[attr="class","section"]Equipment
• Risyl | The "formal" name of a black cane that is always on Gabriel's person. He sometimes requires it to walk around or use as support if he grows too winded from his shenanigans. While appearing rather innocuous, it actually conceals a hidden rapier blade that Gabriel can unsheathe to surprise any foes who get in his way.
• "Plan Z" | Humorously nicknamed, "Plan Z" is a simple dagger that Gabriel keeps hidden on his person. In case surprising someone with Gabriel's various other tricks doesn't work out, the dagger serves as a sort of "last resort" option to surprise a foe. Unless Gabriel manages to retrieve it after use, "Plan Z" is almost always a different dagger and is hidden on a different part of his body.
• "Deck of Many Things" | A strange tarot card deck that Gabriel says lets him "read the stars" and converse with his "friends on the other side". Supposedly an unusual cultural tradition amongst certain groups. Gabriel's readings can be deceptively keen if one decides to play the game with him... Rumors even suggest strange occurrences happening after one gets a reading from him depending on the results.
• Elysium Set | Various different outfits and makeup of a distinct gothic sensibility that Gabriel is almost exclusively seen wearing. Also includes Gabriel's signature nice hat. Not much more to them than that.
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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.
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Bombs | Explosives that can be thrown, rolled or used in many different ways. Be sure to get out of the way before it explodes!
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Bombchus | Bombchus are cute little mouse bombs that move in a straight line when set and can go up walls. Any upgrades to Bombs will also apply to Bombchus.
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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.
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Pictograph | A personal pictograph that Gabriel owns and occasionally makes use of if he needs to keep track of something or merely show off.
[attr="class","section"]Magic
Nayru:Initiate:• Water Magnet | Causes water to magically fly toward the user and stick to their skin for whatever purpose.
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Purify Water | Creates pure drinking water from a previously undrinkable source, such as stagnant or highly saline bodies of water. Removes harmful minerals that would otherwise make the water undrinkable. Affects a gallon of water per usage.
• Ice Mist | The initiate casts a small cold mist from their hand that is capable of creating frost. If concentrated, the caster may freeze a gallon of water within an hour. The user may also use this mist to cool themselves by emanating it from every pore in their body.
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Dry Out | The caster is able to instantly dry out small objects and clothing if they are wet.
Novice:•
Water Orb | The power of water is formed into an orb that can be fired from the palm, or thrown as a projectile. Can be charged for more power.
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Icy Shot | A chunk of brittle ice is conjured out of thin air, and may be fired from the palm or thrown as a projectile. The ice shatters upon impact. May be charged to pack more ice.
• Ankle Flood | The caster causes a fount of water to burst from the ground and gush for ten turns. If cast in an enclosed room, may raise water level up by a foot. Does nothing to inhibit movement, but can hide runes beneath it or prepare for water-based attacks.
• Flash Freeze | Freeze a small amount of water near the caster into solid ice. It cannot freeze an entire lake, but enough to create a 4x4 platform that may be climbed onto.
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Ice Trap | The caster creates a floor of ice that may cause enemies to slip, though it has other uses as well. Has a 3 turn cooldown.
Apprentice:
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Chilling Refreshment | A gentle chill radiates throughout one’s allies as their wounds are healed. The user can also heal themselves.
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Cyrogonal Strike | This allows for the user to manifest spikes of solid ice before sending them flying at their foes.
• Icy Wind | Allows the user to create a frozen gale that emanates from their palms. Can be held indefinitely but drains the user's energy quickly. Builds frost when concentrated on a target and slows their movement significantly.
• Wall of Ice | The user creates a large barrier encased in summoned ice. The ice can be broken through with enough power, or with fire. Spell is subject to a 5 turn cooldown.
Adept:
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Faithful Gush | A chosen patch of ground erupts with a forceful, high-pressure geyser of hot water that throws targets into the air. This water is undrinkable and may burn skin if in direct contact.
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Hydro Cannon | The user is able to launch a torrent of water from their hands or mouth, effectively becoming a walking hose. Can push targets and will drench them. Can be used indefinitely but drains energy quickly.
Expert:• Mist Guise | The user summons a mist that changes the appearance and physiology of the user, allowing them to hide their true identity entirely. Requires a significant amount of magic to perform, but will last until the caster enters combat.
• Liquify | The user's body temporarily takes liquid properties, making it difficult to hit with physical attacks, and can pass through surfaces such as grates. The state lasts three turns, and requires five more of cooldown once it expires before it can be used again.
(More May Be Added In Due Time)