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The Spellstone.

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The Spellstone. Empty The Spellstone.

Post by Lingo December 11th 2013, 7:23 pm

All of these item things, are simply extentions of one item, it just has several applications. The one item they all come from is known as the Spellstone. The spellstone is the Item that grants Joshua his magical abilities, and without it he is simply a normal person. He may only use these powers one at a time. The spellstone is worn as a belt buckle, and all energy projected from Joshua usually moves from it, to his hands and then to where he desires. See history for Spellstone origins.


The Spellstone may only use 7 of these abilities per thread.



Name: Mana Manipulation.
Abilities: The stone allows him to use magical energy known as mana. He can generate and direct the magical energy into various blasts and forms varying from weak bolts to intense beams to powerful orbs of destruction. It is a vivid bright blue in color and is used for completely offensive functions. When he fires out the energy it creates shapes and symbols of magical importance from various cultures, i.e the Wiccan's pentacle and the Egyptian Eye of Horus. It can manipulate the energy for 4 posts and needs 5 to cool down.
Description: This is just part of the Spellstone.
OCC Allocation: 8.

Name: Body Enchanting
Abilities: This ability of the spellstone allows Joshua to allocate 2 points to any physical stats, so long as it does not surpass his highest stat. I.E he cannot boost a skill of 7, since his highest stat is 8. It lasts 3 posts and takes 3 to cool down.
Description: This is another part of the Spellstone.
OCC Allocation: 8

Name: Electromancy
Abilities: This ability of the spellstone allows Joshua to generate electricity. He can turn it into beams, bolts and columns of lightning. This ability can last for 3 posts and takes 2 to cool down.
Description: Part of the Spellstone.
OCC Allocation: 7

Name: Telekinesis
Abilities: This ability of the spellstone allows Joshua to lift and move obejcts with magical power. It works in the same way of telekinesis and cannot lift anything someone with 7 STR could not. It lasts for 3 posts and takes 2 to cool down.
Description: Part of the Spellstone.
OCC Allocation: 7

Name: Mind Magic
Abilities: This ability of the spellstone can emit a magical signal which allows the wielder of the Spellstone to control people's minds. People with INT/OCC/DUR higher than 7 are immune. Requires permission. Lasts for 3 posts and requires 4 to cool down.
Description: Part of the Spellstone.
OCC Allocation: 7

Name: Portalism
Abilities: This part of the spellstone can generate magical portals on any surface with 20 metres of the wielder's body. They can remain for 2 posts and takes 4 to cool down.
Description: Part of the Spellstone.
OCC Allocation: 6

Name: Zoomancy
Abilities: This part of the spellstone allows Joshua to communicate with animals, as well as pacify and manipulate their actions. This may only be used on NPC animals or on Minion animals with their creator's permission. Lasts for 3 posts, takes 4 to cool down.
Description: Part of the Spellstone.
OCC Allocation: 6

Name: Cleansing Magic
Abilities: This part of the Spellstone allows Joshua to use healing magic to restore the health and vitalities of 3 people of his choosing. It takes 2 posts to heal someone fully, but one posts will be enough to heal them partially. This ability may only be used on other people. It lasts for 2 posts and takes 5 to cooldown.
Description: Part of the Spellstone.
OCC Allocation: 6

Name: Photomancy
Abilities: This part of the Spellstone allows Joshua to utilize the light around him to form blinding flashes and strobe lighting effects, as well as create chapes on the walls in lights. He cannot concentrate the light to form damaging beams but he can create beams similar to a laser pen. He can manipulate light for 2 posts, and it has a cooldown of 4.
Description: Part of the Spellstone.
OCC Allocation: 6

Name: Necromancy
Abilities: This part of the Spellstone allows Joshua to ressurect the recently dead. They can only have been dead for an hour, and it cannot be used on the same person twice. When someone is brought back by the Spellstone's eyes permanently change to a purple colour. It can only be used once per thread.
Description: Part of the Spellstone.
OCC Allocation: 5

Name: Precipitation generation.
Abilities: This part of the spellstone allows Joshua to generate clouds which emit different types of precipitation, such as rain, snow and a light mist. The precipitation lasts for 3 posts and has a cooldown period of 4.
Description: Part of the spellstone.
OCC Allocation: 5

Name: Mediumship
Abilities: This part of the spellstone allows Joshua to commune, conjure, see andspeak with the spirits of the dead. These spirits are completely invisible and intangible to anyone other than him, and he is the only one who can speak to them, however, they can be used as spies etc, if he asks nicely.
Description: Part of the spellstone.
OCC Allocation: 5


Name: Astronocism
Abilities: This part of the spellstone allows Joshua to project an image of any celestial alignment or being in the air, working like a hologram and manipulate the hologram to his desires. This mainly used for entertainment, and it is the source of his costume's space like appearance on the sleeves and down the side.
Description: Part of the spellstone.
OCC Allocation: 4.


Name: Footrunes.
Abilities: When Joshua activates this power, wherever he runs, he leaves behind a glowing blue rune on the floor, which, after a short period of time (1 post) explodes into a small magical explosion. He can maintain footrunes for 2 posts, and it takes 5 to cooldown.
Description: Part of the spellstone.
OCC Allocation: 4


Last edited by Spellstone on December 12th 2013, 2:52 pm; edited 5 times in total
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The Spellstone. Empty Re: The Spellstone.

Post by Amethyst December 12th 2013, 3:12 am

Pick electromancy or pyromancy; I don't really like having both in one item.

Power sensing brings too much meta stats into the actual rp.

Alchemy is messy should be avoided because it always ends badly for everyone.

With how many abilities the item has, the effect of the items needs to be taken down. As it sits now your character can use weather, fire, electricity, and telekinesis once per thread. He can also heal and control animals.

Bursts of flame and wind are okay, but not full on manipulation of multiple elements. Even with the cooldown that is too strong.


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The Spellstone. Empty Re: The Spellstone.

Post by Samael Christensen December 13th 2013, 5:00 pm

Approved until stated otherwise

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