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Staff
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Post by Staff on Apr 20, 2019 22:20:46 GMT
Magic Guide Here on Ebon all creatures have the ability to use magic. Each character you create can start off with 2 Elemental Branch free of charge! So in order for you to understand how your character is able to do such a thing we have created this guide! Here are some basics that you need to know. 1) Magic has a power pool! That's right, your character has a pool of magic they pull from and it resides in the soul gem. This power pool is a set number of points for your character. Each time your character uses a power, the points are subtracted. So say you have a level 1 power, you then have 2 points to spend in one thread. Each thread resets your power pool so you do not have to continuously re-buy element levels to replace them. 2) You must always attempt to use a power when it is directly, or could affect another character. The other roleplayer must still have a chance to dodge or manage to twist themselves in a way to keep the attack from hitting fully. This goes for healing as well, the roleplayer must reply accepting the healing magic. It keeps from powerplaying so just always make sure to leave it as an attempt. 3) Now that you know that there is a power pool next you should be aware of how the level system works. Each Elemental Branch has 7 levels, each level co-insiding with a specific power. Anytime you unlock a branch you start with a level 1 power, in order to unlock the next level you must purchase an elemental level from the Shop, or you can win levels in an event. After which post in the Level Update Request in order for staff to approve the power use and apply it to the records. 4) The Records will display how many elemental levels a character has unlocked, and if they are still practicing an elemental level below the number they have purchased It will look like this- Character Name - {7 - Practicing Level 1} As you can see the first number means they will have access to all of the levels to that branch, but they are still practicing at level 1. They have to put in the request each time with their practices in order to rank up and be able to use the other levels they've unlocked!
5) Your character can be gifted in different Elemental Branches, this means your character only needs to practice that specific Element 2 times instead of the usual 3! This is done upon purchasing a new Branch or during your character creation. These are determined via dice roll so that way everyone has a fair shot! However being gifted is rare so don't be discouraged if your character isn't gifted at magic. 6) Once you have unlocked and mastered 5 Elemental Branches your power pool will have doubled. So in total you will have 22 points than the traditional 11. These power points stretch across all elements, so if you use a max Electricity spell that will cost you 10 out of 22 points which means for the other 4 Branches you have you will only have 11 points left to spend. This power pool is communal, so be careful not to overdo it or your character runs a 50/50 chance of passing out after overuse.
Elemental Branch Power Pool
Level 1 = 2 Points Level 2 = 3 Points Level 3 = 5 Points Level 4 = 6 Points Level 5 = 8 Points Level 6 = 9 Points Level 7 = 11 Points Now then, below you will see all of the Elemental Branches, if your character is brand new then you may choose one to start off with!
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Staff
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Post by Staff on Mar 10, 2020 21:46:22 GMT
Elemental Branch: Air Level 1 - Guiding WindsThis a passive ability for all air users. If used on a creature that is lacking in wings than spectral wings form to allow for the ability to glide. If used on a creature with wings it gives the user control the direction of the winds, giving them boosts when they need to get higher and allows for sharp twists and turns. For a user with the spectral wings it allows them to glide off of large surfaces and safely allow them to make it down to the ground with minimal impact. It does allow for sharp twists and turns on their way down and can give them a boost if they are in need of more speed at the cost of having more impact on the landing.
Level 2 - Clouding FogThis allows a user to expel a large cloud of fog from their mouth. This fog will stretch out over the entirety of the area around the user as far as the user can see. It will impair vision and depending on the user can be warm or cool to the touch. The fog lasts for 3 posts and can cause breathing difficulty that gets worse the longer a creature is within the fog. These effects do not have any long lasting consequences unless a creature was already struggling to breath or is burdened with a breathing disability. This fog can also be scattered with powers such as Wind Shatter or Bubble Warp.
Level 3 - Wind ShatterThis allows a user to push off of the ground and propel themselves up 20 feet or less in the air. This does not however absorb any impact upon the ground and gravity will effect them as normal and they will take damage depending on how far up they are in the air. Wind Shatter can also be used as a type of blocking mechanism, with enough force to slow down debris and projectiles up to 25 pounds. This power will have a deafening boom associated with it that does not effect the user, but can cause hearing difficulties for a post against any other creatures.
Level 4 - Wind ScytheThis allows a user to swing on of their limbs to form a blade of wind in an arch against what the user has aimed at. Against non-living things it can leave deep gashes against the surface, such as wood, stone, and sand. When used against metal it can dent the metal in a sickle shape. When used against a living creature it will leave a laceration around 2 inches deep and anywhere from 3 to 5 inches across, it cannot however be used to damage eyes or remove limbs such as ears, tails, or legs. The sound of roaring wind will accompany this power when it has been used.
Level 5 - BansheeIn order to use this power a user must take in a large breath and expel it with a noise for it to take effect, regardless of said noise. The users sound waves are amplified and are expelled at a rapid rate knocking back anything that weighs less than 100 pounds. The sound will temporarily deafen any creatures that come into contact with this power besides the user. This effect only lasts for 3 posts but the user must be careful not to knock themselves backwards with the power.
Level 6 - Frozen GustThis allows a user to summon a gust of wind that is extremely cold. This power does not affect the user even as they move into the area that has been affected. This power causes the air to rapidly drop in temperature, freezing any moisture in the air into a light frost upon the ground and any surrounding plant life and the outer layer of fur upon any creatures nearby. It causes irritation of the eyes and nose, any exposed skin (think walking out into the cold from a warm environment), shortness of breath that leads to chest pain, and a slick surface once the frost has melted. The power of this move is entirely dependent on the surroundings, so the warmer the climate the weaker this power becomes.
Level 7 - Whirl WindThis allows the user to create a small windstorm with the user at the epicenter. Wind begins to swirl around before expanding outwards and turning into a severe wind storm in a 10ft radius around the user. Debris will be kicked up by the wind, including rocks, plants, and anything else not rooted into the ground. Wind burn, blurred vision, and roaring wind sounds are all things that can effect those caught in the mix. This power doesn't effect the user but the user cannot move during this power. If they do the wind explodes inwards and will knock the user backwards 10ft. Any other magical abilities will be altered by the wind, such as projectiles or elements that wrap around a user as they will get sucked up into the windstorm and become scattered.
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Staff
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Post by Staff on Mar 10, 2020 23:03:40 GMT
Elemental Branch: Fire Level 1 - Thermal BalanceThis is a passive ability allowing a creature to regulate the temperature within their own body. Using this power prevents both Hypothermia and Hyperthermia. A user cannot use this power to affect others or the environment around them.
Level 2 - BlazeWithin a users line of sight a spark of flame can be summoned. This flame can burn the surrounding area but cannot light fur or feathers on fire. It can be used on another creature to cause first degree burns. Any fire made after this power has been summoned dissipates within 3 posts and the user must be careful not to get caught in the flames themselves.
Level 3 - Clear BurnWith contact upon another creature the user can leave a first degree burn upon whatever they are touching. These burns are caused by an invisible heat that does not affect the user. No flame is willed into being and nothing will catch fire using this power.
Level 4 - CinderWith a shake of a creatures pelt large hot cinders will fall from them. These cinders are touched by any creature they will cause second degree burns in fleeting contact and third degree for extended contact. They cool within two posts and will not light the surrounding area on fire.
Level 5 - Smolder BreathFlame is expelled out of a users mouth in a flamethrower-like fashion. With a fleeting contact this power can cause second degree burns and in full contact it can cause third degree burns. This power does not harm the user, but the user must be careful not to inhale the smoke from the ending of this power.
Level 6 - Fire WhipA stream of concentrated fire leaves a creatures tail or mouth in a whip shape. This power can cause up to third degree burns or cauterized lacerations. It can also be used to light things on fire and is very fluid in it's motion like that of it's namesake. It can light materials on fire such as dry wood or grass, but not fur or feathers. This power only lasts for a single post.
Level 7 - InfernoThe user can do one of two things with this power. They can summon a wall of flame up to 9ft in height that can cause second degree burns in fleeting contact or third to fourth degree burns in extended contact. The user can also wrap their body in flames, this weakens the fire however and only first to second degree burns will affect a target. This power does not harm the user. This power only lasts for one post and when it is over the fire that has been summoned disappears.
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Staff
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Post by Staff on Mar 10, 2020 23:43:55 GMT
Elemental Branch: Water Level 1 - HydrationThis is a passive ability that keeps a user hydrated no matter the circumstance. A creature will no longer feel the effects of dehydration and can go weeks without drinking as their body will absorb moisture from the air or even from sea water. A creature will slowly dehydrate over the course of a few weeks if they are within a desert climate with no access to water for that long.
Level 2 - Water BreathThis allows a user to form a set of spectral gills upon their body allowing them to breathe underwater. This power does not alleviate pressure that water puts upon the body nor does it keep nitrogen from entering the bloodstream. It also doesn't prevent hypothermia from the water temperature but does allow the user to see through the water rather clearly.
Level 3 - Frost FormThe user is able to draw moisture from the air and freeze it to any creature or surface. If frozen to a creature it will make movement difficult and cause irritation to the eyes, nose, mouth, and make breathing difficult due to the cold temperature. It will not cause frostbite nor will it cause permanent damage to a creature. If used on a surface it will become slick with ice and both the user and others must be careful not to slip. The effects on a creature ends after 1 post and on a surface ends after 3 posts.
Level 4 - Hydro ShotThe user is able to form a ball of water in their mouth and use it as a projectile. If it makes a direct hit it will leave bruising and can cause hairline fractures in bones if at point blank range. If within 5 feet it will cause severe bruising and regular bruising at a glancing blow. This power can only be shot from 8ft away, and will dissipate after that distance if no contact has been made.
Level 5 - Water WhipA stream of concentrated water leaves a creatures tail or mouth in a whip shape. This power is very fluid as to it's name and can be used in a similar manner. It can cause lacerations up to 2ft away and severe bruising up to 10ft away. This power only lasts for 1 post and can also be used to damage objects such as wood and leather/cloth. It cannot be used to wrap around orifices such as the mouth or nose nor can it wrap around a limb as it only lasts for a single post.
Level 6 - PressurizeThis allows a user to put another creature or object under extreme amounts of pressure. It is not enough to crush organs or cause severe damage to a creature but can be used to crumple large amounts of wood, metal, and stone. When used on a creature the creature is not physically affect by the pressure but instead will feel as if they are being crushed slowly as this power lasts for 3 posts. It can be ended prematurely but the strongest affects will happen at the third post mark before disappearing as if it had never happened.
Level 7 - Ice PointThe user is able to coat any body part they wish in a sheet of ice. This ice can form sharp points or be flat and help minimize any damage taken. This power only lasts for one post and dissipates without leaving any moisture behind. The user will not feel any coldness but those who touch the ice might experience some discomfort if they do not enjoy the cold.
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Staff
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Post by Staff on Mar 10, 2020 23:47:44 GMT
Elemental Branch: Earth Level 1 - SensateThis is a passive ability that allows a user to "see" in a 10ft radius around themselves so long as their feet are in contact with the ground. It maps out the earth including where plants, creatures, and anything else may be located. This can provide blind users with a way to see.
Level 2 - PillarThis allows a user to create a pillar of stone. They may not use this ability underneath a creature but it can be as high as they wish. If the pillar is higher than 5ft in height it will fall back into the ground, it will also fall back into the ground if it is used during a spar. If it is lower than 5ft in height it will stay there until the user decides to remove it.
Level 3 - Terra ShotThis allows a user to pick up to 5 small stones and throw them at a target. These will leave bruising impacts and small scrapes if they are jagged. This power only lasts for a single post.
Level 4 - ShelterThis allows a user to create any kind of shelter they wish out of rock and stone. It can be up to 3 floors in height with windows, doors, and a basement. This power can only be used in a Faction to create permanent shelters. Otherwise any shelter made with this power will fade back into the ground after the user has left the area.
Level 5 - Sand ShieldThis allows for a sphere of sand to surround a creature protecting them from all attacks. This does not count as a full dodge but this power only lasts for a single post as there is a limited amount of air inside of the sphere. There is also no light inside of the sphere so a user must be careful not to be blinded when it dissipates back into the earth.
Level 6 - Metal WarpThis allows for a user to form metal into whatever they wish. They can also draw metal up from the earth and form it into refined ore and ingots. A user cannot use this power to create weapons (think swords, axes, spears, ect.) or armor. They can form this into jewelry bases or any other form they wish.
Level 7 - EarthquakeThis allows for a creature to summon a small earthquake that creates a 5ft deep crack in the earth. The user must be careful not to get knocked off balance or fall into the crack. Once the user leaves the area and no creatures are left inside of the crack it seals and returns back to normal. This earthquake can dislodge snow, hanging fruit, knock over trees and creatures and affects a 10ft radius.
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Staff
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Post by Staff on Mar 10, 2020 23:50:28 GMT
Elemental Branch: Plant Level 1 - Green StepThis is a passive ability that allows whatever plants a user has stepped on to grow more vibrantly. Flowers will spring up from where a creatures feet have touched the ground and grass will grow where ever they have walked. The only time this does not have an effect is in the Crystalline Desert.
Level 2 - IdentifyThis allows a user to tell whether or not a plant is poisonous, if they are able to touch the plant they then are able to know it's name and it's uses. This move cannot be used on magical flora or on creatures.
Level 3 - PollinateThis allows a user to cause a plant to flower or produce fruit. It can be used on any normal plant but will only affect magical plants if this entire branch has been unlocked and mastered.
Level 4 - Wood WarpThis allows for a user to warp any wood they can find into whatever shape they wish. The only things they cannot create are weapons (think swords, axes, spears) and armor. They can create anything else that they wish and fuse wood together if they would like.
Level 5 - VinewhipThis allows for a vine to sprout from a creatures tail and be used as a whip. It can break but also can leave lacerations in direct contact and severe bruising in fleeting contact. This power only lasts for a single post.
Level 6 - RelocationThis allows for a user to uproot and carry any plant they wish to any area. If in an area where it can grow it will stay there indefinitely, but will only last 3 OOC months in an area where it would not be able to grow effectively.
Level 7 - Pollen SporeThis allows a user to shake their pelt and release toxic spores into the air. These spore cause muscle spasms as well as causing the air to be difficult to breath in. This power will not affect the user and only lasts for a single post, although the effects with last for 2 posts.
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Post by Staff on Mar 10, 2020 23:55:03 GMT
Elemental Branch: Light Level 1 - Brilliant SightThis is a passive ability that allows for any user to be able to see in complete darkness. This view is like night vision but there is no light needed for a creature to see. For a blind user this ability is negated.
Level 2 - ShimmerThis allows for a user to glow softly in the dark. It lights up a small radius around a user up to 5ft and can be any color they wish, though yellow is traditional. This power can last up to 3 posts.
Level 3 - LanternThis allows for a user to create a small orb of light that illuminates a small radius around 10ft and can be any color they wish. This power lasts until the end of the thread or until a user has decided to end the power.
Level 4 - FireworkThis allows for a user to create a dazzling display of lights that can cause first degree burns if contact is made. A user can launch this power as far up into the air as they'd like but can only launch it 10ft across the ground. This power only lasts for a single post before disappearing.
Level 5 - CloneThis allows for a user to create a clone of themselves. This power turns the user invisible with the clone being the only thing visible. The clone will speak, move, and smell just like the user but cannot be touched. This clone however cannot move more than 10ft away from the user otherwise it dissipates. This power can last up to 2 posts.
Level 6 - BlindThis allows for a user to glow very brightly, blinding any creature within a 10ft radius. They can glow any color they wish but it will be extremely bright and cause irritation to the eyes. If a creature was to look directly at the user when this power is activated then they would be blinded for 1 post temporarily.
Level 7 - Flash BurnThis allows a user to make one part of their body glow very brightly, and upon fleeting contact will cause a first degree burn across whatever it has touched. In prolonged contact it can cause up to 3rd degree burns. This ability only lasts for a single post.
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Staff
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Post by Staff on Mar 10, 2020 23:56:46 GMT
Elemental Branch: Shadow Level 1 - ShadeThis is a passive ability in that a creatures shadow becomes alive. It can speak only to the user but can move on it's own so long as some part of it stays connected to a user. It cannot interact with any other creature but can be seen.
Level 2 - Shadow BeastThis allows for a user to control a creatures shadow that weigh's less than 10 pounds. They can hear and see through this shadow beast and once the power has been deactivated the shadow returns to the creature it has been stolen from. If this shadow beast comes into contact with any powers from the Light Branch it will dissipate.
Level 3 - ShroudThis allows for a user to coat themselves in a blanket of shadow so long as they remain still. In darkness they are extremely difficult to see, to where only those with the Light Branch or the Tracker talent can spot the user. This does not make them invisible as in an open field during the day it can plainly be seen.
Level 4 - Umbra BeastThis allows for a users Shade to separate from their body and take a physical form. The Shade cannot attack and instead acts as a shield to protect the user, this does not count as a full dodge in a spar. Once the Shade has come into contact with another creature it melts back into the ground and continues acting as a passive ability.
Level 5 - Shadow TalonThis allows for a user to create a blade of shadow. Once it has come into contact with a creature it leaves behind hypothermia effects, such as numbness, pain, chilled flesh, and a "pins and needles" sensation. It does not damage flesh but can incapacitate if used in different areas of the body. These effects only last for a single post.
Level 6 - DissipateThis allows for a user to become apart of a shadow. This makes them unable to be touched, smelled, or seen. They cannot however move, as once they do this power ends. This power can last for an entire thread so long as they are not seen before the power is activated.
Level 7 - ConsumeThis allows for a user to temporarily blind another creature. All an affected target will see is darkness and these effects will only last for a single post. This power does not inflict damage upon a creature other than the temporary blindness.
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Staff
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Post by Staff on Mar 10, 2020 23:59:22 GMT
Elemental Branch: Electricity Level 1 - Weather SenseThis is a passive ability and allows for a user to be able to sense what kind of weather will happen that day. They can sense when storms and clear weather will happen and know when to get to safety. They can warn others about the weather but that does not mean they will believe you.
Level 2 - Static ChargeThis allows a user to coat their body in a static electricity state, providing a mild shock to any creature that touches them. This does not cause burns or any other serious injuries.
Level 3 - SkitterThis allows a user to up their speed by one body type, and for a light creature they are able to move the fastest. This does not affect any other creature nor can it be used to cause any damage.
Level 4 - BoltThis allows for a user to create a charge of electricity in their mouth and shoot it out at will. This bolt can cause severe bruising and knock a creature back depending on where it hits. It can also cause a first degree electrical burn on full contact.
Level 5 - ArrowThis allows for a user to create a charge of electricity in their mouth and shoot it out at will. This charge has a sharp edge to it creating something similar to an arrow shaft. This can cause puncture wounds and 2nd degree electrical burns on full contact. It can knock a creature back and arrow dissipates after a single post.
Level 6 - Arching SurgeThis allows the user to shock the ground with a large bolt of electricity. This can give a moderate shock to any creatures standing around the user in a 10ft radius. This move cannot kill a creature alone but can cause electrical burns to a creatures feet. This power does not affect the user.
Level 7 - Gathering StormThis allows the user to create a storm in the sky. This can cause torrential rainfall and severe wind, impairing vision as well as causing thunder loud enough to make a creature go temporarily deaf. The user is immune to these effects and can move without much issue, although they must be careful not to slip upon slick ground, this storm only lasts for 3 posts with the first post being the lightest in it's effects. Those who go deaf will not be permanently deaf upon bearing the brunt of this power.
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Staff
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Post by Staff on Mar 11, 2020 0:00:08 GMT
Elemental Branch: Necromancy Level 1 - SimulacrumThis is a passive ability in which the user is always chilled to the touch. Their blood is also much darker and flows much slower allowing for a longer duration of bloodloss. This power does not affect any other creature.
Level 2 - Corpse SenseThis allows a user to be able to sense when a corpse of any kind is near by. They cannot tell what kind of corpse it is until they have discovered it, and this ability does not tell them what killed the creature but it can tell them how they died, natural causes, battle wounds, ect.
Level 3 - Bone WarpThis allows a user to form a bone into any form they please. So long as the bone is big enough they can turn it into any form they wish so long as it isn't a weapon (think sword, axe, ect.) or armor piece. They can fuse several bones together to form something, this process also cleans the bone and polishes it to a stark white color.
Level 4 - Corpse SummonThis allows a user to summon a corpse from the ground in a zombie form. This creature cannot be larger than 10 pounds and will appear to have rotting flesh and exposed bone. A user can view through a corpses eyes, hear through their corpse, and control the corpse for an entire thread. This can only be used for one corpse at a time, if your character wishes to have a different corpse to be used they must deactivate the first use and then reuse the power.
Level 5 - Flesh RotThis allows a user to temporarily rot the flesh of any wound they leave on another creature. This causes an intense painful itching sensation and lasts for a total of 3 posts, with the first post being the most painful. The user must have left an injury on the creature they wish to use this power upon.
Level 6 - Blood BladeThis allows a user to turn their own blood into a blade. This blade can be flung and it dissipates as soon as it makes contact with a surface or creature. It can leave lacerations but cannot remove limbs or be used to blind a creature. A user must be injured in order for this power to work and the blade can be of any size. A user must be careful as using this with large blades can cause extreme blood loss in a user.
Level 7 - BehemothThis allows for a user to summon a large corpse to use in battle as a shield. This does not count as a full dodge seeing as the Behemoth is taking the damage. This corpse is a mimic of the user, being the same species but will lack any special coloration or mutations, it will also appear to be rotting. A user cannot use this creature as a weapon and once the Behemoth has come into contact with another creature it melts back into the ground.
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Staff
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Post by Staff on Mar 11, 2020 2:32:17 GMT
Elemental Branch: Healing Level 1 - Peaceful AuraThis is a passive ability that allows a user to have a soothing affect on other creatures. This does not include other characters, but rather NPC's in your post. They will be calmer around a user and they might find that more creatures will flock to them than others.
Level 2 - RejuvenateThis allows a user to heal light injuries. They must be able to see the injury in order to heal it and must touch it with some part of their own body. This cannot heal lacerations, gashes, second degree burns or worse.
Level 3 - MollifyThis allows for a user to heal moderate injuries. They must be able to see the injury in order to heal it and must touch it with some part of their own body. This cannot heal internal injuries or severe wounds.
Level 4 - RemedyThis allows a user to heal severe and internal injuries. Any injury can be healed with this power but a user must touch whoever they wish to heal if it is not themselves. This power cannot be used on someone who has already deceased.
Level 5 - ReflectionA film of light forms over the entirety of the user. Any attacks used upon the user is reflected back at the attacker, mirroring the effects. If an attacker attempts to bite a user while this power is active then the bite will be transferred to the attacker. This power does not count as a full dodge.
Level 6 - Bone MendThis allows a user to heal broken bones. They only need to touch the area that has a broken bone, including ribs, long bones, short bones, and fractures. They do not need to see the bone in order for it to be able to be healed. This move will not heal internal injuries.
Level 7 - RevivalThis allows a user is able to bring someone back from unconsciousness. This move also alleviates things like shock and extreme amounts of stress which allows for a soothing effect over a character. This cannot bring someone back from the dead nor can it be used to heal injuries.
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