[attr="class","header"]Lowain's Inventory
[attr="class","section"]Equipment
•
Missiletainn | A curious sword that Lowain personally wields with a distinctive dark blue colored blade. Despite its unique appearance, it doesn't appear to have any particularly noteworthy properties. Lowain, however, insists that it is actually an unearthed legendary weapon on par with the Master Sword.
• Abyssal Garb of Dark Aegis | The clothing and light armor that Lowain dons when out on the field. Look a little "edgy", but are befitting of a true Sheikah regardless.
•
Adventurer's Pouch | A magic bag commonly sold in towns. It is able to hold an incredible amount of items, so long as they are of reasonable size, from bottles to weapons without weighing down the user. Should the user reach inside, what item they pull out is decided by what the user's mind feels it needs. Should they not be thinking of anything, the item they pull out will be random.
•
Deku Nuts | These nuts can stun your foes, or leave you time to escape! Infinite use, but try to be reasonable about how many you may have per thread.
•
Clawshot | Perfect for grabbing things or for clinging to surfaces. The Clawshot is able to precisely shoot a claw that can latch onto things, and either bring them back or send the wielder flying toward them.
•
Hawkeye | Need something better then a telescope? Or perhaps you're looking to enhance your aim with a bow? The Hawkeye will allow one to see further distances and zoom in more then a normal telescope could! Just remember if you're using it for combat, it takes time to use the Hawkeye and adjust it, leaving you open for attack.
[attr="class","section"]
Magic
Demise:Initiate:
• Light Snuff | Causes the shadows to reach out and extinguish a small natural light source. Must be strengthened in order to snuff out stronger light sources. Does not affect Hylia light sources.
• Shadow Eyes | See into the dark with proper vision for thirty feet. May be switched on and off at will, but expends energy quickly.
• Shadow Grab | Cause a part of your shadow to independently move and manipulate small items within reach.
• Unnerving Pull | At the behest of the caster, pulls a small object from a distance of ten feet.
Novice:
• Dark Orb | The caster is able to summon orbs imbued with darkness, and fire them at their opposition. Can be charged for more power.
• Impish Trickery | This spell will allow the caster to turn a single, inanimate object invisible to all but the user. This effect is indefinite but will feed on the user's energy until it is cancelled. A neat party trick, or a way to hide something from inquiring minds.
• Corrupting Dark | The user infuses spells from other schools with the dark power of Demise, both for themselves and allies. Does not work on Hylia magic.
• Leech Energy | The user pulls vitality or energy out of living creatures on a small scale to replenish themselves.
• Pocket Void | The user’s shadow expands out and begins to remove unwanted objects from the immediate vicinity by causing them to sink into their shadow. The items received are stored in a pocket void. Use of this spell in shopping and military areas is prohibited by a nationwide law. Maximum carry limit is 50 pounds.
Apprentice:
• Dark Blast | A launched Dark Orb explodes to create a series of smaller dark orbs to launch within a short range. The trajectory and method is up to the user. May be charged for more power, but doing so will increase the speed at which the orbs travel. Requires Dark Orb.
• Devilish Trickery | Allows the caster to harness illusions, causing an opponent to hallucinate. While this can be held indefinitely, it will drain the user’s energy pool. Once it has been used and stopped, it cannot be used again without rest.
Adept:
• Reach of the Wallmaster | The caster summons a shadowy, disembodied hand the size of their own hand to perform one action. May be used to pull objects closer for use, strike, or choke something, to name a few ideas. If the user is strong enough, they may pull a human-sized target towards themselves.
• Dark Fireworks | The user concentrates their magic into a sparking ball that radiates dark elemental electricity. Requires a few seconds to charge, but once fired will home in on the target and deal serious damage if it hits. Can be deflected back with enough power.
• Veil of Shadows | The user afflicts blindness to a target by veiling their vision in shadow. Subject to a five turn cooldown. Has no effect on something already blinded.
• Dark Extinguisher | The user exudes a physical darkness that extinguishes lights within a 30 foot radius. It does not extinguish Hylia-generated lights, but instead covers the light effect for a few seconds.
Expert:
• Shadow Veil | The user blends into the shadows making stealth much easier. Lasts for three rounds, and needs another three rounds of cooldown once it expires. Spell is cancelled if the user takes damage. Requires Impish Trickery.
• Fist of the Wallmaster | The user conjures a larger shadowy disembodied hand to attack their target for a turn. May be used to pull larger objects closer for use, strike, or crush something, to name a few ideas. The Wallmaster can drag around weightier objects or individuals that are three times the user’s own weight. Requires Reach of the Wallmaster.
• Shroud of Shadows | The user emits a shroud of shadow that blankets a field of battle in darkness for about 30 ft. Those who have sight in darkness can still see others trapped within. The shroud lasts five turns before dissipating. Requires Veil of Shadows.
Farore:Initiate:
• Minor Spark | Send a jolt of electricity through your fingers into a target. May light a fire, cause sudden, minor discomfort, or jumpstart a mechanism.
• Feather Fall | Allows the user to fall slower at the expense of being blown by the wind.
Novice:
• Shock Bolt | Sparks charge in the palm of the wielder, turning into a bolt of electricity that can be fired quickly.
Apprentice:
• Lightning Snap | With the snap of their fingers, the caster will cause lightning to explosively discharge on a location. Can be aimed at any distance within 30m of the user's vision. Causes metal objects to be charged.
Adept:
• Farore's Judgement | The caster becomes capable of continuously surging electricity from their fingers at an opponent. Can be held indefinitely but drains the user's energy quickly.
• Static Shock | The mage can choose to positively charge three targets with sparks that draw electricity. When the link has been made, the user can unleash a shock of electricity that bounces between all three targets, and zaps whatever units stand in the path of the charged targets.
Expert:
• Magnetism | The user channels electricity into either their hands or feet in a unique way, creating a magnetic force that grants different effects depending on where it's focused. Can choose one of the following effects; regardless of which one you choose, it lasts for 5 turns, and both cannot be used at the same time:
- Magnetize their hands, allowing them to either attract metallic objects toward them so long as its small and/or light enough to fit in their hands, or launch a similarly sized metal object out of their hand at a high speed to attack an opponent.
- Magnetize their feet, allowing you to scale any kind of metallic surface regardless of how sheer or steep it is. Can also be used to anchor yourself to the ground so long as there's at least some metal (natural or otherwise) on or in the ground beneath you.
• Farosh’s Breath | The expert exudes a forceful blast of thunderous electricity from their mouth that shocks enemies and blows apart weak structures. May push targets back and stun them for two turns. May incite fear in weaker-willed monsters or creatures. Subject to a four turn cooldown.
Hylia:Initiate:
• Project Thoughts | Project your thoughts into a person or creature. If two individuals know this spell, they may converse with their minds. Cannot read a person’s thoughts.
• Holy Glow | The surface of the caster’s skin emits a light that pierces through darkness, and discourages small monsters influenced by darkness from attacking them. This does not work on a monster that is naturally hostile.
• Light Pointer | A concentrated, laser-like light is generated from the tip of the caster’s finger. Does no damage, but can be used to point people to things or get their attention. Range of 1 Mile.
Novice:
• Sphere of Light | The spirits of light are formed into an orb, which can be fired from the palm or thrown. Can be charged for more power. Additionally, the caster can cause the orb to hover indefinitely above their head, follow their movements and illuminate surfaces around them, essentially serving as a makeshift torch.
Apprentice:
• Healing Gaze | A healing light washes over the target as their wounds are healed. The user can also heal themselves.
Adept:
• Smite | The user taps into the power of light to launch a blast of holy energy at the foe. Especially effective against monsters and beings of darkness.
• Blade of Evil's Bane | When casted, the user's weapons glow with a hot and bright light. The surface of these weapons are white hot to the touch, and can deal incredible damage to enemies that specialize in dark elements. The weapon will also emit a great deal of light, making for an emergency torch if necessary. This effect is indefinite but will feed on the user's energy until it is cancelled.