Owned By: Archaon
Type of Item: Device
Equipment Slots Used: 0
Description:
The Amalgamation of Death, known in ancient histories as simply the Amalgam, is quite basically a metallic mask.. metallic looking. In fact, it did belong to an ancient and destructive power now banished into a dark abyssal prison to be forever forgotten. What was left was this death mask of a relic.. perhaps what its face truly looked like, however no one knew.
The mask itself camouflage its true appearance in the form of a marking upon one's face.. as if tattooed or branded. Invoking its power, the marking envelops the face of its owner.. unleashing the dormant and terrible powers of Amalgam and its twisted, disfigured and dead looking faces. To gaze upon the Amalgam is to gaze upon death itself in its purest form. A shell, a grisly husk of putrid death, or freshly deceased, every aspect and degree of decay displayed.
Powers:
Death’s Wrath (10 Slots - Combat)
With new limbs seeming to come from the very darkness, they work much like the Necromancer’s normal limbs, in the case of combat; movement can be so fast, so furious and confusing, that often these additional appendages will strike out in an attempt to land additional attacks upon an enemy who chooses to go up against the Necromancer in a physical fight.
Mechanics: Any successful close physical attack that exceeds 50 with the opponents defense roll, will automatically give the bearer a second close physical attack immediately following the bearer’s turn.
Chill of the Grave (3 Slots)
A touch, so cold and uncaring that the victim feels devoid of life. This amplifies damage done by necromancer spells +5
Necrotic Armor (5 Slots)
The construction of Necromantic power, the addition of shadowy limbs and the co-mixture of death’s very visage, seem to have an added effect in that all enemy attacks seem to be rendered a bit weaker than they normally would, almost like an otherworldly armor protecting the bearer of the mark.
Mechanics: adds +10 DEF
Faces of Doom (2 Slots RP Effect)
The mask itself can bear the grisly face of death itself, ever changing, ever horrifying, from the look of fresh death to the decaying horror of the long dead. It's physical features constantly changing, as if by death’s whim, or by the internal concentration of the user, to instill fear and dread into those who gaze upon the mask's visage for too long. The mask itself can recede into a dormant state, much like a tattoo or a black mark that frames or covers a portion of the face, when the mask is active, it will envelop the bearer's features in that consuming visage of the macabre.
Melding Abomination (4 Slots RP Effect)
The amalgamation of death, as its name proscribes, extracts the very essence of the element, and transmutes it, mixes it, renders it a successful part of the user so that they may embody that monstrous sense of rising above the finality of death and being more. The Necromancer seems to pull from the veil of the other world itself, shadowy limbs - fists, legs, hands, etc, that seem to hide and move from within the Necromancer's own shadow. This limb will become fully functional for the whole of 24hours, or until the Necromancer has decided their use has expired.
Mechanics: The user can take on or create additional 'shadow' parts, or additional limbs, limited up to 2 pair of arms, 1 pair of wings, 1 tail, and a pair of horns can be applied to the body in any fashion. These limbs are fully functional for combat or mundane purposes, and can be of any playable race found within Belariath; can not be used in a sexual fashion, and after 24 hours of use, the parts fall off
History:
The Rise of the Amalgam
The autumn days were calm. Any given day heralded no ill change on the horizon within the Empire. The leaves fell, discolored, littering the ground below in their earthly hues. The scent of autumn wafted through the calm breeze.
Out of a long and sudden disappearance long ago, Archaon had returned upon the Empire. The Elder Dragons bringing forth their deathly disciple unto the land for something. What that something was, not even he knew.
What he did know, however, was that it was a time for change. A time to bring a new order upon the blessed Tower of Umbara. Words and greetings were exchanged between the drak, and Greywind upon his arrival. Stories exchanged, and word of impending change mentioned. The total restructuring of the tower hierarchy.. and it would begin with the Order of the Unspoken.
As Archaon worked and weaved the web of power like an adept arachnid creating its web, a much darker threat loomed over the skies of the Empire. Word spread of some mystical force in the skies, and the leeching of magic from the many mages and wizards of the land, regardless of their practice.
For days this had gone on, while the Air, the Earth, the Fire, and the Water mages were equally effected for a similar frame of time. The skies yielded a strange glow to it during the evening, a different hue to each effect. Then the Priests and Healers became stricken with this anti magic effect, those who dealt with the power of Nature itself. Even the Seductresses, and the Magi race were effected.
What made the entire ordeal strange was the moment when the Shamanistic magic had been effected. Unlike the rest, Shamanism was amplified. The spirits of the dead spoke with the clarity of the living, if not louder. It was then, that Archaon had received word. The spirette had returned.. and one was captured, then imprisoned within the dark tower. He left at once to interrogate.
A smaller than usual spirette lay within the dungeon cell when Archaon had arrived. Remembering the last conflict against these beings, he had initially placed the fault upon him and his race for the mysterious draining of magic. What the spirette revealed, however, was something far more ancient. A dark, imprisoned council of long dead leaders. A strange mirror that is able to devour the very essence of magic itself.. but it could not devour death itself. This intrigued the drak. With the promise of freedom, and sanctuary within the dark tower, Archaon had let the Spirette free.. in exchange for the very information necessary to end this catastrophic event once and for all.
The skies dimmed into a bleak, pitch black. The time of Necromancy had come upon the land.. and Archaon found his own great power amplified even further by it. Exhilirating as it was, the time had come to strike. A group of brave souls was formed, and briefed upon the threat during travel toward the bleak lands of the Spirette. Swaths of strange occurances sought to hinder the group's progress, while the Spirette guide led them to their destination.
While the group moved onward to meet this threat head on, Archaon investigated what they had passed by, and what they decimated in their wake. On the back of his trusted mephos Wraith, he parused the long forgotten lands of the Spirette and what lay hidden within its darkness. The clang of steel, the hiss of death, and the cries of monstrous encounters echoed throughout. The scent of death was strong.
Finally, the group had arrived to where the strange, and mysterious council were purported to be hiding. A long, decisive battle was fought against these dark powers before they could make their sinister offering of stolen magic to feed the mysterious mirror that gave them their power. One by one the deathly council were felled, but in their cries of death.. they had awakened a vast army to consume the group.
The group eventually found a way to escape, taking the dark mirror with them to take to the Tower of Unigo, deeming it too powerful for Umbara to possess. Archaon was not amused when word of this reached his ear, and so he returned toward the place whence the mirror was found. The pact he had made, though now tenative, provided him with enough time to reach the inner sanctum.
"Come closer, weaver of death." a whisper filled his mind as he landed. The origin of the whisper unknown. He started approaching the gloomy waters that surrounded the base of the spire. "Closer.." the whisper grew stronger. Like a spectral thrust of energy, Archaon was pushed into the darkness. Tugged deeper and deeper by some unknown force, he was dragged beneath the murky depths.
As thoughts of drowning and dying entered his mind, he was mysteriously tossed up. Long gasps of breath were taken first and foremost, before finding out that he was not brought back up to where he was taken. A hidden cove lit only by a singular torch that seemed so ancient, that it would be impossible to remain lit as it was. Before him, another pool.. but unlike anything he had ever seen. A pool of blackness. Cold. Callous. Pure death.
He was drawn to it. Walking slowly towards it. "Welcome.. Weaver of Death." not a whisper this time. A voice as plain as day echoed within the cove, and strangely, the dark ichor bubbled and blooped. With a brow raised, the drak inquired. "Who are you?" "I.. am Nothingness. I am You." The drak again lifted a brow at the riddle, while the pool of blackness continued to bubble in time with the voice.
"I have brought you here.. to learn. To be." the voice continued, and he'd listen. "I.. am Amalgam.. and you. For countless lives I lay here, but no more. Learn." and suddenly, the darkness engulfed Archaon's head. What ensued, not even he could recall. The pool of pure death had infused something within the drak. A dread, grisly gift upon his very face. An ancient and evil force taking hold within his mask. The voice gone, and the pool as still as time, the drak awakened from the mysterious event at the base of the spire where it all began.
He would return to the Tower of Umbara once he was ready, adamant upon locating anything within the libraries of this mysterious Amalgam, but nothing he had indicated anything pertaining to the name. Later readings found indication of a dark and changing force from a long ancient time.. a force capable of constant change, assimilating the very essence of death itself.. as if it was given physical manifestation.
There wasn't much on record about this mysterious power. Those records that somehow survived the test of time indicated how it was the embodiment of all that is death. It's face changing, horrifically changing to become death itself. How it used its victims' limbs as its own. Fused, attached by some blasphemous and unspeakable magic to its own body.
There was nothing much else about what this mysterious Amalgam was beyond what he had found, but the moment he had returned.. he felt energized. Strange, he thought, that something made him feel stronger. His power.. stronger.
released to Archaon 4/24/10
Owned By: L`aquera
Type of Item: Weapon
Equipment Slots Used: 0
Description:
Mithril beaten and folded nearly 2000 years earlier. Created by a mad man, it's creation started as a simple punching dagger, no sharpness upon the blade, smooth as silk until the end where the point stayed sharp and true to puncture into a man or woman's body with the ease of nothing more then a bit of pressure. Its length however was unusual. While a normal punching dagger or sai might run 21 inches, this one had been created to extend to 27 inches or 2.25 feet in length. A bit thinner it was, still light as mithril goes with smaller forks that were far closer to the rounded jutting length of the punching dagger then was normal as well, the points just as deadly but where a punching daggers forks may be used to wrap fingers about and control the weapon, these were too close together, leaving one wondering how to control such a weapon.
The flaps upon the pommel of red leather would soon give one the knowledge needed on how the weapon itself is held and understood to flick into motion. Seemingly small red dragon wings that when the weapon lay dormant until called, wrapped the entire length, like a bat hanging upside down. Only when fire is introduced to the pommel will the wings themselves snap open, catch fire and slither around the wielders hand until the wrist is found and coil there. Tight. Well fitted, as if a glove had been dragged on.
It seems a simple enough if not long looking piece of weapon, until its dormant stage is shaken free, the length of the weapon itself will catch fire, a simple flick of wrist will see it uncoil, its magic called upon and the length extending to an incredible 20 meters should the need arise, whip like, its as if the metal itself liquefied or is that, simply became the flames?
Powers:
Flames lashing:
The mithril Sai can extend and grow out to lengths beyond a whips capability; from across a large pond and high into the air. The sai seeks out and finds any heat source beyond its own and the owner it is bonded too, allowing it to strike as if a whip had come from nightmares of old. It guides the user to find the enemy with alarming precision.
Mechs: The Sai with but a whispered command becomes a whip in liquid flaming motion. It is able to extend 20 yards. The sai like whip strikes for +15 attack value. If the user of this flaming whip's vision is impaired or is blinded, the weapon can be slashed out, seeking the intended victim. A 1d10 will determine if the whip like sai finds its mark. Rolling a 1d10 determines if the weapon hits its target or someone or something, else: 1-6 hits the intended target. (Rolls of the dice need to be made) 7-9 Anyone within the vicinity of the target could be accidentally hit because of the heat they give off. (Roll for damage if hit still needs to be done) a 10 hits anything in its direct path, be it a chair, a wall, a tree and would catch on fire for a 1d3 roll of time.
Furies Blessing: +5 to atk and +5 to def
Mechs: Blessed by the furies in the making of this item, imbuing it with the gift to grant its wielder a slight advantage in atk and defense, enabling them to improve the odds against them a little better
Furies Blessing:. +5 to damage
Mechs: Blessed by the furies in the making of this item, imbuing it with the gift to grant its wielder a slight increase in damage, its construction allowing the weapon to bite deeper into an enemy
Hidden Flame:
The mithril sai can morph to the owners will, becoming something less offensive, a arm band of mithril laid upon red leather
Mechs: The sai can shift form to become the arm band of mithril laid upon red leather outside combat easily. inside combat it takes 1 round.
Flames Passages
The small pryomancer can travel using the flames. Any non-magical flame large enough for her to fit through, or even if she has to wiggle through it she can slowly work her way within it.
Mechs: The user can travel up to 10 miles using one flame, or fire if large enough in this manner. The cost for this is 10 stamina. The fire must be created normal in origin. Not usable in combat.
History:
What is a war, without weapons of hand and mind? Are not the moriel and elves always fighting from territory to slaves? Indeed so, and now and again the High Elves feel their position is enough to over take those below. That their magic’s will overtake the dark fleshed elves and that numbers do not always count in a game of War. One to many slaves to supplies had finally gone missing on a cold Winters day, supplies needed to survive and one such ruler of the High Elves thought with sheer magic’s and muscle and thinking alone, no matter if the Moriel outnumbered them or not, they would win in a scuffle below the earth and retrieve what was theirs. But, to prepare for such a war, one must own the proper tools.
The Dwarves were best at making weapons but the Minotaur’s as well knew their craft and so several were employed and many an odd weapon creation came from their steady hands and the knowledge that lay within their minds. A deal had been struck and in many a way, making such weapons would aide them as well. Not just in coin, but in the eradication of a House of Moriel that had become entirely to bold. So they poured their hearts and soul and their anger into each weapon, hoping such emotion would help the weapons drive home and true.
When finished, each was presented to the high elves, and each was distributed to a man and woman that had earned the right and privileged to wield such a creation. But, more was yet to come. Many of the weapons were then taken to their spell casters, imploring them to create something that would devastate and startle their enemy, one such high ranking rouge pleaded more then the rest, waiting until the others had left to hand pick the Arcana he knew could enchant and enhance his weapon to something far more then just a prodding tool. The plea was taken into consideration and the old Arcana finally bowed to the wishes of the rogue surprised such a young man had risen so far in the ranks but then, being a thief sometimes counted for much. Promising the young one a weapon to outshine the others, he spent far longer on this piece then any other. Considering the small frame of the elf to his very nature he began working and reworking the metal until he could get it to extend, to reform, to take an element that many would fear. It would be a weapon to remember and by the time he was done, the Arcana would need to sleep for a few months even. For it had nearly taken that long to work every bit of his soul into the weapons length itself and the red dragon wings? They had been inspired by his first glimpse of a dragon, watching it majestically weave through the air, it would make a great sheath and a helping hand to wield the weapon itself.
When all was said and done, and the rogue came to retrieve his weapon, what he got and the lesson learned were far greater in the end, then he could control. Yet bolstered by what it could do, he immediately named the punching dagger, Fires Destiny.
Unfortunately, neither side won that day, the Moriel would not forget the slaughter and the tales told of that underground War, and the High Elves would remember the lesson that a spider shouldn't be chased into its hole. The weapons created were left to rot with the dead in that cavern for no one knew where it was, and when the army hadn't returned, they'd merely assumed them all dead and carried on, but assuming the mission at least had been partially won, for no more Moriel came to invade them. The weapons and their craft became legend told on the winds of a cool night, forgotten for now until their recovery. Someday.
Owned By: Sha-Ka
Type of Item: Weapon
Equipment Slots Used: 1
Description:
The blade gives off a haunting purplish glow. Black flame eternally surrounds the longsword, licking at the air ravenously. The hilt is grayish white, like bone. Since binding it to his soul, the Dark Lord has been seen speaking to himself, and when the sword is drawn, speaking to it as if it was alive. Hellguardian hungers constantly for chaos and blood, and Sha-Ka indulges its whim gladly. The metal of the blade itself, (if one were unfortunate enough to get close to it) shimmers underneath the black flame. Some say it is because the blade was fashioned from rock that fell from the heavens. Others say it is the tooth of a basilisk itself.
Powers:
Phantom Strike (10 Slots Combat)
What is worse than one Dark Lord…two. Using this sword, the Count can temporarily split himself into two to make a second attack with the sword. As he moves in with his first attack, when its power can not be overcome by his opponent, the second Dark Lord will move in instantly after wards, delivering a potentially lethal blow before his opponent even has a chance to counter.
Mechanics: When the wielder of Hells Guardian has rolled a successful hit that is 50 points higher than their opponents defense roll, the wielder is granted a second attack immediately afterwards.
Dark Upsurge (3 slots)
Shielded by the amplification of his dark arts, the Count wears a magical shell of malevolence around his body, augmenting his power as well as his defense.
Mechanics: adds +5 to ATK and DEF
Dark Damage (5 Slots)
The sheer power of the sword combined with the aura of necrid and dread around the Necrolord, cause the blade to emit a purplish black flame, cold to the touch but every wound inflicted by the blade deals extra damage and the wound cannot be healed by magical means.
Mechanics: adds +5 to the Damage roll. Magical healing is restricted on the wound inflicted, but is not restricted from divine healing. The area effected 'must' be naturally healed otherwise, usually a week for minor wounds, up to two weeks or a month depending on how severe it is. Once the wound has healed 90% it may be then be magically healed the remainder of the way. OOC consent required for the removal of any limb, including but not limited to the head.
Recall (3 Slots OOB)
In the macabre light of its creation, the Dark Lord found a means of sealing the Dark Sword to him; the black ichors of its existence binding to the NecroKnight’s soul. This allows him to summon the blade at will, the energy being focused and manifesting in his left hand prior to commencement of battle – insuring that he is never left unarmed. Once battle has finished and the need for the blade has lessened, the wielder of Thanatos may recall the blade back to the abyss of his spirit, where it can be stored safely until it is called before the next fight. Only usable prior to initiated combat and not during.
Mistress Death (3 Slots OOB)
In the aftermath of battle, when the blade delivers its final stroke that would take the life of an enemy, an apparition appears from the flowing energy of the blade. There is nothing to dissuade the appearance of pale, ethereal countenance; her death stained lips open in a morbid smile as she peers down upon the helpless. Those smooth silken arms bare as they stretch with graceful hands, a lovely creature, baring the enthrallment of provocative dread and the enticement of supple curves within those black soaked eyes. The apparition would be seen by those caught within the thrall of death, twisting at the last moment when fingers curve like talons into their soul, becoming a skeletal nightmare that appears to swallow them whole. It is, for all intents, merely an image supplanted or seen by those whose life is brought to 0 by the Dark Sword. Requires OOC consent for use.
History:
The Dark Lord of Death and Chaos, Master of Malevolence, has done the impossible. Not only has he found a sword which makes the heavens weep with each brandishing, not only has the Count found a way to bind the sword to his soul, allowing him to go from unarmed to severely lethal in a heartbeat, but now he has poured the legion of souls he has stolen into the blade. This act enhances the sword in ways unimaginable.
Owned By: Unigo
Type of Item: Weapon
Equipment Slots Used: 0
Description:
The staff itself is made from the favored white birch tree of the Goddess and imbued with her own power and magic. Six feet in length, it’s a smooth piece of sturdy wood with the runes of old Dragoon language written upon it. The words of “Power is in me” would be clear to one that knew the language. The head of the staff is something different. Since the Goddess adored the seas but rarely had time to frolic within them, she took from the sea the largest pearl she could find, twisted it flat and made it swirl and hollowed out a point for the staff to slid into and twist to lock into place. It too bears markings of ancient writing like a rainbow of color within two circles. It reads “With her blessing, may the magic’s protect.” The head is heavy, some five pounds and is 5 inches in length and 1 ½ inches in width.
Powers:
Syune’s Boon
Only in great need can this staff be used, and only by a true scholar and mage. No physical or hybrid class can access the true use of this boon, only full fledged mage classes. When used in the defense of the Empire, the mage will gain a boon to casting, though such power comes at great personal cost. Woe to He, or She, who uses it in a manner selfish.
Mechanics: Upon first grasping the staff, the mage must pick out three spells that will be weaved at greater bonus, they must be announced as the staff is awarded and cannot be changed later. When rolling for the spells picked out, you will follow the rules of the spell, but add @##% as appropriate, depending upon the bonus granted. The first spell will be cast @160%, the second spell @140%, and the third spell will be cast @120%, so long as they are cast with the staff. Any other spell cast through the staff will get a boon of @105%, however, this does not come without a cost. Any spell cast with the staff will cost DOUBLE the normal stamina, regardless of the bonus. Note: This staff can only be used in defense of the realm, if used for any other reason, or by anyone other than a ‘true mage class’ tries to use the staff, Syune’s Fury will be visited upon them.
Syune's Surge
Due to the energy surrounding this item, it exudes a sphere of power around it, that seems to slow or deflect attacks or blows that are aimed at the bearer of this item
Mechs - Gains +10 def against magical and physical attacks
Syune's Prowess
The bearer of this item was both a Warrior and a Mage, and the item was granted abilities suiting both of those aspects. This one in particular, allowed the bearer of the item to gain a better understanding of the martial arts, and where a blow might be landed for greater effect.
Mechs - Gains +5 to all physical attack damage rolls with this staff.
Syune’s Fury
If the person who tries to wield the staff is a physical class, a hybrid class, or selfishly wishes to use the staff for personal gain, a curse will be laid upon them, leeching all their personal energy. The staff itself will seem to explode, though no pieces of it will remain. The Wonder returning once more to its stand.
Mechanics: If any who are unworthy try to use this staff, it will implode within their grasp. The person holding it will automatically be reduced to 5% of their stamina and health, and left in a drooling mess. The staff will disappear from their person and return, by magic, to its stand within the Chosen Tower. Classes that will not trigger this ability are: Mage, Shaman, Elemental Mage, and Necromancer, no other classes are pure enough to wield such a heavily magical item.
Syune's Protection (3 Slots)
When wounded, simple proximity to this item, and concentration allows the owner of this to draw in magical essence from the air and bond it with himself in order to heal those wounds that they have suffered.
Mechanics: When near this item and in a state of concentration, the owner of this item may draw in the natural magical energy in the world toward him, in doing so the wearer heals by 10% of max life per round at a cost of 5 stamina per round, this ability will heal any wound taken by the bearer. This will also heal wounds that can not be healed by normal magic. (OOB Only not to be used during combat itself, the robe will mend itself, at the same time it is healing the body after combat)
History:
Hundreds of years have passed since the Goddess herself walked the lands of Belariath, once, she favored the people and their soon to be rich history, the Saraphan. With the dwindling of resources and a war about to befall a people she coveted and that worshipped her so religiously, one among the humans stood out for her and she blessed him with a staff of her own creation. He was cautioned never to allow it to slip into the hands of others, for it was a part of her, of her magic, of her very powerful aura and it would enhance any and all magic’s used by the one that carried it. When her champion died however and fearing another might not carry it properly, she took it upon herself to create a beast in the images of the Dragons. Smaller, almost as intelligent and yet not as sentient a being, she placed it deep within the network of caves for her new chosen guardians to watch out for but time… had long since passed and the staff was left to history or myth.
Soon, another war brook out between the Dukes of the Saraphan Empire and old tomes were dug up, gone through and their old language poured over until the staffs old secrets were revealed. A small party was sent to search for and bring back the staff but they were not as successful for the guardians Syune had placed to protect her treasures, did their jobs as they were bred too and the staff was left behind, broken in their squabble to have it. The upheaval caused by such an event left a wide area nearly devoid of magic until finally, others found its broken wonder and restored it. Now, it lies in the hands of the Headmaster of Unigo and finally with research and the tome in hand to old history, its wonders are revealed.
Owned By: Ehlanna
Type of Item: Device
Equipment Slots Used: 0
Description:
Item’s Base: Ring
Powers:
The Mantle
The Mantle of a Seductress; This potent effect is always active as long she wears the ring. It will guard a seductress even when she sleeps, eats or sifts through her daily chores of sleeping with cat girls. Like its lesser cousin Cloak of Draining, this Item drains any who dare to attack a Seductress; yet this even more powerful version will block against ranged attacks and allows her to soak in the stamina it steals. In return it gives any who dare attack this creature of divine sexuality a mind crushing orgasm if they fall victim to the mantle; driving them to their very knees with the amount of their climax.
Mech: This effect is an Always Active Cloak of draining. Anytime anyone attacks the seductress in anyway, they have chance loosing stamina and being stunned for one round. The seductress rolls Clomagatk, the first time their attacked in any scene. Anyone who attacks them for rest scene must defend vs that roll (Close or ranged depending on their method of attack), if the seductress is successful, the Victim looses 10 stamina and is stunned for one round (they are unable to attack, they can evade and dodge or other such defensive actions). If they succeed they will feel a warm pleasure from the spell trying to get to them but no modifiers or loss results. Any Stamina lost is sucked into the seductress's pool.
The Empowering
The seductress's power is increased by wearing this divine ring. Their spells have a little more bite, a little more kick when cast whilst wearing this ring. They just seem to bite into the target just a little deeper.
Mechanics: Any spell worn cast by Ehlanna from her favored sphere does a increased of 10% duration, and potency.
The Aura.
The seductress constantly excludes an aura of sexual perfection. Making anyone who attempts to strike her finding their aim a little less steady then otherwise would be, for fear of marking such perfection.
Mechanics: +10 defenses
Sexual Healing
The seductress's understanding of sex and the body has increased so much she may heal her lovers or victims of small wounds; the time given for the power means they can’t actively be fighting.
Mechanics: She can with a touch or loving caress heal up to 3 life at 2 stamina per life healed a round. This healing only heals flesh wounds, burns and other superficial injuries. Broken bones, internal injuries and other serious damage remains unaffected, though this spell 'will' keep them alive.
Sooth the Soul
Through time and experience, this divine concubine can sooth others with her presence. She can work with them, dealing with issues, as well as soothing their soul. This allows her to work out issues, using the power of Ishtar and lust; soft love and controlled words that a seductress knows to heal their mind and clear it.
Mechanics: By calling upon this ability, the Seductress is able to see ‘within’ the tormented one, to find the root of their suffering and soothe it. OOC consent required, it can remove phobias, terrors, nightmares, aversions, fixations, obsessions, multiple personalities and other mental problems, and keep them from coming back. This blessing ‘can’ remove the effects of the Seductress spell Obsession.
History:
Copyright © Belariath.com