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Yasai’s Updates
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Yasai’s Updates
[YASAI YAMASHIRO]
Name: Yasai
Age: 1,940
Gender: Male
Race: Human
Level: 100 | 63,000
SKILLS
WARRIOR
- Swordsmanship - Grand Master
- Marksmanship - Grand Master
- Explosives -
- Unarmed - Master
- Staves/Spears -
- Clubs/Maces -
MYSTIC
- Abjuration -
- Conjuration -
- Divination -
- Enchantment -
- Evocation - Grand Master
- Illusion -
- Necromancy - Grand Master
- Transmutation - Grand Master
ARTISAN
- Blacksmith -
- Armorer -
- Apothecary -
- Tinkerer -
- Arcane Enchanter -
STATS
Total Stat Points: 1,000
- Strength: 300
- Speed: 300
- Endurance: 100
- Health: 100
- Mana: 200
Total HP: 1,000
Mana Pool: 2,000
- Equipment:
- Spells:
- Transmutation:
Name: Alter Self
Type: Transmutation
Casting Time: Instant
Level: Adept
Description: You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell,(Concentration). While the spell lasts, you can end one option as an action to gain the benefits of a different one.
- Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to 2x your normal speed.
- Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
- Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal damage equal to the stats of a normal Novice level weapon, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.
Requirements: N/A
Name: Darkvision
Type: Transmutation
Casting Time: Instant
Level: Novice
Description: You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Requirements: N/A
Name: Levitate
Type: Transmutation
Casting Time: Instant
Level: Novice
Description: The caster is able to levitate themselves into the air up to 10 feet, they are able to move around at 50% of their normal movement speed. This lasts until concentration is broken.
Requirements: N/A
Name: Blink
Type: Transmutation
Casting Time: Instant
Level: Adept
Description: you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.
Requirements: N/A
Name: Fly
Type: Transmutation
Casting Time: Instant
Level: Adept
Description: You touch a willing creature. The target gains a flying speed equal to the power of this spell for the duration(Concentration). When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
Requirements: N/A
Name: Slow
Type: Transmutation
Casting Time: 1 post
Level: Adept
Description: You alter time in a 40-foot cube centered on the caster. For the next post, all creatures affected have their speed halved including speeds of spells/melee attacks.
Requirements: N/A
Name: Fabricate
Type: Transmutation
Casting Time: 1 post
Level: Expert
Description: You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Requirements: N/A
Name: Polymorph
Type: Transmutation
Casting Time: Instant
Level: Expert
Description: The caster transforms into a beast that they have seen before for the duration, (Concentration). They maintain all of their current stats and HP, but if they fall below 25% of their max HP the transformation ends. They gain 20% to their strength stat, but are unable to use any skills, magic or weapons they had in their human form.
Requirements: N/A
Name: Telekinesis
Type: Transmutation
Casting Time: Instant
Level: Expert
Description: You gain the ability to move or manipulate creatures or objects by thought. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. The strength of this spell is determined by normal spell power, but scales off the strength scale. Your control over things in your grasp are very fine and you have high control over them, being able to do things such as pour from a vial into a container.
Requirements: N/A
Name: Disintegrate
Type: Transmutation
Casting Time: Instant
Level: Expert
Description: A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell takes damage equal to the power of this spell. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
Requirements: N/A
Name: Regenerate
Type: Transmutation
Casting Time: Instant
Level: Master
Description: You touch a creature and stimulate its natural healing ability. The target regains HP equal to the power of this spell. For the duration(Concentration) of the spell, the target regains HP equal to 10% of the power of this spell at the start of each of its turns.
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 posts. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Requirements: N/A
Name: Control Weather
Type: Transmutation
Casting Time: 1 post
Level: Master
Description: You take control of the weather within 5 miles of you for the duration(Concentration). You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined prior to casting this spell, based on the climate and season. You can change precipitation, temperature, and wind.
Requirements:
Name: Perfect Polymorph
Type: Transmutation
Casting Time: Instant
Level: Grand Master
Description: Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration (5 posts), or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
If the target has 0 HP the spell has no effect. If the target has control over their own form, they can override this spell.
Requirements:
Name: Lycanthropic Testament
Type: Transmutation (Ritual)
Casting Time: 5 posts
Level: Grand Master
Description: The ritual targets an unconscious or willing human who is laid in a ritualistic circle drawn with salt and crushed wolf's bane. Surrounding the circle are sigils representing each phase of the moon, with the caster standing in the "full" moon sigil. During the ritual, a wolf spirit is forcefully bonded to the targets soul. When complete, the target is forcefully transformed into their wolf form for five posts or until they feed on the heart of a living being.
Requirements:
- Necromancy:
Name: Spare the Dying
Type: Necromancy
Casting Time: Instant
Level: Untrained
Description: You touch a living creature that has 0 or less hit points. The creature is lifted to 10% of its total HP. If you touch a creature that is recently dead (Same topic), you can bring it back with 1 HP.
Requirements: N/A
Name: False Life
Type: Necromancy
Casting Time: Instant
Level: Untrained
Description: Bolstering yourself with a necromantic facsimile of life, you gain temporary hit points equal to the power of this spell, for the duration.
Requirements: N/A
Name: Blindness/Deafness
Type: Necromancy
Casting Time: Instant
Level: Untrained
Description: You can blind or deafen a foe (Your Choice), for 3 posts.
Requirements: N/A
Name: Animate Dead
Type: Necromancy
Casting Time: 1 post
Level: Novice
Description: This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (Stats equal to the power of this spell, it is unable to use magic.). On each of your turns, you can mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 7 posts, after which it stops obeying any command you’ve given it and becomes hostile to all living creatures.
Requirements: N/A
Name: Revivify
Type: Necromancy
Casting Time: Instant
Level: Novice
Description: You touch a creature that has died within the last Topic. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Requirements: N/A
Name: Contagion
Type: Necromancy
Casting Time: 1 post
Level: Adept
Description: Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
The spell will last 5 posts. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
- Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. Inflicts the blinded status.
- Filth Fever. A raging fever sweeps through the creature’s body. The creature's strength is reduced by the power of this spell.
- Flesh Rot. The creature’s flesh decays. all attacks deal 50% more damage to the afflicted.
- Mindfire. The creature’s mind becomes feverish. The target will attack all those around it, friend or foe.
- Seizure. The creature is overcome with shaking. The creature has halved speed.
- Slimy Doom. The creature begins to bleed uncontrollably. The creatures HP is reduced by 25% of its maximum value.
Requirements: N/A
Name: Raise Dead
Type: Necromancy
Casting Time: 1 post
Level: Adept
Description: You return a dead creature you touch to life, provided that it has been dead no longer than 2 topics. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.
Requirements: N/A
Name: Finger of Death
Type: Necromancy
Casting Time: 1 post
Level: Expert
Description: You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target takes damage equal to the power of this spell.
A humanoid killed by this spell rises at the start of your next turn as a zombie (With all stats and abilities it had in life[This does NOT apply to PCs ONLY NPCs) that is permanently under your command, following your verbal orders to the best of its ability.
Requirements: N/A
Name: Resurrection
Type: Necromancy
Casting Time: 2 posts
Level: Expert
Description: You touch a dead creature that has been dead for no more than 5 topics, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Casting this spell to restore life to a creature that has been dead for 3 topics or more taxes you greatly. for the next 5 posts, you can’t cast spells again.
Requirements: N/A
Name: Clone
Type: Necromancy
Casting Time: 1 post
Level: Master
Description: This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 10 posts; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.
Requirements: N/A
Name: True Resurrection
Type: Necromancy
Casting Time: 2 posts
Level: Grand Master
Description: You touch a creature that has been dead for no longer than 10 topics and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Requirements:
Name: Sanguine Vampiris
Type: Necromancy (Ritual)
Casting Time: 5 posts
Level: Grand Master
Description: The caster selects an unconscious, or willing living target. This target is then drained of all their blood over the course of two posts. Once they are bled dry, the caster offers a mouthful of their own blood to the target by slicing open their wrist and forcing them to drink. Once this is complete, the person is unconscious for the remainder of the spell, once the spell ends, they awaken as a blood-starved vampire.
Requirements:
- Evocation:
Name: Eldritch Blast
Type: Evocation
Casting Time: Instant
Level: Untrained
Description:
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target.
Requirements: N/A
Name: Fire Bolt
Type: Evocation
Casting Time: Instant
Level: Untrained
Description You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Requirements: NA
Name: Ray of Frost
Type: Evocation
Casting Time: Instant
Level: Untrained
Description: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes damage equal to the power of this spell, and its speed is reduced by half of that until the start of your next turn.
Requirements: N/A
Name: Shocking Touch
Type: Evocation
Casting Time: Instant
Level: Untrained
Description: Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. x2 damage if the target is wearing armor made of metal. On a hit, the target takes damage equal to the power of this spell, and is paralyzed for 1 post if it has less than 50 HP.
Requirements: N/A
Name: Healing Word
Type: Evocation
Casting Time: 1 post
Level: Novice
Description: A creature of your choice that you can see within range regains hit points equal to the power of this spell.
Requirements: N/A
Name: Magic Missile
Type: Evocation
Casting Time: instant
Level: Novice
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Requirements: N/A
Name: Flame Blade
Type: Evocation
Casting Time: 1 post
Level: Adept
Description: You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the time you can concentrate. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes damage equal to spell power + normal (Adept)weapon damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Requirements: N/A
Name: Gust of Wind
Type: Evocation
Casting Time: 1 post
Level:Adept
Description: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must have higher strength than the power of this spell or be pushed 15 feet away from you in a direction following the line.
Requirements: N/A
Name: Contingency
Type: Evocation
Casting Time: 1 post
Level: Expert
Description: Choose a spell of Expert or lower that you can cast and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. If the contingency is cast on another person, its effects are the same, only applying to them instead of you.
Requirements: N/A
Name: Freezing Sphere
Type: Evocation
Casting Time: Instant
Level: Expert
Description: A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area(50ft), takes damage equal to the power of the spell.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 5 posts. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can break free if they have strength equal to 1/2 the power of this spell. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 post, if the globe hasn’t already shattered, it explodes.
Requirements: N/A
Name: Heal
Type: Evocation
Casting Time: 1 post
Level: Expert
Description: Choose a creature that you can see within 60ft. A surge of positive energy washes through the creature, healing it equal to the power of this spell.
Requirements: N/A
Name: Arcane Sword
Type: Evocation
Casting Time: Instant
Level: Expert
Description: You create a sword-shaped plane of force that hovers within range. It lasts for as long as the caster concentrates.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. Until the spell ends, you can move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
Requirements: N/A
Name: Delayed Blast Fireball
Type: Evocation
Casting Time: 1 post
Level: Expert
Description: A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within 100ft as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point takes fire damage equal to the total accumulated damage. The spell’s base damage is equal to the power of this spell. If at the end of your turn the bead has not yet detonated, the damage increases by 10%. If the glowing bead is touched before the interval has expired, the spell ends immediately, causing the bead to erupt in flame. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Requirements: N/A
Name: Divine Word
Type: Evocation
Casting Time: Instant
Level: Master
Description: You utter a divine word, imbued with the power that shaped the world at the dawn of creation. . Each creature that can hear you suffers an effect based on its current hit points:
50 hit points or fewer: deafened for 1 post
40 hit points or fewer: deafened and blinded for 3 posts
30 hit points or fewer: blinded, deafened, and stunned for 5 posts
10 hit points or fewer: killed instantly
Requirements: N/A
Name: Earthquake
Type: Evocation
Casting Time: 1 post
Level: Master
Description: You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. This spell causes structures in the area to collapse, ends concentration of those in its area and in contact with the ground, and can open fissures in the earth.
Requirements: N/A
Name: Sunburst
Type: Evocation
Casting Time: Instant
Level: Master
Description: Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within 100ft. Each creature in that light takes damage equal to the power of this spell and is blinded for 3 posts should they look into the light. This spell dispels any darkness in its area that was created by a spell. Vampires take double damage from this spell.
Requirements: N/A
Name: Mass Heal
Type: Evocation
Casting Time: Instant
Level: Grand Master
Description: A flood of healing energy flows from you into injured creatures around you. You restore up to 1,000 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of any effect making them blinded or deafened.
Requirements: N/A
Name: Meteor Swarm
Type: Evocation
Casting Time: Instant
Level: Grand Master
Description: Blazing orbs of fire plummet to the ground at four different points you can see within 1 mile. Each creature in a 40-foot-radius sphere centered on each point you choose, that fails to dodge, takes damage. The sphere spreads around corners.
The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Requirements:
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Yasai- Posts : 2
Join date : 2019-12-11
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Wed Dec 18, 2019 11:09 am by Yasai
» Yasai [FIN]
Wed Dec 11, 2019 8:55 pm by Yasai
» Vampire Spells
Wed Oct 02, 2019 5:52 pm by Alucard
» Alucard Update's
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» Alucard [WoF]
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» Alucard [FIN]
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» Wheel of Fortune
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» GRAND OPENING!
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» Quest Template
Mon Sep 30, 2019 7:28 pm by Alucard