Star Wars Roleplay: Chaos

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The Book of Phoebus

Chapter I.
A preface for the duality of nature





Subsection A
General Records
Name. Phoebus / Cynthia
Faction. None
Species. Sephi

Biological Records
Age. 23
Sex. Female
Height. 183 centimeters
Weight. 60.0 kg
Force Sensitivity. Yes

Appearance Records
Striking, glowing bloodred eyes clashing silvery white hair and pale, Duros blue skin. Similar to the appearance of a Chiss, yet extremely elongated ears indicates otherwise. Attractive, tall and slender. Exudes an air of elegance and sophistication, which is, in times of despair, replaced by an aura of death and bloodlust. Often found donning a purple cloak weaved of armorweave and Dathomiri spider silk, as well as magick-imbued leather armor and armguards.

Subsection B
Details about Strengths
Masterful and deft ace starfighter pilot, capable of flying any vessel with ease and finesse.. Equally masterful command and leadership abilities, coupled with her intensive knowledge of naval tactics and strategies. Skilled manipulator and plotter that relies on subterfuge, cunning and strategy to defeat her foes. Expert proficiency with bows and crossbows, average proficiency with melee and blaster weapons. Decent evasive capabilities and strong mental fortitude.

Details about Weaknesses
Main flaw is terrible close-combat capabilities, with only slight proficiency with staffs. Lack (both number and proficiency) of directly offensive Force power. Weak physical endurance.

Summary of Personal Skills
Acrobatics: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (4/10)
Athletics: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (2/10)
Endurance: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (2/10)

Bluff: ⎉⎉⎉⎉(9/10)
Diplomacy: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (7/10)
Insight: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (7/10)
Intimidate: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (8/10)
Perception: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (6/10)

Medicine: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (2/10)
Stealth: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (3/10)
Streetwise: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (5/10)
Thievery: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (3/10)

Summary of Technical Skills
Starfighter Piloting: ⎉⎉⎉⎉ (9/10)
Starship Command: ⎉⎉⎉⎉⎉⎉⎉ (7/10)
Hyperspace Navigation: ⎉⎉⎉⎉⎉⎉⎉⎉ (6/10)

Bow & Arrow Proficiency: ⎉⎉⎉⎉⎉⎉⎉ (7/10)
Crossbow Proficiency: ⎉⎉⎉⎉⎉⎉⎉ (5/10)
Blaster Weapon Proficiency: ⎉⎉⎉⎉⎉⎉⎉⎉ (4/10)
Staff Proficiency: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (2/10)

Artificing (Witchcraft): ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (3/10)
Art & Design: ⎉⎉⎉⎉⎉ (7/10)
Starship Engineering: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (2/10)

Summary of Knowledge
Witchcraft: ⎉⎉⎉⎉⎉⎉⎉⎉ (4/10)
Unknown Lore: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (2/10)
History (Dathomir): ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (6/10)
Nature (Forest): ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (4/10)
Religion (Dathomiri Shamanism): ⎉⎉⎉⎉⎉⎉⎉ (5/10)
Astrology: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (3/10)

Example for scale: Basic, neophyte assassins would have a proficiency rating of 3/10 for Stealth while expert assassins have a proficiency rating of 5/10


 
Chapter II.
Failed Agency


Viscount Eos of Thustra
Eos was born into nobility on the planet of Thustra to Earl Vigho and Countess Selene. Her father was one of the planet's most respected military generals, while her mother's family monopolized the luxury-import market. As the fourth child and the only daughter of the family, Eos was bestowed the title of Viscount at birth and was surrounded in wealth and mirth her entire childhood. From a young age, Eos was trained in the etiquette of noble women and business by her mother Selene while her father was more or less absent from her life. When she was younger, Eos would often look longingly at her father from the high windows of her room, watching her instruct her three older brothers in the arts of combat. Yet the warmth of her mother's love eased the absence of her father and Eos dedicated her time to her mother.

As Eos grew up, the numerous conflicts that surrounded Thustra eventually erupted in war directly waged at Thustra and most of the country was torn apart by the fighting. The once lush and tranquil forests of Thustra were transformed into battle zones against raiders, neighboring planets, and conquering major governments. Only few parts of Thustra remained untouched, and due to numerous raids and insecure shipping lines, her mother's family was ruined and rapidly fell into decline. At the age of fifteen, Eos had already grasped the complexities of politics and business and delved into revitalizing her mother's business.

Due to the pressures from her family and the decline of her family, Selene became more and more detached from society and secluded herself to the confines of her home. Only Eos's existence brought happiness to Selene and she placed her hopes on Selene in saving her from the hell of Thustra. And indeed, Eos entered into the Ministry of the Chancellor and over the course of six years, became one of the leading diplomats of Thustra. At this point, she had negotiated countless trade agreements and peace treaties with aggressive neighbors, singlehandedly recovering and restoring her mother's family back to one of the strongest and richest mercantile families of Thustra.

With success, however, lurks danger and Eos was soon sent to Dathomir to assist the Singing Mountain Clan against the belligerent Nightsisters. Her mother begged Eos to refuse the mission, but Eos stubbornly refused and traveled to Dathomir. Her mother, concerned for the wellbeing of her daughter, bestowed to her the family's ancestral artifact that had the ability to protect her in the direst of times. Accepting her mother's good will to make her feel more reassured, Eos wore the artifact around her neck and soon forgot her mother's superstitious object...

Witch Elder Cynthia of Dathomir
Witch Elder Cynthia was a respected member of the Nightsisters of Dathomir who mastered the arts of witchcraft, specializing in the communing and manipulation of the spiritual realm. Focusing on exploring and understanding the spiritual realm rather than the matters of the physical world, Cynthia declined the position of Nightsister Shaman, passing it down to her blood sister Diana instead. From a young age, Cynthia was skilled in the arts of witchcraft and praised by her peers and elders for her innate abilities. She soon found out that she had the ability to manipulate and channel spirit ichor without the incantations and spells of the Nightsisters; thus, Cynthia chose to keep her abilities a secret and moved into isolation far from her Nightsisters.

Deep within the forests of Dathomir, Cynthia focused on achieving spiritual immortality, permanently being able to move her body from the physical world to the spiritual realm. From there, Cynthia planned on inscribing and engraving her body with spirit ichor to serve as a vessel for her spiritual body, and thus achieving immortality as long as she maintained her connection to the spiritual realm. And if the connection was ever severed, Cynthia would simply find a Nighsister communing with the spiritual realm and compel them to create a new vessel. Thus, Cynthia trained her younger blood sister Diana in the complex ways of witchcraft, forging her to have complete obedience to her will and having immense ability in witchcraft. Diana's abilities were soon brought to light and she quickly eclipsed the current shaman, replacing her completely in a few short months.

The years of her research and experimentation culminated in her ability to transition between the physical world and the spiritual realm, although she had not achieved true immortality as the death of her materialized physical body would cause her permanent death. As she was researching into the process of creating living vessels, Diana contacted her and informed her that she required assistance in enslaving an offworlder. Keenly interested in learning the effects of Witchcraft on non-Dathomirian creatures, Cynthia quickly traveled to the Singing Mountain Clan Stronghold...


Twilight Augury
Due to the invasion of the Nightsisters into the lands of the Singing Mountain Clan, Eos was dispatched with a peacekeeping company of 180 Sephi Guardsmen by the Chancellor of Thustra. Landing at the footholds of the Singing Mountain Clan, Eos quickly set up a series of defensive embattlements and fortified the base Singing Mountain Clan Stronghold. After establishing defensive measures, Eos sent two of her Sephi Guardsmen as emissaries to the Nightsisters in hopes of negotiating peace. The next day, her was returned with two zombified Sephi skulls that were quickly dispatched by the Witches of the Singing Mountain Clan.

As she was contemplating whether or not she should tactically retreat, the Nightsisters suddenly assaulted the base of the Singing Mountain Clan. And immediately, the company of Sephi Guardsmen turned around and began slaughtering the Witches of the Singing Mountain Clan. Faced with overwhelming odds and unstoppable momentum caused by the betrayal of the Sephi Guardsmen, the Singing Mountain Clan fled their home. Yet, the Nightsisters had created an encirclement around the Singing Mountain Clan Stronghold and the result was simply a one-sided massacre.

Now the lone survivor of the Singing Mountain Clan Stronghold, she was captured by the disloyal Sephi Guardsmen and brought before the Clan Mother of the Nightsisters. The Clan Mother looked pitifully at Eos and described to her the agreement between the Clan Mother and the Chancellor Thustra: in exchange for his assistance in slaughtering the Singing Mountain Clan and securing their stronghold, he requested the Clan Mother use the strongest of magicks to steal Eos's body.

Brought into the Singing Mountain Clan Stronghold, Eos was placed in a small chamber with the Nightsister Shaman and a Witch Elder, surrounded by the Clan Mother and her six Witch Elders. The Witch Elder sat peacefully next to the struggling Eos, meditating while the Shaman began creating a series of glyphs on the floor around them with spirit ichor. The Shaman and the Witch Elder began chanting the Dathomiri language and green spirit ichor swirled around Eos. As the Shaman was chanting, Eos felt like her entire body tearing apart and reforming as an ethereal version of herself slowly emerged from her body. Despite wanting to scream, no sounds were emitted and soon, her ethereal version was half-way spliced from her body.

Suddenly, the Shaman jumped out of the circle of glyphs and the Clan Mother and the six other Witch Elders began chanting aggressively. The Shaman conjured a jagged spear of spirit ichor and hurled it at the Witch Elder's chest, piercing through her heart. Massive amounts of spirit ichor began emanating from the spear, entwining the Witch Elder and constricting her body immensely. The pain inflicted on Eos reduced significantly as her ritual was halted and her spiritual body slowly began refusing with her body.

The targeted Witch Elder screamed in anguish as the spirit ichor refined her body into life essence and she roared, "I will exterminate you all!"

The Witch Elder's body imploded and formed a dense, compressed sphere of spirit ichor that was the product of all her life essence. A pale, green spiritual mist vaguely resembling a woman chanted softly, yet the sound of her voice rung deafeningly in the ears of all inside the chamber. Suddenly, the sphere exploded into a fiery emerald blaze that consumed the Clan Mother, the six Witch Elders, and the Shaman. Their bodies immediately disintegrated into nothing.

The green fire consumed Eos, disintegrating her body into being one with the Force. Her skin, her flesh, her bones and her organs were broken down and transformed into energy layer by layer. Yet before the green fire could completely consume Eos's body and take her life, the artifact around her neck exploded into a bright purple globe that began rapidly began absorbing the green fire and the remnants of the vague green mist. As soon as everything was consumed, the bright purple globe plunged itself into Eos's body, and purple light coursed through her veins. Her destroyed body was instantly repaired: she had an alluring demonic beauty complemented by her slightly violet skin and luscious, deathly white hair. After repairing Eos's body, the purple light fused Eos's spirit back with her body, assimilating itself with the spirit.

As the process finished, Eos immediately felt an unprecedented serenity: she felt the encompassing comfort of an external power that connected her to the physical world, as well as a vague, yet strong connection to a greater spiritual realm. Suddenly enlightened by the Force, stood up and observed the carnage wrecked on the room. Remembering her predicament, Eos saved her wonderment of the Force and quickly fled to her starship, flying into the deep depths of space...

Phoebus
As Eos relaxed as her ship lurched into hyperspace, she felt the presence of another consciousness within her own. Prodding into it, she felt immense fear and instantly recoiled. As she meditated once again, she found that the consciousness was restricted by her own and that it was safe as long as she did not attempt to enter it. Suddenly, a smoky green apparition of spirit ichor slowly expanded into existence, which had the appearance of a youthful, beautiful Dathomirian female.

The Dathomirian female looked surprisingly at Eos before slowly introducing herself, "I am Witch Elder Cynthia. Our spirits have been fused together due to that artifact of yours, and I've lost both my physical body and most of my spiritual body. It probably saved me from vanishing and becoming one with the Force...."

Cynthia hesitated before continuing, "I will teach you the ways of Witchcraft in exchange for freeing myself from your spirit when you are powerful enough."

Eos paused and thought for a moment before nodding in agreement. Catching a glimpse at herself in the mirror, she looked in horror as she discovered she looked completely different. Her skin had a slight tinge of royal purple, her entire eyes were completely bright, crimson red, her black hair was replaced with silvery, ivory hair, and her ears were significantly longer than before.

Cynthia nodded and explained, "It seems that your spirit was damaged during the process, and in order to repair it, it chose to enhance the innate primal nature of your ancestors."

Shocked at the sudden change, Eos quickly realized that she could no longer return home. Inside of her ship, she realized that she had to create a new identity for herself. Thinking of the legends of the past, Eos chose the name Phoebus for herself, the eternal traveler and wanderer.

Here journey begins here.
 
Chapter III.
Cynthia on Shadow Magic





Subsection A
The Force and Spirit Ichor
Spirit Ichor is channeled from the essence of the Winged Goddess and manipulated through spells and rituals to produce something from nothing; to enhance, transform, and transmute our bodies by channeling ur-spirits and primal avatars; to create totems, amulets, tokens, trinkets, talismans, and vessels of power; to divine the destination and ordeals of our paths; and manipulate the energy and matter of the universe.

Spirit Ichor and the Force are synonymous to the eyes of most Force users in the galaxy, yet there is a subtle difference between the two. The Force is all-encompassing form of energy that connected all livings things in the galaxy. The Force has been viewed through many different facets and perspectives, such as the Light side, the Dark side, the Living Force, the Unifying Force, the Cosmic Force, and the Physical Force.

The Light side and Dark side were concerned with the morality of the Force, manifested as the emotional conduit which controlled the emotions of the living things connected to the Force. Yet Shadow Magic rejects these aspects as two independent parts but in fact, two parts of a whole. Represented by the Fanged God and the Winged Goddess, they are simply two facets of living nature rather than independent sides that segregate the living between the two. And as such, perhaps it is due to the reason that the strongest individuals are the ones who linger between both sides rather than repressing the other. Further investigation into the conjoining of the two parts into a whole are necessary in verifying this claim.

The Living Force, Unifying Force, the Cosmic Force, and the Physical Force were all defined by prominent Jedi philosophies: the Living Force dealt with the energy of life that dwelled in all that lived, the Unifying Force was the fabric of space and time that bound together the universe, the Cosmic Force was the process of life after death, and finally, the Physical Force was the matter that defined one's surroundings. Yet once again, Shadow Magic has no relevance to any of these Jedi philosophies; comparisons to Sith philosophies are moot as rather than understanding the Force, they seek to utilize it to its maximal potential. Thus, the Sith have no part in this debate; although Sith philosophers unbeknownst to me may exist and their input would be welcomed. As Shadow Magic channels between the spiritual realm and physical world, these four philosophies are also moot. I beg to question whether the spiritual realm is a separate, parallel existence that can be manipulated or in fact, the essence of the Force that lives within all living things. Casting that side thought aside, what is the spiritual realm and how does it relate to our physical lives? Does spirituality truly exist separate from the Force?

Subsection B
Witchcraft
Shamans of the Nightsisters learned and trained witchcraft, the skill of crafting and enchanting objects with spirit ichor, similar to Sith alchemy. Objects were enchanted and engraved with glyphs and inscriptions which held and manipulate spirit ichor in a structure that allowed the object to hold the power and essence of the spiritual realm. Unlike incantations and spells which were only temporary means of granting Nightsisters power, Witchcraft allowed power from the spiritual realm to remain in the physical world.

Rituals were the key in witchcraft. The scale of complexity for Shadow Magic was the following: incantations were one-dimensional, spells were two-dimensional and rituals were three-dimensional. The formation of such things often followed the same suite. Incantations used words to channel spirit ichor from the spirt world, spells used written words and inscriptions to channel spirit ichor into physical objects, and finally, rituals manipulated spirit ichor directly in space.

A Dathomiri object of keen interest in relation to witchcraft is the Nightsister Force Crystal. Capable of enhancing the Force abilities of Nightsisters, it is invaluable to the art of witchcraft. Keep a keen eye out for it, Phoebus.

Subsection C
Talismans, Trinkets, Amulets, and Vessels
Nightsister Bloodline Skull
Nightsister Crystal Ball

Subsection D
Ur-Spirits and Primal Avatars
Ur-spirits are the spiritual representations of all living things. Forcibly tamed or friendly ur-spirits, or familiars, can be housed inside of vessels, allowing them to transition from the spiritual realm to the physical world. Spirit ichor facilitates the process, although a physical component of the corresponding creature is often necessary as a nucleation point for the spirit ichor to form the physical body of the familiars, especially for higher grade or more powerful creatures. In order to increase the grade of a familiar, higher grade, better quality physical components are necessary from stronger or mutated specimens or the physical components and spirit ichor must go through better refinement corresponding to superior witchcraft. Weaker creatures are significantly easier to refine and can often go without having a physical component if the shaman has enough skill in witchcraft. For example, refining and housing an Epic-tier Artery Worm will roughly have the same difficulty as a Neophyte-tier Space Slug. Of course, retrieving physical components of obtaining a Space Slug are significantly more difficult, and thus in reality, a Neophyte-tier Space Slug is often harder than an Epic-tier Artery Worm for a shaman. Furthermore, alchemized and corrupted beasts are significantly more difficult as their spiritual realm equivalents do not exist. Thus, it often requires a shaman, in decreasing difficulty, i) transmuting an existing ur-spirit or spirit into the alchemized and corrupted beast or ii) extracting the spirit of one alchemized and corrupted beast and using its physical components to create a familiar not connected to the spiritual realm. The first option requires tremendous skill in witchcraft, especially with the manipulation and communing with the spiritual realm as one must forcibly alchemize and corrupt a spirit within the spiritual realm. The second option requires a constant supply of spirit ichor and energy to maintain the familiar, as the extracted spirit is independent from the spiritual realm and thus, requiring independent sources of power as well. One could theoretically create a conduit between the vessel and spiritual realm in order to supply the spirit with enough energy, but this would alas require immense fortitude in the manipulation and channeling of spirit ichor. Thus, these two options are diametrically separate in terms of witchcraft, with the first being immensely more difficult as it was seldomly studied by shamans of the Nightsisters of Dathomir. The only known shaman who would barely be capable of such feats was Mother Talzin as she could transition between the physical world and the spiritual realm, although it is debatable whether or not she could actually manipulate spirits to the same degree.

There are seven primal emotions that dictate intelligent living things: joy, vigilance, rage, disgust, grief, amazement, fear and trust. Witchcraft can be used to transform regular beings into avatars of one of these primal emotions. The most notable example is Savage Oppress, who was transformed through witchcraft into an avatar of primal rage. Each one of these primal emotions can be used to transform regular beings into avatars of one of these primal emotions. The key difference of transforming regular beings into primal emotions is that it manipulates and enhances ones individual spirit rather than manipulating and channeling power from spiritual realm. Using external power from spirit ichor, one can unearth the primal emotions of our ancestors buried deep within our spirits, transforming our selves into significantly more powerful figures at the cost of our cool logic and rationality. We can also revert our selves back to our primal selves, searching through our past lives embedded in our spirits; this is the basis for the Talisman of Age.

I will be temporarily be able to transform you into an avatar or primal rage or primal fear. The avatar of primal rage will empower you with great physical strength, speed and dexterity for an hour while the avatar of primal rage will make you completely invisible, dancing between the physical world and spiritual realm, and have a ghostly figure.

Subsection E
Neophyte Tier (1-2), Apprentice Tier (3-4), Expert Tier (5-6), Master Tier (7-8), Paragon Tier (9-10), Epic Tier (10+)

Witchcraft
Token Creation: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (3/10)
Trinket Creation: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (1/10)
Amulet Creation: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)

Totem Creation: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)
Talisman Creation: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)

Spontaneous Creation: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)


Shadow Magic Masteries
Channeling of Spirit Ichor: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (1/10)
Manipulation of Spirit Ichor: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (1/10)

Communing with the Spiritual Realm: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (1/10)
Handling of Spirits: ⎉⎉⎉⎉⎉⎉⎉⎉ (7/10)

Incantations: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (3/10)
Spellcraft: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (1/10)
Rituals: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)


Recorded Incantations
Ears of the Chrioptix: ⎉⎉⎉⎉⎉⎉⎉⎉ (2/10)
Applies the Chiroptix's characteristics of increased hearing capabilities to a single target, allowing them to hear "whispers" and to, in essence, see with sound by painting pictures of hidden places from the sounds emanating from those places
⌱⌱ Neophyte Tier: Heightened hearing and echolocation within a 300 meter radius.

Sense of the Veshet: ⎉⎉⎉⎉⎉⎉⎉⎉ (2/10)
Applies the Chiroptix's characteristics of increased hearing capabilities to a single target, allowing them to hear "whispers" and to, in essence, see with sound by painting pictures of hidden places from the sounds emanating from those places
⌱⌱ Neophyte Tier: Heightened hearing and echolocation within a 300 meter radius.

Speed of the Toocha: ⎉⎉⎉⎉⎉⎉⎉⎉ (2/10)
Applies the Toocha's characteristics of speed and agility to a single target, imbuing them with the ability to move in short bursts of blindgly fast speed and energized leaps to cover remarkable distance
⌱⌱ Neophyte Tier: Heightened hearing and echolocation within a 300 meter radius.

Touch of the Kiin`Dray: ⎉⎉⎉⎉⎉⎉⎉⎉ (2/10)
Applies the Kiin`Dray's ability to climb to a single target, applying a binding force to their hands and feet to scramble up a cliff face or hold a weapon in an unbreakable grip
⌱⌱ Neophyte Tier: Three tiers added to Athletics (Climbing) and creates a strong binding force (increases effective grip strength by 100 kilograms)

Revitalization of the Whuffa: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (1/10)
Applies the Whuffa Worm's characteristics of regeneration to a single target
⌱⌱ Neophyte Tier: Immediately replenish one's physical energy, heal minor wounds in a few minutes, or heal light wounds slowly

Mindspeech: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (1/10)
Project an image and voice inside the mind of living creatures
⌱⌱ Neophyte Tier: Can speak to one individual within a 60 meter radius or three individuals within a 20 meter radius. No image projection possible.

Scream of the Ssurian: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)
Brings forth the deep thrumming vibrations of the ssurian dragon hunting call as well as the earth-shattering shriek of its territorial warning. Can shatter teeth and pop eardrums of enemies.
⌱⌱ Neophyte Tier: Not learned


Recorded Spells
Blood Trail: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (3/10)
Use the user's blood to mark a target and track them through the blood mark using spirit ichor. The shed blood could not be removed once the trail was set.
⌱⌱ Neophyte Tier: Target can be tracked across a continent
⌱⌱ Apprentice Tier: Target can be tracked across a planet

Heal (Water of Life): ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (1/10)
Conjures the Water of Life using spirit ichor and heals a target. Also can use pre-concocted Water of Life. Must be immobile.
⌱⌱ Neophyte Tier: Heal minor wounds when conjured. Immediately heal light wounds when pre-concocted.

Minor Reversion to the Whuffa: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (1/10)
Applies the Whuffa Worm's characteristics of flexibility and tougher skin to a single target for a few minutes
⌱⌱ Neophyte Tier: Very minor resistance to blasters and blades (Armor Quality: 2). Increase in flexibility and acrobatics by one tier.

Spell of Interpretation: ⎉⎉⎉⎉⎉⎉⎉⎉⎉ (1/10)
Allow a single target to translate a language and speak it in kind
⌱⌱ Neophyte Tier: Can speak any common language of sentient species in the galaxy

Aspect of the Storm: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)
Turn the inky blackness of the sky into bright, white threads of lightning strikes toward a target
⌱⌱ Neophyte Tier: Not used

Surge of the Brier: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)
Reach into the spirit realm and grip the essence of a sessile plant, allowing for the user to twist and shape the plant into a form of their choosing. The invocation of green spirits could also generate a calming aura of meditation or break down poisons that infected the bloodstream
⌱⌱ Neophyte Tier: Not used

Mesmerism: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)
Override the thought of those weaker than oneself, particularly men and offworlders. A tap of the fingertip to the victim's forehead would induce a trancelike state and make the victim powerless to refuse commands
⌱⌱ Neophyte Tier: Not used

Ur-Spirit Transformation: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)
Temporary transform a living creature into an ur-spirit's physical form
⌱⌱ Neophyte Tier: Not used


Recorded Rituals
Control Web: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)
Allows one to cntrol the minds of creatures beneath the a control web constructed from spirit ichor
⌱⌱ Neophyte Tier: Not used

Chant of Resurrection: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)
Temporarily resurrect the dead as long as the caster continues chanting
⌱⌱ Neophyte Tier: Not used

Primal Avatar Transformation: ⎉⎉⎉⎉⎉⎉⎉⎉⎉⎉ (0/10)
Transform a living creature into an avatar of a primal emotion
⌱⌱ Neophyte Tier: Not used


 

Chapter IV.
A conclusion to the study






Subsection A
Ships.
CR-92a Assassin-class Corvettehttp://starwars.wikia.com/wiki/CR92a_Assassin-class_corvette Windrunner
Imperial Drop Ship CSS Witchcraft


Vehicles.
None


Weapons.
{1} Nightsister Shaman Staff
{1} Nightsister Energy Bow
{2} Nightsister Daggers


Items.
{1} Book of Shadows
The holy text of the Nightsisters of Dathomir, providing intensive knowledge about Witchcraft that includes the spells and rituals of the Nightsisters

{1} Vial of Water of Life
Concocted from infusing water with the flesh of the Sleeper


Witchcraft Artifacts.
{1} Totem of Familiars, Opulence of Varactyl
Summons a Varactyl transformed by spirit ichor
Key Features: Emerald green feathers, adroit, fierce

{1} Trinket of Firesprite's Luminesce
Acts as a powerful lantern

{3} Trinket of Varactyl Elegance
Increases accuracy and dexterity for ranged weapons

{5} Token of Gorgodonic Rage
Significantly reinforces skin and bones (Armor Quality: 4)
Enhances reflexes and senses of smell and hearing
Sharpens teeth and claws into sharp, formidable weapons.

{10} Token of Dwarf Varactyl Flight
Provides the user flight for a short duration of time

{18} Token of Iceworm Frigid Ice
Produces a small globe of ice that can be either thrown or used directly

{30} Token of Darellian Fire Crab Ignition
Produces a small globe of fire that can either be thrown or used as a fire starter

Ships are placeholders for until I have real ships
Trinket: provides a smaller, permanent boost or is reusable
Token: provides a larger, temporary boost and/or is single-use




Subsection B
Kills.
None



Subsection C
Bounties.
None



Subsection D
Roleplays.
Full Reach of the Law (GA Dominion of Atrisia Hex)

Lurking in the shadows is less than what you'd expect (Completed)
Hunting a Terentatek Maulerhttp://starwarsrp.net/topic/99873-hunting-a-terentatek-mauler/
Demons of the Nighthttp://starwarsrp.net/topic/99885-demons-of-the-night/
Dawn of Laseel
The Crystal Temple
Need a Pilot
Eternal Underworld
99999

⎋​
 

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