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OOC Boards / OOC Board / Re: Did i hear someone say "Quote Thread"?
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on: August 25, 2009, 04:43:04 am
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Torrak (10:24 PM): ...I..I THOUGH YOU LOVED ME Lurtz (10:24 PM): can't you hear his voice Torrak (10:24 PM): ;_;IT ISNT HIS VOICE THATS SEXY. Lurtz (10:24 PM): well pikachu has a hot bod Torrak (10:24 PM): True
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OOC Boards / OOC Board / Re: Break
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on: August 20, 2009, 06:06:50 pm
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We'll make a stuffed Faden doll to sit around and make the place look pretty while you're away!
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In Character Boards / In Character Board / Re: Watchman Trial ~ Thomas Aylmer
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on: August 20, 2009, 05:13:24 am
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Apologies for the lateness of this report! All ranks reflect the positions of the guardsmen at the time of the expedition. Leading:Thomas Aylmer, Watchman Attending:Grief Dryfh Gry, Hardened Guardsman Kas Valentine, Senior Arcanist Marcus Kobra, Regular Guardsman Buttons, Junior Grenadier Dave Williams, Guardsman Recruit Kelban, Guardsman Recruit Abigail Keres, Guardsman Recruit
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In Character Boards / In Character Board / Junior Trial ~ Buttons
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on: August 20, 2009, 12:25:12 am
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Ahhh, the bearded one has finally gotten himself to a state where he can be considered for promotion, eh? Well, not any old fool makes it to the rank of Regular! Let's see what we can do to see if he's good enough.
Task One ~ Tentacle of the Leviathan
Legend tells of a great white sea-best that lives in the depths of Cove Bay! Research into the roots of this tale, find a way to lure the beast to the surface, and bring back one of its tentacles! ~ This is a difficult task! At least 5 other guardsmen must attend the fight against the beast, but you may wish for more. ~ You may wish to hire a boat in order to locate the beast. ~ Post a full report below this.
Task Two - Festivities!
There's been far too much negativity in Cove, what with the constant warfare, brigands, deamons, and such. I am tasking you with raising the mood in this town by organising a Festival to be held in Cove town! ~ You should arrange food, relaxation and entertainment for the citizens of Cove. ~ Show off the highlights of the festival in a report below!
Task Three - Interro-clubbing
While the Scouts are the eyes and ears of Cove, it's the Grenadier's job to root out and destroy threats from within the Army, and Cove. This requires Grenadiers to be competent in the arts of interrogation! To prove that you have a brain behind that bead, lead a training focused on interrogating suspicious persons. The training should cover the following: ~ Approaching a suspicious person. ~ Apprehending a suspicious person. ~ Clubbing a suspicious person. ~ Document the training in a full report below!
Let's see something Regular-worthy from you!
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314
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Guardsman Boards / Arcanist Board / A Guide to Arcane Spells, by Thomas Aylmer
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on: August 18, 2009, 01:12:52 am
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First CircleClumsy (Uus Jux) - When cast upon a person or creature, this spell affects the being's dexterity, causing them to temporarily lose their ability to finely coordinate their movements. The victim of the spell may be unable to properly swing their weapon, or find it difficult to find their footing on uneven ground.
Create Food (In Mani Ylem) - The magical energy drawn from the ether is channelled into the creation of an item of food. With concentration, I imagine the variety of food one can create becomes more varied, but the foodstuff which appears is seemingly random.
Feeblemind (Rel Wis) - This spell will temporarily cloud the mind of the target, making it difficult for them to think clearly.
Weaken (Des Mani) - Reduces a target's physical strength. This may cause them to be unable to move or hold their equipment as they are suddenly no longer to support its weight. While not particularly useful in battle, it can be very humorous.
| | Magic Arrow (In Por Ylem) - Creates a fiery arrow of magic which can be aimed and fired by the Arcanist who cast the spell. While painful, they tend to be far less effective than actual arrows.
Night Sight (In Lor) - Allows the caster to see as if it were day time with only a very small amount of light. This spell can also be cast on others, though many object to their senses being tampered with in such a way.
Reactive Armor (Flam Sanct) - This spell charms the armour currently worn by the caster. Until the caster's concentration is broken, their armour will better resist physical damage, but will be more easily penetrated by magical means.
Heal (In Mani) - Heals minor injuries, but cannot cure a person from a poison in their body.
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Second CircleAgility (Ex Uus) - Temporarily increases the dexterity of the recipient of the spell.
Cunning (Uus Wis) - Temporarily increases the intelligence of the recipient of the spell.
Cure (An Nox) - Removes a poison from the body of the being on which this spell is cast, but cannot repair the damage that the poison has done.
Harm (An Mani) - Causes negligible to considerable pain to a target, based on how close to the caster the target is. If the target is more than a few metres away, the spell is all but useless.
| | Magic Trap (In Jux) - Creates a magical ward around a container, that causes a small explosion if the container is opened without the trap first being disabled.
Magic Untrap (An Jux) - Removes a magical trap from a container.
Protection (Uus Sanct) - This spell increases the casters concentration, making it more difficult for their spells to be interrupted by pain. Unfortunately, it also makes their bodies more susceptible to pain.
Strength (Uus Mani) - Temporarily increases the physical strength of the target of the spell.
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Third CircleBless (Rel Sanct) - A very useful spell which combines the effects of Strength, Agility, and Cunning.
Fireball (Vas Flam) - A large ball of fire, about the size of a human head, is launched at the target.
Magic Lock (An Por) - Magically locks a container. This lock can only be undone by magical means.
Poison (In Nox) - Inflicts the target with a low-strength, magical poison. Arcanists with higher knowledge of poisoning can inflict greater levels of poison with this spell, leading me to believe that there is a link between conventional and magical poisons.
| | Telekinesis (Ort Por Ylem) - Allows the caster to move objects and operate switches from a distance.
Teleport (Rel Por) - Allows the caster to teleport themselves to another spot. This spell only allows the caster to teleport themselves to a place that they can see.
Unlock (Ex Por) - Can unlock both convention and magic locks, of a certain difficulty.
Wall of Stone (In Sanct Ylem) - Creates a magical wall of stone, about 3 metres high, three metres wide, and one metre deep. This wall lasts for approximately ten seconds before disappearing.
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Fourth CircleArch Cure (Vas An Nox) - A more powerful alternative to the Cure spell. This spell removes the poison from everyone within a few metres of the caster, and is able to negate even the most powerful poisons.
Arch Protection (Vas Uus Sanct) - Casts the Protection spell on everyone within a few meters of the caster.
Curse (Des Sanct) - A powerful and very useful spell, which holds the same power as casting Weaken, Clumsy and Feeblemind on an opponent.
| | Greater Heal (In Vas Mani) - Able to heal more grievous wounds than the standard Heal spell.
Lightning (Por Ort Grav) - Causes a bolt of magical lightning to come down from the sky, and strike a target.
Mana Drain (Ort Rel) - Temporarily drains someone of mental energy. The effects do not last long, but are useful for preventing people from using magics.
Recall (Kal Ort Por) - Allows the caster to instantly teleport to a location imbued into a rune stone.
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Fifth CircleDispel Field (An Grav) - Dispels a magical field such as damaging field spells, and temporary moongates.
Incognito (Kal In Ex) - Disguises the appearance of the caster by changing the way their skin colour, hair, and facial hair appear to onlookers. This effect only lasts a limited time, and has a habit of fading at the most inconvenient time.
Magic Reflection (In Jux Sanct) - Increases the casters resistance to the effects of magic, while making them more vulnerable to physical attack.
| | Mind Blast (Por Corp Wis) - Gives the target of the spell an intense brain freeze, causing brief, but intense pain.
Paralyse (An Ex Por) - Almost completely prevents the target from moving for a short time.
Summon Creature (Kal Xen) - Summons an animal from elsewhere in Britannia. You cannot be sure what creature will appear, so it is a dangerous spell to cast!
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Sixth CircleDispel (An Ort) - Attempts to dispel a summoned creature. Some creatures, such as those summoned by powerful arcanists can resist these attempts to dispel them.
Energy Bolt (Corp Por) - Launches a bolt of pure energy at the target.
Explosion (Vas Ort Flam) - Creates an exposive fireball centred on the target of the spell.
| | Invisibility (An Lor Xen) - Renders the target invisible for a short period of time, but only as long as the target remains still.
Mark (Kal Por Ylem) - Imbues a rune stone with the location on which it was marked, allowing the arcanist to magically recall to that spot.
Reveal (Wis Quas) - Reveals hidden people, whether they're hidden in magic or shadow.
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Seventh CircleFlame Strike (Kal Vas Flam) - Creates a devastating pillar of fire around the target.
Gate Travel (Vas Rel Por) - Creates a temporary moongate to the location marked on a rune stone.
| | Mana Vampire (Ort Sanct) - Leeches mental energy from a target, and gives it to the caster.
Polymorph (Vas Ylem Rel) - Allows the caster to change their appearance to that of another creature.
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Eighth CircleResurrection (An Corp) - A spell with the power to bring someone back from the brink of death, and prevent their passing.
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