These are charms/sigils/amulets/artifacts that you can make for everyday use. An example of this charm is home protection.
These charms can be made throughout the month but are more effective (lower chance of failing) if they are made on the full moon
These charms can be used once before they need to be recharged. If they are not recharged they need to be recharged monthly.
The person you give the charm to should be given a notecard explaining what it does, its limits, and how it needs to be recharged.
These are charms/sigils/spells/potions that block another race's ability. This includes blocking detection as well as the more aggressive abilities like Glamor.
These types of spells/charms can only be made on the full moon
A Phral can create ONE (1) of these per Full Moon (not one of each, but only ONE)
Newly awakened Phral will not be able to make them independently, and will need assistance from other Phral.
Players who do not have Mulengi Dori as their base ability cannot make the anti-glamor charm, scent masking, and protection charm from an incarnation.
Players may not make the anti-illusion charm without doing the path first (those that are not mulengi dori will find this hard to do)
Any new power-blocking spells/charms etc need Community lead approval.
Players may only wear one of these at a time. (this includes sigils)
These charms need to be kept separate from each other or they cancel each other out. Advise other characters to not carry both, an anti-glamor and Illusion charm in the same bag.
See Sigil Page for more information on how these can be used for these type of charms.
These are charms or other artifacts that are earned during special roleplay events and are handed out by the Community Lead. ICly, they are magical "gifts". These charms are limited ones and follow different rules than the other charms
Cannot be made
These are earned during roleplay events by community leads
These charms can be stolen from the phral.
Limitations of these charms are given with the notecard when they are passed.
Do not count against the other charms so you can wear multiple of them.
Not every Phral event will have one of these charms.
You must be active in throughout whole event
We do not announce which events will end up with an artifact charm or what it will be.
The types of Spells tend to create the most problems in roleplay. They are often seen as overpowered and as a form of metagaming.
We do understand the want to protect your character however if we block all the others races abilities, it takes away the danger of roleplaying with Vampires/werewolves etc. Having bad things happend to your character helps you character learn and grow.Part of the fun in creating stories in this type of setting is that there is danger and we are vulnerable. Removing all obstacles or dangers that your character may face does your character a disservice.
Supernatural Sense Charm - these necklaces alert the user that there are other supernaturals around. It does not allow the wearer to know what supernatural is around them. The charm is not really good in large crowds in Ashmore (simply because most of the town is Super and is always going off)
Hidden Smell Charm- This blocks all smell from the wearer so those that rely on smell to detect their race cannot.
Degera Timepiece Magic - once activated freezes a person for one full post round followed by one round of recovery. The charm has to be activated with the proper word and takes a lot of concentration to work. This is a one use and recharges itself every 12 hours.