Large Update
Aug 5, 2019 4:35:37 GMT -6
Post by Roslyn on Aug 5, 2019 4:35:37 GMT -6
Greetings Winsera!
This update is bringing new awards for both In Character and Out Of Character. Along with that, we are also changing a couple realm magics just a little and bringing you not only new individual magics but also three entirely new individual magic branches! Not only that, but we are also changing Jewelry into accessories and bringing you several new items to buy in the Monetary Shop. Finally we are adding some new Tiger subspecies, changing up how AP can be used, and now allowing jewelry to be imbued with magic.
First to talk about is the Tiger Subspecies. This can be found in Character Creation under the Species tab.
Indian/Bengal Tiger:
- Male Weight: 297 to 400lbs
- Female Weight: 220 to 350 lbs
- Height: 35 to 43 inches
Amur/Siberian Tiger:
- Male Weight: 197 to 350 lbs
- Female Weight: 120 to 268 lbs
- Height: 35 to 43 inches
Sumatran Tiger:
- Male Weight: 220 to 310 lbs
- Female Weight: 165 to 243 lbs
- Male Height: 20 to 35 inches
-Female Height 25 to 40 inches
South China Tiger:
- Male Weight: 287 to 386 lbs
- Female Weight: 220 to 254 lbs
- Height: 29 - 41 inches
Malayan Tiger:
- Male Weight: 104 to 284 lbs
- Female Weight: 52 to 195 lbs
- Male Height: 24 to 45 inches
- Female Height: 23 to 41 inches
If you have a tiger character on site, please make sure you go through and specify what subspecies of tiger they are and make sure they fit the height/weight for that species.
Next we move unto the AP Changes.This can be found in Rules under the Action Points tab.
You may gift AP to any character or person that you wish however remember that gifting isn't the same as trading and you will not always get something in return. That is between you and the other person that you are gifting to so please be aware of this before giving others AP.
In order to gift or trade, go to that person/character's profile and you will see a button that says 'Send Donation'. There you will be able to gift as much AP as you wish to send.
Moving onto Magical Jewelry. Now, you can add magic to any jewelry piece that you have but haven't already given to your character yet. This can be found in Individual Magic page and the Points page.
Individual Magic can be put on jewelry however, you must either find or buy a piece of jewelry that hasn't already been given to your character. You also must buy the magic with AP in order to infuse it with the jewelry. That way, when they find the item, it will already have the magic in it.
25 - Level 1 magic for jewelry.
50 - Level 2 magic for jewelry.
75 - Level 3 magic for jewelry.
100 - Level 4 magic for jewelry.
125 - Level 5 magic for jewelry.
Next is the Monetary Shop and its new additions. This can be found on the bottom left hand side of your screen. You should see an icon like this: Or you can find it here.
Jewelry is now called Accessories. And the following has been added to the store.
Bandana - 100 AP
Tie - 100 AP
Hip Scarf - 125 AP
Hat - 150 AP
Now just a small Slaves update. This can be found in Rules under Ranks.
Slaves: These slaves are the characters that have been hostaged by a member of a kingdom. They are expected to be loyal to their master and will do everything that their master says. Unless specified by the master, they are expected to be loyal to their kingdom and will do everything anyone above them tells them to do. They are not free to leave the realm and are on the very bottom of the kingdom. There can be an unlimited number in each kingdom. Other creatures may try to fight to free you at any point. To do this, they must fight the creature that has claim on the hostage. To escape, your character must make a thread in the land they are being held with the words [escape attempt] in the title with spar stats that declare the spar "for escape". If the kidnapper doesn't reply in 3 days, the hostage will automatically escape. If they do reply, a spar will begin to determine the fate of the slave. Only the master of the slave can stop an escape.
Instead of having Personal Slaves and Kingdom Slaves we have pulled them both together into Slaves. However, in Kingdom Info you can section them off into personal and kingdom slaves if you wish.
Now, unto something very exciting. Awards. These can be found on the Awards page.
In Character Awards
Beginner | Intermediate | Advanced | Expert |
Gain 100 MP | Gain 200 MP | Gain 300 MP | Gain 400 MP |
- | - | - | - |
Hide | Spirit | Veteran | Generations |
Succeed in a hunt | Become a spirit | Win a raid | Become a grandparent |
- | - | - | - |
Healer | Herbalist | Botanist | Godly |
Heal one character | Heal 10 characters | Heal 20 characters | Meet all the Gods |
- | - | - | - |
Loyal | Sunstained Dunes Native | Herasine Hills Native | Etmos Fields Native |
Remain in the same kingdom for one OOC year. | Live in Sunstained Dunes for one IC year. | Live in Herasine Hills for one IC year. | Live in Etmos Fields for one IC year. |
- | - | - | - |
Caterock Pinncale Native | Sheller's Rise Native | Restless Hills Native | Apple Grove Native |
Live in Caterock Pinncale for one IC year. | Live in Sheller's Rise for one IC year. | Live in Restless Hills for one IC year. | Live in Apple Grove for one IC year. |
- | - | - | - |
Esna Covert Native | Ebony Woods Native | Baxney Cove Native | Brightling Bog Native |
Live in Esna Covert for one IC year. | Live in Ebony Woods for one IC year. | Live in Baxney Cove for one IC year. | Live in Brightling Bog for one IC year. |
- | - | - | - |
Western Glades Native | Korib Desert Native | Chala Savanna Native | Northern Frontier Native |
Live in Western Glades for one IC year. | Live in Korib Desert for one IC year. | Live in Chala Savanna for one IC year. | Live in Northern Frontier for one IC year. |
- | - | - | |
Condell Chasms Native | Raygora Hallow Native | Enchanted Abyss Native | |
Live in Condell Chasms for one IC year. | Live in Raygora Hallow for one IC year. | Live in Enchanted Abyss for one IC year. | |
Out Of Character Awards
Creative | Novelist | Shakespeare | Hoard |
Write a post with 100+ words | Write a post with 500+ words | Write a post with 1000+ words | Play 20 different species |
- | - | - | - |
Judge | Jury | Executioner | Herbivores |
Judge a spar | Judge 10 spars | Judge 20 spars | Play all listed Herbivores |
- | - | ||
Easter Year 1 | Fall Year 1 | ||
Participate in the year 1 Easter Event | Participate in the year 1 Fall Event | ||
Before we get into the new magics, we have some Magic Changes in Shadow and Water which can be found on their magic pages.
Shadow
Shadow
2 - Fear (25 mana)
The user gains the ability to be able to cause a
feeling of panic and fear to run through a
character. This can cause chills, hot flashes, nausea,
shaking, shortness of breath and headaches along
with rabid heart rate. This ability lasts for
2 posts.
9 - Entropy (350 mana)
The user gains the ability to negate the pain that
they would feel from their current and future
injuries and make the creature harming them
feel the pain instead. This causes harm to the
targeted creature and lasts for 2 posts.
Water
9 - Dissolve (350 mana)
With this ability, the user can cause their body
to quite literally turn into water. The creature's
body will slowly become water, though still
holding its shape. All attacks will go
straight through their body but the creature
can't attack. As soon as the ability is cast the
user will begin to lose their shape and after
2 posts, they will no longer be able to reform
into their original form without severe
mutations.
The user gains the ability to be able to cause a
feeling of panic and fear to run through a
character. This can cause chills, hot flashes, nausea,
shaking, shortness of breath and headaches along
with rabid heart rate. This ability lasts for
2 posts.
9 - Entropy (350 mana)
The user gains the ability to negate the pain that
they would feel from their current and future
injuries and make the creature harming them
feel the pain instead. This causes harm to the
targeted creature and lasts for 2 posts.
Water
9 - Dissolve (350 mana)
With this ability, the user can cause their body
to quite literally turn into water. The creature's
body will slowly become water, though still
holding its shape. All attacks will go
straight through their body but the creature
can't attack. As soon as the ability is cast the
user will begin to lose their shape and after
2 posts, they will no longer be able to reform
into their original form without severe
mutations.
Now, Staff is very excited to bring you Individual Magic Branches. These can be found in the Individual Magics page.
level 1
Purify
The user can purify any food within a 10 foot radius of themselves causing the items to be free from poison and disease.
level 1
Cleanse
An upgrade to Purify. the user can now purify both food, herbs, and water within a 20 foot radius of themselves causing the items to be free from poison and disease.
Detect
The user can tell what one individual magic a single creature has the ability to use (has unlocked) but can only be used once per thread.
level 2
Reveal
An upgrade to Detect, the user can now tell all the individual magics that a single creature has the ability to use (has unlocked) but can only be used once per thread.
level 5
Expose
An upgrade to Detect, the user can now tell all the magics (individual and realm) that a single creature has the ability to use (has unlocked) but can only be used once per thread.
level 2
Repose
The user can touch a newly dead corpse and preserve it to keep it from decaying.
level 3
Preserve
An upgrade to repose, the user can now make the body look like a younger version of the corpse that has died and at the same time, will preserve it to keep it from decaying.
level 3
Locate
The caster can use this magic with the thought of finding an item that they know.
They will be able to tell where it is located as long as long as it is within 1000 feet of them.
level 4
Discover
An upgrade to Locate, the user can use this magic in order to find an extra item when foraging.
(Must be used in the forage post and be posted in the forage update thread. This will give you a chance to find two extra items instead of one.)
level 4
Sanctuary
The user can call upon a shield to cover their body which can be used to negate a single physical attack.
The shield itself lasts up to 3 turns or until it is hit with an attack, whichever comes first.
level 4
Resistance
An upgrade to Sanctuary, the user can use this magic before an attack to negate a single magical attack for up to 3 turns.
Once a magical attack is used on them, they don't take damage or effects from it, but the protection ends.
level 5
Bless
The user can give themselves the ability to use a single magic (not from any branches) that is one level
higher then what they currently have unlocked.
level 5
An upgrade to Bless, the user can now touch another willing creature than give them the ability to use a single magic (not from any branches) that is one level
higher then what they currently have unlocked.
level 1
Pins
The user gains the ability to control the blood inside of a single creature's body, causing the blood to harden just enough for the opponent's body to start going numb.
This causes no physical damage and the effect lasts for 2 posts
level 1
Needles
An upgrade to Pins, the user gains the ability to control the blood inside of a single creature's body, causing the blood to harden enough to begin to pierce the creature from the inside out.
This causes internal pain throughout the creature's whole body but causes no long term damage and the effect lasts for 2 posts.
level 2
Spear
The user gains the ability to use any fresh blood that is on the ground to create a single spike that is up to 1 foot tall and 6 inches wide to shoot upwards.
The spike lasts for 3 posts.
level 2
Spikes
An upgrade to Spear, the user gains the ability to use any fresh blood that is on the ground to create a blanket of small 1 inch spikes on the ground that is up to 2 feet wide and 2 feet long.
The blanket itself lasts up to 3 posts.
level 3
Bomber
The user gains the ability to use any drawn blood (another or their own) to condense it down into a small 5 in diameter ball that they can then throw at a creature.
Upon impact, the ball will explode into 2 in long blood needles that will stab into anything within a 3 foot radius. The spikes dissolve within 3 posts.
level 4
Explosion
An upgrade to Bomber, the user gains the ability to use any drawn blood (another or their own) to condense it down into a small 5 in diameter ball that they can then throw at a creature.
Upon impact, the ball will explode into 4 in long blood needles that will stab into anything within a 5 foot radius. The spikes dissolve within 3 posts.
level 4
Vampire
The user gains the ability to heal themselves during combat by biting and drawing blood from another creature.
This can heal small wounds such as small bruises and small lacerations, up to 2 inches wide and 1/2 inch deep.
This lasts 2 posts.
level 3
Leech
An upgrade to Vampire, the user gains the ability to heal themselves during combat by tasting the fresh blood of another creature from either the creature themselves or from the ground.
This can heal minor wounds such as bruises, first degree burns, and small lacerations, up to 2 inches wide and 1/2 inch deep.
This lasts 2 posts.
level 5
Transformation
The user gains the ability to cause their body to quite literally turn into a pool of blood. Physical attacks will go straight through their body but magical attacks will still hit.
The creature can't attack and after 1 post, they will return back to solid form and can't move while in blood form.
level 5
Teleportation
An upgrade to Transformation, the user gains the ability to cause their body to quite literally turn into a pool of blood. Physical attacks will go straight through their body but magical attacks will still hit.
The creature can't attack and after 2 posts, they will return back to solid form but can move around up to 15 feet from their starting location while in blood form.
Divine Magic Branch
Purify
The user can purify any food within a 10 foot radius of themselves causing the items to be free from poison and disease.
level 1
Cleanse
An upgrade to Purify. the user can now purify both food, herbs, and water within a 20 foot radius of themselves causing the items to be free from poison and disease.
Detect
The user can tell what one individual magic a single creature has the ability to use (has unlocked) but can only be used once per thread.
level 2
Reveal
An upgrade to Detect, the user can now tell all the individual magics that a single creature has the ability to use (has unlocked) but can only be used once per thread.
level 5
Expose
An upgrade to Detect, the user can now tell all the magics (individual and realm) that a single creature has the ability to use (has unlocked) but can only be used once per thread.
level 2
Repose
The user can touch a newly dead corpse and preserve it to keep it from decaying.
level 3
Preserve
An upgrade to repose, the user can now make the body look like a younger version of the corpse that has died and at the same time, will preserve it to keep it from decaying.
level 3
Locate
The caster can use this magic with the thought of finding an item that they know.
They will be able to tell where it is located as long as long as it is within 1000 feet of them.
level 4
Discover
An upgrade to Locate, the user can use this magic in order to find an extra item when foraging.
(Must be used in the forage post and be posted in the forage update thread. This will give you a chance to find two extra items instead of one.)
level 4
Sanctuary
The user can call upon a shield to cover their body which can be used to negate a single physical attack.
The shield itself lasts up to 3 turns or until it is hit with an attack, whichever comes first.
level 4
Resistance
An upgrade to Sanctuary, the user can use this magic before an attack to negate a single magical attack for up to 3 turns.
Once a magical attack is used on them, they don't take damage or effects from it, but the protection ends.
level 5
Bless
The user can give themselves the ability to use a single magic (not from any branches) that is one level
higher then what they currently have unlocked.
level 5
An upgrade to Bless, the user can now touch another willing creature than give them the ability to use a single magic (not from any branches) that is one level
higher then what they currently have unlocked.
Blood Magic Branch
level 1
Pins
The user gains the ability to control the blood inside of a single creature's body, causing the blood to harden just enough for the opponent's body to start going numb.
This causes no physical damage and the effect lasts for 2 posts
level 1
Needles
An upgrade to Pins, the user gains the ability to control the blood inside of a single creature's body, causing the blood to harden enough to begin to pierce the creature from the inside out.
This causes internal pain throughout the creature's whole body but causes no long term damage and the effect lasts for 2 posts.
level 2
Spear
The user gains the ability to use any fresh blood that is on the ground to create a single spike that is up to 1 foot tall and 6 inches wide to shoot upwards.
The spike lasts for 3 posts.
level 2
Spikes
An upgrade to Spear, the user gains the ability to use any fresh blood that is on the ground to create a blanket of small 1 inch spikes on the ground that is up to 2 feet wide and 2 feet long.
The blanket itself lasts up to 3 posts.
level 3
Bomber
The user gains the ability to use any drawn blood (another or their own) to condense it down into a small 5 in diameter ball that they can then throw at a creature.
Upon impact, the ball will explode into 2 in long blood needles that will stab into anything within a 3 foot radius. The spikes dissolve within 3 posts.
level 4
Explosion
An upgrade to Bomber, the user gains the ability to use any drawn blood (another or their own) to condense it down into a small 5 in diameter ball that they can then throw at a creature.
Upon impact, the ball will explode into 4 in long blood needles that will stab into anything within a 5 foot radius. The spikes dissolve within 3 posts.
level 4
Vampire
The user gains the ability to heal themselves during combat by biting and drawing blood from another creature.
This can heal small wounds such as small bruises and small lacerations, up to 2 inches wide and 1/2 inch deep.
This lasts 2 posts.
level 3
Leech
An upgrade to Vampire, the user gains the ability to heal themselves during combat by tasting the fresh blood of another creature from either the creature themselves or from the ground.
This can heal minor wounds such as bruises, first degree burns, and small lacerations, up to 2 inches wide and 1/2 inch deep.
This lasts 2 posts.
level 5
Transformation
The user gains the ability to cause their body to quite literally turn into a pool of blood. Physical attacks will go straight through their body but magical attacks will still hit.
The creature can't attack and after 1 post, they will return back to solid form and can't move while in blood form.
level 5
Teleportation
An upgrade to Transformation, the user gains the ability to cause their body to quite literally turn into a pool of blood. Physical attacks will go straight through their body but magical attacks will still hit.
The creature can't attack and after 2 posts, they will return back to solid form but can move around up to 15 feet from their starting location while in blood form.
Necromancy Magic Branch
level 1
Terror
The user gains the ability to cause a single person that they can see to become fearful of the user.
This can cause chills, hot flashes, nausea, shaking, shortness of breath and headaches along with rabid heart rate. This magic lasts for 1 turn.
level 1
Panic
An upgrade to Fear, the user gains the ability to cause a single person that they can see to become fearful of the user.
This can cause dizziness, numbness, chest pain, abdominal cramping and rapid hear rate. This magic lasts for 1 turn.
level 2
Weaken
The user gains the ability to remove the life force of a single character. This means that once per thread, the user can take a character's health down a single level.
However, the creature can not go past Poor Health.
level 2
Strengthen
An upgrade to Weaken, the user gains the ability to gain the life force of another. This means that once per thread, the user can make their own health up by a single level.
However, the user can not go past Excellent.
level 3
Bond
The user can create a bond with another creature causing all damage the user takes and feels, the bonded creature will feel as well.
The bonded creature will not receive any lacerations. The magic lasts 2 turns.
level 3
Link
An upgrade to Bond, the user can create a bond with another creature causing all damage the user takes and feels, the bonded creature will feel as well.
The bonded creature will receive the same lacerations as the caster. The magic lasts 2 turns.
level 4
Reanimate
The user can use this ability to raise one recently dead corpse (or a reposed corpse) to do as the caster says.
They can fetch things, send messages and more, however they can not fight. The magic lasts up to 3 turns.
level 4
Zombie
An upgrade to Reanimate, the user can use this ability to raise one recently dead corpse (or a reposed corpse) to do as the caster says.
They can fetch things, send messages, fight and take damage. The magic lasts up to 3 turns.
level 5
Vitalize
The user gains the ability to animate a single inanimate object that is up to 30 lbs. This object will be able to see, hear, walk, talk and attack but can also take damage.
The object will return to its normal state after 3 posts.
level 5
Sentient
An upgrade to Vitalize the user gains the ability to animate a single inanimate object that is up to 70 lbs. This object will be able to see, hear, walk, talk and attack but can also take damage.
The object will return to its normal state after 3 posts.
And now lastly, we give you Individual Magics. These can be found on the Individual Magics page.
level 2
Daylight
The user gains the ability to cause a bright light to fill the area around the user. If it is nighttime, the area will be bright enough to see clearly. If it is daytime, the light
will be too bright to see clearly but not bright enough to blind. This magic negates Darkness.
level 2
Darkness
The user gains the ability to cause darkness to fill the area around the user. If it is nighttime, the area will be too dark to see clearly but not dark enough to blind. If it is
daytime, the darkness will cause the area to seem like night. This magic negates Daylight.
level 2
Connection
The user gains the ability to choose one willing creature to link their minds to. This means that they are now able to speak telepathically to that creature.
However, the only way to make it where both creatures can speak to each other is if both have this magic. This is a passive magic that can be used at any time.
level 3
Distraction
The user gains the ability to cause a single creature that they can see to no longer be able to look at the user. If the creature tries to look at the user while this is active,
the creature's vision will go blurry and they will be unable to focus on anything. This lasts up to 2 posts.
level 3
Clairvoyance
The user gains the ability to use this magic in a single location to create a pinpoint location. After that, whenever they are in a different location, they can use this ability
again to see and hear what is currently going on in that location. The first part of this ability lasts for 5 threads of until the user creates a different location. The second part
will only last 1 post for them, allowing them so see/hear a single post from each character in a single thread from the previously selected location.
level 3
Acid
The user gains the ability to spit a glob of acid in any direction up to 5 feet from their body.
The acid itself can cause up to 2nd degree burns depending on how long before it is wiped off. The effects last up to 2 turns.
level 4
Everlasting Rest
The user gains the ability to cause a single dead body in the area to no longer be able to turned into undead for an entire thread. If Repose is used on a corpse before hand, this
magic completely negates its usage and the body will continue to decompose.
level 4
Amnesia
The user gains the ability to cause a single creature that they can see to completely forget one thing of the user's choice. This means, the creature can forget a branch of magic,
a location, a name, a species, and more. However, they can not forget how to walk, breath, eat, drink, see, etc. This lasts for one thread.
level 5
Deflect
The user gains the ability to deflect a single magical attack, causing it to fly back towards the opponent up to a level 5 magic. However, this is a trap like magic and must be activated before any
attacks can be deflected. Once activated, the magic lasts up to 3 posts or until it is triggered, whichever comes first.
level 5
Suggestion
The user gains the ability to use up to 5 words to tell a creature what to do. The creature will then feel an extremely strong desire to do as they were told. They can refuse,
however in doing so, they will feel a very strong sickly sensation until they do what is told of them. They can not be told to harm themselves, or act out of their nature.
This magic will last up to 2 threads.
level 5
Disability
The user gains the ability to cause a single creature that they can see to either become temporarily blind or deaf for a single post.
During this time, the creature will know it is magic causing this and their other senses will be heightened slightly.
We hope you guys enjoy this big update and look out for the next update that will be adding all new augmentations to your favorite individual magics!
Terror
The user gains the ability to cause a single person that they can see to become fearful of the user.
This can cause chills, hot flashes, nausea, shaking, shortness of breath and headaches along with rabid heart rate. This magic lasts for 1 turn.
level 1
Panic
An upgrade to Fear, the user gains the ability to cause a single person that they can see to become fearful of the user.
This can cause dizziness, numbness, chest pain, abdominal cramping and rapid hear rate. This magic lasts for 1 turn.
level 2
Weaken
The user gains the ability to remove the life force of a single character. This means that once per thread, the user can take a character's health down a single level.
However, the creature can not go past Poor Health.
level 2
Strengthen
An upgrade to Weaken, the user gains the ability to gain the life force of another. This means that once per thread, the user can make their own health up by a single level.
However, the user can not go past Excellent.
level 3
Bond
The user can create a bond with another creature causing all damage the user takes and feels, the bonded creature will feel as well.
The bonded creature will not receive any lacerations. The magic lasts 2 turns.
level 3
Link
An upgrade to Bond, the user can create a bond with another creature causing all damage the user takes and feels, the bonded creature will feel as well.
The bonded creature will receive the same lacerations as the caster. The magic lasts 2 turns.
level 4
Reanimate
The user can use this ability to raise one recently dead corpse (or a reposed corpse) to do as the caster says.
They can fetch things, send messages and more, however they can not fight. The magic lasts up to 3 turns.
level 4
Zombie
An upgrade to Reanimate, the user can use this ability to raise one recently dead corpse (or a reposed corpse) to do as the caster says.
They can fetch things, send messages, fight and take damage. The magic lasts up to 3 turns.
level 5
Vitalize
The user gains the ability to animate a single inanimate object that is up to 30 lbs. This object will be able to see, hear, walk, talk and attack but can also take damage.
The object will return to its normal state after 3 posts.
level 5
Sentient
An upgrade to Vitalize the user gains the ability to animate a single inanimate object that is up to 70 lbs. This object will be able to see, hear, walk, talk and attack but can also take damage.
The object will return to its normal state after 3 posts.
And now lastly, we give you Individual Magics. These can be found on the Individual Magics page.
level 2
Daylight
The user gains the ability to cause a bright light to fill the area around the user. If it is nighttime, the area will be bright enough to see clearly. If it is daytime, the light
will be too bright to see clearly but not bright enough to blind. This magic negates Darkness.
level 2
Darkness
The user gains the ability to cause darkness to fill the area around the user. If it is nighttime, the area will be too dark to see clearly but not dark enough to blind. If it is
daytime, the darkness will cause the area to seem like night. This magic negates Daylight.
level 2
Connection
The user gains the ability to choose one willing creature to link their minds to. This means that they are now able to speak telepathically to that creature.
However, the only way to make it where both creatures can speak to each other is if both have this magic. This is a passive magic that can be used at any time.
level 3
Distraction
The user gains the ability to cause a single creature that they can see to no longer be able to look at the user. If the creature tries to look at the user while this is active,
the creature's vision will go blurry and they will be unable to focus on anything. This lasts up to 2 posts.
level 3
Clairvoyance
The user gains the ability to use this magic in a single location to create a pinpoint location. After that, whenever they are in a different location, they can use this ability
again to see and hear what is currently going on in that location. The first part of this ability lasts for 5 threads of until the user creates a different location. The second part
will only last 1 post for them, allowing them so see/hear a single post from each character in a single thread from the previously selected location.
level 3
Acid
The user gains the ability to spit a glob of acid in any direction up to 5 feet from their body.
The acid itself can cause up to 2nd degree burns depending on how long before it is wiped off. The effects last up to 2 turns.
level 4
Everlasting Rest
The user gains the ability to cause a single dead body in the area to no longer be able to turned into undead for an entire thread. If Repose is used on a corpse before hand, this
magic completely negates its usage and the body will continue to decompose.
level 4
Amnesia
The user gains the ability to cause a single creature that they can see to completely forget one thing of the user's choice. This means, the creature can forget a branch of magic,
a location, a name, a species, and more. However, they can not forget how to walk, breath, eat, drink, see, etc. This lasts for one thread.
level 5
Deflect
The user gains the ability to deflect a single magical attack, causing it to fly back towards the opponent up to a level 5 magic. However, this is a trap like magic and must be activated before any
attacks can be deflected. Once activated, the magic lasts up to 3 posts or until it is triggered, whichever comes first.
level 5
Suggestion
The user gains the ability to use up to 5 words to tell a creature what to do. The creature will then feel an extremely strong desire to do as they were told. They can refuse,
however in doing so, they will feel a very strong sickly sensation until they do what is told of them. They can not be told to harm themselves, or act out of their nature.
This magic will last up to 2 threads.
level 5
Disability
The user gains the ability to cause a single creature that they can see to either become temporarily blind or deaf for a single post.
During this time, the creature will know it is magic causing this and their other senses will be heightened slightly.
We hope you guys enjoy this big update and look out for the next update that will be adding all new augmentations to your favorite individual magics!