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CYCLE 120Current time: Apr 04 2025, 02:41 PM


Suggestions
Beasts all over the shop...You'll be one of them, sooner or later.
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Indian Boar Cicada

#71
Surgeon
Possible spells: Immunosuppression, rejection, weave, sterilize, fauna cleanse, immunity, regeneration
Possible aura: the vague scent of gloves/disinfectant
Possible passive effect: spells on the list have a greater healing effect

Mystic
Possible spells: flametouched/torchlight, cloud step, drift/driftwalk, levitate, aqua/pyrokinesis, barrier
Possible aura: glowing wisp-eyes, leaves a wisp-trail in their footsteps/wingbeats, or seems to flicker with light as if they're only temporarily in this realm.
Possible passive effect: they are more light-footed? idk man

Not a specialization but: maybe add giant salamanders to the allowed species list as an amphibian exception, kind of like capybaras?

 
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TASTE THE RAINBOW!!!
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Tree (he/they/it) 56 Cycles
Vargasan Abomination YspobDon

#72
"for Nightstalker:
- replace adrenaline with reflect?
- add cripple
- add body slam

for Predator:

- replace Night Vision with Ephevenom or maybe some high-int like Bloodhold or put Adrenaline here!!
- add Attack Flurry
- add Scratch?"

Suggestions by Frac and don, pasted over from Discord!

 
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A boy who’s sure that he wants
To learn what love is
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Valkhound Charlie

#73
Fire & Ice/Dualist

(Smolder step, cold snap + any three)
Smolder step + cold snap, pyrokinesis + aquakinesis, glaciate + incinerate, engulf + drown, spitfire + fountain

Passive effect: these spells can be cast much more efficiently and cause greater damage

Aura: the air around the char changes temperature depending on mood, and can spawn snowflakes if especially cold or embers if especially hot (what mood means what temp is up to player)


Arcane Trickster Magic/Other

(Disguise, petty theft, wisp projectile, wisp)
Dissipate, disguise, petty theft, assassin's guise, wisp + wisp projectile(or foxfire wisp), short circuit, red sense, micro cloud

Passive Effect: Included spells are less likely to fail and character can sneak around better

Aura: Character seems to waver, as if slipping in and out of sight constantly


Alchemist Magic/Other

(Resourceful, toxic coating + any 3)
Resourceful, toxic coating, disguise, micro cloud, incubate, viral strike, propagate life, fungal wake, wither, propagate, emphemevenom, regeneration, emerge, blossom, flourish

Passive effect: Character can concoct any sort of mixture of things like poisons, healing salves, and when spawning fungi, bacteria, or plants with their magic, can be more specific with symptoms and effects with a higher level of success.

Aura: Eyes glow a soft amber. Around the eyes, nose, and mouth often drips a strange liquid of varying color (can be iridescent), and their steps leave behind puddles of the same.


Potential Lessers?

- parrot lessers for Eridanus! Embrace the jungle. but seriously if it mimicked noises like a hallowed caller that'd be so cool
- some kind of alpaca, please, i beg you
- some kind of overly friendly lesser, perhaps dog-like? or a mini pony that really just wants love <3


Spells!

Match - Low Intensity Fire

Creates a small flame upon contact to a flammable material. the flame catches easier the more flammable something is, and can be used to start fires or light torches. does not harm the user unless the spell fails

Phantom Pain - Medium/High Intensity Arcane

The user assaults the brain and nerves of a target's body to cause overwhelming pain. Can stun, cause numbness, or even incapacitate a target if cast by an experienced user. Can backfire upon a failed cast and instead cause agony for the caster instead.

Ghostly Limb - Medium Intensity Arcane

Summons a limb of any kind; a wing, tail, leg, or arm. Can be used either as a proper limb to do fine motor movements if one lacks a hand or can substitute a missing limb, or even be detached completely from the body and be sent a ways off to complete a task. The limb is completely invisible except to the user who sees a faint outline, making it perfect for tapping someone's shoulder to make them look. Can be used to deck someone and can hold weight.

Summon Golem - High Intensity Arcane

A golem-- either one already present or a brand new one-- comes to the caster's aid. It acts as a familiar would temporarily, either attacking or aiding the caster for a set duration. 1 round on a barely successful, 2 rounds on a successful, and 3 rounds on a critical success. Once the spell ends the golem will return from whence it came, either where it had slumbered before, inert, or where it had been wandering previously.

Counterspell - Medium/High Intensity Arcane

Similar to Riposte, the caster interrupts an opponent's spell and casts a spell of their own. Either a wisp is projected towards the target to cause a burn, they can use telekinesis, or they can pause time temporarily. (Wisp projectile, telekinesis, pause.)

Blur - Low Intensity Arcane/Energy

The caster's body shifts and blurs, becoming hard to see and touch. The caster becomes hard to track and attack, and can be used as a dodge action.

Magnify - Low Intensity Light

Caster can create a small, intense beam of light focused enough to create heat. Can cause mild burns or flame if pointed at skin or anything flammable.

 
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But you don't look impressed
I could be the dolphin of your dreams
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Genderless 57 Cycles
Hybrid Snail

#74
Various Suggestions, Mostly for Spells/Specializations (Mostly pasted form Discord)
I also volunteer to make the pixel icons for the spells I suggested! I'm not super experienced, though.

Name: Infiltrator, Copycat
Passive: This gembound is extremely effective at hiding their true identity, especially when using the included abilities
Aura: A friendly, honest aura surrounds this gembound. Gembound aware of the ruse will find aura feels fake, and cold.
Spells: Disguise, Mimicry, + Charm, Reassure, Wheedle, Aether Dance, Shadowplay?

Smoke Cloud - Fire Medium Intensity
The Caster sets a large area of land asmoulder, creating a thick cloud of smoke. This can be used as cover, but will make it difficult to breath for anyone caught within the cloud, caster included. Most effective in grassy or vegetated areas.

Name: Helper? Sidekick?
Passive: Attempts to assist another gembound in a task are more effective AND/OR attempts to save another gembound from harm are more effective (albeit with risk of harm)
Character Aura: A trustworthy, somewhat humble aura surrounds this gembound. They seem like the kind of person who can get stuff done.
Abilities: Distraction, Reassure, Resourceful, Protectors Bulwark??

Intimidate: Low/medium int tactic. A gembound convinces another it is scary or capable of harm, despite whether the gembound would be realistically capable of doing such harm or not.

Name: Hunter? Chaser?
Aura: A wild cunning surrounds this gembound, suggesting they take great joy in the hunt.
Passive ability: Faster speed/more endurance? Something to do with tracking?
Spells: Outrun + any 2 (mongoose reflexes, trip up, attack flurry, blind, distraction)

Polish - low/medium earth - Uses earth magic to quickly erode a rock's surface, polishing it to a smooth shine. Can also be used to shape rocks into useful blades or other shapes.

Dark Visions - Corruption low int - Project your chaotic urges outward, causing whispering and shadowy visions of warring figures to appear. Surrounding gembound will be more prone to chaotic thoughts and actions, especially if they already have points of corruption. Not very effective on mothered gembound, or drones. Occasionally stray shadowy visions appear around gembound with this spell, and they experience much stronger chaotic urges than normal.

Senseblock - Arcane/Non Elemental Medium/low int - The gembound casts themself or a target in an invisible shield of reflective magical energy, making them impossible to detect via spells like redsense. Requires constant focus to maintain.

Prepare - Physical low int - By mentally or physically preparing themself for battle (sharpening claws/weapons, going into a battle stance, etc) the gembound's next successful attempt to dodge or land an attack will be slightly more effective (blocking more damage or dealing more damage respectively)

Track - Other medium int - By looking for tracks, fur, scent, and other signs, the user can track down a target, even if they're a long ways off or hiding via magical means. May take multiple uses to track down a target who's long gone.

Field medic - Other high int - By using advanced techniques and whatever supplies they may have on hand, the gembound can patch up wounds that may have otherwise caused chrysalization or death. This cannot heal extremely drastic injures (i.e decapitation) and further rolls of other healing abilities will be needed to fully heal the wound.

Herbalist - Other Medium Int - Using their knowledge of plantlife, this gembound is skilled at gathering, using, and growing plants. This gembound can get plants to thrive in foreign caves by non-magical means, and are more effective at using herbs to treat injuries and illnesses.

Trap - Other Medium Int - Using training and experience, this gembound can create a trap that can harm, capture, or immobilize a single target. The gembound must be logically able to create the trap.

Blindside - Physical medium int - By moving in a quick and confusing manner, this gembound can attempt to rush into an opening and do a small amount of damage.

Toss - Physical medium int - A gembound can attempt to throw an object or gembound a long distance, doing damage upon impact. May also be used to throw off an attacker clinging to a gembound.

Tagteam - Physical Medium/high int - Two gembound can use training to move in sync, dealing more damage together than they would normally. Most effective if both gembound know this move.

Chaos sense/Oil sense - Corruption low int - Locates strong sources of corruption, such as the altar and black spire, corrupted gembound, and pools of oil. Gembound with this spell experience a ravenous, nearly unending hunger, specifically for oil.

Order sense/Clear sense- Ordered low int - Locates strong sources of Order such as hosts of mother, Mother fungus, Cleaners/Praetors, and the Clearstone spire.







 
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cursed donut
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Valkhound Cicada

#75
Synthesize: med or high int prokaryote
The user encourages the growth of bacteria that synthesizes tissue on the target. This can be used to close wounds, or add inconvenient tumor-like growths. This spell is slow and unlikely to make a big difference unless used with spells like Accelerate. Failure may cause the target's immune system to attack the synthesized tissue, or necrosis.

Defensive Adaptation: med int plant
Encourages existing plants to develop new defense mechanisms, such as thorns or toxins. These additions fade within a few hours if not maintained.

Digest upgraded: med int animal
The user synthesizes enzymes to digest meat, milk, and other animal products.

modification to immunity: let it be cast on others like fauna cleanse can, but single target to distinguish it from herd immunity

and because i'm still holding on to some tiny shred of hope: bismuth as a gem
reasoning: it's a pure element, but so is diamond.
it might not be a traditional gem, but neither is cerussite, coral, and other gems that have been accepted. it has those gem-like vibes: pretty colors, crystal structure, it'd probably belong in a rock collection, etc.
although natural bismuth crystals are rare, bismuth itself doesn't have to be synthetic, and synthetic gemstones have also been allowed


 
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#76
(Jul 22 2021, 05:15 PM)Aethereal Wrote: and because i'm still holding on to some tiny shred of hope: bismuth as a gem
reasoning: it's a pure element, but so is diamond.

The specific allotrope of carbon that is diamond is allowable for us in that it is extremely condensed, making it strong enough to serve as a gemstone where other allotropes of carbon would not work, but otherwise, carbon itself is disallowed. Unfortunately, bismuth does not work as it is a pure element the same way that we do not allow gold, silver, etc. or other allotropes of carbon, which are relatively soft. The reasoning for this was that we had planned on bringing in pure elemental gembound/creatures, and that they would not occur as regularly or naturally as the gembound themselves do; not all pure elements are viable for this plan, either, and diamond would be excluded from these creatures. This is still something we are discussing and it is not decided yet if/when we will bring these in, but bismuth would definitely be on that list if or when we do!

That being said, there was one character accepted in 2018 that had graphite for a stone, but was accepted by a previous Game Master who did not realize graphite was an illegal gem option and the character is no longer active, nor is the player on Origin. This would be a case where if this player returned with this character, we would ask them to change this detail.

 
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Sand Shark(Alien) Gortie

#77
Virulent pus- Prokaryotic transformative spell:
The gembound calls upon the bacteria in their body to rapidly develops pustules all over an area of their skin, which bursts when disturbed. The contents vary, but most cause immediate, physical symptoms upon contact. The spell is painful for a user, but allows a gembound the chance to escape.

Colomba-Low transformation animal spell: the user changes the size and shape of their pupils or irises to match a targets, or at whim. Is purely cosmetic, and does not affect sight. Usually lasts an hour or two, but permanent changes and eye strain can occur with repeated use.

Fight or flight-Low intensity defensive animal spell.
A gembound or lesser the user targets has their brain altered to feel sudden fear. Fades quickly, though subsequent recasts can cause the fear to last longer.

Psychosomatic- medium intensity animal: a user messes with another targets senses, muddying them or intensifying them. Can only target on sense at a time, be it sight, smell, touch/pain, ect.

Ram-Physical medium int: a medium intensity combo of bruise and kick. Charging recklessly, the user knocks a gembound off balance or stuns them, preventing a physical attack. Causes recoil from a reckless attack.

Dryad speech- low intensity plant: a selection of plants nearby the user sway and rustle in a way that almost sounds like speech. Can be used to bait creatures to or from an area, or just to be spooky. Experienced users can cause the plants to form an actual word or two

Nettle Skin-medium intensity defensive plant: the user grows irritating hairs or thorns from their skin. The thorns are sharp, and the hairs are dangerous. If the user shakes, they can force the hairs into the air. The hairs and thorns are immensely irritating and full of toxins. Causes a painful stinging sensation that can last multiple hours, and tends to leave painful welts. Causes skin irritation and stinging after repeated use.

Magical symphony- medium intensity transformation earth: Allows the user to perform more complex songs than magical melody, and use crystals in the environment as parts of the song

earth body- high intensity transformation plant: nearby branches wrap around the users body, providing a defensive shell and wooden claws. It still resembles the user, unless they choose otherwise, but must have the same basic bodyplan. It is able to be used as both defense and offense.

Aerophyte-low intensity transformation plant: As a last resort, the users skin cells are altered to passively absorb water from the atmosphere. Lasts a few hours without maintenance, but works much slower than airdrink

Earth Blade-medium intensity manipulation: when the user touches a plant tree sized or larger, a weapon or tool is formed from the inner wood of the tree, given the user has an idea in mind. It is usually crude, bar critical successes or an experienced user, but always is sharp or is useful as a club. The spell cannot be cast on anything weaker than trees, and causes permanent damage to the tree if done more than once.

Path clear-Low intensity manipulation: The plants in a line in front of a user are willed to move, either to or from the line.

Minefield- high intensity manipulation plant: Caustic berries are produced from nearby plants surrounding the user, littering the ground. They are soft, and stepping on them coats the foot in a painful burning substance that can cause blisters

Nymph- transcendant high intensity plant spell: The user permanently links themselves to a plant, and it becomes their eyes and ears permanently. No matter where they are in the caves, they always have the ability to see through it. User can manipulate and move the plant, and hide within it if small enough. The link to the original plant will be lost if the user chooses to recast it on a different plant.

One specialization:
Killer Cacti
Any 3 spells: Ephemevenom, Shell, Rip, Biteform, Avoidance, Cripple
Passive: Due to the gembound's mastery of their own body, these abilities deal more damage. Spikes or teeth may get lodged into their opponent during combat.
Aura: The character's claws and fangs appear longer than normal. Small bits of bone or spike encrust them.


 
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Sand Shark(Alien) Gortie

#78
One more:

Kleptoplasty-mediumn intensity transformative plant: Given the user has seen it before, they can sprout one to three plant features from their body, such as: leaves, flowers, branches or soft thorns. Very experienced users may even be able to bear fruit. Is painful at first and very draining on the user, and also requires occasional casts of host or increased nutritional intake to maintain.


Pheremorph- medium intensity animal: the user emits a pheromone that attracts and calms one type of tiny lesser, such as butterflies or red mice. Animals attracted will follow the user and cling to them, unless disturbed or attacked. After a while without recasts, the pheromones wear off and the lessers will scatter.

Also I am once again asking for dinosaur lessers


 
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#79
(Jul 22 2021, 09:00 PM)Galleon Wrote: Also I am once again asking for dinosaur lessers

i dare you to make them

 
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Sword Valkhound Gortie

#80
BET





 
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