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Spell Blathering
#1
Pondering an Umbral revamp. Aside from making Lantern a summon and Sunset Blade made of an equivalent not-glass-material (summoning glass is pretty random), the changes mostly involve the branches as per usual for these revamps. Including the replacement of C branch with one focused on the spacial warping subtheme Umbral has but hasn't really explored much.

<b>LEVEL 5</b><br>
<b>Spectrum</b> – With a snap of your fingers, alter a light source within 100’ to create anything from infrared to ultraviolet light (including any of the visible light colors) for two posts, or indefinitely if the source is a summon you are maintaining. This spell does not give you the ability to see infrared/ultraviolet if you can’t already do so.<br>
<b>Pane</b> - Connect two glass, mostly clear crystal, and/or highly reflective solid surfaces you can see, causing non-magical light and your own created light/shadow projectiles that pass through one to emerge from the other. This effect lasts for three posts, or indefinitely if both surfaces are summons you are maintaining.<br>
<b>Shadow Net</b> - Bring your hands together then shove them forwards and draw them apart, splaying your fingers. You weave a web of solid tarry darkness that flies forth and briefly ensnares a target before reverting to insubstantial shadows. <br>

<u><b>LEVEL 6 </B></U><br>
<b>A. Dawdle</b>- Passive. You may, upon casting, choose to slow down light created/manipulated by your spells to any speed, although effects that are not / were not maintained speed up again after a single post (but last an additional post as well). Among other things, dawdling light can aid in stealth, create afterimages, set up volleys of light beams/spheres, etc.<br>
<b>B. Shadow Arm</b> - Transform one of your arms, from the elbow on into living shadow. For a moment you can shape it into the form of your choice, then it will become solid darkness (modifier 2). When you stop maintaining this spell your arm will revert to its normal composition and shape. <br>
<b>C. Lighten</b> – Reduce the weight of any object or creature, no larger than an elephant, by 50%. The target faintly glows while so effected. You may increase this to 75% if used on yourself or your possessions. Does not stack with itself. <br>

<u><b>LEVEL 7 </B></U><br>
<b>A. Corona Drill</B> - Unleash a sustained beam of destructive light from your fingertip or palm. The laser mildly burns on contact; ~8 seconds of sustained exposure will burn a hole through most skin. The beam has an effective range of 210’ and is as wide as the body part unleashing it.<br>
<b>B. Shadowbeast</b> - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a panther. Species this beast takes the form of is chosen upon learning. This spell takes two summon slots.<br>
<b>C. Twilight Sphere</b> - Create in your hand a ball of warped space that can shine or darken at will. While shining the sphere has the density of a light mist, but bounces off of reflective surfaces, passes though mostly transparent ones, and is effected by your magic as though it were light (albeit much slower). While dark the sphere has the density of water and explodes on contact with the force of a Very Strong punch. The sphere cannot darken while passing through an object. The sphere can be launched from your hand at around 40 mph. The ball fades after a post. <br>

<u><b>LEVEL 8</B></U><br>
<b> A. Corona Flare </b> - By motioning towards a point in space, unleash a brilliant flash of light from that point that blinds all within 1' of it for two posts, anyone looking in its direction within 10' for one post, and slightly blurs the vision of anyone nearby looking in that direction for a post. Adequate protection reduces the effect by a stage (2/1/Blur/None).
<b> A. Corona Flare </b> - By motioning towards a target or point in space, intensify all light within 10' of that target to the point of being blindingly bright. The light returns to normal after passing through the sphere (those outside can see in just fine).
<b>B. Shadowform</b> - Momentarily transform yourself into intangible shadow, allowing objects to pass through you. Can only be used once every 5 posts.<br>
<b>C. Depth</b> - Stretch an area (up to 50' in diameter), causing it to be partially phased out of existence and made much larger within than without; this doubles the dimensions of any unattended, stationary objects as well as chilling and thinning the air. The doubling effect does not stack with itself. Lasts for 10 posts. When this effect ends, anything that doesn’t fit temporarily phases out of existence and is shoved to the nearest open space within 20’.<br>

<u><b>LEVEL 9</B></U><br>
<b>A. Invisibility</B> - Bend the light around you, making you completely vanish from sight. Movement requires small adjustments that leaves a shimmer in the air. This spell is very difficult to maintain while moving quickly, and almost surely disperses if you are struck.<br>
<b>B. Portal</b> - Transform two patches of darkness on any surface you can see within 200’ into rippling portals that teleport anything that moves through one to the other. The portals can have a radius of up to 10’ and last for 3 posts. Anything partially through the portals is shoved out one side or the other when the spell ends. While transformed, the patches cannot be illuminated. <br>
<b>C. Knot </B> - Summon what appears to be space warped into an immobile knot. The knot is 1’ foot in size and intangible, but can manipulate space within 3’ of itself. This allows it to perform one of the following actions each post: Teleport itself to a spot within sight, reduce the weight of things (min 0%), increase the weight of things (max 200%), create intangible mirrors and prisms. Each effect except teleportation lasts until the start of your next post, and only effects its territory. This spell takes two summon slots. <br>

<u><b>LEVEL 10</B></U><br>
<b>A. Illusion</B> - Intricately manipulate the light in an area no greater than 30 feet in diameter, creating a false image which you control and that all can see. You have precise control over this image, but it is only visual and cannot produce sound.<br>
<b>B. Abomination</B> - Call forth the darkness of the empty places beneath the earth, intensifying it, causing it to flow forth from the ground within 20’ of you in the form of four 10’ long, 1’ thick tentacles of damagingly cold darkness that obey your commands. Counts as a summon, the tentacles are of Strong strength and about as durable as cheese. Takes two summon slots.<br>
<b>C. Lightspeed </B>- Momentarily transform yourself into a beam of pure, living light, and fire yourself in any direction. You reform after moving 200’, upon hitting a non-reflective/opaque object, or earlier if you so desire. Your own umbral spells can effect your lightform as though you were a projectile, but other casters and effects cannot. Can only be used once every 5 posts. <br>
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#2
On water, current 5+ Ice stuff:

5. Glacial Path - Generate ice beneath your feet as you walk. Can be used to bridge gaps, walk on water or leave a slippery path behind you. This ice path is slightly wider than you are.

6A. Ice Wall - A variation of the Glacial Path spell, with a stomp of your foot you generate a patch of ice, slightly wider than you are, over the ground beneath your foot. This patch rapidly and steeply curves upwards, forming a 6" thick wall of ice that is slightly taller than you are. The wall collapses after a post.

7A. Icy Patch - Cause a patch of ice, slightly wider than you are and 20ft long, to spread out from where one of your feet touch a surface. The ice's spread follows a path of your choosing and can steeply curve upwards/downwards to a max height of 2'. Having only part of it curve is possible as well.

8A. Cold War - Cross your arms over your body to encase yourself in ice, which then shatters and leaves you wearing full body armor of eternal ice along with an eternal ice melee weapon, styles and types chosen upon learning. Counts as a summon.

9A. Searing Ice - Passive. The ice you create can be so damagingly cold that any creature touching it with its bare flesh feels as though it is being burned. This ice is resistant to fire and heat, but eventually melts as normal. Effectively, it is water ice lowered to the same temperature as CO2 "dry" ice.

10A. Arctic- Coat the ground and all rooted or grounded objects in a 30' radius around you in a sheath of extremely slippery ice. The created ice, if you maintain this spell, can freeze to your feet to help you keep your footing.

Potential revamp:

5. Cold Craft - Summon onto your body / into your grip a piece of armor, weapon, or other object made out of hardened ice (mod 2). This ice is painfully cold to others, but not you. Choose and design three items when learning this spell.

6A. Ice Wall - With a stomp, generate a patch of ice, slightly wider than you are, over the ground beneath your foot. This patch rapidly and steeply curves upwards, forming a 6" thick wall of ice that is slightly taller than you are. Usable once every 6 posts.

7A. Skate - Passive. Ice naturally aids you, becoming sleek or sticky beneath your feet as needed. This allows you to quickly skate across icy floors and and slowly walk across walls and ceilings coated with your frosty ally.

8A. Glacial Step - Generate a thin layer of slippery ice beneath and within 3' of your feet as you walk. Can be used to bridge small gaps, skate around, walk on water or walls (with Skate), leave a slippery path behind you, etc. Ice that forms within 1' of another creature is extremely fragile.

9A. Ramp - Passive. When using Glacial Path you can choose to have the ice be up to 2' thick to form ramps at any angle. The ice path may also lift off of the ground, allowing you to form staircases next to walls and the like. Such ice will initially bind very tightly to unattended objects and surfaces. Unsupported ice will collapse, as will any other structures that start melting.

Alternate idea for 9A:
9A. Glacial Path - Cause a patch of ice, slightly wider than you are and up to 40ft long, to spread out from where one of your feet touch a surface. The ice's spread follows a path of your choosing, can run along walls and even ceilings, and can have segments as thick as 2' allowing you to form angled ramps and the like. The ice powerfully sticks to unattended objects and surfaces. Ice that forms within 1' of other creatures is extremely fragile.

10A. Arctic - Unleash waves of cold from your body that chill the air and far more powerfully chill ice within 60'. This prevents natural melting, gives the ice some resistance to fire and heat, and causes the chilled ice to become increasingly painful to the touch over time, to a maximum of powerfully "burning" flesh like dry ice after 2 posts of exposure. Finally, you may maintain this spell by using a summon slot.
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#3
The whole curving lines make things confusing. Does it curve away from you? Up? Around you? If the intent was it goes up, then rises might be more appropriate. Also, this wording doesn't say the wall would be in front of you like a T it implies a l instead.

5, decent.
6, see above for clairty things.
7, hmm. seems fun. maybe flip with 6 and make the wall better?
8, effect doesnt seem like its worth the slot at 8. if you leave 7 where it is, you could combine the two. passive effect with the option to create more?
9, i like the alternate more. feels more like frozone or iceman and fits the theme of making ice do your bidding.
10, i like it. you could even add that you move faster on this super frozen ice.
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#4
Alright, next try. Changed it from a pure ice theme to an Ice/Snow theme. Ice Wall is now the weaker Snow Bank, but it can also be used at will again. Snow bank itself is generally much stronger against spells - which tend to explode on contact or not have much force behind them - than warrior types.

Next try:


5. Cold Craft - Summon onto your body / into your grip a piece of armor, weapon, or other object made out of hardened ice (mod 2). This ice is painfully cold to others, but not you. Choose and design three items when learning this spell.

6A. Snow Bank - With a stomp, generate a patch of snow, slightly wider than you are, over the ground beneath your foot. This patch rapidly and steeply curves upwards, forming a 6" thick wall of packed snow in front of you that is slightly taller than you are.

7A. Glacial Path - Cause a patch of ice, slightly wider than you are and up to 40ft long, to spread out from where one of your feet touch a surface. The ice's spread follows a path of your choosing, can run along walls and even ceilings, and can have segments as thick as 2' allowing you to form angled ramps and the like. The ice powerfully sticks to unattended objects and surfaces. Ice that forms within 1' of other creatures is extremely fragile.

8A. Rink - Passive. Ice naturally aids you, becoming sleek or sticky beneath your feet as needed. This allows you to quickly traverse icy floors and run across icy walls/ceilings (but not stand still on them).

9A. Rime - With a dramatic motion, unleash an obscuring 50' blast of soft snow in any or all directions that coats everything it hits with a very thin layer of icy frost. Any frost that hits an unattended object or surface further hardens into a thin layer of ice.

10A. Arctic Realm - Unleash waves of cold from your body that chill the air and far more powerfully chills ice and snow within 60'. This prevents natural melting, gives ice and snow some resistance to fire and heat, causes snow to harden (becoming ice after two posts), and causes the chilled ice to become increasingly painful to the touch over time, to a maximum of powerfully "burning" flesh like dry ice after 2 posts of exposure. Finally, you may maintain this spell by using a summon slot.

Edit - Snowbank = Packed.
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#5
6, is the snow loose? packed? can someone lean against it? Also, still have a really odd shape description. It sounds like you are describing a half pipe.
7, you don't quite say how thick the ice is. is it strong enough to support itself freely? how far off the wall can it go before it needs another connection? what size gap can it safely cross?
8, solves all the issues. I like it
9, might want to be clearer that its not one point or every point. I'm pretty sure the intent is that effectively you burst snow in a circle. you just have control if its the full circle or if there are slices missing to dodge allies and the like. wording "any or all" kinda makes it sound like a slice or the whole circle
10, should probably say the painful ice doesn't hurt you. and, technically, snow is ice. so would be better to say the snow solidifies into a block or something.
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#6
Water A Branch, again:

5. Cold Craft - Summon onto your body / into your grip a piece of armor, weapon, or other object made out of hardened ice (mod 2). This ice is painfully cold to others, but not you. Choose and design three items when learning this spell.

6A. Snow Bank - With a stomp, spread a thin patch of snow across the ground in front of you. A straight, 6" thick wall of packed snow slightly taller and wider than yourself rapidly rises from the tip of the patch. The patch can be between 6" and 6' long, but cannot spread within 1' of another living creature.

7A. Glacial Path - Cause a patch of ice, slightly wider than you are and up to 40ft long, to spread out from where one of your feet touch a surface. The ice's spread follows a path of your choosing, can run along walls and even ceilings, and can have segments as thick as 2' allowing you to form angled ramps and the like. The ice powerfully sticks to unattended objects and surfaces. Ice that forms within 1' of other creatures is extremely fragile.

8A. Rink - Passive. Ice naturally aids you, becoming sleek or sticky beneath your feet as needed. This allows you to quickly traverse icy floors and run across icy walls/ceilings (but not stand still on them).

9A. Rime - With a dramatic motion, unleash an obscuring 50' blast of soft snow in any or all directions that coats everything it hits with a very thin layer of icy frost. Any frost that hits an unattended object or surface further hardens into a thin layer of ice.

10A. Arctic Realm - Unleash waves of cold from your body that chill the air and far more powerfully chill ice and snow within 60', giving them resistance to fire and heat. Furthermore, with each post of exposure the snow grows harder, becoming ice after two posts, and the chilled ice becomes increasingly damaging, maximum of powerfully "burning" flesh like dry ice after two posts. Ice empowered in this way does not harm you. Finally, you may maintain this spell by using a summon slot.
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#7
Putting this down before I forget:

UMBRAL:

8: <b>C. Shadow Mirror</b> - By pointing at a spot in sight, summon an intangible, 3' diameter one-sided mirror at any angle. It can reflect light and your own light projectiles. Furthermore, you may freely will the mirror's reflective side to become utterly black, transforming any light that passes through it into a 40mph wind of misty darkness that lingers for a post.

9: <b>C. Depth</b> - Dim and stretch an area (up to 50' in diameter), causing the shadowy space to be partially phased out of existence and made much larger within than without; this doubles the dimensions of any unattended, stationary objects as well as chilling and thinning the air. The doubling effect does not stack with itself. Lasts for 10 posts. When this effect ends, anything that doesn’t fit temporarily phases out of existence and is shoved to the nearest open space within 20’.

^The Depth tweak along with the new Shadow Mirror help cement a general theme of C branch turning other matter into light, light into darkness, and darkness into other matter.

------

And a mostly flavor re-write of Sunset Blade:

Old:
Sunset Blade – Summon a dagger of hardened glass to your hand, modifier 2. The dagger can glow or darken with a thought. The dagger can be of any design no larger than 10” from hilt to tip, chosen when you first learn this spell.

New:
<b>Eclipse Razor</b> - Summon a dagger of solid darkness to your hand, modifier 2. The blade's edge can emit an illuminating halo of light. The dagger can be of any design no larger than 10” from hilt to tip, chosen when you first learn this spell.

Getting rid of the last random solid glass summoning. It makes sense for glassweaver, less so for the spells themselves.
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