Wrote a weird ass NPC. Maybe Greenwood or some other outdoorsy characters can interact with them sometime. Hmmyes emoji.
More will come. Prepare your ass.
The.Watcher
??? | The Watcher in the Woods | He/Him…? [hr//]"You are not in danger."
Description:
There once was a man named Reed Mayfield. He was an Adept inclined towards mimicking animals and promoting the growth of certain plants. He was a hermit, with a military background that left him troubled and weary a long career of service. Nature was his refuge, so one day, Reed retreated into the forests of St. Portwell, never to be seen again. Years went by, and years became decades. To him, time began to mean very little once he cast off his name. Family members assumed he moved out of town, others assumed he went out on his own terms. Both are true, but not in the way most understand.
Today, those who venture into the deepest parts of the woods may find themselves feeling as if they are not alone. The Watcher in the Woods cares little for the troubles of society, but keeps a very close eye on those who walk into his domain. Should someone treat nature with respect, they may find that a deer or a bird will lead them back to a familiar path when they are lost. Those who simply come to hunt and live off the land are left well enough alone, but those who violate the peace of the forest are quickly scared off by an ominous presence that is just barely human enough that they don’t get the wrong idea.
Abstraction:Green Lux
The Watcher in the Woods does not consider himself human, or an Adept. But his domain of magic includes altering his physical form and tending to the forest in ways that simple gardening cannot. It is through the use of this magic that the Watcher has moved beyond the need for a human body, and has irreparably changed to something closer to an Apparition.
Wild Form: The Watcher can take the form of many different forest-dwelling animals, such as wolves and deer. In Wild Form, he blends in with other animals so perfectly that they cannot tell him apart from their own offspring.
Wolf
Deer
Crow
Hummingbird
Mountain Lion
Ringneck Snake
Great Basin Spadefoot
Apex Predator: The Watcher stands at 8 feet tall, can see in pitch black darkness, and has skin strong enough to stand up to some of the sharpest blades in the world. This was achieved through magic, allowing the Watcher to reshape their body into something inhuman. He can go for weeks without food or water, and can rip flesh from the bones of wild animals with his bare hands. The changes are irreversible for the Watcher, but they are a product of biology manipulating magic, meaning the Watcher is also a very capable healer in emergencies.
Boundless Garden: The Watcher’s body, when not in Wild Form, is a catalyst for ecological growth. Under the thick drapes of hide and moss that they wear, countless forms of plant life grow and flourish. This does not end at plants native to Oregon. The Watcher’s flesh supports everything from sunflowers to creeping arctic willows. Occasionally, this growth can be seen sprouting outwards over their body, tangling with moss and skin like a layer of wool.
Aaaaand there’s another. Possible friend for the Elite
Expect some lore on her apparition soon
Nora.Foster
22 | Nora Foster | She/Her [hr//]"Yeah, I’ve seen this before."
Description:
Nora Foster is a self-employed tech expert. She lives in downtown St. Portwell, and makes a living by fixing, diagnosing and building things for people that can afford her services. In a mundane sense, this includes making trips to places with faulty wiring, repairing computers, salvaging data or writing up programs for someone’s “big tech breakthrough.” She is currently enrolled in college, studying for a PhD in electromechanical engineering. Though, this is more a formality than anything else, as Nora has little need for the education.
In St. Portwell’s paranormal scene, Nora is a trusted asset to people that require a more industrious hand. Groups who push for control won’t always be able to use magic. Sometimes, you need something that can track your opposition without magic, like a specialized drone. Or maybe you lost a limb, and can’t find a healer powerful enough to replace with flesh and blood. This is where Nora comes in, as she has all of this and more. All for the right price. She’s an opportunist, willing to work with many different types of people, barring the most depraved members of society.
Abstraction:Melsha’s Council
Within Nora, an apparition by the name of Melsha has been sealed. In exchange for refuge, Melsha’s immense knowledge of engineering was given to her in a recollection so difficult to comprehend that it nearly killed her. This made Nora into an incredible builder who can create highly sophisticated tech both magic and mundane. Nora’s body is uniquely changed by Melsha’s magic, allowing her to exhibit some of his characteristics.
Necrophage: Bonding with Melsha brought its own set of complications. It was difficult for a being of smoke and brass to inhabit a host of flesh and blood. So a middle ground was necessary, which took the form of a spherical perpetual motion machine known as the Necropage. This device is a prosthetic heart, surgically inserted inside of Nora with her partner’s assistance. It is powered by Melsha’s magic, and incomprehensible complex to anyone other than the two of them.
Sepulcher: A glorified coffin of steel and aluminum, the Sepulcher is a tool used by Melsha and Nora for building bio mechanical devices. This allows them to run maintenance on her heart, or provide her “clients” with magical upgrades.
Creator’s Wit: Melsha’s knowledge of machines is so great that Nora can simply gaze upon a piece of technology and instinctually understand what has gone wrong, or how it works. Car repairs can be planned for before even opening the hood, and walking into a building with faulty infrastructure light up her mind like a Christmas tree. The more complicated the tech, the longer it takes to form a mental picture.
Mechaform: Nora can reshape her hands and arms into a vast variety of tools. Some of these tools make sense from a human perspective, such as screwdrivers, blow torches and ratchets. But many of her Mechaform tools are abstract, as a product of Melsha’s influence. These tools tend to be made for magic, such as “measuring” the colors of an Adept’s lux, or “repairing” emotional fields.
Masterwork: Nora can create a unique brand of artifacts that do not grant abstractions to their user. These artifacts can be anything from a prosthetic limb to an untraceable weapon. Nora’s magic works through clockwork or mechanical systems, meaning there are gearboxes and moving parts to everything she makes. This sounds simple on paper, but through Melsha’s power, her creations go beyond a mundane level of complexity. She could make a fully functioning computer with nothing but rotational force.
The drawbacks to Nora’s tinkering is that Melsha often prefers designs that are, by human standards, old and outdated. Sleek designs are purely aesthetic, there are no wireless microchips, or biometric scanners. This prevents her from applying magic to certain fields, which she would have to use mundane means for.
Edit: MELSHA LORE
.Melsha the Architect
Billions of year | Melsha the Architect | He/Him "My dearest benefactor, you have much to learn."
Description: In a place far from Shimmer, a creature named Melsha toiled for millennia to build a perfect world. He carved reality with the precision of a mason, and laid the foundation of time and space as an artist laid paint to canvas. Melsha likened himself to the Ancient of Red Lux, a creator of things so vast that mortals could not comprehend it. In his perfect world, Melsha was content to be less than a god, but more than a simple inhabitant. He yearned to build and create new life in his realm of metal and clockwork, and did so from before time had a name, and would have done so for all of eternity.
But it was not to last. Melsha considered himself a benevolent being in his perfect world, not a god in the human sense, but a force of nature. But the inhabitants of his world were intelligent, made to be so in his image. They built civilizations of their own, discovered ideas that made Melsha proud. Among these ideas was hubris, the notion that they were above their creator. He could not bring himself to oppress or harm his people, and so Melsha was dethroned, ruined. They left his body and his spirit in tatters, with the hope that he might never rise to their level again. Melsha was exiled from his perfect world, and found his way to Shimmer after drifting in the All-Verse for centuries.
He found a human girl named Nora, in which he saw a creator in her own rights. He made a bargain with her, that would give him the stability of a bond with another in exchange for his wisdom. Melsha is now voluntarily sealed within Nora’s body, and extends his knowledge of machines to her. They are friends, and she will be remembered when he returns to his world, long after she is gone.
Abstraction:God of Clockwork
Melsha is a being who lives to create. He understands machines and the design of the universe in ways so fundamental, that they are like breathing and thought for him. Anything that did not exist naturally, from cars to the pyramids, falls within the purview of his abilities. In his current state, Melsha is weak, and frail. His strength is a sliver of his former glory as the builder of an entire world. The most he can do is work through his host, and guide her with his teaching. But at his most powerful, Melsha can harvest a dead star to forge cogs of the purest metal, purpose-built to keep the universe in motion. He can create artificial life more intelligent than humans with brains of ticking clockwork, and extend the boundaries of the All-Verse.
_______________________________________________ Amara Talia King
She/Her | 26 | Black | 5'7" | 180lbs _______________________________________________ ass _______________________________________________ Skills & Talents "When you’ve got an army in your head, you pick up a few tricks." ___________________________________
PRA Background ⫻ Back when Amara was a senior agent going by the callsign Legion, she often occupied multiple roles on and off the battlefield. Amara developed a diverse range of operative skills including recon, CQC, small and long arm combat, and field leadership.
Strategy ⫻ Amara could outsmart damn near anybody in a chess game, and also come up with some clever tricks in a more practical situation. She can look at evidence of past actions taken by someone, and use those to predict how they’ll act in the future.
Slippery ⫻ Go ahead, just try and keep her contained. Even without her phantoms, Amara has a knack for getting out of places she’s not meant to get out of. If you tie her wrists with a bunch of rope, she’ll just dislocate her wrists to slip them free.
Multilingual ⫻ Amara can speak French, Spanish, Korean, and a bit of Russian. She’s working on that last one.
Handy ⫻ Amara happens to know how to fix a lot of things, which comes naturally since she owns her own place. Busted light switch? Easy. Busted floorboards? Sure. Busted sink pipes? Bitch, please.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Ladies."
Amara typically dresses for comfort, wearing wool cardigans and sweatpants 24/7 and keeping her hair permanently buzzed down short. All of her clothes are usually old, as she doesn’t like to throw anything out unless it doesn’t fit her anymore. Amara has a slim and athletic build, thanks to her years as an active agent of the PRA. She only shows off when she has something to gain, but she has plenty of visible muscle under those clothes, enough to imply that she occasionally hits the gym. She also usually wears a pair of gold earrings when not “on the job,” which doesn’t mean much these days.
Psychology ▔▔▔▔▔▔▔▔ "Get over here, so I can kick your ass."
MAIN GOAL ⫻ Amara doesn’t have a goal, currently. She’s at a point in her life where she’s not sure what she should be doing, let alone what she wants to be doing. What she wants out of life itself, however, is to have a purpose that fulfills her. So far, she hasn’t found it.
PHILOSOPHY ⫻ Take it a day at a time, get through it and look out for one another. Amara believes in toughing things out and that nothing worth doing is ever easy. Amara wholeheartedly believes in punching up when it counts, on behalf of the ones who can’t. As far as she’s aware, every other Amara shares her outlook on life to some extent.
SECRETS ⫻ There are some things Amara takes pride in, and others she does not. Most of the things she isn’t proud of were done during her PRA days. She did good as an agent, but some things keep her up at night. Amara doesn’t like to talk about just how high up the chain she found herself before quitting. Of course, anyone with the badge and a bit of clearance could easily dig it all up.
SEXUALITY ⫻ Lesbian
FEARS ⫻ Amara is afraid of dying in obscurity. Dying itself doesn’t scare her, but she wants to die in peace, when people would miss her.
REPUTATION IN OLD COVEN ⫻ Amara was fun to be around. She knew when to get serious, and knew when to be easygoing and enjoy life. From time to time, she may have been a bit too tough for others to tolerate, but she always made it up to them in the end. Her chill demeanor certainly helped others keep their spirits reasonably high, especially when the death toll got worse.
ROLE IN THE BATTLE AGAINST THE STYGIAN SNAKE ⫻ Back in the day, Amara was a mix of the commander and the general. She’d spend two or three days plotting out battle plans like a chess grandmaster with the other intellectual members. And then she’d spend the next week executing them and being a powerhouse on the battlefield. Her phantoms protected the injured and got them to safety, shot up apparitions like it was open season and took blows for others that would kill the living.
FLAWS ⫻ Everyone has their reasons for fighting. Some take up arms for an idea, others fight and die for the people they love. But Amara is the exception. She doesn't have anything grounding her, nothing to feel conviction for. She doesn't know what the hell she's doing anymore, and it's not easy to change that.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "They don’t call me Legion anymore, let’s keep it that way"
The earliest memories Amara has are not bonding with her mother and father, learning to walk for the first time, or even learning to speak her first words. Though she has those memories just like anyone else, Amara first remembers seeing herself. All of the countless trillion versions of herself, stretching across a boundless field overlooked by a castle. Its presence was like the bedrock of everything in the scope of existence to her young mind, and she saw it every single night, long before she had the words to even understand it. By the time she was 12, she began to really grasp this. Her parents never understood it to be anything more than just a child's active imagination whenever she'd bring it up, but the paranormal opened itself up to her at a time before most Adepts were taught about what magic itself even is. At an age where the children of paranormal families were learning how Lux and individuals spells behaved, Amara was learning about the Army of One and the All-Verse's strange nature. At an age where paranormal teenagers were learning the fine nuances of magic, Amara was being trained, in secret, by her long-dead counterparts to fight. In her dreams, she saw the counterparts of herself that had lived longer and would tell her of the things they all faced. Amara was essentially raised by an Apparition to be a soldier, behind the backs of the Blind, and fight for the causes that she considered worth her efforts.
And then, the Snake happened.
Amara met a girl at school named Bianca, who happened to rope her into the antics of the Sycamore Tree Coven, along with a few other antics between her and her girlfriend. (Sometimes literally between them.) Everyone has their own story to tell about how the battle went down, and their own personal traumas. But Amara? She endured it all, never allowing herself to feel the pain because it wasn't what she was trained to do. On the battlefield, her phantoms stepped through reality by the dozens, enough to match to tide of apparitions summoned by the world-ending threat. She took up the responsibility to make battle plans when others wouldn't, and personally oversaw the rescue of many friends. It wasn't all perfect, even if she got to relax sometimes like the others, but they all pulled through.
To many of the Coven's members, it was all just temporary. They came together to fight, but not to last. Everyone fell apart, and Amara's role in that was more to keep the peace and help everyone fall apart gently. It wasn't long until everyone packed up and left. Amara made sure to keep contact with the friends she made, and told them to call her if something crazy happened again. She left to get her life in order, and to decide what she wanted out of it. She didn’t go to college or find a girl to settle down with, but the next few years of her life were still the most eventful ever. Amara never swore off her magic, she would use it occasionally when it was convenient. A phantom would hold a wrench while she fixed her car on the side of the road, or help her carry things indoors when no one was looking. Or at least, no one she noticed.
She found herself crossing paths with the PRA, an agency dedicated to keeping the peace and protecting the Blind from magic. This resonated with Amara, and so she sought them out more intensely, eventually getting a chance to have a proper conversation with them. She explained how she had a desire to protect others from the dangers of magic and had her own experience in doing that very thing. So she trained, and trained, and trained some more, until she became a full agent. Thanks to Amara’s particular brand of magic, she was put on dozens of missions in multiple roles. She would run overwatch during stakeouts while her phantoms did ground patrol, direct gunfight in eliminations, and evacuations when no one else was available. It was rough, but Amara found it fulfilling, so she kept climbing.
Eight years in the PRA turned her into a senior agent. But after climbing the ladder so long, after getting involved in so much of the broader operations, Amara’s appreciation for her line of work had faded. At a higher level, the PRA were just like mundane cops, more concerned for stamping everything out and disregarding others to make ends meet. All too often she’d argue with her superiors about the right course of action, about whether or not a cursed Blind should be killed for everyone’s sake or whether or not an adept who was just defending themselves should be put away for life. Little things added up, and the PRA’s absolute lack of accountability meant she could only take things up with internal affairs, who never gave a shit.
Amara found herself at a fork in the road. The PRA weren’t the good guys to her anymore, just a bunch of heartless pricks. So one day, after her missions became shittier and shittier, she tossed her badge in her boss’s face. Amara walked out and quit, but she doesn’t know what she’s doing anymore. Just like years ago, she was winless again. Amara settled down somewhere, bought a house and decided to take a break from things while she got her life together. Months later, she got a call from Auri, telling her about the murders. Amara was hesitant at first, and only told Auri she would consider coming back. But after a week or two to think about it and get her things into a suitcase, she’s coming home.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "We never fight alone."
TYPE ⫻ Aberration, Adjoined
ABSTRACTION ⫻ Army of One
ABSTRACTION DESCRIPTION ⫻ The All-Verse is a theoretically infinite place, with counterparts of every single person spanning across them. In one of these universes, a counterpart of Amara died, and became the progenitor of the Army of One. Amara bonds with other version of herself from across realities, allowing all of them to work together. The Army of One consists of every single dead counterpart of Amara in all of existence, and has the ability to bond with the living, who will then join the collective in death themselves. Every Amara across the All-Verse shares a few universal constants: They protect others, show no fear in the face of disaster, and die for what they believe in.
Living and dead Amaras are separated into two categories for convenience, soldiers and phantoms respectively. This distinction is important to make, since there are quite literally billions of each. As one of the soldiers, the Amara King who occupies Shimmer is connected to the Army of One, and can call on the phantoms to assist her however she may need it. This includes summoning them in a fight, having extra hands for moving things, or managing information. Phantoms can appear at her location the moment they think she needs assistance, and will defer to the living soldiers for direction if they aren't sure what to do. Amara has a numbers advantage up her sleeve at every opportunity, and can always outsource her problem to someone else if she can't solve it herself.
Phantoms are essentially magical foot soldiers. They are fully sentient and sapient, and follow Amara’s orders to the best of their ability. Their strengths lie in using numbers and strategy to solve problems. Where some can throw giant fireballs at their enemies or teleport across the country in seconds, Amara and her phantoms work to execute strategies and methodically come out ahead like a game of chess. Her phantoms are capable of using guns, and fighting with all the other skills that Amara herself has, since they are quite literally her.
Limits ⫻ The Army of One is numerous beyond comprehension, but so is the All-Verse itself. So, to avoid leaving any one universe without backup, every living soldier is only able to call on up to five phantoms at a time. This isn’t a matter of the abstraction’s strength, but is a deliberate decision made by the collective. Therefore, power-boosting abstractions can’t make more phantoms appear. It would take a particularly extreme crisis for an exception to be made, such as the Stygian Snake waking up again.
Also, the phantoms being technically undead doesn’t do anything for their toughness. A solid shot from a gun would be enough to phase a phantom out of reality for a while. This doesn’t kill them, but it does take them out of consideration. Phantoms always emerge from a short distance around Amara, which is important because if one is sent deep into enemy territory, another can’t simply take its place right on the spot after someone shoots them.
WEAKNESSES ⫻
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔
"I’ve seen some crazy shit, but I’ve never seen shit like this before. A serial killer? I got this.."
Anyyyything else?
Accepted.
WEAKNESSES ⫻ Through the connection that she innately has with all of her counterparts comes with some identity issues. By summoning her Phantoms, she loses some of her memories, which are replaced with the memories of the dead versions of her, which could be something like an event that occurred minutes ago or a treasured memory of hers. She cannot get them back without external help and will eventually lose herself to the Army of One. Through this shared connection, the Army of One shares injuries, and any injuries her phantasms receive will also appear in Amara.
ABSTRACTION ⫻Yellow Lux. Stormy's channeler is an old wristwatch.
ABSTRACTION DESCRIPTION ⫻ Stormy's magic focuses on a variety of defenses for every occasion. He is a magic tank who turns the area into a hazard for enemies, and a sanctuary for his friends.
Defender’s Armory ⫻ Stormy has created a collection of shield spells that protect people from various sources of danger. Each spell produces a physical object, which is specialized for a different approach to combat.
Guardian Barrier ⫻ Stormy can create lightweight, circular shields of magic energy that block incoming assaults. These shields can take a decent amount of damage before breaking, including everything from bullets or a sudden sledgehammer, to certain forms of Lux. These shields are designed to be produced multiple times over in quick succession at the cost of individual toughness, making them good for spreading out cover over a wider area. Stormy can also use these shields like a projectile, throwing them at a target for a quick, ranged gut punch.
Stoic Shell ⫻ Stormy produces a heavy tower shield that reflects some magic like a mirror. Rather than simply block the spells, the Stoic Shell can potentially hit someone with their own attacks when applicable. If Stormy manages to aim properly, he can use this to make attacking him or anyone next to him more trouble than it’s worth. The Stoic Shell can be placed on the ground, to act as cover from ranged magic, but will disappear when Stormy moves more than 10 feet away.
Iron Fortress ⫻ Using all of his concentration, Stormy can surround himself in an immensely durable dome of magic energy. Anyone trying to get past it is stuck; No one goes in and no one goes out. The Iron Fortress is drastically stronger than the Guardian Barriers, trading mobility and nullification for enough toughness to brush off a runaway train. Trying to break through it to hurt anyone benefiting from the protection is like trying to break through a brick wall with a plastic spoon. You're just wasting your time, and should just find a way to bait him out somehow.
Abjuration Arts ⫻ The Abjuration Arts are a set of spells that provide a protective effect to Stormy, or anyone that agrees to receive one. These spells keep an individual safe from a specific form of harm that may not necessarily be blocked by a physical barrier, by affecting a radius around the target.
Phantombane ⫻ Stormy projects a magic aura that repels Apparitions. Like iron to a fairy, or sunlight to a vampire, the affected entities grow sick and frail around the aura, feeling worse until they get the hell away. Whoever has a Phantombane aura is completely defended from any influence of an Apparition, even if they are somehow under its influence. This can temporarily block off the Adjoined from the Apparitions that they've bonded to, without causing any harm to the Adjoined or the bond itself.
Phantombane is identified by trails of green smoke rolling off of the target.
Consecration ⫻ The exact opposite of Phantombane. Stormy projects an aura that repels Abberations. What type of Aberration they are is irrelevant, as the spell does not discriminate. When exposed to the magic, Aberrant targets will feel a burning sensation of pain and weakness overtake them as their connection to magic and the Paranormal diminishes. Adepts and Apparitions adjoined to the affected targets will feel absolutely nothing, and may not even realize the spell is active. Stormy's favorite way to execute this spell is to punch something with it.
Consecration is identified by a consistent green glow emitting from the target.
Dragonhide ⫻ Dragonhide provides enhanced physical durability, allowing someone to shrug off shots from a handgun, or a knife to the stomach. A punch to the face would barely be felt at all. When applied to objects, Dragonhide makes them incredibly sturdy, allowing someone to smash through something with a piece of cardboard as if it were a sledgehammer.
Dragonhide is identified by a glowing scale-like pattern spreading across the surface of a target.
Witchveil ⫻ Witchveil supercharges the target’s Emotional Field to grant them extra resistance to Abstractions. Incoming magic has a harder time getting through the Emotional Field, and this can act as a substitute for people who do not have one, such as Blinds and One-Eye-Opens. In the case of someone who does have their own Emotional Field, they will experience a backlash effect once this wears off, where they are more vulnerable to magic than normally. Blinds, One-Eye-Opens and similar entities will not experience this once Witchveil wears off.
Witchveil is identified by a green, crackling energy that forks outwards like lightning.
Plagueward ⫻ The Plagueward aura was originally a running joke among Stormy’s friends back in the old days. But as a Yellow Adept, it made perfect sense. It is magic protection for the totally innocent sexy times that totally never happen, which applies to everyone inside the radius. It can be applied to objects, but this mainly just disinfects the surface.
Plagueward is identified by waves of green energy gently rolling across someone’s skin.
LIMITS ⫻ All of Stormy’s magic operates with low range, and demands some level of attention. Phantombane and Consecration have a maximum range of 20 feet, and all of the Abjuration Arts last for exactly 15 minutes. Granting an aura to an entity with an Emotional Field requires their consent. Even if the entity doesn’t not truly know what he is about to do, Stormy still requires them to invite him into their Emotional Field. Abjuration Art auras cannot be canceled early. An active aura can be renewed with physical contact, but it must run its course if Stormy wants to apply a different aura to himself or someone else.
This can lock Stormy out of half of his spells entirely if he miscalculates a fight. Each aura is visually distinct, meaning someone can study his magic and identify each one to plan accordingly.
While the Abjuration Arts are passive when used, Defender’s Arsenal spells are active. They have “weight” to them, and each one is a burden on Stormy’s magic. This is directly related to the amount of a damage a specific smell can withstand before breaking. More shields means more weight, more weight limits how much he can cast magic. The Stoic Shell, for example, is enough of a strain that Stormy can only make one copy of it at a time. This also applies to the Iron Fortress, which completely overtakes all other shield spells, snuffing them out to make room. Guardian Barriers are the “lightest” shield, which makes them easy to cast in large quantities.
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
WEAKNESSES ⫻
Defender’s Armory ⫻ By casting any of Stormy's barriers, his movement speed is supernaturally reduced, slowing him down enough to make him a vulnerable target. The Guardian Barrier is not affixed to an object, which means that the shield can be moved by sufficient force (magical or otherwise). The Stoic Shell is similar but weak/useless against area-of-effect magic. The Iron Fortress comes at the cost of mobility and flexibility. Stormy and his allies are trapped within the dome, unable to move or respond to anything outside it. He is also unable to see outside of the Iron Fortress.
Abjuration Arts ⫻ Phantombane is less effective in areas of powerful supernatural energy, i.e., areas of intense magical activity such as a fight or place of ancient power. Consecration draws upon Stormy's life force to power its protective aura, which can lead to exhaustion if used recklessly or excessively. Over time, this depletion of lifeforce can leave Stormy feeling drained, weakened, and spiritually vulnerable. While Dragonhide enhances physical durability, it does not protect against magical attacks or effects. The backlash effect experienced by Witchveil wears off and may leave the user temporarily vulnerable to magical assaults.
(credit to @fernstone for help with the img. _______________________________________________ Aaron/Aryin Thorne
Any | 26 | White | 5’7”-5’11” | 140-145 pounds _______________________________________________ Strange. _______________________________________________ Skills & Talents " Oh that was me. Yes, I know you thought it was a dude. I’m really good with makeup. No, they’re not that short." ___________________________________
[Singer at a bar] ⫻ Aryin is a great singer, and they try to spend every weekend at the local karaoke bars. While they’re not good enough to become a professional singer, they’re more than good enough to be the best in their friend group, the coven, and the 317. [Art as a passion] ⫻ Aryin is also an artist and they make their living at the 317. They don’t claim any one style but prefer to let the art tell them which direction to take it. Their abstract art is made in a rather strange way. [Amateur Boxer] ⫻ Aaron has also spent quite a few hours in the gym learning boxing. While they’re not going to go anywhere with it they can still use their skills from this martial art to further bolster their fighting skills when powered up. [DJ] ⫻ Aaron has a side hustle as a DJ for hire. They are nothing fancy, but they know how to get a crowd dancing at whatever function they’re hired for.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I can be whichever one you want me to be."
There are a few constants that are shared between these two halves of Aryin’s same whole. They are both white, with Heterochromia. Their eyes are green and brown, and the location of these colors switch sides when they swap. They like to wear loose, baggy clothes because Aryin is tall at 5’11 while Aaron is shorter at 5’7. Thus, when they’re out as Aaron they need to always ensure that whatever they wear will also fit the taller Aryin and vice versa. While that is a necessity, they do have a separate style for each. Aryin tends to be bubble gum pink and colorful meanwhile Aaron simple and basic with his clothes.
Aaron has shorter, fluffy brown hair while Aryin has longer straight hair that they often keep bangs with. Neither have any tattoos nor piercings as that could mess with their body transformation. A tattoo that could look good on one might look distorted and wrong on the other.
Psychology ▔▔▔▔▔▔▔▔ " We’re literally the same person, why do you think I’m more bitchy??"
MAIN GOAL ⫻ Aryin has the goal to protect their found family at whatever cost it might incur. They will not hesitate to jump into a fight to protect someone who is close to them, and oftentimes that has led to injuries for all parties involved. Aryin will also stop at nothing to ensure that once a threat identifies themself that the threat is dealt with. They also have a desire to truly find someone capable of loving them, the whole them, and not just one half of them. This has proven much more difficult than they imagined, as they can not date a blind.
PHILOSOPHY ⫻ The strong must protect the week. Those who have the strength to do so must do everything in their power to ensure those without it do not come to harm. Whether that is with physical strength, mental fortitude, or material wealth, those who are in a privileged position must use it to better those who are not on their level. Any less is betraying not only themself, but everyone around them.
SECRETS ⫻ They often lead a secret double life as each part of themself with the blind. Aaron is a sports nerd who likes to hang out with the boys at the bar watching a game while having a drink, meanwhile Aryin is a nature loving, power to the people activist who finds peace on hikes. Their two friend groups never intersect but if they did, they’d have up become like Ms. Doubtfire in every social engagement. As well, if it became common knowledge that they love to live this double life people would think less of them for their talk about embracing your whole truth, but living in a way that was anything but.
SEXUALITY ⫻ Queer as fuck.
FEARS ⫻ They have a deep fear surrounding the Stygian Snake and monsters like it. They were not strong enough to hold the line, nor fight the monster back itself. If another threat like that came into the world they know that they’d never be able to do more than what they have already did.
They also have a fear about being alone. Their birth family already abandoned them, what would happen if their found family did the same?
REPUTATION IN OLD COVEN ⫻ Aryin was simply Aaron back in the old coven day in both forms. They were known to be a fiery, opinionated person who was ready to fight both the Stygian Snake and the less chill members of the coven. They were often seen arguing with the leadership about one thing or the other, and on a few times their temper got the best of them. People also knew them as this kind, compassionate person who would rather throw themself in front of a raging monster instead of risking injury to someone else. They left before they could be kicked out by the leadership, and that vote was likely to occur. Their biggest hater was Emily, and if she simply breathed around Aaron he would’ve made it a huge issue.
ROLE IN THE BATTLE AGAINST THE STYGIAN SNAKE ⫻ They were a common sight on the frontlines. They would tank the hits of the various monsters to allow the more finesse fighters a clear opening to strike, before switching to their long range form to clear the monsters from a distance. You never saw them stay in the same form for long, and more often they would be tanking a hit before they switched to kill a target before they switched back to resume their tank status.
FLAWS ⫻ They often care too much about those around them. If someone hurts their friend, or creates the situation where their friend gets hurt, they will become increasingly unreliable and irrational. As well, they often read too much into what people say. A simple misunderstanding could turn heated without much warning.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ " Let’s not focus on the past."
Aaron was born in St. Portwell to an upper middle class family. He did not want for a lot, and had a relatively happy childhood even if his gender fluid nature drew the ire of his parents. He had average grades, but a strong friend group that created a lot of great childhood memories. Because of their constant desire to present differently than what their parents had intended, they often were pulled away from their friends and the fun that he enjoyed so much and forced to spend weeks at a time restricted to their room.
As they entered Highschool they hoped that things would finally be different, that they could be their authentic self and get the approval of their parents and be able to have friends that matched their energy. That would have to wait. During a normal after school visit to the mall the Snake launched its attack. It was during this attack that Aaron underwent their kindling and learned how to fight back. As soon as their kindling was finished they underwent their first swap and what would become known as Aryin was born. Aryin would fight in this form for a few minutes before she swapped back. He then used his light based powers to fight the apparitions that had killed his friends and began to go after any other one he could find. Eventually he was cornered and took a few hits that forced him to swap back to Aryin. For the next hour she threw hands with the monsters, unable to hurt them and unable to be hurt in return. They think that they would still be there to this day, hands flying through the air, if it wasn’t for the Sycamore Tree Coven finding her and killing the monsters.
From here it was clear what their path would be, and it was clear that it would be paved with the bodies of the snake and its minions. Fighting became a new normal during the month-long ordeal, and they were never far from the frontlines. Tank a hit, swap, blast them with energy, swap again, and repeat. They got help with enhancing their spells from Ella, and their memory lingers on with Aaron in their spell names. When the snake was defeated, they tried to stay with the coven to help protect the people she cared about. People like Emily and the other leaders made that difficult, and Aryin transitioned to fight this new fight for those who could not. This would go on for more than Aryin intended, and they knew when they were no longer wanted by the leadership. As those they cared about left, so too did Aryin. This closed her time with coven’s and has never joined another.
After the coven, and Highschool, they fully came out and refused to back down when their parents threatened to disown them. They made good on the threat and Aryin had to chart their own path forward, completely cut off from everyone in her family. They went to school in St. Portwell and is still paying down the debt they took out to pay for it. They have a small apartment down the road from the 317 and have done their best to keep in contact with their friends from before. They have begun to rent a space in the 317 and have begun to be brought into more of the organization's structure. They have heard that their coven has returned, and part of them wants to return and rejoin their former friends.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ " You’re not strong enough. And you can’t ran fast enough."
TYPE ⫻ Aryin is a green adept with a necklace as her channeler, Aaron is a red adept with the same channeler. Technically they’re a Red/Green adept however their powers are restricted depending on their presentation.
ABSTRACTION ⫻ Gender Bender. Aryin can swap their gender to either be an immovable object of pure defensive strength, or an unstoppable object of raw destructive power.
ABSTRACTION DESCRIPTION ⫻ Aryin is an adept who uses a power they’ve referred to as Gender Bender. This power allows them to completely change their sex at will, complete with both primary and secondary characteristics. While some traits remain, such as their eyes, everything else will be changed and this includes their powers. The transformation is near instant, and they’re able to swap back and forth without issue or delay. Their two forms compliment each other, one can tank the hits and apply the power to the other that can dish out punishment and increase the former's speed.
STONEWALL ⫻ When they are Aryin they become an immovable object that can tank hits from most sources both physical and magical. They draw their power entirely from the green lux aspect of their power and have not been able to integrate any red lux spells whatsoever. The secondary function of this form is it is the most efficient way to power Aaron’s spells. Their skin can store the energy of a hit and this stored energy is then used up with their offensive spells. They can not store an infinite amount of this energy and thus, they’ll want to switch to get the most out of it. As well, if they store too much it begins to slow them down.
HOLD THE LINE Aryin becomes incredibly hard to move. No matter what they are hit with they can not be pushed back nor moved from their position. Each hit will feel like it’s hitting a solid surface no matter where it falls.
STILL IN THE FIGHT As well, in this form they have a nearly unlimited source of stamina. This means that even if they throw a thousand punches they’ll be ready to throw a thousand more. They’re punches are enhanced compared to normal but it is not by much. They can hit hard but not hard enough to be considered supernatural.
IN THE LINE OF FIRE When someone they care about is in danger they are able to temporarily increase their speed to get themselves in front of the danger. This is a short lived burst of energy that seems to be triggered by their fear of loss.
WEEB ENHANCEMENT ⫻ Aaron is a bit different in his application of his power. He can not access any green lux abilities and instead must focus on the raw power from his red. Aaron can draw from Aryin’s stored energy to power his abilities. He can still use his power without this stored energy but they are much weaker, and will instead pull from his own life force.
TWILIGHT FLASH Aaron can draw on his power to create light in the palm of his hands . The intensity of the light depends on how much energy he pulls into the spell. Simply put the more energy he draws the brighter the light. This also acts as a charge up system for his other spells If he charges this for a second, he might be able to hurt and possibly kill an enemy. More than likely this will stun a target rather than anything more. If he charges for ten seconds there is not much that can take multiple hits from his offensive spells.
In simple terms, he draws power from the stored energy of Stonewall that he can then convert into a power that he can use for his spells.
EVIL SPIRITS, BE GONE The most telegraphed attack he will use, Evil Spirits, Be Gone is an incredibly concentrated and consistent blast of energy. This ray can burn incredibly hot and the duration of the blast is determined by the charge time. The longer he charges the longer he can keep the blast on target before he runs out of power.
SPIRIT BOMB The second, and most powerful, of his abilities is Spirt Bomb. He concentrates the energy into one hand and forms it into a ball that he can throw and detonate on command. The size and power of the explosion is determined by how much energy he pulls from within, growing from a baseball to a basketball to a beach ball and upwards. There is no upper limit to how big it can get however there is a limit to how much he himself can hold or throw. As well, there’s a limit on how much power he can store. Once detonated it will explode outwards in a massive explosion that can devastate those who are caught within the blast.
KI BLAST Ki blast is Aaron primary form of offense and defense. He can pull energy from within and then use it to fire off a blast of explosive power. The longer he charges the more shots he has. It is a useful tool for engage, as he can fire them off as he approaches a target before swapping, harassing at range, and even as a short range blast to get separation from a target.
LIMITS ⫻ While they can stay in both forms indefinitely, they can not fight in both forever. The Stonewall form is not meant for prolonged fights. While they are very durable something can eventually overwhelm them. As well, there is a finite amount of energy that can be stored. Aaron also has a limit for his duration. The longer that they try and maintain this form the weaker their spells become and the more energy needed.
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ " No, I don’t know Aaron. No, we’re not related."
They do enjoy messing with people, and have a knack for comedic timing.
Finally... after about a week of work Anya's updated spellbook is here @Punished GN if you want to add any weaknesses
Paranormal-Abilities ▔▔▔▔▔▔▔▔▔▔▔▔▔ "How naive to think you’re safe from your dreams."
TYPE ⫻ Adept
ABSTRACTION ⫻Pink, Purple, White & Orange Lux Channeler: a silver fountain pen
ABSTRACTION DESCRIPTION ⫻ Anya’s main speciality comes with the ability to manipulate dreams. She sees dreams as a way into someone’s soul - to find out information they wouldn’t otherwise divulge, to manipulate their opinions and to ultimately control them. It took her a while to come to this conclusion, and discover her affinity.
Dream Weaving ⫻ Anya's main spell discipline, Dream Weaving is the art of entering and manipulating dreams. It's a unique combination of Anya's purple and pink lux, allowing her to physically enter dreams. She essentially teleports into the dream. The target must be asleep and dreaming for her to enter their dream world.
Dream Visit ⫻ The primary spell to Anya's Dream Weaving discipline, allowing Anya to enter a specific person's dream. This hinges on two conditions. First, the person must be asleep and dreaming. Second, she must have met them before. Once these conditions are met she can enter someone's dream. This takes both time and concentration, and she then teleports into their dream world - her physical body is in there, so her body isn't left behind. Entering a specific dream takes a lot of energy, so she can generally only visit two before she need to rest (either a minimum four hour sleep, or ten hours outside of the dream world). She can exit the dream at will, either to her previous physical location (where she entered the dream) or to another dream.
Dream Walking ⫻ A more dangerous variety of Dream Entry, where Anya can walk through the dreams of anyone. It’s much like walking down a dark path - she doesn’t know where she’ll end up, and can only pick a direction. She can move from dream to dream like this, not being limited in the number she goes to as it doesn't take as much energy as entering a specific dream, but it's risky. It's much easier for her to get trapped doing this or to walk into a dangerous dream and get hurt. She can exit this in the same way she does dream entry.
Dream Manipulation ⫻ Anya's primary and strongest spell, this allows her to change the dream she's currently in. It's possible for her to change any element of the dream. She can shift the dream to an entirely new location, or bring in a specific "person" (a dream version). She can manipulate the narrative of the dream, change the events going on. Each change takes time, and the amount of time is dependent on how large the change is. She can only change one aspect at a time - she can't change the environment while also removing the presence of something. She needs to layer them change by change, with each one taking energy and time. It's easier to manipulate a dream to something similar to what it already is. However, she's very adept at this spell and it's one of her best. She's been working on it for ten years to get faster and more efficient at manipulating it, to the point she can fully change a dream during the hours she's in it.
Dream Interaction ⫻ A passive spell that comes by virtue of Anya physically being within a dream, rather than accessing it with just pink lux. Anya can physically interact with the dream and the dreamer, just as it can interact back with her. This means she can move things in the dream, interact as if they were real ect. She can talk to and interact with the dreamer. But it also means that if anything in the dream hurts Anya, it's hurting her physical body. If she dies in the dream she's properly dead.
Dream Damage ⫻ A more advanced version of Dream Interaction, which allows Anya to interact with and damage the dreamers physical form through hurting them in her dreams. Any wound she inflicts on the dreamer will appear on their body. With active concentration, this will be damage caused by her or anything she holds. With more concentration and energy she can allow the dream itself to interact and damage the dreamer. In the case of the blind, it would be possible for the dream to kill them. She has never tried this before.
Dream Scrying ⫻ A spell that allows Anya to gain specific information from a person dream. This could be about their current emotional state, the environment of the dream, about them as a person - all sorts of things. She essentially manipulates the dream to show her the answer, so she gains the information visually in a small, localised dream manipulation. She can only get one piece of information at a time. The more the dreamer doesn't want to 'share' information the more difficult and time consuming it is. Trying to find out how they're feeling would be easy and only take a few minutes, but trying to discover a secret someone is keeping would take the majority of the time she's in a dream.
Subliminal Messaging ⫻ Based on pink lux knowledge Greyson Devola passed on to her, this is essentially Anya's version of dream 'More Than a Feeling.' This is unaffected by emotional fields, as she's already essentially infiltrated. This works by leaving subtle suggestions via the dreams, directly influencing the dreamer to wake up feeling inclined to follow the suggestion. These are typically simple messages, pushing people to return to her shop and purchase more of her wares. Or for them to wake up feeling content. Given enough time, she can paint much more intricate subliminal messages through the dream imagery in combination with her dream manipulation. This is quite energy and time consuming, compared to more simple suggestions. This is heavily based on the dreams themselves, and how likely the target is to follow through on a suggestion - as dreams often reflect their moods, and anything to jarringly different won't be followed.
Dream Exit ⫻ A spell that Anya is currently working on, but hasn't made any progress on. The aim is for it to allow her to exit the dream at the location of the dreamer, rather than from where she entered which is the 'default'. She wants to be able to choose which of the two to exit from. So far her attempts have been unsuccessful.
Dream Companion ⫻ Another spell Anya is working on, which would allow her to bring another person or physical object into a dream with her. Right now she is practicing with objects. She's been able to bring up to something as big as a tennis ball, but nothing larger. She tried a teddy bear recently, and the results weren't pretty.
Dream Boost ⫻ The third spell of her dream weaving Anya is working on, born from her own selfishness. She wants to be able to boost her own abstraction using the dream itself. This would essentially allow her to drain part of the dream to strengthen herself, thus allowing her to be more powerful within the dream itself and be able to manipulate it better. She is yet to succeed at any attempts of this spell.
The Waking World ⫻ A discipline of spells that Anya can actively use in the waking world. These are primarily spells to support her dream weaving, or create images based on dreams.
Dream Illusions ⫻ Anya can create basic illusions based on things from the last two dreams she was in. These illusions are visible to anyone that could feasibly see them. They are intangible and relatively easily dispelled. She can only make visual illusions. They make no sound, and are destroyed upon being touched. Those with emotional fields can easily see through them.
Dream Hallucinations ⫻ This spell targets one person, and causes them to hallucinate. The images they see are chosen by Anya and must be something she saw in one of the last two dreams she was in. These can be both visual and auditory hallucinations. For the blind its near impossible to tell they're hallucinating. Those with emotional fields have an easier time seeing through them.
Dream Inducement ⫻ This spell is the ability to induce dreams in someone, rather than waiting for it to happen naturally. Anya either has to touch the person to induce dreams, or have something “anchoring her to them”. Specifically, they must have an object with a specific dreamer locator spell on it. When Anya induces a dream she can choose the general type of the dream - whether it's a good dream, or a nightmare. She can’t choose anything beyond that, it's otherwise the same as a normal, natural dream.
Dream Alert ⫻ A simple spell that allows Anya to 'check' on someone who she knows, and find out if they are currently asleep and dreaming.
Dream Information ⫻ A spell that Anya's currently working on to allow her to discover the details of the last dream a person had. She needs to be close enough to the person, and touching them makes it easier. Currently she can only get the most surface level information - that they had a bad dream, that it was about work, ect. She can't get any details.
Dream Devices ⫻ Anya's final discipline, focusing primarily on using her orange lux to infuse objects with the aid of her other lux to enhance her dream weaving use, along with objects to manipulate dreams in her place.
Dream Locator ⫻ A spell to infuse a small object with a locator spell. This allows Anya to induce dreams without touching someone, or to perform other spells (such as dream hallucinations) through the locator as if she were there. This object needs to be close to them, at least within a metre. For example, put on a bedside table. Its useless if its too far away. This infusion lasts for approximately a week.
Nightmare Ward ⫻ Anya infuses a small object with a weak nightmare ward spell. If kept close enough this will reduce the number of nightmares someone has. Like the dream locator, it must be placed within a metre of the user. It only reduces nightmares. It doesn't keep away other bad dreams, such as stress dreams, nor does it guarantee good dreams.
Nightmare Inducer ⫻ The opposite of Nightmare Ward, Anya infuses a small object with a spell that increases the number of nightmares someone has. It has a slightly larger range, just having to be in the same room as someone (unless it's a really big room).
Dream Encapsulation ⫻ The main spell that Anya is working on, which would allow her to store a specific dream within an object. It is essentially her dream manipulation spell infused into an object, with specific dream "settings" chosen upon infusion. At the moment, she can infuse a tiny dream influence into an object - something like a plant appearing. The aim is for her to have three different types of Dream Encapsulation infusions, as follows:
Generic Dreams ⫻ The simplest type, which she is currently working towards. This would allow her to create objects with a basic dream stored in them. This object would then influence the dreams of a nearby dreamer, like Anya would within their dreams, to turn it into the stored dream. This would be generic scenarios without any person specifics - such as a nice picnic in a field, going to a beach, or a space adventure.
Specialised Dreams ⫻ A more complicated type, this infusion would include more complicated and tailor made dreams. This would include elements that only a specific person could have in their dream - people they know, for example. It could also be an incredibly specific scenario: for example, going on a date with a specific person at their favourite restaurant, with the music from a specific band playing. She hasn't made any progress on this part.
Variable Dreams ⫻ The most complicated type, combining white lux with the dream manipulation infusion. This would allow her to infuse a stone with a variable dream manipulation spell, with pink-white lux reading what the user wants to dream about and then manipulating their dreams to follow their wishes that night. This is her ultimate aim, so that she no longer has to manipulate every dream herself. Currently she's very far away from making it happen.
Dream Anchor ⫻In conjunction with her dream exit spell, Anya is working on a spell that will allow her to infuse an object to "anchor" her. Essentially this will allow her to teleport out of a dream to where the object is. It acts as a location marker for her dream exit, since she can only exit to the dreamers location or her previous location. Currently she hasn't made much progress with this spell.
From the time of her kindling event at age ten, until she went through her rebellious phase at sixteen and subsequently joined the coven, Anya primarily learned spells from her older siblings and parents - struggling to create her own. She has lower affinity for most of these spells, and basically doesn’t use them anymore due to them being weaker and having more limits.
Psychometry ⫻ A spell to gain information from an object by touching it. By using it Anya can find out how this object was last used, which is generally useless information. She learned this from Nisha.
Portal Creation ⫻ Learnt from her mum, Anya can created a portal to somewhere else. To where, you ask? Well, Anya doesn’t know until she steps through the portal.
Telekinesis ⫻ Learnt from Kiran, Anya has a very rudimentary telekinesis spell. She can use telekinesis on an object up to 20g of weight.
Sharpen Object ⫻ A very basic version of a spell her dad could use, Anya can make an object sharper. The object has to already be sharp, though, or it doesn’t do much.
LIMITS ⫻
Dream Weaving ⫻ There are some general limits to Anya's dream weaving spells. She can only be in any dreams that aren't her own for five hours, and one specific dream for up to three hours. To enter a dream, the target must be asleep and dreaming. If they wake up she's forcefully teleported out. Since Anya is physically in a dream, she can be hurt by it. She could be hurt enough to get killed. While Emotional-Field’s generally don’t affect her spells (being non offensive in nature), Paranormals can sense something’s off with their dream. It's possible for them to even notice her presence, realise she’s not part of the dream or actively seek her out in their dream.
Dream Visit ⫻ Anya needs to have met whoever's dream she's entering. She can only enter two in a night before she needs four hours minimum of sleep, or ten hours outside of dreams.
Dream Walking ⫻ Anya can enter about ten dreams during dream walking, before she needs four hours minimum of sleep, or ten hours outside of dreams. Anya can't choose where she's going, only the direction she's walking in. The dreams she walks into are completely random, and she could walk into a dangerous situation.
Dream Manipulation ⫻ Dream manipulation takes time and energy. The bigger a change, the longer it will take. Adding in a new element will take seconds for something small, to minutes for something large. Bringing in a dream person could take up to ten minutes. Changing the entire dream, such as a peaceful dream to a warzone, would take an hour or two in total for all the elements to be changed. There's a risk of "overloading" the dream if she adds too many conflicting elements, which could rebound and hurt her. The dream doesn't pause during the manipulation. Changes also take energy, and the larger changes she makes the more likely she is to exhaust herself and have to leave a dream early.
Dream Interaction ⫻ Anya is physically limited by how she can interact with a dream. She can't interact with something that's outside of her reach. She can't do anything she couldn't do in the real world if she's not using her dream manipulation spell.
Dream Damage ⫻ Using this spell is incredibly taxing on Anya. Hurting someone through a dream is difficult, and will exhaust her enough that she'll likely have to leave the dream immediately afterwards. It requires complete concentration. Emotional-fields protect against it, she can't just kill someone with them in their dream.
Dream Scrying ⫻ The amount of time and energy it takes to get a piece of information depends on how much information there is, and how much the dreamer wants it to stay hidden. A simple thing would take seconds, something they keep well hidden hours. She can't use other spells while scrying.
Subliminal Messaging ⫻ Anya can only leave one subliminal message, and it can't be anything too complicated. If the suggestion conflicts with what the person would normally do or their personality, it's likely it won't be followed through. Something jarringly different from the rest of the dream will also be ignored. These suggestions or emotion changes need to be done through dream imagery, which can be time consuming for anything more complicated.
Dream Companion ⫻ Currently, Anya can't bring anything bigger than a tennis ball and she hasn't tried it with anything sentient. It's more exhausting to bring something into a dream with her.
Dream Boost ⫻ The boost will directly correlate to the amount Anya drains from a dream, and eventually she will run out of elements to take. It takes time to draw the energy from them. At the moment, she can't use this spell.
The Waking World ⫻
Dream Illusions ⫻ The illusions are easily dispelled by touch or magic use. If anyone paranormal observes them more than casually it will be obvious they're illusions. If blind observe them closely it will be obvious. She can only hold the illusion for about ten minutes. She can only create illusions of something from the last two dreams she visited.
Dream Hallucinations ⫻ These target one person and she can only use it for about ten minutes. The hallucinations need to be based on something in one of the last two dreams she visited. These can be visual and auditory, but not sensory. Blinds can't tell they're hallucinating, but it's possible for those with Emotional-Fields to see through them with a lot of effort or something like white lux.
Dream Inducement ⫻ Anya either has to have physical contact with the person to induce dreams, or they have to have a “dream locator” infused object nearby. She doesn’t choose the specific dream she induces outside of whether it's good or bad, instead just putting them in a dreaming state.
Dream Alert ⫻ Anya can only check if someone she knows is dreaming, and the further away they are from her the longer it will take to get that information.
Dream Information ⫻ This spell takes concentration, and she must have the target in her line of sight and be within a few metres of them. Touching them speeds it up. The more indepth information she wants the longer it'll take. Currently she can only get surface level information.
Dream Devices ⫻ Anya can currently infuse about five a day of her first three dream objects. The rest she can't properly do yet, but will be slower when she can.
Dream Locator ⫻ This infusion last approximately a week. The object needs to be within a metre of the person for it to work.
Nightmare Ward & Nightmare Inducer ⫻ The object needs to be kept within two metres to be effective. The infusion only lasts for two weeks. It only increases or decreases nightmares, it doesn't guarantee a major change in dreams.
Dream Encapsulation ⫻ Anya currently can't really use this spell, and it takes a lot of energy to use. She can only infuse an object so that it makes very minor, near neglible, manipulations to dreams. It needs to be within a metre to be effective.
Dream Anchor ⫻ This spell just doesn't do anything right now.
Anya is pretty shit at most of these spells to the point they are practically useless.
Psychometry ⫻ The only information Anya can get is how an object was last used. Not who by, but how. For example, she’ll know a pen was used to write. Nothing more than that. She can only do it once per object, and twice a day.
Portal Creation ⫻ Anya can’t choose the location of the exit portal. It’s two ways, but only lasts for five minutes. She can only do it once a day.
Telekinesis ⫻ Anya can only levitate an object of up to 20g of weight. It's blocked by emotional fields, but she couldn’t use it on any person anyway.
Sharpen Object ⫻ A non sharp object won’t be affected by this spell. It can only make objects such as knives cut a bit better. Emotional fields completely block it, so she can’t sharpen a table knife and then kill a paranormal with it.
Been sitting on this one for a Lil bit, but here she is, back from 9-10 years ago:
"They say I got my head stuck in the clouds."
_______________________________________________ Aslin Seraphina Rose
She/her | 25 | Caucasian | 64 inches | 125 lbs. _______________________________________________ Idealist _______________________________________________ Skills & Talents "It just needs a splash of color." ___________________________________
Creative Application ⫻ She is able to think creatively in how she uses her abstraction, which can benefit her in situations.
Artful World ⫻ She is talented as an artist, able to create poetry and art with appearing minimal difficulty.
True Friend ⫻ She is sincere, and that comes across when she speaks, increasing the chances of Aslin becoming a true friend to those around her.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I like my hair, lil’ mousse and it's good to go."
She has always felt she is a bit on the shorter side. Naturally curvy a bit, with long slender fingers. Light skin, warmed by the sun on occasion. Her hair is dusty brown, styled in a wavy bob, parted on the far side. It's unruly, but she likes it like that. She has a few cuts of scars on her arms as a reminder of her fight with the Coven against the Snake.
She is often toting her own graphic tees, sweaters and leggings.
Psychology ▔▔▔▔▔▔▔▔ "Oh, I'm definitely what you call a dreamer."
MAIN GOAL ⫻ She just wants to sell her books and be an artist in peace. She wants her friends close, and she wants to forget about the sadness and horrors of the Snake and the coven's troubled past. She wants everyone to be safe, and for the serial killer plaguing them to be caught, so she can get back to doing what's important - finishing her next poetry book for the publishing office.
PHILOSOPHY ⫻ Live and let live, peace and be peaceful, do good unto others as you would like them to do good unto you, increase your good karma and good things will happen. She is an extreme idealist with a pure heart.
SECRETS ⫻ She feels guilty about her weed habit and occasional graffiti rampage around the city.
SEXUALITY ⫻ Too innocent.
FEARS ⫻ Death by serial killer, death by brutality, anything involving pain or extreme lengths of pain, scary situations where she doesn't have any control.
REPUTATION IN OLD COVEN ⫻ She was considered to be nearly everyone's friend. Those that didn't like her saw her as somewhat of a dreamer and weedaholic. Those that did, well, she supposed they saw the same thing.
ROLE IN THE BATTLE AGAINST THE STYGIAN SNAKE ⫻ Aslin used the environment, like power cables, to electrify and deal damage to the Snake.
FLAWS ⫻ Her idealism turns into naivete, which can make it hard to see when she is being taken advantage of or is in a dangerous situation.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Nothing is ever perfect."
Aslin had a conventional childhood. At least, as conventional as one could have within the walls of an orphanage. She spent most of her free time drawing on whatever she could get her hands on, sometimes the walls. The pristine white walls. No matter how many times the woman of the orphanage tried to discipline her, she just couldn't shake the habit, and couldn't give it up.
Despite her free spirit, Aslin attracted the attention of her adoptive parents, Mira and David Rose, who found Aslin's talent for art endearing. At the age of 7, she was adopted into a household of two business executives. They showered her with love, yes, but being the only child of two very busy parents left Aslin with lots of time alone. She had to learn how to bear the silence by herself.
It was then, at the age of 14, that her world shattered and changed forever. She had gotten separated from her parents at a late-night fireworks festival, wandering alone in the dark. A girl with white hair, strange orb hovering around her, reached out and pulled small Aslin into a dark alley. None other than Alizée, using the phantom hands on Aslin's struggling body while lifeforce was sapped.
This attack caused Aslin's Kindling event. Being unable to defend herself, it wasn't until Drake Blackmore stepped onto the scene and chased Alizée away that Aslin was saved. The two stayed in touch, and Drake was the first to hear of Aslin's abstraction development. Drake invited Aslin to the coven, promising Alizée would stay away. Aslin simply shrugged, said it was all under the bridge, and became the newest Sycamore member.
This was at the beginning of the war with the Stygian Snake.
Aslin discovered a lot about her new powers during the war with the snake, and cheered with the rest of the coven when the snake was finally defeated.
It was a bit awkward yes, seeing Alizée again. But Aslin told herself that everyone was on the same side now, that she could forgive and forget. Start over fresh. Yes. Even become friends. Alizée was just behaving naturally anyways, right?
She became fast friends with many coven members, including Alizée, Layla, and Kali Mahendra. She was usually the voice of reason when people got into arguments, and she tried her best to keep everyone together as coven members began to fight more and more amongst themselves.
Alas, it wasn't enough, and she eventually left along with the rest as the coven dissolved. It was a few years later that she really started getting into her art phase, and she did what any sane paranormal artist would do in St. Portwell - join up with the 317. The next few years passed peacefully through artworks, printed t-shirts, books of poetry, and other printed memorabilia with her art on it. She has managed to earn almost six figures a year through royalties, online store space, and attending festivals with her own booth. And when she feels devious, she takes her spray paint to the streets and leaves beautiful graffiti on the buildings of St. Portwell.
She was content to spend her time as such, happy to forget about the shadow of the Snake. However, the call from Auri changed everything again. Aslin didn't attend the first few meetings as she was in denial. There was nothing wrong. She was safe.
But when Kali ended being one of the murder victims, Aslin knew she could ignore this no longer. When Alizée became a victim in a street brawl, Aslin had to question just how safe the paranormal of St. Portwell were.
Empowered by a love for her coven, and an urge to protect so no one else would have to die, Aslin has decided to return once again.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Watch closely and I'll show you something fun."
TYPE ⫻ Adept
ABSTRACTION ⫻ Animation. The ability to give life to inanimate objects. Red Lux, channeler is a worn stuffed penguin.
ABSTRACTION DESCRIPTION ⫻ The ability to give crude life to inanimate objects. This means that anything that Aslin creates a mental connection with, she can give a program, or a set, to follow. For example, she can connect with power cables, and cause them to snap at one end, with the cables spinning and dancing in the air. This wound use Set 1, Play, as its not meant to hurt anyone. However, if an intruder charged Aslin in the next moment, she could change that set to 4, Attack, and the power cable would try to restrain the intruder. Emotional-fields make it so no animation can deal immediately lethal damage to an intruder.
Each animation gains its own bit of sentience for a short period of time.
She has learned to program animations with various sets, which are listed below.
Set 1 - Play - This is the default set given to animations when they are created without purpose other than to amuse. They will appear harmless, curious in nature, and innocent.
Set 2 - Watch - This set makes the animation act like a sentinel, doing rounds where Aslin is and keeping watch. If the sentinel notices anything amiss, it will alert Aslin right away.
Set 3 - Defend - This set makes the animation defend Aslin in every which way possible from an intruder. It will even sacrifice its own life to ensure the safety of its maker.
Set 4 - Attack - This makes the animation attack in every possible way against an intruder or offender. It will sacrifice its own integrity and life to deliver damage.
Set 5 - Listen - When the need changes on the fly, Aslin will program an animation with Set 5, where an animation will have no directive except for the thoughts going on in Aslin's mind. The most risky, and most versatile type of set in Aslin's arsenal.
LIMITS ⫻ Emotional-fields prevent animations from immediately killing an intruder. Emotional-fields also prevent people and living things from becoming animated. The heavier or larger an object is, the more energy it takes to animate it. She cannot animate corpses. Animations require focus - if Aslin were to fall asleep while an animation is running around, the animation would become inanimate. She can only animate 1-2 animations at a time.
WEAKNESSES ⫻ By animating objects, Aislin donates a bit of her life force to animate them and keep them alive. By doing this, she makes herself weaker and weaker; the more significant the animating, the more life force is required, and thus, the weaker Aislin will get. By willingly dispelling the animation spell, she can return her life force to her and return to normal. However, if the Animation is suddenly destroyed, the life force goes with it. If she uses too much of her life force, she may kill herself using her own magic. Her animations are weak against Elemental-Magic, such as fire, electricity, ice, etc., and are far easier to destroy by it.
Hello virgins, are you itching for more Recollections content? Perhaps seeing Ghost Note and Fern finally utilize three great character ideas? A quasi-web serial about three psychopathic goofballs getting their second chance? Then I am ready to proudly present Paragraphs: Agents of Death. Something me and @FernStone have been working on for all month and are ready to unveil.
Reading is mandatory, and I will send a predator drone to your house if you do not read.
Unveiling two weeks of hard ass work, the Drake spell rework
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I'll fry Father Wolf alive."
TYPE ⫻ Adept.
ABSTRACTION ⫻Red & Purple Lux. Channeler: Adam's memorial and wedding rings.
ABSTRACTION DESCRIPTION ⫻ Drake learned that he, at a young age, had an affinity towards lightning and electricity from his late father, Adam Blackmore - it was a favored element from Drake. Through exploring this affinity, Drake developed a series of spells and became famous in the Old Coven. Despite it all, Drake is a very seasoned and well-trained Adept due to his constant personal training, being trained by his father in his youth, and developing new spells to assist with his vigilante work. Drake has four different "spell groups" or disciplines for himself: The "Electric-Arsenal," in which Drakes crafts semi-solid weaponry out of electricity and The "Lightning-God," a collection of different electricity-based spells, The "Son of Adam," which are spells his father taught him and other spells shared between the Blackmore siblings, and finally, The "Dragon," which are pyromancery and ash-based spells. Drake is more in tune with the Red Lux, almost entirely neglecting his Purple Lux, which he uses vary sparingly. However, he is gradually learning to work it into his Spellbook.
THE ELECTRIC-ARSENAL ⫻ Drake's primary offensive weapon that he has tweaked and fine-tuned through a lifetime of practice, training, and necessity. Through Drake's near-mastery of the electrified realm, he has made himself a scary arsenal of semi-solid weapons. Known as the Lightning-Arsenal, he has a variety of different weapons, each one crackling with untamed energy, much like Drake, and ready to unleash hell upon his enemies. These spells are almost exclusively Red-Lux, but Drake is diving into Purple-Lux to incorporate Time and Movement Magic to enhance this discipline. Drake can only create one type of electric weapon at a time and typically cannot create more than two.
Voltblade ⫻ A longsword crackling with arcs of electricity. Its blade pulses with a vibrant electric glow. Upon contact, it can deliver devastating shocks and wounds to enemies. His Purple Lux enhances its electrified edge, allowing Drake to strike with lightning-fast precision and overwhelm his enemies with a flurry of electrifying blows. Drake can create two Voltblades at a time, one for each hand.
The Voltbuster ⫻ An enhanced version of the Voltblade, a colossal weapon crackling with torrents of electricity, designed to unleash devastating blows and electrifying shocks upon whichever poor bastard gets hit by it. It is enormous, about three times the length of Drake's body, and isn't as sharp as the Voltblade. However, it's more of a powerful siege tool that hits with far more force than the Voltblade and far more electricity behind it. Drake can only create one Voltbuster at a time.
Battle-Axe ⫻ A small, double-edged battle axe that pulses with waves of electrifying energy. Its compact size and lightweight design make it ideal for swift maneuvers. At the same time, its electrified edge delivers powerful shocks that immobilize and incapacitate enemies with each impact. Drake can only create two axes at a time.
Thunderguard ⫻ A round shield enveloped in an aura of crackling electrical energy to protect against attack while electrifying any poor schmuck who touches it. When wielded by Drake, the Thunderguard forms a barrier of electricity in one of his hands. Its electrified surface can unleash explosive energy, launching a shockwave of electrical force that will send anyone nearby flying. Drake can only create one Thunderguard at a time, but he can also create a weapon, such as a Voltblade or Battleaxe, to use in his other hand.
Electric-Flail ⫻ A flail composed of electrified chains crackling with lightning sparks, ending in a spiked ball that emits electricity. Its flexible chains can deliver electrifying strikes that leave the poor bastard who gets hit by it wishing their mother used the coat hanger. With one swing, it becomes a whirlwind of electrified devastation! Drake can only create one at a time.
Stormbreaker ⫻ A massive Warhammer with a heavy head that crackles with lightning. While heavy and unwieldy, it allows Drake to crush his foes and send out powerful shockwaves of electricity. It's the perfect weapon for ignoring defenses and shattering defenses. Drake can only create one at a time.
Thunder-Lance ⫻ A formidable and massive lance with a long shaft is pulsating with electricity with a razor-sharp tip that'll impale foes. The Thunder-Lance is ridiculously long, three times the length of Drake's body, and can be used as a thrusting instrument or a slashing one (Somehow, don't ask questions). It's one of Drake's favored weapons. Drake can only create one at a time.
The Long-Hard Blackmore Stick ⫻ The Long-Hard Blackmore Stick is a simple staff weapon that Drake primarily developed to indicate that he has a weapon named... The Long-Hard Blackmore Stick. It's a simple staff created like the rest of the Lightning Arsenal that is lightweight and meant for quick engagements and keeping foes at a distance.
Thunderstruck ⫻ Thunderstruck is a bow and arrow set designed to unleash electrifying arrows upon Drake's enemies from a distance. It is massive, longer than Drake's entire body, and can unleash shocking arrows rapidly using both Red and Purple Lux. Drake can only create one at a time.
Halbread ⫻ Another weapon with a long, pulsating shaft (Drake asserts he's not gay) that cackles with electricity. The Halbread versatile weapon allows him to deliver sweeping strikes and electrifying thrusts that cleave through enemies with lethal precision. The Thunder Halberd's reach and versatility make it ideal for engaging enemies at a distance and incapacitating them with electrifying force. It was Drake's favored weapon. Drake can only create one at a time.
The Electric-Guitar ⫻ Created in collaboration with his sister, Amanda, and inspired by Sylvia Cruz and Simone Le Fay (sort of). As the name implies, it's a guitar made of lightning! It looks like a spiky electric guitar but is primarily used as a blunt instrument. However, it has a unique magical attribution: Drake can create special sound blasts to launch the opponent black by playing on the riffs. Drake can only create one at a time.
The Two-Headed-Monster ⫻ Linqian created a dildo made out of lightning! A young Drake Blackmore had no choice but to one-up her by not only creating his version of the Lightning Dildo but a three-headed one. In contrast, Drake can only create one at a time but should create zero Two-Headed Monsters.
The Future? ⫻ Who knows what the future may bring? Drake feels like his Electric Arsenal is redundant and needs updating. Drake is working on merging the Electric Arsenal with his Lightning-God discipline, so maybe eventually, he could learn tricks as such as telekinetically manipulating his weapons, creating hundreds, and more.
LIGHTNING-GOD ⫻ The secondary spells that Drake used as an offensive weapon, but less cohesive than his Electric Arsenal. The Lightning God discipline is a collection of lightning-themed spells that do not fall under the Electric Arsenal. It's technically the first discipline that Drake developed, but at the same time it is incomplete, as he quickly abandoned the discipline to focus on the Electric-Arsenal. The Lightning-God is Red-Lux, but it's the discipline in which he uses Purple-Lux the most (other than The Son of Adam).
Zeus's Lightning ⫻ This Spells channels Drake's inner-Zeus, the cool, lightning-chucking, All-Father and not the God that fucked a cow one time. This spell allows Drake to create and physically hurl bolts of lightning at his enemies. With a commanding gesture, Drake summons a lightning bolt from the sky and shapes them into a javelin-like projectile. He can control how fast (or how slow) they can go, but at the top speeds they can travel at blinding speeds.
Electric-Aura ⫻ Or the "fuck off" aura, one of the first spells that Drake had developed. By channeling his mastery over lightning magic, Drake can generate a shimmering field of blue-white crackling electricity surrounding his body and anything he touches. While this is active, it provides no defense or enhancements beyond making it foolish to touch him and enhance his physical strikes. He can make a partial-field or one that fully envelopes him.
Thunderbolt ⫻ Thunderbolt is a spell that unleashes a concentrated blast of lightning from Drake's fingertips, one that he can charge to be more devastating. By focusing and channeling the power of thunderstorms itself, Drake charges a powerful bolt of lightning out of his fingertips. One that, if appropriately charged, can electrify and stagger even the most potent Paranormal-Beings. However, he must be immobile while charging it.
Flight ⫻ is one of Drake's first developed spells and one of the few spells that almost exclusively channels Purple-Lux. Flight allows Drake to defy gravity and soar through the air, leaving behind a trail of lightning as he flies. Drake can levitate and propel himself through the air at incredible speeds, traversing vast distances and easily evading enemy attacks.
Ride the Lightning ⫻ One of Drake's "ultimate weapons" to use in his "fight against evil" and bringing peace to St. Portwell. Using a mixture of Purple and Red Lux, Drake charges forward by surrounding himself in a solid-orb of electrical energy. With this spell, he can gravely injure some of the strongest Paranormal-Beings out there.
Works in progress ⫻ Since Drake is working on developing the Lightning-God discipline further, Drake has developed some more spells that primarily utilize his Purple-Lux.
Thunderstep ⫻ Drake has attempted to harness the power of lightning to facilitate a form of teleportation teleportation. However, the results are less than reliable. When activated, Drake vanishes from one location in a blinding lightning bolt... but he hasn't worked out the kinks yet and can't control its destination. So far, Drake has ended up on top of trees, the sky, and the ocean - thankfully, he can't teleport inside the solid objects. So, the spell's erratic nature and lack of control make it practically useless, which frustrates Drake. Nonetheless, he continues experimenting and refining the Lightning Step to unlock its full potential.
Arc Lightning Field ⫻ The Arc Lightning Field is an experimental spell that Drake is developing, utilizing both Purple & Red Lux for a devastating combination. Drake creates a box that slows down the movement of anything within that lacks an Emotional-Field by using his Purple Lux while ravaging the poor sucker inside with erratic lightning. The intention is to make one large enough to cover several city blocks and bypass Emotional-Fields; however, since it's in the testing phase, it is precarious and unreliable. He can hardly create the field half the time; if he can, it will only last for a few moments before it falls apart and dissipates.
Electromancy ⫻ The pinnacle and end-all-be-all for Drake's lightning magic, one that supersedes not just the Lightning-God discipline, or the Electric arsenal discipline, but his ultimate magic. Electromancy allows Drake to manipulate and control electrical currents on a scale never before seen. With a mere thought, he can summon thunderstorms from clear skies, unleash devastating bolts of lightning that cleave through buildings, and command the element to his will. Electromancy's potential is staggering, with the ability to rival even the strongest Paranormal-Beings and will allow the "Lightning-God" discipline to live up to its name. In its current form, Electromancy is still in its infancy, and it cannot control electricity beyond what the Lightning-God discipline currently entails.
SON OF ADAM ⫻ Adam Blackmore was considered to be a master of Purple & Red Lux and had thousands of different spells under his belt. Spells that he attempted to pass onto Drake, but as it turns out, Drake was far too hard-headed to utilize the spells that Adam taught him. From feeble attempts at Lumomancy to comically unreliable Teleportation magic, each spell in this hapless arsenal reflects Drake's journey to discovering his affinity in Lightning and developing his primary spell-groups.
Lumomancy ⫻ Drake's attempts at Lumomancy often result in feeble attempts to summon dim, flickering lights or tiny sparks that barely illuminate his surroundings. Despite his efforts to channel his father's teachings, Drake's lack of focus and enthusiasm for light manipulation leaves much to be desired, making this spell useless.
Aeromancy ⫻ Drake's level of Aeromancy yields laughably weak gusts of wind that barely rustle leaves or ruffle hair. Despite his father's attempts to instill the principles of air manipulation, Drake's lackadaisical approach to the discipline results in ineffectual breezes that provide little more than a gentle breeze on a warm day.
Portal Creation ⫻ Drake's experiments with Portal Creation lead to chaotic and unwieldy disasters as his attempts to open portals result in unstable rifts that collapse upon themselves moments after being created. His father's teachings on interdimensional travel and portal creation were lost on Drake. Though Victoria has been teaching him somewhat... instead of working against his nature, she is trying to teach him how to create portals out of electricity.
Chronomancy ⫻ Drake begrudgingly engaged in half-ass attempts to grasp the intricacies of Chronomancy, spurred by his father's insistence on tapping into the most potent aspect of Purple Lux. However, his efforts yield only feeble results, as Drake struggles to harness time manipulation with zero luck or success. Despite occasional attempts to concentrate and focus on changing the flow of time, Drake's lack of genuine interest and commitment to the Spell results in hilariously ineffective results. Though he's learning some aspects of it, such as for his Arc Lightning Field, Chronomancy is not his forte. He'll likely never develop this Spell until he undergoes some major growing like his father did.
THE DRAGON ⫻ A discipline that Drake has been developing recently, though it comes from the fragments that his father taught him (what little of it stuck to Drake). Drake created The Dragon Spellgroup from those fragments, inspired by Linqian and other fire benders in the Old Coven. Since Fire is also one of Drake's affinities, he has a straightforward time developing the Dragon Discipline. Unlike regular flames, this fire is a vibrant blue color.
Fire God ⫻ This collection of spells represents Drake's burgeoning mastery over fire magic, inspired by his affinity for pyromancy and his determination to harness its destructive potential.
The Flameblade ⫻ Using a similar method to Drake's Electric Arsenal, Drake conjures a blade of pure flame from the depths of his hot-blooded soul. The fiery weapon dances with flames fueled by Drake's firey rage, and much like the Electric Arsenal, it's somehow solid. It can cleave through flesh and bone like an actual blade (though Drake missed the memo on the point of, you know, a sword).
Fireball ⫻ One of the few spells that his father taught him that Drake caught on to. Drawing upon the primal fury of flames, Drake conjures a sphere of fire in his hands, and Drake can hurl the Fireball at will. He can create a fireball the size of a basketball that'll leave behind a trail of swirling fire behind it. He can make several fireballs one after the other and put them in both hands.
Shotgun Fireball ⫻ Building upon the explosive potential of the Fireball spell, Drake channels the chaotic energy of fire into a burst of literal firepower. With focus, he fragments the fiery sphere into smaller projectiles like a hail of flaming meteorites. Each projectile is far weaker than a full-fledged fireball, but the Shotgun Fireball spreads further and is devastating at close range.
Flamethrower ⫻ Drake conjures a roaring column of fire out of his hands, much like an actual flamethrower. Drake creates a fiery torrent directed toward his enemies; however, it has a concise range of around two meters, making it an effective short-range weapon of destruction.
Explosion ⫻ In an attempt to harness the volatile energies of combustion, Drake attempts to develop the spell "Explosion." However, it has yielded less-than-ideal results, as the spell proves to be highly unpredictable and unreliable. When invoked, "Explosion" manifests as a burst of fiery energy that erupts at a chosen location; however, it is wildly inconsistent. At times, the explosion may be disappointingly feeble, barely strong enough to singe a few hairs. At the same time, on other occasions, it might unleash a catastrophic detonation that engulfs even Drake. Due to its inconsistent nature, Drake struggles to control this spell and finds himself at the mercy of its unpredictable results.
Ash-Storm ⫻ Amidst his exploration of pyromantic arts, Drake has begun to experiment with a spell he tentatively calls the Ash-Storm. However, in its current state, the spell remains erratic and unreliable, barely living up to its potential. When Drake attempts to use the spell, he struggles to control the power he seeks to unleash, resulting in a lackluster display of some ash specks spawning - rather than the swirling tempest of fiery destruction he envisions. Despite its shortcomings, Drake remains diligent in developing the Ash-Storm spell. Recognizing its potential as a destructive weapon, engulfing the battlefield in a swirling maelstrom of ash and flame.
Dragon-Dive ⫻ A mixture of Red and Purple Lux and the fire version of his "Ride the Lightning" Spell. It's a simple spell; if Drake is in mid-air, he launches downwards toward his target like a rocket. As he descends, flames surround Drake and leave behind a fire trail. Drake crashes down with the force of a meteor, unleashing an explosion that launches fire in all directions.
LIMITS ⫻
THE ELECTRIC-ARSENAL ⫻ The weapons in the Electric Arsenal require a significant amount of energy to use, draining Drake's stamina with each use. Overusing these abilities can lead to exhaustion and potentially render Drake unable to cast further spells or wield his electric weapons. Despite their power, weapons in the Electric Arsenal are limited by Drake's physical strength and endurance. Using heavy weapons like the Voltbuster and Stormbreaker requires significant physical exertion.
LIGHTNING-GOD ⫻ Some of the most potent Lightning God spells rely on atmospheric conditions such as storm clouds or electrical disturbances. Drake's ability to cast these spells may be severely hampered without suitable weather patterns, and on a sunny day, Drake is the weakest, ironically. Drake's lightning-based attacks are more effective in environments with high conductivity levels, such as open fields or urban areas with metal structures. His spells may be less potent or ineffective in areas with poor conductivity, such as deserts or insulated interiors. Channeling vast amounts of electrical energy through his body carries the risk of overload, which can lead to physical exhaustion, mental strain, or even injury if Drake pushes himself too far beyond his limits. Zeus' Lightning and Thunderbolt require Drake to be immobile... though it doesn't count if he's floating using his flight as long as he's stationary in the air.
SON OF ADAM ⫻ Drake's lack of interest and commitment to mastering these spells severely limits their effectiveness. They often produce only minor, inconsequential results, are highly inconsistent, or fail to achieve their intended purpose.
THE DRAGON ⫻ First and foremost, Drake cannot mix his Dragon Spells with his Electric Arsenal or Lightning God Spell groups - he has to choose fire or lightning. The fiery nature of the Dragon spellgroup makes them particularly sensitive to environmental conditions. In damp or rainy environments, the effectiveness of the spells may be diminished, as water can dampen the intensity of the flames and reduce their destructive potential. While powerful, the Dragon spells are most effective at close to mid-range combat. At longer distances, their effectiveness diminishes, and Drake may struggle to target distant foes with his pyromantic attacks accurately. While powerful, the Dragon spells primarily focus on offensive firepower, offering limited versatility in terms of defensive or utility capabilities.
WEAKNESSES ⫻ It's water. You can beat Drake with a cup of fucking water.
THE ELECTRIC-ARSENAL ⫻ The effectiveness of the Electric Arsenal may be diminished in certain conditions, such as heavy rain or extreme humidity, which can interfere with the conductivity of electricity and weaken the power of Drake's spells and weapons. If his guns get drenched in Water, they'll be destroyed, and he'll have to remake them. Also, these weapons are bright and loud and interfere with his sense of vision, sight, and smell.
LIGHTNING-GOD ⫻ Water is a natural conductor of electricity, and Drake's lightning spells may be less effective or even backfire in environments with high moisture levels or standing water. This causes these spells to explode in his face if he isn't careful. Drake's lightning-based attacks demand precision aiming and timing to ensure maximum effectiveness, leaving him vulnerable to agile adversaries capable of evasive maneuvers. These spells are also bright, flashy, and loud, throwing stealth and any subtly out the window, temporarily blinding and deafening him as he has zero resistance to bright lights and sound.
SON OF ADAM ⫻ Drake's haphazard attempts to use Son of Adam spells can sometimes result in unintended consequences or backlash. These unforeseen consequences pose a risk to both Drake and those around him, making the spells inherently dangerous. For example, when attempting to use the Teleportation spell, Drake could miscalculate or fail to establish a stable connection with the destination. This can result in partial materialization, leaving Drake momentarily trapped in an object or even a different dimension. However, these spells are useless anyway.
THE DRAGON ⫻ The fiery nature of the Dragon spells makes them vulnerable to water-based attacks or environments. Water can extinguish flames and dampen the intensity of pyromantic spells, rendering Drake's fire-based abilities less effective or even completely nullifying them in wet conditions. Drake isn't fully immune to fire, so the intense heat generated by the Dragon spells can be a double-edged sword, posing a risk of overheating Drake if used excessively. If not used safely or correctly, Drake can burn himself with his fire.
" Liking me is hella gay bro."
(credit to @fernstone for help with the img. _______________________________________________ Aaron/Aryin Thorne
Any | 26 | White | 5’7”-5’11” | 140-145 pounds _______________________________________________ Strange. _______________________________________________ Skills & Talents " Oh that was me. Yes, I know you thought it was a dude. I’m really good with makeup. No, they’re not that short." ___________________________________
[Singer at a bar] ⫻ Aryin is a great singer, and they try to spend every weekend at the local karaoke bars. While they’re not good enough to become a professional singer, they’re more than good enough to be the best in their friend group, the coven, and the 317. [Art as a passion] ⫻ Aryin is also an artist and they make their living at the 317. They don’t claim any one style but prefer to let the art tell them which direction to take it. Their abstract art is made in a rather strange way. [Amateur Boxer] ⫻ Aaron has also spent quite a few hours in the gym learning boxing. While they’re not going to go anywhere with it they can still use their skills from this martial art to further bolster their fighting skills when powered up. [DJ] ⫻ Aaron has a side hustle as a DJ for hire. They are nothing fancy, but they know how to get a crowd dancing at whatever function they’re hired for.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I can be whichever one you want me to be."
There are a few constants that are shared between these two halves of Aryin’s same whole. They are both white, with Heterochromia. Their eyes are green and brown, and the location of these colors switch sides when they swap. They like to wear loose, baggy clothes because Aryin is tall at 5’11 while Aaron is shorter at 5’7. Thus, when they’re out as Aaron they need to always ensure that whatever they wear will also fit the taller Aryin and vice versa. While that is a necessity, they do have a separate style for each. Aryin tends to be bubble gum pink and colorful meanwhile Aaron simple and basic with his clothes.
Aaron has shorter, fluffy brown hair while Aryin has longer straight hair that they often keep bangs with. Neither have any tattoos nor piercings as that could mess with their body transformation. A tattoo that could look good on one might look distorted and wrong on the other.
Psychology ▔▔▔▔▔▔▔▔ " We’re literally the same person, why do you think I’m more bitchy??"
MAIN GOAL ⫻ Aryin has the goal to protect their found family at whatever cost it might incur. They will not hesitate to jump into a fight to protect someone who is close to them, and oftentimes that has led to injuries for all parties involved. Aryin will also stop at nothing to ensure that once a threat identifies themself that the threat is dealt with. They also have a desire to truly find someone capable of loving them, the whole them, and not just one half of them. This has proven much more difficult than they imagined, as they can not date a blind.
PHILOSOPHY ⫻ The strong must protect the week. Those who have the strength to do so must do everything in their power to ensure those without it do not come to harm. Whether that is with physical strength, mental fortitude, or material wealth, those who are in a privileged position must use it to better those who are not on their level. Any less is betraying not only themself, but everyone around them.
SECRETS ⫻ They often lead a secret double life as each part of themself with the blind. Aaron is a sports nerd who likes to hang out with the boys at the bar watching a game while having a drink, meanwhile Aryin is a nature loving, power to the people activist who finds peace on hikes. Their two friend groups never intersect but if they did, they’d have up become like Ms. Doubtfire in every social engagement. As well, if it became common knowledge that they love to live this double life people would think less of them for their talk about embracing your whole truth, but living in a way that was anything but.
SEXUALITY ⫻ Queer as fuck.
FEARS ⫻ They have a deep fear surrounding the Stygian Snake and monsters like it. They were not strong enough to hold the line, nor fight the monster back itself. If another threat like that came into the world they know that they’d never be able to do more than what they have already did.
They also have a fear about being alone. Their birth family already abandoned them, what would happen if their found family did the same?
REPUTATION IN OLD COVEN ⫻ Aryin was simply Aaron back in the old coven day in both forms. They were known to be a fiery, opinionated person who was ready to fight both the Stygian Snake and the less chill members of the coven. They were often seen arguing with the leadership about one thing or the other, and on a few times their temper got the best of them. People also knew them as this kind, compassionate person who would rather throw themself in front of a raging monster instead of risking injury to someone else. They left before they could be kicked out by the leadership, and that vote was likely to occur. Their biggest hater was Emily, and if she simply breathed around Aaron he would’ve made it a huge issue.
ROLE IN THE BATTLE AGAINST THE STYGIAN SNAKE ⫻ They were a common sight on the frontlines. They would tank the hits of the various monsters to allow the more finesse fighters a clear opening to strike, before switching to their long range form to clear the monsters from a distance. You never saw them stay in the same form for long, and more often they would be tanking a hit before they switched to kill a target before they switched back to resume their tank status.
FLAWS ⫻ They often care too much about those around them. If someone hurts their friend, or creates the situation where their friend gets hurt, they will become increasingly unreliable and irrational. As well, they often read too much into what people say. A simple misunderstanding could turn heated without much warning.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ " Let’s not focus on the past."
Aaron was born in St. Portwell to an upper middle class family. He did not want for a lot, and had a relatively happy childhood even if his gender fluid nature drew the ire of his parents. He had average grades, but a strong friend group that created a lot of great childhood memories. Because of their constant desire to present differently than what their parents had intended, they often were pulled away from their friends and the fun that he enjoyed so much and forced to spend weeks at a time restricted to their room.
As they entered Highschool they hoped that things would finally be different, that they could be their authentic self and get the approval of their parents and be able to have friends that matched their energy. That would have to wait. During a normal after school visit to the mall the Snake launched its attack. It was during this attack that Aaron underwent their kindling and learned how to fight back. As soon as their kindling was finished they underwent their first swap and what would become known as Aryin was born. Aryin would fight in this form for a few minutes before she swapped back. He then used his light based powers to fight the apparitions that had killed his friends and began to go after any other one he could find. Eventually he was cornered and took a few hits that forced him to swap back to Aryin. For the next hour she threw hands with the monsters, unable to hurt them and unable to be hurt in return. They think that they would still be there to this day, hands flying through the air, if it wasn’t for the Sycamore Tree Coven finding her and killing the monsters.
From here it was clear what their path would be, and it was clear that it would be paved with the bodies of the snake and its minions. Fighting became a new normal during the month-long ordeal, and they were never far from the frontlines. Tank a hit, swap, blast them with energy, swap again, and repeat. They got help with enhancing their spells from Ella, and their memory lingers on with Aaron in their spell names. When the snake was defeated, they tried to stay with the coven to help protect the people she cared about. People like Emily and the other leaders made that difficult, and Aryin transitioned to fight this new fight for those who could not. This would go on for more than Aryin intended, and they knew when they were no longer wanted by the leadership. As those they cared about left, so too did Aryin. This closed her time with coven’s and has never joined another.
After the coven, and Highschool, they fully came out and refused to back down when their parents threatened to disown them. They made good on the threat and Aryin had to chart their own path forward, completely cut off from everyone in her family. They went to school in St. Portwell and is still paying down the debt they took out to pay for it. They have a small apartment down the road from the 317 and have done their best to keep in contact with their friends from before. They have begun to rent a space in the 317 and have begun to be brought into more of the organization's structure. They have heard that their coven has returned, and part of them wants to return and rejoin their former friends.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ " You’re not strong enough. And you can’t ran fast enough."
TYPE ⫻ Aryin is a green adept with a necklace as her channeler, Aaron is a red adept with the same channeler. Technically they’re a Red/Green adept however their powers are restricted depending on their presentation.
ABSTRACTION ⫻ Gender Bender. Aryin can swap their gender to either be an immovable object of pure defensive strength, or an unstoppable object of raw destructive power.
ABSTRACTION DESCRIPTION ⫻ Aryin is an adept who uses a power they’ve referred to as Gender Bender. This power allows them to completely change their sex at will, complete with both primary and secondary characteristics. While some traits remain, such as their eyes, everything else will be changed and this includes their powers. The transformation is near instant, and they’re able to swap back and forth without issue or delay. Their two forms compliment each other, one can tank the hits and apply the power to the other that can dish out punishment and increase the former's speed.
STONEWALL ⫻ When they are Aryin they become an immovable object that can tank hits from most sources both physical and magical. They draw their power entirely from the green lux aspect of their power and have not been able to integrate any red lux spells whatsoever. The secondary function of this form is it is the most efficient way to power Aaron’s spells. Their skin can store the energy of a hit and this stored energy is then used up with their offensive spells. They can not store an infinite amount of this energy and thus, they’ll want to switch to get the most out of it. As well, if they store too much it begins to slow them down.
HOLD THE LINE Aryin becomes incredibly hard to move. No matter what they are hit with they can not be pushed back nor moved from their position. Each hit will feel like it’s hitting a solid surface no matter where it falls.
STILL IN THE FIGHT As well, in this form they have a nearly unlimited source of stamina. This means that even if they throw a thousand punches they’ll be ready to throw a thousand more. They’re punches are enhanced compared to normal but it is not by much. They can hit hard but not hard enough to be considered supernatural.
IN THE LINE OF FIRE When someone they care about is in danger they are able to temporarily increase their speed to get themselves in front of the danger. This is a short lived burst of energy that seems to be triggered by their fear of loss.
WEEB ENHANCEMENT ⫻ Aaron is a bit different in his application of his power. He can not access any green lux abilities and instead must focus on the raw power from his red. Aaron can draw from Aryin’s stored energy to power his abilities. He can still use his power without this stored energy but they are much weaker, and will instead pull from his own life force.
TWILIGHT FLASH Aaron can draw on his power to create light in the palm of his hands . The intensity of the light depends on how much energy he pulls into the spell. Simply put the more energy he draws the brighter the light. This also acts as a charge up system for his other spells If he charges this for a second, he might be able to hurt and possibly kill an enemy. More than likely this will stun a target rather than anything more. If he charges for ten seconds there is not much that can take multiple hits from his offensive spells.
In simple terms, he draws power from the stored energy of Stonewall that he can then convert into a power that he can use for his spells.
EVIL SPIRITS, BE GONE The most telegraphed attack he will use, Evil Spirits, Be Gone is an incredibly concentrated and consistent blast of energy. This ray can burn incredibly hot and the duration of the blast is determined by the charge time. The longer he charges the longer he can keep the blast on target before he runs out of power.
SPIRIT BOMB The second, and most powerful, of his abilities is Spirt Bomb. He concentrates the energy into one hand and forms it into a ball that he can throw and detonate on command. The size and power of the explosion is determined by how much energy he pulls from within, growing from a baseball to a basketball to a beach ball and upwards. There is no upper limit to how big it can get however there is a limit to how much he himself can hold or throw. As well, there’s a limit on how much power he can store. Once detonated it will explode outwards in a massive explosion that can devastate those who are caught within the blast.
KI BLAST Ki blast is Aaron primary form of offense and defense. He can pull energy from within and then use it to fire off a blast of explosive power. The longer he charges the more shots he has. It is a useful tool for engage, as he can fire them off as he approaches a target before swapping, harassing at range, and even as a short range blast to get separation from a target.
LIMITS ⫻ While they can stay in both forms indefinitely, they can not fight in both forever. The Stonewall form is not meant for prolonged fights. While they are very durable something can eventually overwhelm them. As well, there is a finite amount of energy that can be stored. Aaron also has a limit for his duration. The longer that they try and maintain this form the weaker their spells become and the more energy needed.
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ " No, I don’t know Aaron. No, we’re not related."
They do enjoy messing with people, and have a knack for comedic timing.
WEAKNESSES ⫻ Aryin/Aaron's ability to switch genders and spell groups is connected to their emotions and could lead to unintentionally switching forms and even getting temporarily stuck in either Aaron or Aryin. Which can be pretty risky in situations in which they need one form or another. Aryin/Aaron's Abstraction is specialized, with each form focusing solely on defense or offense, which means they sacrifice one for the other. While Aryin's Stonewall form provides excellent defense, it also limits her mobility and range of movement, making her slow, sluggish, inert, and easier to maneuver around in a fight. Aaron's spells, particularly Evil Spirits, Be Gone and Spirit Bomb, are highly telegraphed and require charging time, making them incredibly easy to react to in a fight. While Aaron's offensive form grants him powerful destructive abilities, it may also leave him physically vulnerable due to decreased defense and a weaker Emotional-Field which means he is more susceptible to magic than average.
Finally... after about a week of work Anya's updated spellbook is here @Punished GN if you want to add any weaknesses
Paranormal-Abilities ▔▔▔▔▔▔▔▔▔▔▔▔▔ "How naive to think you’re safe from your dreams."
TYPE ⫻ Adept
ABSTRACTION ⫻Pink, Purple, White & Orange Lux Channeler: a silver fountain pen
ABSTRACTION DESCRIPTION ⫻ Anya’s main speciality comes with the ability to manipulate dreams. She sees dreams as a way into someone’s soul - to find out information they wouldn’t otherwise divulge, to manipulate their opinions and to ultimately control them. It took her a while to come to this conclusion, and discover her affinity.
Dream Weaving ⫻ Anya's main spell discipline, Dream Weaving is the art of entering and manipulating dreams. It's a unique combination of Anya's purple and pink lux, allowing her to physically enter dreams. She essentially teleports into the dream. The target must be asleep and dreaming for her to enter their dream world.
Dream Visit ⫻ The primary spell to Anya's Dream Weaving discipline, allowing Anya to enter a specific person's dream. This hinges on two conditions. First, the person must be asleep and dreaming. Second, she must have met them before. Once these conditions are met she can enter someone's dream. This takes both time and concentration, and she then teleports into their dream world - her physical body is in there, so her body isn't left behind. Entering a specific dream takes a lot of energy, so she can generally only visit two before she need to rest (either a minimum four hour sleep, or ten hours outside of the dream world). She can exit the dream at will, either to her previous physical location (where she entered the dream) or to another dream.
Dream Walking ⫻ A more dangerous variety of Dream Entry, where Anya can walk through the dreams of anyone. It’s much like walking down a dark path - she doesn’t know where she’ll end up, and can only pick a direction. She can move from dream to dream like this, not being limited in the number she goes to as it doesn't take as much energy as entering a specific dream, but it's risky. It's much easier for her to get trapped doing this or to walk into a dangerous dream and get hurt. She can exit this in the same way she does dream entry.
Dream Manipulation ⫻ Anya's primary and strongest spell, this allows her to change the dream she's currently in. It's possible for her to change any element of the dream. She can shift the dream to an entirely new location, or bring in a specific "person" (a dream version). She can manipulate the narrative of the dream, change the events going on. Each change takes time, and the amount of time is dependent on how large the change is. She can only change one aspect at a time - she can't change the environment while also removing the presence of something. She needs to layer them change by change, with each one taking energy and time. It's easier to manipulate a dream to something similar to what it already is. However, she's very adept at this spell and it's one of her best. She's been working on it for ten years to get faster and more efficient at manipulating it, to the point she can fully change a dream during the hours she's in it.
Dream Interaction ⫻ A passive spell that comes by virtue of Anya physically being within a dream, rather than accessing it with just pink lux. Anya can physically interact with the dream and the dreamer, just as it can interact back with her. This means she can move things in the dream, interact as if they were real ect. She can talk to and interact with the dreamer. But it also means that if anything in the dream hurts Anya, it's hurting her physical body. If she dies in the dream she's properly dead.
Dream Damage ⫻ A more advanced version of Dream Interaction, which allows Anya to interact with and damage the dreamers physical form through hurting them in her dreams. Any wound she inflicts on the dreamer will appear on their body. With active concentration, this will be damage caused by her or anything she holds. With more concentration and energy she can allow the dream itself to interact and damage the dreamer. In the case of the blind, it would be possible for the dream to kill them. She has never tried this before.
Dream Scrying ⫻ A spell that allows Anya to gain specific information from a person dream. This could be about their current emotional state, the environment of the dream, about them as a person - all sorts of things. She essentially manipulates the dream to show her the answer, so she gains the information visually in a small, localised dream manipulation. She can only get one piece of information at a time. The more the dreamer doesn't want to 'share' information the more difficult and time consuming it is. Trying to find out how they're feeling would be easy and only take a few minutes, but trying to discover a secret someone is keeping would take the majority of the time she's in a dream.
Subliminal Messaging ⫻ Based on pink lux knowledge Greyson Devola passed on to her, this is essentially Anya's version of dream 'More Than a Feeling.' This is unaffected by emotional fields, as she's already essentially infiltrated. This works by leaving subtle suggestions via the dreams, directly influencing the dreamer to wake up feeling inclined to follow the suggestion. These are typically simple messages, pushing people to return to her shop and purchase more of her wares. Or for them to wake up feeling content. Given enough time, she can paint much more intricate subliminal messages through the dream imagery in combination with her dream manipulation. This is quite energy and time consuming, compared to more simple suggestions. This is heavily based on the dreams themselves, and how likely the target is to follow through on a suggestion - as dreams often reflect their moods, and anything to jarringly different won't be followed.
Dream Exit ⫻ A spell that Anya is currently working on, but hasn't made any progress on. The aim is for it to allow her to exit the dream at the location of the dreamer, rather than from where she entered which is the 'default'. She wants to be able to choose which of the two to exit from. So far her attempts have been unsuccessful.
Dream Companion ⫻ Another spell Anya is working on, which would allow her to bring another person or physical object into a dream with her. Right now she is practicing with objects. She's been able to bring up to something as big as a tennis ball, but nothing larger. She tried a teddy bear recently, and the results weren't pretty.
Dream Boost ⫻ The third spell of her dream weaving Anya is working on, born from her own selfishness. She wants to be able to boost her own abstraction using the dream itself. This would essentially allow her to drain part of the dream to strengthen herself, thus allowing her to be more powerful within the dream itself and be able to manipulate it better. She is yet to succeed at any attempts of this spell.
The Waking World ⫻ A discipline of spells that Anya can actively use in the waking world. These are primarily spells to support her dream weaving, or create images based on dreams.
Dream Illusions ⫻ Anya can create basic illusions based on things from the last two dreams she was in. These illusions are visible to anyone that could feasibly see them. They are intangible and relatively easily dispelled. She can only make visual illusions. They make no sound, and are destroyed upon being touched. Those with emotional fields can easily see through them.
Dream Hallucinations ⫻ This spell targets one person, and causes them to hallucinate. The images they see are chosen by Anya and must be something she saw in one of the last two dreams she was in. These can be both visual and auditory hallucinations. For the blind its near impossible to tell they're hallucinating. Those with emotional fields have an easier time seeing through them.
Dream Inducement ⫻ This spell is the ability to induce dreams in someone, rather than waiting for it to happen naturally. Anya either has to touch the person to induce dreams, or have something “anchoring her to them”. Specifically, they must have an object with a specific dreamer locator spell on it. When Anya induces a dream she can choose the general type of the dream - whether it's a good dream, or a nightmare. She can’t choose anything beyond that, it's otherwise the same as a normal, natural dream.
Dream Alert ⫻ A simple spell that allows Anya to 'check' on someone who she knows, and find out if they are currently asleep and dreaming.
Dream Information ⫻ A spell that Anya's currently working on to allow her to discover the details of the last dream a person had. She needs to be close enough to the person, and touching them makes it easier. Currently she can only get the most surface level information - that they had a bad dream, that it was about work, ect. She can't get any details.
Dream Devices ⫻ Anya's final discipline, focusing primarily on using her orange lux to infuse objects with the aid of her other lux to enhance her dream weaving use, along with objects to manipulate dreams in her place.
Dream Locator ⫻ A spell to infuse a small object with a locator spell. This allows Anya to induce dreams without touching someone, or to perform other spells (such as dream hallucinations) through the locator as if she were there. This object needs to be close to them, at least within a metre. For example, put on a bedside table. Its useless if its too far away. This infusion lasts for approximately a week.
Nightmare Ward ⫻ Anya infuses a small object with a weak nightmare ward spell. If kept close enough this will reduce the number of nightmares someone has. Like the dream locator, it must be placed within a metre of the user. It only reduces nightmares. It doesn't keep away other bad dreams, such as stress dreams, nor does it guarantee good dreams.
Nightmare Inducer ⫻ The opposite of Nightmare Ward, Anya infuses a small object with a spell that increases the number of nightmares someone has. It has a slightly larger range, just having to be in the same room as someone (unless it's a really big room).
Dream Encapsulation ⫻ The main spell that Anya is working on, which would allow her to store a specific dream within an object. It is essentially her dream manipulation spell infused into an object, with specific dream "settings" chosen upon infusion. At the moment, she can infuse a tiny dream influence into an object - something like a plant appearing. The aim is for her to have three different types of Dream Encapsulation infusions, as follows:
Generic Dreams ⫻ The simplest type, which she is currently working towards. This would allow her to create objects with a basic dream stored in them. This object would then influence the dreams of a nearby dreamer, like Anya would within their dreams, to turn it into the stored dream. This would be generic scenarios without any person specifics - such as a nice picnic in a field, going to a beach, or a space adventure.
Specialised Dreams ⫻ A more complicated type, this infusion would include more complicated and tailor made dreams. This would include elements that only a specific person could have in their dream - people they know, for example. It could also be an incredibly specific scenario: for example, going on a date with a specific person at their favourite restaurant, with the music from a specific band playing. She hasn't made any progress on this part.
Variable Dreams ⫻ The most complicated type, combining white lux with the dream manipulation infusion. This would allow her to infuse a stone with a variable dream manipulation spell, with pink-white lux reading what the user wants to dream about and then manipulating their dreams to follow their wishes that night. This is her ultimate aim, so that she no longer has to manipulate every dream herself. Currently she's very far away from making it happen.
Dream Anchor ⫻In conjunction with her dream exit spell, Anya is working on a spell that will allow her to infuse an object to "anchor" her. Essentially this will allow her to teleport out of a dream to where the object is. It acts as a location marker for her dream exit, since she can only exit to the dreamers location or her previous location. Currently she hasn't made much progress with this spell.
From the time of her kindling event at age ten, until she went through her rebellious phase at sixteen and subsequently joined the coven, Anya primarily learned spells from her older siblings and parents - struggling to create her own. She has lower affinity for most of these spells, and basically doesn’t use them anymore due to them being weaker and having more limits.
Psychometry ⫻ A spell to gain information from an object by touching it. By using it Anya can find out how this object was last used, which is generally useless information. She learned this from Nisha.
Portal Creation ⫻ Learnt from her mum, Anya can created a portal to somewhere else. To where, you ask? Well, Anya doesn’t know until she steps through the portal.
Telekinesis ⫻ Learnt from Kiran, Anya has a very rudimentary telekinesis spell. She can use telekinesis on an object up to 20g of weight.
Sharpen Object ⫻ A very basic version of a spell her dad could use, Anya can make an object sharper. The object has to already be sharp, though, or it doesn’t do much.
LIMITS ⫻
Dream Weaving ⫻ There are some general limits to Anya's dream weaving spells. She can only be in any dreams that aren't her own for five hours, and one specific dream for up to three hours. To enter a dream, the target must be asleep and dreaming. If they wake up she's forcefully teleported out. Since Anya is physically in a dream, she can be hurt by it. She could be hurt enough to get killed. While Emotional-Field’s generally don’t affect her spells (being non offensive in nature), Paranormals can sense something’s off with their dream. It's possible for them to even notice her presence, realise she’s not part of the dream or actively seek her out in their dream.
Dream Visit ⫻ Anya needs to have met whoever's dream she's entering. She can only enter two in a night before she needs four hours minimum of sleep, or ten hours outside of dreams.
Dream Walking ⫻ Anya can enter about ten dreams during dream walking, before she needs four hours minimum of sleep, or ten hours outside of dreams. Anya can't choose where she's going, only the direction she's walking in. The dreams she walks into are completely random, and she could walk into a dangerous situation.
Dream Manipulation ⫻ Dream manipulation takes time and energy. The bigger a change, the longer it will take. Adding in a new element will take seconds for something small, to minutes for something large. Bringing in a dream person could take up to ten minutes. Changing the entire dream, such as a peaceful dream to a warzone, would take an hour or two in total for all the elements to be changed. There's a risk of "overloading" the dream if she adds too many conflicting elements, which could rebound and hurt her. The dream doesn't pause during the manipulation. Changes also take energy, and the larger changes she makes the more likely she is to exhaust herself and have to leave a dream early.
Dream Interaction ⫻ Anya is physically limited by how she can interact with a dream. She can't interact with something that's outside of her reach. She can't do anything she couldn't do in the real world if she's not using her dream manipulation spell.
Dream Damage ⫻ Using this spell is incredibly taxing on Anya. Hurting someone through a dream is difficult, and will exhaust her enough that she'll likely have to leave the dream immediately afterwards. It requires complete concentration. Emotional-fields protect against it, she can't just kill someone with them in their dream.
Dream Scrying ⫻ The amount of time and energy it takes to get a piece of information depends on how much information there is, and how much the dreamer wants it to stay hidden. A simple thing would take seconds, something they keep well hidden hours. She can't use other spells while scrying.
Subliminal Messaging ⫻ Anya can only leave one subliminal message, and it can't be anything too complicated. If the suggestion conflicts with what the person would normally do or their personality, it's likely it won't be followed through. Something jarringly different from the rest of the dream will also be ignored. These suggestions or emotion changes need to be done through dream imagery, which can be time consuming for anything more complicated.
Dream Companion ⫻ Currently, Anya can't bring anything bigger than a tennis ball and she hasn't tried it with anything sentient. It's more exhausting to bring something into a dream with her.
Dream Boost ⫻ The boost will directly correlate to the amount Anya drains from a dream, and eventually she will run out of elements to take. It takes time to draw the energy from them. At the moment, she can't use this spell.
The Waking World ⫻
Dream Illusions ⫻ The illusions are easily dispelled by touch or magic use. If anyone paranormal observes them more than casually it will be obvious they're illusions. If blind observe them closely it will be obvious. She can only hold the illusion for about ten minutes. She can only create illusions of something from the last two dreams she visited.
Dream Hallucinations ⫻ These target one person and she can only use it for about ten minutes. The hallucinations need to be based on something in one of the last two dreams she visited. These can be visual and auditory, but not sensory. Blinds can't tell they're hallucinating, but it's possible for those with Emotional-Fields to see through them with a lot of effort or something like white lux.
Dream Inducement ⫻ Anya either has to have physical contact with the person to induce dreams, or they have to have a “dream locator” infused object nearby. She doesn’t choose the specific dream she induces outside of whether it's good or bad, instead just putting them in a dreaming state.
Dream Alert ⫻ Anya can only check if someone she knows is dreaming, and the further away they are from her the longer it will take to get that information.
Dream Information ⫻ This spell takes concentration, and she must have the target in her line of sight and be within a few metres of them. Touching them speeds it up. The more indepth information she wants the longer it'll take. Currently she can only get surface level information.
Dream Devices ⫻ Anya can currently infuse about five a day of her first three dream objects. The rest she can't properly do yet, but will be slower when she can.
Dream Locator ⫻ This infusion last approximately a week. The object needs to be within a metre of the person for it to work.
Nightmare Ward & Nightmare Inducer ⫻ The object needs to be kept within two metres to be effective. The infusion only lasts for two weeks. It only increases or decreases nightmares, it doesn't guarantee a major change in dreams.
Dream Encapsulation ⫻ Anya currently can't really use this spell, and it takes a lot of energy to use. She can only infuse an object so that it makes very minor, near neglible, manipulations to dreams. It needs to be within a metre to be effective.
Dream Anchor ⫻ This spell just doesn't do anything right now.
Anya is pretty shit at most of these spells to the point they are practically useless.
Psychometry ⫻ The only information Anya can get is how an object was last used. Not who by, but how. For example, she’ll know a pen was used to write. Nothing more than that. She can only do it once per object, and twice a day.
Portal Creation ⫻ Anya can’t choose the location of the exit portal. It’s two ways, but only lasts for five minutes. She can only do it once a day.
Telekinesis ⫻ Anya can only levitate an object of up to 20g of weight. It's blocked by emotional fields, but she couldn’t use it on any person anyway.
Sharpen Object ⫻ A non sharp object won’t be affected by this spell. It can only make objects such as knives cut a bit better. Emotional fields completely block it, so she can’t sharpen a table knife and then kill a paranormal with it.
WEAKNESSES ⫻
(DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
WEAKNESSES ⫻ Attempting to exert excessive control or make too many changes within a dream could destabilize the dream environment. Anya's manipulation may introduce conflicting elements or disrupt the natural flow of the dream, leading to instability within the dream realm and possibly collapse - ending the dream then and there and forcing her back to the real world. Anya's attempts to manipulate dreams may provoke resistance or backlash from the dreamer's subconscious. If the dreamer's subconscious rejects Anya's alterations or perceives her presence as a threat, hostile anomalies within the dream could manifest and force her out of it. Overloading the dream environment with excessive changes or manipulations can lead to unintended consequences or unforeseen outcomes. Anya's alterations may also create unexpected scenarios that escalate out of control, leading to the collapse of a dream. The more Anya interacts with nightmares, the greater the risk of succumbing to their malevolent influences. Prolonged exposure to nightmares can corrupt her thoughts, emotions, and perceptions, blurring the line between reality and illusion. She may struggle to distinguish between dreams and waking life, experiencing hallucinations or delusions that threaten her grasp of reality. If Anya is injured in a dream, the injuries transfer to the real world, and if she is killed in someone's dreams, then she dies in real life.
Also, there is a chance that Anya may randomly enter the Dreams of the dreaded Trevor Obott. The more dreams Anya enters a night, the more likely she'll accidentally enter his dreams. Even if Shimmer's Trevor is dead, due to magic bullshit I won't explain; she'll just enter the dreams of an alternate Trevor. And every one of them is just as terrible as Shimmer's Trevor.
About five years ago, a man found his way to St. Portwell. He kept his head down and avoided the paranormal groups in the city, and started leaving flyers on telephone poles and street corners for woodworking services. Flooring, roofing, a fix for a broken cabinet, anything that didn’t require paperwork and paid. He was content to nickel and dime his way around without much fuss, but an accident with his magic, he found himself chasing down a small wooden creature that sprang to life and ran off on him. Chasing the tiny creature down to avoid a predicament, the man encountered Octavia of the 317.
A fight broke out, thanks to Octavia’s temperament. After everyone calmed down, the man simply introduced himself as “Rohan,” saying he accidentally created the creature he was chasing. Octavia was impressed by the golem’s sophistication, and decided to welcome Rohan to the 317. He readily accepted, since he had been living out of an old Toyota Corolla until then. After he moved in, Rohan started producing magical works of craftsmanship for a living, and applying his trade to the mundane world when possible.
The story that Rohan tells others, should they ask, is that he is a second generation Japanese American, whose parents came over before he was born. He doesn’t talk to them anymore, but does give out the names of his actual parents when asked. When asked about his name, Rohan says that it was an old nickname he got after getting drunk as a kid, when it’s really just a fake name to escape his old life. Rohan is known in the 317 to have not a single evil bone in his body. Always patient with others, always gentle with his worlds, and he never has anything bad to say about anybody. Rohan is everyone’s friend, and always listens when someone is going through something.
Abstraction: Afflicted | Namiki’s Last Laugh
Rohan was cursed by a very old creature known as Namiki. He was a tree spirit that rebelled in conspiring against mortals, and setting up schemes that ended in them sealing their own fate. In essence, he was a wicked trickster of the forest, and some rumors said that his plots allowed the forests of Japan to flourish in spite of human development. Rohan was a special case, as he managed to outwit Namiki just barely enough to injure him gravely. At least, Rohan thinks he outsmarted the tree spirit, as Namiki is now a pile of ashes in the wind.
Rohan’s Abstraction consists of magical properties, and physical changes to his body that can be seen by the blind. Any object he makes out of wood, such as a new door or a wooden box, possesses some innate magical ability. Rohan cannot make something out of wood that doesn’t have magical power, but he can influence what effect it has. Often, he will focus on willing things to be supernaturally sturdy when he doesn’t need something fancy. This prevents things from being broken, but also prevents the blind from suddenly having fruit grow from their new kitchen cabinets.
There are patterns and certain creative concepts that Rohan has figured out, which he can use to further specify the magical properties he wishes to create in something. An example of this is his Ashen Scepter. It is a wooden staff with bands of metal at both ends, made from charred ash wood. Ironically, it can spew a stream of fire capable of burning away virtually any mundane material it comes into contact with, such as metal or stone. Other examples include carving the likeness of an apparition into a box for a more powerful method of sealing, making a ring out of Purple Heartwood to enhance purple Lux, and using wooden nails in place of metal nails to make a structure repair itself overtime.
When Rohan touches wood with his bare hands, it is magically nourished and strengthened as if he were healing it. The longer he does this, the more healthy a piece of wood will become, to the point that plywood could grow fresh bark. In some cases, Rohan can bring dead trees back to life, and mend broken wood like human bones. This is useful, but like other parts of his Abstraction, it cannot be turned off. This can be awkward when he is replacing rotten floorboards, which are suddenly no longer rotten.
Rohan’s curse also comes with physical changes, which can be seen rising up through his skin. Around his heart and lungs are patches of petrified wood, which spread out across his skin just subtly enough to be easily concealed. This makes him more vulnerable to being set on fire than the average person, but gives him a way to heal his injuries by simply standing in the sun for a while. Lastly, in his veins is tree sap, rather than blood. His “blood” can spread the petrified growth to others if they get it on them, and can’t get it off. This is very painful to others, and will slowly turn them to wood like a gorgon would turn them into stone.
Steelfeather: A wooden bow, adorned with winding patterns of black linework. Steelfeather is enchanted to make any projectile fired by it totally weightless until it hits something. This means that any arrow can fly forever and hit something from any distance, while flying much further than anything an ordinary bow could accomplish. The Steelfeather bow has a draw weight of 20 pounds, making it incredibly easy to use. Once an arrow hits something, it regains its mass and weight, allowing it to sink into a target as a normal arrow should.
Juno: A small golem that Rohan created by accident. Juno stands at about 9 inches tall, and is inconsistently intelligent as a person. He can count and write, but he can’t speak. Juno took on his own personality, making him a mischievous little prankster who often gets up to no good around the 317’s complex.
Mask of the Antelope: A mask carved from lightweight Alder wood, shaped to resemble an antelope’s head. Whoever wears the mask is instilled with supernatural agility, allowing them to run at 150 feet per second, jump 10 feet in the air, and completely ignore the fatigue associated with physical exertion. The mask also gives its wearer a grainy, black and white form of night vision.
The Storyteller: An unassuming pipe made of old red oak. The Storyteller Pipe blows rings of smoke that become windows into the possible future, which vague and hazy, but can potentially be very enlightening. The longer a person tries to view a possible future, the clearer it will become, but they will feel weaker and weaker as they do. Eventually, this fatigue will pass, but people who view the future with the Storyteller will feel tempted to use it more often. The only way to deal with this temptation is to ignore it, as it will eventually pass.
Briar Needle: A gnarled spear carved from birch wood. The Briar Needle is supernaturally tough, meaning it is nearly impossible to damage or break. Its main power, however, takes the form of a healing aura that extends outwards in a 20 foot radius. This aura steadily heals wounds up to the severity of broken bones and brain damage, and includes the wielder.