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{{Info afflictions
{{Info afflictions
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*Sudden reclusiveness  
*Sudden reclusiveness  
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Capradeim are a unique form of exist infection, manifesting in the same way when spread knowingly by other Capradiem or unknowingly when an individual happens to transform when engaging in cannibalism. Capradiem have a unique hunger for and obsession with bones, from animals, people, and even other Capradiem. They sustain themselves off the marrow from these freshly harvested bones, and any additional flesh they harvest at the same time (though they are noted as usually letting it rot and decay before consuming it.) Most of the time, Capradiem are created when an individual engages in cannibalism of any other sentient race, but it does not have a 100% infection rate through this method, leaving many scholars to question what the exact requirements are. Infrequently, however, Capradiem are created via bizarre rituals amongst Capradiem cults, wherein they each kidnap someone and hunt them down for sport. The last surviving kidnap-ee is then forcibly transformed into a Capradiem, being the only one deemed worthy as the “last.” Capradiem have a number of unusual physical manifestations when infected, but are most noted for their drastic personality and ideology changes. They become partially reclusive, obsessed with creating a home (usually a cave) safe from all intruders where they store their ever growing collection of bones. Capradiem develop a distaste for all other non-Capradiem, but will do anything and work with anyone for a steady supply of bones, or for the chance to acquire the bones of a target they have become infatuated with. Uniquely shaped bones, or bones from rare creatures and people are of utmost priority to Capradiem. They are, however, fiercely vengeful if slighted or tricked, and are known to turn on prior allies if they are stolen from or deceived. Though not an irreversible affliction, Capradiem are notoriously hard to capture due to their capriciousness and paranoia.
Capradeim are a unique form of exist infection, manifesting in the same way when spread knowingly by other Capradeim or unknowingly when an individual happens to transform when engaging in cannibalism. Capradeim have a unique hunger for and obsession with bones, from animals, people, and even other Capradeim. They sustain themselves off the marrow from these freshly harvested bones, and any additional flesh they harvest at the same time (though they are noted as usually letting it rot and decay before consuming it.) Most of the time, Capradeim are created when an individual engages in cannibalism of any other sentient race, but it does not have a 100% infection rate through this method, leaving many scholars to question what the exact requirements are. Infrequently, however, Capradeim are created via bizarre rituals amongst Capradeim cults, wherein they each kidnap someone and hunt them down for sport. The last surviving kidnap-ee is then forcibly transformed into a Capradeim, being the only one deemed worthy as the “last.” Capradeim have a number of unusual physical manifestations when infected, but are most noted for their drastic personality and ideology changes. They become partially reclusive, obsessed with creating a home (usually a cave) safe from all intruders where they store their ever growing collection of bones. Capradeim develop a distaste for all other non-Capradeim, but will do anything and work with anyone for a steady supply of bones, or for the chance to acquire the bones of a target they have become infatuated with. Uniquely shaped bones, or bones from rare creatures and people are of utmost priority to Capradeim. They are, however, fiercely vengeful if slighted or tricked, and are known to turn on prior allies if they are stolen from or deceived. Though not an irreversible affliction, Capradeim are notoriously hard to capture due to their capriciousness and paranoia.




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==Infection & Curing==
==Infection & Curing==
Capradiem are created either when an individual engages in Cannibalism within Emote Distance of another Capradiem, Capradiem Bone Shrine, or when two or more Capradiem perform the ‘Rite of the Last.’ Capradiem Bone shrines can only be created in a Capradiem’s home or Clandestine base, and only one Shrine can be created per Capradiem. The ‘Rite of the Last’ is an elaborate ritual all Capradiem know how to perform, and involves kidnapping individuals and hunting them down until only one survives, wherein they are transformed at the Bone Shrine forcibly via being impaled on one of its limbs (they recover fully from this ‘wound’ and any damage they sustained during the Rite only when transformed.) ((We generally recommend this be a backstory only method of infection, but can be organized between players if they want to have friends play NPCs who are hunted/killed.)) Any character that is immune to Vampirism or Werebeast infections cannot be transformed into a Capradiem.  
Capradeim are created either when an individual engages in Cannibalism within Emote Distance of another Capradeim, Capradeim Bone Shrine, or when two or more Capradeim perform the ‘Rite of the Last.’ Capradeim Bone shrines can only be created in a Capradeim’s home or Clandestine base, and only one Shrine can be created per Capradeim. The ‘Rite of the Last’ is an elaborate ritual all Capradeim know how to perform, and involves kidnapping individuals and hunting them down until only one survives, wherein they are transformed at the Bone Shrine forcibly via being impaled on one of its limbs (they recover fully from this ‘wound’ and any damage they sustained during the Rite only when transformed.) ((We generally recommend this be a backstory only method of infection, but can be organized between players if they want to have friends play NPCs who are hunted/killed.)) Any character that is immune to Vampirism or Werebeast infections cannot be transformed into a Capradeim.  


When first infected, it takes 24 hours for a Capradiem to fully manifest all traits and abilities, and begins with an intense, insatiable hunger. Anything eaten will not satiate this hunger, and the Capradiem quickly descends into paranoia that those around them are trying to sabotage or starve them. A Capradiem can only be cured once they have fully transformed, and no medicine, traditional or magical, will assist with any of the symptoms associated with infection. Curing can be done by anyone who can cure Vampires or Werebeasts, and involves the following process: the Capradiem must be fully restrained and starved for 12 hours, after which they must be fed a specific mixture of vegetables and herbs every hour for the next 6 hours. At the end of this period, the Capradiem will expunge a liquid marrow substance from their mouth, and faint. Any physical changes fade instantly, and the individual awakes entirely cured, with no lingering mental effects, except revulsion to the smell of rotted flesh. ((As with usual curing Processes, this can be time-skipped.)) When the curing process is complete, the Capradiem’s Bone Shrine loses any magical properties and can be easily broken down as if it were made of burnt wood.
When first infected, it takes 24 hours for a Capradeim to fully manifest all traits and abilities, and begins with an intense, insatiable hunger. Anything eaten will not satiate this hunger, and the Capradeim quickly descends into paranoia that those around them are trying to sabotage or starve them. A Capradeim can only be cured once they have fully transformed, and no medicine, traditional or magical, will assist with any of the symptoms associated with infection. Curing can be done by anyone who can cure Vampires or Werebeasts, and involves the following process: the Capradeim must be fully restrained and starved for 12 hours, after which they must be fed a specific mixture of vegetables and herbs every hour for the next 6 hours. At the end of this period, the Capradeim will expunge a liquid marrow substance from their mouth, and faint. Any physical changes fade instantly, and the individual awakes entirely cured, with no lingering mental effects, except revulsion to the smell of rotted flesh. ((As with usual curing Processes, this can be time-skipped.)) When the curing process is complete, the Capradeim’s Bone Shrine loses any magical properties and can be easily broken down as if it were made of burnt wood.


==Capradiem Abilities==
==Capradeim Abilities==
Capradiem gain a number of abilities in their hunt, and have access to all of the following abilities below, including any Racial Abilities they may have had prior. (Unless that Racial Ability conflicts with limitations placed by the mutations below, such as a Racial that offers Sorcery Levels.)
Capradeim gain a number of abilities in their hunt, and have access to all of the following abilities below, including any Racial Abilities they may have had prior. (Unless that Racial Ability conflicts with limitations placed by the mutations below, such as a Racial that offers Sorcery Levels.)
{| class="wikitable"  
{| class="wikitable"  
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
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| style="width:8%;" | Self
| style="width:8%;" | Self
|  
|  
The Capradiem’s new physical stat Limit is 30, overriding any Racial Limit as long as it is above this number. If below, then the Racial Limit applies. The Capradiem’s eye sockets considerably darken, while their skin pulls tight around their body, essentially reducing body-fat to 0% but without the harmful side effects. Bones and muscle tissue is more visible and the person looks either perpetually emaciated and bony or incredibly sinewy because of the strands in their muscle tissue. They are also constantly followed by a subtle yet unpleasant odor, like a bird which has been rotting in an attic, or a dead cat left behind under a bridge that one might only occasionally catch a whiff of. The Capradiem cannot utilize Sorcery, but can use Ritualism, solely worshipping the ‘Diety’ that created them.  If the Capradiem had Sorcery Levels before becoming infected, they are all refunded and can be re-spent, and if they are cured, the original set (or no Sorcery) is restored.  
The Capradeim’s new physical stat Limit is 30, overriding any Racial Limit as long as it is above this number. If below, then the Racial Limit applies. The Capradeim’s eye sockets considerably darken, while their skin pulls tight around their body, essentially reducing body-fat to 0% but without the harmful side effects. Bones and muscle tissue is more visible and the person looks either perpetually emaciated and bony or incredibly sinewy because of the strands in their muscle tissue. They are also constantly followed by a subtle yet unpleasant odor, like a bird which has been rotting in an attic, or a dead cat left behind under a bridge that one might only occasionally catch a whiff of. The Capradeim cannot utilize Sorcery, but can use Ritualism, solely worshipping the ‘Diety’ that created them.  If the Capradeim had Sorcery Levels before becoming infected, they are all refunded and can be re-spent, and if they are cured, the original set (or no Sorcery) is restored.  
|-
|-
| style="background-color:#c0c0c0;" | Face of Death
| style="background-color:#c0c0c0;" | Face of Death
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| Self
| Self
|  
|  
The Capradiem’s skin turns raven black, while their head turns into that of a bare buffalo skull with four eye sockets, and all its flesh and skin removed so it appears only like a white skull with black horns. Additionally, their skin appears like dried leather, and causes laceration when touched with bare skin to anyone else.  
The Capradeim’s skin turns raven black, while their head turns into that of a bare buffalo skull with four eye sockets, and all its flesh and skin removed so it appears only like a white skull with black horns. Additionally, their skin appears like dried leather, and causes laceration when touched with bare skin to anyone else.  
|-
|-
| style="background-color:#c0c0c0;" | Bone Shrine
| style="background-color:#c0c0c0;" | Bone Shrine
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| Direct Touch
| Direct Touch
|  
|  
The Capradiem is able to construct a shrine of collected bones in their home, which becomes a semi-living magical object. It will grow and expand akin to a tree if additional bones are added to it. If placed in a primary home (Regalia Area Shop Region) that the Capradiem lives in, that house becomes immune to burglary. Any attempt to lockpick the door will result in the locks constantly breaking, and any attempt to break through the windows or doors will inexplicably turn the person around just when they are about to try and break through. The Effect can only be temporarily halted by having a Puretek weapon fire at the door lock. When the Capradiem sits with their hand upon the Bone Shrine, it will transfer their conscience to a bone puppet. This bone puppet is humanoid in form but made of ramshackle animal bones, and is unable to fight or perform any Proficiency related actions with accuracy. It can however speak, and the Werebeast is able to move around inside the bone puppet over the entire Regalian Isle. Destroying the puppet snaps their consciousness back to their body.
The Capradeim is able to construct a shrine of collected bones in their home, which becomes a semi-living magical object. It will grow and expand akin to a tree if additional bones are added to it. If placed in a primary home (Regalia Area Shop Region) that the Capradeim lives in, that house becomes immune to burglary. Any attempt to lockpick the door will result in the locks constantly breaking, and any attempt to break through the windows or doors will inexplicably turn the person around just when they are about to try and break through. The Effect can only be temporarily halted by having a Puretek weapon fire at the door lock. When the Capradeim sits with their hand upon the Bone Shrine, it will transfer their conscience to a bone puppet. This bone puppet is humanoid in form but made of ramshackle animal bones, and is unable to fight or perform any Proficiency related actions with accuracy. It can however speak, and the Werebeast is able to move around inside the bone puppet over the entire Regalian Isle. Destroying the puppet snaps their consciousness back to their body.
|-
|-
| style="background-color:#c0c0c0;" | Contaminant Immune
| style="background-color:#c0c0c0;" | Contaminant Immune
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| Self
| Self
|  
|  
The Capradiem is immune to any type of Disease, Putridness, Toxin, Acid or otherwise corrosive and harmful Alchemical substance, either upon exposure or ingestion.
The Capradeim is immune to any type of Disease, Putridness, Toxin, Acid or otherwise corrosive and harmful Alchemical substance, either upon exposure or ingestion.
|-
|-
| style="background-color:#c0c0c0;" | Consume the Rot
| style="background-color:#c0c0c0;" | Consume the Rot
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| Self
| Self
|  
|  
For every person the Capradiem knocks out in battle, the Capradiem can choose to have their body produces a lifeless clone copy of themselves as they pass out. The original is magically transported back to their home, waking up an hour later in their home bed. The lifeless clone copy is however consumed by the Capradiem through cannibalistic feasting. When such a clone copy has been consumed, any wounds on the Capradiem are restored as if fully healed. Should the person cloned be in mortal danger, any lethal wounds are closed and death is prevented, but medical assistance should still be sought after waking up. (This cannot be used to transport an ally out of danger, only when facing an enemy in battle).
For every person the Capradeim knocks out in battle, the Capradeim can choose to have their body produces a lifeless clone copy of themselves as they pass out. The original is magically transported back to their home, waking up an hour later in their home bed. The lifeless clone copy is however consumed by the Capradeim through cannibalistic feasting. When such a clone copy has been consumed, any wounds on the Capradeim are restored as if fully healed. Should the person cloned be in mortal danger, any lethal wounds are closed and death is prevented, but medical assistance should still be sought after waking up. (This cannot be used to transport an ally out of danger, only when facing an enemy in battle).
|-
|-
| style="background-color:#c0c0c0;" | Rattling Bonery
| style="background-color:#c0c0c0;" | Rattling Bonery
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| Self
| Self
|  
|  
The Capradiem is able to telekinetically move any amount of animal bones around in the air around them, as long as they do not leave Emote Distance. The Capradiem can fling these bones at people, but not with such speed that it would cause any lasting damage beyond just an annoyance or obstruction. They can make these bones move in any direction or manner as desires, including making shapes with them in mid-air or causing them to beat a drum on their own. The amount of bones controlled should remain reasonable, for example dozens of chicken bones, or one large whale bone.
The Capradeim is able to telekinetically move any amount of animal bones around in the air around them, as long as they do not leave Emote Distance. The Capradeim can fling these bones at people, but not with such speed that it would cause any lasting damage beyond just an annoyance or obstruction. They can make these bones move in any direction or manner as desires, including making shapes with them in mid-air or causing them to beat a drum on their own. The amount of bones controlled should remain reasonable, for example dozens of chicken bones, or one large whale bone.
|-
|-
| style="background-color:#c0c0c0;" | Beast Commandery
| style="background-color:#c0c0c0;" | Beast Commandery
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| Self
| Self
|  
|  
The Capradiem is able to turn any non Magical animal (ex. domestic dog/cat), or an Ability-Summoned familiar/summoned animal creature against its owner, causing it to attack their owner, while the Capradiemt and owner are both within Emote Distance of each other.
The Capradeim is able to turn any non Magical animal (ex. domestic dog/cat), or an Ability-Summoned familiar/summoned animal creature against its owner, causing it to attack their owner, while the Capradeimt and owner are both within Emote Distance of each other.
|-
|-
| style="background-color:#c0c0c0;" | There is No Hiding
| style="background-color:#c0c0c0;" | There is No Hiding
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| Self
| Self
|  
|  
The Capradiem is able to point at someone once a day that marks them as Tracked for an Hour. While Tracked, the person feels a constant cold shiver and leaves behind an invisible trail that only the Werebeast can see, and follow. This Ability can only be used once every 2 hours.   
The Capradeim is able to point at someone once a day that marks them as Tracked for an Hour. While Tracked, the person feels a constant cold shiver and leaves behind an invisible trail that only the Werebeast can see, and follow. This Ability can only be used once every 2 hours.   
|-
|-
| style="background-color:#c0c0c0;" | Whispering Death
| style="background-color:#c0c0c0;" | Whispering Death
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| Self
| Self
|  
|  
The Capradiem is able to place an Object curse on at most five individual objects, objects which must be animal bones in nature. Anyone who picks up one of these Cursed Objects will receive the Death Whisper curse, where the Werebeast is able to communicate to them through one-way communication, but the voice of the Capradiem will come out unrecognizable, distorted (as if two voices speaking at once) and a lot more hissing and gutteral than the Capradiem would normally sound. This Curse lasts for an hour.
The Capradeim is able to place an Object curse on at most five individual objects, objects which must be animal bones in nature. Anyone who picks up one of these Cursed Objects will receive the Death Whisper curse, where the Werebeast is able to communicate to them through one-way communication, but the voice of the Capradeim will come out unrecognizable, distorted (as if two voices speaking at once) and a lot more hissing and gutteral than the Capradeim would normally sound. This Curse lasts for an hour.
|}
|}



Revision as of 00:08, 19 November 2020

Test
[[File:|200px]]
Afflictions
Affected Races All Races, except Url, Kathar, and Sindhar
Contraction Various
Mortality Rate N/A
Origins Exist Arken
Symptoms
  • Hunger for bones and rotten flesh
  • Physical Transformation
  • Sudden reclusiveness

Capradeim are a unique form of exist infection, manifesting in the same way when spread knowingly by other Capradeim or unknowingly when an individual happens to transform when engaging in cannibalism. Capradeim have a unique hunger for and obsession with bones, from animals, people, and even other Capradeim. They sustain themselves off the marrow from these freshly harvested bones, and any additional flesh they harvest at the same time (though they are noted as usually letting it rot and decay before consuming it.) Most of the time, Capradeim are created when an individual engages in cannibalism of any other sentient race, but it does not have a 100% infection rate through this method, leaving many scholars to question what the exact requirements are. Infrequently, however, Capradeim are created via bizarre rituals amongst Capradeim cults, wherein they each kidnap someone and hunt them down for sport. The last surviving kidnap-ee is then forcibly transformed into a Capradeim, being the only one deemed worthy as the “last.” Capradeim have a number of unusual physical manifestations when infected, but are most noted for their drastic personality and ideology changes. They become partially reclusive, obsessed with creating a home (usually a cave) safe from all intruders where they store their ever growing collection of bones. Capradeim develop a distaste for all other non-Capradeim, but will do anything and work with anyone for a steady supply of bones, or for the chance to acquire the bones of a target they have become infatuated with. Uniquely shaped bones, or bones from rare creatures and people are of utmost priority to Capradeim. They are, however, fiercely vengeful if slighted or tricked, and are known to turn on prior allies if they are stolen from or deceived. Though not an irreversible affliction, Capradeim are notoriously hard to capture due to their capriciousness and paranoia.


History

((To be Added.))


Infection & Curing

Capradeim are created either when an individual engages in Cannibalism within Emote Distance of another Capradeim, Capradeim Bone Shrine, or when two or more Capradeim perform the ‘Rite of the Last.’ Capradeim Bone shrines can only be created in a Capradeim’s home or Clandestine base, and only one Shrine can be created per Capradeim. The ‘Rite of the Last’ is an elaborate ritual all Capradeim know how to perform, and involves kidnapping individuals and hunting them down until only one survives, wherein they are transformed at the Bone Shrine forcibly via being impaled on one of its limbs (they recover fully from this ‘wound’ and any damage they sustained during the Rite only when transformed.) ((We generally recommend this be a backstory only method of infection, but can be organized between players if they want to have friends play NPCs who are hunted/killed.)) Any character that is immune to Vampirism or Werebeast infections cannot be transformed into a Capradeim.

When first infected, it takes 24 hours for a Capradeim to fully manifest all traits and abilities, and begins with an intense, insatiable hunger. Anything eaten will not satiate this hunger, and the Capradeim quickly descends into paranoia that those around them are trying to sabotage or starve them. A Capradeim can only be cured once they have fully transformed, and no medicine, traditional or magical, will assist with any of the symptoms associated with infection. Curing can be done by anyone who can cure Vampires or Werebeasts, and involves the following process: the Capradeim must be fully restrained and starved for 12 hours, after which they must be fed a specific mixture of vegetables and herbs every hour for the next 6 hours. At the end of this period, the Capradeim will expunge a liquid marrow substance from their mouth, and faint. Any physical changes fade instantly, and the individual awakes entirely cured, with no lingering mental effects, except revulsion to the smell of rotted flesh. ((As with usual curing Processes, this can be time-skipped.)) When the curing process is complete, the Capradeim’s Bone Shrine loses any magical properties and can be easily broken down as if it were made of burnt wood.

Capradeim Abilities

Capradeim gain a number of abilities in their hunt, and have access to all of the following abilities below, including any Racial Abilities they may have had prior. (Unless that Racial Ability conflicts with limitations placed by the mutations below, such as a Racial that offers Sorcery Levels.)

Ability Type Range Description
Body of Death Constant Passive Self

The Capradeim’s new physical stat Limit is 30, overriding any Racial Limit as long as it is above this number. If below, then the Racial Limit applies. The Capradeim’s eye sockets considerably darken, while their skin pulls tight around their body, essentially reducing body-fat to 0% but without the harmful side effects. Bones and muscle tissue is more visible and the person looks either perpetually emaciated and bony or incredibly sinewy because of the strands in their muscle tissue. They are also constantly followed by a subtle yet unpleasant odor, like a bird which has been rotting in an attic, or a dead cat left behind under a bridge that one might only occasionally catch a whiff of. The Capradeim cannot utilize Sorcery, but can use Ritualism, solely worshipping the ‘Diety’ that created them. If the Capradeim had Sorcery Levels before becoming infected, they are all refunded and can be re-spent, and if they are cured, the original set (or no Sorcery) is restored.

Face of Death Mythic Shift Self

The Capradeim’s skin turns raven black, while their head turns into that of a bare buffalo skull with four eye sockets, and all its flesh and skin removed so it appears only like a white skull with black horns. Additionally, their skin appears like dried leather, and causes laceration when touched with bare skin to anyone else.

Bone Shrine Object Curse Direct Touch

The Capradeim is able to construct a shrine of collected bones in their home, which becomes a semi-living magical object. It will grow and expand akin to a tree if additional bones are added to it. If placed in a primary home (Regalia Area Shop Region) that the Capradeim lives in, that house becomes immune to burglary. Any attempt to lockpick the door will result in the locks constantly breaking, and any attempt to break through the windows or doors will inexplicably turn the person around just when they are about to try and break through. The Effect can only be temporarily halted by having a Puretek weapon fire at the door lock. When the Capradeim sits with their hand upon the Bone Shrine, it will transfer their conscience to a bone puppet. This bone puppet is humanoid in form but made of ramshackle animal bones, and is unable to fight or perform any Proficiency related actions with accuracy. It can however speak, and the Werebeast is able to move around inside the bone puppet over the entire Regalian Isle. Destroying the puppet snaps their consciousness back to their body.

Contaminant Immune Constant Passive Self

The Capradeim is immune to any type of Disease, Putridness, Toxin, Acid or otherwise corrosive and harmful Alchemical substance, either upon exposure or ingestion.

Consume the Rot Constant Passive Self

For every person the Capradeim knocks out in battle, the Capradeim can choose to have their body produces a lifeless clone copy of themselves as they pass out. The original is magically transported back to their home, waking up an hour later in their home bed. The lifeless clone copy is however consumed by the Capradeim through cannibalistic feasting. When such a clone copy has been consumed, any wounds on the Capradeim are restored as if fully healed. Should the person cloned be in mortal danger, any lethal wounds are closed and death is prevented, but medical assistance should still be sought after waking up. (This cannot be used to transport an ally out of danger, only when facing an enemy in battle).

Rattling Bonery Constant Passive Self

The Capradeim is able to telekinetically move any amount of animal bones around in the air around them, as long as they do not leave Emote Distance. The Capradeim can fling these bones at people, but not with such speed that it would cause any lasting damage beyond just an annoyance or obstruction. They can make these bones move in any direction or manner as desires, including making shapes with them in mid-air or causing them to beat a drum on their own. The amount of bones controlled should remain reasonable, for example dozens of chicken bones, or one large whale bone.

Beast Commandery Mythic Spell Self

The Capradeim is able to turn any non Magical animal (ex. domestic dog/cat), or an Ability-Summoned familiar/summoned animal creature against its owner, causing it to attack their owner, while the Capradeimt and owner are both within Emote Distance of each other.

There is No Hiding Mythic Spell Self

The Capradeim is able to point at someone once a day that marks them as Tracked for an Hour. While Tracked, the person feels a constant cold shiver and leaves behind an invisible trail that only the Werebeast can see, and follow. This Ability can only be used once every 2 hours.

Whispering Death Mythic Spell Self

The Capradeim is able to place an Object curse on at most five individual objects, objects which must be animal bones in nature. Anyone who picks up one of these Cursed Objects will receive the Death Whisper curse, where the Werebeast is able to communicate to them through one-way communication, but the voice of the Capradeim will come out unrecognizable, distorted (as if two voices speaking at once) and a lot more hissing and gutteral than the Capradeim would normally sound. This Curse lasts for an hour.

Trivia


Accreditation
Writers birdsfoot_violet
Last Editor Birdsfoot violet on 11/19/2020.

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