Welcome to Aurora Sky! We are a Sword and Sorcery roleplay. Check out the area above this box if you're interested in making a character, and check out the cbox below if you have any questions! Hope to RP with you soon!
Overview
Each player character begins with 1 or 2 Aspects (the second Aspect can be chosen later). With the exception of True Mage and Forged Road, every aspect’s benefits includes a choice between a number of related leveled talents (LTs).
All leveled talents currently fall into two categories:
Spell-Based leveled talents (Fire, Water, etc): Each of these talents are leveled through spell knowledge – if you have the Mantle LT and your highest level fire spell is level 5, then you have the level 0-5 benefits of the Mantle leveled talent.
Battle-Post-Based leveled talents (Fire, Water, etc): Each of these talents are leveled through number of posts spent acting in combat situations, with each level noting how many posts are needed to gain the benefit of that level. Each Battle Post (BP) LT is tied to an art, with your level in that talent counting as your highest level spell known +2 for the purpose of determining your level in a spell based LT (so if you have reached level 5 in Enlightened Combat your effective highest level Vital spell known is 7, unless you actually know a level 8+ Vital spell)
MANTLE - Your attunement to fire magics passively alters your body, stoking your inner fire and turning you into an embodiment of molten heat. You can effortlessly suppress some or all of these changes whenever you desire, although you cannot cast spells while doing so. lvl 0. Your skin is warm to the touch. High temperatures do not bother you, and your internal organs are almost incapable of overheating (you can still be burned). Lvl 1. Your skin becomes ruddy and feverish. Your body quickly burns away poisons and you can breathe carbon monoxide and methane. Lvl 2. Your irises gain a flickering red glow. You are able to shift your perception to see heat. Lvl 3. Your veins glow orange beneath your skin. Your touch is painfully hot and your body becomes resistant to light burns. You can freely channel this protection (and later improvements) through your worn and carried non-living possessions as well. Lvl 4. Your gaze can cause those who meet your eyes to become warm and flush or feverish. You can passively control this effect, anything from an intimidating heat to “why is my heart beating faster when I look at X?” is possible. Lvl 5. Your breath becomes steam, your bodily fluids boiling hot. Wounds inflicted on you cauterize themselves. Your body becomes resistant to all but the most severe of burns. Lvl 6. Your skin bakes and tans, becoming as tough as leather armor. Your nails blacken as well, becoming as sharp and tough as obsidian. Lvl 7. You hair smolders but does not burn away, and can erupt with flames whenever you will it so (for as long as you desire). The temperature within 3’ of you quickly rises over time, increasing by about 60 degrees Fahrenheit per post to a maximum of 110 degrees Fahrenheit (unless already hotter). You can freely extend or contract this aura, to a minimum of 6" and a maximum of 6'. Lvl 8. Your sweat and blood become similar to lava and your breath becomes a mildly toxic black smog. You gain the ability to freely breathe out 2' gouts of flame and become virtually impervious to burns and fire. Lvl 9. Cuts dealt to you unleash a weak-strength blast of searing soot before cauterizing. You develop a custom, staff-approved attack utilizing your bizarre physiology. Lvl 10. Once ever, upon death or by your will, the fire magic within you erupts, unleashing a 20' wave of smokey fire in all directions and engulfing your corpse in a bubble of magma that quickly cools and hardens into solid rock. Several minutes later the rock shatters, revealing a reborn you (along with any items you channeled your burn resistance through). This new you gains a custom, staff-approved ability based on the emotion, desire, situation, etc that led to your death/forced rebirth (rebirth may cause physical changes as well).
LORD OF FLAMES - Flames are your tools, your companions, your life. Where other people see a burning candle you see so much more. Lvl 0. Natural flames, extreme heat and your own conjured fire refuse to hurt you, their master. Lvl 1. You may take hold of non-magical flames with your hands and move them from place to place, your magic fuels them while held. Lvl 2. You may alter your fire spells to instead produce Phantom Flames. Bright red, phantom flames are twice the size of normal flames but burn with negligible heat. Lvl 3. You may alter your fire spells to instead produce Dark Flames. Pitch black, dark flames are slightly hotter than normal flames but give off no light as they burn. Lvl 4. Your mastery of non-magical flames is such that you can cause them to come free from their sources and flow through the air like water under your command. Flames removed from fuel sources will eventually be extinguished by this movement unless they find a new home. Lvl 5. You may alter your fire spells to instead produce Frostbite Flames. Bright cerulean, frostbite flames burn cold and are the perfect foil to heat resistant foes. Items and people burned with frostbite flames are coated in a thin layer of painfully cold frost. Lvl 6. You may alter your fire spells to instead produce Blood Fire. Brilliant crimson, blood fire burns hotter than most but it only heats and burns flesh. Lvl 7. Your mastery of non-magical flames allows you to extend a little of your magic into them, converting them into other types of flame as though they were produced by your fire spells. Lvl 8. You may alter your fire spells to instead produce Gel Fire. Silvery white, gel fire has a sticky, fluid substance to it. It clings to surfaces, burning for longer than normal flames, and can float on water like oil. Lvl 9. You may alter your fire spells to use any combination of two types of flame, including normal flames. Lvl 10. You may alter your fire spells to draw from your very soul. This creates a new type of flame unique to yourself which can create powerful effects but might also be enormously fatiguing. This unique flame usually cannot be combined with others.
INFUSION SAGE - Where others destroy, you have learned to create. lvl 0. You have a sixth sense for determining the effects various levels of heat and flame will have on a material. For example, you simply “know” how long to cook a roast. Lvl 1. With focus, you can alter the way heat is moves through an object (up to 8 cubic feet), possibly reducing or focusing heat into a single point. A passive version of this effect is active on your hands, allowing them to safely touch very hot materials. Lvl 2. You can infuse non-magical flames with magic, using the heat to add a magical properties to whatever you cook with it. Those that eat your preparation in a warm and fresh state gain the benefits of your chosen Infusion. This effect lasts until their next infused meal or one day. You also gain access to the Vigor infusion, causing your created substances to warm the consumer allow them to call upon a short burst of invigorating energy three times. Lvl 3. You can create a ghostly, rainbow flame between your hands that wraps around and heats an area (up to 8 cubic feet) over time with temperatures ranging from 0 to 500 degrees Fahrenheit for as long as you maintain concentration (takes up a spell per post). The fires do not burn, nor does the heat effect anything else. Basically a magic oven. The fires are mostly insubstantial, but very light objects can be magically held in place and moved around by the flames (stirred, etc). The flames heat up at a rate of 100 degrees per post, should time be a concern. Lvl 4. You gain access to the Pyre infusion, which allows you to cast a single fire spell into your cooking. The created substances grant the consumer the ability to cast the infused fire spell twice as though they knew it. If they really do know it, they can instead cast it twice without using a spell per post. Lvl 5. With a flick of your wrists, while creating a rainbow flame, you can cause the flame to begin flowing into a target within 5’. Each post the flow is maintained causes the target’s body to recover as though they had spent several hours resting and healing. This ability does not effect yourself, and is very tiring. Lvl 6. You develop a custom, staff-approved infusion. Lvl 7. The volume your other Infusion Sage abilities can effect increases to 1000 cubic feet, your rainbow flame can be arced so long as both ends of it are your hands, and you can move/stir unattended objects within the flames with weak strength. Lvl 8. Your cooking can create substances that retain their warmth and freshness for two days. Lvl 9. With a flick of your wrists, while creating a rainbow flame, you can cause the flame to form an insubstantial tornado that moves in the direction of your choice before fading away (up to 20’). The tornado pulls in and consumes magical projectiles, maintained spells, and summons in its path. Such effects are dispelled. When it fades away, the tornado unleashes a blast of heat proportional to the power of the spells consumed this way. Usable once every ten posts. Lvl 10. You develop a very powerful custom, staff-approved, infusion.
GLACIER - Your attunement to water magics passively alters your body, plumbing your inner depths and turning you into an embodiment of cold perfection. You can suppress some or all of these changes whenever you desire, although you cannot cast spells while doing so. Lvl 0. Your skin is cold to the touch, and your internal organs do not freeze. In fact, cold temperatures do not bother you at all. Lvl 1. Your skin becomes pale and clear. You can freely control whether your skin/tongue/etc sticks to ice or not. You can freely extend this effect to your worn and carried non-living possessions. Lvl 2. Your irises become pale blue and constantly change shape. Your sense of smell becomes much more acute. Lvl 3. Your skin tints blue and becomes painfully cold to the touch. By inhaling deeply and exhaling, you can release a 5' long gout of obscuring snow from your mouth (2 gallon's worth) that slowly freezes water and frosts objects. This snow falls to the ground normally once breathed out. Lvl 4. Your hair develops frosted tips, literally. The constant flow and shifting of your eyes can slightly mesmerize those that make eye contact with you, the effect making it difficult to quickly look away or blink. Lvl 5. Your blood is now bluish-white. If it is spilled it instantly freezes, patching any wound inflicted on you. Your teeth and nails become ice-like and can be repaired or modified by absorbing water / melting a bit whenever you desire. Lvl 6. Your skin becomes stiffer and develops patches of frost in unique patterns. You can flash freeze non-living fluids with your touch (up to 3’ of liquid from point of contact). You can extend this effect through worn and carried items, freezing ice that then sticks to a pole (using your level 2 Glacier ability) and the like. Lvl 7. Your icy breath doubles in length (10', 4 gallons), and can swiftly freeze water and coat objects in a very thin layer of ice. The temperature within 3’ of you quickly falls over time, dropping about 60 degrees Fahrenheit per post to a minimum of 10 degrees Fahrenheit (unless already colder). You can freely extend or contract this aura, to a minimum of 6" and a maximum of 6'. Lvl 8. Ice you create, form, or modify within 3’ of your person gains the properties of Eternal Ice (strong as steel, nearly impervious to heat and fire) for a single post before reverting to regular ice. Your frozen blood is likewise enhanced. Snow you create is likewise impervious to heat and fire for a single post after it is created. Lvl 9 You develop a custom, staff-approved attack based on your bizarre physiology. Lvl 10. Choose between Mountain and Tidewater: Mountain Glaciers can breathe normally in very thin air. Furthermore, once per encounter they may transform their body into stone-tough fire/heat-proof ice that weighs twice as much at the cost of halving their speed. This transformation can progress for as many as 2 additional posts, amplifying the effects each post until they are as tough as steel, weight 4x as much, and are immobile. This immobile state can be maintained indefinitely. Tidewater Glaciers can freely convert ice/snow within 3’ of them back into icy water (unless controlled by another or a magical object), can chill water within 10’ of themselves, and double the range of all of their water-art spells and abilities while underwater.
MISTKEEPER - Your innate water magics cause and pall of fine mist to passively form in a 10' radius around you. Lvl 0. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can be shaped into intangible apparel if you want it out of the way. Lvl 1. The mists cannot be controlled/manipulated by anyone except you, and almost instantly reform if somehow dispersed. Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you. Lvl 3. You can thicken the mists and increase their opacity without compacting them, turning it into a cloud that totally obscures yourself from view. Lvl 4. You can raise the temperature of the/sections of the mists so rapidly they expand in a burst of steam that repels and scalds anything before it with average strength. Steam quickly cools and reverts to its regular state. Usable once every other post. Lvl 5. You can rapidly condense the mists around a target within its reach, extinguishing flames and choking living creatures. Usable once every three posts. Lvl 6. The mists pull in and condense the lingering magics of the world to gain a new ability. Choose an emotion, concept, or kind of liquid. The mists permanently gain a special ability based on that choice. Lvl 7. You gain fine control over the temperature or the mists, making portions of it anything from freezing to exhaustively hot. Hot mists expand to twice their normal size but cannot be used for any other purpose, freezing mists condense to half size but can flash freeze water. The mists keep your own body whatever temperature you desire. Lvl 8. You can convert portions of the mist within 5’ of you to water or even ice with enough speed to react to attacks (Barriers, weapons, etc). More complicated maneuvers than forming a simple barrier demands concentration (counts as a spell per post). Any of the ice or water formed this way reverts back to mist a post later. Usable once every other post. Lvl 9. The mists further refine their intrinsic magics to gain another ability based on the chosen emotion, concept, or liquid. Lvl 10. You develop a custom WM-approved mist technique/ability.
LIVING TIDESome people played with toys growing up. You played with water, and it played back. Effects that increase how much water your water spells effect (such as the benefits of Water Bound) also effect Living Tide. Lvl 0 – Non-magical water tends to flow a just a little bit when you touch it (like a poked sleeping animal shifting position). Furthermore, you can sense the presence and rough location of any significant amounts (at least an ounce) of liquid water within 20' of you. This does not include water that is inside of a living creature. Lvl 1 – You can, once per 10 posts, imbue a fragment of yourself into two gallons of water (4 gallons due to Water Borne), effectively allowing this gallon to freely move along the ground, shape itself, etc. This effect lasts until you imbue some other water, will it so, or if the water ever moves farther than 50' from you. Changing the form of the water does not end the imbuement. The water benefits from your senses but the reverse is not true. The semi-sapient fragment persists among multiple imbuements, and may develop its own personality over time. Lvl 2 – You can extend you sense of touch into any body of water you are in contact with, to a maximum range of 30' (or less if the water is particularly impure). You can effect your imbued water with magic as though it were non-living. Lvl 3 – Your imbued water can, once per post, shape itself into a weak-strength creature of solid ice and water (4 gallons is about enough for a medium-sized dog). While so shaped, significant damage dealt to the water's form causes the imbuement to end. Non-creature forms (whip, stool, etc) are also possible. It unshapes after a post unless it maintains this effect. Lvl 4 – You can pull your imbued water into yourself, melding it with your body to gain the benefits of the heal spell (and ending the imbuement). Lvl 5 – Your imbued water now possesses average strength while formed into a creature, and it can temporarily split into two separate forms. Lvl 6 – Your water spells that effect gallon(s) of mist/liquid can effect 50% more mist/liquid. This stacks with the benefits of similar abilities Lvl 7 – Your water sense improves, allowing you to also sense the water within all things within 20' and identify different concentrations (Living creature Vs wood Vs pure water Vs polluted water, etc). Lvl 8 – Your imbued water now possess Strong strength when formed into a water/ice creature and can also take flying forms made of insubstantial mist. Lvl 9 – You can temporarily join with your fragment while imbuing it, leaving your body comatose but allowing the living water to travel up to 500' from your person. You cannot see/hear normally while so joined, although the range of your water sense increases to 50'. Lvl 10 – You develop a custom, staff-approved ability involving your connection to water and your fragment's personality (if any).
DYNAMO - Your attunement to storm magics passively alters your body, awakening your inner power and turning you into an embodiment of thunderous wrath. You can suppress some or all of these changes whenever you desire, although you cannot cast spells while doing so. Lvl 0. Electricity passes through you without harming you, although the heat generated by natural lightning bolts is still a concern. Lvl 1. Your skin has a very faint glow. You can passively create a magnetic bond between yourself and any metal items you hold, making your grip on them unbreakable. Lvl 2. Your irises glow yellow. You can sense magnetic fields within 6 feet of your body (such as those generated by most brains). More potent fields and electrical discharges can be felt from much farther away (up to 100’ unless truly immense). Lvl 3. Tiny electrical sparks flicker at random beneath your skin. If skin is broken, electricity will course into the implement. Lvl 4. You can, once per post, generate a magnetic field around your hand and target metallic object, pulling it towards you or pushing it away with up to 10 lbs per Dynamo level of force (40LB at level 4). This force is halved if the object is more than 10’ away (maximum range 50’) Lvl 5. You are able to absorb electricity to accelerate your own healing by several hours. Using this ability takes a spell per post. More potent electricity sources, such as natural lightning bolts, dramatically amplify this self healing. Lvl 6. Your hair stands on end. Your inner electricity generates a static field that weakens strikes from metal implements by a strength level, and a mild electric charge courses through your nails and any metallic weapons/armor in contact with your skin. Furthermore, you can passively cancel out magnetic forces effecting metallic objects you are wearing / wielding (including your own). Lvl 7. Your ability to shape and direct electricity improves. Your static field strengthens your grip and allows your hands and feet to adhere to any objects and surfaces strong enough to support your weight. Lvl 8. You can use magnetism to roughly control the movements of a metallic object whose weight is no more than what you can push/pull instead of pushing/pulling it, but doing so takes up a spell per post. Lvl 9. You can magnetize yourself, causing all nearby (~20ft) metals to either be pushed away or pulled towards you with great force. Very large, secured, etc objects may cause you to be pushed away or pulled towards them instead. Using this ability takes up a spell per post and can only be done once every seven posts. Lvl 10. You learn to harness your attunement for a custom ability based on your personality and the electrical aspects of the Storm art.
TEMPEST KNIGHT - The wind is your blade. The wind is your steed. Each storm, a mighty patron waiting for one deserving of its favor. One like you.
Lvl 0. Non-magical winds pass through you, invigorating your body and lessening any fatigue instead of pushing you back. You’ve also noticed that the air aids you whenever you jump, doubling how far you can leap compared to others.
Lvl 1. Air continuously swirls around you in the form of a faint, barely noticeable breeze. Whenever you make a powerful motion (a punch, kick, etc), the wind moves with you in order to extend the force of the blow up to 1’. You can suppress this effect, but cannot cast storm spells while doing so.
Lvl 2. The strength of any winds your spells (not other abilities, like this talent) create is increased by one strength level (Strong->Very Stong, etc). With focus you can extend your senses into rustling wind, ignoring the noise of the raging currents and extending how far you can hear instead of reducing it (Louder storm= better hearing).
Lvl 3. You can shape the wind manipulated by your spells and/or abilities. For example, you could change a blunt gust of wind into a cutting spike of wind (but you could not change its momentum/direction). Using this ability takes your spell per post, unless the wind is already being manipulated by one of your spells (but not abilities).
Lvl 4. You can pull in and condense additional wind (making it hot and thick) or push out and thin it (making it icy cold) whenever you manipulate it with one of your spells/abilities.
Lvl 5. Once per five posts, you can convert some or all your body/possessions into a silvery, living wind. Blows that disrupt the wind cause you horrific pain but do not cause permanent damage.
Lvl 6. While converted into living wind you may rapidly fly up to 20’ in a straight line in any direction. Collisions knock back targets with the force of you tackling them, but cause you incredible pain as well. The range of this ability greatly increases during windy storms.
Lvl 7. Your leaping ability improves once more, allowing you to jump a total of three times the distance of a normal person. Any blows you make while leaping are considered to be one strength level greater than normal in force.
Lvl 8. Your Storm Called aspect improves – your extra storm spell can instead be as high as 5th level so long as it manipulated wind. The wind increases the reach of your blows by another 6” (total of 1’6”).
Lvl 9. Once per encounter, you can ignore the pain caused by something disrupting your living wind. Furthermore, you gain the ability to maintain gusts of wind and the like as though they were summons - turning a brief gust into a sustained wind.
Lvl 10. You develop a custom, staff-approved ability related to wind and your personality.
SKY SONG - You possess a powerful bond to the world around you, tuning your ears towards a majestic living song that is unheard by others. Lvl 0. There is a song only you can hear, one that is always playing. It changes fairly often – although some part of you identifies it as a singular being –, its tune constantly comforting and supporting you. Pain and emotional effects have a lessened effect on you. Lvl 1. The song is not wholly about you - by studying its underlying patterns you can discern information regarding regional weather and even predict oncoming storms, droughts, etc. Lvl 2. You can empower the song with your own spirit, allowing others to hear it and making it anything from very soft to painfully loud. This effect takes a spell per post to use/maintain. Lvl 3. The song can infuse a bit of itself into the sounds you make, giving them a more melodious quality and allowing them to echo for hundreds of feet should you will it. Lvl 4. You may cause the song to powerfully manifest at a point within sight, the noise becoming louder and louder until finally exploding outward at the end of your next post; the sonic boom has a radius of 10' and hits with the strength of a Mighty shove. This effect takes a spell per post to begin the effect. Lvl 5. Every motion, every flap of a bird's wings effects the weather. Through a deeper understanding of the song you effectively gain the ability to quickly sense large movements within 1000' (group movements, large beasts, wagons, falling trees, etc). Lvl 6. Your bond with the song deepens; the melody can now take its own actions within 50' of you, using any of its abilities to aid you - as though it could cast one spell per post - whether or not you are conscious. The song is aware of anything in that area that could be discerned via echolocation or the ability to sense air/weather patterns. Lvl 7. Choose a specific kind of melody, weather pattern, etc. Your connection to the song grants it a new capability based on your choice. Lvl 8. You can reach out through the song, subtly tweaking the tune to alter the local weather (within 5-10 miles) over time. Nudge storm clouds, convert a high-humidity day to raining day, etc. This ability can take a half hour or more, and cannot dramatically change the weather (you can’t end droughts if there isn’t any water-heavy weather nearby) Lvl 9. . The song may take its own actions within 100' of you. Its range of awareness likewise increases, and your ability to glean info from the song becomes second-nature to the extent that you can learn whatever the song is aware of in seconds. Lvl 10. The song gains a custom, staff-approved ability based on your personality and the storm art.
MONOLITH - Your attunement to earth magics passively alters your body, steeling your inner core and turning you into an embodiment of implacable stone. You can suppress some or all of these changes whenever you desire, although you cannot cast spells while doing so. Lvl 0. Your skin is either marble smooth or stoney rough. You can differentiate different kinds of rock/soil with a touch (up to 5' from point of contact) Lvl 1. Your skin is the color of the variety of stone of your choice. You cannot be stunned or knocked unconscious by head trauma. Lvl 2. Your irises take on the appearance of the crystal or rock of your choice. You can sense ground-based movements within 30’ of you through vibrations in the ground. Lvl 3. Your base strength level increases by one. Lvl 4. Your hair and nails become razor sharp and metallic. Lvl 5. Your bones become metal and much harder to break, as well as channeling electricity harmlessly through you. Lvl 6. Your body's rigidity prevents outside forces from influencing it. You gain immunity to outside magics that would directly alter your body and your connection to the earth means you cannot be moved if you do not wish it. Lvl 7. Your skin becomes living stone and you grow a foot taller. Lvl 8. Choose any one simple or basic art rune. Thrice per encounter you can cause the chosen rune to appear all over your body, granting you the benefit of the rune as though you were an enchanted object for a single post. Some rune choices might not be possible and/or sane. You can change the chosen rune whenever you learn a new earth spell. Lvl 9. Twice per encounter you can root yourself to the ground and turn yourself into a true monolith of immobile, unmovable, indestructible stone, completely aware but incapable of movement. Can only last for three posts. Lvl 10. You learn to harness your attunement for a custom ability based on your personality and earth.
QUAKELORD - Your mastery of earthen materials (dirt, sand, stone, metal, glass, crystal) causes them to calm and quake at your command, allowing you to perform feats that others cannot. Lvl 0. Spinning, trembling, etc do not bother you and your body is somewhat resistant to attacks that rely on sound or vibrations. Lvl 1. You may command the earthen materials beneath your feet to either soften or magnify your footfalls, allowing for a stealthy or intimidating approach. Lvl 2. You may cause any earthen object you alone are holding to vibrate at a specific frequency, effectively increasing its modifier by one in clashes with other materials. Lvl 3. Your sense of touch and hearing are merged together. This allows you to discern things about your environment that others would not, especially when it comes to movement or vibration. This sense allows you to tell what materials are in an area or item by tuning them with a light tap. Lvl 4. You can control the vibrations in unattended, non-magical earthen materials and any such materials created or manipulated by your spells. This allows you to treat up to 30 cubic feet of such material within 30' of you as a held object for the purposes of your Quakelord abilities. You may use a spell per post to instead effect up to 1000 cubic feet of material. Lvl 5. You may temporarily extend your vibration ability to larger areas of earthen material in the environment, causing them to match your own personal frequency. Twice per encounter you may use this ability to phase quickly through 10 feet of solid stone or 5 feet of solid metal. When this effect ends you ejected from the material at the nearest possible exit. Lvl 6. Your ability to manipulate vibrations improves, allowing you to increase the effective modifier of earthen objects by another level and/or cause them to crack and/or explode into a cloud of dust and shrapnel on impact. Using this ability counts against your spells per post, larger items are less likely to explode. Lvl 7. You may choose one additional solid material to consider earthen for the purposes of Quakelord abilities (e.g., wood, bone or glass). Lvl 8. You may harmonize earthen objects with any others, allowing you to increase their modifier by another level and/or grant them the ability to pass through up to 3' worth of other non-magical earthen material. Items that would get stuck are shunted to the nearest available space. Using this ability counts against your spells per post. Lvl 9. The power of your spells echo into the world around you. Whenever you cast a spell you may use one of your 8th level or lower Quakelord abilities without it counting against your spells per post. Lvl 10. You develop a custom WM-approved vibration-based technique/ability.
PET ROCK - You posses a powerful connection with the earth that has shaped a part of it into a life-long companion of stone. Lvl 0. At a young age you felt a strong bond with.. well, a rock (no more than 1 cubic feet in volume, modifier 2). If destroyed, you could feel the essence of your rock friend flow into a new vessel after about a day, hardening dirt into solid stone if none was available. Your bond provides stability in difficult times, making you hard to emotionally tamper with. Lvl 1. Your rock friend transforms, taking any shape you desire (turtle, humanoid, armor, etc) within its size limit. It also gains the ability to slowly lumber across the ground, should it have limbs. The rock obeys your commands, but may have its own personality as well. The rock can transform once more whenever you learn a new earth spell and/or with an entire day of focus. Your pet rock's strength is equal to your own, and you can share your senses with it. It otherwise only has a sense of touch and hearing. Lvl 2. Your rock friend’s maximum size increases to 8 cubic feet, and it can no longer be effected by the earth magic of others unless you desire otherwise. Lvl 3. Your rock friend gains the ability to harden itself once every five posts, temporarily becoming virtually indestructible but unable to move for one post. Lvl 4. Once per encounter your rock friend can pull loose soil, sand, mud, etc onto itself to temporarily double in size. This temporary outer covering is only as tough as wood, but still benefits from any runes your rock friend possesses. The covering lasts for 3 posts. Lvl 5. Once every three posts your rock friend can move with a burst of speed, which for the slow rock means “moving normally”. If you are within 5' of your rock friend they can instead use this ability every post. Lvl 6. Your rock friend’s maximum size increases to 125 cubic feet, and its strength increases to be one level higher than your own. Lvl 7. You gain the ability to carve runes into your rock friend, up to a maximum of its modifier. Such runes cost half as much as normal, although not all runes are possible/sane. If your rock friend is forced to flow into a new vessel its new body will form already possessing any runes carved into its former body. Lvl 8. Your rock friend gains a custom ability based on its form and any runes it possesses. Lvl 9. Your rock friend becomes as tough as iron (Modifier 3). It can share some of this resilience with you, causing your own body to become as tough as wood (Modifier 1) when within 50' of it. Lvl 10. Your rock friend gains a custom ability based on your connection to it and its personality (if it has one).
GLASSWEAVER - Your attunement to umbral magic manifests as a deep connection to a special glass unique to you and other glassweavers. Lvl 0. Bits of embedded glass adorn your skin in some pattern. This glass is about as tough as leather, and slowly repairs itself if shattered like a healing wound. Furthermore, your skin tans more deeply than most when exposed to the sun, becoming an unnatural black after a few hours. Lvl 1.. You can secrete a semi-solid glass from your hand and/or fingertips, and have a natural talent for forming simple objects out of it. You may will this liquid to harden, creating a fragile glass object out of it (no larger 1 cubic foot in volume). The glass can be of any color, and as cloudy or clear as you like. Any unused liquid dissolves at the end of your post. Hardening the liquid takes one of your spells per post. Lvl 2.. You develop an innate understanding of how light moves through glass, allowing you to swiftly craft lenses and mirrors out of your liquid glass with great skill and speed. Lvl 3. You can bind glass objects to your flesh, fastening yourself to large objects or embedding smaller ones into your body. Furthermore, all glass within 1’ of your body is passively hardened over time, becoming as tough as iron after about ten minutes (unless already tougher). Such glass weakens over time after it leaves your presence, becoming as tough as wood (unless it was originally tougher) after another 10 minutes. Lvl 4. You can change glass objects (or parts of them) into your semi-solid weaving material while in contact with them, manipulating such objects like they were clay and allowing you to meld the object with additional glass secretions. The object hardens instantly after you cease to touch it. You can manipulate up to 8 cubic feet of glass at a time in this way. Magic items altered this way return to their original state over time, as normal, and glass objects wielded by others are not effected unless their wielder desires it. Lvl 5. Your blood turns silver in color, and you gain the ability to secrete glass from any part of your body. The total amount of glass you can secrete and harden in one post remains the same, however. Lvl 6. Whenever you weave and harden a new glass object you can choose to charge it with power. Such an object faintly glows, is warm to the touch, and explodes in a flash of blinding light if broken. Alternately, you may choose to infuse a glass object with darkness, creating a shadowy, cold to the touch object that engulfs all light within 10’ of it for a few seconds when broken. Light magic projectiles disperse this darkness, but are greatly weakened in the process. Both kinds of glassbomb lose their charge after 6 hours, and stay fragile even if kept near you. Lvl 7. Your semi-solid glass secretions can stick to inorganic objects as well as your flesh, and last for 10 minutes instead of until end of post. You can freely change the stickiness of your glass, to the maximum of Mighty strength. This allows you to scale walls and the like. Lvl 8. You develop a custom, staff-approved ability or technique involving glass and Umbral magic. Lvl 9. You can infuse up to two of your created glassbombs at a time with an Umbral spell you know (it does not need to be the same spell). The spell is released when the object is destroyed. If the spell requires a target, the closest possible target is effected. If it would need to be aimed, it instead fires in any direction the objects was already moving (so if you smash it against the wall, the spell fires into the wall). Furthermore, you may, instead of one of your spells per post, will any number of your glassbombs within 50’ of you to shatter. Lvl 10. You develop another custom, staff-approved ability or technique involving glass, or enhance your previous custom ability/technique.
VISIONARY - When you look into the abyss, nothing can hide. Lvl 0. You were born with unusual eyes, mixtures of black, silver, and white whose pattern reflects whatever visionary abilities you are currently using (specifics vary from person to person). With focus, you can see magic as though it were a faintly glowing lightsource. Lvl 1. Your eyes can filter light, allowing you to selectively ignore some sources and/or types of light but not others in order to overcome blinding glares, notice distant fire in broad daylight, change what colors you can see, etc. Lvl 2. Your eyes passively manipulate the light that reaches them, granting you adjustable telescopic vision. You also gain the ability to see ultraviolet light. Lvl 3. You gain the ability to perfectly memorize anything you see, and can share these images with others in place of a spell per post by staring into their eyes for a few moments (they can resist this effect after the first instant). Lvl 4. Your mastery of vision improves, granting you adjustable microscopic vision and allowing you to roughly see into objects / creatures within 5’ after a minute or so of focus (like a blurry use of X-Ray vision). Note: You would have perfect X-Ray vision if a strong source of them was present – but real life X-Ray machines rely on creating their own rays for a reason. Lvl 5. You can interpret light before it reaches your eyes, allowing you to effectively “See” as though you were standing anywhere within 50’ of yourself (but only from one location at a time). Lvl 6. You develop a custom form of vision or a vision-related ability (Staff approved) Lvl 7. Once per encounter you may vastly increase the speed of your thoughts, effectively allowing you to see the world as though it were moving in slow motion for one post. This ability doesn’t let you move faster, merely think faster. Lvl 8. You develop another custom form of vision or vision-related ability (Staff approved) Lvl 9. You can “see” in all directions simultaneously, and you can perform up to two additional visual tasks without impacting your concentration (so you could carefully watch a distant enemy, read a newspaper, and fight a different enemy at the same time). Lvl 10.You gain a custom ability based on your personality, your Visionary abilities, and Umbral magic.
SHADOWTWIN - Your affinity for umbral magics has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more. Lvl 0. You have never cast any shadow except for your "true shadow", a shadow which always exists - no matter how bright or how dark it is - and cannot be illuminated. This shadow has a mind and senses of its own, and moves of its own will. Although it has a mind and personality of its own (OOC: usually defined/played by player of PC) its life is tied to yours, thus making your well being is its top concern. Lvl 1. Your shadow can separate itself from you, traveling across any kind of surface. It may flow back to its regular – attached – location in an instant, and does so automatically if any part of it would travel farther than 50ft from your person. Lvl 2. You and your shadow may communicate telepathically with each other. Furthermore, while two dimensional, your shadow may change its size and/or shape at will. Max triple size, min half size. If it would gain a third dimension any changes in shape and size are reverted back to their initial state. Lvl 3. While attached to you, your shadow may reverse the connection between you and it; controlling part or all of your body like a puppet. This is not telekinesis, and any movements made have to be physically possible for your body to perform. If you and your shadow move as one your strength is effectively increased by a level. You may resist your shadow’s control if you so desire. Lvl 4. Your shadow learns how to merge with the shadows of other creatures and objects. Merging in such a fashion gives the shadow knowledge of the physical capabilities of whatever is casting the shadow (strength, hardness, how good it is at jumping, if the door is locked, etc). Lvl 5. You can store and retrieve non-living objects from your shadow while it is 2-dimensional, as though it were a portal to a space with 1000 cubic feet of space. Unattended objects can be slowly pulled/pushed into/out of the shadow.
Staff note: On death any such objects are ejected. If you were wondering.
Lvl 6. Your shadow can detach from a surface, gaining a third dimension and becoming partially solid as though a thick fog. It effectively has a strength level of Weak while in this state. It cannot be permanently harmed, but sufficient force will cause it revert to its two dimensional state and immediately flow back to its regular location. A forcibly reverted twin cannot use this ability again for the rest of the encounter. Your twin can otherwise switch between these forms once per post. Lvl 7. You shadow can consume one of the objects stored within it, gaining power(s) based on what it consumed. If your shadow later consumes a different object the former gained power(s) are lost. Not all objects can be consumed. Lvl 8. Once per encounter, while three dimensional, your shadow may further solidify into a being of jet black flesh. While so solidified the shadow’s strength rivals your own. If ‘fatally’ wounded the being reverts as normal. Lvl 9. Your shadowtwin becomes capable of learning spells, warrior techniques, etc. It can cast a single spell per post, maintain a single summon, and can learn up to 4th level spells of any art. Your twin automatically knows/learns all 4th level or lower Umbral spells you can cast and benefits from any basic training (such as acrobatics) you possess. Any spells requiring physical motions can only be cast while the shadow is 3-dimensional. Lvl 10. Your shadow gains a custom ability based on it's personality (if applicable) and/or your connection to it.
ADONIS - Your attunement with body magics passively alters your body, awakening your inner potential turning you into a an embodiment of physical perfection. Lvl 0. Your skin is clear and flawless, unscarred or marked by blemish or time. You can exercise complete control over your bodily functions (heartbeat and the like). Lvl 1. Your immune system quickly deals with any illness, disease or pathogen. Lvl 2. Your eyes are clear and piercing, your irises a brilliant shade of their color. A sense of your choice becomes enhanced. Lvl 3. Your body rapidly burns excess fat and builds your musculature to maintain a perfect equilibrium. You can control the type of physical sensation for touch causes. Lvl 4. Your strength level naturally increases by a level. Your leaping ability doubles. Lvl 5. Your body seeks to maintain its perfection, shaping your flesh to superficially close any wounds or breaks while they heal. Lvl 6. Your body's efficiency is optimized. Effects that would weaken or fatigue you do nothing. Your maximum potential running speed increases to 30 mph and can be maintained indefinitely. Lvl 7. Your body automatically resists all attempts to harm it, reacting to attacks by reinforcing your flesh into a subdermal armor as tough as chitin. Lvl 8. If you can observe the use of a physical ability on two separate instances during an encounter, you can mimic that technique for the remainder of the encounter. You may only mimic two abilities at a time and you must purge one from muscle memory before analyzing another. Lvl 9. Should someone cleave away a part of your perfection, it will grow back in time as good as new. Time to regrow back missing parts depends on the level of dismemberment, and can take hours unless you hold the parts together. Your heart and brain need to be connected for the effect to trigger. Lvl 10. You revert in age to your physical and mental peak, becoming ageless. You gain an ability based on your experiences until this point.
LEGION - You were born with more bone than other people, more ribs, thicker limbs. Your blood continues to flow when cut, neither halting nor running out. Lvl 0. Your bones naturally knit themselves back together and your flesh parts to make way for bone. You are not harmed by the movement of your bones and any fractures you suffer tend to heal overnight. You cannot die from blood loss, although you find losing blood tiring. Lvl 1. You may extend from one of your forearms a bone weapon of your own design, no more than three feet in length. You may extend or retract the weapon at will, the process taking only a few seconds. Lvl 2. Your blood can emerge from your arms and hands, with average strength, whenever you desire. You can roughly exercise control over this blood (and any of your blood spilled since the end of your last post) for one post, forming whips and the like, but such blood cannot be further shaped while touching another creature (so you could form a whip but you couldn’t then hit someone with the whip and flow it into a mask). Lvl 3. Your bones harden, becoming as strong as stone. You can extend your bones to create skull-like plating over your arms, shoulders, neck, and back. Lvl 4. Your bone weapon can be removed from your arm at your will, allowing you to use it more fluidly. You may replace them by pressing it into the flesh of your forearm, or by regrowing it entirely (a tiring process if done several times in rapid succession). Lvl 5. Your blood can emerge from any part of your body. You gain the ability to harden it as well, creating wood-like plating on any part of your body among other uses. Lvl 6. You may take one of the bones of a defeated enemy and jam it into your non-weaponised forearm. You gain a new bone weapon or shield (you choose design) along with a special ability based on the body of the defeated foe (staff-approved). Lvl 7. Your bones harden once more, becoming as strong as steel. Your blood gains a custom special ability based on your lifestyle (Staff-approved). Lvl 8. You can inscribe runes on your bones (up to 4). Any of these runes are also applied to your blood. Not all choices are possible/sane. Lvl 9. Your blood gains a second custom special ability (staff-approved). Lvl 10. You develop a custom, staff-approved ability related to your bones/blood and how you act.
Flesh Golem - Using your body magic and a donation of physical material from either yourself or some other being, craft yourself a living servant. The golem cannot learn new skills and abilities beyond those this talent gives them. Lvl 0 - The flesh golem is a weak strength, mindless creature that looks like a mostly featureless humanoid child. You can mentally control it with 50’ of you, if farther than that it will continue to repeat its last command (it can only handle simple, direct commands – “punch X” not “fight X”). The golem can only be farther than 50’ from you for about an hour before it stops moving. Lvl 1 - If the flesh golem “dies”, you can revive it with a few hours of effort. You may remake any choices you made for this talent, provided you have new materials. You may also remake those choices without the golem “dying”, if you so desire. Lvl 2 – You can add a pound of flesh taken from a humanoid, non-fey (half fey okay) creature to grant the golem strength. The golem's strength is one level weaker than that of the flesh. The donor flesh must be fairly fresh – either from a living volunteer or a recently dead subject. Lvl 3 - Through nurture the golem grows into a form more akin to an adolescent humanoid, capable of strenuous and more complicated activity (“Fight X”, although it won’t be very smart about it if left on its own). Lvl 4 - Add the flesh of a beast to grant the golem protection. The golem gains the protective skin or similar from the donated flesh. Lvl 5 – Learning from your many procedures, you can add the flesh of another creature to your own body, giving you a custom (staff-approved) special ability based on that creature. Lvl 6 - Add a pound of any creature’s flesh to grant your golem additional mental capabilities. The chosen flesh grants sapience and determines how intelligent the golem is. The golem’s personality is of your own design, but usually reflects the donor (in some cases the golem may even think it is the donor, albeit with distorted/countless missing memories). The golem gains a custom (staff-approved) skill based on the donor. The golem can act on its own, but still needs to stay near you most of the time. It can’t ignore your orders. Lvl 7 - Your constant bond with the golem allows you to convey messages back and forth with silent gestures, each felt by the other over any distance. Lvl 8 - Add the flesh of a creature with spellcasting capabilities to grant magic to the golem. The golem learns and is able to cast a single spell no higher than level 6 that the flesh knew. Lvl 9 – Add the flesh of a creature with non-spell magical abilities. The golem gains a (staff-approved) magical ability based on that creature. Lvl 10 - Choose one of two paths, The Parent or The Puppeteer. The Parent imparts life and love into their golem, allowing them to learn new skills as any other being in Avarka can. The Puppeteer switches bodies with the golem, discarding their own body (which dissolves into dust) in order to directly control the golem’s body forevermore. The Puppeteer retains their skills and abilities, applying them to the new body. The golem is always “within 50’” of the puppeteer.
HARMONIC WEAPON – Your spirit is more tightly bound to the world around you. Plant life lends you aid when you need it in the form of a weapon of your choosing. OOC: You (the player) can choose the psychological concept, decide any superficial changes, and can suggest fitting abilities to the staff, but staff approve/determine what the abilities are. The character has no control over these changes aside from the design of their weapon. Lvl 0. Eyes are the window to the soul, and your soul is tied to the natural world and some aspect of psychology. This tie, known as your binding, alters the appearance of your eyes and sometimes your hair to reflect it. Exact manifestation is effected by the natural surroundings / season of your birth. Lvl 1. Your vital magics call to the natural world around, pulling in and warping bits of plant material to create a unique modifier 3 weapon based on your binding. This enchantable living weapon is an extension of yourself - you always know its location and it effectively possess the Basic Art (Vital) and Homebound runes (in addition to its three slots). Lvl 2. Your binding reaches into your senses and grants you an extra insight into the world around you (sensory ability). It also alters the appearance of your skin. Lvl 3. Your weapon gains an ability based on its form and your binding. Lvl 4. The colour and other properties of your blood change based on the nature of your binding. You gain a defensive ability related to this change. Lvl 5. Your tie to your binding deepens, improving one of your level 2-4 abilities and greatly increasing the rate at which your weapon repairs itself if damaged. Lvl 6. Your weapon gains a custom special ability based on your binding. Lvl 7. You gain a special ability related to your binding, and possibly some sort of related physical change as well. Lvl 8. Your surroundings, if natural, change to increasingly reflect your binding the longer you are near them, slowly reverting back to their regular state once you leave. You gain an aura related to your binding. Lvl 9. Your weapon can be willed to take a new form with a corresponding power. This new form can be a creature, area effect, etc. It may or may not have additional restrictions, and is based on your binding. Lvl 10. Your attunement to your binding deepens further, you may choose to become either the Garden or the Gardener. The Garden takes on physical changes and gains the ability to grow something useful. The Gardener remains physically the same but gains additional power over the natural world. Either of these changes is based on your binding.
WAKING DREAMER - You posses a connection to the dreams and minds of others unheard of to most. Lvl 0 – You are always aware of when you are dreaming unless you desire otherwise (some tasks such as vision quests may require you play along to benefit). You also remain aware of your surroundings in the waking world while resting. Furthermore, you gain complete control over your sleep cycle, allowing you to begin or end dreaming at a moment’s notice. Finally, you gain a personal dream realm of sorts that you can enter while dreaming – this realm does not otherwise really exist. Lvl 1 – You can sense the presence of minds other than your own, allowing you tell roughly how many people are in an area (just you, a couple, a few dozen, etc). People actively trying to hide are not sensed by this ability. Lvl 2 – You gain the ability to send a visionary dream to another while resting or meditating. You must be at least somewhat familiar with the target. The exact nature of the dream depends on the target, but your general point will make itself known. If the target is awake, they will receive the dream when they next sleep. Lvl 3. - You learn to recognize thoughts related to you, and can pick out who and where they are coming from. The nature of those thoughts is still unclear to you, however (e.g, you know when someone is thinking about you but not what they are thinking). People actively trying to hide can still be sensed by this ability. Maximum range 1000'. Lvl 4 – Your visionary dreams may include some sort of method of entering your dream realm for less opaque communication, although the recipient(s) can decline entry. You may now send a number of simultaneous visionary dreams equal to twice your level in this LT (8 at level 4) whenever you rest or meditate, but all of them must share the same intent. Furthermore, if the recipient is awake you can choose to send a visionary daydream instead. Lvl 5 – In place of a spell per post you can begin overriding one of the senses (sight, hearing, touch, etc) of yourself and up to three other targets you can sense with a single hallucination. You can only add sensations in this way, not remove them (for example, you can't become invisible but you could make it look like there are three of you). Utilizing what is actually going on makes this ability more effective - such as bolstering the sound of your steps to sound like an army on the move. You can maintain this effect for up to three posts, after which you must wait twice as many posts before using this ability again. Lvl 6 – You may enter the dreams of others while resting or meditating, provided they are within 30ft of your body. You also develop a custom, staff-approved special ability that can only be used while in a dream. Lvl 7 – You can telepathically communicate with all nearby sapient creatures. Furthermore, you roughly know the location of every nearby sapient mind (“there are three people in the room to the left.. etc”). People actively trying to hide are not sensed by this ability unless they are within 15’ of you. Lvl 8 – Your connection to dreams and the world’s mindscape deepens, allowing you to learn something about whatever topic you wish once per encounter. If what you seek is a secret, this power might lead you to someone that can give you a few clues. You also gain the ability to sense major disasters and other scenarios that have suddenly effected a large number of people, sometimes from miles away or more. Lvl 9 – You develop a custom, staff-approved ability related to dreaming and your bonds with others. Lvl 10 – You can gain the ability to teach other creatures the Dream Calling spell (they can’t teach it to other creatures). Furthermore, if you die you may continue to exist in the dreams of any individual that deeply cares/cared about you (either positively or in a negative fashion). You may only inhabit one creature’s dreams at a time, but may freely switch between all possible candidates. Unlvl - Dream Calling – Send out a telepathic message to the one who taught you this spell. They may mentally respond, or choose to allow this spell to teleport themselves to your side. Teleporting this way is very disorienting. If the one who taught you this spell is dead, but still surviving in the dreams of yourself or others, this spell still contacts them and, in place of teleporting them, allows them the option of forming and inhabiting a summon that has all of the spells and abilities they had in their prime. This summon is maintained using one of your summon slots.
ANCESTRAL MASS - There are those in Avarka who inherit from their ancestors more than eye colours and skin tones. Bloodlines possessing great, if sometimes dormant, power. Every now and those with an aspect of vitality will be able to tap into this ancient well, manifesting a shroud of vital energy that grants life and light.
Staff note: Please, please, please describe your ancestors or at least the most important one(s) if your character has this [Even if they don’t know their own history]. Most ancestor-based stuff is left up to you to RP, don’t abuse it. Lvl 0. You can feel a deep power within yourself. Through meditation you can increase the rate at which you heal – healing in hours what would take days – and can even slow or even completely halt your rate of aging. If you have children the power might pass on, in which case you begin aging at an accelerated pace but retain all other abilities. Lvl 1. You can draw upon the power within you and share it with someone in close proximity, allowing them to likewise benefit from the healing effect. Living things that travel with you age far more slowly as well. Lvl 2. Your bond with the ancestral mass deepens. Your senses sometimes reflect the will of your ancestors (or possibly a single, especially strong-willed ancestor) – temporarily suppressing some sensations while focusing on others. For example, all sounds might suddenly be diminished except for a whimpering around the corner or an object partially obscured in shadow might suddenly be more easily identified. Your senses are not improved when this happens – anyone COULD focus on that whimpering – they are merely filtered in your ancestor’s favor. Lvl 3. You gain the ability to suddenly “remember” obscure facts and opinions that makes sense for your ancestors to have known/had. These bits and pieces of memories feel much like eavesdropping on the past for the briefest of moments. Lvl 4. You can amplify the healing effects of the mass by spending a spell per post, curing most illnesses, poisons, and healing open wounds with the effectiveness of the Heal spell. Lvl 5. The mass is thought to be a collection of memories, emotions and traces of the spirits of your lineage. That seems to bare out when you suddenly remember an ancestral skill you don't recall learning, based on your lineage. (Skill must be staff approved) Lvl 6. Your amplified healing ability is now more comparable to the Restore spell than Heal, those healed in this way gain knowledge of your ancestral skill for the duration of their next or current quest. If you know the Restore spell you may heal two people with a single spell per post. Lvl 7. You recall an additional new skill, this one also based on your lineage. (Skill must be staff approved) Lvl 8. Your resonance with the power within you allows you to cast an additional vital spell per post whenever your use of that spell would be approved by your ancestor(s). Staff Note: Yeah, it’s fine if this is “most of the time”. Lvl 9. You recall an additional new skill, this one also based on your lineage. (Skill must be staff approved) Lvl 10. You draw forth and physically manifest the mass, creating a golden iridescent cloud that detaches from you. Follow it to find one of the hidden corners of the world, master what awaits you without the aid of the mass in order to reclaim it and more. (Personal quest, either ran by staff or approved by staff)