Welcome to Luminara:
A medieval high fantasy character builder!
Here you can design characters according to how you want your characters to be, customizing from the wide variety of options below.
But choose wisely, for with power comes a price...
The Gift of Inara
Inara shone as a beacon of light.
It shone in the dawn from its sunbeams bright;
it shone all aglow from magical might;
it shone from the armor of ranks of knights;
it shone with the flight of a thousand living lights.
Its truly was a gift from the heavens.
Then the heavens dropped a gift on Inara.
It was a gift a match for a city, and Inara met its maker. Fire and
flame incinerated the living, and shockwaves flattened all the rest.
Inara was gone, and its people dead.
The king was dead. So was the prince and heir apparent and the rest
of the royal family. So was anyone else of great power. The only people
of power left were the nobles scattered throughout the country, and none
of them had enough power to usurp the entire empire. They couldn't even
usurp the crown and throne of Inara, because there was no crown
or throne left of Inara. Nothing was left. All that was left was a
crater half a mile deep and half a dozen miles wide. Half the country
fell into tumult, and they were the ones who knew what was coming. For
who knew what was coming? No one knew, and that meant that war was
coming.
War... War always changes. War always changes everything. And with
the fall of Inara and the rise of competing factions sweeping across the
land, you know it will come and change you too. And yet you embrace the
change, for with change comes opportunity, and with opportunities come
choice. And so you chose to embrace your destiny. For what is destiny
but choices made and opportunities embraced?
And so you chose your destiny.
Family Background
Destiny begins with birth, as they say. Who you're born to matters more
than who you know or what you do. Witness the common farmer tilling the
soil; what destiny shall he have? Yet many are the tales of a farmer boy
growing up to accomplish great things. Witness the king atop his
throne; surely he's at his apex, with nowhere to go? Well, he's gone
now, as is his throne, and his palace, and his city, and his empire.
Destiny doesn't end with birth.
It just begins there.
What is your family's background?
(The number in gold is the amount of gold you received from your family.)
Orphan |
You grew up an orphan on the streets of a town or city. You have nothing to your name. |
0 |
Peasant |
Your family are peasants from a nameless backwater village. |
2 |
Worker |
Yours is a family of rough-and-tough menial laborers with few things to call their own. |
5 |
Craftsman |
Your family owns a modest crafts shop; you'd one day take over the family business. |
12 |
Merchant |
You come from a merchant family that has done well for itself and made some wealth. |
30 |
Knight |
You grew up the son or daughter of a minor knight. |
75 |
Nobility |
You are a son or daughter of a major noble house given to a life of comfort. |
135 |
Royalty |
You are a son or daughter of the royal family, and many answer to your beck and call. |
250 |
Personal Background
Destiny begins with birth, but where do you go from there? Where did you
go, what did you do, in the years of your youth? For these are the
years that will shape who you are, and who you can become.
What did you do in your formative years?
(No need to worry about the numbers to the right. We'll get to that later.)
Slave |
You were kidnapped and made a slave - as a boy,
forced to perform menial labor and frequently whipped; as a girl,
reduced to a life of prostitution in a brothel. |
- |
- |
- |
Tramp |
You became a beggar on the streets, living a
pointless life of scrounging and scraping by and getting chased away by
the guards whenever you tried to find a better place to sit. |
- |
- |
1 |
Farmer |
You became just another tiller of the earth,
weeding and harvesting the little plot of land that your lord had
assigned you, and at other times helping your lord with tasks. |
1 |
- |
2 |
Laborer |
You became a menial laborer - a kitchen scullion,
miner, smelter, lumberjack, sailor, or fisherman, working long hours
for little pay and even less recognition. |
- |
- |
4 |
Rogue |
You became one with the underground factions, and
plied the trades of lockpicking, fencing, pickpocketing, bullying,
pimping, or even assassination. |
2 |
- |
6 |
Artisan |
You became a tailor, tanner, cobbler, carpenter,
mason, smith, jeweler, or any other of a numerous trades professions as
an artisan's apprentice. |
1 |
- |
8 |
Guardsman |
You joined a town guard and learned common techniques with common weapons - the spear, the sword, the axe and the bow. |
3 |
- |
12 |
Squire |
You became a page, then a squire, trained in the
ways of vassalage and then in the martial arts in preparation for when
you'd have to answer your lord's call to war. |
6 |
- |
16 |
Trader |
You launched your own business venture and turned
it into a thriving enterprise, buying wares from many miles away and
selling them for a hefty profit. |
2 |
- |
20 |
Lady |
As the daughter of a noble lord, you became
trained in the arts and of tending to management of an estate, in
preparation for when you'd be married off to another noble. |
1 |
- |
50 |
Priest |
You joined the priesthood, and dedicated yourself to a life of meditation and harmony with the luminaria. |
- |
3 |
- |
Bard |
You travel from village to village, singing of
epic tales and great deeds done. Along the way you start to learn from
them, and become a sort of jack of all trades. |
1 |
- |
5 |
Personality
And who have
you become?
Do you fight for law and justice, or are laws just for others?
Do you give your help to all, or do you care for just your own?
Are your thoughts your own, are your thoughts made known?
Do you work on your own, do you never work alone?
And do you act before you think, or
do you think before you act,
or do you live carefree
and then just
react?
How would describe yourself?
Law Abiding |
You are a law abiding citizen. You would never do what is immoral or unjust. |
Unscrupulous |
You seek out opportunity wherever it may lie. Everyone else does it, and you can't fall behind. |
Altruistic |
You do what you can to help those in need, even if you have to make some small sacrifices to do so. |
Selfish |
You know you can't care for everyone. So long as you and those you know are well, that is enough. |
Introverted |
You don't like to share your thoughts, and find interaction with others to be very draining. |
Extroverted |
You fell drawn by excitement, join in the gossip, and freely share stories and suggestions. |
Independent |
You work best when you work on your own, as you are efficient and organized... You're just better. |
Collaborative |
You are a team player, and always know the people you'd need to bring together to get the job done. |
Impetuous |
You just do whatever you need to do. Stopping to think things through just feels wrong. |
Deliberative |
You plan out all your actions, so that when the time comes, your actions are always the right ones. |
Ambitious |
Whatever you seek - be it power, sex, wealth, or glory - you will stop at nothing to achieve it. |
Carefree |
You live life striving to worry as little as possible. You only take action if you must. |
Personal Wealth
You cannot seek out your destiny without at least a modicum of wealth.
You were provided financial support by your family (if you had one)
according to the wealth they could spare. You also accumulated wealth in
whatever work you had done up to this point (unless you were a slave).
And eventually, as you take on missions, you will be paid in gold.
Common units of currency in Luminara:
Copper piece
= 1 copper piece
Silver piece
= 20 copper pieces
Gold piece
= 2,000 copper pieces
Copper buys food and board.
Silver buys labor.
Gold buys power.
Bloodline
Power has coursed through the lines of nobility for as long as anyone
could remember. The most potent blood belongs to the royalty; almost as
powerful are the lineages of the nobility, which each boast sorcerous
abilities - unleashed with but a word or a gesture. With these powers
they have lorded over the lesser mortals of the earth.
But every once in a while, commoners may discover that despite their
poverty, they'd possessed hidden powers after all; and among them hide
those whose blood destines them for a life of glory and deeds worthy of
legend.
What purity of blood can you claim to have?
(The first number reflects your versatility in magic; the second number reflects the power of your magic.)
Mundane |
Your blood is as the mud: common throughout the realm, and utterly lacking in potency whatsoever. |
- |
- |
Descendent |
You have but a sliver of power flowing in your veins, its power diluted over the course of untold generations. |
1 |
1 |
Latent |
You have the potential to tap multiple innate powers, but a weak bloodline leaves you magically impotent. |
3 |
- |
Blessed |
Your genealogy is nothing special, yet you have substantial powers, making you a sorcerer to be reckoned with. |
2 |
4 |
Ascendant |
You have recently discovered significant powers coursing through you, but are just starting to learn how to wield it. |
- |
9 |
Exalted |
Born of a noble family that can trace its ancestry far back into the forgotten past, your blood holds great power. |
1 |
12 |
Regal |
Your bloodline, that of the royalty, has long been regarded as the most pure and most powerful in existence. |
3 |
20 |
Transcendent |
Destiny has made you the Chosen One; the powers granted to you by the luminaria are second to none. |
7 |
28 |
Divine |
As a reborn god of Luminara, you have pure divine essence invested within you. Unbridled power radiates from your very skin. |
9 |
36 |
Arcane Studies
Though much about magic is still a mystery, much of it can be studied,
practiced, and mastered with due time. The Arcane University of Inara is
the best known institution for learning spelltracing and spellsaying,
but it is far from the only place where one can learn magic...
How advanced are your studies in the arcane arts?
No Study |
You are completely clueless when it comes to
magic, having never used or learned about it in your life. Magic is for
the wealthy or talented, after all. |
- |
- |
Initiate |
You had learned the bare basics about how magic
works and have watched others demonstrate spelltracing and spellsaying
to you, but you lack hands-on experience. |
3 |
- |
Wilder |
You had become apprenticed to a hedge witch or
wizard and learned the basics of spellcasting from him/her, and have
oftentimes used a bit of magic to help with their work. |
5 |
3 |
Self Taught |
You learned magic yourself the hard way - through
experimenting and having your spells blow up in your face. It was not
easy, and you lack versatility, but you're quite practiced. |
2 |
8 |
Tutored |
Your family acquired you the services of a tutor
in the magical arts. From youth you had learned the ways of
spellcasting, and now it flows from you with almost instinctive ease. |
7 |
5 |
Associate |
You joined a town's mage's guild where you
proceeded to learn the magical arts. Now you've grown knowledgeable and
experienced in a wide range of spells. |
8 |
5 |
Journeyman |
Having learned the magical arts under your
apprenticeship with the mage's guild, you have set out to travel the
realm to gain experience and widen your knowledge. Req. Associate. |
6 |
5 |
Guild Leader |
After years of service as an associate in the
mage's guild, you have become the most trusted member of the local
branch and became voted the branch leader. Req. Journeyman. |
4 |
5 |
Student |
You journeyed to the Arcane University and
matriculated as a student. There you had access to seemingly endless
educational resources with which to learn your magic. |
12 |
2 |
Graduate |
Having completed your education, you continued on
as a graduate, working on research projects assigned by your master.
You work on the frontier of your discipline. Req. Student. |
8 |
2 |
Master |
You have contributed to your specialty of magic
and defended your dissertation before the Mages' Council. A master, you
teach classes and lead your own research. Req. Graduate. |
8 |
2 |
Archmage |
You are widely regarded as the most knowledgeable
master across all disciplines of magic. Now an archmage, you manage the
everyday workings of the University. Req. Master. |
8 |
2 |
Precious Stones
The bazaar bustles with gems on display...
Vitalite
Draw upon the regenerating life force of virgin vitalite to enhance your physique or to heal yourself and those you care for.
Magicite
Empower yourself with new and miraculous abilities. Choose what abilities you want, from the most extensive collection of power gem types in all of Luminara.
Spiritite
Draw upon the overwhelming power of spiritite to power your spells. Enlighten your intellect. Bind your minions to your will.
Abilities
The Luminaran power economy is based on the above gemstones, through
which great power can be obtained: physical abilities with vitalite,
intellectual abilities with spiritite, and spellcasting abilities with
magicite. The columns on the right list out the requirements (negative
values) or sources (positive values) by color: Red is vitalite, blue is
magicite, purple is spiritite, and gold is gold.
Below follow numerous sections detailing abilities you can get, paid
for with various gemstones; you can of course mix and match any
combination of these, provided you are wealthy enough. So long as you
have the money, you can buy yourself more gemstones; and if you have the
wrong ones, you can exchange them. If you still find yourself running
out of gems, or the choices are all too tempting for you to pass up on
any of them, don't despair. Look carefully, and you will find hidden
opportunities.
Physical Abilities
Does you possess superhuman physical capabilities?
Vitality |
Your blood courses through you with great energy. |
6 |
Stealth |
You move in such a way that none can tell when
you are pickpocketing or hiding, and you can easily slip past guards and
get the jump on assassination targets. |
-2 |
Celerity |
You can rapidly accelerate/decelerate to/from
very high speeds, for short periods of time, allowing you to quickly
catch up to fleeing targets or to escape from enemies. |
-3 |
Might |
Your muscles bulge at the peak of physical fitness. This affords your strikes great penetrating power. |
-4 |
Agility |
You can react and move very quickly such as in
response to traps activating or enemies attacking (though not fast
enough to dodge projectiles). |
-5 |
Prowess |
You know on an almost instinctive level, where to
strike for the most effect and when to parry most efficiently, allowing
you a martial edge in melee. |
-6 |
Lightweight Leaping |
You are able to leap great distances, including
over walls, with hardly any effort, and can then land as gracefully as
the falling of a feather. |
-8 |
Arrow Dodging |
You can react fast enough to even dodge
projectiles (though very difficult to do when under attack from multiple
projectiles simultaneously). Req. Agility. |
-10 |
Regeneration I |
Your body heals far faster than usual. Wounds that would be fatal may leave you sickly for a few days instead. |
-3 |
Regeneration II |
Your body heals rapidly. Wounds heal in minutes
or at the worst hours, allowing you to return to the battlefield in
short order, or to be back in action for the next skirmish. Req. Regeneration I. |
-6 |
Regeneration III |
Your body heals very quickly. Wounds heal in minutes, allowing you to resume your quest quickly. Req. Regeneration II. |
-12 |
Regeneration IV |
Your body heals extremely quickly. Wounds heal in
mere moments, so that you are hard to kill with any but the most
devastating of attacks. Req. Regeneration III. |
-18 |
Eternal Youth |
Your body will remain eternally in the prime of your years. You will never age and thus have a semblance of immortality. |
-9 |
Intellectual Abilities
Do you boast a sharp mental acumen and sharp social skills?
Psionic |
You have unparalleled mental and spiritual faculties. |
3 |
Spotting |
You can easily stay on anyone you are following
and read the tracks they've left behind, and you are fast to notice
anything suspicious. |
-1 |
Deceit |
You spin lies and bluff your opponents with such ease that they may never realize what con you'd just pulled. |
-1 |
Inquisition |
You have an almost intuitive grasp of when
something doesn't seem right and when someone's telling a lie, and are
skilled at seeking out the truth. |
-1 |
Negotiation |
You always know how to get the best deals on any
trades. None can get the best of you on any business opportunities, and
you command high pay for your work. |
-1 |
Seduction |
You have a very effective ability to entrance and allure those who would be interested in your gender. |
-1 |
Training |
You know exactly what to say to correct a flaw in
your underlings' stances, tactics and combat teamwork, allowing you to
very quickly improve their combat effectiveness. |
-2 |
Memory |
You possess a photographic memory. You forget
nothing and can recall anything you have ever seen or experienced with
crystal clarity. |
-2 |
Inspiration |
Your mind is filled with brilliant ideas and you
can readily think of a solution to any but the most daunting or
difficult of tasks. |
-2 |
Leadership |
You command with the confidence and skill of a
veteran general. Your men look up to you for guidance and when you lead,
show unfaltering morale and bravery. |
-3 |
Stratagem |
Your understanding of your allies and enemies are
so profound, and your mastery of politics and tactics so complete, that
victory is nigh guaranteed before the outset of battle. |
-3 |
Persuasion |
Your words flow with ease and strike at the
hearts and minds of your audience. You will have an easy time persuading
them of all but the most outlandish of ideas. |
-4 |
Conversion |
Your words instill such zealotry and strike so
close to the heart that you can convert strangers into supporters of
your cause with but a simple speech. |
-6 |
Sensory Abilities
Does your character have powers of seeing and hearing?
True Sight |
You can see the truth of all things. No illusion
will lead you astray, no invisibility will hide anyone from you, no
darkness or blinding light will blind you. |
- |
-1 |
- |
Arcane Sight |
You can see the pulsing threads of magic in all
enchantments, traps, and spells, allowing you to see the design and
flaws of the magic and spot any magic users in hiding. |
- |
-2 |
- |
Blind Sight |
You know where the enemy is and where they will
move to and where they will strike, so long as they are nearby, even if
you have your eyes closed or are blinded. |
-2 |
- |
- |
360 Degree Sight |
You can see in all directions at once. However,
you can still only focus on one particular location at the time, else
the information would overwhelm you. |
- |
-1 |
- |
Acute Sight |
You can see things at high resolution even if they're very far away or very small, as if you had the eyes of an eagle. |
-1 |
- |
- |
Night Sight |
You can see as if everything was well lit, even
if in total darkness. This allows you to operate perfectly fine in the
middle of the night, or in magical darkness. |
-2 |
- |
- |
Penetrating Sight |
You can see through objects, though too many objects, or too much solid matter, in the way will still obscure vision. |
- |
-1 |
-1 |
Astral Sight |
You can see as if your eyes were hovering right
over what you're looking at, even at great distances away from your
body. No walls can hinder this sight. |
- |
-5 |
-3 |
Acute Hearing |
You can hear things with crystal clarity from
even great distances, allowing you to easily eavesdrop on others and
notice the presence of those attempting stealth. |
-1 |
- |
- |
Universal Communication |
You have the ability to understand all languages
instinctively and the ability to speak any language you choose as if you
were a native speaker. |
- |
-3 |
- |
Animal Communication |
You can communicate with (though not give orders
to) animals. Such animals behave with greater intelligence than is
natural, but only while you are using this ability. |
-2 |
-2 |
- |
Spellcasting Abilities
The below sections are various spellcasting abilities you can obtain.
New abilities require magicite, with the more complex and versatile
abilities requiring more magicite. At the same time, you'll need the
magical might provided by spiritite (labeled in dark purple below) in
order to power your spells, or else they'll just fizzle. At some point
you'll have to make a trade-off between spellcasting versatility or more
pure spellpower.
Many of the more powerful abilities build off others. You'll have to
get those prerequisites first. Requirements will be written in the description.
Telekinetic Abilities
Does your character possess the ability to move objects at a distance?
Water Walking |
You are able to stand upon, walk, run, and leap
upon the surface of the water as if you were a floating leaf; and to
immerse yourself at will. |
-1 |
7 |
Telekinesis I |
You can move and stop light objects from a short
distance, and manipulate them in simple ways, including opening and
closing doors and containers, one object at a time. |
-4 |
4 |
Telekinesis II |
You can launch light objects and move
medium-weight objects (including people, allowing levitation), and
manipulate them in simple ways, from up to medium range. Req. Telekinesis I. |
-1 |
12 |
Telekinesis III |
You can launch medium-weight objects (such as
hurtling people into walls) and move heavy objects (ie. furniture), and
manipulate them in simple ways, from long range. Req. Telekinesis II. |
-1 |
21 |
Precise Telekinesis |
You can apply telekinesis in more complex ways,
allowing actions such as using telekinesis to pick a lock or to write a
letter. Req. Telekinesis I. |
-1 |
6 |
Simultaneous Telekinesis |
You can apply telekinetic powers to multiple
objects simultaneously. The total mass of such objects however is
limited by your Telekinesis level as before. Req. Telekinesis II. |
-1 |
9 |
Telekinetic Animation |
You can apply telekinesis to animate light items,
such as swords and shields, to serve and fight for you. Req. Precise
Telekinesis. |
-2 |
-1 |
15 |
Forcestriking |
You can add great kinetic thrust to your attacks
and to any projectiles you loose, allowing you to strike as if with the
force of giants. Req. Telekinesis I. |
-1 |
8 |
Gravity Casting |
You can manipulate gravity to create gravity
wells or repulsive fields, attract loose objects or focus them on your
enemies, or focus such intense gravity as to crush your victims. |
-2 |
26 |
Elemental Abilities
Does your character wield power over the elements?
Air Casting I |
You can send forth powerful gusts of wind at a
target location, outward from your hands or outward in all directions.
Unlike telekinesis, these winds are harder to control. |
-3 |
5 |
Air Casting II |
You can summon whirlwinds and send forth gale
force winds, or a continuous stream of powerful winds. Unlike
telekinesis, these winds are harder to control. Req. Air Casting I. |
-1 |
14 |
Air Animation |
You can create wind elementals to serve you, and
can dissipate them. Wind elementals are very chaotic and hard to
control. Req. Air Casting II. |
-2 |
-1 |
18 |
Mist Casting |
You can conjure vast swaths of fog and mist to obscure the local area, allowing you to sneak past enemies undetected. |
-2 |
16 |
Energy Casting I |
You can launch bolts or blasts of destructive
energy out from your hands, and temporarily add destructive energies to
weaponry and shields. |
-2 |
6 |
Energy Casting II |
You can irradiate distant targets, launch orbs of
power, project an unrelenting stream of destructive energy, and create a
ward of chaotic energies to burn nearby enemies. Req. Energy Casting I. |
-1 |
14 |
Energy Casting III |
You can launch explosive energy orbs and cause
power blasts anywhere you choose, channel disintegration rays, and
unleash destructive pulses outward from yourself. Req. Energy Casting II. |
-1 |
22 |
Purifying Casting |
Your energy casting abilities can be cast with
brilliant purifying energies, afflicting the undead, healing the living
and ignoring constructs. Req. Energy Casting I. |
-2 |
8 |
Necrotic Casting |
Your energy casting abilities can be cast with
sickly necrotic energies, afflicting the living, healing the undead and
ignoring constructs. Req. Energy Casting I. |
-2 |
9 |
Corrupted Casting |
Your energy casting abilities can be cast with
shadowy corrupting energies, so that wounds they cause can never be
healed. Req. Necrotic Casting. |
-3 |
13 |
Virulent Casting |
Your energy casting abilities can be cast with
virulent spell energies which will continue to grow and eat away at your
victim until there's nothing left. Req. Corrupted Casting. |
-4 |
19 |
Lightning Casting I |
You can create electrical sparks, launch charged
bolts or channel electricity from your hands, and temporarily add
electricity to weaponry and shields. |
-2 |
6 |
Lightning Casting II |
You can electrocute distant targets, launch ball
lightning, channel chain lightning, and create an electric ward to shock
nearby enemies. Req. Lightning Casting I. |
-1 |
14 |
Lightning Casting III |
You can evoke powerful discharges of electrical
energy, call down lightning strikes, channel lightning beams, and
release pulses of electricity outward from yourself. Req. Lightning Casting II. |
-1 |
22 |
Lightning Animation |
You can create spark elementals to serve you, and
can dissipate them. Req. Lightning Casting II. With Lightning Casting
III, they can channel lightning at distant enemies. |
-2 |
-1 |
26 |
Fire Casting I |
You can ignite and vanish flames, launch bolts or
blasts of fire out from your hands, and temporarily add flame to
weaponry and shields. |
-3 |
5 |
Fire Casting II |
You can combust distant targets, launch many
bolts of fire, project an unrelenting stream of fire, and create a ward
of flame to burn nearby enemies. Req. Fire Casting I. |
-1 |
13 |
Fire Casting III |
You can launch fireballs and cause eruptions of
flame anywhere you choose, channel heat rays, and release expanding
rings of fire outward from yourself. Req. Fire Casting II. |
-1 |
21 |
Fire Animation |
You can create fire elementals to serve you, and
can dissipate them. Req. Fire Casting II. With Fire Casting III, they
can launch bolts of fire at enemies. |
-2 |
-1 |
25 |
Water Casting |
You can create and vanish water, launch jets of
water from your hands, raise water up from the ground or bodies of
water, launch waves of water, and walk on water. |
-3 |
2 |
Water Animation |
You can create water elementals to serve you, and
can dissipate them. Req. Water Casting. They can launch bursts of water
at enemies. |
-2 |
-1 |
6 |
Cold Casting I |
You can create and vanish ice, launch ice bolts
or blasts of freezing cold out from your hands, and temporarily add
freezing cold to weaponry and shields. Req. Water Casting. |
-3 |
3 |
Cold Casting II |
You can freeze distant targets, launch many bolts
of freezing cold, project an unrelenting stream of cold, and create a
ward of frost to burn nearby enemies. Req. Cold Casting I. |
-1 |
9 |
Cold Casting III |
You can launch glacial bolts of extreme cold,
encase targets in blocks of ice, channel frost beams, and release
expanding rings of cold outward from yourself. Req. Cold Casting II. |
-1 |
15 |
Cold Animation |
You can create cold and ice elementals to serve
you, and can dissipate them. Req. Cold Casting II. With Cold Casting
III, they can launch freezing bolts or ice bolts at enemies. |
-2 |
-1 |
19 |
Toxic Casting I |
You can create and vanish acid and poison, launch
corrosive bolts or blasts of poison from your hands, and temporarily
add poison to weaponry and shields. |
-3 |
4 |
Toxic Casting II |
You can poison victims' blood from afar, launch
rusting bolts to corrode armor, project an unrelenting stream of poison
or acid, and create a toxic ward to poison enemies. Req. Toxic Casting I. |
-1 |
12 |
Toxic Casting III |
You can launch large gobs of poison or acid and
cause corrosive eruptions anywhere you choose, and release expanding
rings of acid or poison outward from yourself. Req. Toxic Casting II. |
-1 |
12 |
Toxic Animation |
You can create poison and acid oozes to serve
you, and can dissipate them. Req. Toxic Casting II. With Toxic Casting
III, they can launch toxic bolts at enemies. |
-2 |
-1 |
24 |
Web Casting |
You can create and vanish spidersilk and glue,
launch webbing from your mouth, and ensnare and bind your enemies; and
can stick to and climb along walls and ceilings. |
-2 |
4 |
Earth Casting I |
You can break pieces of earth, mud and clay from
the ground and pull them up and move, launch, or stop pieces of earth or
stone, and merge or split pieces of earth, or blast sand. |
-5 |
7 |
Earth Casting II |
You can harden or soften the earth, raise earth
and clay into barriers and with effort, structures, and collapse them.
Req. I. With Stone Casting, can launch shrapnel at enemies. Req. Earth Casting I. |
-1 |
15 |
Earth Casting III |
You can cause the earth to erupt at enemies
either at a target location, or in an expanding ring outward from
yourself. Req. II. With Stone Casting, can raise or lower the ground. Req. Earth Casting II. |
-1 |
23 |
Earth Animation |
You can create golems of earth and clay, or stone
(req Stone Casting, or metal (req Metal Casting), to serve you, and can
collapse them. Req. Earth Casting II. |
-2 |
-1 |
27 |
Stone Casting |
You can shape, break, and merge stone, launch
stones at enemies, stop them, raise stone into barriers, collapse them,
or reshape stone to ensnare targets. Req. Earth Casting II. |
-4 |
19 |
Vitality Abilities
Does your character have the ability to heal and regenerate, or steal and give vitality?
Lifestealing Kiss |
You can drain life away from anyone you kiss, though they will notice this happening. The stolen lifeforce is added to your own. |
-1 |
-1 |
2 |
Lifestealing Touch |
You can drain life away from anyone you are
touching, though they will notice this happening. The stolen lifeforce
is added to your own. Req. Lifestealing Kiss. |
-1 |
-1 |
4 |
Lifestealing Strike |
You can add lifestealing ability to your weapons
(with every hit made), or with your armor, and shields (with every hit
blocked). Req. Lifestealing Touch. |
-1 |
-1 |
10 |
Vitality Draining |
You can steal the lifeforce from anyone near you,
without the need to even touch them. Enemies approach you only a great
personal danger. Req. Lifestealing Strike. |
-2 |
-1 |
28 |
Lifegranting Kiss |
You can channel life into anyone you kiss. This
drains your own lifeforce unless you have excess lifeforce (such as
through Lifestealing Kiss). |
-1 |
-1 |
1 |
Lifegranting Touch |
You can channel life into anyone you touch. This
drains your own lifeforce unless you have excess lifeforce (such as
through Lifestealing Touch). |
-1 |
-1 |
3 |
Healing I |
You can heal anyone (including yourself) at a
touch. It may take you anywhere from hours (light wounds) to days
(near-fatal) to fully heal someone's wounds. |
-4 |
-6 |
2 |
Healing II |
You can heal rather quickly both at touch and at
short range. It may take you anywhere from minutes (light wounds) to
hours (near-fatal) to fully heal someone's wounds. Req. Healing I. |
-8 |
-1 |
6 |
Healing III |
You can heal quickly both at touch and at short
range It may take you anywhere from moments (light wounds) to minutes
(near-fatal) to fully heal someone's wounds. Req. Healing II. |
-16 |
-1 |
12 |
Healing IV |
You can heal very rapidly both at touch and at
medium range. It will take mere moments to fully heal someone's wounds;
or you can heal several at once (though slower). Req. Healing III. |
-24 |
-1 |
20 |
Corporeal Abilities
Does your character possess the ability to control plant, flesh and body?
Biomass Casting |
You can shape, break, merge, move and stop plant
matter, including wood and bark, fungal matter, and well-decomposed
biomass (but not corpses). Req. Earth Casting I. |
-5 |
7 |
Biomass Animation |
You can create golems of plant matter, including
wood and bark, fungal matter, and well-decomposed biomass (but not
corpses). Req. Biomass Casting. |
-2 |
-1 |
11 |
Corporeal Casting I |
You can shape, break, merge, move and stop flesh,
blood, skin and bone, but only that of corpses. Can launch bone shards,
skin a corpse, or erupt a corpse in a shower of gore. |
-6 |
9 |
Corporeal Casting II |
Your ability to manipulate the body extends to
that of the living, to a limited extent. You can open wounds in your
victims, mutilate or deform their bodies and cause pain. Req. Corporeal Casting I. |
-1 |
17 |
Corporeal Casting III |
You have an improved ability to manipulate living
bodies. You can open wounds in your victims, shatter their bones, rip
their guts out and skin them alive. Req. Corporeal Casting II. |
-1 |
25 |
Anthromorphing |
You can morph your or other humanoids' bodies
into humanoid bodies of your own design, ie. making someone resemble
someone else. Req. Corporeal Casting II, Healing III. |
-4 |
-1 |
23 |
Creaturemorphing |
You can morph your or others' bodies into that of other critters and creatures altogether. Req. Anthromorphing. |
-2 |
-1 |
27 |
Monstermorphing |
You can morph your or others' bodies into that of
powerful monsters or even of never-seen-before chimeras of your own
creation. Req. Creaturemorphing. |
-2 |
-1 |
32 |
Corporeal Animation I |
You can animate the corpses or skeletons of the
dead, making them your minions, though with a limit on how many you can
control. Req. Corporeal Casting I. |
-2 |
-1 |
20 |
Corporeal Animation II |
You are able to adeptly manipulate the bodies of a
great many of the undead even in the midst of battle, effectively
making you an undead general. Req. Corporeal Animation I. |
-3 |
-1 |
24 |
Body Control |
Your ability to animate the body extends to the
living, allowing you to take control over living beings so well that
others may not even notice. Req. Corporeal Animation I. |
-1 |
-1 |
33 |
Cloning |
You can create exact replicas of yourself, albeit
without a soul or magical powers, which will be under your direct
control. Req. Anthromorphing, Body Control. |
-2 |
-2 |
-1 |
38 |
Ressurection |
You can raise the living from the dead and
breathe life back into them, making them whole and alive again. (Req.
Anthromorphing, Soul Trapping). |
-4 |
-1 |
-1 |
39 |
Corporeal Alteration |
You can temporarily alter the behavior and
quality of the bodies of the living, making them more fragile or tough,
weak or strong, shaky or graceful, slower or faster. |
-5 |
6 |
Psychic Abilities
Does your character possess the ability to change peoples' minds?
Mental Alteration I |
You can temporarily alter others' state of minds,
making them groggy or asleep, anxious or terrified, drunken or
confused, dazed or berserk, awed or fascinated. |
-6 |
3 |
Mental Alteration II |
You can cause lasting damage to others' minds,
such as making them forget or hallucinate, render them mute, retarded or
insane, give them battle-fright or nightmares. Req. Mental Alteration I. |
-3 |
11 |
Mental Alteration III |
You have precise control over others' minds so as
to plant false memories, selectively remove them, grant basic knowledge
of skills, or change their personalities. Req. Mental Alteration II. |
-3 |
-3 |
19 |
Mind Control |
You can utterly control others' minds, so that
they become your loyal servants without realizing it. You can only
control a few individuals at a time. Req. Mental Alteration II. |
-6 |
-6 |
36 |
Telepathy |
You can communicate telepathically with anyone
you choose, and they will be able to respond telepathically even if they
don't also have this ability. |
-4 |
7 |
Mind Reading |
You can read the minds of those you are near.
Only who have practicing blocking off their minds from intruders can
keep their secrets. Req. Telepathy. |
-3 |
17 |
Knowledge Stealing |
You can place your hand on someone's head and
rapidly steal knowledge and skills directly out of their minds. This
knowledge comes instinctively to you. Req. Mind Reading. |
-2 |
27 |
Spiritual Abilities
Does your character possess powers over the soul?
Soul Trapping |
You can empower your weapons to trap the souls of
those whose flesh are struck by the weapon. Souls can then be stored in
magicite and used to empower your future spells. |
3 |
-2 |
9 |
Soul Binding |
You can break the spirit of your trapped souls
and bind them to your will. Thus bound, your created minions can act
independently and even cast spells. Req. Soul Trapping. |
-2 |
15 |
Soul Transference |
Your soul is capable of leaving your body and
settling into that of another, though only if that other body doesn't
have a soul or is dead. Thereafter it becomes your new body. |
-2 |
27 |
Soul Possession |
Your soul is able to forcibly take control over
the body of another, imprisoning the host's own soul within its own body
until you decide to leave the host. Req. Soul Transference. |
-2 |
39 |
Soul Killing |
You are an avatar of death. You can kill peoples'
souls merely by pointing a finger, channel rays of death, and kill or
strike comatose all nearby with a single utterance. |
-2 |
51 |
Illusion Abilities
Does your character have the ability to create sound and silence, light and darkness?
Voice Amplification |
You can greatly amplify your voice, allowing you to be heard from a great distance or even to send the weak-willed into a panic. |
-1 |
3 |
Voice Alteration |
You can change your voice to sound like someone else's, such that listeners wouldn't be able to tell the difference. |
-3 |
1 |
Voice Silencing |
You can silence the vocal sounds of any person
within a short distance from you. This can prevent the person from using
spells requiring incantations. |
-1 |
2 |
Silencing |
You can silence all sound coming from a small area, allowing you and allies to sneak without being heard. Req. Voice Silencing. |
-2 |
2 |
Sound Casting |
You can create convincing, phantom sounds that
seem to come from any location within a short distance from your current
location. |
-3 |
6 |
Voice Casting |
You can have your voice seem to come from any
location within a short distance from your current location. Can combine
with Voice Alteration. Req. Sound Casting. |
-2 |
7 |
Light Casting I |
You can create ambient light or defined light
sources (ie. orbs of light) of any color, and you can have them
accompany you, leave them in place, or move them with a thought. |
-3 |
7 |
Light Casting II |
You can create powerful light sources (ie. flares) and can create momentarily blinding flashes of light. Req. Light Casting I. |
-1 |
13 |
Dark Casting I |
You can create ambient dimness or defined areas
of darkness (ie. shadows), and you can have them accompany you, leave
them in place, or move them with a thought. |
-2 |
9 |
Dark Casting II |
You can create a localized spheres of pitch darkness, where even magical light cannot penetrate. Req. Dark Casting I. |
-1 |
15 |
Camouflage |
You can camouflage yourself (but not your clothes
or items) at will. The camouflage is not perfect and can be spotted if
you get too close to someone attentive. |
-2 |
7 |
Personal Invisibility |
You can turn yourself (but not your clothes or
items) invisible at will. To be invisible you would have to remove your
clothing, armor and weapons. Req. Personal Camouflage. |
-3 |
15 |
Object Invisibility |
You can turn inanimate objects invisible (such as
for smuggling or looking through walls). You'll need this if you want
to be invisible while wearing clothes or carrying items. |
-6 |
11 |
Mass Invisibility |
You can project your invisibility effect over a
sphere centered on you; you can turn anything within it (incl. tents)
invisible. Req. Personal Invisibility, Object Invisibility. |
-1 |
23 |
Illusion I |
You can create an inanimate illusion of an
object, but not a creature. You can create multiple illusions
simultaneously but the allowed total surface area is small. |
-6 |
10 |
Illusion II |
You can create illusions with a much larger total
surface area, enough to cover an entire building, a sizable patch of
ground, or a sizable group of creatures. Req. Illusion I. |
-1 |
18 |
Complex Illusion |
You can create illusions of creatures. You'll need Animated Illusion to animate them. Req. Illusion I. |
-2 |
13 |
Animated Illusion |
You can create animated illusions of objects, and
creatures (with Complex Illusion). Req. Illusion I. Combine with Voice
Casting to add sound to match the illusion. |
-2 |
-1 |
15 |
Blurred Image |
You can blur your image and weave misleading
afterimages all around you, confounding enemies as to where you'll move
or strike next. Req. Illusion I. |
-2 |
11 |
Temporal Abilities
Does your character have the ability to manipulate time?
Temporal Alteration I |
You can control the flow of time, speeding up or
slowing down movement and ongoing effects within temporal bubbles of
your making at locations of your choosing. |
-3 |
9 |
Temporal Alteration II |
Your power to manipulate time allows you to lock
all matter and time in an area in utter stasis, affecting all except
you, allowing you to perform actions instantly. Req. Temporal Alteration I. |
-2 |
81 |
Conjuration Abilities
Does your character have the ability to conjure things out of thin air?
Food Conjuration |
You are able to conjure food out of thin air,
allowing you and your companions to travel long term in inhospitable
wilderness without worrying about starvation. |
-3 |
7 |
Ethereal Conjuration |
You are able to conjure translucent phantoms that
can readily pass through material objects, yet can be solid and hold,
move or block material objects upon command. |
-3 |
16 |
Ethereal Animation |
You can create ethereal phantoms to fight for
you. Weapons and projectiles will pass through them to no effect, while
their blows will strike true. Req. Ethereal Conjuration. |
-2 |
-1 |
20 |
Object Conjuration |
You can, with much time and effort, conjure or
vanish inanimate, inorganic objects out of thin air, such as silverware
or furniture, weapons or clothing, jewelry or stationery. |
-12 |
12 |
Transmutation Abilities
Does your character have the ability to transmute matter or transform itself?
Barkskin |
Your skin is as bark, stiff and flaky and easily
combustible but hardy against physical blows and resilient against the
elements. |
-2 |
-1 |
4 |
Stoneskin |
Your skin is as stone, heavy and rigid and very
hard, but is liable to crack when struck with a well delivered blow from
a mighty opponent. |
-4 |
-1 |
8 |
Ironskin |
Your skin is as metal, insanely hard for its
weight and resistant against all physical attack, but offers poor
insulation from the elements. |
-6 |
-1 |
12 |
Transmutation |
You can change matter from one form to another;
you can liquefy, vaporize, petrify, etc. anything at will. Of course, if
this was a living being it'll now be dead. |
-24 |
16 |
Transformation Abilities
Vorpal Abilities
Does your character have the ability to teleport or manipulate reality?
Teleportation I |
You can teleport your body - and only your body -
a good distance at will, however you'll need rest thereafter. You'll
need to know if there's room there or you might splice yourself. |
-3 |
14 |
Teleportation II |
You can teleport more often and across greater distances, allowing you to travel thousands of miles in mere hours. Req. Teleportation I. |
-1 |
26 |
Object Teleportation |
You can teleport objects near you (ie. right into
enemies' guts); this allows you to bring clothing and items along.
Teleporting larger objects is more draining. Req. Teleportation I. |
-8 |
11 |
Mass Teleportation |
You can teleport anything or anyone of your
choice that's near you all at once, including companions or enemies,
where you want. Req. Teleportation I, Object Teleportation. |
-2 |
37 |
Mass Recall |
You can teleport anything you've previously
applied an arcane mark to, to somewhere of your choosing near your
current location. Req. Mass Teleportation. |
-1 |
41 |
Planar Travel |
You and any who accompany you can travel the
planes, returning from Hell when damned or from the Void when banished.
Req. Mass Teleportation. |
-2 |
43 |
Banishment |
You can banish whomever or whatever you want and
it will disappear from the plane of reality, leaving it trapped in the
middle of the Void for a very long time. |
-6 |
9 |
Reality Tearing |
You can slice through the dimensions and rupture
the very fabric of reality, absolutely dismembering or shattering
whatever was there. Even reality can't recover from this. |
-2 |
38 |
Damnation |
You can damn your victims, sending them straight
to Hell. The demons of Hell relish these gifts and will reward your
damnation of others with gifts of magical might. |
-2 |
26 |
Annihilation |
You can annihilate all things in an area, utterly
annihilating anything there. They aren't sent to the Void; they just
cease to be, for the rest of eternity. |
-2 |
44 |
Resistance Abilities
Does your character have the ability to resist the elements or shield against physical attack?
Unmovability |
You are able to stand your ground against powerful gusts, waves of water, barrages, physical collision, and telekinetic spells. |
-1 |
Resilience |
You are resilient to pain, torment, and anguish,
allowing you to continue to fight long after ordinary men would have
fallen clutching their wounds, and resist torture. |
-1 |
Antivenom |
Your blood courses with antivenoms that rapidly
neutralize any poison or corrosive acids that might have made contact
with your body, rendering you nigh immune to them. |
-1 |
Water Breathing |
You are able to breathe while underwater and do so just as easily as if you were standing on dry land. |
-1 |
Mind Block |
Your mind is as a fortress - impervious to the
prying of mind readers and psychics - allowing you to keep your
thoughts secret and protecting your mind from mental attack. |
-1 |
-1 |
Elemental Resistance |
Your body proves resistant to the elements. You
can walk through fire and frost, and absorb lightning, without becoming
any the worse for wear. |
-4 |
Barrier I |
You can project a translucent ovaloid personal
shield to ward against the brunt of physical blows, spells, and
elemental effects that would otherwise affect you. |
-1 |
-2 |
8 |
Barrier II |
You can project your personal shield as a sizable
spherical shield under which your allies may huddle, protecting them
against attack and warding off enemies. Req. Barrier I. |
-2 |
-2 |
14 |
Barrier III |
You can project barriers - spherical or any other
shape - to absorb attacks and spells and obstruct movement, allowing
you to erect force prisons and force walls. Req. Barrier II. |
-3 |
-3 |
22 |
Hardened Skin |
Your skin is unnaturally hardened so that
glancing blows and strikes from lighter weapons will barely scratch the
surface, though more powerful blows will still penetrate. |
-2 |
-2 |
9 |
Indestructibility |
You are nigh indestructible. Enemies strike you
with their blades only to find them chipped, and arrows shatter against
your bare skin. Req. Hardened Skin. |
-4 |
-1 |
19 |
Abjuration Abilities
Does your character have the ability to counter spells and dispel magic?
Dispelling I |
You can dispel any magic of your choice at a
touch, and can dispel ongoing magical effects on you (but not their
indirect effects) at any time. |
-2 |
5 |
Dispelling II |
You can dispel any magic of your choice from
anywhere close to you, and dispel an enemy's enchantments and counter
their spells by hitting them with dispelling bolts. Req. Dispelling I. |
-2 |
9 |
Dispelling III |
You can conjure an antimagic field at a location
of your choice, rendering all hostile spells ineffective in that area
and preventing those there from casting their spells. Req. Dispelling II. |
-2 |
12 |
Spell Warding I |
You can put forth your hand to harmlessly negate any magical energy coming from that direction. |
-1 |
7 |
Spell Warding II |
You can conjure a sphere of energies, centered on your location, that negates all incoming hostile spells. Req. Spell Warding I. |
-1 |
18 |
Commanding Abilities
Do you have the ability to make others obey his every command?
Suggestion |
You can give suggestions which will seem very
convincing to human listeners for a short while, but which can be
resisted depending on the outlandishness and targets' willpower. |
-3 |
-9 |
12 |
Command Human |
You can give commands that will be obeyed utterly
- for up to a few minutes, depending on the targets' willpower. Can
only command a few people at a time. Req. Suggestion. |
-6 |
-1 |
32 |
Command Animal |
Your commands can be given to animals as well,
though the limit cap applies and is the total across all your minions.
They're not made intelligent. |
-3 |
-3 |
6 |
Command Swarm |
Each active command you give counts only partialy
toward your minion cap, allowing you to command entire swarms with
ease. Req. Command Animal. |
-5 |
-1 |
8 |
Command Plant |
Your commands can be given to plants as well,
though the limit cap applies and is the total across all your minions.
They can move, but are not made intelligent. |
-1 |
-2 |
4 |
Inanimate Command |
Your commands control movement of nonliving
objects as well, though the limit cap applies and is used based on the
mass and number of the objects controlled. |
-6 |
-6 |
18 |
Long Term Command |
As Command, except the command has no duration
limit, allowing you to create long-term minions. Can only command a few
people at a time. Req. Command Human. |
-1 |
-1 |
40 |
Unlimited Command |
As Long Term Command, except there's no limit on how many people you can give commands to at a time. Req. Long Term Command. |
-10 |
-1 |
50 |
Eldritch Abilities
Does your character have eldritch abilities?
Luck Alteration |
You can tilt luck in favor of you and your
companions and ruin the odds for anyone you despise, and they may never
even know it was you, making for an easy way to cheat. |
-2 |
7 |
Youth Transfer |
You can make yourself or anyone of your choice
younger, but only at the cost of siphoning youth from the unwilling,
leaving your victims old and haggard. |
-3 |
16 |
Doom Marking |
You can curse your victims with an indelible mark
of doom. Vile monsters will be attracted those so marked and seek to
kill them. They shall never know safety again. |
-1 |
18 |
Unhealing |
You can curse your victims so that they can never
regenerate or be healed of any wounds they incur, from the moment they
are cursed until they die, until their body falls apart. |
-1 |
20 |
Pain Wracking |
You can curse your victims to either suffer
endless pain, or dream nightmares, for the rest of their days. The
torture and torment will eventually drive even the toughest men insane. |
-1 |
23 |
Blood Parasitism |
You can remote implant a blood parasite in any
victims of your choice. The blood parasite will, over the course of
three weeks, grow and gestate until it bursts out from its host. |
-1 |
25 |
Mage Tormenting |
You curse the innate magic of your victims so
that any time they attempt to work magic, they suffer unavoidable and
excruciating injury and pain. |
-1 |
27 |
Arcane Marking |
You can channel magic through your blood,
wherever it may be. Get even a drop of it on a target, and you can
affect your magic through them, anytime, regardless of distance. |
-2 |
22 |
Pain Retribution |
Your mind and body is protected by an eldritch
ward that returns threefold the injuries you receive back at the one
responsible, no matter how far away they may be. |
-1 |
29 |
Astral Recall |
You can sacrifice a shard of magicite to lash a
bond between you and a target of your choice, wherever they are. They
are then pulled to your location through the Void. |
-2 |
32 |
Astral Assassination |
You can ritually slay a slave and use its blood
to draw a blood sigil with which you can kill anyone in the world, so
long as you know who they are, and it shall not be prevented. |
-2 |
42 |
Pain Delegation |
You can bind slaves to yourself with unbreakable
blood bonds. Thereafter, any harm that would have come to you harms the
blood slaves instead. |
-1 |
46 |
Metamagic Abilities
Opportunities
Of course, no one is perfectly satisfied with their lot in life.
Fortunately for you, you have several opportunities to improve yours...
Which opportunities will you seize?
Blood Sacrifice |
You abducted a virgin maiden and then slew her in
a forbidden ritual. Your ruby soaked up her blood and life force,
becoming a shard of vitalite. |
1 |
Amulet Theft |
You unclasped the gemstone amulet right off that
countess as she toured the bazaar. She found what she wanted to buy but
didn't find what she wasn't selling. Req. Stealth. |
1 |
5 |
Luminary Empowerment |
On the day the sun, the moon and the stars
aligned and the luminaria came out to dance, you danced with them and
accepted several of them into yourself. |
2 |
Rejuvenation Ritual |
You've shaved years off your age at the expense
of siphoning youth from several young maidens. By the time you were
finished with them, they'd become old crones. Req. Youth Transfer. |
3 |
Soul Entrapment |
You saw to it that many never-do-gooders were
slaughtered, then trapped their souls in spiritite and used their souls
to enhance your own. Req. Soul Trapping. |
4 |
Stolen Treasure |
You read the minds of people off the street until
you chanced upon someone thinking about their hidden stash of gems. It
remained hidden no longer. Req. Mind Reading. |
2 |
1 |
1 |
Grand Heist |
You disguised yourself as a guard, broke into a
well-guarded vault and made off with all the gold, only narrowly evading
capture. Req. Deceit. |
38 |
Bedding Gifts |
You seduced your way into a wealthy nobleman's
bed, you naughty you. You left that same bed with quite the load of
gifts. Req. Seduction. |
3 |
7 |
Gang Blackmail |
You found the hideout of a local gang that had
been trading in valuables. You got a bit of it in exchange for keeping
something more valuable: Their secret. Req. Inquisition. |
2 |
16 |
Pact with the Dark One |
You made a pact with the Dark One that you would
engage in unspeakable atrocities in exchange for power via his dark
mark. Now you dare not disobey lest the mark kills you. |
6 |
Sigil Invention |
You invented a new sigil for spelltracing, and a
useful one at that. You'll be reaping the rewards from the University
for a long time to come. Req. Inspiration, Master. |
32 |
Magicite Discovery |
While expeditioning within the ruins of a
long-collapsed civilization, you found a rare cache of magicite, which
you could use to make yourself some enchantments. Req. Journeyman. |
8 |
Noble Impersonation |
Your glamers impersonated a nobleman so well that
you walked right into his treasure room and walked right out with the
family fortune. Req. Animated Illusion. |
1 |
3 |
50 |
Hell Sending |
You have given your enemies what they deserved -
Hell. Now your enemies are at the demons' mercy, and the demons have
sent well-deserved gifts your way. Req. Damnation. |
6 |
6 |
Royal Enslavement |
You've put a royal princess' body under your
spell. She's yours to do with as you wish, or if you give her back you
can get all the wealth you wish. Req. Body Control. |
100 |
Astral Threats |
You have issued death threats to all the nobles
and demanded money from each. After a demonstration of your power, none
dare refuse. Req. Astral Assassination. |
6 |
2 |
4 |
125 |
Alchemy |
You discovered a way to transmute silver into
gold. Rather than tell the authorities, you start making massive
quantities of gold for yourself. Req. Transmutation. |
225 |
Gifted Magic Away |
You gave away a portion of your magical power in a
selfless sacrifice, either to help someone in need or as a contribution
to the greater good. |
-2 |