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 Reaper (Guide)

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PostSubject: Reaper (Guide)   Thu Oct 24, 2013 8:31 pm

The (Grim) Reapers
A Reaper is a character who has devoted their life to ridding the world of those who abuse death (those who commit murders) or their time on Earth has run out. A Reaper must serve the deity of death (Lord Death or just Death for short). A Reaper is highly competent with whatever weapon they choose to be their reaping implement, and they have a small number of spells that they can cast which are granted to them by their deity. The souls that have been reaped are sent to be judged to go to either heaven, hell, or to be reborn from the Well Of Souls.

Reapers are essentially souls given a material body, or what we call 'Astral Beings'. They're bodies are living and they all feel pain and can be injured as any being. However, Reapers can only be killed (reaped) by another Reaper as their souls carry special qualities that are yet to be determined. No one knows exactly what it is that sets apart a Reaper's soul from other souls or even why their souls can be set apart from other souls.

Symbols
*Scythe/Sickle
*Clock
*Hourglass
*Skeleton

What a Reaper Looks Like
Reapers can be any species in the world, even vampires. Their powers and magic, called Reaper Magic, is handed down from Reaper to Reaper. Each Reaper hand picks a successor to pass their powers down to.

The Nature of a Reaper
Reapers vary as greatly in personality as they do in looks and race. Some reapers are cruel beings who border on insanity, while others are kind and otherwise gentle creatures.

Well of Souls
The Well of Souls is a literal well of crimson liquid. If a living being that is not a reaper touches it, their soul will be sucked into the well. This well is hidden in the frigid cold of Russia, and buried deep underground. This well is where souls who are to be reincarnated await their day to be reborn.

The Library
The Library of Souls is a embodiment of all records of all Reapers, deaths, births, Rogues, Reaper Magic, Scythes and their abilities, and every living being. The Library is embodied by one 'being' who only takes shape before those Reapers who are needed.

Weapons
Reapers use weapons referred to as Scythes. These weapons vary in shape and abilities, and vary from Reaper to Reaper. These weapons also form based on the soul of each individual reaper and no two weapons, despite looks, do the same exact thing or look completely identical.

Marks
A Mark is a tattoo that can be located anywhere on a Reaper's body. A Reaper bares two marks on their bodies that indicate their class, rank, and their basic ability class. These marks don't always have to be visible. Many reapers bare their marks on their backs and some bare them on their legs.

Relations
Reapers have close ties with the Magic Council as well as a general acceptance of vampires and other magical creatures. This may vary from individual to individual, but The Library or Council has long held close relations with these groups.

Classes

  • Altessa- The Altessa are the high class of Reapers. They're ranks may be mixed, but they're powerful and well trusted Reapers who take on high profile cases assigned by Death himself.

  • Reza- The Reza are the basic class of Reapers. They're very common and are the most abundant class of Reaper.

  • Deotis- This is a class of Reaper who is studying to become a Reaper who gets assignments, this is the official class title that goes along with the Successor rank.


Special Classes

  • Judge- This is a special class of Reaper who has the set task of judging souls to go to Heaven, Hell, or the Well to be reborn.

  • Keeper- Keepers are  special namely because more often than not, they do not carry any scythe. Instead, this class is often chosen from strong souls of magical creatures.

    Keepers are as their name dictates. This class of Reaper is simply a Keeper of memories or Souls. they record, create, recreate, and fabricate memories for those  who have witnessed Reapers while reaping.

  • Eraser- Erasers, like Keepers, are chosen from the souls of strong magical creatures. They also carry no scythe. Unlike their counterpart, Erasers do not create memories, instead they erase them all together or will, if need be, completely Erase a being's memories and personality to created a hollow shell so that a Keeper can create a 'new person' with a new life, new memories, and often a new personality.

  • Anti-Reapers A.K.A "Anti-Hounds- This class is a super rare class in the sense that these are those Reapers who are no longer Reapers, but still have their scythes. These Reapers can no longer banish and summon their scythes at will, and instead must use them as physical weapons. They are special in the fact that, unlike other rare or special classes among the Reapers, Anti-Hounds do not have a caseload. Instead, they are literally the "dogs" sent in to take down Rogue Reapers when they are causing too much trouble for even the higher rank Reapers.

  • Tracker- Trackers are a class of reaper all their own. Like their name implies, they excel in tracking down those who they're told to find. They can track by scent, soul, or a combination of both. They're usually animalistic in nature and some may even be hostile towards others who are not their partner/handler. Trackers can come in the form of a familiar (animal or creature summoned by a specific Reaper) or an actual Reaper themselves. Those Trackers who are actual reapers tend to display abilities their partner does not have. However, Trackers are very limited in the weapons they can use. Often, Tracker class Reapers do not have a true scythe, but a weapon for protection. Those Trackers who can manifest their own scythe are high class and high rank. It is a rare occasion that a Tracker can double as a high rank Reaper, but it is even more rare for a Tracker to be alone without a partner. These Trackers are called Monsters. Monsters are not a slur, rather, they're simply a higher level in the Tracker class and are extremely rare.

  • Hund- This class is special because it is a very rare sight to see. These are beasts that are massive 'Hounds' who are handled normally by only Death himself, but can also be given to very skilled and specially trained Reapers who are known as Handlers. Death Hounds are known for their tracking skills, and many are notorious for being ruthless and vicious creatures who will only yield for their masters. There is a system in place for these beasts that can send them to become loyal to Satan and will be tethered to either side of the gates of hell.


Ranks

  • Death Incarnate- A reaper has become death itself and is therefore the Lord or ruler of all Reapers and answers only to the Library of Souls. Often, this Reaper is called Death or Lord Death.

  • Death's Second Self- This is a Hand chosen Reaper who is second in command and often chosen to become Death should Death be ended by a Rogue Reaper.

  • Death's Guardian- This is the partner class to Reapers and is often simply referred to as Guardians. Partners or Guardians are chosen by the Reaper they protect, however they are equals and each have powers of their own.

  • Samil- A Reaper of this class have finally reached their highest position among the ranks. They're finally able to be sent out on high ranking tasks alone and are able to use up to level five spells. This rank got its name from the Hebrew language and the Jewish story about the original Reaper, Samael who was the "angel of death". The name itself means "Whom God makes" or "Venom of God."
  • Death's Fortitude- A Reaper of this class begins to gain access to level three magic and high ranking tasks such as assisting in the judgement of souls along side a Judge. Often, this rank's title is shortened to simply Fortitude.

  • Death's Evasiveness- This is the basic Reaper class. All Reapers were once this class. However, some may remain here for the rest of their term as a Reaper. The cause could be as simple as choice, or it could be a punishment for transgressions while on the job. The cause could also be for simple lack of physical or spiritual strength.

  • Successor- This is the lowest class, second only to the Rogue class. This class is the chosen being or creature to succeed a Reaper, as Reapers are not born, but created by other Reapers who wish to pass on their powers and knowledge.

    Those in this class are considered to be 'Reapers in training' and are simply being taught the fundamental basics without gaining any powers or abilities of a Reaper.


Special Ranks

  • Ex-Reapers- This is indeed a very special class in the sense that those who choose a Successor and have trained them and elevated them to the Evasive class lose their Reaper's powers and ability to cast Reaping spells.

    However, there are rare cases of Reapers having two sets of abilities.

  • Rogue- As the name suggests, this is a class specific for those Reapers who no longer follow Lord Death. They are a rather nasty bunch and are often on borrowed time as Rogues are not tolerated by both The Library and Death himself.

  • Handler- Handlers are a special rank among Reapers. Handlers are retainers, or handlers of  Tod Hunds or Death Hounds, a special breed of hound handled only by special reapers or Death Himself. Death Hounds are known for their tracking skills, and many are notorious for being ruthless and vicious creatures who will only yield for their masters.

  • Tod Hund (Death Hound)- These Germanic named beasts are massive 'Hounds' who are handled normally by only Death himself, but can also be given to very skilled and specially trained Reapers who are known as Handlers. Death Hounds are known for their tracking skills, and many are notorious for being ruthless and vicious creatures who will only yield for their masters.

  • Kerberos- These beasts are massive 'Hounds' who were once Tod Hunds (Death Hounds) but were deemed too vicious to be used and thus were sent to hell to become loyal to Satan and are tethered to either side of the gates of hell. These massive beasts were warped, twisted to become a demon who only desire to devour the people thrown at their feet. Hell Hounds have been starved and are switched out at the gates on a daily basis, only being fed once or twice a rotation.


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PostSubject: Re: Reaper (Guide)   Sat Nov 19, 2016 12:56 pm

Spells
A Reaper can cast [spells] spontaneously and therefore does not need to prepare spells ahead of time. A Reaper knows every spell up to the highest spell level he/she is able to cast. Reapers choose their spells from the following lists:

1st Rank

  • Disguise Self- You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

    The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

  • Detect Poison- You determine whether a creature, object, or area has been poisoned or is poisonous. You can, if your rank is high enough, determine the exact type of poison.

    The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

  • Feather Fall- The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet). However, when the spell duration expires, a normal rate of falling resumes.

    The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

    You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.

    This spell has no special effect on ranged weapons unless they are falling quite a distance.

    Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

  • Ghost Sound- Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

    The volume of sound created depends on your level. You can produce as much noise as four normal humans per level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created.

    The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

    Ghost sound can enhance the effectiveness of a silent image spell.

    Ghost sound can be made permanent with a permanency spell.

  • Obscuring Mist- A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet.

    A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 2 posts. A strong wind (21+ mph) disperses the fog in 1 post. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

    This spell does not function underwater.

  • Sleep- A sleep spell causes a magical slumber to come upon a creature or creatures (no more than three). Creatures with the lowest power levels are affected first.

    Among creatures with equal power, those who are closest to the spell’s point of origin are affected first.

    Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.

    Sleep does not target unconscious creatures, or constructs.

  • True Strike- You gain temporary, intuitive insight into the immediate future during your next attack.


2nd Rank

  • Cat’s Grace- The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement of dexterity and Reflex.

  • Darkness- This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area are concealed (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

    Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

    If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

    Darkness counters or dispels any light spell of equal or lower spell level.

  • Fox’s Cunning- The transmuted creature becomes smarter. The spell grants an enhanced intelligence. Wizards (and other spell casters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save is that spells they cast while under this spell’s effect do increase.

  • True Seeing- You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement spells, sees invisible creatures or objects normally, sees through illusions, and sees the true form of poly-morphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal/Astral Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

    True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment spells, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

  • Illusory Script- You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.

    Any unauthorized creature attempting to read the script triggers a potent illusory effect. Only those with a high rank or power level can look away with only a mild sense of disorientation. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

    The casting time depends on how long a message you wish to write, but it is always at least 1 minute.

  • Invisibility- The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

    Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries that extends more than 10 feet from it becomes visible.

    Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

    Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

    Invisibility can be made permanent (on objects only) with a permanency spell.

  • Without A Trace- The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by non-magical means.

  • Spider Climb- The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The subject gains a climbing area of 20 feet; furthermore, it need not speak the spell to traverse a vertical or horizontal surface (even upside down).

    A spider climbing creature retains its dexterity (if any) while climbing, and opponents get no special bonus to their attacks against it.


3rd Rank

  • Deep Slumber- This spell functions like sleep, except that it affects 10 creatures.

  • Deeper Darkness- This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

    Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

    Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

  • Evil Warding- This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

    First, the subject gains a greater deflection rate and a greater resistance. Both these apply against attacks made or effects created by evil creatures.

    Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

    The barrier does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil. If the barrier fades before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature/being. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless.

    Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good/holy/divine summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.

  • Misdirection- By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object is safe from this effect.

    Detection spells provide information based on the second object rather than on the actual target of the detection.

    This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

  • Non-detection- The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, location, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must be a power level higher than the level of the spellcaster who cast non-detection.

    If cast on a creature, non-detection wards the creature’s gear as well as the creature itself.


4th Rank

  • Clairaudience/Clairvoyance- Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need sight, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.

    Unlike other vision/seeing spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect.

    Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

  • Dimension Door- You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring along objects as long as their weight doesn't exceed what you can lift. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

    If there is no free space within 100 feet, you and each creature traveling with you are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet or spell simply fails if there is no free space at all.

  • Freedom of Movement- This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.

    The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.

    The freedom of movement spell does not, however, allow water breathing.

  • Greater Invisibility- This spell functions like invisibility, except that it doesn't end if the subject attacks.

  • Locate Creature- This spell functions like locate object, except this spell locates a known or familiar creature.

    You slowly search and will sense the creature when you are facing in the direction of the creature is in, provided it is within range. You also know in which direction the creature is moving, if any.

    The spell can locate a creature of a specific kind or a specific creature known to you. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

    Running water blocks the spell. It cannot detect objects. It can be fooled by illusion, non-detection, and poly-morph spells.


5th Rank

  • False Life- You harness the power of un-life to grant yourself or another creature a limited ability to avoid death.

  • Erase- Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.

    Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is only 90%.

    Magic writing must be touched to be erased.

  • Enervation- You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. If the subject is of a lower level than the caster, it dies.

    Assuming the subject survives, it regains lost life force after a number of hours equal to your level (maximum 4 posts). Usually, this has a chance of permanently draining the victim’s life force, but the negative levels from enervation don’t last long enough to do so.

    An undead creature struck by the ray temporarily gains a boost in attacking power per 1 post.

  • Soul Swap- a demonic incantation written and cast to switch souls with a creature temporarily.

    It requires a lock of hair belonging to whoever the caster wishes to switch souls with, as well as their blood to be exchanged.


Basic Skills

  • Summoning- Beginning at Class 2 a Reaper can summon his/her chosen weapon from an extra dimensional pocket.

  • Ethereal Jaunt- Beginning at Class 2 the Reaper can enter the ethereal/Astral plane for 3 posts. This improves to 6 posts a Class 3. At Class 5, the Reaper can freely enter the ethereal plane for as long as they wish.

  • Leaping- This ability functions like dimension door except that the Reaper does not require any thought or spoken incantation (It's like Flash Step on Bleach).

  • Death Aura- All Rapers of Class 2 and higher carry this 'ability' with them. their aura is heavy and causes many to freeze or become fearful of the Reaper.

  • Shadow Jump- The Reaper may jump from one shadow to the other, the total distance cannot exceed 10 ft per post.

    Note: Not all Reapers have this ability. This is an ability class ability that only some groups of Reapers may have.

  • Death's Door- Unlike the Darkness spells, this is only an ability used during the actual reaping of a soul. Darkness that becomes a barrier surrounds the targeted creature.

    Should they try to escape the are, they will only run in circles, thus ending right back up where they started. This only activates on the Reaper's will and does not have to be used.

  • Mask of Death- The Reaper can summon a skull mask on his face and those who see it see their deaths. The mask disappears after 1 posting turn and can be used up to three posting turns.


Code:
[center][u][i][b]1st Rank[/b][/i][/u][/center]
[list]
[*][b]Disguise Self-[/b] You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

[*][b]Detect Poison-[/b] You determine whether a creature, object, or area has been poisoned or is poisonous. You can, if your rank is high enough, determine the exact type of poison.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

[*][b]Feather Fall-[/b] The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet). However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall.

This spell has no special effect on ranged weapons unless they are falling quite a distance.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

[*][b]Ghost Sound-[/b] Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created.

The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.

[*][b]Obscuring Mist-[/b] A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 2 posts. A strong wind (21+ mph) disperses the fog in 1 post. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

[*][b]Sleep-[/b] A sleep spell causes a magical slumber to come upon a creature or creatures (no more than three). Creatures with the lowest power levels are affected first.

Among creatures with equal power, those who are closest to the spell’s point of origin are affected first.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not.

Sleep does not target unconscious creatures, or constructs.

[*][b]True Strike-[/b] You gain temporary, intuitive insight into the immediate future during your next attack.
[/list]

[center][u][i][b]2nd Rank[/b][/i][/u][/center]
[list]
[*][b]Cat’s Grace-[/b] The transmuted creature becomes more graceful, agile, and coordinated. The spell grants an enhancement of dexterity and Reflex.

[*][b]Darkness-[/b] This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area are concealed (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.

Darkness counters or dispels any light spell of equal or lower spell level.

[*][b]Fox’s Cunning-[/b] The transmuted creature becomes smarter. The spell grants an enhanced intelligence. Wizards (and other spell casters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save is that spells they cast while under this spell’s effect do increase.

[*][b]True Seeing-[/b] You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement spells, sees invisible creatures or objects normally, sees through illusions, and sees the true form of poly-morphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal/Astral Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment spells, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

[*][b]Illusory Script-[/b] You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.

Any unauthorized creature attempting to read the script triggers a potent illusory effect. Only those with a high rank or power level can look away with only a mild sense of disorientation. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.

The casting time depends on how long a message you wish to write, but it is always at least 1 minute.

[*][b]Invisibility-[/b] The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe.

Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

Invisibility can be made permanent (on objects only) with a permanency spell.

[*][b]Without A Trace-[/b] The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by non-magical means.

[*][b]Spider Climb-[/b] The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The subject gains a climbing area of 20 feet; furthermore, it need not speak the spell to traverse a vertical or horizontal surface (even upside down).

A spider climbing creature retains its dexterity (if any) while climbing, and opponents get no special bonus to their attacks against it.
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[center][u][i][b]3rd Rank[/b][/i][/u][/center]
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[*][b]Deep Slumber-[/b] This spell functions like sleep, except that it affects 10 creatures.

[*][b]Deeper Darkness-[/b] This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.

Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

[*][b]Evil Warding-[/b] This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a greater deflection rate and a greater resistance. Both these apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

The barrier does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil. If the barrier fades before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature/being. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. [i]Good/holy/divine summoned creatures are immune to this effect.[/i] The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.

[*][b]Misdirection-[/b] By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. [i]Neither the subject nor the other object is safe from this effect.[/i]

Detection spells provide information based on the second object rather than on the actual target of the detection.

This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

[*][b]Non-detection-[/b] The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, location, and detect spells. Non-detection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must be a power level higher than the level of the spellcaster who cast non-detection.

If cast on a creature, non-detection wards the creature’s gear as well as the creature itself.
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[center][u][i][b]4th Rank[/b][/i][/u][/center]
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[*][b]Clairaudience/Clairvoyance-[/b] Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need sight, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired.

Unlike other vision/seeing spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect.

Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

[*][b]Dimension Door-[/b] You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. You can bring along objects as long as their weight doesn't exceed what you can lift. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If there is no free space within 100 feet, you and each creature traveling with you are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet or spell simply fails if there is no free space at all.

[*][b]Freedom of Movement-[/b] This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled.

The freedom of movement spell does not, however, allow water breathing.

[*][b]Greater Invisibility-[/b] This spell functions like invisibility, except that it doesn't end if the subject attacks.

[*][b]Locate Creature-[/b] This spell functions like locate object, except this spell locates a known or familiar creature.

You slowly search and will sense the creature when you are facing in the direction of the creature is in, provided it is within range. You also know in which direction the creature is moving, if any.

The spell can locate a creature of a specific kind or a specific creature known to you. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

Running water blocks the spell. It cannot detect objects. It can be fooled by illusion, non-detection, and poly-morph spells.
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[center][u][i][b]5th Rank[/b][/i][/u][/center]
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[*][b]False Life-[/b] You harness the power of un-life to grant yourself or another creature a limited ability to avoid death.

[*][b]Erase-[/b] Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell.

Non-magical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing non-magical writing is only 90%.

Magic writing must be touched to be erased.

[*][b]Enervation-[/b] You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. If the subject is of a lower level than the caster, it dies.

Assuming the subject survives, it regains lost life force after a number of hours equal to your level (maximum 4 posts). Usually, this has a chance of permanently draining the victim’s life force, but the negative levels from enervation don’t last long enough to do so.

An undead creature struck by the ray temporarily gains a boost in attacking power per 1 post.

[*][b]Soul Swap-[/b] a demonic incantation written and cast to switch souls with a creature temporarily.

It requires a lock of hair belonging to whoever the caster wishes to switch souls with, as well as their blood to be exchanged.
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[center][u][b]Basic Skills[/b][/u][/center]
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[*][b]Summoning-[/b] Beginning at Class 2 a Reaper can summon his/her chosen weapon from an extra dimensional pocket.

[*][b]Ethereal Jaunt-[/b] Beginning at Class 2 the Reaper can enter the ethereal/Astral plane for 3 posts. This improves to 6 posts a Class 3. At Class 5, the Reaper can freely enter the ethereal plane for as long as they wish.

[*][b]Leaping-[/b] This ability functions like dimension door except that the Reaper does not require any thought or spoken incantation (It's like Flash Step on Bleach).

[*][b]Death Aura-[/b] All Rapers of Class 2 and higher carry this 'ability' with them. their aura is heavy and causes many to freeze or become fearful of the Reaper.

[*][b]Shadow Jump-[/b] The Reaper may jump from one shadow to the other, the total distance cannot exceed 10 ft per post.

[i]Note: Not all Reapers have this ability. This is an ability class ability that only some groups of Reapers may have.[/i]

[*][b]Death's Door-[/b] Unlike the Darkness spells, this is only an ability used during the actual reaping of a soul. Darkness that becomes a barrier surrounds the targeted creature.

Should they try to escape the are, they will only run in circles, thus ending right back up where they started. This only activates on the Reaper's will and does not have to be used.

[*][b]Mask of Death-[/b] The Reaper can summon a skull mask on his face and those who see it see their deaths. The mask disappears after 1 posting turn and can be used up to three posting turns.
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