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| Ritualist Spell
 
| Ritualist Spell
 
| colspan="2" | The Character can, if a person has been knocked out or thoroughly restrained, consume the subject. Upon consumption, the Character will take on specific traits of this person (for example inheriting some scars, hair color, ear structure, minor changes, and must be visual traits), and gain a +5 Physical Stat bonus. After half an hour of consumption, the Character regurgitates the person, who despite being covered in saliva, is otherwise fine, and will not remember being eaten either, or have been conscious while they were proverbially inside the Character. For up to 24 hours after regurgitation, these specific traits remain, as does the +5 Physical Stat bonus, while the victim loses -5 Physical stat for that duration. When the 24 hours are over, all individuals return to normal. This consumption can be done on a maximum of three individuals at any given time, and when a new person is added to the previous consumption, the timer does not reset, and still follows the timer of the first person. Note: It is heavily recommended you do skip the consumption and regurgitation RP, as it may conflict with our rules regarding disgusting roleplay if this is done too graphical. Always ensure that your roleplay partners are comfortable with what you are doing, and that you don't do it in an overtly public place where passerby's might take OOC offense to the content of your roleplay. Additionally, The Character can apply any of the Void Mutations, but only on themselves. They can also reverse these mutations, as long as they have been applied within the last week.
 
| colspan="2" | The Character can, if a person has been knocked out or thoroughly restrained, consume the subject. Upon consumption, the Character will take on specific traits of this person (for example inheriting some scars, hair color, ear structure, minor changes, and must be visual traits), and gain a +5 Physical Stat bonus. After half an hour of consumption, the Character regurgitates the person, who despite being covered in saliva, is otherwise fine, and will not remember being eaten either, or have been conscious while they were proverbially inside the Character. For up to 24 hours after regurgitation, these specific traits remain, as does the +5 Physical Stat bonus, while the victim loses -5 Physical stat for that duration. When the 24 hours are over, all individuals return to normal. This consumption can be done on a maximum of three individuals at any given time, and when a new person is added to the previous consumption, the timer does not reset, and still follows the timer of the first person. Note: It is heavily recommended you do skip the consumption and regurgitation RP, as it may conflict with our rules regarding disgusting roleplay if this is done too graphical. Always ensure that your roleplay partners are comfortable with what you are doing, and that you don't do it in an overtly public place where passerby's might take OOC offense to the content of your roleplay. Additionally, The Character can apply any of the Void Mutations, but only on themselves. They can also reverse these mutations, as long as they have been applied within the last week.
 +
|}
 +
 +
[B]oid
 +
 +
{| class="wikitable"
 +
! style="font-weight:bold; background-color:#c0c0c0; color:#000000;" | Points
 +
! style="font-weight:bold; background-color:#c0c0c0; color:#000000;" | Ability Type
 +
! colspan="2" style="font-weight:bold; background-color:#c0c0c0; color:#000000;" | Description of Ability
 +
|-
 +
| 1
 +
| Constant Passive
 +
| colspan="2" | The Character can write/read/speak/understand She'llaq, the ritualistic Void Language.
 +
|-
 +
| 2
 +
| Constant Passive
 +
| colspan="2" | The Character can use She'llaq to create ritualistic scriptures, tomes, tattoos and engravings that light up with a purple or red glow when another Void Ritualistic ability is used nearby, or with the snap of a finger from a Ritualist, or when the item/person with the tattoos or scriptures is damaged.
 +
|-
 +
| 3
 +
| Ritualist Spell
 +
| colspan="2" | 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 crystalizes, becoming fragile and shimmering. Bones can protrude out of the body, and blood can be shaped into small statues or displays. Regardless of the shape, this Ability only has aesthetic functions, and does not benefit the individual in any combat or utility-based way.
 +
|-
 +
| 4
 +
| Ritualist Spell
 +
| colspan="2" | The Character can use their own blood to create a Blood Sung Weapon, of any kind, 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.
 +
|-
 +
| 5
 +
| Ritualist Spell
 +
| colspan="2" | 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.
 +
|-
 +
| 6
 +
| Ritualist Spell
 +
| colspan="2" | The Character can apply Void Mutations to either themselves or others who are willing, and reverse them, as long as they have been applied within the last week. Additionally, the character can painlessly remove Exist and Draconic Mutations from a willing subject through an hour long ritual.
 +
|-
 +
| 7
 +
| Constant Passive
 +
| colspan="2" | The Character can write a She'llaq summons on a piece of paper in their own blood, and then burn it, to send a contact request to an Arken or Herald, or send them a message.
 +
|-
 +
| 8
 +
| Ritualist Spell
 +
| colspan="2" | 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 inhibt the target in any way. The ripping causes mild pain pain, and cannot be used again until the healing finishes. This ability counts as a Linked Channel. Additionally, the Character can apply any of the Monster Mutations, but only on themselves. They can also reverse these mutations, as long as they were applied within the last week.
 +
|}
 +
 +
 +
dragon mutes
 +
 +
{| class="wikitable"
 +
! colspan="4" style="text-align: center; font-weight:bold; background-color:#9698ed; color:#000000;" | Draconic Essence Mutations
 +
|-
 +
| Draconic Coronet
 +
| Can create a Dravna coronet to wear, an essence crystal crown that glows faintly purple.
 +
| colspan="2" | Fades when stolen, removed, or destroyed.
 +
|-
 +
| Draconic Shroud
 +
| Can summon a  cloak with a hood that tapers off into transparency. It can be any color, and flows with the movement of the Soul Rivers. Any Isldar or Shambala/Soul-Dragon Ritualists can see embroidered details on the shroud.
 +
| colspan="2" | This provides no actual functional benefits and is purely aesthetic. Is not physical.
 +
|-
 +
| Draconic Shine
 +
| Can create up to three crystal bracelets or rings out of Essence. Can visually reflect one of the four world flow elements, or the Soul rivers.
 +
| colspan="2" | This provides no actual functional benefits and is purely aesthetic. Is not physical.
 +
|-
 +
| Draconic Crown
 +
| Can manifest a ghostly crown of horns of any shape and color from their head.
 +
| colspan="2" | This provides no actual functional benefits and is purely aesthetic. Is not physical.
 +
|-
 +
| Draconic Dye
 +
| Tips of their hair can take on a specific color, appearing faint and ghostly: green, blue, purple, white, red.
 +
| colspan="2" | No additional comments.
 +
|-
 +
| Draconic Skin
 +
| Can manifest patches of skin along their arms that appears like reflective dragon scales.
 +
| colspan="2" | This provides no actual functional benefits and is purely aesthetic. Affected skin does not actually become scales, just appears as such.
 +
|-
 +
| Draconic Gauntlets
 +
| Can summon a pair of ghostly gloves, that when worn look like dragon claws of any shape and color.
 +
| colspan="2" | This provides no actual functional benefits and is purely aesthetic. Is not physical.
 +
|-
 +
| Draconic Tail
 +
| Can manifest a ghostly Dragon tail from their lower back, which can be no longer than 3ft in length. It can be of any color, and tapers off into mist.
 +
| colspan="2" | This provides no actual functional benefits and is purely aesthetic. Is not physical.
 +
|-
 +
| Draconic Mark
 +
| Arms, up to elbows and starting at fingertips will appear covered in a glowing substance that trails off into long, visible wisps. Can be of any color.
 +
| colspan="2" | This provides no actual functional benefits and is purely aesthetic.
 +
|-
 +
| Draconic Flow
 +
| Hair will shift and move as if underwater, but following the movements of the Soul Rivers instead.
 +
| colspan="2" | This provides no actual functional benefits and is purely aesthetic.
 +
|-
 +
| Draconic Disc
 +
| Can summon a sun-disk behind their head that glows faintly in time with the sun, disappearing automatically at night.
 +
| colspan="2" | This provides no actual functional benefits and is purely aesthetic. Is not physical.
 +
|-
 +
| Draconic Gaze
 +
| Can manifest patches of skin around the eyes that appear like reflective scales of any color.
 +
| colspan="2" | This provides no actual functional benefits and is purely aesthetic. Affected skin does not actually become scales, just appears as such.
 +
|-
 +
| Draconic Mantle
 +
| Can summon an Essence mantle, which is non-corporeal and rests on their shoulders. The Mantle can appear aesthetically based on one of three themes: world flow elements, the sun, or the soul rivers.
 +
| colspan="2" | This provides no actual functional benefits and is purely aesthetic. Is not physical.
 
|}
 
|}

Revision as of 11:16, 11 February 2020

Orc

Points Ability Type Description of Ability
1 Constant Passive The Character can write/read/speak/understand Old Ganma, the ritualistic Call of Vakgar and Makosh Language.
2 Constant Passive The Character can use Old Ganma script to create ritualistic scriptures, tomes, tattoos, and engravings that light up with a bronze glow when: another Old Ganma Ritualist Spell is used in Emote Distance, with a snap of the fingers from the Ritualist who applied them, or when there is combat in Emote Distance.
3 Constant Passive The Character can create ritualistic engravings into any metal objects that glow a color of the ritualist's choice when the object is struck.
4 Ritualist Spell The Character can, while meditating in front of a fire in the Orc Temple in the Orc District, astral project their spirit from their body and move around. They become see-through,and solid grey in color with white glowing eyes. While in this state, they are able to walk around, but not phase through solid objects. They cannot interact with objects or other people, and can only be affected by Abilities and Puretek. If their projection is damaged, they will automatically return to their body, unharmed. They can still speak and hear, but will remain vulnerable physically while outside of their body. To return to their body willingly, they need to walk back to their body and re-enter it. Once they have returned to their body (willingly or unwillingly) they cannot astral project again for 12 hours.
5 Toggle Passive The Character can manifest the image of Vakgar or Makosh over their form. Vakgar's image surrounds them in transparent black, with a red tinted mohawk, and holding a glowing torch and an axe. Makosh' image surrounds their form in transparent red, with a black tinted mohawk, and holding a shield and spear. The image does not interfere with others seeing or combating them, but will follow the movements of their body.
6 Ritualist Spell The Character can apply Pagan Marvash Mutations to either themselves or others who are willing, and reverse them, as long as they have been applied within the last week. Additionally, the character can painlessly remove Monster Mutations from a willing subject through an hour long ritual.
7 Ritualist Spell The Character can perform Spirit Banishment on NPC poltergeists and ghostly infestations of non-possession nature on buildings or objects.
8 Ritualist Spell The Character can Cancel any Ritualist Spell cast within Emote Distance of them. This Ability can only be used once every 5 minutes. Additionally, they can perform an hour long ritual to purge any Object Curses from an item. Touching the object is required to perform the ritual, but the character will not be affected by the Curse as long as the ritual is uninterrupted.

shambala

Points Ability Type Description of Ability
1 Constant Passive The Character can write/read/speak/understand Sigui, the ritualistic language of Shambala.
2 Constant Passive The Character can use Sigui to create ritualistic scriptures, tomes, tattoos, and engravings that light up with a golden or bright white glow when: another Shambala Ritualist Spell is used within Emote Distance, with the a snap of the fingers from the Ritualist who applied them, or for an hour after being exposed to sunlight.
3 Constant Passive 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.
4 Ritualist Spell The Character can apply the Blessing of the Sun to a single weapon, a pair of weapons, or a single weapon and a single shield. The Character can only have one blessing active at any given time. Any objects affected by the Blessing is immune to any natural wear and degradation, and is also immune to any negative effects contact with non-ability based fire, water, earth, or air may have. Additionally, the ritualist can spa their fingers, causing the affected objects to glow brightly with sunlight in a 5 block radius, clearly illuminating everything in that area, but not hindering anyone's ability to see.
5 Constant Passive The Character can create intricate 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 its relevant element is present in Emote Distance.

Green/Brown- Earth | Red/Orange- Fire| Teal/Purple- Water | Grey/Light Blue - Air | Yellow/White - Sunlight

6 Ritualist Spell The Character can apply Draconic mutations to either themselves or others who are willing, and reverse them, as long as they have been applied within the last week. Additionally, the character is capable of painlessly removing Void or Exist mutations from a willing subject through an hour long ritual.
7 Constant Passive The Character can Sigui sing to the Soul Rivers (even if they cannot see them) which will carry a message of theirs to any Dragon they choose, as long as they know the Draconic Name and use that to begin their message.

Or

The Character can manifest images of their chosen Dragon of Worship, or, if Songaskian, Draconic Ancestor in the natural elements in Emote Distance. These images have no corporeality, and no lasting effects on the elements they appear from.

8 Ritualist Spell The Character can call down a beam of sunlight 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 Ability based Projectiles and Mundane weapons cannot pass through the beam, but Mundane projectiles can. 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.

pagan

Points Ability Type Description of Ability
1 Constant Passive The Character can write/read/speak/understand Old Makdth, the ritualistic Pagan Language.
2 Constant Passive The Character can use Old Makdth Script to create ritualistic scriptures, tomes, tattoos and engravings that light up with a turquoise glow when: another Old Makdth Ritualist Spell is used in Emote Distance, with the snap of the fingers from the Ritualist who applied them, or when near a graveyard or burial ground.
3 Constant Passive 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)
4 Ritualist Spell The Character can enter an ethereal ghost-like state. They appear translucent and turquoise in color, with solid white 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.
5 Toggle Passive 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.
6 Ritualist Spell The Character can apply Pagan Marvash Mutations to either themselves or others, and reverse them, as long as they have been applied in the past week. Additionally, the character can painlessly remove Monster mutations from a willing subject through a 1 hour ritual.
7 Toggle Passive 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.
8 Ritualist Spell The Character can turn into a turquoise ghostly Wolf, Bobcat, Deer, or Ram with white glowing eyes and move as if this animal, while speaking as if humanoid. They can stay in this state for as long as they want, or until they are physically hurt. This state carries over any Pagan Mutations they may have applied, appearing on the ghostly animal as well, while respecting their form.


soul dragon

Points Ability Type Description of Ability
1 Constant Passive The Character can write/read/speak/understand Mavana, the ritualistic Dragon Language.
2 Constant Passive The Character can use Mavana Script to create ritualistic scriptures, tomes, tattoos and engravings that light up with a purple glow when: another Dragon Ritualist Spell is used in Emote Distance, with a snap of the fingers from the Ritualist who applied them, or when present in a Dragon Site/Temple/Ruin.
3 Constant Passive The Character can remote communicate with any Soul Core that accepts their essence connection, though the Soul Core can sever this connection whenever they feel (as can the Character).
4 Ritualist Spell The Character can give an Witchblood a temporary Witchblood reversal curse, which disables a target Witchblood's abilities and passives for up to an hour, while also stealing only a single one of their abilities for personal use. Only a single Witchblood can have this effect active, and it takes another hour before it can be re-used after the completion of the last effect. The effect can be ended early by any Dragon Ritualist.
5 Trigger Passive The Character can interface with Dragon Sites/Temples/Ruins, flushing them with Planar Essence to create a projection of what the place looked like in its original state. Ruined and destroyed parts of the structure(s) will be restored with a ghostly white representation of what it once looked like, as long as they remain physical contact with any part of the structure(s).
6 Ritualist Spell The Character can apply Draconic mutations to either themselves or others who are willing, and reverse them, as long as they have been applied within the last week. Additionally, the character is capable of painlessly removing Void or Exist mutations from a willing subject through an hour long ritual.
7 Constant Passive The Character can Mavana sing to the Soul Rivers (even if they cannot see them) Which will carry a message of theirs to any Dragon they choose, as long as they know the Draconic Name and use that to begin their message.
8 Ritualist Spell The Character can manipulate Soul Essence in emote distance once per day to bolster their allies and hinder their foes. The ritualist can designate up to two allies, protecting those two individuals and themself from other Ritualist Spells, offering them temporary immunity. For any other characters in emote distance, all Soul Essence derived Abilities and Traits, including Clockwork devices and weapons using Soul essence, are disabled. This effect remains active for up to 5 minutes, or until the Ritualist is interrupted. This ability counts as a Linked Channel, requiring them to have one hand extended at all times to continue to weave the protection.


exist

Points Ability Type Description of Ability
1 Constant Passive The Character can write/read/speak/understand Olt'vven, the ritualistic Exist Language.
2 Constant Passive The Character can use Olt'vven to create ritualistic scriptures, tomes, tattoos and engravings that light up with a silver or light blue glow when: another Exist Ritualistic ability is used in Emote Distance, with a snap of the fingers from the Ritualist who applied them, or when nearby healthy and vibrant flora and fauna.
3 Constant Passive The Character can use Gem Singing on themselves or others to graft gems and crystals into their body. They can also just change the shape in their hands without implementing it, but these Olt'vven 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.
4 Ritualist Spell The Character can use an Olt'vven ritual to trans-morph themselves into either a domestic dog or cat. This morph remains for as long as the Character wants, or until they are struck or attacked in some manner. While in this animal form, they can still speak their humanoid language, and cannot communicate with other real animals like their type would. Additionally, their eyes are a glowing solid white-blue light.
5 Ritualist Spell The Character can use a weaving spell 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 Spells will remove it, but it will otherwise remain permanent.
6 Ritualist Spell The Character can apply Lavvanya mutations to either themselves or others who are willing, and reverse them, as long as they have been applied within the last week. Additionally, the character is capable of painlessly removing Void or Draconic mutations from a willing subject through an hour long ritual.
7 Constant Passive The Character can light-weave light on a piece of paper with any light source, and then throw it into the wind or out a window, to send a contact request to an Arken or Herald, or send them a message.
8 Ritualist Spell The Character can light-weave light to create a Light Armor set, which is plate-tier. They can only produce one such armor at any given time, but can do it on someone else. This armor can take three hits before it fades, after which it cannot be remade for thirty minutes.

mmmonster

Points Ability Type Description of Ability
1 Constant Passive The Character can write/read/speak/understand Gal-Raq, the ritualistic Monster Language.
2 Constant Passive The Character can use Gal-Raq Script to create ritualistic scriptures, tomes, tattoos and engravings that light up with an orange or black glow when: another Haunt Ritualist Spell is used in Emote Distance, with a snap of the fingers from the Ritualist who applied them, or when any religious edifice or representation is destroyed or defaced in Emote Distance.
3 Trigger Passive 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 Transformed person, but the person cannot speak back.
4 Ritualist Spell The Character can, with the stomp of a foot on the ground, cause an area beneath a person within Emote Distance to suddenly have fleshy and bony growths 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 Roleplay Scene, per day.
5 Trigger Passive The Character can Gal-Raq 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.
6 Ritualist Spell The Character can apply Monster Mutations to either themselves or others who are willing, and reverse them, as long as they have been applied within the last week. Additionally, the character can painlessly remove any Ritualism Mutations from a willing subject through an hour long ritual.
7 Constant Passive The character can manifest aspects of any organic matter they’ve consumed in the past hour. This is limited specifically to smaller protrusions and changes, and cannot be used in any functional or combat manner. The specifics of how the aesthetic manifestations appear are up to the Ritualist, but must be based on something they’ve consumed recently. For example, if they’ve eaten a type of bird, they could manifest quills or feathers along their arm. These manifestations cannot cover more than 20% of a character’s body at any time, and once applied, will fade and flake away after 24 hours.
8 Ritualist Spell The Character can, if a person has been knocked out or thoroughly restrained, consume the subject. Upon consumption, the Character will take on specific traits of this person (for example inheriting some scars, hair color, ear structure, minor changes, and must be visual traits), and gain a +5 Physical Stat bonus. After half an hour of consumption, the Character regurgitates the person, who despite being covered in saliva, is otherwise fine, and will not remember being eaten either, or have been conscious while they were proverbially inside the Character. For up to 24 hours after regurgitation, these specific traits remain, as does the +5 Physical Stat bonus, while the victim loses -5 Physical stat for that duration. When the 24 hours are over, all individuals return to normal. This consumption can be done on a maximum of three individuals at any given time, and when a new person is added to the previous consumption, the timer does not reset, and still follows the timer of the first person. Note: It is heavily recommended you do skip the consumption and regurgitation RP, as it may conflict with our rules regarding disgusting roleplay if this is done too graphical. Always ensure that your roleplay partners are comfortable with what you are doing, and that you don't do it in an overtly public place where passerby's might take OOC offense to the content of your roleplay. Additionally, The Character can apply any of the Void Mutations, but only on themselves. They can also reverse these mutations, as long as they have been applied within the last week.

[B]oid

Points Ability Type Description of Ability
1 Constant Passive The Character can write/read/speak/understand She'llaq, the ritualistic Void Language.
2 Constant Passive The Character can use She'llaq to create ritualistic scriptures, tomes, tattoos and engravings that light up with a purple or red glow when another Void Ritualistic ability is used nearby, or with the snap of a finger from a Ritualist, or when the item/person with the tattoos or scriptures is damaged.
3 Ritualist Spell 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 crystalizes, becoming fragile and shimmering. Bones can protrude out of the body, and blood can be shaped into small statues or displays. Regardless of the shape, this Ability only has aesthetic functions, and does not benefit the individual in any combat or utility-based way.
4 Ritualist Spell The Character can use their own blood to create a Blood Sung Weapon, of any kind, 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.
5 Ritualist Spell 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.
6 Ritualist Spell The Character can apply Void Mutations to either themselves or others who are willing, and reverse them, as long as they have been applied within the last week. Additionally, the character can painlessly remove Exist and Draconic Mutations from a willing subject through an hour long ritual.
7 Constant Passive The Character can write a She'llaq summons on a piece of paper in their own blood, and then burn it, to send a contact request to an Arken or Herald, or send them a message.
8 Ritualist Spell 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 inhibt the target in any way. The ripping causes mild pain pain, and cannot be used again until the healing finishes. This ability counts as a Linked Channel. Additionally, the Character can apply any of the Monster Mutations, but only on themselves. They can also reverse these mutations, as long as they were applied within the last week.


dragon mutes

Draconic Essence Mutations
Draconic Coronet Can create a Dravna coronet to wear, an essence crystal crown that glows faintly purple. Fades when stolen, removed, or destroyed.
Draconic Shroud Can summon a cloak with a hood that tapers off into transparency. It can be any color, and flows with the movement of the Soul Rivers. Any Isldar or Shambala/Soul-Dragon Ritualists can see embroidered details on the shroud. This provides no actual functional benefits and is purely aesthetic. Is not physical.
Draconic Shine Can create up to three crystal bracelets or rings out of Essence. Can visually reflect one of the four world flow elements, or the Soul rivers. This provides no actual functional benefits and is purely aesthetic. Is not physical.
Draconic Crown Can manifest a ghostly crown of horns of any shape and color from their head. This provides no actual functional benefits and is purely aesthetic. Is not physical.
Draconic Dye Tips of their hair can take on a specific color, appearing faint and ghostly: green, blue, purple, white, red. No additional comments.
Draconic Skin Can manifest patches of skin along their arms that appears like reflective dragon scales. This provides no actual functional benefits and is purely aesthetic. Affected skin does not actually become scales, just appears as such.
Draconic Gauntlets Can summon a pair of ghostly gloves, that when worn look like dragon claws of any shape and color. This provides no actual functional benefits and is purely aesthetic. Is not physical.
Draconic Tail Can manifest a ghostly Dragon tail from their lower back, which can be no longer than 3ft in length. It can be of any color, and tapers off into mist. This provides no actual functional benefits and is purely aesthetic. Is not physical.
Draconic Mark Arms, up to elbows and starting at fingertips will appear covered in a glowing substance that trails off into long, visible wisps. Can be of any color. This provides no actual functional benefits and is purely aesthetic.
Draconic Flow Hair will shift and move as if underwater, but following the movements of the Soul Rivers instead. This provides no actual functional benefits and is purely aesthetic.
Draconic Disc Can summon a sun-disk behind their head that glows faintly in time with the sun, disappearing automatically at night. This provides no actual functional benefits and is purely aesthetic. Is not physical.
Draconic Gaze Can manifest patches of skin around the eyes that appear like reflective scales of any color. This provides no actual functional benefits and is purely aesthetic. Affected skin does not actually become scales, just appears as such.
Draconic Mantle Can summon an Essence mantle, which is non-corporeal and rests on their shoulders. The Mantle can appear aesthetically based on one of three themes: world flow elements, the sun, or the soul rivers. This provides no actual functional benefits and is purely aesthetic. Is not physical.