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URealms Roleplay Card Thread

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  • edited March 17
    In a different world- The caster feels the loving embrace of an illusional companion that is important to them. The person feels loved and cared for. The spell doesnt end until the caster pulls away. If the caster has never had somebody important to them, the creator of the spell appears instead and whispers words of support. 

    Lock item- The caster lets go of an item, and that item remains where it was released, unmoving unless pushed against or picked back up. This spell was created by a disorganized wizard that used this rather than just put things away. 

    Your card- You cast a spell on a deck of cards. A card that a person then picks from that deck will appear on top. The original caster of this spell was upset when he couldn't figure out how Nisovin managed to do the same to him without casting a spell. 

    Meditate- This spell helps its user calm their mind and body, allowing them to think without physical or mental distraction. A sense of time disappears for the individual, but the spell will end if there is a high risk of harm such as starving to death or being in a flaming house. 

    Oh What Was It Again?- This spell allows its caster remember if they are forgetting something that they intended to do or get. This spell is so popular among local market users that many establishments now have it cast on doors so that shoppers remember if they are missing anything before leaving. 

    Promise- This isn't actually a spell. It's a little ritual done by people as a sign of honesty and trust. It's origins are from the night of the Birth of Magic, where a parent and a child promised they would see each other again after having to be separated. Nobody knows if they saw each other again, but the common telling is that they did.

    Keep Me Close- This spell captures a happy moment as it is happening, and then that moment is crystalized into an orb. When the orb is held, the person has a flashback to the moment that feels like it is passing in real time, but is actually instant. 

    Spell of Signing- Puts up a warning sign to warn people of something dangerous, but can only be done if somebody has died or has been injured by it. It also tracks the number of people who die in that manner. This spell was very popular after the birth of magic, as nobody really understood what would kill them anymore. 

    (there is another thread for rp spells here: https://forums.urealms.com/discussion/6193/roleplay-spell-ideas )
  • Statuette: Shape materials into a statue that counts as a breakable Wall Terrain. 
    Always Critical Hits when used on a corpse or pile of body parts or bones. 
  • Bunnify: Cause an animal to be in heat. If it find a BEast it can have offspring with, they will start spawning Minions you can cook upon killing them, then eat to fill your Stamina.
  • Gloves of Applause - A pair of Enchanted Gloves regardless if the possessor is wearing them will begin to clap excitedly in accompaniment of fanfare & the cheering of a crowd when a 20 is rolled. It makes the character who had to roll feel good and gives them a morale bonus and stamina boost.
  • Substitute D-: A spell that teleports you 5 spaces and places an obvious substitute where you stood.
  • Candy Vision - A spell that will turn items you want into delicious candy suited for any taste on high rolls. Each use of this spell slowly turns the wearer into candy but at such a slow rate that the user won't realize until its too late.
  • edited March 17
    Cubzerk: Take the form of a small High Bear. This form doesn't empower you in any way, but may scare people around you.
  • Deja you 

    A spell that lets share memories however half the time you share the wrong memory revealing something they weren't meant to see. however whilst they are re living the memory you have no idea what they are experiencing. 

    card text : "Offer a memory to someone you touch from your mind, for as long you two remain in contact they will re-live the memory through your eyes. However there's a 50 % chance the memory will accidentally be of something you would consider embarrassing you did instead of the intended  memory but you have no idea of what the other person is experiencing.  "


  • @Antarcticfox That sounds amazing and hilarious! And I could actually see it being used in campaigns!
  • Just watched the most recent lore building video and was inspired.

    Pizza Time
    Summon an Elven sandwich from the Realm of Holding that is very yummy and makes you feel good.
  • Self Filing Map.
    a empty map That fills up as you explore an area. The map constantly changes showing how the explord area change over time like If creatures move in or the landskap get altered, it is often used to other explore new areas or as surveillance. 
  • edited March 22
    Matching collars.
    collars for you and a friend, when you buy this iteam you can give it to a alia, when your alia That you give this iteam to bacic attack, you get a free bonus action. 
  • someone have most likely already write this down somewhere but i will just mention it quickly in case it's somehow slip by everyone, Death Stare
  • edited March 24
    The deck of many things: It's a deck of cards with a cool name, it does absolutely nothing but you can use it to play a game of cards
  • Bottle of Lemonynade
  • Phoenix Down: a feather from a phoenix, it is very pretty feather that is worth a lot to certain collectors.  Some people believe that these feathers can resurrect people. but they can not 
  • edited March 26
    I only have names:
    • Reverse Causality
    • A Plexaflexaplex
    • Gentleman's Bouquet
    • Miniature Cheesewheel
    • Black Boar Boomerang
    That's all.
  • edited March 27
    Me and my friends were working on a bunch of RP Items for our own update to Urealms, we already made cards but we ended up using alterations and custom art for our own cards so I am just gonna throw them in here from our Doc. We pretty much saw it as an opportunity to bring back the good ol accessories in a fun way.
      • Boot Spurs: Boots made to tame and control animals you’re riding. Once per Campaign, you can spur your mount on, granting them an additional action. This Card may be placed in the Abilities or Passive Slot.

      • Sportswear: Clothing decorated in the colors and insignias of a local sports team. Once per Combat, you do not have to roll to Sprint. This Card may be placed in the Abilities or Passive Slot.

      • Diary: A personal record of your life, or that of another person. up until current day. Once per Campaign, you may make a claim about the owner of the diary that cannot be disputed by players or the GM, so long as it doesn't go against world mechanics. This Card may be placed in the Abilities or Passive Slot.

      • Camping Set: You always come prepared for the outdoors, bringing tent, sleeping bag, and other things for the Campaign. If time permits it during the Campaign between encounters, you can rest, granting an additional 20 Stamina at the start of the next encounter. This Card may be placed in the Abilities or Passive Slot.

      • Torch: A small piece of timber with a cloth wrap on the end, that can be ignited as a light source. Once per Campaign, make a Basic Attack inflict Burning on a Target. This Card may be placed in the Abilities or Passive Slot.

      • Projecting Lantern: A lantern with distinct shapes and lines, used to create ornate shadow puppets. Once per Campaign, gain the use of the Bard’s Storyteller ability. This Card may be placed in the Abilities or Passive Slot.

      • Regal Cape: A cape worn in certain cultures as a symbol of status, though burdensome to wear. Move Actions while wearing this will force you to roll in order to see if you get caught on anything. This Card may be placed in the Abilities or Passive Slot.

      • Cast (Molded cast): A mold of material placed around a limb, limiting movement but allowing it to heal properly. Attacks that hit the limb the cast is on will deal 15 additional damage. This Card may be placed in the Abilities or Passive Slot.

      • Braces: Makeshift metal fixtures placed on teeth in order to hold them in place, but makes it hard to eat or drink. Anytime you use a consumable, take 5 Damage. This Card may be placed in the Abilities or Passive Slot.

      • Trench Coat: A long coat that can hold anything in it, making you look somewhat suspicious. During Character Creation, you can secretly buy 1 item from the shop to place in the trenchcoat. This Card may be placed in the Abilities or Passive Slot.

      • Fireworks: A set of dangerous fireworks you keep for celebratory occasions. Once per Campaign, you can set off the fireworks, rolling 6 Dice to make sure they don't backfire. Anytime they are used after winning a Combat Encounter they are always a critical success. This Card may be placed in the Abilities or Passive Slot.

      • Ruined Fragment: A ruined piece from something that was dear to you, now gone. Once per Campaign, you can choose to not lose your Actions on Critical Failures. This Card may be placed in the Abilities or Passive Slot.

      • Walking Stick: A necessary tool for you to be mobile. You are unable to sprint with Move or Roleplay Actions. This Card may be placed in the Abilities or Passive Slot.

      • Hobbyist’s Tools: You carry around specialized tools for one niche hobby that doesn't have much practical use. Once per Campaign, a RP action relating to your Hobby will Critically Succeed. This Card may be placed in the Abilities or Passive Slot.

      • Snack Bag: A small bag of personal snacks you carry around just in case. Once per Campaign, these snacks can be used to distract a targeted beast for one Round of Combat. This Card may be placed in the Abilities or Passive Slot.

      • Glasses: You’ve always had issues with vision, and need these to correct it. Anytime you don't have your glasses on, you are Permanently Blinded. This Card may be placed in the Abilities or Passive Slot.

      • Compass: A tool with the Cardinal Directions, always pointing north, a useful tool to guide those who are lost. Once per Campaign, make an attack in a Cardinal Direction a No Roll Action. This Card may be placed in the Abilities or Passive Slot.

      • Scarf: A comfy, warm scarf. Once per Campaign, ignore an Attack that would Freeze you. This Card may be placed in the Abilities or Passive Slot.

      • Frying Pan: A heavy cast iron pan, durable and good for cooking. Once per Campaign, ignore the damage of a projectile attack. This Card may be placed in the Abilities or Passive Slot.

      • Whetstone: A stone used to sharpen dull weapon. Once per Campaign, sharpen your weapon or that of another Ally to deal Triple Damage with their next Basic Attack. This Card may be placed in the Abilities or Passive Slot.

      • Badge of Honor: A badge or medal that was given to you for your services and accomplishments. Once per Campaign, ignore the damage of a projectile attack. This Card may be placed in the Abilities or Passive Slot.

      • Headband: A cloth generAlly placed over the head to catch sweat during intense work or exercise. Once per Campaign, when you are CriticAlly Hit, gain a Bonus Action. This Card may be placed in the Abilities or Passive Slot.

      • Hangover Cure: A small vial of a gross substance, popularly known as a cure to bring people out of hangovers. Once per Campaign, you may use this to bring a Character out of the Stunned Status Effect. This Card may be placed in the Abilities or Passive Slot.

      • Pocket Globe: You've travelled around a lot, recording your travels on this small sphere. Once per Combat, you do not have to roll to Sprint. This Card may be placed in the Abilities or Passive Slot.

      • Well-Worn Textbook: A book from your previous studies. Once per Campaign, you may change a Low Roll on a Spell to an Average Roll. This Card may be placed in the Abilities or Passive Slot.

      • Thermal Jar: An enchanted container that keeps food warm. Restore 5 stamina when you use a consumable. This Card may be placed in the Abilities or Passive Slot.

      • Peg Leg: A replacement to a leg you lost. You must now roll in order to use a Move Action. This Card may be placed in the Abilities or Passive Slot.

      • Money Pouch: A bag frequently held by stingy people. Gain 1 extra Stamina for every 20 gold remaining at the end of Character Creation. This Card may be placed in the Abilities or Passive Slot.

      • Jar of Tar: A container of a very sticky resin derived from trees. You cannot be disarmed. This Card may be placed in the Abilities or Passive Slot.

      • Metal Piercing: Facial or body piercings to complete your look. You deal and take 5 extra damage with Melee Basic Attacks on High Rolls. This Card may be placed in the Abilities or Passive Slot.

      • Idol: A small artifact of worship for your god of choice. Once per Campaign, you may invoke their blessing, and use a Class
        Ability as a No-Roll Bonus Action. This Card may be placed in the Abilities or Passive Slot.

      • Whittling Knife: A blade used by hobbyist woodworkers. Items made of wood cost 50 less gold during Character Creation. This Card may be placed in the Abilities or Passive Slot.

      • Child's Portrait: A painted photo of your child that you keep with you. Once per Campaign, if an adjacent Ally is about to Death Roll, you may roll to Block the attack to prevent it. This Card may be placed in the Abilities or Passive Slot.

      • Compact Case: A small briefcase that you keep important documents in. Add +1 to your roll when performing a diplomatic role play action. This Card may be placed in the Abilities or Passive Slot.

      • Locket: A gift of a loved one you keep with you at all times. Once per Campaign, ignore an Attack that would Charm you. This Card may be placed in the Abilities or Passive Slot.

      • Notebook: A notebook your character uses for sketches and writings. Once per Campaign, whenever a non-Legendary Spell Scroll is used, create a copy of that Spell and place it in your Inventory. This Card may be placed in the Abilities or Passive Slot.

      • Travel Rations: Simple portions of food, prepared to last for extended periods of time. Anytime you use a Consumable, restore 10 Stamina. This Card may be placed in the Abilities or Passive Slot.

      • Enchanted Jewelry: You adorn yourself with jewelry and artifacts. You may place a Treasure or Passive card in your armor slot. This Card may be placed in the Abilities or Passive Slot.

      • Collector’s Journal: A book filled with preserved insects, flowers, or other small specimens. Your niche knowledge allows you to ignore one Status Effect Once per Campaign. This Card may be placed in the Abilities or Passive Slot.

      • Wig: You have lost your own hair, and use this to cover your shame. At any point if this wig were to fall off your head, you must roll to see if you are Stunned. Only Low Rolls will Stun your character. This Card may be placed in the Abilities or Passive Slot.

      • Hair Dye: Colourful dyes that you use to express your individuality. Once per Campaign, you may use a Regular Action during the Enemy’s Turn. This Card may be placed in the Abilities or Passive Slot.

      • Steamwhistle: A bronze tube with a hand crank used to build up pressure, frequently used by tinkerers to kickstart mechanisms. Some children like them for the loud whistle they emit when released. Once per Campaign, you may set off the whistle to Silence the nearest Target, whether friend and foe. This Card may be placed in the Abilities or Passive Slot.

      • Star Necklace: A small pendant depicting your favourite constellation. Once per Campaign, you may use a Class Ability as a No-Roll Bonus Action. This Card may be placed in the Abilities or Passive Slot.

      • Stenciled Handkerchief: A small cloth embroidered with the initials of a prestigious family. You may attempt to cure Poison by sneezing the toxin out. This Card may be placed in the Abilities or Passive Slot.

      • Lightbox: A magical device used for taking photos, though it requires staying still for several seconds. You may request that the GM takes a screenshot of the board at any time. This Card may be placed in the Abilities or Passive Slot.

      • Gnomish Multitool: A handy, compact device containing many useful tools and a nail file. Low Rolls count as High Rolls when attempting to work with some sort of mechanical device. This Card may be placed in the Abilities or Passive Slot.

      • National Pin: A small pin, depicting a flag or symbol from your home. You may ignore knockback once per combat. This Card may be placed in the Abilities or Passive Slot.

      • Perfume: A bottle of a sickenly sweet smelling aroma that you like to use. Add +1 to your roll on Abilities that cause Charming. This Card may be placed in the Abilities or Passive Slot.

      • Important Package: A special parcel that you’re personally delivering. If succeed in a Legendary Roll while you already have your Legendary, you may choose 2 other players to receive their Legendaries instead of one. This Card may be placed in the Abilities or Passive Slot.

      • Hard Helmet: A protective head cover used in hazardous work environments. Once per Campaign, ignore an Attack that would Stun you. This Card may be placed in the Abilities or Passive Slot.

      • Glass Eye: You lost an Eye in an incident in your past, but this replica has taken its place. Once per Campaign, ignore an Attack that would Blind you. This Card may be placed in the Abilities or Passive Slot.

      • Gang Sign: An accessory, jacket, or other symbol of a group you are a part of.  Once per Campaign, you or your Companions can take a Death Roll on behalf of each other. This Card may be placed in the Abilities or Passive Slot.

      • Smokey Candle: A scented candle frequently used during meditation. Reorienting yourself through meditation can cleanse you of all Status Effects, but you must not be interrupted while focusing. This Card may be placed in the Abilities or Passive Slot.

      • Fancy Shoes: An extravagant but unwieldy pair of shoes that completes your look. Take 10 Damage anytime your fail a Move Action. This Card may be placed in the Abilities or Passive Slot.

      • Dreamcatcher: A small net spun from the thread of Dreamspinners in a frame, adorned with feathers and beads. Anytime a Dreamweaver spell is used on the Battlefield, you gain a Bonus Action that must be used to empower their spell. This Card may be placed in the Abilities or Passive Slot.


  •  Shadow Mantle.
    a black mantle That lets you turn in to a shadow and hide in the shadow of others. 
  • Slide of Fot.
    you are born with magic feat That lets you slide on the ground as If it was ice. Some se this as a cures wile others se it as a gift. 
  • Catnip Perfume
     A Raskum perfume That has a bland smell for most races But smell intoxicatingly good for Raskums. 
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