Located only a short distance from Ancient's Tower, where the mages are, the Silver Crescent is a small, non-descript building. It would disappear into the neighboring houses if not for the silver moon emblem hung over the door, a piece that would have been stolen long ago if not for Dharos having a reputation not to be trifled with.
Dharos, the shopkeep, is a spell archivist. He keeps an inventory of a multitude of spells, and sells them to those who wish to buy.
The cost of a spell can be determined by multiplying the base cost of the art by the level of the spell.
Light (Base cost - 30 gold) Level 1 - Torch - Creates a lamp like ball of light in the caster's hand. Level 2 - Holy Armor - Summons a suit of plate-mail around you, made of solid light, strong as iron. Level 3 - Infuse - Heals lesser injuries like cuts, flesh wounds, pain and minor illnesses/poisonings. Level 4 - Sol Burst - Hurl a comet-like baseball sized blast of holy energy from your hand with twice the force of a punch. Level 5 - Aspect of the Angel - Grants the caster angelic wings and a halo of damaging holy energy around his/her hands and feet. The caster cant cast spells in this form. Level 6 - Mend - Heal greater injuries like gashes, stabs, fractures bones, and moderate illnesses/poisonings. Level 7 - Sol Wave - Release a five foot wide and 2 inch tall wave of energy from your hand with thrice the force of a punch. Level 8 - Blessed Being - The caster becomes immune to damage to his/her body until the end of his/her next post, but the caster cannot make aggressive moves. Level 9 - Sol Bomb - Hurl a large concentrated ball of light a foot in diameter from you hand, with four times the force of a punch. Level 10 - Avataris Photos - The caster becomes a light magic being in angelic form. The caster may cast an additional 2 light spells each turn. The caster cannot play Dark spells.
Plant (Base cost - 30 gold) Level 1 - Growth - Accelerate the growth of a living plant by a few months. Level 2 - Trellis - Summon a network of intertwined vines and branches up a vertical surface, creating a makeshift ladder for the caster to use. Level 3 - Snare - Release a pair of grasping vines from your hands which you can control. They dissipate at end of post. Level 4 - Razorleaf - Release a dozen razor sharp shuriken like leaves from your hands. Level 5 - Aspect of the Elemental - Grants the caster snare-vine-like fingers and tongue as well as oaken-armor like skin. The caster can't cast spells in this form. Level 6 - Thornspray - Release a half dozen half-dagger sized thorns from your hand. Level 7 - Vivify - Animate and place under your control a large plant (ex. tree) within fifty feet of you. Level 8 - Redwood Form - The caster transforms into a 10 foot tall treefolk. Damage does not carry over to and from this form. Level 9 - Rootform - The caster's body's flesh transforms into roots, allowing it to travel quickly through dirt and in doing so act as your own root clutch. Level 10 - Avataris Arborus - Caster becomes a being of wood, vines, leaves, and moss in Centuar form, you may cast an additional 2 plant spells each turn. Caster cannot play Mind spells.
Water (Base cost - 30 gold) Level 1 - Soak - Release a couple cups of water from your hand. Level 2 - Flow - Control up to four cups of water and shape it. This control is sight based. Level 3 - Gush - Call forth a powerful spring of water from the ground a few inches wide for a few seconds. Level 4 - Jet - Release a Gush-like jet of water from your hands. Level 5 - Aspect of the Ticra - Grants the caster scale armored skin and turns his/her body and its fluid freezing cold. Caster gain an innate flow-like ability. The caster can't spells in this form Level 6 - Scald - Release a torrent of water that is 50% stronger than Jet, and scalding hot. Level 7 - Reroute - Reverse the flow of water while maintaining its original force. Level 8 - Vortex - Surrounds the caster's body with a whirling wall of boiling water. You can dispel it be exploding it outwards. Level 9 - Deluge - Call forth multiple springs of water from random spots around you to flood the area. 20 gallons per post maintained. Level 10 - Avataris Hydrus - You become a being of water in humanoid form, you may cast an additional 2 water spells each turn. You cannot play Fire spells. You may freeze parts of your form to make them solid.
Storm (base cost - 35 gold) Level 1 - Mists - Fill the area 10 feet around you with thick fog. Level 2 - Thunderclap - Create a loud deafening boom. Level 3 - Updraft - Create a whirling current of wind around an target, stir dirt and dust up around it and slowing movements. Level 4 - Lightning Strike - Release a ball of lighting at a target. Level 5 - Aspect of the Wisp - The caster is surrounded with a skintight whirlwind which blurs out its appearance, deflects physical blows and reduces friction/wind resistance. (increasing speed and leaping power by 50% but making gripping impossible). The caster cant cast spells in this form Level 6 - Tornado - Create a 7 foot tall tornado whose path you can control. Level 7 - Substinate - You gain the ability to control and shape clouds and fog. You may solidify them, but only by touch. Level 8 - Chain Lightning - Release a bolt of lightning from your hand which can jump from one target to another. Each target beyond the 2nd requires the caster to give up a spell. Cast only once per post.. Level 9 - Rolling Thunder - Create a dense fog in a 100 foot radius around you, filling with mine-like lightning pockets. Level 10 - Avataris Tempus - You become a being of clouds and wind in djinn form, you may cast an additional 2 storm spells each turn. You cannot play Earth spells.
Earth (Base cost - 35 gold) Level 1 - Pummel - Turn you hands to granite Level 2 - Tremble - Cause an area of earth 4 feet in diameter to shake violently. Level 3 - Render - Cause stone to soften into clay by touch, area effected cannot excede 2 feet in diameter. Level 4 - Brace - Turn whatever non-living matter you step on to solid, unshakable stone, stablizing your balance and even allowing you to move atop liquids if you are fast enough. Level 5 - Aspect of the Golem - The casters skin turns rock hard and sprouts stone spikes. Your balance is increased drastically. The caster cant cast spells in this form. Level 6 - Granite Form - Turns the caster into living granite. Level 7 - Enjoin - Create a mental link between yourself and the earth you are touching in a 2 foot radius around you. You can shape this earth at will. Level 8 - Erode - Through contact turn target inanimate object no larger than 2 feet in diameter into brittle, powdery and easily broken pumice. Takes 1 post of contact for every foot in diameter. Level 9 - Merge - Create a mental link between yourself and the earth you are touching in a 6 foot radius around you. You can shape this earth at will. Level 10 - Avataris Geolum - You become a being of stone in Garr form, you may cast an additional 2 earth spells each turn. You cannot play Storm spells. The range or your Enjoin or Merge is multiplied by two.
Fire (Base cost - 40 gold) Level 1 - Char - Releases a large clump of choking cinders and soot at a target Level 2 - Fire Burst - Hurl a baseball sized fireball with the force of a punch from your hand. Level 3 - Fiery Skin - Summon a fiery full body armor and helm with no defensive power. Level 4 - Bake - Heat up a target through touch. 50 degrees each post touch is maintained. Level 5 - Aspect of the Salamander - Grants the caster scale armored skin and turns his/her body and its fluid molten hot. Caster gains an innate ability to control fire. The caster can't spells in this form. Level 6 - Flame Wake - Release an 5 foot wide 5 foot tall wall of fire which moves along the ground. Level 7 - Encircle - Raise a wall of flames ten feet high in a radius of ten feet around you. This wall is stationary, effectively trapping anyone inside or outside of it. Level 8 - Ashen Rain - Fills an area around the caster 100 feet in diameter with falling ash, brimstone and cinders. Accumulation of ash and cinders irritates the eyes and airways, singes the skin, and sets alight flammable materials. Level 9 - Flame Form - Transforms the caster into living flame. He/she can't interact physically in this form except for burning. This spell costs 2 spells to maintain. Level 10 - Avataris Pyrotus - The caster becomes a being of molten flesh and fire in dwarven form, he/she may cast an additional 2 fire spells each turn. The caster cannot play water spells.
Force (Base cost - 40 gold) Level 1 - Empower - Doubles the casters strength. Level 2 - Repel - Releases a 3 foot wide burst of repelling force, as strong as a shove, from the casters hand. Level 3 - Shield - Create a steel-like wall of force before the caster, around 5 feet in diameter. Lasts until his next post. Level 4 - Deaden - Create a field of restrictive force around a target, halving the speed, agility and strength of a it. Level 5 - Aspect of the Titan - Allows the caster to increase or decrease his/her weight at will. He/she can also summon steel-like force armor around themselves. The caster can't play spells in this form. Level 6 - Channel - Cause the force of a blow to pass around you, then travel as a projectile along the same path it previously had. Level 7 - Hover - Creates a field around the caster which both pushes and reduces the weight of his/her, effectively allowing the caster to fly. Level 8 - Refocus - Alter the direction of the force and momentum of a target. Level 9 - Adrift - Release gravities hold on everything within a 100 foot radius of the caster, floating them 5 feet in the air. This spell effects the caster too. Level 10 - Avataris Ergus - The caster becomes a translucent being of solid force in Shavir form. He/she may cast an additional 2 force spells each turn. The caster cannot play Summoning spells.
Mind (Base cost - 45 gold) Level 1 - Numb - Deadens a target's sense of touch. Level 2 - Misdirect - Confuses a target when casting a spell, giving them only a 50% chance of hitting the right target. Level 3 - Delude - Creates an illusion, no more than 6 feet in diameter, to the eyes of a target person. Level 4 - Compel - Allows the caster to control target creature no larger than 3 feet in diameter. Level 5 - Aspect of the Dream - The caster changes form into that of another person he/she has meet after the purchase of the spell and spend four post studying their form. They do not get the items, abilities or knowledge of this new form. The caster can't cast spells in this form. Level 6 - Telekenesis minor - Move a single target no more than 3 feet in diameter with your mind. Level 7 - Forget - Choose a spell target cast in this encounter. They cannot cast that spell again this counter and loose all knowledge of it. Cast only once per encounter. Level 8 - Erasure - Suppress the memory of a target reaching back 1 day as long as your are within 10 feet of them. Costs 2 spells to cast and maintain. Level 9 - Telekenesis major - Move a single target no more than 7 feet in diameter with your mind. Level 10 - Avataris Psychus - The caster becomes a misty being of semisolid thought in Aven form which they can shape shift in a limited fashion. The caster may cast an additional 2 mind spells each turn. The caster cannot play plant spells.
Dark (Base cost - 45 gold) Level 1 - Shroud - Create a 6 foot wide patch of unlight darkness around a target . Level 2 - Distress - Fills a target with sorrow and depression. Level 3 - Feed - Feed off the life force of an animal an animal in sight, accelerating your healing. Anything other than a bondmate smaller than a 2 feet long is killed. Anything else is weakened. Level 4 - Night Bolt - Hurl a comet-like baseball sized blast of dark energy from your hand with twice the force of a punch. Level 5 - Aspect of the Dark - Grants the caster bat wings and a halo of damaging dark energy around his/her hands and feet. The caster cant cast spells in this form. Level 6 - Infect - Badly poison a target, making them dizzy, vomit and shake. If not dealt with after 5 posts, they may swoon. Level 7 - Night Wave - Release a five foot wide and 2 inch tall wave of dark energy from your hand with thrice the force of a punch. Level 8 - Cursed Being - Double all damage dealt to target by spells. Level 9 - Night Strike - Hurl a large concentrated ball of dark energy a foot in diameter from you hand, with four times the force of a punch. Level 10 - Avataris Noctorus - The caster becomes a being of dark magics in demonic form. The caster may cast an additional 2 dark spells each turn. The caster cannot play Light spells. The caster has an innate form of Kuan'an's Hunger.
Summoning Level 1 Squirrels - Summon three agile squirrels Zombie Rats - Summon three scurrying undead rats Level 2 Dog - Summon a labrador or retriever like dog. Zombie Raven - Summon a 2 foot long undead black songbird. Level 3 Impala - Summon a dear-like creature with a pair of thin ram-like horn. Zombie Jackal - Summon a voracious undead wild canine. Level 4 Lion - Summon a 6 foot long powerful jungle cat. Zombie Panther - Summon a 6 foot long sleek undead jungle cat. Level 5 Ape - Summon a 6 foot tall powerful primate Zombie Pangolin - Summon an undead panglon with scales of compacted hairs and a powerful 3 foot long tongue. Level 6 Rhino - Summon an 8 foot long thick skinned and horned ungulate. Zombie Vulture - Summon a 4 foot long undead cinerous vulture. Level 7 Gila - Summon a 5' long gila with iron-hard scales and great power Zombie Vampire Bats - Summon four ratsized bloodthirsty undead winged mammals. Level 8 Centaur - Summon a 7' tall human-horse hybrid with human intelligence. Zombie Harpy - Summon a 6 foot tall undead human-bird hybrid with human intelligence. Level 9 Tiger Pack - Summon six 6 foot long striped jungle cats. Zombie Imp Horde - Summon six 3 foot tall undead winged humanoids with horns and sharp talons. Level 10 Wurm - Summon a 24 foot long armored, spined, burrowing snake-like reptile. Zombie Wurm - Summon an undead 24 foot long armored, spined, burrowing snake-like reptile
Dharos extended a hand to a shelf along the wall behind him, and three scrolls jumped to his hand. He set them on the counter before Darren, and accepted the gold coins in his hand. They disappeared into a jar beneath the counter.
"Pleasure doing business with you. Come again soon."
Private Mod Note
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Rollback Post to RevisionRollBack
Hero (n.) <heer-oh> - someone who gets involved in a lot of insane events and that turn out well because or despite of them.
**A lowly figure appeared in the doorway, grabbing the door frame with hand to pull the rest of himself into the room. He looked around as though relieved, and approached the counter, smiling.**
**Not to long after Yethro had left but another figure entered Dharos' shop. Perhaps more peculiar than the first, Draz walked in surveying the place with a look of open distaste and he gave Dharos a smile that never reached his dark eyes.**
Draz - "Good day, I would like to purchase the spells Shroud and Distress if I may?"
Dharos, the shopkeep, is a spell archivist. He keeps an inventory of a multitude of spells, and sells them to those who wish to buy.
The cost of a spell can be determined by multiplying the base cost of the art by the level of the spell.
Light (Base cost - 30 gold)
Level 1 - Torch - Creates a lamp like ball of light in the caster's hand.
Level 2 - Holy Armor - Summons a suit of plate-mail around you, made of solid light, strong as iron.
Level 3 - Infuse - Heals lesser injuries like cuts, flesh wounds, pain and minor illnesses/poisonings.
Level 4 - Sol Burst - Hurl a comet-like baseball sized blast of holy energy from your hand with twice the force of a punch.
Level 5 - Aspect of the Angel - Grants the caster angelic wings and a halo of damaging holy energy around his/her hands and feet. The caster cant cast spells in this form.
Level 6 - Mend - Heal greater injuries like gashes, stabs, fractures bones, and moderate illnesses/poisonings.
Level 7 - Sol Wave - Release a five foot wide and 2 inch tall wave of energy from your hand with thrice the force of a punch.
Level 8 - Blessed Being - The caster becomes immune to damage to his/her body until the end of his/her next post, but the caster cannot make aggressive moves.
Level 9 - Sol Bomb - Hurl a large concentrated ball of light a foot in diameter from you hand, with four times the force of a punch.
Level 10 - Avataris Photos - The caster becomes a light magic being in angelic form. The caster may cast an additional 2 light spells each turn. The caster cannot play Dark spells.
Plant (Base cost - 30 gold)
Level 1 - Growth - Accelerate the growth of a living plant by a few months.
Level 2 - Trellis - Summon a network of intertwined vines and branches up a vertical surface, creating a makeshift ladder for the caster to use.
Level 3 - Snare - Release a pair of grasping vines from your hands which you can control. They dissipate at end of post.
Level 4 - Razorleaf - Release a dozen razor sharp shuriken like leaves from your hands.
Level 5 - Aspect of the Elemental - Grants the caster snare-vine-like fingers and tongue as well as oaken-armor like skin. The caster can't cast spells in this form.
Level 6 - Thornspray - Release a half dozen half-dagger sized thorns from your hand.
Level 7 - Vivify - Animate and place under your control a large plant (ex. tree) within fifty feet of you.
Level 8 - Redwood Form - The caster transforms into a 10 foot tall treefolk. Damage does not carry over to and from this form.
Level 9 - Rootform - The caster's body's flesh transforms into roots, allowing it to travel quickly through dirt and in doing so act as your own root clutch.
Level 10 - Avataris Arborus - Caster becomes a being of wood, vines, leaves, and moss in Centuar form, you may cast an additional 2 plant spells each turn. Caster cannot play Mind spells.
Water (Base cost - 30 gold)
Level 1 - Soak - Release a couple cups of water from your hand.
Level 2 - Flow - Control up to four cups of water and shape it. This control is sight based.
Level 3 - Gush - Call forth a powerful spring of water from the ground a few inches wide for a few seconds.
Level 4 - Jet - Release a Gush-like jet of water from your hands.
Level 5 - Aspect of the Ticra - Grants the caster scale armored skin and turns his/her body and its fluid freezing cold. Caster gain an innate flow-like ability. The caster can't spells in this form
Level 6 - Scald - Release a torrent of water that is 50% stronger than Jet, and scalding hot.
Level 7 - Reroute - Reverse the flow of water while maintaining its original force.
Level 8 - Vortex - Surrounds the caster's body with a whirling wall of boiling water. You can dispel it be exploding it outwards.
Level 9 - Deluge - Call forth multiple springs of water from random spots around you to flood the area. 20 gallons per post maintained.
Level 10 - Avataris Hydrus - You become a being of water in humanoid form, you may cast an additional 2 water spells each turn. You cannot play Fire spells. You may freeze parts of your form to make them solid.
Storm (base cost - 35 gold)
Level 1 - Mists - Fill the area 10 feet around you with thick fog.
Level 2 - Thunderclap - Create a loud deafening boom.
Level 3 - Updraft - Create a whirling current of wind around an target, stir dirt and dust up around it and slowing movements.
Level 4 - Lightning Strike - Release a ball of lighting at a target.
Level 5 - Aspect of the Wisp - The caster is surrounded with a skintight whirlwind which blurs out its appearance, deflects physical blows and reduces friction/wind resistance. (increasing speed and leaping power by 50% but making gripping impossible). The caster cant cast spells in this form
Level 6 - Tornado - Create a 7 foot tall tornado whose path you can control.
Level 7 - Substinate - You gain the ability to control and shape clouds and fog. You may solidify them, but only by touch.
Level 8 - Chain Lightning - Release a bolt of lightning from your hand which can jump from one target to another. Each target beyond the 2nd requires the caster to give up a spell. Cast only once per post..
Level 9 - Rolling Thunder - Create a dense fog in a 100 foot radius around you, filling with mine-like lightning pockets.
Level 10 - Avataris Tempus - You become a being of clouds and wind in djinn form, you may cast an additional 2 storm spells each turn. You cannot play Earth spells.
Earth (Base cost - 35 gold)
Level 1 - Pummel - Turn you hands to granite
Level 2 - Tremble - Cause an area of earth 4 feet in diameter to shake violently.
Level 3 - Render - Cause stone to soften into clay by touch, area effected cannot excede 2 feet in diameter.
Level 4 - Brace - Turn whatever non-living matter you step on to solid, unshakable stone, stablizing your balance and even allowing you to move atop liquids if you are fast enough.
Level 5 - Aspect of the Golem - The casters skin turns rock hard and sprouts stone spikes. Your balance is increased drastically. The caster cant cast spells in this form.
Level 6 - Granite Form - Turns the caster into living granite.
Level 7 - Enjoin - Create a mental link between yourself and the earth you are touching in a 2 foot radius around you. You can shape this earth at will.
Level 8 - Erode - Through contact turn target inanimate object no larger than 2 feet in diameter into brittle, powdery and easily broken pumice. Takes 1 post of contact for every foot in diameter.
Level 9 - Merge - Create a mental link between yourself and the earth you are touching in a 6 foot radius around you. You can shape this earth at will.
Level 10 - Avataris Geolum - You become a being of stone in Garr form, you may cast an additional 2 earth spells each turn. You cannot play Storm spells. The range or your Enjoin or Merge is multiplied by two.
Fire (Base cost - 40 gold)
Level 1 - Char - Releases a large clump of choking cinders and soot at a target
Level 2 - Fire Burst - Hurl a baseball sized fireball with the force of a punch from your hand.
Level 3 - Fiery Skin - Summon a fiery full body armor and helm with no defensive power.
Level 4 - Bake - Heat up a target through touch. 50 degrees each post touch is maintained.
Level 5 - Aspect of the Salamander - Grants the caster scale armored skin and turns his/her body and its fluid molten hot. Caster gains an innate ability to control fire. The caster can't spells in this form.
Level 6 - Flame Wake - Release an 5 foot wide 5 foot tall wall of fire which moves along the ground.
Level 7 - Encircle - Raise a wall of flames ten feet high in a radius of ten feet around you. This wall is stationary, effectively trapping anyone inside or outside of it.
Level 8 - Ashen Rain - Fills an area around the caster 100 feet in diameter with falling ash, brimstone and cinders. Accumulation of ash and cinders irritates the eyes and airways, singes the skin, and sets alight flammable materials.
Level 9 - Flame Form - Transforms the caster into living flame. He/she can't interact physically in this form except for burning. This spell costs 2 spells to maintain.
Level 10 - Avataris Pyrotus - The caster becomes a being of molten flesh and fire in dwarven form, he/she may cast an additional 2 fire spells each turn. The caster cannot play water spells.
Force (Base cost - 40 gold)
Level 1 - Empower - Doubles the casters strength.
Level 2 - Repel - Releases a 3 foot wide burst of repelling force, as strong as a shove, from the casters hand.
Level 3 - Shield - Create a steel-like wall of force before the caster, around 5 feet in diameter. Lasts until his next post.
Level 4 - Deaden - Create a field of restrictive force around a target, halving the speed, agility and strength of a it.
Level 5 - Aspect of the Titan - Allows the caster to increase or decrease his/her weight at will. He/she can also summon steel-like force armor around themselves. The caster can't play spells in this form.
Level 6 - Channel - Cause the force of a blow to pass around you, then travel as a projectile along the same path it previously had.
Level 7 - Hover - Creates a field around the caster which both pushes and reduces the weight of his/her, effectively allowing the caster to fly.
Level 8 - Refocus - Alter the direction of the force and momentum of a target.
Level 9 - Adrift - Release gravities hold on everything within a 100 foot radius of the caster, floating them 5 feet in the air. This spell effects the caster too.
Level 10 - Avataris Ergus - The caster becomes a translucent being of solid force in Shavir form. He/she may cast an additional 2 force spells each turn. The caster cannot play Summoning spells.
Mind (Base cost - 45 gold)
Level 1 - Numb - Deadens a target's sense of touch.
Level 2 - Misdirect - Confuses a target when casting a spell, giving them only a 50% chance of hitting the right target.
Level 3 - Delude - Creates an illusion, no more than 6 feet in diameter, to the eyes of a target person.
Level 4 - Compel - Allows the caster to control target creature no larger than 3 feet in diameter.
Level 5 - Aspect of the Dream - The caster changes form into that of another person he/she has meet after the purchase of the spell and spend four post studying their form. They do not get the items, abilities or knowledge of this new form. The caster can't cast spells in this form.
Level 6 - Telekenesis minor - Move a single target no more than 3 feet in diameter with your mind.
Level 7 - Forget - Choose a spell target cast in this encounter. They cannot cast that spell again this counter and loose all knowledge of it. Cast only once per encounter.
Level 8 - Erasure - Suppress the memory of a target reaching back 1 day as long as your are within 10 feet of them. Costs 2 spells to cast and maintain.
Level 9 - Telekenesis major - Move a single target no more than 7 feet in diameter with your mind.
Level 10 - Avataris Psychus - The caster becomes a misty being of semisolid thought in Aven form which they can shape shift in a limited fashion. The caster may cast an additional 2 mind spells each turn. The caster cannot play plant spells.
Dark (Base cost - 45 gold)
Level 1 - Shroud - Create a 6 foot wide patch of unlight darkness around a target .
Level 2 - Distress - Fills a target with sorrow and depression.
Level 3 - Feed - Feed off the life force of an animal an animal in sight, accelerating your healing. Anything other than a bondmate smaller than a 2 feet long is killed. Anything else is weakened.
Level 4 - Night Bolt - Hurl a comet-like baseball sized blast of dark energy from your hand with twice the force of a punch.
Level 5 - Aspect of the Dark - Grants the caster bat wings and a halo of damaging dark energy around his/her hands and feet. The caster cant cast spells in this form.
Level 6 - Infect - Badly poison a target, making them dizzy, vomit and shake. If not dealt with after 5 posts, they may swoon.
Level 7 - Night Wave - Release a five foot wide and 2 inch tall wave of dark energy from your hand with thrice the force of a punch.
Level 8 - Cursed Being - Double all damage dealt to target by spells.
Level 9 - Night Strike - Hurl a large concentrated ball of dark energy a foot in diameter from you hand, with four times the force of a punch.
Level 10 - Avataris Noctorus - The caster becomes a being of dark magics in demonic form. The caster may cast an additional 2 dark spells each turn. The caster cannot play Light spells. The caster has an innate form of Kuan'an's Hunger.
Summoning
Level 1
Squirrels - Summon three agile squirrels
Zombie Rats - Summon three scurrying undead rats
Level 2
Dog - Summon a labrador or retriever like dog.
Zombie Raven - Summon a 2 foot long undead black songbird.
Level 3
Impala - Summon a dear-like creature with a pair of thin ram-like horn.
Zombie Jackal - Summon a voracious undead wild canine.
Level 4
Lion - Summon a 6 foot long powerful jungle cat.
Zombie Panther - Summon a 6 foot long sleek undead jungle cat.
Level 5
Ape - Summon a 6 foot tall powerful primate
Zombie Pangolin - Summon an undead panglon with scales of compacted hairs and a powerful 3 foot long tongue.
Level 6
Rhino - Summon an 8 foot long thick skinned and horned ungulate.
Zombie Vulture - Summon a 4 foot long undead cinerous vulture.
Level 7
Gila - Summon a 5' long gila with iron-hard scales and great power
Zombie Vampire Bats - Summon four ratsized bloodthirsty undead winged mammals.
Level 8
Centaur - Summon a 7' tall human-horse hybrid with human intelligence.
Zombie Harpy - Summon a 6 foot tall undead human-bird hybrid with human intelligence.
Level 9
Tiger Pack - Summon six 6 foot long striped jungle cats.
Zombie Imp Horde - Summon six 3 foot tall undead winged humanoids with horns and sharp talons.
Level 10
Wurm - Summon a 24 foot long armored, spined, burrowing snake-like reptile.
Zombie Wurm - Summon an undead 24 foot long armored, spined, burrowing snake-like reptile
Darren- How much for these three spells?
Darren was referring to Growth, Trellis and Snare.
Darren stopped mid way through his sentence, even the most experienced thieves he'd encountered couldn't pull off a trick like that.
Dharos- "I know things."
Darren fished out a money purse from inside his shirt, emptying out a number of gold coins.
"Pleasure doing business with you. Come again soon."
Darren scooped up the scrolls, unravelling them one at a time as he wandered out of the shop and towards the town center.
Yethro - "Heya! Glad I could finally make it."
Color too straining?:\
Dharos- "A long journey? You are fortunate to have gotten within the walls before the gates were dealed. Troubled times....troubled times my boy..."
Yethro - "Not quite, actually. More akin to spending my entire life getting to this point kind of thing."
Yethro - "Could I bother you for... Uhm... Storm spells, perhaps?"
**After a last farewell, Yethro headed out the door.**
Draz - "Good day, I would like to purchase the spells Shroud and Distress if I may?"