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{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ritualism Ability
! Common Ability
! Ability Type
! Type
! Range
! Range
! Description (Choose one of these per tier purchased.)
! Description (All Yanar have these Abilities)
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist Projection
| style="background-color:#cbf1cb;" | Nen’yavaye Whisper
| Ritualist Power
| Racial Spell
| Self
| Direct Touch
| The Character can, while meditating in front of a fire or light source in their Home, Estate, or Clandestine Base, astrally project their spirit from their body and move around freely. They become translucent, solid grey in color with white glowing eyes. While in this state, they can walk around as they could normally, but cannot phase through objects or interact with people or things. They can only be affected by Abilities and Puretek. If their projection is damaged by the prior, they will automatically snap back to their body, unharmed. They can still speak and hear, but will remain vulnerable and unaware physically at their body. To return to their body, they need to walk back to their body and re-enter it. Once this Ability ends, willingly or unwillingly, it cannot be used again for 12 hours.
| The Yanar can re-invigorate dead plants and flowers back to full health, as long as the plants are still in a somewhat save-able state. There are no limits to this Ability.
|-
| style="font-weight:bold; width:10%;" | Ritualist's Implement
| Ritualist Power
| Emote Distance
| The Character can physically engrave items and weapons with unique ritualistic runes. These runes can glow with any color the Character chooses while the Character is within emote Distance of them, and can be turned on and off at will by the Character. Additionally, a single weapon engraved with these runes becomes ‘hand seeking’ for the Character, which means when dropped or lost within Emote Distance, the Character can hold up their hand it will fly back to their hand (unless held by another person, or otherwise unable to physically return, i.e, behind a wall, buried under rubble, destroyed, etc .) This Ability counts as an Object Enhancement.
|-
| style="font-weight:bold; width:10%;" | Ritualist Counter
| Ritualist Power
| Emote Distance
| The Character can Cancel any Ritualist Power (except this one) used within Emote Distance once every 5 minutes. The Aesthetics for how this Cancel occurs is unique to the Character, but it must be visibly obvious that they are doing something to Cancel it (a sound, a hand wave, etc.)
|-
| style="font-weight:bold; width:10%;" | Ritualist Brightflash
| Ritualist Power
| 5 Block Radius
| The Character can clap their hands together over their head, creating a bright flash of light in a 5 block radius around them. Anyone caught in the flash will be partially blinded for the next thirty seconds. While partially blinded, they are still capable of defending themselves, but cannot accurately hit anyone else with Abilities or Mundane attacks. A Character can only be affected by this Ability once every 5 minutes (even if used by another Ritualist.)
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist Rustward
| style="background-color:#cbf1cb;" | Nen’yavaye Hands
| Ritualist Power
| Racial Passive
| Touch
| Two Blocks
| The Character can bless a singular weapon, a pair of identical weapons, or a weapon and a shield, to make it immune to mundane and Ability-based degradation, rust, rotting, or corruption. Additionally, the Character can cause them to glow with faint light. Only one ‘blessing’ may be active at any given time, and the blessings do not activate outside of Emote Distance of the Character.
| The Yanar can wave their hands within 2 blocks distance of flowers and plants, causing them to gently sway along with the Yanar's hands.
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist's Light-Duel
| style="background-color:#cbf1cb;" | Nen’yavaye Song
| Ritualist Power
| Racial Spell
| 5 Blocks
| Direct Touch
| The Character can call down a beam of celestial light (moon, sun, stars, or whatever is appropriately thematic) on themselves and another individual within 5 blocks of them. The beam prevents entry or exit, and any other individuals present will be pushed out of the area for the duration. The beam lasts for 1 minute, and no projectiles, Ability Based or Mundane, can pass through the beam. This ability can only be used once every hour, and the same person cannot be affected by this ability more than once every 24 hours.
| The Yanar can sing the Tree Speech, causing any bark or twigs or branches in their hands to be moldable like clay to turn them into objects or furniture.
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist Marrowsmith
| style="background-color:#cbf1cb;" | Nen’yalon Stave
| Ritualist Power
| Racial Spell
| Touch
| The Character can create weapons equivalent to steel out of bones, preventing them from decaying naturally and hardening them. Additionally, these weapons will faintly glow at night or in the darkness.
|-
| style="font-weight:bold; width:10%;" | Ritualist Phasewalk
| Ritualist Power
| Self
| Self
| The Character can enter an ethereal ghost-like state through a 5 minute long ritual, which can be interrupted. They appear translucent, with solid glowing eyes. While in this state, the character is immune to Non-Ability Projectiles and Non-Ability Attacks, excluding Puretek. The Character additionally cannot attack others, and can move through walls but only float at a sluggish half-walk-speed pace. As soon as they re-form, they cannot re-enter this state for another 24 hours. In this state, they cannot hear anything or speak. This Ability cannot be used in the Prison or in the Palace.
| The Yanar can summon a plant or bark matter stave between 5 to 6 feet long that is as tough as Steel. Can be given to others, but will rot after 48 hours. Can be un-summoned by absorbing the matter back into the Yanar's body. Only one such Stave can be summoned per Yanar at any time. It can be stolen, and not be re-summoned until it has rotten away.
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist Phasebeast
| style="background-color:#cbf1cb;" | Nen’yalon Nature
| Ritualist Power
| Racial Passive
| Self
| Self
| The Character can turn into a ghostly Wolf, Bobcat, Deer, or Ram with white glowing eyes through a 5 minute long ritual, which can be interrupted. The character can move and speak normally.. They can stay in this state for as long as they want, or until they are physically hurt. This state carries over any Ritualism Mutations they may have applied, appearing on the ghostly animal as well, while respecting their form.
| The Yanar is allowed to have 1 Proficiency-cost free Nature Sorcery Aesthetic Spell. This does not count towards the maximum of Sorcery Spells a Character can have, and also does not lock the Sorcery categories for the Yanar.
|-
| style="font-weight:bold; width:10%;" | Ritualist Shroud
| Ritualist Power
| Self
| The Character can summon a ghostly shroud, which appears as a cloak of any length with a hood, and tapers off into transparency at the end. This Shroud offers no physical protection, but will shield the wearer from Rain, and will disappear when removed. While wearing the shroud, if the Character would fall from a height of twenty blocks or less, the shroud will extend into a pair of ghostly wings, allowing them to slowly glide down vertically and land safely.
|-
| style="font-weight:bold; width:10%;" | Ritualist Servant-Hex
| Ritualist Power
| Emote Distance
| The Character can inflict a weakening hex on an Archblood, Silver Skinwalker, or Crimson Witch that they can see within Emote Distance. While affected by this hex, for any mutation that has a written cooldown, the cooldown is doubled after usage, if that mutation is used during the duration of the hex. Additionally, the first Primal Power, Vampire Spell, or Werebeast spell used by either of the three while affected by the hex will be Prevented, but this can only occur once. The hex lasts for an hour, but any extended cooldowns will remain extended until their expiry. This Ability can only be used once per day.
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist's Dualguard
| style="background-color:#cbf1cb;" | Nen’solur Garden
| Ritualist Power
| Racial Spell
| Emote Distance
| Emote Distance
| The Character can target two people within Emote Distance, creating a visible tether to them and making them Immune to Ritualist Powers for the duration. This Ability counts as Linked Channel, requiring the Character have one hand extended to maintain the Channel. This ability can only be used once every 12 hours.
| The Yanar are capable of producing Solur Gardens in any location, be it in their rental property, organization base, or garden or patch of forest. This must be emoted out, and covers a patch of 10x10 blocks around the central location. Multiple Yanar can build a Garden together. If this Garden is burned, it cannot be remade for another 3 days.
|-
| style="font-weight:bold; width:10%;" | Ritualist Garden Ward
| Ritualist Power
| Self
| The Character can create glowing crystals, rocks, and stones that, when placed in a garden no larger than 5x5x5 blocks, or in a Regalian Rental Region, will protect any plants within the area, making them immune to mundane disease and fungus, in addition to Ability-based corruption. A character may only create enough stones for one garden or region at a time.
|-
| style="font-weight:bold; width:10%;" | Ritualist Beastwarp
| Ritualist Power
| Self
| The Character can, through a five minute ritual, transform into a fully-grown domestic dog or cat. While in this form, the Character appears like a completely mundane cat or dog, but cannot speak. Additionally, the Character cannot squeeze through holes or enter areas they could not fit in normally, and if they are struck physically or with an Ability, will immediately transform back.
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist's Armor
| style="background-color:#cbf1cb;" | Nen’solur Yanil
| Ritualist Power
| Racial Passive
| Touch
| Location
| The Character can summon a platemail tier magical breastplate, on themselves, or on another person (as long as they can touch them.) The breastplate can be broken and affected as regular armor would, but would fade naturally after 30 minutes. Only one breastplate can be summoned at any given time.
| While a Yanar is inside their Solur Garden, if an enemy or hostile force enters the garden, up to five Yanils will jump and attack, one for each assailant (if there are less than 5, then they still still all jump at the enemies, but their effects do not stack). For each person attacked, they receive a short five second coughing fit, after which all their combat Proficiencies are reduced by 25% while inside the Garden. Stepping out of the garden does remove the effect, but stepping back into the garden within 1 hour returns the effect. If staying in the garden for 1 hour, the effect dissipates automatically. Yanils recharge 48 hours after use.
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist's Bloodsmith
| style="background-color:#cbf1cb;" | Nen’chrat Yattil
| Ritualist Power
| Racial Spell
| Self
| Location
| The Character can use their own blood to create a Blood Sung Weapon, of any kind of Melee Combat Category, which has the effectiveness of a steel weapon. They can only produce one such weapon at any given time, but can hand it to someone else. They must re-integrate this weapon before being able to re-use the ability.
| While a Yanar is in a Solur Garden, they can ritually bury a piece of fresh fruit while meditating on the image of an animal (from the list provided above in the written descriptions). This then creates a familiar that looks like that animal chosen, which is domestic-cat sized, and smells of the fruit that they were made from with those fruit's flowers present on their body, and the rest made out of green plant matter. This familiar is aesthetic and has no utility or combat uses. Only one Yattil can be produced by a Yanar, though the previous one can be gifted back to the earth to produce a new one.
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist Dragonspite
| style="background-color:#cbf1cb;" | Nen’shall Vision
| Ritualist Power
| Racial Spell
| Touch
| Location
| The Character can place a positive enchantment on someone else they touch (or themselves) that makes them immune to the next incoming Archblood or Dragon Warrior Ability. This ability can only be used once every 12 hours, and the enchantment only lasts for 12 hours.
| While a Yanar is in a Solur Garden, they can meditate while holding hands with as many others as they like, and drag all of them into a communal meditative dream-world. While in this dream world, they can talk, but not physically interact, and they can share images like photos of memories to others present in that dream. Only one non-Yanar can join a group or single other Yanar into this dream realm. Anyone can leave the dream realm at will, or be knocked out of it by having their meditation disturbed.
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist Planarspite
| style="background-color:#cbf1cb;" | Nen’shall Force
| Ritualist Power
| Racial Spell
| Touch
| Direct Touch
| The Character can place a positive enchantment on someone they touch (or themselves), that makes them immune to the next incoming Magic Spell or Sorcery Spell. This ability can only be used once every 12 hours, and the enchantment only lasts for 12 hours.
| While a Yanar is (not necessarily in their Garden) having someone restrained (either strapped to a chair/bed or in chains or trapped/snared/rooted by some Ability), they can force all five fingers up to their forehead, and if they can make skin-contact force both themselves and the target (who may or may not be Yanar) into the same dream realm as the Vision Ability above. This is however involuntary, as the target cannot leave by free will. Additionally, they cannot close their eyes, and the Yanar can bombard them with flashes (like photos) of memories, sounds and smells in a rapid succession like a bombardment. This can only be disrupted by the Yanar breaking away, or being knocked away from the target.
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist Blood-Mend
| style="background-color:#cbf1cb;" | Nen’nailon Dress
| Ritualist Power
| Racial Spell
| Emote Distance
| Direct Touch
| The Character can rip blood from a person they can see in Emote Distance, up to a handful, and then use this to heal either their own or someone else's wound over the time-span of 30 seconds, as long as they remain uninterrupted. This Ability can heal any flesh-wound, and internal damage, but can only assist in setting broken bones, and will not repair them entirely. It additionally cannot return function to damaged nerves. The wound created on the target cannot not seriously inhibit the target in any way. The ripping causes mild pain, and cannot be used again until the healing finishes. This ability counts as a Linked Channel.
| Yanar can summon or create or mold any plant matter or thin air into petal and leaf-like clothing that blur the line between flowers, their body, and clothes. They can recolor and reshape any size of matter to produce dresses that appear like petals, gowns that appear like upside down roses, vests, coats, hats, etc, night instantly. This does not affect normal clothing. This does not allow them to produce any armor, even if the petals can be colored gray and shaped like armor would be shaped on the body, nor does it offer heat or cold protection, but it can imitate the qualities of silk in movement.
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist Monsterwarp
| style="background-color:#cbf1cb;" | Wyldbirth Cycle
| Ritualist Power
| Racial Spell
| Self
| Location
| The Character can choose one of the following to manifest: Claws on their hands which alters the damage done by Fist Combat or a prehensile tail that can be used to hold items or wield light weapons at half Proficiency of the Character. Only one of the following choices can be manifested, and cannot be changed except through a ritual that may only be performed once per week.
| The Yanar can begin the cycle of rebirth, like the shedding of skin as a snake does. This returns their previous body back to the earth, acting as fertilizer for plant life, while their soul departs for 48 hours and wanders around the Solur Garden until it regrows a body after the 48 hours are over. This new body can have a completely different appearance, be of a different Yanera subspecies, have a different personality, different Body Shape, but must always have the same Proficiencies. For more specifics, read the Wyldbirth section above under Physical Characteristics.
|-
| style="font-weight:bold; width:10%;" | Ritualist Uprooting
| Ritualist Power
| Emote Distance
| The Character can, with the stomp of a foot on the ground, cause an area beneath a person within Emote Distance to suddenly have physical growths of choice aesthetics erupt from the ground, pushing and ejecting a person upwards in a rapid motion, before pulling back down. This ability does not inflict any major wounds. The person will be flung into the air by a few feet, and when they land, knocked off their feet. This ability can only be used twice per 12 hours.
|-
| style="font-weight:bold; width:10%;" | Ritualist Meld
| Ritualist Power
| Touch
| The Character can, with Direct Touch, infest another person by borrowing their body as a vessel. The target must be either fully restrained or willing. While inside that person, they can direct where the body moves to, but they cannot stop the body from speaking or moving its head, and neither the Character nor the target can utilize any Abilities. If involuntary, this fusion lasts for 15 minutes, if voluntary, it can last up to 1 hour, and the Character can choose to let the host walk freely and just use their body to hide in.
|-
| style="font-weight:bold; width:10%;" | Ritualist Blessed Form
| Ritualist Power
| Touch
| The Character can bless themselves or someone else with a halo behind their head, which causes their eyes to glow in the same color, their hair and clothes to become weightless and their body to lift 1 foot off the ground. This grants complete Rooting, Trapping and Snaring immunity, Ability based or Mundane,  for up to 10 minutes. This Ability can only be used once per day.
|-
| style="font-weight:bold; width:10%;" | Ritualist Revealing
| Ritualist Power
| Emote Distance
| The Character can bathe the area around them in bright light, dispelling any Mundane Darkness from Emote Distance for the next 15 minutes. Anyone within Emote Distance that had blindness forced on them through any Ability also has this effect removed. This Ability can only be used once per hour.
|-
| style="font-weight:bold; width:10%;" | Ritualist Earthbind
| Ritualist Power
| Emote Distance
| The Character can target a single person within Emote Distance who is using some sort of flying or floating Ability or Mechanic, and drag that person to the ground forcibly. The target cannot re-use any flying or floating mechanic or Ability for the next 10 minutes, but does not take any damage from the fall. This Ability can only be used once per hour.
|-
| style="font-weight:bold; width:10%;" | Ritualist Weapon-Spite
| Ritualist Power
| Touch
| The Character can enchant a single weapon, covering it in religious symbols and runes of the chosen religion that causes a lasting burning sensation after striking an Exist, Void, Primal, or Bintaar Aberrant (that they are aware is an Aberrant.) When enchanting the weapon, the Character must choose the type of Aberrant that is affected, all others are not. This enchantment can only apply to one weapon at a time. This Ability counts as an Object Enhancement.
|}
 
 
 
{| class="wikitable"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
! Ritualism Aesthetic
| Yanera Ability
! Ability Type
| Type
! Range
| Range
! Description (Choose one of these per tier purchased.)
| Description (Yanar have one of these, depending on their Yanera subspecies)
|-
|- style="text-align:center;"
| style="font-weight:bold; width:10%;" | Ritualist Vocalism
| style="background-color:#d0ded0; text-align:left;" | Flor Sallence (Yanera-Flor Only)
| Ritualist Power
| Racial Passive
| Self
| Self
| The Character can enhance their voice, making it sound as though multiple others are speaking in tandem with them. This does not increase their volume.
| style="text-align:left;" | The Yanar is capable of picking up any flower, plant or floral matter and merging it into their body from which it can grow. This can include but is not limited to berries, fruits, vegetables, cereals, flowers, plants, but not trees. Imparting these flowers or berries will cause more of them to grow on their body, which can be safely harvested by the Yanar without hurting them, and can fulfill the role of sustenance. It can also change their appearance in small ways, like an orange tree flower or twig fused into their hair, turning all the hair petals orange.
|-
|-
| style="font-weight:bold; width:10%;" | Ritualist Ghostcloak
| style="background-color:#f1ddcb;" | Fae Shaillence (Yanera-Fae Only)
| Ritualist Power
| Racial Passive
| Emote Distance
| style="text-align:center;" | Self
| The Character can manifest a ghostly appearance of a person they know to be dead and have witnessed on a painting or in person, superimposed onto their own body so it looks like the ghostly manifestation and their body move in tandem, or the ghost moving at a slight delay
| The Yanar is capable of changing the color of their: Skin, Hair, and Eyes at will, merely from looking at someone of another race. They can combine this, like blonde hair from an Altalar, gray skin from a Shenath Kathar, and auburn hair from an Avanthar. The colors only apply to their non-plant-like surfaces, as they still have green-colored plant matter forearms and upper arms, and legs below the knees.
|-
|-
| style="font-weight:bold; width:10%;" | Pagan Mutationism
| style="background-color:#edd7eb;" | Dul Mallence (Yanera-Dul Only)
| Ritualist Passive
| Racial Passive
| Self
| style="text-align:center;" | Self
| The Character can apply Marvash Mutations to themselves or others who are willing through a ritual. These do not cause Aberrancy. They can also remove any type of Ritualism Mutation from themselves or others who are willing through a ritual.
| The Yanar is capable of targeting an individual, causing growths of flowers and plant on their body to appear that suits that person's interests. For example, this person's favorite color of roses might appear if they like the smell of roses, while if they are into feminine individuals, extra leaves might appear around the waist and chest of the Yanar, giving them a more hour-glass figure than their body actually presents (it does not change their Body Shape, only their silhouette). Additionally, these Yanar always produce an Emote Range wide floral scent that smells different to each person that smells it, always representing their favorite floral or fruity smell.
|-
| style="font-weight:bold; width:10%;" | Exist Mutationism
| Ritualist Passive
| Self
| The Character can apply Lavvanya Mutations to themselves or others who are willing through a ritual. They can also remove any type of Ritualism Mutation from themselves or others who are willing through a ritual.
|-
| style="font-weight:bold; width:10%;" | Void Mutationism
| Ritualist Passive
| Self
| The Character can apply Threlwar Mutations to themselves or others who are willing through a ritual. They can also remove any type of Ritualism Mutation from themselves or others who are willing through a ritual.
|-
| style="font-weight:bold; width:10%;" | Monster Mutationism
| Ritualist Passive
| Self
| The Character can apply Cho’Roq Mutations to themselves or others who are willing through a ritual. These do not cause Aberrancy. They can also remove any type of Ritualism Mutation from themselves or others who are willing through a ritual.
|-
| style="font-weight:bold; width:10%;" | Dragon Mutationism
| Ritualist Passive
| Self
| The Character can apply Essence Mutations to themselves or others who are willing through a ritual. These do not cause Aberrancy. They can also remove any type of Ritualism Mutation from themselves or others who are willing through a ritual.
|-
| style="font-weight:bold; width:10%;" | Ritualist Exorcism
| Ritualist Power
| Emote Distance
| The Character can perform Spirit Banishment on NPC poltergeists and ghostly infestations of non-possession nature on buildings or objects, except event Poltergheists.
|-
| style="font-weight:bold; width:10%;" | Ritualist Gemcraft
| Ritualist Passive
| Touch
| The Character can infuse precious metals and gems with sunlight. When exposed to sunlight, they will reflect it from all angles, shimmering brightly. When outside of sunlight, they will always give off a faint warm glow reminiscent of sunlight.
|-
| style="font-weight:bold; width:10%;" | Ritualist Lightpaint
| Ritualist Passive
| Touch
| The Character can create tattoos and murals on solid surfaces using single-colored paint. Depending on the color of the paint, the art will animate and glow faintly when a color- appropriate element(Earth, Fire, Water, Air, Sunlight) is present in Emote Distance.
|-
| style="font-weight:bold; width:10%;" | Ritualist Lightmeter
| Ritualist Passive
| Self
| The Character can hold their hands together, creating the image of the Sun or Moon in its current light levels between their palms. This effect is not blinding, and only functions to determine the time of day.
|-
| style="font-weight:bold; width:10%;" | Ritualist Mythtelling
| Ritualist Power
| Emote Distance
| The Character can use natural paint dust (ochre for example), weaving it through the air and applying it to walls to form animal, plant and myth based cave-painting-like depictions on any wall or floor or ceiling surface. Furthermore, they can also animate them (for example, cause a horse that was painted to gallop in place).
|-
| style="font-weight:bold; width:10%;" | Ritualist Ghostcall
| Ritualist Power
| Emote Distance
| The Character can summon ghostly appearances of any person's deceased loved ones, but these apparitions only appear waist up and are stagnant/un-moving, they cannot be animated in any way or say anything, and stare out straight forward. The Character can also speak in the voice of a deceased loved one of another person, as long as they are within Emote Distance of the target. The voice and image chosen are at random, unless the Ritualist is specifically aware of one to choose.
|-
| style="font-weight:bold; width:10%;" | Ritualist Ghostmutter
| Ritualist Passive
| Self
| The Character can activate the Sense of the Dead, which causes them to be followed by the faint whispers and muttering of the dead, random dead souls speaking unfinished tales, unfinished business and lives not lived.
|-
| style="font-weight:bold; width:10%;" | Ritualist Phaseblade
| Ritualist Passive
| Touch
| The Character can transform any weapon they are holding into a ghostly weapon that glows faintly and leaves a trail of smoke in its wake. This does not effect the functions of the weapon.
|-
| style="font-weight:bold; width:10%;" | Ritualist Phasewings
| Ritualist Power
| Self
| The Character can manifest ghostly wings (from any applicable creature/being) from their back and armor over their shoulders and arms. The armor and wings are non corporeal, do not obstruct vision, and have no function.
|-
| style="font-weight:bold; width:10%;" | Ritualist Familiar
| Ritualist Passive
| Self
| The Character can summon a single Draconic Familiar. This familiar appears around the size of an average house-cat, and can appear in whatever colors the Character wishes, as long as it looks like a miniature dragon of some type. This familiar can act as if it has a mind of its own, and make noises, but can only physically interact with the Character who summoned it. It will disappear if it moves further than 5 blocks from the Character who summoned it.
|-
| style="font-weight:bold; width:10%;" | Ritualist Gemsmith
| Ritualist Power
| Touch
| The Character can use Gem Singing on themselves or other willing people to graft gems and crystals into their body. They can also just change the shape in their hands without implementing it, but these hand-shaped gems will never acquire the sharp and geometric shapes of cut-gemstones, rather retaining a more smooth polished feel without hard edges. This is not entirely painful, but cannot be used on someone who is not willing, and remains purely aesthetic, the gems are fragile and cause pain when destroyed or struck.
|-
| style="font-weight:bold; width:10%;" | Ritualist Masking
| Ritualist Power
| Touch
| The Character can use a weaving hex to plant a semi-permanent illusion on any Tattoo, burn-mark or scar on skin to hide it. Any ability that removes Curses or ends Ritualist Powers will remove it, but it will otherwise remain permanent.
|-
| style="font-weight:bold; width:10%;" | Ritualist Growth
| Ritualist Passive
| Self
| The Character can 'grow' small plants in their hair and from their skin without harming themselves. These plants have no functional purpose, but the Character can have any number of them on their body. This includes small flowers, mushrooms, and vines.
|-
| style="font-weight:bold; width:10%;" | Ritualist Body-Singing
| Ritualist Power
| Touch
| The Character can use Shape Singing on bones and blood to shape it aesthetically to their whims. The targeted bones or blood can either be their own, disembodied, or belonging to another willing individual. The process is somewhat painful, but the Character can, without causing permanent damage, aesthetically shape the substance into whatever they desire. The shaped blood crystallizes, becoming fragile and shimmering. Bones can protrude out of the body, and blood can be shaped into small statues or displays. Regardless of shape, they have no functional purposes.
|-
| style="font-weight:bold; width:10%;" | Ritualist Corruption
| Ritualist Power
| Touch
| The Character can partially void corrupt any nearby plants or vegetation through prolonged contact. If the character touches a flora for up to five minutes uninterrupted, it will slowly become withered and visibly corrupted, reminiscent of the plants in severely void-corrupted environments. This effect will fade slowly once the Character leaves, returning the plants to normal 12 hours later. This process can be sped up by any Ability that removes curses or possessions. The character can re-apply this effect whenever they please, and if applied to the same plant everyday for a week, the corruption will not fade naturally, but can still be removed by curse or possession removing abilities.
|-
| style="font-weight:bold; width:10%;" | Ritualist Predation
| Ritualist Passive
| Self
| The Character can safely consume flesh and other organic matter from animals, plants, and people, and gain sustenance from it as if they had eaten normal food, even if the matter is rotten, decayed, or corrupted.
|-
| style="font-weight:bold; width:10%;" | Ritualist Beast-Speak
| Ritualist Power
| Emote Distance
| The Character can, within Emote Distance, communicate with any Beast Shifted Character that is in their Beast Shift, through telepathy. They can speak to the Beast Shifted person, but the person cannot speak back.
|-
| style="font-weight:bold; width:10%;" | Ritualist Trance Fire
| Ritualist Power
| Emote Distance
| The Character can trance-dance to cause any fires nearby to heat up and start flaming in black and white, while casting shadows of monsters committing acts of horror on people-shaped shadows.
|-
| style="font-weight:bold; width:10%;" | Ritualist Fearsmith
| Ritualist Passive
| Touch
| The Character can carve ritualistic script into a wooden mask with the visual description of a being or creature that inspires fear in others. When wearing the mask, they will take on translucent, ghostly features of that being or creature. These features have no corporeality, and do not obscure their form or movements in any way. These features can move with the Character wearing the mask, but cannot make noise or be animated in any complex fashion. The subject that inspires fear must be an actual person or creature, such as "The Emperor" or "A Spider," and not abstract concepts, like being afraid of heights.
|-
| style="font-weight:bold; width:10%;" | Ritualist Gloweave
| Ritualist Passive
| Self
| The Character can cause the palms of their hands to glow in a gentle light. This does not provide enough light to illuminate darkness, but does leave behind glowing trails while their hands move.
|-
| style="font-weight:bold; width:10%;" | Ritualist Clothweave
| Ritualist Passive
| Self
| The Character can cause any robes they are wearing to permanently or temporarily flow as if they are weightless. As soon as the cloth leaves their body, it ceases this function.
|-
| style="font-weight:bold; width:10%;" | Ritualist Shine
| Ritualist Power
| Emote Distance
| The Character can cause any armor on themselves or others within Emote Distance to appear as if it is pristine, polished and extremely clean with a clear reflective quality. This has no functional purpose, and is purely for the purpose of appearing pretty.
|-
| style="font-weight:bold; width:10%;" | Ritualist Spotlight
| Ritualist Power
| Emote Distance
| The Character can either on themselves or someone pointed at cause a bright ray of light to erupt from clouds either at night from the moon or during the day from the sun, to illuminate a person specifically through celestial light. This does not affect that person or cast away darkness, it just makes them easier to spot in a crowd, but does not move with the person.
|}
|}

Revision as of 22:12, 6 October 2020

Common Ability Type Range Description (All Yanar have these Abilities)
Nen’yavaye Whisper Racial Spell Direct Touch The Yanar can re-invigorate dead plants and flowers back to full health, as long as the plants are still in a somewhat save-able state. There are no limits to this Ability.
Nen’yavaye Hands Racial Passive Two Blocks The Yanar can wave their hands within 2 blocks distance of flowers and plants, causing them to gently sway along with the Yanar's hands.
Nen’yavaye Song Racial Spell Direct Touch The Yanar can sing the Tree Speech, causing any bark or twigs or branches in their hands to be moldable like clay to turn them into objects or furniture.
Nen’yalon Stave Racial Spell Self The Yanar can summon a plant or bark matter stave between 5 to 6 feet long that is as tough as Steel. Can be given to others, but will rot after 48 hours. Can be un-summoned by absorbing the matter back into the Yanar's body. Only one such Stave can be summoned per Yanar at any time. It can be stolen, and not be re-summoned until it has rotten away.
Nen’yalon Nature Racial Passive Self The Yanar is allowed to have 1 Proficiency-cost free Nature Sorcery Aesthetic Spell. This does not count towards the maximum of Sorcery Spells a Character can have, and also does not lock the Sorcery categories for the Yanar.
Nen’solur Garden Racial Spell Emote Distance The Yanar are capable of producing Solur Gardens in any location, be it in their rental property, organization base, or garden or patch of forest. This must be emoted out, and covers a patch of 10x10 blocks around the central location. Multiple Yanar can build a Garden together. If this Garden is burned, it cannot be remade for another 3 days.
Nen’solur Yanil Racial Passive Location While a Yanar is inside their Solur Garden, if an enemy or hostile force enters the garden, up to five Yanils will jump and attack, one for each assailant (if there are less than 5, then they still still all jump at the enemies, but their effects do not stack). For each person attacked, they receive a short five second coughing fit, after which all their combat Proficiencies are reduced by 25% while inside the Garden. Stepping out of the garden does remove the effect, but stepping back into the garden within 1 hour returns the effect. If staying in the garden for 1 hour, the effect dissipates automatically. Yanils recharge 48 hours after use.
Nen’chrat Yattil Racial Spell Location While a Yanar is in a Solur Garden, they can ritually bury a piece of fresh fruit while meditating on the image of an animal (from the list provided above in the written descriptions). This then creates a familiar that looks like that animal chosen, which is domestic-cat sized, and smells of the fruit that they were made from with those fruit's flowers present on their body, and the rest made out of green plant matter. This familiar is aesthetic and has no utility or combat uses. Only one Yattil can be produced by a Yanar, though the previous one can be gifted back to the earth to produce a new one.
Nen’shall Vision Racial Spell Location While a Yanar is in a Solur Garden, they can meditate while holding hands with as many others as they like, and drag all of them into a communal meditative dream-world. While in this dream world, they can talk, but not physically interact, and they can share images like photos of memories to others present in that dream. Only one non-Yanar can join a group or single other Yanar into this dream realm. Anyone can leave the dream realm at will, or be knocked out of it by having their meditation disturbed.
Nen’shall Force Racial Spell Direct Touch While a Yanar is (not necessarily in their Garden) having someone restrained (either strapped to a chair/bed or in chains or trapped/snared/rooted by some Ability), they can force all five fingers up to their forehead, and if they can make skin-contact force both themselves and the target (who may or may not be Yanar) into the same dream realm as the Vision Ability above. This is however involuntary, as the target cannot leave by free will. Additionally, they cannot close their eyes, and the Yanar can bombard them with flashes (like photos) of memories, sounds and smells in a rapid succession like a bombardment. This can only be disrupted by the Yanar breaking away, or being knocked away from the target.
Nen’nailon Dress Racial Spell Direct Touch Yanar can summon or create or mold any plant matter or thin air into petal and leaf-like clothing that blur the line between flowers, their body, and clothes. They can recolor and reshape any size of matter to produce dresses that appear like petals, gowns that appear like upside down roses, vests, coats, hats, etc, night instantly. This does not affect normal clothing. This does not allow them to produce any armor, even if the petals can be colored gray and shaped like armor would be shaped on the body, nor does it offer heat or cold protection, but it can imitate the qualities of silk in movement.
Wyldbirth Cycle Racial Spell Location The Yanar can begin the cycle of rebirth, like the shedding of skin as a snake does. This returns their previous body back to the earth, acting as fertilizer for plant life, while their soul departs for 48 hours and wanders around the Solur Garden until it regrows a body after the 48 hours are over. This new body can have a completely different appearance, be of a different Yanera subspecies, have a different personality, different Body Shape, but must always have the same Proficiencies. For more specifics, read the Wyldbirth section above under Physical Characteristics.
Yanera Ability Type Range Description (Yanar have one of these, depending on their Yanera subspecies)
Flor Sallence (Yanera-Flor Only) Racial Passive Self The Yanar is capable of picking up any flower, plant or floral matter and merging it into their body from which it can grow. This can include but is not limited to berries, fruits, vegetables, cereals, flowers, plants, but not trees. Imparting these flowers or berries will cause more of them to grow on their body, which can be safely harvested by the Yanar without hurting them, and can fulfill the role of sustenance. It can also change their appearance in small ways, like an orange tree flower or twig fused into their hair, turning all the hair petals orange.
Fae Shaillence (Yanera-Fae Only) Racial Passive Self The Yanar is capable of changing the color of their: Skin, Hair, and Eyes at will, merely from looking at someone of another race. They can combine this, like blonde hair from an Altalar, gray skin from a Shenath Kathar, and auburn hair from an Avanthar. The colors only apply to their non-plant-like surfaces, as they still have green-colored plant matter forearms and upper arms, and legs below the knees.
Dul Mallence (Yanera-Dul Only) Racial Passive Self The Yanar is capable of targeting an individual, causing growths of flowers and plant on their body to appear that suits that person's interests. For example, this person's favorite color of roses might appear if they like the smell of roses, while if they are into feminine individuals, extra leaves might appear around the waist and chest of the Yanar, giving them a more hour-glass figure than their body actually presents (it does not change their Body Shape, only their silhouette). Additionally, these Yanar always produce an Emote Range wide floral scent that smells different to each person that smells it, always representing their favorite floral or fruity smell.