THE OOC of the Path Spells.
THE PATH SPELLS
Mulengi Dori
Purifying Charm - hides all evidence of Magic being used
Emotion Charm- influence at persons basic emotions. It can be used it two ways.
Alarm Charm - sends a tingle through the wearers body when there is a potential of danger. Helpful in situation such as at your home or business.This can be used as mulengi dori you wear as well.
Key Sigil -This sigil allows the user to unlock any door.
Sheild Charm/Sigil - This charm creates an energy shield around one a Phral when a physical attacks occurs against them
Prison Sigil Ward -This creates a energy shield to hold any supernatural or person in place.
Illusion Protection - Blocks the power of illusion being used on you
Drabarni
Truth Be Known Potion -This potions will cause a person to tell the truth nonstop for 3 hours (cannot lie)
Sleeping Beauty -This potion will cause a person to fall into a deep sleep for 2 hours. Person awakes suddenly
Energizer Bunny Potion- This potion gives an extra boost of energy to an injured or sick person. It does not heal them but allow them to move with ease regardless of wound. The reaction is similar to given a person an adrenaline shot.
Paralysis Potion - The potion will keep a person perfectly still in order to heal their wounds
To the Pain Potion - The potion will remove all pain for 12 hours.
Forget Me Not Potion - This potion will help a person forget the memory
Remember Me Potion - The potion will help a person remember or enhance their memory of an event. This can be used to help get a better description or recall a forgotten memory.
Save The Day Potion -This potion will extend a person's ability to fight off the poison of a supernatural bite.
Ofisa
Power Tell Spell - his spell gives the Ofisa the sense if magic or supernatural abilities were used in a setting.
Location Scrying Spell -This spell locate a missing object or person on a map within a quarter mile
Aura Sense Spell -This spell allows the user can perceive and read auras, normally invisible fields of energy that surround every living thing; this can be used to see a target’s emotions, health status, or moral alignment.
Psychometry Spell - Allows you to perceive residual information from an object. If the Object can hold residual energy from an event that took place in the room or around that object.
Shared Vision Spell - The user of this power can share the vision, with another phral, they are seeing with another person (if using multiple phral to cast the spell you can share up with up to four)
AMIRA
The Stand at Attention or O Hex - This hex causes a man to remain erect when he is in public or unable to get it up in private. If the target is a female in public she will constantly be having orgasms or in private her body will not react to sexual stimuli and a decrease in the want to have sex.
Bad Luck Hex - This will make a person babble incoherently everytime they speak of a named subject for 24 hours. Anytime they try and speak the words that come out make no sense. It could make a person believe they may have had a stroke.
Silence Hex- This will make a target unable to speak for 24 hours. They will believe they have lost their voice.
Confusion Hex - The person will be confused to what they were doing, where they are, who they are etc for 3 hours (rp time)
Pink Eye Problem Hex - This will cause the target to have Pink Eye in both eyes for 5 days
Dark Aura Hex - A dark aura surrounds a person for 3 days. This causes them to be in an angry mood. It doesn’t matter what happens but it causes anger/annoyance in the person. This can cause them to act out in public.
Nightmare Hex - The hex will cause the person to have very vivid and scary nightmares for Two weeks. (unless the hex bag,/totem is found and destroyed or antidote is given)
Dreaming Hex - This hex causes a person's dream to start out nice and calm and as the dream continues it becomes twisted.The user becomes paranoid or has a constant feeling that something bad is coming . The spell will last 2 weeks unless the hex bag is broken or the antidote is given.
Into the Mind Spell - This spell allows the Chiliko to astral project into someone's mind. You astral projecting yourself into the person's mind.
Astral Partner - This spell allows the user to include a partner (must be a phral) with them on an Astral Walk.
Sweet Dreams are Made of These Spells - This spell Spell allows the chiliko to Dream walking. The user is capable of entering the dreams of others. Some users may be able to enter daydreams
Corporeal Spell - The user is capable of creating enough energy while astral projection will be able to move or push small items or land one hit.
Manifestation Spell - While walking on the Astral plane you will be able to show yourself for 3 minutes to those in the physical world.
Cone of Silence Spell - This illusion will prevent others from hearing what you are saying. They will only see you standing there silently.
Illusion Spell - This spell allows user may clone one object into 5 objects for thirty minutes (RP TIME) This spell allows the caster to create a convincing illusnary clone of a object. The spell si particularly usedful for creating decoys, confusing opponents or temporarily multiplying a valuable item for strategic purposes.
Sensory Illusion Inducement Powder/Potion - Sensory inducement Spell- lets user make their target believe they are touch, hearing, tasting and smell. Sight is not included in this spell because as an Armaya you already give them visual illusions. The spell will last for 1 hour once given.
Illusion Reflection Spell - This spell allows user may clone one object into 5 objects for thirty minutes (RP TIME) This spell allows the caster to create a convincing illusnary clone of a object. The spell si particularly usedful for creating decoys, confusing opponents or temporarily multiplying a valuable item for strategic purposes.
Death Blood Illusion Spell - When this illusion is cast, the person who it is used on will believe the persons blood taste like death. This will work on anyone that draws blood and cause them to believe they are tasting the blood of a corpse.
During the Equinox, the Phral came together for a celebratory gathering. It was decided that the Ashmore Circle would cast a spell to delve deeper into the intricacies of magic. As Jolie, the leader of the spell, began the incantations, Lexie hastily rushed to join, accidentally tripping and sending her papers and notes scattering into the circle. The spell took effect, causing a tremor to ripple through the cave. However, to everyone's surprise, nothing significant followed. As the realization set in that no one had gained any newfound wisdom, the others gradually returned to the festivities.
While gathering her scattered papers, Lexie discovered that each one had inexplicably turned blank. Hours of meticulous copying of various spells, potions, and charms had seemingly vanished with the failed spell. The spells were no longer in the Phral Book as if they had never existed. In the days that followed, mysterious voices and subtle tremors, perceptible only to the Phral, filled the air. The call had begun, and with it, unforeseen paths unfolded.
Players have the option to do all the paths. A player can do as many as they want or none at all. It is not required to do magic in Unnatural.
The spells listed above are bonuses for doing the paths. They are reserved for the players that want to do this extra roleplay. Think of them like special abilities if you don't do the paths none of these spells will work for you. Make sure to read the spell descriptions those results are the ones you won't be able to achieve. For example - you will not be able to make your own version of a potion/spell that does that will make someone tell the truth.
NOTES WHILE DOING THE PATH..
We recommend you do the path of your base ability first because it will be the easiest of the abilities for your character to learn. The Path will enhance your ability.
These spells are all new to your character so you may or may not be successful in doing them the first time (roll a dice and see). You do not have to be successful to go to the next clue, but you did need to try the spell IC. The more often you do the spell the stronger you will get with it. (For the Amira you do not have to perform the hex on a person just set it up without the personal item.)
You do not have to record your RP.. this is all on the honor system but if you wish to share it make a journal of it in the discord channels.
It takes 7 full days to complete one path. Doing new magic exhausts your character. Message Lexie Vaher when you start and when you finish (there is a bonus prize at the end of each path.)
You are welcome to do the path with a fellow phral but doing the path with another race is considered a veil break (they may not be able to see the symbols but they can learn where the symbols are and could harm other phral.
HOW DOES IT EFFECT OUR ABILITIES?
The Path spells will enhance your abilities.. your Base ability and the 2 other abilities you have selected as part of your character will grow in strength in knowledge.
For the abilities that you haven't chosen, these paths will be your introductory lesson on how to use those abilities. They will not make you experts in these abilities but give you a stepping stone to start learning and dabbling in them. The unknown abilities will not be easy to do and your character should struggle with completing them.
As you go down the paths, the Spells get harder as you go. When you reach the last spell, that should be the hardest spell you learn to do.
For the harder spells especially with the abilities you don't have, we recommend you find another phral with that ability to assist you in doing them. Their abilities will increase your success and can offer you advice. Example - Astral Projecting for the first time? Find a chiliko to sit with you and give you advice.
Once you complete the paths and have tried the spells once you may rewrite the incantation or the ritual in how to make it. The only think you can't change is the results and limits.