Taking off the Human Size Charm Common Magical Item.
Humanoid, Cervitaur, and Peryton Shape-Shifting - Whenever an oricenta shapeshifts their body glows and turns into a cell-like form to make morphing easier with no pain. No matter the oricenta’s form, their markings stay on their face. When an oricenta is shifting, they are vulnerable. Depending on how far they are, being interrupted can force them out of the shifting process into a half-shifted and disfigured form. Their aolin is also visible in this form and can be attacked to strip the oricenta of most, if not all, of their magic.
Charm: Cold Bracelet - The person wearing this charm will be kept cold when in warm areas. The charm can only handle temperatures up to 38 degrees Celsius. Anything past that will temporarily disable the charm for an hour. The charm needs no charging, but while worn, the wearer cannot benefit from their species' cold and water immunity abilities. They will not be able to breathe underwater, nor will they be able to fly in the rain without losing their ability to fly soon after. They will gain no strength from being in cold or wet areas.
- Humanoid Form - The oricenta only has two legs of a deer, but where the hooves should be are the talons of an owl. Their wings are placed on their back.
- Cervitaur Form - The oricenta has the upper body of their humanoid form, but the lower body of a deer. Their hind hooves are replaced with talons, and their wings are moved to the sides of their deer body to better support them during flight. They are around 8-11 inches taller than their humanoid form.
- Peryton Form - The oricenta's body is similar to a peryton: a deer with owl wings and hind hooves replaced with talons. They can only speak to oricenta in this form and make a sound like a mix of a deer and owl. They are around the same height as their humanoid form and shoulder-height as their cervitaur form.
Charm: Cold Bracelet - The person wearing this charm will be kept cold when in warm areas. The charm can only handle temperatures up to 38 degrees Celsius. Anything past that will temporarily disable the charm for an hour. The charm needs no charging, but while worn, the wearer cannot benefit from their species' cold and water immunity abilities. They will not be able to breathe underwater, nor will they be able to fly in the rain without losing their ability to fly soon after. They will gain no strength from being in cold or wet areas.
Taliesen's Trade: Regeneration and Immortality - In a trade with Taliesen Diamanti, Béatrice had given away her sadness, anger, and ability to heal others for full immortality and strong regeneration. Any damage she takes will be restored in seconds to several minutes, from small scratches to the loss of her limbs and organs. The restoration of her body looks like clouds taking the place of her lost body parts before taking the form of how her body originally was. The parts of her body she lost will turn into clouds before disappearing into the air.
Béatrice managed to anger oricenta gods with her trade. In exchange for her being allowed to return to Ilada and use it as a place to regenerate, she cannot heal from an attack by an elementalist. She can only heal from death, where she will revive in Ilada.
Cloud Oricenta Abilities - As a combination of Air and Water, Cloud oricenta are creatures of the skies and the aquatic, and their natural habitats are the skies and cold/wet environments.
For traits unique to themselves, oricenta can emit a sound that is a mixture of a deer and owl. They all have horns instead of antlers. Generally, they have blunt teeth with very sharp canines, but some have teeth that are all sharp.
Supernatural Physique - Oricenta can lift up on average 2,000 pounds and run at about 40-50 miles per hour.
Béatrice managed to anger oricenta gods with her trade. In exchange for her being allowed to return to Ilada and use it as a place to regenerate, she cannot heal from an attack by an elementalist. She can only heal from death, where she will revive in Ilada.
Cloud Oricenta Abilities - As a combination of Air and Water, Cloud oricenta are creatures of the skies and the aquatic, and their natural habitats are the skies and cold/wet environments.
- Air: Fast Fliers - Air oricenta excel at flight for extended periods of time, can fly at about 60 to 70 miles per hour, and can easily adapt to high altitudes. Compared to other oricenta, they have very large wings, which makes flying through wooded areas difficult, so they stick to clear areas.
- Air: Air Sensitive - Air oricenta can detect vibrations in the air to get a general sense of the area around them, like if something is nearing them and its size.
- Air: Lightweight - Air oricenta are very light. When they fall, they float slowly like a feather, and in water they are buoyant.
- Air: Acrobatic - Air oricenta are supernaturally agile, flexible, and steady like they were born to be gymnasts. They can contort their bodies in unnatural ways and are naturally good at balancing themselves on any platform.
- Water: Birds of the Sea - Water oricenta can breathe, speak, and swim at about 35 miles per hour in water and not lose the ability to fly in rain.
- Water: Cold - Water oricenta have naturally cool bodies that can range from cold to freezing based on their emotions.
- Water: Wet - When Water oricenta cry or sweat, they produce significantly more water than any normal human, and their water will become very cold or freeze, depending on the extremity of their emotions.
For traits unique to themselves, oricenta can emit a sound that is a mixture of a deer and owl. They all have horns instead of antlers. Generally, they have blunt teeth with very sharp canines, but some have teeth that are all sharp.
Supernatural Physique - Oricenta can lift up on average 2,000 pounds and run at about 40-50 miles per hour.
Cloud Oricenta Weaknesses -
Using magic draws energy from their aolin, which can be restored through eating and resting. Overusing their magic can lead to damage to their aolin. Aolins can only be repaired by magic strong enough to recover an organ. In the case of an oricenta who has begun aging, they will not revert to their previous state, but will not age any further.
When an oricenta dies, any unique abilities they had are contained inside their Aolin. Anyone who possesses it is capable of accessing and using their abilities by either keeping it on their person or by consuming it raw.
Nocturnal - Oricenta must wear special glasses or contacts to see in daylight hours. They require more sleep and take short naps throughout the day.
Diet - Oricenta consume a massive amount of food and are almost constantly eating. They can eat anything an owl, deer, or human could eat, and also produce pellets of undigestible material.
Death-Aligned People - As elementals, oricenta magic leans more towards "life" on the spectrum. As a result, attacks by death-aligned people (reapers, undead, gods of death, etc.) have double the effect on them. When oricenta try to fight death-aligned people, they are not as strong.
Elementalist Trust - Oricenta are made to serve the elements, and as a result, will feel compelled to trust and serve elementalists. To an oricenta, any elementalist immediately feels like a close friend. In particular, elementalists of their specific element are also capable of giving commands to an oricenta. The greater the elementalist's control of their element, the more compelling the command will be. Likewise, the greater the elementalist's connection with the oricenta, the more compelling the command will be, with the possibility of it overriding a stronger elementalist's commands.
An expert at a given element will find that their commands are effectively mind control, requiring a strong will for the oricenta to overcome. The more out of character or large a task is, the better a chance the oricenta has of fighting the command. Abuse of this power by repeatedly making an oricenta do things they would choose to fight can destroy the bond, freeing the oricenta from its effects. Similarly, an elementalist who harms or kills an oricenta will find that they have no access to the bond with any oricenta. Other serious taboos include using an oricenta's stolen aolin or having commanded an oricenta to kill another of their species.
Oricenta who attack elementalists will find their abilities (both physical and magical) halved in strength. This effect is highly based on intent and only works for elementalists who still have the effects of the elementalist trust active.
Oricenta are not compelled to take orders from other oricenta but do feel an instinctive trust in each other.
- Air: Creatures of the Sky - Air oricenta feel an almost irresistible pull to be high up in the skies. They will have dips in their mood that can range from "sad" to "depressive" and become physically weaker the longer they are away.
- Air: Fragile - Air oricenta are physically weaker and easier to damage. Their bodies are naturally delicate and are prone to bruises from normal physical interaction and broken bones from being held roughly, but their physical strength as an oricenta still remains.
- Air: Slow Runners - Air oricenta have weak legs, and when running, they can only go as fast as about 10-15 miles per hour for short bursts of time.
- Air: Earth Magic - Air oricenta take double the damage from Earth magic.
- Water: Creatures of the Sea - Water oricenta feel an almost irresistible pull to be in cold and wet environments. They will have dips in their mood that can range from "sad" to "depressive" and become physically weaker the longer they are away.
- Water: Water Bathing - Water oricenta must submerge themselves in water once a day to stay hydrated and in their prime. They can only drink and bathe in cold water.
- Water: No Thermal Resistance - The heat halves Water oricenta's movements and discomforts them. Staying in the heat for more than 30 minutes to an hour will dehydrate them until they shrivel up and die. Mild heat (25 degrees Celsius or slightly above) will not kill them.
- Water: Fire Magic - Water oricenta take double the damage from Fire magic.
Using magic draws energy from their aolin, which can be restored through eating and resting. Overusing their magic can lead to damage to their aolin. Aolins can only be repaired by magic strong enough to recover an organ. In the case of an oricenta who has begun aging, they will not revert to their previous state, but will not age any further.
When an oricenta dies, any unique abilities they had are contained inside their Aolin. Anyone who possesses it is capable of accessing and using their abilities by either keeping it on their person or by consuming it raw.
Nocturnal - Oricenta must wear special glasses or contacts to see in daylight hours. They require more sleep and take short naps throughout the day.
Diet - Oricenta consume a massive amount of food and are almost constantly eating. They can eat anything an owl, deer, or human could eat, and also produce pellets of undigestible material.
Death-Aligned People - As elementals, oricenta magic leans more towards "life" on the spectrum. As a result, attacks by death-aligned people (reapers, undead, gods of death, etc.) have double the effect on them. When oricenta try to fight death-aligned people, they are not as strong.
Elementalist Trust - Oricenta are made to serve the elements, and as a result, will feel compelled to trust and serve elementalists. To an oricenta, any elementalist immediately feels like a close friend. In particular, elementalists of their specific element are also capable of giving commands to an oricenta. The greater the elementalist's control of their element, the more compelling the command will be. Likewise, the greater the elementalist's connection with the oricenta, the more compelling the command will be, with the possibility of it overriding a stronger elementalist's commands.
An expert at a given element will find that their commands are effectively mind control, requiring a strong will for the oricenta to overcome. The more out of character or large a task is, the better a chance the oricenta has of fighting the command. Abuse of this power by repeatedly making an oricenta do things they would choose to fight can destroy the bond, freeing the oricenta from its effects. Similarly, an elementalist who harms or kills an oricenta will find that they have no access to the bond with any oricenta. Other serious taboos include using an oricenta's stolen aolin or having commanded an oricenta to kill another of their species.
Oricenta who attack elementalists will find their abilities (both physical and magical) halved in strength. This effect is highly based on intent and only works for elementalists who still have the effects of the elementalist trust active.
Oricenta are not compelled to take orders from other oricenta but do feel an instinctive trust in each other.
Shifting - Oricenta can change shape between three forms: Human, Cervitaur, and Peryton. This can be done at will. Oricenta can shift their hands and feet to be hooves or talons as well depending on their needs. Shifting makes the part changing glows and turn into a cell-like form for easier and painless morphing. Depending on how far they are, being interrupted can force them out of the shifting process into a half-shifted and disfigured form.
Portals: Ilada and the Human Realm - Oricenta inhabit an alternate realm called Ilada, and it can be accessed through portals from the enchantments on their bodily markings.
- Human - Looks human. Can parts from. their Peryton and Cervitaur forms.
- Cervitaur - Hybrid between Peryton and Human forms.
- Peryton - Winged deer with back legs like an owl.
Portals: Ilada and the Human Realm - Oricenta inhabit an alternate realm called Ilada, and it can be accessed through portals from the enchantments on their bodily markings.
- The portals can lead to the capital of Ilada, a deserted area best suited for their element in the human realm, and a deserted area closest to their destination in the human realm.
- 1 portal can be made every 2 weeks.
- Takes about 10-15 minutes of complete focus to make a stable portal.
- At best, a lack of focus or rushing the portal will send them to the wrong destination in the realm they are going to.
- At worst, the portal will be unstable, painfully ripping their body and mind apart until there is no trace of them left.
- Non-oricenta need permission and an oricenta accompanying them to enter through a portal.
Taliesen's Trade: Regeneration and Immortality - In a trade with Taliesen Diamanti, Béatrice had given away her sadness, anger, and ability to heal others for full immortality and strong regeneration.
- Any damage she takes will be restored in seconds to several minutes, from small scratches to the loss of her limbs and organs.
- Regeneration looks like clouds taking the place of her lost body parts before taking the form of how her body originally was. The parts of her body she lost will turn into clouds before disappearing into the air.
- Béatrice angered Ilada with her trade. In exchange for her being allowed to return to Ilada and use it as a place to regenerate, she cannot heal from an attack by an elementalist. She can only heal from death, where she will revive in Ilada.
- 40% deer / 60% owl.
- Average flight speed 30 mph, top flight speed 50 mph.
- Average swim speed 12 mph, top swim speed 24 mph.
- Can lift 500 lbs.
- Enhanced agility, flexibility, and balance.
- Owl Senses: hearing; sight, only at night.
- Relatively buoyant: More buoyant than humans, less fall damage.
- Can breathe and speak underwater.
- Immune to intense cold and freezing.
- Below average body temperature.
- In a 15' radius, the environment is more prone to gusts of winds.
- In a 15' radius, the environment is more prone to dampness.
- 30’ radius aura boost air water magic by 25%
- Predatory instincts (enhanced tracking and hunting).
- Requires more sleep/naps throughout the day.
- Must consume massive amounts of food in a day.
- Horns.
- Blunt teeth with very sharp canines.
Ice Oricenta Weaknesses -
- Feels an almost irresistible pull to be high up in the skies, windy areas, cold areas, and wet areas. The longer they are away, the more their mental and physical health degrades. Must submerge themselves in cold water, be in windy areas, or fly for 20 minutes daily to not degrade.
- More fragile than humans, but not to an extreme extent. Rough interactions leave bad bruising.
- Average run speed 5 mph, top run speed 10 mph.
- Heat halves movement speed. Being in the heat for 30 minutes to an hour can lead to death by dehydration. Mild heat (25°C Celsius or slightly above) will not kill them.
- Takes double the damage from earth and fire magic.
- Damage to their aolin makes their magic weak and unstable. Severe damage or removal leads to the loss of their elements, magic, and will to live.
- Oricenta do not age. However, an oricenta who has overused their magic, or who has a severely damaged aolin will begin to age quickly. This aging does not revert.
- Upon death, an oricenta's unique abilities are contained within the aolin. Those possessing it can harness those powers, or consume the aolin to gain the power for themselves. Aolins without owners will be transported back to Ilada for absorption.
- When their No Element enchantment is activated, they can digest anything an owl, deer, or human could eat. If they turn off the enchantment, food that strives too far from their element will still turn off their powers until it is out of their body. They produce pellets of undigestible material.
- Non-bonded oricenta are always affected by this, bonded ones are only affected by eating things that are too much of the opposite; Fire oricenta eating soup, Air oricenta eating something really dense.
- Elementalists of their element can give comments to an oricenta, with the degree of force being connected to their control of their element, their relationship with the oricenta, and how uncharacteristic a task is. This ranges from a slight nudge to mind control.
- Asking an oricenta to do things they'd fight against, using a stolen aolin, commanding an oricenta to murder, or bringing harm to an oricenta can damage the bond, either with the specific oricenta or with all oricenta as a whole.
- Oricenta who attack elementalists who still have the trust will find their abilities halved in strength. This effect is highly based on intent and would not include playful/consensual fighting.
Last edited: