mira delacroix (
philoxenia) wrote2019-10-17 07:19 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
PATH
Hmm, but it would be amazing to Beyonce an enemy into submission, wouldn't it?
DANCER
ACROBATICS
You are especially adept at making parkour jumps and your jump speed is far beyond that of a normal person. Time to do some sick flips.
ALLURE
You can perform an action (such as a wink, a blown kiss, a dance) that will make someone mildly feel the need to listen to what you tell them to do.
CALM EMOTIONS (M)(P)
You can use magic to calm someone from becoming too hotheaded in a situation, providing them time to think through their actions for 10 minutes. When used, the other person knows it's been used against them and may become hostile towards you.
HIDDEN KNIFE
Your ability to stab someone under covert measure is unparalleled. When attempting to perform an assassination, you go unnoticed by anyone else in the room that isn't intently paying attention to you.
MASTER OF FACES
You are especially good at deceiving people through appearances. You have gained the ability to use makeup to create disguises and can quickly improvise clothing alterations that allow you or someone in your party to take on the guise of someone else.
QUICK EMPLOYMENT
When entering a town for the first time, you can quickly spot a place to blend in and work at the local tavern. This will pay your room and board for you.
TELEKINESIS (M)
You have the ability to move an object weighing no more than 50 pounds with your mind.
BREAK DANCE (P)
You have the ability to use a dance to force someone into momentary paralysis.
SHOCKING GRASP (M)
You can use magic to touch something and lightly electrocute it. Magic used in this way can be harmless, such as static electricity, or provide a buzz akin to touching a weak electrical force.
HEX (M)(P)
You can use magic to curse someone. Until you remove the curse from them, they will suffer a case of bad luck.
DANCER
ACROBATICS
You are especially adept at making parkour jumps and your jump speed is far beyond that of a normal person. Time to do some sick flips.
ALLURE
You can perform an action (such as a wink, a blown kiss, a dance) that will make someone mildly feel the need to listen to what you tell them to do.
CALM EMOTIONS (M)(P)
You can use magic to calm someone from becoming too hotheaded in a situation, providing them time to think through their actions for 10 minutes. When used, the other person knows it's been used against them and may become hostile towards you.
HIDDEN KNIFE
Your ability to stab someone under covert measure is unparalleled. When attempting to perform an assassination, you go unnoticed by anyone else in the room that isn't intently paying attention to you.
MASTER OF FACES
You are especially good at deceiving people through appearances. You have gained the ability to use makeup to create disguises and can quickly improvise clothing alterations that allow you or someone in your party to take on the guise of someone else.
QUICK EMPLOYMENT
When entering a town for the first time, you can quickly spot a place to blend in and work at the local tavern. This will pay your room and board for you.
TELEKINESIS (M)
You have the ability to move an object weighing no more than 50 pounds with your mind.
BREAK DANCE (P)
You have the ability to use a dance to force someone into momentary paralysis.
SHOCKING GRASP (M)
You can use magic to touch something and lightly electrocute it. Magic used in this way can be harmless, such as static electricity, or provide a buzz akin to touching a weak electrical force.
HEX (M)(P)
You can use magic to curse someone. Until you remove the curse from them, they will suffer a case of bad luck.
Either way, it's nice to think about... having the strength and abilities to protect people. That's something I've always wanted to do, but I'm not sure how good I'd be at it.
PALADIN
EMPHATIC DUTY (P)
You are particularly good at reminding people of their purpose. When someone looks like they are straying from their path or slacking off, you can speak a few critical words to help them feel what you're feeling.
INSIGHT (P)
You become naturally adept at telling when people are lying to you, and feel a hunch urging you to ask questions until the truth comes out.
🔒 LAY ON HANDS (M)
You have the ability to cure someone by touch. This extends to removing poisoned effects.
PERFORM OATH (P)
You can swear your allegiance to someone and become their protector. The affected person must understand a Paladin's duty for this to work. Those who are protected under your wing will share a bond with you. They will be able to tell if you're hurt as well as your general location. The connection is two-way.
SHIELD OF FAITH (M)
You can use magic to create a holy aura around another target that will take 1 blow for them.
PALADIN
EMPHATIC DUTY (P)
You are particularly good at reminding people of their purpose. When someone looks like they are straying from their path or slacking off, you can speak a few critical words to help them feel what you're feeling.
INSIGHT (P)
You become naturally adept at telling when people are lying to you, and feel a hunch urging you to ask questions until the truth comes out.
🔒 LAY ON HANDS (M)
You have the ability to cure someone by touch. This extends to removing poisoned effects.
PERFORM OATH (P)
You can swear your allegiance to someone and become their protector. The affected person must understand a Paladin's duty for this to work. Those who are protected under your wing will share a bond with you. They will be able to tell if you're hurt as well as your general location. The connection is two-way.
SHIELD OF FAITH (M)
You can use magic to create a holy aura around another target that will take 1 blow for them.
QUOTE
BEASTMASTER
🔒 ANCESTRAL PROTECTORS (M)(C)
You call forth the spirit of an ancient shaman's wisdom to aid you in battle. For 10 minutes, 4 spectral beasts of your choosing join the battle. You command them to either: attack, carry, defend, or escape. While maintaining focus on this spell, you cannot channel any other spells, and a strong hit will break your concentration on keeping it active.
🔒 CONSULT THE SPIRITS (M)
Once per mission or interlude, you may ask the mods a question affecting the outcome of a choice you make or an event that is fated to come. Roll a 1d20. On a 1-10, the mods may provide information that is partially true or cryptic. On a roll of 11-20, they will answer truthfully, to the best of their current knowledge.
🔒 FIND GRIFFIN
As part of your training, you've earned the respect and allegiance of a large griffin that may be mounted. It is linked to your spirit and can heed your call. Your whistle calls them to you, provided you are in a clearing large enough to allow it to land. The griffin is a living creature and can take damage, must eat and drink to retain health, and can perish in battle if targeted.
🔒 HEALING SPIRIT (M)(C)
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range, lasting up to 1 minute. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit's space, it regains a significant amount of health back. While maintaining focus on this spell, you cannot channel any other spells, and a strong hit will break your concentration on keeping it active.
🔒 SPIRITUAL FORM (P)(M)(C)
You have the ability to split a part of your consciousness from your body while you are awake, for up to one hour per day. It can travel up to 100 miles from your current location. You can sense, see, and hear from both states of being, although your spirit form cannot interact with the world around it in a physical way. As an action, you may inhabit the body of another animal or beast and compel it to take actions by commanding it. If the animal you are currently inhabiting is forced to take an action that endangers itself, it may resist your influence. While maintaining focus on this spell, you cannot channel any other spells, and a strong hit will break your concentration on keeping it active.
BEASTMASTER
🔒 ANCESTRAL PROTECTORS (M)(C)
You call forth the spirit of an ancient shaman's wisdom to aid you in battle. For 10 minutes, 4 spectral beasts of your choosing join the battle. You command them to either: attack, carry, defend, or escape. While maintaining focus on this spell, you cannot channel any other spells, and a strong hit will break your concentration on keeping it active.
🔒 CONSULT THE SPIRITS (M)
Once per mission or interlude, you may ask the mods a question affecting the outcome of a choice you make or an event that is fated to come. Roll a 1d20. On a 1-10, the mods may provide information that is partially true or cryptic. On a roll of 11-20, they will answer truthfully, to the best of their current knowledge.
🔒 FIND GRIFFIN
As part of your training, you've earned the respect and allegiance of a large griffin that may be mounted. It is linked to your spirit and can heed your call. Your whistle calls them to you, provided you are in a clearing large enough to allow it to land. The griffin is a living creature and can take damage, must eat and drink to retain health, and can perish in battle if targeted.
🔒 HEALING SPIRIT (M)(C)
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range, lasting up to 1 minute. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit's space, it regains a significant amount of health back. While maintaining focus on this spell, you cannot channel any other spells, and a strong hit will break your concentration on keeping it active.
🔒 SPIRITUAL FORM (P)(M)(C)
You have the ability to split a part of your consciousness from your body while you are awake, for up to one hour per day. It can travel up to 100 miles from your current location. You can sense, see, and hear from both states of being, although your spirit form cannot interact with the world around it in a physical way. As an action, you may inhabit the body of another animal or beast and compel it to take actions by commanding it. If the animal you are currently inhabiting is forced to take an action that endangers itself, it may resist your influence. While maintaining focus on this spell, you cannot channel any other spells, and a strong hit will break your concentration on keeping it active.