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Moderators: Ehlanna, Stormbringer
Ritual Bonding ((Full bonding)): Provides the owner with a complete mental link, allowing for full understanding between Familiar and Owner and vice versa. With this anchoring the familiar is able to manifest a full version of itself into the plane of Belariath. Also the familiar shares a mystical link between its owner and itself, allowing it to infuse its owner with full effects from the crossing of body and mind. This link shares fully between master and also familiar.
Benefits of the Ritualistic Bonding: Telepathic communication is possible between the master and the familiar. The type of communication is on a level of understanding between master and familiar but never as sophisticated as talking with an actual sentient being. A bonus of +3 to intelligence to the owner is received.
Side Effects of Major Bonding: The same level of pain is felt between master and familiar. If a familiar is stabbed in the leg the master will feel the same amount of pain without actually suffering the wound itself. \If the familiar is Permanently Destroyed, the owner will fall in a coma for 1 week from the strain on his mental abilities. The next week the owner will feel a strong sorrow as if losing a part of him. All abilities for a week are cut in half until sorrow is passed. All benefits will be stripped.
Mechanics of the Major Bonding: The owner is able to have a full control of his familiar; it cannot be controlled by others and will refuse to take orders from another unless its Master states otherwise. The Familiar is now able to communicate non-verbally with others besides its Master, able to distinguish friend from foe and to follow along with simple requests. Verbal commands from the owner are completely understood by the familiar as it works. The visual images are now telepathic messages which are sent to its owner.
Burning Fingers:
Casting method: clomagatk
Defending method: clomagdef
Description: This spell sends out a spread of thin fire from the user's fingers that fans out up to five feet in front of him or her.
Mechanics: Damage is dealt per the normal Close Magical Attack combat rules, adding +1 to the ATK per slot used.
Missing info under Stat Enchantments
"..Only one item from a particular group, (ex. tattoos/ Jewelry) can count for a given stat. "'
Mithril Gauntlets
Description: ATK 1 when used as weapon (i.e., a punch) NO spell casting possible whilst being worn EXCEPT by the Warrior Mage and Paladin advanced class. Cost for enchantment is 75% normal.
Discern Ailment:
Class required: Healer
Casting method: other
Defending method: none
Description: This is a Required Healing Spell:
Healer X1:
Min. Spell Slots: N/A:
Max Spell Slots: 1:
This spell allows the caster to determine what ailments may have befallen a person, and the severity of their sickness. Only the casting Healer will see where the source of the illness lays and the nature of how it is afflicting the victim's body.
:MECHANICS: Touch is required. There is no cost to cast this spell. *NOTE* this spell is REQUIRED in order to use any other spell in the Healing Sphere.
Heal:
Class required: Healer
Casting method: other
Defending method: none
Description: This spell allows the Healer to mend the physical wounds of their patient.
:MECHANICS: Touch is required. For every spell slot the Healer has, 2 LIF points will be restored at the cost of 2 STA per slot (i.e. 10 slots heals 20 LIF, costs 20 STA). Heal does NOT cure Disease, Poison, or Senses. This spell can only be cast upon another person, and never the healer itself. Discern Ailment is required before any heal can commence.
Corpse Lantern:
Level required: 25
Casting method: clomagatk
Defending method: clomagdef
Description: Description: The necromancer is accustomed to the darkness that is associated with his area of influence. At times however, when there is no light source, the necromancer has devised a way to employ his minion as a walking lantern when light is needed. Sometimes, that light can get so bright, it may even blind.
Mechanics: If cast out of combat, this spell illuminates the necromancer's minion enough to navigate dark areas, or night time wilderness wandering. The degree of light can be controlled by the necromancer. If used in combat, the minion starts becoming so bright, that it may focus the light onto a single opponent and blind them for a single round. This will successfully lower the victim's attack and defensive rolls by 30% for the duration of that single round.
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