubling and merging their powers.
Taskmagery
This is skill for those mages who don?t focus on an art but on an ideal, making a trick for all occasions. This versatility is measured by the number of levels you have in each art added together (This doesn?t count spells of a level which already have a spell for in that art already. Nor does it count levels skipped by use of the magical item. Dual spells count as whatever level they are in the main art and level 4s in the 2ndary art)
Level 0: Spell base costs are reduces by 1
Level 1: Level 1 spells can be used to buy level 2 spells of any art.
Required Score: 1
Level 2: You may skip 1 level when buying spells
Required Score: 12
Level 3: Your spell base cost reduction is increased to 2
Required Score: 34
Level 4: Twice an encounter you may transform a spell you cast into a non-rare/affiliation specific spell of the same level in the same art.
Requird Score: 67
Level 5: Twice an encounter you may transform a spell you cast into a non-rare/affiliation specific spell of the same level and branch in the opposite art.
Required Score: 111
Level 6: Your spell base cost reduction is increased to 3.
Required Score: 166
Level 7: May cast an addition two spell each turn as long as no two spells that turn were of the same art
Required Score: 230
Level 8: You can get shop keeps to sell you guild/society spells regardless of your affiliation. You can also buy Rare spells regularly at the Char-ka Magic Shop.
Required Score: 309
Level 9: Your spell base cost reduction is increased to 5.
Required Score: 397
Level 10: You get a custom spell, which must be pre-approved by the WMs before being used.
Required Score: 496