The Traveler
Abilities marked with (I) are Innate and do not require a casting item (book, staff, or wand).
All Abilities, Spells & Curses can be used with whatever casting item Ana deems appropriate at the time.
All CURSES require OOC perms & can be used once per target, temporary or permanency decided OOC
(I) All Speech I: Ability to understand and speak all common languages of peoples, animals, and beasts (fae, dragons, merfolk, plantfolk, ect)
All Speech II - ((OOC perms)): Grants the target the ability to understand and speak all languages of peoples, animals, and beasts (fae, dragons, merfolk, plantfolk, ect) for up to 10 turns/posts.
(I) Black Fire I: Fire that gives no light or heat. It can be thrown like a ball of flame with 25 ft range. Once it hits a target it will act as normal fire, alighting anything flammable and burning. If used in darkness or shadows it cannot be seen with normal sight. It can be put out with natural and magical methods. Lasts 3 turn/post, can be used every 2 turns/posts.
Black Fire II: Fire that gives no light or heat springs up on the ground in a 25 ft radius of the staff. This fire does not burn the environment but will act as normal fire when touched. Can be put out with natural and magical methods. Lasts 2 turn/post, can be used every 3 turns/posts.
Black Lightning I: Strike a single creature or object. Electrical damage. Can strike a chosen person or item within 25 ft of herself.
Black Lightning II: A chain of lightning that can hit up to 5 chosen victims or items. Strikes the ground (first post) before traveling to the victims (second post). All must be within 50 ft of caster. Can be used every 1 posts/turns.
Black Lightning III: Twenty strikes of lightning within a 25 ft radius of the staff. First post is the set up- air will become heavy and charged, heavy black mist spews from the staff and dampens the ground, second post 10 strikes, third post 10 strikes. Can be used every 5 posts/turns.
(I) Blood Dine I - “Sacrificial Health”: The consuming of blood from blood stores, victims, or willing participants for healing. Small wounds (bruises, small cuts, non-vital internal damage) heal within 2 posts, organ damage heals within 2 days (if using blood only). Cannot regen lost limbs.
Blood Dine II - ((OOC perms)): The stealing or letting of blood of a person (victim or willing) to stay young looking. Does not require death or result in death. ((Mostly for use on NPCs/story)) Must ‘draw’ or ‘cut’ the wand across an open wound. Wand allows more control of the blood, drawing it out in greater quantities and the direct flow of it through the air and directly into her mouth.
(I) Blood Manipulation I: Spilled blood only. Can ‘collect’ the blood before it is wasted on the ground or left on other surfaces, manipulating it to move into her clothes ((see items)) or vials, or other carrying method ((see belt)).
Blood Manipulation II - ((OOC perms)): After tasting a person’s blood she can use her wand to redirect the flow of blood through the body.
Blood Manipulation III - “Sanguine Parts”: If Ana has sustained grevious injuries (losing a limb) she can use blood to “replace” those parts. This can also be done to others ((OOC perms)). For example, she can replace a lost arm with a blood-limb. The limbs function as if they were the original (no additional strength) but are blackened (like charred or cooked skin) and have a somewhat liquid like appearance on close inspection. They are a manifested mist of black magic and blood but act and are treated as physically solid. She must use her own blood to do these things. Replacement can only be done once per “piece”, if the replacement is destroyed (natural or magical means) that limb is gone forever. Takes 2 days to replace a limb. Current Replaced Parts: none
(I) Bone Breech I - “Osteofractormi”: Phantom tugging on the bones (at the joints) that causes weakness.
Bone Breech II - “Ruptori’osteomen” - ((OOC perms)): A sudden, violent jerk on every bone in the body. Causes stumbling, strains, muscle and ligament tears, ripping from the bones, and deep pain.
Muscles rupture
Tear from bone
Destroy your tendons
Loosen your ligaments
Ruptori’osteomen!
Chains of the Leech I - Trap ((OOC perms)): Black chains fly from the tip of the wand to enwrap and trap the target (or targets up to 3 people). Their energy and will to fight will be drained away. Chains last up to 3 posts before dissolving unless broken by magical means (weapon, strength, spells, ect). Can be used every 2 turns/posts.
(I) Changeling: The ability to change into an “old crone” and back to herself once per day. Change lasts until it is undone. Change does not affect her casting abilities or strength. It is just a disguise.
(I) Charms of Deceit I - ((OOC perms)): To make up for her lack of ‘blessings’ working on the farms, she has learned to ‘charm’ those into believing excuses/simple lies such as “it won't grow instantly but in a few months…” even if there is no miraculous or over-normal growth the lie is believed to have occurred. Basically it gives her words power to be believed, so long as they are simple/easy lies
Charms of Deceit II - ((OOC perms)): Red mist flows from the wand and surrounds Ana. Anyone who looks upon her negatively or feels ill-at-ease with her presence will be lulled into accepting her nearness and find themselves comfortable with her.
Charms of Deceit III - ((OOC perms)): A black mist pours from the top of the staff and covers the floor in a 50 ft circle. All within the fog will have their view of the Witch change. She will turn into a young, beautiful, innocent woman under attack by their most feared or hated creatures or beings. Can be seen through with magic eye. Lasts up to 5 posts, can be used every 5 turns/posts.
(I) Crow Form: Transforms into a ‘greater crow’ about 4 ft tall. Can fly and carry bundled items up to 20 lbs.
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Cannot be used in combat.
Death’s Door I - Trap: From the wand flows a dark mist which forms itself into a door. At the end of the spell (take 2 posts/turns to cast) the door becomes solid. It creeks open to reveal hell within. Flaming hands will reach from the door, aiming to grab anyone nearby. If a person is grabbed by the hands they will be hit with fire damage and grappled into place for one turn. Ana can walk in and out/around without issue. Dissolves after 3 turns (5 if someone is caught on the 3rd turn). Can be used every 3 turns/posts.
Death’s Door II (Curse): The target is cursed to forever see doors as black, ominous portals into their version of the underworld or hell. Sometimes the doors appear in their vision out in the open, waiting. Staring long enough will cause the door to begin opening, threatening to let loose nightmares of untold proportions.
(I) Demon Summons I: Summons one minor demon which requires a sacrifice from her or promise before it acts on her will (takes 1 turn/post). The minor demon will defend or attack on her will. Minor demons can do physical attacks (biting and clawing), deflect up to 3 magical attacks, and throw fireballs up to 25 ft. Disappears on defeat or after 4 turns/post. Can be used every 2 turns/posts *after* defeat/disappear.
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Breakdown: Summons 1 post, Sacrifice 1 post, 4 posts of action.
Demon Summons II: Summons two minor demons and one elder demon. The minor demons have the same abilities of the 1 in “Demon Summons I” but the elder demon will do twice as much for her - physical attacks with claws and teeth, deflect up to 6 magical attacks, throw fireballs, and use a sword. Disappears after defeat or 3 turns/post. Can be used every 5 turns/posts *after* defeat/disappear.
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Breakdown: Summons 1 post, Sacrifice 1 post, 3 posts of action.
Demon Summons III (Curse): Summons a demon to follow the target. The demon will then take the form of the target's deepest fear or play tricks on the target relating to their fears or something they deeply hate. Demon can be exorcised away.
Despicable Nerve (Curse) - “Despicari Neuralgia”: A twitch that starts and feels harmless but slowly worsens until the victim has lost control of that particular nerve or area the nerve controls. Left untreated it will cause severe pain, disuse of area/limb affected, and uncontrolled movement.
(I) Earth Manipulation I - “Blessings of Growth or Decadere Plantar”: Learned through her time as a Priestess of Bountiful Harvest. She can ‘bless’ the Earth, causing an area or certain plants to grow rapidly or yield exceptional fruits/veggies. Can also kill an area or certain plants. Both are limited to 10 ft radius. Due to her pact with evil entities her “blessings” for growth are often nullified, yielding no results.
Earth Manipulation II - “Plentiful Plague”: The ability to call a plague of insects or rodents into a 25 ft radius. Insects and rodents will only do damage to plant life. Can be dismissed but if not will disappear after 24 hours.
Earth Manipulation III - “Rot the Earth”: The Earth and plant life in a 50 foot circle around her rots and dies. The ground itself and any bugs or critters within begin to die and decompose. This is cast as a counter to earth magics which would grow plants around her space.
Forever Quenchless (Curse): No matter how much the victim drinks or when they drink, they will never feel hydrated, they will never feel as if they have drank when in fact they have consumed liquids (not even soups).
(I) Forlorn Howl I: A bloodcurdling, droning noise that is meant to distract and wear down the sanity of chosen victim or victims. Lasts for 5 turns/posts, can be used every 1 turns/posts.
Forlorn Howl II (Curse): The target is inflicted with a curse wherein they hear a wolf’s howl as if it was right behind them. On the setting of the curse the first howl is immediately set off. However, they are random afterwards, with the exception of being up and about at night. If the target is awake and up at night they will hear the howl more frequently.
Forgotten Forsaken I - Trap: The ground in a 50 ft radius turns black as if with shadow. Long arms with hands and sickly yellow claws pop up every 1 ft, they do clawing/scratching damage and attempt to grapple/hold. If grappled they have the strength to hold the victim for 1 turn. The arm hand will disappear after grappling and releasing. Dissolves after 3 turns (5 if someone is caught on 3rd turn), can be used every 2 turns.
Grotesque Shift I - ((OOC perms)): Makes the victim see a hideous visage around themselves, thinking they have turned into a monster or worst nightmare. Lasts for 3 turns/posts, can be used every 2 turns/posts.
Grotesque Shift II (Curse): The target will permanently see part or all of themselves as being turned into a hideous or hateful being or thing. Others will not see this but no amount of convincing will make the victim think they have not been changed.
Hell Fire I: Bright blue flames spout from the wand tip in a cone shape, 15 ft long, 5 ft wide. This fire is so powerful and hot that it can “cleanse” spirits, incinerate demons, and melt metals including steel. The flames do not spread. Can be put out with magical means. Lasts for 2 turn/post, can be used every 1 turns/posts.
Hell Fire II: Bright blue flame erupts from the top of her staff like a roman candle. It ‘falls’ through the air like a fine mist, landing on and burning the targets within 25 feet of herself. This fire is so powerful and hot that it can “cleanse” spirits, incinerate demons, and melt metals including steel. The flames do not spread. Can be put out with magical means. Lasts for 1 turn/post, can be used every 2 turns/posts.
Hell Fire III - “Causto’npyro”: From the pages of the book erupt the blue flame. However, instead of hitting a target or area the flames crawl up her hands and arms, and spread out all over her body. They form a protective ‘barrier’ on her to ward off physical touch. They also cleanse and burn off anything that has been placed upon her (rope, chain, vines, magical holds), and can burn off spirits or outside ethereal forces trying to attack. Lasts for 3 turn/post, can be used every 5 turns/posts.
Helping Hands I (Curse): You are cursed to never be able to utter or write the word 'help' ever again. No more shall it fall from your lips, even if you are in the most dire of situations.
Helping Hands II (Curse): Any time someone “lends you a hand”... two disembodied hands form in the air before you. White lunar moths float about them, the soft glow of their ethereal light shining on the dead grey skin of the hands, rot and “roots” come from them where they should be joining elbows. The fingers lace together, the hands look as if they are contemplating something. In your next post the hands fly at you, grappling your neck and choking you until you pass out.
(I) Item Recall - “Memori Stek Abhorel”: Ana can recall any of her personal items to herself. The item will teleport to be within easy catching reach.
Kaktos Spill (Curse): No matter what the victim drinks or when they drink, all they will receive is a mouthful of cactus spines.
Living Nightmare I - ((OOC perms)): The red gem in the top of the staff flashes brightly once. Up to 5 victims within 50 ft of the Witch will see with great clarity their worst nightmare. They will be both mentally and physically affected as the nightmare will take on a physical form. The nightmare will sound or speak as/if supposed to, however the nightmare appearance is an illusion. The true physical form is that of a common wolf, with the same strength, jumping, lunging, biting, and clawing abilities. This lasts for 3 turns/posts unless defeated earlier and can be used every 7 turns/posts.
Living Nightmare II: From the book comes a scream, a screech, the howls of beasts as they hunt. The area within 50 feet of the Witch will fill with these noises, loud and terrible, and slowly a mist will rise from the ground and shapes of monsters, demons, evils, creatures, mutants, all manner of terrible things will appear (up to 5 monsters). They will take physical form and be able to fight anyone within the space. Normal strength slashes and cuts will not kill them (they have thick hide and endurance like an elephant). They are limited in size to 5'6 and 350 lbs (like a gorilla)*. They are able to lift/push/throw up to 750 lbs. They use only teeth, claws, and brute strength to fight, and can charge like a rhino. They smell foul and look disgusting and are terrifying. These nightmare creations will stay and fight for her or defend her until all are dead. Can only be used once a day.
*Giving some freedom to those in the fight to make up what the beasts/monsters look like.
(I) Magic Bolt: Magic energy turned into a bolt with a 25 ft range. Can damage normal armor and weaken magical shields.
(I) Magic Sight: Ability to see through illusions and resistance to being charmed. Also allows her to see aura and spirits, and gives her cat-like vision in the dark.
Murder of Crows: With the sacrifice of her own blood (a self inflicted cut) she dips the wand on the cut and flicks the blood into the air around herself and from it appears a murder of crows. The crows will surround her like a black fog and instantly transport her away to her home in Dry Gulch or Vex Mora. Can only be used once per day.
(I) Shadow Manipulation I: Pull shadows onto herself to hide/shield her presence for up to 2 turns/posts. Cannot attack or spell cast while hidden. Limited to movement within 25 ft of original spot. Can be seen by those with magic sight. Can be used every 3 turns/posts.
Shadow Manipulation II: Manipulate shadows to move around as ‘shadow people’ (up to 5 at a time) to cause distractions or fear, shadow people have no physical properties or abilities.
Shadow Manipulation III: All shadows within 50 feet are pulled onto the page of the book and combined to create a shadow entity. The shadow entity is typically 12 feet tall with long gangly arms and legs. It can take and “absorb” physical attacks, and push, swat, kick, or punch attackers away (with 5x strength of a normal human knight). The shadow entity disappears on defeat or after 5 turns/posts. Can be used every 5 turns/posts.
(I) Shadow Step: ‘Teleportation’ through shadows, 60 ft of movement at a time, can be used every 2 turns/posts.
Soul Trap: Ability to trap a soul of a lesser creature (NPC goblins, gnomes, animals) into a chosen item. Souls can later be used as magical energy or sacrificed/given to summoned demons.
Teeth Rattle I - “Malident” - ((OOC perms)): A coldness that blossoms inside starting in the bones and steadily moves outward, drains energy, causes shivering, slows movement. Lasts 5 posts, can be used every 2 turns/posts.
Teeth Rattle II - ((OOC perms)): All intelligent creatures within 50 feet of the caster feel an immediate chill bloom in their bodies and are frozen in place for 1 post/turn. Can be used every 3 turns/posts.
Teeth Rattle III (Curse): Target is permanently afflicted with a cold chill in their bones and rattling/chattering teeth.
Travesty I - ((OOC perms)): The target is hit with an emotional roller coaster, their deepest fears, depressions, sadness, traumas are brought out from the depths, even memories tightly locked away. Lasts for up to 5 posts. Can only be used once per target in combat.​