Post by maddox rothscus ✨ on May 8, 2017 11:49:56 GMT
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Maddox's Inventory
Maddox's Inventory
[attr="class","specialization"]
THE TEMPEST
[break]offense & crowd control
THE TEMPEST
[break]offense & crowd control
[attr="class","elem"]
element
- air
[attr="class","affi"]
affinity
- purification
- atheneum
[attr="class","familiar"]
Familiar
[attr="class","scroll"]
[attr="class","item"]
there is no shortage of names for athamie. maddox is spontaneous and unapologetic in his decisions, and despite the personal favourite of 'mr. mcmoosely', settles for the shortened 'moosely' as an everyday nickname. moosely returns it with a selection of names for maddox himself, most commonly, 'idiot'. still, there is little to be doubted about the closeness of their relationship. ostensibly, neither gives way to the other; pushing and shoving is commonplace and one wonders if they ever left the argumentative stage of adolescence, but there is mutual understanding that their fates are intricately linked, and that one cannot exist without the other. [break][break]
seemingly stuck in a perpetual state of annoyance, moosely maintains the air of someone difficult to please, always keen to offer a scathing comment. but given that moosely is of the opinion that charging and running someone down is the best solution to everything, maddox has learnt not to take everything to heart. [break][break]
moosely is, in every physical aspect, identical to a typical bull elk, albeit one that magically chooses to keep a full set of antlers regardless of time of year ( citing the excuse of grandeur and vanity ). like a typical moose, he stands at a ridiculous two metres at the shoulder, restrained to a more sensible horse-like size within sundial's walls. thankfully, little destruction has been caused by moosely -- with maddox's cheery insistence to keep colourful scarves draped around his antlers, no unfortunate strangers have been accidentally gored, and no shop windows disadvantaged in being smashed by an irate moose. while big enough to ride on comfortably, he typically resides as a mildly disgruntled commentator in maddox's mind most of the time. also, here is a visual representation of how tall moosely is compared to maddox.
mr. mcmoosely (aka moosely)
alces alces gigas | air | athamie etesia
there is no shortage of names for athamie. maddox is spontaneous and unapologetic in his decisions, and despite the personal favourite of 'mr. mcmoosely', settles for the shortened 'moosely' as an everyday nickname. moosely returns it with a selection of names for maddox himself, most commonly, 'idiot'. still, there is little to be doubted about the closeness of their relationship. ostensibly, neither gives way to the other; pushing and shoving is commonplace and one wonders if they ever left the argumentative stage of adolescence, but there is mutual understanding that their fates are intricately linked, and that one cannot exist without the other. [break][break]
seemingly stuck in a perpetual state of annoyance, moosely maintains the air of someone difficult to please, always keen to offer a scathing comment. but given that moosely is of the opinion that charging and running someone down is the best solution to everything, maddox has learnt not to take everything to heart. [break][break]
moosely is, in every physical aspect, identical to a typical bull elk, albeit one that magically chooses to keep a full set of antlers regardless of time of year ( citing the excuse of grandeur and vanity ). like a typical moose, he stands at a ridiculous two metres at the shoulder, restrained to a more sensible horse-like size within sundial's walls. thankfully, little destruction has been caused by moosely -- with maddox's cheery insistence to keep colourful scarves draped around his antlers, no unfortunate strangers have been accidentally gored, and no shop windows disadvantaged in being smashed by an irate moose. while big enough to ride on comfortably, he typically resides as a mildly disgruntled commentator in maddox's mind most of the time. also, here is a visual representation of how tall moosely is compared to maddox.
[attr="class","permanents"]
[/PTab][PTab=element]Skills & Permanents
[attr="class","scroll"]
[attr="class","item"]
NPC TIE IN
BOND - BASIL
It all started with a lemon meringue pie... Though Basil hasn't known him for long, he recognizes Maddox's robust magical talent and diehard coven loyalty. They may be a few steps short of friends, but Basil can say with certainty that he's glad to have someone he can trust -- and someone he could easily partner with on a mission -- joining Leviathan's innermost circles.[break][break]
MAP OF THE SOUTH WIND
When using the atheneum spells "Wi-Stor #1: Maps" or "Wi-Stor #3: Coven Database", this character is able to access Basil's personal database of maps. They are thoroughly detailed, especially around coastlines and established Leviathan haunts.
[attr="class","item"]
ARM OF THE TEMPEST
PERMANENT - ACOLYTE - UNIQUE
A fully functional prosthetic arm fashioned of high-grade steel. Crafted with a lightning-oriented air elementalist in mind, the arm is capable of conducting electricity while simultaneously insulating the rest of the body. Its sleek, yet powerful build allows its artificial hand to move with perfect precision or achieve inhuman crushing strength when desired.[break][break]
UNIQUE ACOLYTE ABILITY - STORMBLOOD
When this arm draws the blood of its wearer, it gains an electrical charge and creates a controlled bolt of lightning that can be used in melee or thrown at opponents. It is worth noting that the duration of this state is determined by the amount of blood drawn, while prolonged and indiscriminate usage may spill over its insulating properties and deal damage to the user. Furthermore, when the lightning successfully strikes a target, the air around them becomes faintly infused with a unique electrical charge. For the next twenty-four hours, the user is aware of the target’s location, and is able to pinpoint their location unless the target employs a cloaking spell of sufficiently high level or ceases to exist. The range of effectiveness increases with the ability's level, though there are several factors such as use of teleportation gates and eluvians that will complicate the situation. Activating this ability will consume 1 item slot.
[attr="class","item"]
DETECTION, STAGE 2
PERMANENT - ADEPT
Allows the witch to sense the presence of mana manipulation in a small area. The witch is able to differentiate the signatures of the witches casting such as that items enchanted by the same witch will appear similar in some way such as color or design. Unfortunately related witches will often have similar mana signatures so newbie purifiers will have trouble telling the difference between them.
[attr="class","item"]
AUGMENTATION FOR DUMMIES #3
PERMANENT - ADEPT
a broad augment that focuses on the absorption of impact in key areas such as the shoulders and knees, increasing one's ability to take one hell of a hit. still, not that great against sharp objects. notably effective when faced with an angry moose.[break][break]
this scroll caters to the basics of augmentation - the ability to manipulate the attribute of durability. upon being cast on another witch, or themselves, the subject will find their durability increasing several fold. while this boost isn't much for beginners, more experienced witches can cast augments that will increase their durability by thrice their natural ability. works best against blunt force damage versus sharp force damage.
this scroll caters to the basics of augmentation - the ability to manipulate the attribute of durability. upon being cast on another witch, or themselves, the subject will find their durability increasing several fold. while this boost isn't much for beginners, more experienced witches can cast augments that will increase their durability by thrice their natural ability. works best against blunt force damage versus sharp force damage.
[attr="class","item"]
CLEAR SIGHT, VOLUME 1
PERMANENT - ADEPT
this ability comes with practice, practice, and more practice. the theory behind a fair deal of alchemy comes quickly to mind when recalled, allowing for greater ease when identifying and purifying alchemy-based effects.[break][break]
this scroll details how to start training your eye to pick out and fully identify the results of mana manipulation, starting with alchemy. as this can also be done with basic alchemy training, it is a good starting point for those doing purifier training, since they can compare what they 'see' with either their own or another witch's alchemy training.
this scroll details how to start training your eye to pick out and fully identify the results of mana manipulation, starting with alchemy. as this can also be done with basic alchemy training, it is a good starting point for those doing purifier training, since they can compare what they 'see' with either their own or another witch's alchemy training.
[attr="class","item"]
FORTITUDE
PERMANENT - ADEPT
this interface manifests as an overlay directly over the user’s vision, creating a sleek heads-up display that is invisible to viewers. [break][break]
a series of scrolls that enable an athenean to have a heightened resistance against other athenians or those seeking to obtain information. the first scroll deals with making an invisible or user-only seeable interface. it may still be detected by basic detection spells.
a series of scrolls that enable an athenean to have a heightened resistance against other athenians or those seeking to obtain information. the first scroll deals with making an invisible or user-only seeable interface. it may still be detected by basic detection spells.
[attr="class","item"]
CLOSE-RANGE COMBATANT
NON-MAGICAL SKILL - BRONZE
this character is a skilled fighter whose skills shine through when in close-range with their opponent. the fighter augments their combat style with a distinctly physical element, a skill that is honed through dedicated weapons-based training, or even the occasional bar brawl with good ol' fisticuffs. while the fighter can gain an edge over the average opponent through physical combat, the close proximity often opens them up to the possibility of greater damage — they'll have to keep on their toes!
[attr="class","item"]
LARGE ROCK
NON-MAGICAL SKILL
when necessary, your witch will be able to find a very large rock to (attempt to) hurl at the enemy. unfortunately, this counts as one of the five items in any given thread.
[attr="class","fullscroll"]
[/PTab][PTab=affinity][attr="class","scroll"]
Elemental Skills
[attr="class","item"]
BREATH OF LIFE (ADV)
SKILL - AIR
this skill allows for air created by or manipulated by the air elementalist to take on a faintly sparkling property. when it makes contact with an organism, it helps heal their physical maladies, both on the surface of the body and (if the air is inhaled) within.
[attr="class","item"]
STATIC FIELD (ADV)
SKILL - AIR
some air elementalists spend considerable time studying the nature of a storm, with the phenomenon of lightning later found to be possibly harnessed and replicated by air-natured witches. this technique allows witches to infuse the air around them with an electrical charge, losing the near-invisibility advantage of the element but gaining a nasty shock factor for any unfortunate opponents. while beginners at this technique may have limited effectiveness in maintaining this, often with limited range and effectiveness, advanced witches have been known to create a damaging barrier using this technique, making them difficult to reach as they wreak havoc upon a battlefield.
Air Techniques
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FIERCE GALE
TECHNIQUE - AIR
the witch can summon a sudden gale in a particular direction. expert witches can make enemies fly off into the distance, whereas such feats may be difficult for beginners.
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HOVER
TECHNIQUE - AIR
the witch can lift the air beneath them, letting them hover for a certain amount of time. while it achieves a flight-like state, it takes a considerable amount of strength to keep a witch’s body weight with pure air. the more skilled the witch, the longer they can hold the hover.
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DOUBLE JUMP
TECHNIQUE - AIR
the witch can add small blast of wind to jump higher, but not quite enough to achieve flight. the more skilled the witch, the higher and fast the jump.
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BLADE OF WIND
TECHNIQUE - AIR
a blade is created from pure wind, making it effortlessly sharp and almost invisible to the eye - when created right. in the hands of an experienced witch, there are very few materials that this blade cannot slice through, however as wind is a notoriously difficult element to master, amateur witches often struggle to even manifest a tangible blade for long, their attempts oft flickering away into puffs of air at the very first blow.
[attr="class","item"]
WALL OF WIND
TECHNIQUE - AIR
this technique allows the witch to summon a wall of wind, which can be used both offensively and defensively. users can use this wind wall to stop projectiles - experienced witches perhaps even learning to redirect the projectiles; it can also be used to block the path of opponents. the strength, size, and ability to manipulate the wall of wind depends on the skill and experience of the user.
[attr="class","item"]
WINGS OF WIND
TECHNIQUE - AIR
the user creates a pair of windy 'wings' that extend from their back and can be used for both defense and offense. the wings can help to redirect or stop projectiles aimed at the user - the extent of which it is effective is dependent on the skill and experience of the witch - while they can also be streamlined to boost speed. fledgling witches would find it difficult to shape and maintain the shape of the wings, much less manipulate them, but experienced witches are said to be a sight to behold on the battlefield.
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BREATHLESS
TECHNIQUE - AIR
this technique causes the air in an area to become thin, making it more difficult to take full breaths. inexperienced witches will likely only be able to influence a small area, and often succumb to the effects of this spell themselves. as they become more experienced, their range of influence, precision of effect, and severity of the air loss all increase.
[attr="class","item"]
SLICES
TECHNIQUE - AIR
rather than creating simple orbs to blast wind at the enemy, a witch can choose to turn air into a thin slice to cut apart the enemy or simple contraptions. the length and strength of the slice is up to the skill of the witch, meaning a fledgling might not be able to do much but cut ropes or inflict small bruises.
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WINDSURFER
TECHNIQUE - AIR
air elementalists have long been renowned for their speed and mobility, and the windsurfer technique proves exactly why. the witch is able to solidify a thin platform of air beneath them to stand on, hovering a few inches off the ground. this can be propelled forward through their manipulation. beginner witches may have difficulty maintaining this for longer than a few seconds, whereas more advanced users may be capable of using this to travel swiftly and with ease. some witches may prefer it to take a different shape, with the most common alternative being that of a spinning sphere.
[attr="class","item"]
WIND DRAGON BULLET
TECHNIQUE - AIR
a dragon is created from wind and subsequently launched at a target at high speeds. the size of the dragon and the speed at which it travels is determined by a user's experience and rank. skilled practitioners will be able to control the movement of the dragon even after it has been launched.
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AIRKOUR
TECHNIQUE - AIR
air witches with this skill may infuse air magic to their movements, giving them advanced parkour skills. witches can jump higher, run faster and move with the grace of a dancer with this ability.
[attr="class","item"]
NATURE'S WRATH: LIGHTNING STORM (MAS)
TECHNIQUE - AIR
this technique focuses on controlling the lightning generated within a thunderstorm. though the storm will naturally produce lightning once summoned, witches can artificially encourage more bolts of lightning to occur. considered more difficult than many of the other "nature's wrath" spells due to the mental discipline and control necessary to summon lightning strikes with any degree of precision, even experienced witches should find it challenging to direct more than a few bolts of lightning at a time. this technique is almost always used by and air witch when there is already storm present - though, it is possible for a single master of their element to perform this technique alone. it can also be performed in conjunction with other air elementalists or a summoner with the same scroll from the "of elemental mastery" series.
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STUNNING TOUCH
Technique - Air
This technique allows a witch to turns their mana into electricity focused around their hands. Depending on the strength, it can stun or electrify whatever the user touches. This is not strong enough to kill a healthy human, but can easily incapacitate an inexperienced witch. The user is not immune so be careful to not accidentally touch yourself when using this spell.
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Affinity Skills
[attr="class","item"]
FORTITUDE I (ADV)
SKILL - ATHENEUM
a series of scrolls that enable an athenian to have a heightened resistance against other athenians or those seeking to obtain information. the first scroll deals with making an invisible or user-only seeable interface. it may still be detected by basic detection spells.
General Scrolls
[attr="class","item"]
WATER LILY'S BLESSING
SCROLL - GENERAL SYN Can synthesize as PERMANENT (ANY AFF) items
enables the witch to breathe underwater. for all those unlucky witches without aquatic familiars or access to similar potions.
[attr="class","item"]
VIBRIONUS
SCROLL - GENERAL
usage of this spell is reccomended with a wand otherwise the resultant blast of lightning-like energy can be hard to direct at a particular target. the bast erupts from the tip of the wand and causes whatever it touches to spasm, often resulting in disarming an enemy or sometimes leaving burn marks depending on the skill of the caster. it is almost always used in duels.
[attr="class","item"]
KNOCKERBACKER
SCROLL - GENERAL
a quick scroll that, provided the witch is able to think quickly and be very accurate in their spellcasting, will knock-back a living or non-living being. this scroll becomes more powerful with the witch.
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WITCH'S CALL
SCROLL - GENERAL
can be used on any object to instantly draw it towards the witch. does not work on living beings.
[attr="class","item"]
EPISKEY
SCROLL - GENERAL
a basic scroll that heals most minor injuries, such as small cuts and bruises, though effectiveness is increased when cast by stronger witches.
[attr="class","item"]
REPARIO
SCROLL - GENERAL
a basic scroll that mends broken objects.
[attr="class","item"]
TELEKINESIS
SCROLL - GENERAL
the witch can move around objects at their leisure- it’s not intended for offensive use as it’s difficult to make the objects go at high speeds. it’s also mentally exhausting for beginner witches as it requires quite a bit of focus to maintain. it’s generally used to lift objects off the ground or subtly in sleight of hand.
[attr="class","item"]
WINGUARDIUM LEVIOSA
SCROLL - GENERAL
this scroll allows the user to force anything into flight, provided it isn’t extremely heavy. it sometimes malfunctions against living beings, but it is easy to counter-spell in case things get out of hand.
Purification Scrolls
[attr="class","item"]
BREAK FLOW
SCROLL - PURIFICATION
break flow can be used to attempt to disrupt an in progress spell, cutting off the control of mana flow from a witch. it can end up causing more problems than if the spell was allowed to complete however, so knowledge of the specific spell the purifier is trying to interrupt is essential.
[attr="class","item"]
FULL RESET
SCROLL - GENERAL
a huge fight using mana beams and elemental attacks may leave the environment’s mana less and less stable, or simply not as equally distributed as others. using a simple reset will revert the mana’s time to a more stable and easily usable form, allowing allies to manipulate mana with less strain and more potency. when used by a very powerful witch, it may end area-affecting magics or enchantments.
[attr="class","item"]
CLEAR SIGHT: ENCHANTMENT
SCROLL - PURIFICATION SYN Can synthesize as PERMANENT (Purification ONLY) items
this scroll details how to sense and understand basic charms and hexes, enabling the practitioner to have a more-than-just-fundamental knowledge on enchantment and its applications. experts can instantly identify what type of magical properties have been added on what kind of items, and make guesses regarding charms they haven’t seen before. the same knowledge can be applied to augmentation easily, but may be more difficult regarding a more complex and less standardised affinity such as runescripting.
[attr="class","item"]
PURGE
SCROLL - PURIFICATION
useful for removing long-lasting hexes and jinxes, this scroll allows the witch to reverse the effects of one mana-induced effect from the target ( i.e. the ability to breathe water as granted by a water-breathing potion, or being jinxed with ill-timed hiccups ). it requires knowledge of the spell, and attempting to purify such an effect without such often leads to disastrous side effects.
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PURGE, SCROLL 2
Scroll - Purification
This scroll aims at purifying the effects of any spell aimed to injure - its use causes wounds (physical or otherwise) inflicted by spell damage to reverse, though the effectiveness of this depends on how soon after the injuring spell hit that this spell was attempted. The sooner this spell is cast, the more effective; the more serious the wounds, the more mana needed. Knowledge of the spells being purified is not required, but is highly recommended for maximum effectiveness.
[attr="class","item"]
DETECTION
SCROLL - PURIFICATION SYN Can synthesize as PERMANENT (Purification ONLY) items
a basic spell for purifiers, this scroll allows the witch to sense the presence of mana manipulation in a large radius, and is particularly useful in locating a starting-point to begin any environmental purification. unlike the 'clear sight' volumes, this spell does not help in identifying the affinity used, though could aid in coming to a conclusion.
[attr="class","item"]
REDIRECT
SCROLL - PURIFICATION
instead of reverting mana flow back into its natural state, a purifier is able to give it a nudge in another direction should purification prove too arduous a task, or simply as a temporary measure. while fledglings are unlikely to do more than alter the flow of mana through an enchanted object for a few seconds at most, more advanced users are able to withstand the continual strain of redirecting mana for a more significant period of time, channeling it into an easier path for them to decipher and purify.
[attr="class","item"]
EXORCISM (MAS)
SCROLL - PURIFICATION
a spell intensely difficult to cast, this scroll purges another of all magic affecting them - including but not limited to spells, enchantments, potions, the influence of trinkets and/or any environmental effect - essentially reverting them to their most unaltered state. the more magical effects there are to remove, the more intensive this spell is to cast.
[attr="class","item"]
REVERT MANA #1
SCROLL - PURIFICATION
this scroll may be the most well known purification spell as it is best exemplifies what purification does. at this basic level, it can revert a small amount of mana back to its previous state from 15 seconds ago. newbies to purifying are made to practice on extinguishing a fireball using this spell.
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REVERT MANA #2
SCROLL - PURIFICATION
a spell that purifies the air from magic; those who enter a certain area will find that it is hard to use mana effectively unless they are a high ranked witch. this scroll, however, takes a while to set up. when used by higher ranked witches, it can shut down the use of mana and magics. fledglings will find that they can only affect a small area and the effects won't be as strong.
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REDIRECT, SCROLL 2 (ADV)
SCROLL - PURIFICATION
the caster redirects the flow of mana from two different spells such that they collide into each other, usually to explosive effects. higher leveled spells, and spells cast by strong witches, are more difficult to manipulate.
[attr="class","item"]
REFLECT (ADV)
SCROLL - PURIFICATION
an experienced purifier is, to some extent, able to redirect and reflect a spell back towards its origin by affecting the flow of the mana. its accuracy, along with the strength of the spell a witch is able to redirect, increases with witch rank and level, and typically requires great concentration and knowledge of how such a spell works in order to succeed. this technique is typically a defensive mechanism, or rather useful should the witch attempt to disarm any explosive runic arrays.
[attr="class","item"]
NEGATION
SCROLL - PURIFICATION
this scroll allows the witch to temporarily negate the magical property of an artifact or item, though the duration and effectiveness of the negation depends on the strength of the caster and the strength of the magical property. when used by powerful witches on weaker artifacts, this spell has been known to permanently destroy the item in question.
[attr="class","item"]
PURIFICATION OF RESOLVE (ADV)
SCROLL - PURIFICATION
this scroll allows the caster to ‘purify’ their own or another’s resolve - in other words, to momentarily purge doubt, hesitation, or other restraints from someone’s mind. it works best on a single target, though affecting a large crowd of people is well within the capacity of a master - there is historical record of a witch who had used this scroll to terrifying effect upon a group of people aiming to overthrow a government through guerrilla warfare. the effectiveness and duration of this spell is dependent on the caster’s skill, the number of people targeted, and the strength of the doubt, restraint, or hesitation they feel.
[attr="class","item"]
RSM-LAMP
SCROLL - PURIFICATION syn Can synthesize as REUSABLE items
these lamps, easily identified by the long, orange-liquid filled glowing cylinders at their top, are objects designed specifically for rupture stabilization. the purifying properties of these lamps only effect its surroundings when met by a point of extreme mana instability, only attainable by a rupture. though inexperienced witches may be able to create lamps which are effective against older, more stable ruptures, only an experienced witch's rsm-lamps will have any effect against a freshly formed rupture.
[attr="class","item"]
PURIFYING BLAST 2
SCROLL - PURIFICATION
a more dangerous version of the previous scroll, this version of the purifying blast finds itself far more concussive in the force with which it pushes objects back - which has been described as ‘rather violently explosive’, in mild terms. controlling the extent and the direction of the explosive blast is what more inexperienced casters struggle with. the drawback to this spell, however, is that the blast is limited to a far more immediate vicinity than the less explosive version, and that the purification effect upon spells is noticeably weaker.
[attr="class","item"]
UPON PURIFIED GROUNDS (MAS)
SCROLL - PURIFICATION
this scroll allows the witch to create a radius around themselves - marked by a softly luminous glow on the affected ground - where the caster is in control of the mana manipulation within the circle. the caster can choose to strengthen spells, disallow casting completely, or (for the experienced master) even selectively apply rules to effect certain people or affinities. maintaining the circle requires mental focus, as does enforcing any rules that require specificity or emphatic attention, but one who has mastered this scroll can change the course of a battle. there is nothing preventing those caught inside the circle from leaving, however, and the spell can be disrupted when the caster is adequately distracted or forced to leave the circle themselves. the radius of the spell is dependent on the strength of the caster, and can also be manipulated by an experienced purifier.
Atheneum Scrolls
[attr="class","item"]
BIOLOGICAL METRICS
SCROLL - ATHENEUM
this scroll allows the athenian to observe data about living organisms' internal biological processes, such as heart rate, blood pressure, and breathing levels. in the hands of a knowledgable athenian, it can be used for medical observation or to help discern someone's true emotions.
[attr="class","item"]
STORED KNOWLEDGE
SCROLL - ATHENEUM syn Can synthesize as REUSABLE items
an athenian with this spell is able to copy information stored in their interface into a physical object, such as a bracelet or book. this does not cause any physical change in the object, but allows the data to be freely mentally accessed by anyone in physical contact with the object. inexperienced witches may be able to store about a page worth of facts this way, advanced practitioners may be able to store a whole book, and masters of their craft are capable of storing whole libraries. this type of data storage will not give the person in contact with the object any additional magical or otherwise trained skills, but can give them an academic/theoretical understanding of the process.
[attr="class","item"]
THOUGHT SEED
SCROLL - ATHENEUM
this fairly involved spell can plant an idea in a person's mind. due to its casting length, it is generally advisable to perform this while the target is sleeping or unconcious. minor thoughts which are not uncharacteristic of the target are easiest to take hold, as it is incredibly easy to resist if the target realizes that the thought has been pushed upon them. however, the frequent and persistent use of this spell upon a single target over a long period of time has been historically proven to significantly alter their way of thinking.
[attr="class","item"]
THE OPERATIONALIZATION OF MAGIC, VOLUME 1
SCROLL - ATHENEUM
this particular grimoire is a comprehensive guide to operationalizing and measuring magical capacity and mana. it can be used to gauge the amount of mana in a room, its nature, the nature of used magic, and the general abilities of a performed spell and its caster.
[attr="class","item"]
OBSERVATORY VOL 1: SCROLL 3
SCROLL - ATHENEUM
the caster can gather data from another witch; this includes base information such as their height, weight, and age. however, casters need to be stronger in order to gather information about a witch's magic.
[attr="class","item"]
WI-STOR #1: MAPS
SCROLL - ATHENEUM
wi-stor is the most widely circulated database specifically made for athenians. this particular edition of wi-stor has a comprehensive listing of maps of all sorts of places around salem. while far from complete due to the desolate nature of a large portion of the continent, it has everything you might need for the average journey.
[attr="class","item"]
WI-STOR #2: MONSTERS
SCROLL - ATHENEUM
wi-stor is the most widely circulated database specifically made for athenians. this particular edition of wi-stor has a comprehensive listing of wraiths in their most common forms, generally with a list of weaknesses and strengths as well as other crucial details. it is sure to make combat against them easier.
[attr="class","item"]
WI-STOR #4: MAGIC
SCROLL - ATHENEUM
the largest database of scrolls, at your disposal. using this scroll enables the user to access thousands of possible techniques and skills and use any one. the technique may or may not be the perfect one for the job, and it may or may not be successful depending on the athenian’s magical capacity. more experienced athenians will be able to pick more well-suited scrolls from the database, and will be more likely to be successful in their attempt. once used, will act as a random scroll the witch is able to use (but does not have).
[attr="class","item"]
THE MODERN ATHENIAN: QUICKTHINK
SCROLL - ATHENEUM
this scroll allows the athenian to more rapidly read and process any data in their interface. mana is drained throughout the process, and overuse of this scroll is often leads to intense headaches. experienced athenians are generally better able to faster process data than fledglings.
[attr="class","item"]
THE MODERN ATHENIAN: OVERHAUL
Scroll - Atheneum
A quick offensive attack in which an athenian creates a temporary link to a target and overloads their mind with information-- the link is easily snapped by high ranking witches, and it's not a very reliable method of offense, but can work depending on the situation.
[attr="class","item"]
THE MODERN ATHENIAN: DRONES
SCROLL - ATHENEUM
a more practical take on the ancient observatory scrolls, this enables an athenian to create a portable and controllable fragment of their interface and use it to collect observational data. the created “drone” is able to relay information to the caster, but its distance capacity and the clarity of images depend on the caster’s skill.
[attr="class","item"]
THE MODERN ATHENIAN: NETWORKING
SCROLL - ATHENEUM
this volume was published not nearly in modern times, but still retains its original name. "networking" is a series of scrolls which enable the athenian to quickly establish links with other non-athenians by imbuing a fragment of their interface into them mentally. the mental connection can be terminated at anytime by the receiver or the athenian, or in the event of mental strain/damage to either party. multiple people may be linked, but all thoughts go through the athenian's interface so a novice witch will likely only be able to link a few at a time.
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Documentation
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WITCH LICENSE
PERMIT - BASIC LICENSE
Your official, government approved permit that allows you to practice magic under a coven. Be careful not to get it lost or stolen.
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VOID RING
COVEN CREST - LEVIATHAN FLEDGELING (UNUSED)
a simple, blank ring whose inside reads si vis pacem, para bellum. this object was given upon being accepted into coven leviathan. though it seems like a simple keepsake, this item will serve as your character’s lifeline in the face of imminent peril. when the bearer’s mana reaches critical levels, all items made similarly will begin to glow as a mass signal is sent to witches of your coven, allowing them to come to your aid should anything happen. may be used once to escape death.
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VOID CREST
COVEN CREST - LEVIATHAN ADEPT
a crest certifying that this character is a recognized and approved adept of the coven leviathan. this crest can also be given to individuals with lower official ranks as several members do not take rank up trials. it is therefore more of a measure of influence. an individual with this crest has the right to office(s) in the black widow. they also have the direct address of several semi-high-ranking leviathan members for mailing purposes.
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LUNAR EMBLEM
COVEN CREST - LEVIATHAN ACOLYTE
a crest certifying that this character is a recognized and approved acolyte of the coven leviathan. this crest can also be given to individuals with lower official ranks as several members do not take rank up trials. it is therefore more of a measure of influence. an individual with this emblem improves upon all privileges of the void crest, and is also now required to attend all coven meetings. naturally, they also gain the right to call a coven meeting for any purpose. with leviathan meetings, ill-thought reasons may get you killed or your emblem revoked.
Reusable Items
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BASIC WAND
REUSABLE ITEM - WAND
a basic wand of the m.a.g.i. brand. it is lightweight and easy to use, made for general purposes. it helps focus spells but is general weak and breaks easily. required to partake in duels.
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AQUATIC BOOTS
REUSABLE ITEM - UNIQUE ATTIRE
a pair of boots that have been enchanted so that the wearer can walk on top of water. however, don't start running--the force can cause water tension to break, and the user may find themselves in for a wet ride.
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THANATOS' AXE
REUSABLE ITEM - WEAPON
an axe forged and enchanted by an old leviathan witch. it is able to be shrunk and unshrunk at will, and gives its wielder an aura of ominous doom; it also glows faintly, sickly green. the runes carved in the blade cause anyone whose blood is drawn by it to feel panic and an inescapable sense of impending doom - the more blood, the stronger the effect.
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SHADOWCLAW GAUNTLETS
REUSABLE ITEM - WEAPON
these gauntlets, which normally appear as nothing more than leather gloves, have hidden metal tips in each of the fingers and knuckles which extend at a specific flick of a wrist. these metal components are sharp enough to slash or pierce through flesh. additionally, the gloves are enchanted to make items disappear. at the will of the wearer, any nonmagical item small enough to be fully hidden in the closed fist of the glove will be sent to the inner strata and vanish without a trace. only two items (one per glove) can be hidden this way at a time. each item can be called back into existence using the same method.
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OBSIDIAN MARE
REUSABLE ITEM - UNIQUE MISC
this small, horse-shaped statue can turn into a life-sized black friesian. being made of more magical-infused stone than flesh, it does not tire, nor does it seem to be affected by extreme climates. its high density, however, makes it quite impossible to swim. if damaged, it will return to its inanimate statue state, and cannot be transformed again until physically repaired and sufficient time has passed for the magic of the statue to recover.
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SEA SERPENT'S FANG
REUSABLE ITEM - WEAPON
a moderately sized, curved blade with a purple tint in the metal. the blade can bend and coil at the will of its wielder, similarly to a serpent's body. this can cause massive internal bleeding when used while it's already piercing the flesh of a target. this weapon is resistant to magical influence from elemental manipulation.
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BRACELET OF CONDUCTION
REUSABLE ITEM - ADEPT ELEMENTAL THREAD
this draws mana of particular elements to perform various tasks, such as creating oven mitts you can't accidentally burn yourself while using simply because it slipped off slightly. there are offensive uses like making a fireball more explosive, but generally this kind of thread is used to protect.[break][break]
elemental thread is interwoven into a simple gray-blue bracelet, increasing the potency of air-lightning techniques, especially so within a smaller radius.
elemental thread is interwoven into a simple gray-blue bracelet, increasing the potency of air-lightning techniques, especially so within a smaller radius.
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HOMEBOUND GATE
REUSABLE ITEM - ADEPT GATE
An unassuming silver chain which can be worn as a necklace or armband. When activated by maddox rothscus ✨, it creates a portal to a Rothscus household living room window; when activated by anyone else, it creates a portal to an obscure, out-of-the-way cavern under Crystalcliff Peaks. Note: this item does not detect as magical due to its creator's Voidcasting permanent.
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MOOSELEG STRIDERS
REUSABLE ITEM - ADEPT STRIDERS
A full set of four (4) moose-shaped leg exoskeletons to help make one (1) turbo-charged moose. They are capable of being taken to and from a familiar's strata, and can have their size adjusted to accommodate constricted familiar size within cities. The legs help the wearer achieve faster charging speeds and grossly powerful kicks. Note: this item does not detect as magical due to its creator's Voidcasting permanent.
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CHROMATIC RING
REUSABLE ITEM - ADEPT - UNIQUE
This ring allows its wearer to change the color of solid objects by touching them with the finger this ring is worn on. Sliding the finger left to right across the object changes the hue, up and down changes the saturation, and rotating the finger changes the brightness. This change is temporary, of course, so the object will fade back to its prior color over the course of the next hour or so. In addition to the fun antics it was meant for, it can be useful in temporarily hiding written text or causing objects to blend into their surroundings.
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BOOTS OF MOBILITY
REUSABLE ITEM - ADEPT - UNIQUE
These boots make their wearer much lighter on their feet. They can run faster, jump higher, and even appear to defy gravity to walk up vertical walls. Note: the creator of this item does not assume any liability for races lost against skilled augmenters.
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Invisibility Cloak
REUSABLE ITEM - UNIQUE
A ghostly-looking cloak which seems to shimmer in the light when folded and unused. It can make anything it covers (as well as itself) turn completely invisible. Though it doesn't account for the other senses, it does deceive nearly all forms of magical sight, including the detection of magic. Ideal for sneaking around dangerous beasts or into a library's forbidden section.
Limited Use Items
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BRILLIANT GREEN FIRECRACKERS
LIMITED USE ITEM - UNIQUE - 3 USES
Loud, bright, and colorful, these magically enhanced firecrackers have all the intensity of a full-sized firework, but in a more compact size. They're great for big parties, as well as causing distractions.
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SEER'S TAROT - THE TOWER
LIMITED USE ITEM - UNIQUE - 1 USE
This card can give its current owner a burst of insight about dangers which are close at hand. It isn't always clear, nor specific, but it can steer someone away from the path of severe harm if used at the right time.
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PHOENIX DOWN
LIMITED USE ITEM - 1 use
prevents death; but counts as an item in a given thread. it's penalties include halving (rounded down) of the ap and gold of the character that uses it.
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MAP OF HIDDEN PLACES
LIMITED USE ITEM - 2/3 uses left
when activated, the enchanted ink on this parchment will shift to mimic the real-time locations of nearby witches, creatures, wraiths, and environmental layouts. if used within one of the major cities of salem, it may even display secret doors and pathways!
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INCOMPLETE PANACEA
LIMITED USE ITEM - 1 use
a serum that can cure everything except mortality. so close, and yet so far away.
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STORAGE ARRAY
LIMITED USE ITEM - NOVICE - 1 use
perhaps one of, if not the most useful types runic arrays to have been invented, a storage array essentially creates a pocket space where objects can be stored, and also acts as a key to 'unlock' the pocket space to retrieve said items. the standardised storage array - which is generally the only storage array that can be bought and used by non-runescripters - can only store a limited amount of objects and is activated via channeling of mana through the array; the pocket space is specifically keyed into the array, meaning that each array creates its own separate pocket space, and if said array is destroyed, there is almost no way of retrieving the stored items. runescripters, however, almost always prefer to design their own type of storage array due to the limitations of the standardised ones, and can play around with elements like expanding the pocket space, recalling specific items as opposed to everything in the pocket space, keying the space to specific people, creating separate unique keys so that items can be retrieved even if the storage array is destroyed, etc - dependent on experience and creativity of course.
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NECTAR OF THE ABYSS
LIMITED USE ITEM - 1 use
there are spells to suppress and alter memories, but very few are able to wipe them completely from the mind. this rare potion is designed to do exactly that: it completely erases all memories created within the last 24 hours from the brain of the person drinking it. an adept or higher athenian may be able to guide the effect to shift the 24 hour erasure window to even earlier memories (for example, erasing all memories from last tuesday, rather than erasing all memories from yesterday), but this requires an awareness and chronological understanding of the target's memories.
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GLOVES OF HEALING
LIMITED USE ITEM - 1 use - RESTORATIVE THREAD
used to make clothes for contact healing, this particular thread holds the power of healing within its delicate spool. the weaver can spin this thread into an object to be worn, helping to heal the wearer of diseases, moderate injuries, and ailments through skin contact. the effectiveness will rely on the capabilities of the weaver and their mana storage. the intent of the weaver is also crucial at this point as it is assumed that such items may be gifted or sold. the more intent there is to heal within the item (coinciding with the weaver's power), the more efficient. and naturally, vice versa.
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LIGHT SPRITE
LIMITED USE ITEM - ACOLYTE - 1 use
this scroll allows the caster to summon an elemental sprite into the physical plane. sprites are the weakest spirits of their element, mere infants compared to their powerful counterparts, however that means they are much more happy to be summoned for ‘trivial’ tasks - they generally take the form of small humanoid figures formed of their element, and are capable of flight. they are intelligent and sentient, but though they understand human speech, they cannot speak themselves. once summoned, they are able to maintain themselves with no additional drain on the mana of the summoner unless they exhaust the mana they themselves possess by using techniques. sprites generally have very little mana and can only manage a few weak techniques before needing to leave the physical plane. light sprites are perhaps the most attention-grabbing - and the most social - of sprites; they are playful and humorous and enjoy playing with other sentients, their summoner in particular. being flashy and swift and bright, light sprites love playing distraction or helping to explore by lighting the way. surprisingly enough, light sprites are quite content being summoned in darkness, but they do prefer sunlight, and rather dislike enclosed areas.
Miscellaneous
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LOVE LETTER
MISC ITEM - AERIS - FROM HEATH AMBROISE
aeris, i’ve found it rather difficult to put this into words and i hope you can forgive me for being this indirect. may i take you out for dinner sometime?
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MYSTERIOUS FRAGMENT B
MISC. ITEM - SPECIAL EVENT
an odd, broken fragment of something that wound up in your possession after the nightmare. an antique collector or hell even kiki will pay a hefty amount for this, but you are inexplicably attracted to it. it feels like magic is radiating off from its core. could this be a piece of something else?
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SANCTIFIED CHARM
MISC. ITEM - UNIQUE
This charm was created with metal from earth which have been purified for centuries. It has an odd, calm sort of energy to it.
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APPLICATION REWRITE
MISC ITEM - OOC - UNUSED
allows for changes to your character’s application, including traits, history, and even familiar species. this can be used on any of your characters, regardless of whose inventory it's in.
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NPC THREAD CARD (2)
MISC. ITEM - FANE, BASIL, or 'LORD LORRAINE'
A card permitting a single thread with an npc. unlike other items, this may not be sold but it can be gifted to other members or moved around among your own characters.
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Quests
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THE DEMON'S NIGHTMARE
EVENT QUEST
Your character has had their first brush with their own mortality- they have come to realize the threat of death and the dangers of magic. perhaps this has brought them closer to or further from their coven mates. whatever it is, this harrowing encounter has left a mark on your character
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SUIXITIUM
EVENT QUEST
Your character has had their taste of what lies beyond sundial's feeble walls. whether this has made them desire strength, knowledge, or power, or perhaps it has taught them or changed them entirely. it depends on these characters as individuals. and yet, this expedition has changed them. for better or worse.
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THE WORLD
PROGRESSION QUEST
he's not sure what he's been doing for the past year since he's been promoted to novice -- though his father can attest to him being an absolute nerd, collecting books, reading up on magical theories, learning atheneum. but somehow, recent times have brought about new developments, from unexpected assassinations, to mysterious divinity and dreams, and political intrigue. there are simply too many mysteries for a curious purifier to leave untouched.
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THE HAND THAT FEEDS
PROGRESSION QUEST
history repeats itself. what it has done for the family in ages past, it now does for maddox: steadfast loyalty and devotion brings him from a mere apprentice, welcoming fellow new recruits on board, to a novice, executing the will of the coven and striking down the enemy. then, finally, it brings him face to face with someone thinks of as an idol, albeit under unexpected circumstances.
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OATH
PROGRESSION QUEST
responsibility and rank go hand in hand. he teaches and he helps, and all the while he is saying: let me fight; i'll be a hurricane, an ugly thunder, a forest fire about to flood over an empire; si vis pacem, para bellum, let me fight.
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