Remalius heads back To Pella!

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Ordo Hereticus
Inquisitor
Posts: 110
Joined: Wed May 27, 2020 10:26 pm
Location: Sanctum Prioris, Holy Terra

Remalius heads back To Pella!

Post by Ordo Hereticus »

This quest was run from 25 August 2017 to 9 December 2018


Remalius (kitsune106)
Level 39
Magic Being, Energy & Moon
HP: 2,375
MP: 22,075
STR: 117 (3)
AGI: 195 (5)
CON: 195 (5)
MIN: 2018 (42)
SPI: 195(5)
Fame- 22


Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive

Attack:
Change Stance- (Active Ability, Attack) Possessor changes stances
Craft- (Active Ability, Attack) User uses a secret formula.
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped

Archmage of the Ancients:

Ancient and Greater Spellcasting Art- (Passive Ability, Other: Archmage of the Ancients) Spells cast by possessor have their Magical Attack bonuses increased by 250 points and actions involving them cannot be countered by individuals below Level 40
Ancient Magic Casting I- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells cost possessor 200 less MP to cast
Ancient Magic Casting II- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells cost possessor 2000 less MP to cast
Apprentice Ancient Magic Attunement- (Passive Ability, Other: Archmage of the Ancients) All damage-dealing Ancient Magic spells that possessor casts deal +250,000 Damage, All Ancient Magic spells cost possessor 50,000 less MP to cast
Arcane Spell- (Technique Ability, Other: Archmage of the Ancients) Possessor may use 'Arcane Spell' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action so long as a 'Wizard Magic' or 'Ancient Magic' spell is cast as part of said action and no other technique is used. Said action has the element Magic in itself, any spells cast as part of it, and any Damage it deals replaced with the element Mystic.
Archmage of the Ancients- (Passive Ability, Other: Archmage of the Ancients) Possessor's Damage-dealing actions that involve the casting of Ancient Magic spells deal (500,000 + 50,000 * Possessor Level) additional Damage, Ancient Magic spells cost possessor (50,000 + 30,000 * Possessor Level) less MP to cast
Basic Ancient Magic Attunement- (Passive Ability, Other: Archmage of the Ancients) All Ancient Magic spells gain +1,000 Magical Attack and cost 1,000 less MP
Focused Ancient Magic Casting- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells cost possessor 2000 less MP to cast if the only subtype of spell possessor has equipped is Ancient Magic
Has Memorized Ancient Rites- (Passive Ability, Other: Archmage of the Ancients) Possessor obtains +1,000 MIN
Magics that Will Last a Millions Years- (Passive Ability, Other: Archmage of the Ancients) Individuals below Level 40 cannot remove buffs or debuffs with possessor as a source, Spells cast by possessor that would have a duration of 50 rounds or greater instead do not wear off after any number of rounds
Recall Spell through Ancestral Memories- (Passive Ability, Other: Archmage of the Ancients) At the start of each round, possessor may obtain (and optionally equip) an Ancient Magic spell equipped or carried by a dead ally
Unparalleled Harnessing of Ancient Forces- (Passive Ability, Other: Archmage of the Ancients) Ancient Magic spells have the infliction chances of minor and moderate status effects that they would inflict increased by 30%

Auramancer:
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Aura-Based Wisdom-Transferral Technique- (Technique Ability, Auramancer) Possessor may use 'Aura-Based Wisdom-Transferral Technique' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives one of its performer's allies a non-stacking buff that provides +300 MIN so long as its performer possesses at least one MIN-increasing buff while performing said action.
Aura of No Burning- (Technique Ability, Auramancer) Possessor may use 'Aura of No Burning' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives 'Wearer gains 100% Burning Resistance and cannot have its equipped Spells destroyed by Fire element actions performed by entities below Level 20' to one of its performer's equipped Auras as a non-stacking buff.
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Flame-Protection Aura-Alteration- (Technique Ability, Auramancer) Possessor may use 'Flame-Protection Aura-Alteration' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives '+300 Defense against Fire to wearer and wearer's allies' to one of its performer's equipped Auras as a non-stacking buff.
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.


Blessing:
Mana Spark Blessing 4- (Passive Ability, Blessing) +15 STR, +5 CON
Mana Spark Blessing 7- (Passive Ability, Blessing) +40 MIN

Arcane Vizier:

Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Magic- (Passive Ability, Arcane Vizier) Whenever possessor obtains Magic element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Magical-Spells Casting-Form- (Stance Ability, Arcane Vizier) Spells cast by possessor gain the element Magic
Magic-Boosted Magic- (Technique Ability, Arcane Vizier) Possessor may use 'Magic-Boosted Magic' in conjunction with a 'Magical Attack' action so long as possessor is Magic element and no other technique is used. Said action gains +15 Magical Attack.
Magic-Saturated Form- (Stance Ability, Arcane Vizier) Possessor, if possessor is Magic element and has at least 5 spells equipped, gains the subtype Magic Being.
This Fire is MAGIC FIRE!- (Technique Ability, Arcane Vizier) Possessor may use 'This Fire is MAGIC FIRE!' in conjunction with a 'Magical Attack' action so long as possessor is Magic element and no other technique is used. Said action treats the Resistances to non-Magic elements of targets of said action, provided that said targets do not possess Magic Resistance, do not possess Magic Immunity, do not Absorb Magic, do not Reflect Magic, and are not Level 40 or greater, as being half their value, rounded up.


Captain:
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Salvation Egress- (Passive Ability, Captain) When possessor exits a battlespace, possessor may Transform into a Vessel that possessor could transform into with a 'Transform' action and may make any number of willing allies present in the battlespace being exited (up to said Vessel's Passenger Capacity) passengers on said Vessel


Channeler:

Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast


Controller:
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Empower Emotion: Rage- (Technique Ability, Controller) Possessor may use 'Empower Emotion: Rage' in conjunction with a 'Cast a Spell' action so long as no other technique is used and a Force is equipped. Said action gains either 'target acquires a non-stacking buff that provides +7,000 STR' or '60% inflicts Confusion: Berserk and Confusion: Enraged'
Exert Control: Earth Elementals- (Technique Ability, Controller) Possessor may use 'Exert Control: Earth Elementals' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Earth-element Force equipped. Said action gains a 75% chance of inflicting Charm on targets that are Earth-element Elementals.
Force-Lock Debuff- (Technique Ability, Controller) Possessor may use 'Force-Lock Debuff' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has a Force equipped. Said action changes the text of all stacked instances of one debuff with said action's performer as a source, adding the text 'the first time this debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
Pitch Force- (Technique Ability, Controller) Possessor may use 'Pitch Force' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Force equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Superior Piercing Force-Blast- (Technique Ability, Controller) Possessor may use 'Superior Piercing Force-Blast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Magical Overdrive' action. Said action gains +1,000 Melee Attack, Magical Attack, and Ranged Attack and pierces 1,000 points of Defense

Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 Points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Requires: Basic Fortune Telling
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes


Dreamshaper:

Apprentice Command of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Dream Synchronization- (Passive Ability, Dreamshaper) Possessor gains +50 to all stats for each Dream element item equipped, Possessor's Dream element pets and summons gain +250 to all stats
Apprentice Dream Resistance- (Passive Ability, Other: Dreamshaper) Possessor gains 5% Dream Resistance
Apprentice Understanding of the Heart of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element allies gain +100 to all stats
Basic Command of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element pets and summons gain +50 to all stats
Basic Defenses Against Dream- (Passive Ability, Other: Dreamshaper) Possessor gains +50 Defense against Dream
Basic Dream Resistance- (Passive Ability, Other: Dreamshaper) Possessor gains 1% Dream Resistance
Basic Dream Synchronization- (Passive Ability, Dreamshaper) Possessor gains +25 to all stats if Dream element
Basic Understanding of the Heart of Dream- (Passive Ability, Other: Dreamshaper) Possessor's Dream element allies gain +10 to all stats
Basic Weaponization of Dream- (Passive Ability, Other: Dreamshaper) Quantities of Dream element Damage dealt by possessor are increased by 50 points
Detect Dream- (Passive Ability, Dreamshaper) Possessor gains +1% To Hit against Dream element targets
Dreamshaper- (Passive Ability, Other: Dreamshaper) Possessor ignores (1 * (Possessor Level/5), rounded down)% Dream Resistance, Possessor ignores Dream Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Empowered By Dream- (Passive Ability, Dreamshaper) If possessor is Dream element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Dream


Enchanter:
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost 10 less XP and MP to cast, All Enchantment spells last 1 turn longer if they already last over 1 turn
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Requires: Infuse Spell Essence: Triple
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic

Ethereal Mage
Visualizer of Drifting Principles- (Passive Ability, Ethereal Mage) Possessor may claim Drifting Principles

Friendship:
Ally of Percelius Mornell- (Passive Ability, Friendship) Possessor obtains +20 MIN if any of possessor's allies are named 'Percelius Mornell'
Ally of the Fallen Stormwright- (Passive Ability, Friendship) Possessor gains +400 to all stats as a buff if any of possessor's allies are Electrical element Spirits or have the word 'Stormwright' in their name, Possessor suffers -400 to all stats if any of possessor's allies' names include 'Darston'
Associate of the Tymarran Mage-Merchant Company- (Passive Ability, Friendship) Possessor's equipped and carried Magic-element items count as being worth 25,000 additional Gold if any of possessor's allies possess the name 'Tymarran Mage-Merchant'
Fan of Lili- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lili Von'Mion', Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lili Von'Mion', Individuals named 'Lili Von'Mion' may add '30% inflicts Charm: Impressed' to hits of their actions that target possessor
Learned from Fazbalar the Bearded- (Passive Ability, Friendship) Possessor obtains +250 MIN, Possessor obtains +500 additional MIN if any of possessor's allies possess the name 'Fazbalar the Bearded'
Trusted Ally of Poryathema the Archivist of the Library of Lindel'Dyarr- (Passive Ability, Friendship) Possessor obtains +1,600 SPI if any of possessor's allies are named 'Poryathema the Archivist'
Unwitting Enemy of Finn Fein- (Passive Ability, Friendship) Possessor may not be on the same side of battle as individuals named 'Finn Fein', Whenever an individual named 'Finn Fein' damages possessor, that individual deals 5,000 additional points of HP or MP damage to possessor, individuals named 'Finn Fein' gain +200 to all stats if possessor is on an opposing side of battle from them (Bound to Seirei)

General:
Knowledge of Aerial Warfare Tactics- (Passive Ability, General) Possessor's Air element Vessel transformations and Air element Vseel allies gain +200 Defense, gain 40% Dodge, and deal 2,000 additional Damage per attack
Knowledge of Grand Ground Mecha Warfare Tactics- (Passive Ability, General) Possessor's Earth element Mech transformations and Earth element Mech allies gain +200 Defense, gain 40% Resilience , and deal 2,000 additional Damage per attack


Magewright:
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tomecaster Stance- (Stance Ability, Magewright) Possessor may equip Tome Accessories that possess Magical Attack bonuses as Book Weapons.
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.


Moongazer:

Basic Lunar Arts Attunement- (Passive Ability, Moongazer) All Lunar Arts spells possessor casts that possess a chance of inflicting a Minor Status Effect have said chance increased by 5%, All Lunar Arts spells cost possessor 10 less MP to cast, All Lunar Arts spells that have elements that match the current Governing Lunar Body's Associated Elements cost possessor an additional 50 less MP to cast
Basic Lunar Element Attunement: Vernat- (Passive Ability, Moongazer) If Vernat is the current Governing Lunar Body, possessor may choose to treat Earth as said Governing Lunar Body's Associated Element.
Envoy of Vernat- (Passive Ability, Moongazer) Possessor may choose to have their spells, abilities, and items respond as though Vernat is the current Governing Lunar Body as an effect that does not stack with other Moongazer abilities whose names include 'Envoy of'

Ritualist:
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells gain +10 Magical Attack, take 1 less turn, and cost 10 less MP

Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Book-Blasted Spell- (Technique Ability, Scholar) Possessor may use 'Book-Blasted Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as a Book is equipped, a spell that possesses a Magical Attack bonus is cast as part of said action, and no other technique is used as part of said action. All spells cast as part of said action that possess a Magical Attack bonus have said bonus increased by 300 points; said action gains +5% To Hit.
Book Wielding I- (Passive Ability, Scholar) +5 to all stats when a Book is equipped
Book Wielding II- (Passive Ability, Scholar) +25 to all stats when a Book is equipped, +50 Magical Attack when a Book is equipped
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Has Read the Books of Lindel'Dyarr- (Passive Ability, Scholar) Possessor gains +600 MIN and +6,000 MP
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Relevant Quotation- (Technique Ability, Scholar) Possessor may use 'Relevant Quotation' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Book is equipped and no other technique is used as part of said action. Said action, if a spell is being cast as part of it that contains an element that is possessed by a book equipped by its performer, gains +15 Magical Attack.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
You Are Not LEARNING!- (Technique Ability, Scholar) Possessor may use 'You Are Not LEARNING!' in conjunction with a 'Melee Att

Scientist:
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Good at Test-Taking- (Passive Ability, Scientist) Whenever a different entity check's possessor's MIN for purposes of determining the results of an action it is performing that targets possessor, possessor may choose to have its MIN count as 500 points higher
World-Reshaping Research- (Passive Ability, Scientist) Possessor's allies (including possessor) may use possessor's MIN * 2 to determine their per-item Defense capping



Perform Spirit-Glimpsing Ritual- (Active Ability, Shrine Maiden) Possessor may spend an action to gain a buff that allows possessor to ignore the text of Constant Effects named 'Incorporeal' or 'Fully Disembodied' on targets that both possess the subtype Spirit and are below possessor's level for 2 rounds, with this effect not stacking
Perform Spirit-Sensing Mudra- (Active Ability, Shrine Maiden) Possessor may spend an action to determine if any enemy in the same battlespace possesses the subtype Spirit, possessor may instead choose to determine if the current area of a random quest or random dungeon's encounter tables contain enemies with the subtype Spirit provided no enemies on said tables are above Level 40 or more than double caster's Level
Spirit-Hunting Strike- (Technique Ability, Shrine Maiden) Possessor may use 'Spirit-Hunting Strike' in conjunction with a 'Melee Attack', 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits

Warlock:
Apply Curse- (Active Ability, Warlock) Possessor may spend an action to give a copy of any ability from possessor's List of Applicable Curses to any PC target of lower Level, This may affect non-PCs in RP threads
with


Wizard:
Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them
Adept Wizard Magic Attunement- (Passive Ability, Wizard) Wizard Magic spells cost possessor 10,000 less MP to cast, Wizard Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Wizard Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Art of Magery- (Passive Ability, Wizard) Possessor's minor and moderate status effect infliction chances that come from spells are increased by 5%, Possessor gains +500 Magical Attack
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Boosted Spell- (Technique Ability, Wizard) Possessor may use 'Boosted Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast as part of said action gain +200 Magical Attack and have all stat buffs they apply increased by 200 points as an effect that stacks 5 times across all applications per possessor.
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Effective Spell- (Technique Ability, Wizard) Possessor may use 'Effective Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast as part of said action have their minor status effect infliction chances increased by 30% during said action and have their moderate status effect infliction chances increased by 15% during said action.
Gesture-Based Spellcasting Stance- (Stance Ability, Wizard) Possessor, if not afflicted with Paralyzed, gains +100 Magical Attack, +300 MP, and +50 SPI
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Lengthen Casting- (Technique Ability, Wizard) Possessor may use Lengthen Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. If said attack already inflicts a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2.
Loudly-Incanted Spell- (Technique Ability, Wizard) Possessor may use 'Loudly-Incanted Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. Said action gains +5 Magical Attack and gains a 15% chance of inflicting Confusion: Fear on Level 1 targets who have no spell equipped.
Magic-Infused Spell- (Technique Ability, Wizard) Possessor may use 'Magic-Infused Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast by this technique's user as part of said action gain the element Magic during said action.
Magical Broadening Mastery- (Passive Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Maximal Casting- (Technique Ability, Wizard) Possessor may use Maximal Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack gains +150 Magical Attack.
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Vexing Casting- (Technique Ability, Wizard) Possessor may use Vexing Casting in conjunction with a Magical Attack action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's chances of inflicting Minor Status Effects are increased by 5%, to a max of 80%.
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast


Wanderer:
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys

Misc:
Ate Empowered Sugar-Wafers- (Passive Ability, Permanent Item Effect) Possessor obtains +250 HP and +25 to all stats

Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Built the Giant Statue- (Passive Ability, Evermason) Possessor's Golem summons gain +20,000 HP
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Grows in Sunlight- (Passive Ability, Botanist) At the start of each round that possessor is in a Chronogeomantic Zone of Day or a Zone of Light, possessor obtains +250 to all stats as a buff that stacks 10 times; these buff applications vanish as soon as possessor is neither in a Chronogeomantic Zone of Day nor a Zone of Light
Pruning Spell- (Technique Ability, Botanist) Possessor may use 'Pruning Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is used. Said action deals 110% Damage to Plants, to a maximum of 1,000,000 additional damage
Statue-Crafter- (Passive Ability, Crafter) Possessor's Golem summons gain +200 to all stats and +5,000 HP
Wiseman's Orb- (Passive Ability, Magus) Possessor's 'Magical Attack' and 'Overdrive' actions may use Mind as their Prime Attribute if possessor has a Robe and Orb equipped
Zonal Air Control- (Passive Ability, Wind Duke) Possessor may, at the start of each round, choose one Zone of Air that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

Weirdworker:

Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Emit Magic Particles- (Technique Ability, Weirdworker) Possessor may use 'Emit Magic Particles' in conjunction with any action so long as possessor is a Magic Being and no other technique is used as part of said action. Possessor's allies regenerate 50 MP as part of said action.
Form of Coiling Mystic Text- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor's allies gain +500 MIN at the start of each round as a buff that stacks 5 times, and possessor's allies may choose to count as having an additional Book equipped.
Magic-Radiating Stance- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor's presence counts as the presence of an additional Zone of Magic.
Magiplasmic Moonform: Verdant- (Stance Ability, Weirdworker) Possessor obtains +1 base MIN and +2 base SPI, Possessor's minor negative status effect infliction chances are increased by 30%, possessor's moderate negative status effect infliction chances are increased by 20%, Possessor gains the elements Moon, Earth, and Wood, Possessor regenerates 200,000 HP at the start of each round if possessor possesses at least 5 Plant allies, Possessor's Plant and Spirit summons may gain the element Moon and, when summoned, may obtain a non-stacking buff that increases their minor negative status effect infliction chances by 25%
Spell-Emitting Stance- (Stance Ability, Weirdworker) If possessor is a Magic Being, possessor gains a 5% chance before possessor's first action of each round to gain an additional action that may only be used for casting a spell that is on its possessor's Inherent Spell List.


notes:
Magiplasmic Moonform: Verdant transforms his body into a larger, Asterite-like form around a man-sized central green moon-orb.

Other: Lunar Trickster:
First Blessing of the Verdant Moon- (Passive Ability, Other: Lunar Trickster) Possessor's actions that include the element Wood may gain or instead become the element Moon, possessor's actions that include the element Moon may gain or instead become the element Wood, possessor's Plant allies may gain the element(s) Moon and/or Wood
Grinning Moon Laughs Above- (Passive Ability, Other: Lunar Trickster) Possessor's opponents, if they succeed their first per-round auto-recovery chance from a status effect must check a second time and only actually recover if the second time is successful
Lit By Moon's Capricious Light- (Passive Ability, Lunar Trickster) Whenever one of possessor's opponents' per-round automatic recovery chances from a negative status effect that was at least a 1% chance fails, said individual has a 50% chance of being afflicted with Hexed
Palely-Glowing Essence- (Passive Ability, Other: Lunar Trickster) Possessor's element becomes solely Moon, Possessor gains +500 Defense against Moon, Possessor gains 25% Moon Resistance, Possessor gains 25% Voidstruck: Moon Mad Resistance, Possessor's offensive actions may gain the element Moon


Permanent Item Effect:
Has Consumed 1 of the Permanent Consumable "Those Splendid Peanuts"- (Passive Ability, Permanent Item Effect) +5,000 to all stats, +50 unmodified CON, Cannot be used in combos


Curses:

Brain Used By The Demon Lord Of Books As Mostly-Self-Inaccessible Storage Space For All Books About Tortoises- (Passive Ability, Curse) Possessor's turn-order-determining stat is halved for turn-order-determining purposes if it includes possessor's Mind stat unless any of possessor's opponents have 'Turtle', 'Tortoise', or 'Terrapin' in their name
Curse of the Fox and the Grapes- (Passive Ability, Curse) Whenever a source applies a buff to an individual who is not possessor, if possessor is not currently afflicted with said buff, possessor becomes afflicted with a debuff that prevents said buff from having positive effects on possessor, with said debuff stacking across 500 different buffs at any one time
Lasts 300 battles. Battles fought: 201/300
Gazed Upon by the Lord of the Tormented- (Passive Ability, Curse) Possessor may not gain Agony Resistance or Immunity. Possessor may not Absorb Agony or Reflect Agony. Possessor may not gain Defense against Agony. Agony element Damage dealt to possessor is quadrupled.
Weapons-
Force of Imaginary Years- (Weapon, Force, Illusion & Time, 89,000,000 Gold) +89,000 Melee Attack, +89,000 Ranged Attack, +89,000 Magical Attack, Wielder's attacks may use any single-stat (not including multiples of the same stat) Prime Attribute that wielder used on a previous round of battle, Wielder's actions may treat the round's number as being up to 1,000 rounds greater or loewr than it otherwise would be, Individuals below Level 60 may not Dodge wielder's attacks, 170% To Hit, 70% Dodge, Individuals below Level 40 may not counter wielder's attacks, Wielder is Immune to individuals below Level 20, Wielder must be Level 20 or greater

Shield of the Heavenly Tower- (Weapon, Shield, Light & Physical, 60,000,000 Gold) +60,000 Defense, +20,000 Melee Attack, +2,000 Defense against MIN Damage, Wielder's per-item Defense capping may be based on wielder's Mind x 2 instead of wielder's Constitution x 2, 30% Light Resistance, 30% Darkness Resistance, 30% Psychic Resistance

Armor-

Hambelstern Prototype Force Field- (Armor, Aura, Technology, 31,522,918 Gold) +30,455 Defense, +30,000 to all stats, +300,000 HP, 25% Technology Resistance, +6,000 additional Defense for each ally who has a Technology element Aura equipped, to a max of 5 such allies, wearer may reflect actions from sources below Level 20, 90% wearer may reflect actions from sources below Level 40, 10% wearer may reflect actions from sources above Level 39 but below Level 50, May only be equipped by individuals above Level 19

Accessories-
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
Tiefmennian Magus's Automatically Organizing Library System- (Accessory, Container, Magic & Knowledge, 60,000,000 Gold) +60,000 MIN, +60,000 SPI, +600,000 MP as a non-stacking bonus, Wielder may unequip up to 5 spells at the start of each round and then may equip up to 5 spells
Ageless Weaver's Hat- (Accessory, Hat, Darkness & Earth, 15,500,000 Gold) +15,500 Defense, +15,500 SPI, +1,500 Defense against Stat Damage, Wearer's stats may not be scanned by individuals below Level 60
Phoenix-Feather Cloak- (Accessory, Cloak, Fire, 27,000,000 Gold) +26,000 AGI, +26,000 SPI, +29,000 Defense against Fire, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing, May only be wielded by individuals of Level 20 and greater

Spells-
Ancient Pyre- (Spell, Other: Ancient Magic, Fire, 24,000 MP, 12,500,000 Gold) +12,500 Magical Attack, This action ignores the Resistances and Immunities of targets below Level 40, Individuals killed by this action cannot be resurrected by sources below Level 40
Ancient Seal of Moonlight- (Spell, Ritual Magic, Moon & Light, 240,000 MP, 12,500,000 Gold) +12,500 Magical Attack, 50% targets below Level 40 gain a debuff that makes it so that they cannot act, with all things that would occur before and after actions skipped due to such still occurring, does not stack
Summon Monster- (Spell, Summoner Magic, Magic, 20,000 MP, 5,000,000 Gold) Summons any one Animal, Aerial, Aquatic, Cthonian, Astral Being, Cthonian, Celestial, Angel, Deva, Illuminated, Abstract, Daemon, Devil, Demon, Elemental, Monster, Outsider, or Dragon from the Enemy List that is non-Elite, below Level 40, and can normally be fought for drops, Max 20 summoned, beings summoned through this spell may not summon
Lunar Phase Shift- (Spell, Other: Ancient Magic, Moon, 4,000 MP, 400,000 Gold) Target (to a max of one additional time per round) loses HP to instances of the status effect Poison that are present on it (not including sub-status effects), Target obtains +400 AGI on even-numbered rounds and -400 AGI on odd-numbered rounds, does not stack
Soul Arrow- (Spell, Spirit Magic, Light & Darkness, 300 MP, 365,000 Gold) +370 Ranged Attack, Ranged Attack actions that include this spell may use SPI as their Prime Attribute

Wizard magic only spells-

Soul Trap (2)- (Spell, Wizard Magic, Darkness, 1,200,000 MP, 60,000,000 Gold) 30% inflicts Instant Death on target individual below Level 80 that is below caster's Level, targets killed by this instance of Instant Death may not be resurrected by sources below Level 80 while caster is alive
Formula of Earth: Roots of Stone- (Spell, Wizard Magic, Earth, 2,500 MP, 1,000,000 Gold) +1,000 Magical Attack, 15% inflicts Entombed, 30% inflicts Paralyzed, 1 hit against 500
Researched Spell: Upgraded Mage Blades- (Spell, Wizard Magic, Air, 2,000 MP, 2,000,000 Gold) +2,000 Magical Attack, 30% inflicts Wounded, May gain 2 hits against 1 and deal 1/2 Damage
Researched Spell: Upgraded Wizard Lightning- (Spell, Wizard Magic, Electrical, 2,000 MP, 2,000,000 Gold) +2,000 Magical Attack, May gain 1 hit against 3 and deal 1/2 Damage, deals full damage to individuals below Level 40 in the back row, 25% may inflict Electrocuted

Large Energy Ball- (Spell, Wizard Magic, Energy, 3,000 MP, 300,000 Gold) +300 Magical Attack, 15% inflicts Overloaded

Formula of Fire: Ignite the Mind- (Spell, Wizard Magic, Fire, 800,000 MP, 8,000,000 Gold) 800 MIN Damage, 100% inflicts Burning: Mindfire
Golden Lion Roars and Strikes- (Spell, Unarmed Technique, Physical & Magic, 99 MP, 64,000 Gold) +195 Melee Attack, 5% inflicts Fear on Animals and Humans, Cannot be used if any weapons are equipped

Inherent spells-
Charm Cat- (Spell, Wizard Magic, Air, 40 MP, 15,000 Gold) 100% inflicts Charm on target individual who is below Level 5 whose name includes 'Cat'
Glowing Pebble- (Spell, Wizard Magic, Light & Earth, 5 MP, 2,000 Gold) Caster gains a buff that provids its possessor and all of its possessor's allies with 101% To Hit while in a Zone of Darkness
Fancy Globes- (Spell, Wizard Magic, Magic & Light, 300 MP, 7,000 Gold) 30% inflicts Charm: Impressed
Heat Tea To Just The Right Temperature- (Spell, Wizard Magic, Water & Fire, 3 MP, 1,700 Gold) Target Drink consumable gains '1% cures Fatigued, 1% cures Frozen, and 1% cures Burning'
Sense Magic- (Spell, Wizard Magic, Magic, 40 MP, 3,000 Gold) Caster is informed with a single 'yes' answer if any of caster's opponents are Magice element, possess any Magic element abilities, could drop and Magic element items, are carrying any Magic element items, have any Magic element items equipped, or have any Wizard Magic spells equipped
Douse- (Spell, Wizard Magic, Water, 60 MP, 2,000 Gold) 1% cures Burning
Lubricate- (Spell, Wizard Magic, Water, 30 MP, 1,100 Gold) Target gains 1% Paralyzed Resistance, 5% Cures Paralyzed from sources below Level 15
Freshen Up- (Spell, Wizard Magic, Air & Light & Magic, 100 MP, 2,000 Gold) Cures target debuff from a Level 1 source
Magic Spiderweb- (Spell, Wizard Magic, Darkness & Magic, 60 MP, 1,200 Gold) 1% inflicts Paralyzed
Prestidigitation- (Spell, Wizard Magic, Magic, 10 MP, 3,000 Gold) 5% inflicts Charm: Impressed
Mage Fist- (Spell, Wizard Magic, Physical, 600 MP, 30,000 Gold) +30 Magical Attack, 5% inflicts Fatigued: Stun
Glow- (Spell, Wizard Magic, Light, 300 MP, 6,000 Gold) Target may choose for individuals below Level 5 to treat it as being solely Light element
Reveal General Form- (Spell, Wizard Magic, Light & Air, 70,000 Gold) Target loses all Dodge-bonus-prodviding or Dodge-providing buffs from sources below Level 18
Mage Blast- (Spell, Wizard Magic, Magic, 2 MP, 200 Gold) +3 Magical Attack
Mage Fire- (Spell, Wizard Magic, Fire, 4 MP, 400 Gold) +4 Magical Attack, 1% inflicts Burning
Mage Bolt- (Spell, Wizard Magic, Electrical, 4 MP, 400 Gold) +4 Magical Attack, 1% inflicts Electrocuted
Mage Bubble- (Spell, Wizard Magic, Water, 4 MP, 400 Gold) +4 Magical Attack, 1% inflicts Drowning
Mage Shard- (Spell, Wizard Magic, Earth & Physical, 4 MP, 400 Gold) +4 Magical Attack, 1% inflicts Wounded or Entombed
Magic Shield- (Spell, Wizard Magic, Magic, 10 MP, 1,000 Gold) +10 Defense, stacks 10 times
Snowblast- (Spell, Wizard Magic, Ice, 55 MP, 55,000 Gold) +55 Magical Attack, 1 hit against 30
Acid Drizzle- (Spell, Wizard Magic, Acid, 55 MP, 55,000 Gold) +55 Magical Attack, 1 hit against 30
Fire Flash- (Spell, Wizard Magic, Fire, 65 MP, 65,000 Gold) +55 Magical Attack, 30% inflicts Impaired: Blind, 1 hit against 30
Magic Boost- (Spell, Wizard Magic, Magic, 65 MP, 65,000 Gold) +65 to all stats, stacks 4 times
Flame Spray- (Spell, Wizard Magic, Fire, 200 MP, 200,000 Gold) +200 Magical Attack, 30% inflicts Burning, 1 hit against 60
Ice Spray- (Spell, Wizard Magic, Ice, 200 MP, 200,000 Gold) +200 Magical Attack, 30% inflicts Frozen, 1 hit against 60
Lightning Fan- (Spell, Wizard Magic, Electrical, 200 MP, 200,000 Gold) +200 Magical Attack, 30% inflicts Electrocuted, 1 hit against 60
Magic Healing- (Spell, Wizard Magic, Magic, 200 MP, 200,000 Gold) +200 Magical Attack, Heals
Sage's Insight- (Spell, Wizard Magic, Magic, 200 MP, 200,000 Gold) +200 MIN, +2,000 MP, stacks 4 times
Magic Augmentation- (Spell, Wizard Magic, Magic, 200 MP, 200,000 Gold) +200 to all stats, stacks 2 times
Lesser Magical Summoning- (Spell, Wizard Magic, Magic, 200 MP, 200,000 Gold) Summons 1 Elemental or Magic Being below Level 15 that is normally fightable for drops on the Enemy List, Max 4 summoned, Summons summoned through this spell may not summon
Float- (Spell, Wizard Magic, Air, 200 MP, 200,000 Gold) Target gains 30% Earth Resistance and 30% Entombed Resistance
Magic Cloud- (Spell, Wizard Magic, 500 MP, Magic, 500,000 Gold) +500 Magical Attack, 60% inflicts Manablasted, 1 hit against 200



modified stats wrote:Remalius (kitsune106)
Level 39
Magic Being, Moon
HP: 361,250
MP: 1,104,500
STR: 1,170 (3)
AGI: 1,950 (5)
CON: 2,450 (5)
MIN: 20,180 (42)
SPI: 1,950(5)
Fame- 22
Attack:
+3900 Magical Attack
+1170 Melee Attack
+1950 Ranged Attack

170% To Hit,
Individuals below Level 60 may not Dodge wielder's attacks,

Defense:
+ 109,815 Defense
+1,500 Defense against Stat Damage
+2,000 Defense against MIN Damage
70% Dodge
40% Resilience,
+29,000 Defense against Fire,
The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing,
Resistances and immunities:
Wielder is Immune to individuals below Level 20
Individuals below Level 40 cannot inflict status effects on possessor

Misc:
Wielder's actions may treat the round's number as being up to 1,000 rounds greater or loewr than it otherwise would be,
Wearer's stats may not be scanned by individuals below Level 60




364,725 XP
10,000,000,000 gold, from kit
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
Masquerade Mask- (Accessory, Mask, Earth, 15,000 Gold) User’s type becomes Human

Detect Monsters- (Spell, Divining, Magic, 70 MP, 65,000 Gold) Caster and up to 5 targets gain +20 Defense, 1% caster is provided with the spawn table of the current area of a random quest provided no enemies on said table are above Level 20 or more than double caster's Level has RP effects, stacks 5 times
Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Word Which Calls the Sea to March and Drown the Cities- (Spell, Other: Ancient Magic, Water, 24,000 MP, 12,000,000 Gold) +12,000 Magical Attack, deals double Damage (to a max of 10,000,000 additional Damage) to Large Structures below Level 60, 100% Inflicts Drowning, this action, at the cost of 240,000 MP, may gain '1 hit against 500,000' if all targets are below caster's Level, if all targets are below Level 60, and if caster is at least Level 45, Caster must be Level 25 or greater
Word Which Calls the Wind to Consume the Spirits of Men- (Spell, Other: Ancient Magic, Air & Darkness, 1,200,000 MP, 60,000,000 Gold) +120,000 Magical Attack, 12,000 SPI Damage, 100% Inflicts Stat Drain: SPI Drain, 15% inflicts Instant Death, 1 hit against 6,000,000 Caster must be Level 45 or greater or (must be Level 20 or greater and possess the ability 'Archmage of the Ancients')
Bubblefrenzy Color-Rod- (Weapon, Wand, Whimsy & Magic, 45,000,000 Gold) +45,000 Magical Attack, +40,000 SPI, +400,000 HP as a non-stacking bonus, +300,000 MP as a non-stacking bonus, 30% may inflict Invigorated, Wielder's 'Magical Attack' actions may gain any combination of base elements, Wielder must be Level 20 or greater
Gold-Capped Star-Dancer's Wand of Laughter and Tears- (Weapon, Wand, Moon & Astral, 64,500,000 Gold) +64,500 Magical Attack, +64,500 AGI, +63,100 SPI, 60% inflicts any one of Confusion: Overcome by Laughter, Diseased: Lycanthropy, Hexed: Leech, Impaired: Blind: Colorblind, Paralysis: Turned to Glass, Pain: Mental Anguish, Stat Drain: ELM Drain, Charm: Overwhelmed By Greed, Confusion: Paranoia, or Stat Drain: HIT Drain

Ancient Balm- (Spell, Other: Ancient Magic, Water, 24,000 MP, 12,500,000 Gold) +12,500 Magical Attack, Heals HP, All debuffs and negative status effects present on target that come from sources below Level 40 are removed, Target may not acquire debuffs or negative status effects from sources below Level 40 for the next 5 rounds, does not stack
*Remalius' Papers from the Seirei Portal (Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI (Bound to Seirei)


REmalius is in the moonform stance.

he will be offering up the papers.
The Ordo Hereticus serves Our Glorious God-Emperor in maintaining the Sanctity of His Holy Realm.
BURN THE HERETIC. KILL THE MUTANT. PURGE THE UNCLEAN.

This is my MODERATION color, if you see this, pay attention.
This is my ADMIN color, if you see this, BEWARE.
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Re: Remalius heads back To Pella!

Post by Ordo Hereticus »

Aeromage wrote: Remalius enters the familiar environs of the palatial jade-and-marble Gate Complex, bright daylight streaming through its huge, high windows. Small groups of individuals in grey robes and tall hats, and some in red and white stand here and there amidst the pillars, conversing or reading tomes.

The bespectacled, older clerk smiles as he gives Remalius' papers a look over, waving him on with a "Welcome back."
kitsune106 wrote: The orbs bob as he floats over to present the
Man his papers.
"Seeking/Requesting travel to Pella."
Aeromage wrote: "Pella, you say? They've had quite the run of it of late, or so I gather," the man muses, shuffling papers on his desk. "The place certainly isn't off-limits by any means, although I would avoid the Moonforest that popped up a while back. As far as I gather, it attracted rather a lot of the Seed Rains' contents, and as I hear it, the results didn't all die off when the Rains ended. If you're asking for transport to the town, we could certainly arrange a carriage for a small fee. Are you interested?"
kitsune106 wrote: The orbs bob again.
"Negative, can travel there self. Known to people there. Helped town before. Assist again. Anything to be aware?"
Aeromage wrote: "Beyond their struggles with their loss of farmland and time to plant due to the deluge and then the sudden appearance of the Moonforest, the town suffered some damage due to the Seed Rains." The man examines a document on a pile. "Fortunately, from what I gather, the plants responsible for the destruction have either withered or been removed and destroyed after the Rains ended, and there have been no reports of encroaching spirits or creatures from the Moonforest, despite its suspected origins and ties to the Verdant Moon. Perhaps the town had simply exhausted its reserves of misfortune on that front, if one were to put faith in superstition? The same can't be said for that Jasmine Tower that arrived during the Rains, sadly, but the Spirit Hunter's Association presently has a force in the area laying seige to it and keeping its residents from spilling into the surrounding area."
He taps the page thoughtfully.
"I believe some Acolytes of Arden and a small mission from the Church of the Absent Goddess have set themselves up in the town to assist the residents and act as an additional bulwark in case the Tower's creatures manage to break through or the Moonforest decides to become active, too. Goodness, but combined with the recent disaster that struck Marefore, the eastern stretch of the Clavia Province is in a sad state indeed. One can only hope there aren't any further calamities on the horizon. Dewbrook is getting considerably nervous, and even as someone who doesn't put much stock in superstition, I can't say I blame them."
kitsune106 wrote: The genie hmmms.
"any issues with spirits?"
he intones, trying to figure out about Finn and the spirits there.
Aeromage wrote: The clerk looks over his glasses at Remalius. "You have no need to be concerned on that front. These land are under the protection of the Great House Clavis of the August Order of Spirit Tamers, and thus any spiritual incursions that might threaten the poplace are dealt with swiftly and decisively. I would advise against paying heed to rumour and speculation that suggest otherwise- simply use common sense, avoid the rarely-trafficked or dangerous areas where spirits might gather, and follow the advice provided to you with your papers, and your stay will be a perfectly safe and spirit-free one, I assure you."
kitsune106 wrote: THe genie orbs bob again
"Noted! Departing!"
he will gather up his papers and head on his way to Pella!
Aeromage wrote: Remalius passes through the familiar opulence of the Gate Complex's halls and manicured courtyards, eventually finding his way to the main road outside. It's a lot brighter than the last time he came here.

Much, much brighter.

High above, in the cloudless sky, a vast moon hangs, its surface a mass of shifting reds and golds. Darker patches slowly surface and subside, spectacular prominences leaping from its surface and arcing into and beneath other parts of its exterior. Occasionally, sections of the lava-hued mass part and shift to reveal whorls and cracks of blinding, brilliant light from within the celestial body.
It would be comparable it to a darker sun, but that would be suggesting the thing wasn't painful to look at for any length of time. The morning sun shines low in the east, giving the sky a somewhat surreal look from the two different light sources. Maltius, the Dreaming Moon, hangs lower in the western sky, its surface still scarred and unappealing to behold.

Remalius sets off eastward! It's a windy day, and the scent of wildflowers and hay buffets the genie as he travels. The countryside is rather less diverse than he recalls it being during the Seed Rains- there are certainly unusual-looking plants or flashes of foliage here and there, but the more overgrown fields he recalls there being look to have been stripped back to bare earth and thoroughly plowed, with other fields containing conspicuous bald patches or tree stumps. A large, long mound of earth is visible to the south, running from the general vicinity of the palatial Gate Complex and off to the east somewhere.
He passes hedgerows and fences (some with significant gaps in there), the sign cheerily directing visitors to Exga Village (which looks to have been replaced with a larger, timber-framed affair complete with lanterns, fragrant jasmine blossoms now lining the side road's path). The fields up in that direction seem to be suffering less from the patches of baldness he noted, instead containing large swathes of rippling, golden stalks or colourful leaves.

The road is fairly busy today, with carriages and carts wheeling up and down the route, and travelers on horseback or on foot making their way along it to their destinations. Remalius, as with previous excursions, draws quite a few stares.

As he ventures closer to Pella, the new landmark in the form of the huge, green tower he saw last time fades into view. It remains almost as pretty as it was the last time, with its elaborately-carved sides and beautifully vaulted windows and archways set into its walls, along with a mass of balconies, galleries and other architectural extravagances, many of them surrounded by or partially covered with a multitude of billowing green-white clouds. Parts of it seem to have been scorched at some point or other, however, and its base is now ringed by a series of palisades surrounded by a number of large tents, several of which are red in colouration. Figures can be seen patrolling the area and fields around it.

Pella's not too much further. Is Remalius continuing along to the town?
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Re: Remalius heads back To Pella!

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kitsune106 wrote: Remalius is. He is also heading to the shrine of the cat spirit first. Hopefully Finn is there so the mask can be given.
Aeromage wrote: Remalius takes the upper fork in the road, the two-tier town of Pella coming into view soon afterwards. It looks... a bit battered, really. The mass of plantlife that had overtaken large chunks of the place have been removed, the waterfall restored to its original course and free of the gigantic leaves that had rediverted the flow along the town's roads. A number of recently-patched holes, tumbled chimneys and broken walls are evident from Remalius' viewpoint, and a large number of the white-stone houses bear cracks and marks from where vines and branches previously grew. The outer walls, previously broken and overgrown when he last saw them, look to have been cheaply repaired with wooden scaffolds still set up over parts of them.
The place seems to be moderately busy, at least. Sounds of construction and distant voices are just about audible over the dull background roar of the central waterfall.

The town, however, is not Remalius' goal. The genie floats northwards, circling the upper part of the town and flying off to the ridges above it. Before too long, the ring of trees that form the boundary edge of the shrine appear over the edge of a ridge, the familiar stone rooftop supported by four pillars visible at their centre. It appears to be deserted.
kitsune106 wrote: Remalius booms out.
"Hello? Anyone here? Finn? Felimber?"
Aeromage wrote: Remalius sets down beside the shrine, the statue of Felimber and his mount remaining as he recalls it, and calls out.

The sky above the shrine darkens, a fine mist of rain starting to fall, becoming a drizzle, then a torrent, turning the clearing into an impenetrable wall of water.
"Curse-breaker."
The word, though spoken mostly-impassively, carries the weight of disdain. In front of the genie the sheets of rain part to reveal vaulted arches of blue stone, framing the ferocious form of a red-and-gold lionlike creature. Upon it stands Felimber, impassive blue-jade feline mask on his face, robes a rippling display of blue and white, cobalt umbrella unfurled and resting over one shoulder.
"I had hoped never to lay eyes upon you again. What is it you want of me, to come to my shrine and call my name?"
kitsune106 wrote: The genie bobs. "To see how Finn is faring. And to offer aid to Pella and to you. If you have desires of things from beyond, this one can attempt to deliver."
Aeromage wrote: "Finn? The mask-thief? The servant who betrayed my trust?" Felimber's fur bristles slightly. "It came back to me the night after the Green Moon played at the Blue Moon's games. I saw it had tried to take on my mein. Subvert me. Oh, it pleaded I take it in, but I saw its plans. It had tried to become a spirit, as it had tried to steal my power once before. I released it from my service and banished it from my sight. I have servants enough, now, that such a treacherous underling is an unnecessary risk."
The cat-spirit spins its umbrella on its shoulder, unleashing a whirling cascade of water into the air behind it. Creatures peer from behind the blue-stone pillars beyond the parted curtain of rainfall, the scarred form of the pond-skater-spirit Remalius fought once before visible among their number.
kitsune106 wrote: The genies orbs turn pink. "Not his fault. This one's. I am trying to help. A attempt to help backfired. I seek to repay debts. I plan on helping Pella Pills and those who would accept aid in getting stronger. I had also come to offer aid to you."
Aeromage wrote: "You sought to supplant me? I should have realised the the human lacked the means to try stealing my spiritual essence alone." The rain increases in strength, drumming on the shrine's rooftop and thundering onto the flagstones with violent force. "But your plans have been thwarted. I have removed your pawn, and will hear no more of your lies. Begone from this place, and take your false gifts with you."
The curtain of rain sweeps closed, Felimber and his mount vanishing within the rushing water.
And then, just as abruptly as the rains began, the torrent stops.

Remalius is left alone by Felimber's statue, in the middle of a waterlogged courtyard as water drips off the shrine roof in a steady patter, the clouds above wisping into nothingness and allowing the sun (and, indeed, the firey moon above) to shine once more, their combined light reflecting off the slick flagstones with dazzling intensity.
kitsune106 wrote: Remalius Bob's and tones out.
"No. Accident."
But sure it's useless. He does head to the shrine, Hoping to find Finn and the shrine maiden.
Aeromage wrote: He's already at Felimber's shrine. Or does he mean the place in Pella?
kitsune106 wrote: The Pella one
Aeromage wrote: Remalius floats away from the cat-spirit's shrine, over the treetops and down the steep hills and ridges that overlook the town of Pella. From this angle, he has a better view of the two tiers of the town and the various goings-on within it. A lot of places have scaffolding set up around them, with numerous workmen carrying wooden planks, metal poles, buckets, wheelbarrows and other general construction goods up and down the sloped roadways and labyrinthine stairways and alleys. A fair number of townspeople walk around the place, most carrying boxes and bags. In general, it looks like the effort to patch up the damage visited upon it by the past series of disasters is underway.

Remalius, floating collection of weird genie-spheres that he is, draws some attention as he flies overhead. Fortunately, he's known well enough in the area to elicit shouts of curiosity and recognition rather than screams and yells of panic.
He floats down through the path the waterfall cuts through the town, bridges and layers and galleries supporting the various levels of buildings drifting past him as he drops towards the waterfall basin and the T-shaped bridge structure upon it, third arm covered by its heavily-eroded stone archway and covered tunnel-structure. The mist from the waterfall fills the air here, making the surrounding buildings seem to fade away into a semi-unreal state, the scent of water and damp stone thick and heavy in the area.
Landing on the centre of the T-bridge, Remalius can see that the large, laquered and heavily patterned wooden door to the shrine beyond the tunnel is closed.
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Re: Remalius heads back To Pella!

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kitsune106 wrote: He will rise Into the air to scan the area, trying to get the lay of land and any issues before looking for Finn and ella.
Aeromage wrote: Is this a case of 'scanning the area' as in 'looking over the place' or actually scanning it? (And if it's the latter case, which of his methods is he using?)
kitsune106 wrote: he has:


Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 Points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Requires: Basic Fortune Telling
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes


he'll use:
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Aeromage wrote: Remalius rolls the dice! He peers at them to determine the area's current status.

The town is clearly in something of a bad way still, with a lot of structural damage having been caused. People are working to fix things, however, although they might not have noticed the linked network of daisies undermining everything that may become a problem later on. Some of this undermining may be more metaphorical in nature, what with the daisies that are registering as walking around. There's quite a few of those, according to the dice.
kitsune106 wrote: He rolls again.
Aeromage wrote: Remalius rolls the dice again, reading the flows of current events in their rattling and clattering.

Well, they're still saying the same thing. Daisies. Daisies are definitely a problem.
kitsune106 wrote: The orbs Bob as they look for a patch of daisies.
Aeromage wrote: Remalius searches for daisies! This part of town seems to be mostly paved stone and too damp and shady for the flowers to be growing in, prompting a trip back up. Taking to the air once more, he seeks out the flowers described by the dice!
A couple of park-courtyard areas that look like they were stripped back to bare earth (Remalius recalls these places being crammed full of weird trees during the Rains, one of which being where he met his prior defeat) have sprouted grass and are dotted with patches of white that could very well be daisies. A few houses have window-boxes that contain a variety of flowers, including one or two growing large daisies. Clusters of the flower look to be growing from the hillsides and clifftops outside and around the town, too.
kitsune106 wrote: The orbs Bob and he heads for the main shrine in town.
Aeromage wrote: Remalius heads back on down to the shrine once more, once again landing on the T-shaped bridge at the base of the waterfall! It remains much as he left it. No nefarious daisies appear to have sprung up in his absence.
kitsune106 wrote: He floats over othte shrine. "Ella... Finn, you hear?" the orb genie booms out!
Aeromage wrote: Remalius yells at the shrine! A few moments later, the door opens, an irritated-looking bald man peering out from behind it.
"What in the world is the reason for the shouting? Don't you know how to behave around a shrine? Don't you..."
He blinks, taking in the sphere-form of Remalius.
"...what are you, anyway? Wait, wait. You're that thing. The not-spirit thing. Romellian, or something, wasn't it?"

The man shuffles out of the door, closing it behind him. He's fairly tall, wearing red-and-white robes, and wielding a broom.
"I've heard about you. Sorted out that rain curse and that other thing, didn't you? The strange dream-vine thing. Yes, that was it. What are you doing, shouting about outside shrines at this time of..." he squints at the clouds of waterfall-mist obscuring the sky, "...time?"
kitsune106 wrote: The orb bobs. "Looking for Finn."
Aeromage wrote: "Finn? Name doesn't ring a bell, there." The shrine priest squints. "Or maybe it does. Local girl Ella mentioned a Finn, I think. Or maybe it was Fenn? Long gone by the time I came to town, from what I gather. Said he'd gotten a disease from the Seed Rains and had gone off to see if anyone could cure it, if I recall. Asked if I met him on the way down, which I hadn't. Not too many redheads in these parts, I'd have remembered. Probably."
kitsune106 wrote: "Where is Ella? How can help?"
Aeromage wrote: "Ella? Said she went off to see the Brothers. ...or was it the Sisters? Some local spirits, in any case. Got to keep them in their place, you know."
The priest rubs his bald head, frowning.
"As for helping... if you mean in a spiritual sense, that's only for properly trained people to do. I suppose there's always giving a hand with the rebuilding, but it doesn't look like you really have hands to give. More... spheres. I don't think those would do very well in carrying building materials around, would they?"
kitsune106 wrote: "suppose could. How fares the moon forest?"
Aeromage wrote: "Suppose what?" The man looks confused. "Moonforest? Oh, that. Part of the reason I got assigned here with some of the other Spiritual Defense lot. There's been quite a lot of happenings around here of late, and that generally means spirits are either involved or soon will be. Heard the town was down to just one shrine maiden and exorcist, too, which isn't even enough for a village, if you ask me."
He rests the broom against the doorway, folding his arms.
"Having said that, the forest has been rather quiet. Rather unusual, if you ask me. Places don't just spring up like that out of nowhere and do nothing, but we're keeping an eye out in case it's building up to erupting spirits all over the place. Last thing we want is our main road to the Vire Province coast getting shut down by spiritual remnants of the Seed Rains or the like."
kitsune106 wrote: Remalius pulses , trying to see if the moon forest is still is doing his command to leave forest alone. He is connect and in that form
Aeromage wrote: Remlaius pulses. This seems to somewhat unnerve the shrine priest, who takes a step back.

While he might be in his Magiplasmic Moonform, Remalius can't really get a feel for the forest. Maybe he needs to be closer?
kitsune106 wrote: Remalius nods. "Will check state of forest. Have heard rumor that it was told not to bother town. Should. Check if still holds. Has defense force done anything to the forest?"
Aeromage wrote: The bald shrine priest continues to look confused as he attempts to parse Remalius' words.
"...done anything? No, we've just been setting regular patrols along the road and around the areas between it, Pella and Dewbrook. Normally, this sort of thing is for the resident Spirit Tamers to look into, but I'm sure that Spirit Hunter lot will come knocking before too long."
kitsune106 wrote: remalius's orbs bob as the spell genie ponders.
"Query, Loction of Ella?"
Aeromage wrote: The shrine priest's confusion is unabated. "...didn't I just tell you that? She went off to see those Brothers or Sisters or whatever those local spirits are called. I expect you'd have a better idea of where they are than I do. I'm not from this neck of the woods, you see? They just ordered me to pick up and move here due to there being so few here of the spiritual authority persuasion, especially in the light of recent... happenings. Don't know how they've managed with so few up until now. Someone's obviously not been keeping up with the proper reports."
kitsune106 wrote: The orbs bob before intoning, "Thank you!" The spell genie starts to float up into the air and starts heading for the moon forest.
Aeromage wrote: Leaving the confused shrine priest behind, Remalius heads back out to the waterfall basin's bridge, levitating up through the mists and spray-slicked mossy walls and into the bright, daylit expanse above, the cascade of water glittering in the sunshine. He continues to rise, past the waterfall's crest and the bridge-platform astride it, past the streets and rooftops, and up into the air above the town, Pella marking the divide between the steep hills of the north and the wide, flat farmland and gentle slopes of the south.

Remalius has a good view from here. He can see the Jasmine Tower off in the distance to the southwest, the river gently meandering its way southward through green-speckled brown fields (passing between the twin pools further south), and to the west, across more green-dotted brown farmland...

The Moonforest is quite a few miles away from the town, at the very least. It does, however, seem to be larger than when Remalius last saw it, extending off out of sight both to the south and east. Greens and blues flicker and mesh within the forest's canopies, with occasional flashes of other, more vibrant colours and deeper, darker shadows from within.
As he sets off towards it, it soon becomes apparent just how large the thing is. While it looks like it's somehow containing itself to an extent- it appears to be maintaining a (strangely uniform) distance from Pella's eastward road of a couple of miles- the thing sprawls off into the distant east and south, easily larger than a city in itself.

How's Remalius going about this? Is he just going to view it from outside? Is he going to enter it? If so, is he doing so from one of the forest's borders, or plunging in from above to somewhere deeper within?
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Re: Remalius heads back To Pella!

Post by Ordo Hereticus »

kitsune106 wrote: He will be entering. But will be landing and approaching an edge to enter there.
Aeromage wrote: Remalius heads towards a likely forest edge to enter from.
The treeline and underbrush certainly has a peculiarly well-defined border. It's as if an invisible boundary dictates where the slowly-recovering farmland ends and the Moonforest begins, with absolutely no middle ground. The trees are tall enough that they may as well have been there for years, not sprouted a matter of months ago, and the shrubs and bushes clamouring for space beneath are thick, lush and undisturbed.
The forest's interior is, obviously, darker than the brilliant day-and-fire-moon-lit open fields outside, but enough cracks are open in the canopy to let shafts of filtered daylight dapple the forest floor and its verdant carpet of plantlife. The air smells of... well, plants. Leaves, flowers and a damp hint of water, although absent of the usual undertone of leafmould present in this sort of area.
The plants themselves are still somewhat as Remalius remembers them from last time- tall, exotic-looking trees, their canopy of leaves overhead mostly of greens and green-blues, flowering bushes hugging the bases of the trunks and a thick carpet of clover-like blue-leaved flora covering the ground. Strange, glassy vines twist up and out of the bushes and clover-stuff at irregular intervals, often ending in tight spirals. He thinks he can see hints of other colours and plants here and there, too. Maybe more things have sprouted since last time. Or maybe some of the plants from the Seed Rains still survive in here.
kitsune106 wrote: remalius enters slowly and carefully. Trying to see how the moon forest reacts to his presence!
Aeromage wrote: The orb-bodied genie enters slowly. Some of the leaves around him glow faintly as he passes, other flowering plants gradually shifting colour at his approach. The place seems, for the most part, peaceful, at least in this section of the forest.
Remalius continues in. Different trees, some with reddish-gold leaves, others with purple-blue canopies, still others with no leaves at all but clusters of fluffy blossoms join the blue-green-leaved trees from the outer perimeter. The glassy vines continue to poke up here and there, some formed in tangles around themselves. One particular cluster contains something green and shining within, which seems to have attracted the attention of three floating green orbs, each orbited by a small cluster of fuzzy, faint balls of the same colour. The orbs meander and bob around the vine-tangle, occasionally bumping into it with a clink.
kitsune106 wrote: The orbs genie approaches the other floating orbs. Curious if they will react with hostility. remalius is unsure if they can assist but they are willing to try.
Aeromage wrote: Remalius approaches the floating orbs! The orbs, for the most part, seem to be ignoring him in favour of whatever it is in that tangle of vines. On the plus side, this means they probably aren't hostile, or at least not hostile to him. Maybe they think he's one of them?
kitsune106 wrote: The orbs genie. Using magic based hands, will attempt to untangle the vines so that the orbs can get to what they seem to want.
Aeromage wrote: Remalius untangles the vines! Given the vines are made of some sort of cloudly, glassy, crystalline material, what this actually entails is snapping the vines into pieces and pulling them away from the thing they're surrounding. Which is, as it turns out, one of those Moonstones he's seen around before.

He gets:
6 Moonforest Vinecrystal Pieces- (Item, Material, Earth, 300,000 Gold)

The floating orb-spirits converge on the exposed Moonstone at speed! Well, at speed by their standard, anyway. To Remalius, they may as well be moving in slow motion. Is he going to let them get to it, or grab it for himself?
kitsune106 wrote: Remalius will let them have it. He will even toss in 200,000 moon mana XP to then as well.
Aeromage wrote: The green orbs converge on the moonstone, chiming and clinking as they jockey over it! A strong, vibrant viridian glow envelops the moonstone and the orbs as they grow even closer, drawing power from it and each other, absorbing the power, the light and even each other's forms as the aura of verdant spiritual force grows even greater...

...and then Remalius throws pure Moon Mana into the mix. Not as refined or as accurate as he would have liked, given his grasp of Lunar Trickster and Channeling abilities, but enough.
With a chiming crack, the vine-tangle shatters and the light flares to blinding intensity.
When it fades, two forms are left hovering in place.

One is an almost-identical copy of the orbs from before, except drained of its green colouration. Instead, it glows with a pale, silvery-grey light, little orblets of fuzzy moonlight dancing about it.
The other is significantly larger than the other orbs were. This one's central orb is football-sized instead of fist-sized, surrounded by an orbiting ring of fist-sized orbs which are in turn linked by fuzzy orblets of light. The entire thing shines a vibrant green.

Remalius gets:

1 Fame

'Templated a New Form of Remalii Not Linked To Any Of Seirei's Moons'
kitsune106 wrote: The orbs bob as Remalius examines the two new beings before moving in.
Aeromage wrote: Remalius examines the two beings! Man, they sure are orb-y.

Then Remalius remembers he has divination techniques available to him, and manages to use his own orbular body as a focus to scan the entities before him.

The larger one is a Vernat Remalii (Spirit & Magic Being, Level 29). It is Moon & Earth element, and has some control over both of those elements and powers relating to the moon of Vernat. It has a couple of buffs it's capable of applying, some minor curse/debuff ability, an 'infusion' power that seems to be, from what Remalius can tell, somewhat based off the power of the Moonstone it just absorbed and somewhat involving just straight-up pumping targets full of elemental mana, to various effects, and some minor divination, enchantment and general-magic leanings. It also, notably, has a massive Agony weakness and seems to be unable to benefit from buffs if other individuals nearby have had the same buff applied to them before it has.

The smaller one is a Minoris Ungoverned Remalii (Spirit & Magic Being, Level 19). It's purely Moon element, and similar to the other entity, except instead of powers relating to Vernat, it has general Moon-themed trickery at its disposal. Other than that, its powerset is roughly the same, except more-limited in scope due to its level. It also has the same huge Agony weakness and problem with buffs that hit other people before it.

Both of them seem to be able to power up and potentially reach new forms by absorbing sources of the right kind of mana over time.

Remalius gets the distinct impression these things are templated off him in a way, and may be affected by him in other ways, too. They certainly don't seem to want to attack him.
kitsune106 wrote: REmalius unequips:
Lunar Phase Shift- (Spell, Other: Ancient Magic, Moon, 4,000 MP, 400,000 Gold) Target (to a max of one additional time per round) loses HP to instances of the status effect Poison that are present on it (not including sub-status effects), Target obtains +400 AGI on even-numbered rounds and -400 AGI on odd-numbered rounds, does not stack
Soul Arrow- (Spell, Spirit Magic, Light & Darkness, 300 MP, 365,000 Gold) +370 Ranged Attack, Ranged Attack actions that include this spell may use SPI as their Prime Attribute

and offers it to them.
Aeromage wrote: Remalius offers the spells to the two spirit-beings. The Ungoverned Remalii plops itself onto the Ancient Magic, glowing as it absorbs it. The purely Moon-element nature of the new spirit reacts to something in the world. Mana spirals out of the Moon-element thing and into the air around it, rippling and fading as it continues to expand across the forest.

Remalius' scanning sees it gain Ancient Magic as a power, albeit in a very limited form due to its level. The Minoris Ungoverned Remalii gains Lunar Phase Shift as an ability.
Remalius sees the other Remalii gaining Ancient Magic as a specific power it may be able to access, but no new abilities manifest for it. Yet.

Remalius gets the feeling this may have affected other spirits of the type somehow. He also gets the feeling this may have effects later on down the line.

Remalius gains:

'Retemplated Remalii From Having The Potential To Wield Ancient Magic To Gaining Access to Ancient Magic From Their Lowest Forms on Seirei'
kitsune106 wrote: REmalius will leave them to it as the orb moves on, deeper into the forest.
Aeromage wrote: The forest gets denser as Remalius continues his way in, the branches on the trees knitting closer together, the canopy overshadowed by larger, taller trees with thicker crowns above.
There seem to be two clear-ish routes from where he's heading- one looks like it has more of those glassy vine-things growing about in clumps, while the other is obscured in tall, purple-green-ish grass with the occasional flower or seed-tuft poking out here and there.

Which way is he going?
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Re: Remalius heads back To Pella!

Post by Ordo Hereticus »

kitsune106 wrote: He is heading for the tufted grass path.
Aeromage wrote: The grass is both tall and thick, and gets taller and thicker the longer Remalius continues on. Before long, he's forced to plunge into the grass, lest he end up getting tangled in the branches of the trees above.
It's almost impossible to see what's in front of him in here, requiring him to have to abruptly change course more than once to avoid a sudden tree trunk or low(?)-hanging branch inside the mass of grasses. The stuff also closes up behind him as he travels, making it difficult to tell what direction he came from, never mind the direction he's going. Tangled masses of flowers grow here and there in vines, binding clumps of grass together in odd pillar-like formations and forming more obstacles to avoid or swat out of the way. Many come with clouds of small, bright insects, darting from hidden bloom to bloom, scattering at Remalius' approach and reconverging as he leaves. The sound of insectoid buzzing grows louder as he continues to make his way through.

Odd, papery formations with a green sheen to them begin to appear on the tree-trunks he has to avoid here and there, with further sounds of buzzing coming from within. Presumably hives of some variety or other.
Enveloped as he is in the sea of grass, Remalius has to go off non-visual means of navigating. Off to his left-ish, he thinks the buzzing gets louder. To his right-ish, he thinks the scent of flowers is stronger. And somewhere off ahead he can hear water flowing.
kitsune106 wrote: He heads forward to water.
Aeromage wrote: The grasses thin somewhat as Remalius continues onward, the swaying clumps of leaves drifting away as he pushes them aside and revealing dark, muddy water below them. Pushing through into a clearing, the genie finds himself in a large, roughly circular pool of water bordered on all sides by the tall grasses, illuminated by a gap in the trees' canopy overhead. Peculiarly, the light isn't the bright, somewhat flame-tinted light from the burning-moon-and-sun combination he saw outside, but dimmer and bluer.

Also attention-grabbing is the pool's central feature, which looks rather like a waterfall in reverse. Rather than a torrent of water crashing into the pool's surface, churning up spray and foam, the muddy fluid gathers and rushes upwards through the hole in the clearing, all leaves and branches that may have been in the way apparently blasted aside a while back.
Surrounding the waterfall (waterrise?), several dimly-glowing blue orbs surrounded by smaller orbs drift and float, occasionally chiming at one another.
Every now and then, an eddy of water spins up, tentacle-like, snares an orb and drags it into the upward-plunging cascade, sweeping it away and out of sight.

No sooner does Remalius process this than a similar water-surge catches him, sending him hurtling towards the central torrent! How's he reacting to this?
kitsune106 wrote: Remalius will contract to a small sphere. The helix genie compressing and doing a magical forcefield to shield himself while on this ride.
Aeromage wrote: Remalius contracts himself, shielding his orb-body with a forcefield! This succeeds in preventing any damage from being dealt to the genie, but leaves him rather unable to manoeuvre. Water sweeps him up and into the crashing skyward torrent, blasting the Remali-ball upwards through the canopy with it and surrounding him on all sides with a visibility-destroying surge of muddy liquid.

The genie is bounced and battered about inside the inverted deluge, once coming tantalisingly close to what he assumes is the outside (given an increase in light and visibility) but ultimately getting sucked back into the vortex once more to spin and whirl around in the rushing murk again. A few violent twists and turns follow, as if being wrenched sideways from reality, the water abruptly foaming and leaching the mud from itself, dragging Remalius along with it.

Remalius emerges with an abrupt splash to a world of bright green and blue-filtered light, a deafening thundering noise ever-present in the air- air which is so absolutely humid that it provides a palpable resistance to the orb-genie-in-a-ball's passage as he bobs along a fast-flowing river. Huge roots form the banks of the body of water he's being pulled along, leading back to an absolutely titanic tree, its trunk running with enormous waterfalls, its branches wider and thicker than skyscrapers and full of long, willow-like streams of leaves in misty, aquatic hues. Other, equally enormous trees are barely visible through the cascading canopy of the one he is presently getting swept down, giving the overall impression that he is in a vastly oversized and very wet forest.

As the river picks up even more speed, Remalius realises three things.
First, that the riverbak-roots aren't roots at all, but part of an oversized branch.
Second, that the long, willow-like streams of leaves aren't leaves at all, but actual cascades of water, falling from mountainous heights and likely the source of the thundering noise that permeates the air.
Third, that the branch-river he's on is about to reach its end very, very soon.
The thundering noise increases in volume.
kitsune106 wrote: The orb genie expands. Trying to expand his forcefield to bull his way out of the water river branch. Trying to bull force his way out!
Aeromage wrote: Remalius expands himself and attempts to do the same with his forcefield in order to somehow force himself out of it.
While he has some experience with Auras (like the Hambelstern field he wears) and enough knowledge of Wizard Magic to create and manipulate a basic magical forcefield, the river on whose surface he currently bobs is huge, being both incredibly wide and (likely) extremely deep. His efforts to try and expand the forcefield to the banks or down to the riverbed meet with failure as he reaches the extent of his magical-forcefield-expanding capabilities, with the powerful flow of water only serving to make his bubble bounce right back up to its rapid, rough surface, with the result of the comparatively-smaller Remalius getting batted and rattled about inside the large magic bubble atop the waves.

As the river abruptly ends in a titanic waterfall, sending Remalius plunging over the edge in his magical force-bubble and providing him a view of the tree's enormous trunk and even more river-branches below, the potential forest's(?) floor hidden by vast cloudbanks, it occurs to the genie that he is actually able to fly and could have forgone the whole 'plummeting off a waterfall' situation by simply floating above the river a few seconds earlier.
kitsune106 wrote: The orbs flush a bright blue green before he floats around in a spiral gaining altitude and taking in where he is!
Aeromage wrote: Remalius spins his way upwards in an attempt to take in his surroundings.

The place, as close as he is able to determine, is massive. The thing behind him- once he's flown back enough to take it in- does indeed prove to be an absolutely massive tree, the branches he can see below him carrying rivers atop them, which branch and branch again, eventually plunging from the tips of the boughs and 'twigs' as great waterfalls, the entire thing framed by a weeping-willow-like canopy of water. Walls of water, solid barriers of plunging opaque blues and greens, block his line of sight to large chunks of the tree, thundering deep into the mists below where there is probably- probably- ground of some sort.

Remalius looks around more. Through a gap in the flowing curtain of water around this huge tree, he thinks he can see, out in the misty light beyond, suggestions of more crashing waterfalls and branches. Is this some sort of titan-scale water-forest? Bright light filters through the branches and canopies above and from beyond the waterfalls around him- not from any specific source he can tell, but bright enough to light the entire place up as if caught in a misty (and exceptionally soggy) morning.
kitsune106 wrote: remalius's orbs spin around as the spell genie orb spirit takes it all in before it starts too bob around along the branches. The spell genie taking a random path to explore this place, taking care not to misstep.
Aeromage wrote: Remalius finds exploring rather slow going. Not due to the choking humidity of the air, or difficulty navigating, but due to the sheer size of the place meaning that any points of interest have a considerable distance between them.
Bobbing along enormous river-backed branches and around the titanic trunk of the tree he came from, the genie begins looking for points of interest.

The first is, of course, the tree. The branches' rivers are fast-flowing and doubtlessly powerful, but his ability to fly means he can avoid having to ford up or alongside them (a dangerous prospect in itself, as their 'banks' frequently overflow). Many have a thick covering of blue-green moss sprouting in dense patches along them, some with small (at least, compared to the ridiculous scale of the host), stubbornly-clinging plants and trees poking out of the growth. One or two seem to even have small forests growing up alongside the rivers, strange double-strips of thick foliage bordering the rushing lines of water.
The rivers issue from holes in the bark above each branch's base. Some are large enough that Remalius might be able to get inside without having to push against an absolute geyser of water. Then again, it's likely even wetter in there than it is out here.

Within the tree's canopy, Remalius can see patches of air so absolutely thick with mist and humidity that they've actually turned into large, floating bubbles and globules of water, somehow floating in the air and lazily shifting in shape and drifting aimlessly in various directions. Some look to be big enough to count as lakes in their own right, some covered with what look like lilypads or other assorted aquatic plantlife. Several have shapes moving within them.

One or two areas have places where the thick mists eddy and whirl oddly, with no apparent cause. Most of them become too cloudy to see through, the light bending into odd rainbows and refracting broken haloes of colour that twist and bend in unusual ways.
kitsune106 wrote: remalius chooses the third closest branch river to wander out. It's time to chill and follow it.
Aeromage wrote: The third-closest branch-river is, as far as Remalius can tell, a perfectly average example of giant-Spirit-World-water-tree-branch-bourne rivers, insofar as anything about that sort of thing could be considered 'average'. It's extremely wide and very fast-flowing, with large patches of plantlife somewhere between riverweed and moss fuzzing the sides and bottom, rippling in the current. Every now and then, a waterlogged branch or splintered trunk of some tree or other is swept out of the river's 'source' within the tree and sent speeding down along the branch.

Perhaps when some of the less-damaged examples of tree-parts manage to catch onto the banks, they take root and sprout those small forests he saw along some of the other branch-rivers?

This waterway seems to have a current too rapid to allow for much of that, though, he determines as he meanders his way along, tracing the route from above. Here and there the branch splits, creating smaller distributaries that snake off, eventually narrowing and losing cohesion in their 'banks', causing the water to overspill in long, curtain-like falls. Small clumps of trees and plants have sprung up where the river splits and drifting pieces of vegetation have piled at the forks. Notably, unlike the (considerably more varied and colourful) examples from the river he was originally spat out into, this one mostly seems to support evergreens.

The main body of the river-branch wends its way outwards towards the main waterfall canopy-curtain presumably pouring down from the tree's largest, longest branches above, stopping several hundred metres short as it turns into its own curtain-fall plunging into the misty, hazy depths below.
He can't see what's down there. There's too much mist in the way. It doesn't seem to be any darker than up here, though, which is slightly odd.
kitsune106 wrote: Remalius starts to follow the third river branch.
Aeromage wrote: The sphere-genie drifts along the river, skimming above its rapids and past its banks, through small copses of firs and pines and following random forks in the waterway's path until, finally, he follows it over the edge of the last few branching 'twigs' of the oversized bough. The sound of the enormous curtain-fall of water from the uppermost branches is already deafening, even at several hundred metres away, and the air is thick with humidity and the scent of waterlogged wood.
The river may have ended, but the water continues on into the curiously bright, misty depths below.

And so Remalius takes the plunge himself, floating down over the edge of the branch-fall, past floating globules of water in thicker patches of humidity, large enough to contain pools themselves, some dotted with flowering aquatic plants or filled with flickering, swimming shapes. He continues down, finding the mists growing ever thicker yet remaining at a steady, sunlight level of illumination. Part of the mists that he plunges through, he realises, is one of those strange, eddying, light-bending patches, skewing the colour from around it into strange hues of blue and green.

He has just enough time to realise that it looks somewhat akin to the preliminary phase of a Mana Spark before the energies of the vortex rush into him.

Remalius gains 4 Moongazer Bonus Weeks.

The mists are now too thick to see through, and the volume of the... volume of water crashing down from above is loud enough that he can feel it vibrating through his form as a constant, sphere-rattling roar. Presumably there's a bottom down there, somewhere.
kitsune106 wrote: Remalius tries to explore the layers trying to get a sense for what is going on here. He is a little unsure what the mana vortexes mean. And wants to explore. It IS it's fault that the moon era exists.
Aeromage wrote: What do you mean by 'explore the layers'? Is he going to keep going down to see what's down there? Is he going to investigate the mists? Is he going to go back up and check out the main trunk of the tree and its branches?
kitsune106 wrote: exploring these mists debts. If he feels getting beat up, will go back up.
Aeromage wrote: The mists get thicker and thicker as Remalius descends, the roaring of the falls growing intense enough to vibrate his sphere-body almost to the point of pain. Great billowing curtains of practically solid spray buffet the genie, forcing him back and away from the huge tree's waterfall-perimetre. He may as well be underwater, soaked through by the suffocatingly-omnipresent opaque mists and dragged about by the currents of the spray-waves as he is.

He's finding it hard to control where he's going down here. Attempting to right himself only sends him surging into a patch of darker mists that swirl viciously in strange ways, centred around a hazily-defined something in the centre.
The something twists. Remalius finds himself being forced downwards at great speed, bursting through a thick covering of waterborne leaves and into the dark, murky depths of the body of water below.

Remalius takes Moderate damage from the attack(?). He's fairly sure he'll start drowning if he doesn't get out of the water soon.
kitsune106 wrote: Remalius tries to escape at full speed
Aeromage wrote: Cold, murky water churns and rushes against the genie as he struggles against the current to surface. Rotting leaves and discarded, mulched petals spatter against his form, providing an additional uncomfortable layer to the experience, adhering to his spheres and sliding off leaving greasy trails where the current's drag proves too strong for them.

It's a struggle. Remalius is being forced under and caught in a current stronger than he'd usually be able to fight against. He manages, however, to find enough of an angle an enough strength to propel himself to breach the leafy barrier between water and mostly-water-but-air-too.

The waves of mist are whirling like mad around that spinning thing, barely visible in the tempestuous fog, proving to be only slightly easier to push against than the water was. The smell of leafmould and churned mud is strong, here.
kitsune106 wrote: Remalius continues its attempts to get away, looking to find a safe place to rest and recover.
Aeromage wrote: Remalius fights against the currents of wind and waves of mist, battling to escape the vortex despite the swirling mixture of air and water battering at him.
Something shifts. The wind begins to shriek as it grows yet stronger. The entity whirling in the middle of the maelstrom unfurls and blurs, gathering yet more momentum and force.

Remalius is ripped from the air and sent crashing back into the vortex of water, which has now begun to split and spray from the surface in whirling, dancing torrents, scything through the mist and ripping into the space above. The sphere-genie is smashed through pillars of water and tearing gales in turn, sent spinning over and over as the assault continues to worsen.

Remalius takes Moderate damage from the attack, and is afflicted with a weird alternating on-again, off-again mixture of Drowning and Suffocation.
kitsune106 wrote: the orb genies tries to stabilize himself and to then get away from this assault on its being.
Aeromage wrote: Remalius attempts to right himself inside the ripping, whirling maelstrom of wind and water, but the force is overwhelming. It tears at him, carrying him mercilessly around and around within its vortex, smashing him through pillar after pillar of near-solid water with incredible power.
Remalius just manages to catch the shape of the thing at the centre unfurling further, long, dark shapes spooling out from within to join the frenzied dance of elements.

Something impacts Remalius hard enough to shatter his spheres entirely.


Remalius wakes up in the Arena Clerical Ward.
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Re: Remalius heads back To Pella!

Post by Ordo Hereticus »

Aeromage wrote: Remalius loses:
200,000 XP

Lunar Phase Shift- (Spell, Other: Ancient Magic, Moon, 4,000 MP, 400,000 Gold) Target (to a max of one additional time per round) loses HP to instances of the status effect Poison that are present on it (not including sub-status effects), Target obtains +400 AGI on even-numbered rounds and -400 AGI on odd-numbered rounds, does not stack


Remalius gets:

1 Fame

4 Moongazer Bonus Weeks

6 Moonforest Vinecrystal Pieces- (Item, Material, Earth, 300,000 Gold) (New item, needs approval)

Templated a New Form of Remalii Not Linked To Any Of Seirei's Moons
Retemplated Remalii From Having The Potential To Wield Ancient Magic To Gaining Access to Ancient Magic From Their Lowest Forms on Seirei
Discovered a Path to Virilac Through The Pella Moonforest
Lord Gadigan wrote: Remalius loses:
200,000 XP

Lunar Phase Shift- (Spell, Other: Ancient Magic, Moon, 4,000 MP, 400,000 Gold) Target (to a max of one additional time per round) loses HP to instances of the status effect Poison that are present on it (not including sub-status effects), Target obtains +400 AGI on even-numbered rounds and -400 AGI on odd-numbered rounds, does not stack


Approved.

Remalius gets:

1 Fame


Approved.

6 Moonforest Vinecrystal Pieces- (Item, Material, Earth, 300,000 Gold) (New item, needs approval)


Approved with mark.

Templated a New Form of Remalii Not Linked To Any Of Seirei's Moons
Retemplated Remalii From Having The Potential To Wield Ancient Magic To Gaining Access to Ancient Magic From Their Lowest Forms on Seirei
Discovered a Path to Virilac Through The Pella Moonforest


Approved.

4 Moongazer Bonus Weeks


Not making it off Seirei. Cael can choose between making them Lunar Trickster bonus weeks, Binder bonus weeks, Shrine Maiden bonus weeks, Elementalist bonus weeks, or making them bound to the world.
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Re: Remalius heads back To Pella!

Post by Ordo Hereticus »

END OF LINE
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