TAKING STEPS IS EASY - STANDING STILL IS HARD

WELCOME
THE CAGE IS FULL
It's about time you got here. Geez. We've been waiting all day for you to turn up. Now why don't you sit back, grab the nearest fluffy critter that you can, and get a move on! We've missed you.

CENSUS
THE CHILDREN OF THE EMPIRE
AVALIEL
♂ 02
♀ 04
x 00
VALAREN
♂ 03
♀ 03
x 00
ELREN
♂ 00
♀ 01
x 00
SHURAL
♂ 00
♀ 00
x 00
MURDREN
♂ 02
♀ 05
x 00
NYTHIA
♂ 00
♀ 02
x 00
LONERS
♂ 09
♀ 10
x 01
MESSENGERS
♂ 01
♀ 01
x 00
TOTAL
♂ 14
♀ 25
x 01
UPDATES
JANUARY 25TH, 2015
A new patch has become available! This includes new lands, and a crapload of new species! get out there, explore, claim lands, make enemies, make babies, idc. Do whatever it is you guys do. <3

-Riley

RILEY
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 Magic
Riley
 Posted: Nov 25 2014, 12:30 AM
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Perhaps the number 1 question is how this system all works. To begin using magic, you need to purchase an Orb. There are 6 orbs in total, and each represents a different school of magic. Those schools are Elemental, Druid, Necromancy, Arcane, Healing, and Shadow. In order to use the magic from a certain school, you need to purchase the correlating orb.

In each school of magic, there are several different spells. Some are more powerful than others, and therefore cost more. Some are battle spells, some are area spells, others are vanity spells that change something about your character. When you purchase an orb, you are automatically given two "basic" spells. You can see which spells you receive in the description of the orbs in the shop.


Functionality
What spells do depend on what school of magic the spell is from. Some are battle spells, some are "every day" spells, others are vanity spells that may alter your character in some way. Magic is used as a tool to further grant capabilities to characters. ANY character can learn magic.


Where did magic come from?
Magic existed hundred of years ago when the Gods first came to the world. When they left, the magic left with them. Now that the Gods have returned, so has magic.


How big are orbs?
Orbs range in size from a small marble that can be placed in a necklace, to the size of a softball. The size of your character's orb has no effect on their power level what-so-ever. The character must have their orb with them in order to use magic IC. So, smaller may actually work out of you. If you choose to place your orb in a SINGLE piece of jewelry, you may do so without purchase of the item.

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 Posted: Nov 25 2014, 12:38 AM
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ACID FOG
-------------------------
Creates a dense cloud of fog that not only obscures the senses, but causes poison damage.


ENDURE ELEMENTS
-------------------------
Subject can not be affected by the elements (heat, cold, etc)


BARKSKIN
-------------------------
Your skin becomes extremely tough, like bark, making it harder to harm you though you become more vulnerable to fire and heat.


SNARE
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Bind your foe with vines, making movements difficult.


COMMUNE WITH NATURE
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You enter a meditative state in which you know the following: which plants are in the area, if there are any enemies and which prey is in the area.


LIGHT
-------------------------
Cast a ball of light up to 12 feet around the caster.


WATER WALK
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Walk on water as if it were solid ground. You can still chose to swim if that is what you'd prefer at that moment.


WATER BREATHING
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Allows the caster to breathe underwater for 1 hour.


SANCTUARY
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Creates a whipping ball of wind around you. Your opponent and not attack and you can not attack them.


CALL LIGHTNING
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Call lightning to strike your foe. Overcasts the sky.


AIR WALK
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Walk on air (up to 10 feet from the ground) as if it were solid ground. You can still walk on the ground if you chose.
Cost | 250 Coins

MERGE ELEMENT
-------------------------
Surround yourself (or selected parts of yourself) with earth, wind, fire, or water. Vanity only; not usable in combat. Lasts 2 hours.


WATER STREAM
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Cast a moderate stream of water at an opponent 1 time per battle. May cause the target to freeze in winter.


FLAME THROWING
----------------------
Throw 3 fireballs in 1 turn an opponent in battle, once per battle.


FOG CLOUD
----------------------
A thick fog covers the battle field for one turn (or 30 minutes) and obscures both yours and your opponent's vision.


DYNAMIC SALVO
-------------------
User releases all four elements in a 10 ft circle around the user. Usable 1 time in battle.


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 Posted: Nov 25 2014, 01:44 AM
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SPECTRAL FOX
-------------------------
Summon a spectral fox to your aid for two battle turns and they can be a non combat companion, summonable twice a day for 3 hours each.. They come in many different colors but can not change their color. Those colors are green, blue, purple, red, yellow, orange, white/silver and aurora. (All Spectral Fox carry their color like the one pictured below).
[Image Pending Arrival of Tablet]



MISLEAD
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Causes you to go invisible while a copy of you moves in the other direction. The copy fades when it gets beyond 100 feet from you.



CHARM ANIMAL
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Charm an animal (friendly or unfriendly) to assist you in your tasks. Can only be used once per battle and for 1 turn.


SPEAK WITH PLANTS
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Gain the ability to speak with plants.


POLYMORPH
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Turn your foe into a harmless animal of your choosing for 1 turn or 20 minutes non-combat.


GUARDIAN'S ALLY
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Summon a large animal (50 pounds and over) to aid you in battle for 2 turns.


FORESIGHT
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Grants a sixth sense to know when danger is impending.


TRANSFORM
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Transform yourself into an animal of your choosing, up to large fauna (Riley will slap you if you try mega). 1 turn for 1 battle or 2 hours out of battle.


PLANT GROWTH
--------------------
Increases the health and amount of plants in an area.


ANTIPATHY
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An area spell that repels certain species or specific creatures.


NATURE'S ALLY
-------------------
Summons an Ent to do the caster's bidding. 1 turn only in battle.


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 Posted: Nov 25 2014, 01:44 AM
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HIDEOUS LAUGHTER
--------------------------
Causes target to become paralyzed with fear for 1 turn.


FEAR
-------------------------
Cause creatures to run in fear. 1 turn, up to 30 feet in distance.


BLINDNESS
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Cause the subject to be blind. 1 turn or 30 minutes in a non-combat situation.


COMMAND DEAD
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Command a dead creature to do your bidding. Can not dodge but can attack for 2 turns. Fades and becomes dangerous to the caster after 3 turns.


GHOUL TOUCH
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Paralyzes the subject for 2 turns by touch.
Cost | 450 Coins


GENTLE REPOSE
-------------------------
Preserves the remains of a dead creature, prolonging the time it can be raised as undead by 5 days.


REAPER
-----------------------
Enter a shadowed form of yourself. Vanity only; lasts for 30 minutes. [external examples needed]


MIGRAINE
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Causes the subject to have reduced concentration and a headache. Can be used for 1 turn once per battle. Effect lasts 30 minutes outside of battle.


RESURRECTION
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Returns one creature to life if they have died within 24 hours (or have had Gentle Repose cast on them)


WAVE OF EXHAUSTION
---------------------
Target becomes incredibly fatigued for 1 round an loses their attack.

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 Posted: Nov 25 2014, 01:45 AM
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PURIFY FOOD AND WATER
-------------------------
Make food or water pure and free of any disease or poison.


SHIELD OTHER
-------------------------
You take half of the subject's damage.


BREAK ENCHANTMENT
-------------------------
Frees the subject from enchantments, curses and alterations.


ARCANE SIGHT
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Causes the caster's eye to glow and allows them to see the auras of other magic users in the area. Does not tell which magic(s) they have.


CONTAGION
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Afflict the target with a disease which causes them to be immobile for 1 battle turn of 45 minutes.


DETECT MAGIC
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Detect if there is a magic user in the area or if an object is cursed.


DANCING LIGHTS
-------------------------
Creates distracting lights around a specified point.


GHOST SOUND
-------------------------
Creates sounds in the distance.
Cost | 175 Coins


ENTHRAL
------------------
Captivates all within 100 ft for 1 turn per 1 battle.


ETHEREAL JAUNT
----------------------
Become ethereal for 1 turn. 1 use per battle.


SPIRIT FORM
----------------------
Enter a spiritual form of oneself, causing them to be transparent and floaty. User can jump a little bit higher and falls a little bit slower. Can be used for vanity for 30 minutes. 1 turn in combat.

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 Posted: Nov 25 2014, 01:45 AM
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VIRTUE
-------------------------
Caster gains a little extra health in battle. Can not be used with other battle attacks or spells.



HEAL
-------------------------
Heal minor wounds on the subject. Speeds the healing process of moderate wounds by 60% and heavy wounds by 30%.



PROTECTION FROM CHAOS
-------------------------
Protects the subject from evil characters. They can not be harmed or touched by evil for 12 hours.



RECALL
-------------------------
Sends you and one other friendly target to the last safe place you were at.



REGENERATE
-------------------------
Ability to regenerate lost bodily parts in yourself or in another.
Cost | 450 Coins


REMOVE CURSE
-------------------------
Remove a curse from the subject or caster.



REMOVE POISON
-------------------------
Remove poison from the subject or caster.



HASTE
Allows the caster to move twice as fast as normal for one round, effectively giving them two attacks instead of one in battle, or move quicker outside of battle.



FEATHER FALL
-------------------------
Slows your decent after falling from more then 10 feet.



SHATTER
------------------
Releases sonic vibrations that damage objects and eardrums. Use for 1 turn and 1 time per battle.



MIRACLE
-------------------
Calls for divine intervention.



ANGEL
-----------------------
Enter an angelic form of oneself. Vanity only; not usable in battle. 30 minute duration.

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 Posted: Nov 25 2014, 01:46 AM
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NIGHTMARE
-------------------------
Caster sends a hideous and unsettling vision or nightmare to a subject that you have met.


HIDEOUS LAUGHTER
-------------------------
Causes the target to become paralyzed with fear for 1 round or 30 minutes when not in combat.


SHADOW WALK
-------------------------
Walk among the shadows, becoming invisible for one turn or 30 minutes. Can not be used on a clear, sunny day.


DARKNESS
-------------------------
Cast a globe of darkness, concealing you and anyone within a 20 foot range of you in a black ball. Blends in at night.
Cost | 400 Coins


CURSE
-------------------------
The target is plagued with bad luck for a week. This can affect health, relationships and general luck.


VENTRILOQUISM
-------------------------
Throw your voice so that it is undetectable that you are speaking.


MODIFY MEMORY
-------------------------
Modify another's memory for the past hour.

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