recursal/Fanatic-Fandom huggingface dataset:
Sleep Sickness

This illness is believed to be caused by the technologies used in the worlds of old; a hard to detect side effect. Victims of this sickness show changes in brain structure affecting their sleep patterns, causing increased aggression and paranoia (often resulting in catastrophic work accidents).

The natives of the system suffered it but were less susceptible to it. The effect was so wide spread it broke their civilization into many smaller ones.

Gathering information from the scavengers in affected areas has been impossible so far. Almost nothing is known about the cause of the disease, and there is currently no cure or preventative measures against it.

**Effect**

Players can only take actions. All cards from the SHOP are discarded normally.

**Damage**

If (D) is the number of disasters played before this one, then it causes:

A- 1+D square damage.

B- 1 X damage.

C- D moon damage.

These values are identical to the cataclysm DOOM which is why it may change in the future.
Jairinai

Jairinai is an administrator and the original creator for the concept of Cellar Door. She is the go-to-gal for questions about the site concerning: Human and Witch Lore, Character Bios, the Wiki, and Forum Navigation. She has a character addiction that she doesn't want to talk about.

## List of Characters

Sabine Moon

Alexis Amaros

Ethan Amaros

Dan Price

Illyria Price

Union Nipon

Marissa Carter

Stacey "Ace" Demandred

Eilonwy Page

Candice Jenkins

Millicent Jenkins

Anya Jenkins

Ranai Destine

Emily Starr

Beatrice Gasparelli

Natalie Boyd

Mouse (Christine Bottom)

Connor of Dvalinn
Silver Seal Spell

symbol

Within the room, spells can’t be cast, and magic items become mundane.

 How to cast the Spell

This spell requires a room built to certain specifications: A perfect cube with four walls, a floor, and a roof. The room should have no windows and only one door. Inside each wall, perfectly in the center, a symbol, wroght in silver must be hung. The door should be in the center of it's wall and the symbol should be centered above the door on the outside of the room. Silver wire must be run between each hand. Each individual hand, must be connected to the other three with a silver wire. Once they are all connected, four magic users must stand, one at each symbol and touch the center with their own hand and speak the incantation in unison "Damnum Magicae".

If the spell works it should push the casters away with moderate force.

## Power of the Spell

Depending on all of the casters' strengths and abilities, the spell may or may not work.

1-4 = There is no chance of the spell working, and you will probably die, and possibly everyone nearby.

5-9 = Either nothing will happening, or the spell will melt one or all the silver workings, potentially harming everyone.

10-14 = There is the possibility of the spell dampening the effects of magic inside the room.

15-19 = The Spell might work, partially or fully.

20+ = The spell will work

## Possible Complications

If the original casting works, you might get knocked over. Also, if any working becomes significantly damaged, or the silver wiring is broken, the spell becomes ineffective.

### Animate Objects

Magical animals are still able to use their innate magical abilities and werewolves still transform. However, spells do not work, Spirit Animals cannot be reached, and Elemental Magic is non existent.

### Inanimate Objects

Potions consumed are useless, and magical objects become mundane.
Witch Queens

< 2029 Giai and Lilith

2029 - 2129 Líf and Lífþrasir

2129 - 2220 Lilly and Rose

2220 - 2316 Selene and Diana

2316 - 2358 Cereus and Primrose

2358 - 2455 Primola and Prima

2455 - 2619 Venus and Delilah

2619 - 2672 Demeter and Hera

2672 - 2759 Amaterasu and Kisshōten

2759 - 2844 Arianrhod and Brigid

2844 - 2901 Bast and Nephthys

2901 - 2948 Artemis and Aphrodite

2948 - Present (2996) Hecate and Pasiphae
Weapon Ability Scores

## Weapons Abilities rating

**1-2** almost non-existent

**3-5** Weak

**6-10** Average

**11-15** good

**16-19** Very strong (This is the highest score you start with for a non witch student. Witch students can only have stats in ranged weapons for the bow.)

**20** Perfect

**21-25** Magically enhanced to beyond perfection

*If you are a human magic user who went to Sator where they taught you to bond with a weapon you may have a score of 21-25 with that weapon. You can RP leveling up with your character at any time.*

*If you are a witch you may have any skill level available, but only in bows unless you RP learning another weapon.*You can RP leveling up with your character at any time.
Elemental Magic: Shadow/Dark

See Also: Magic

## Shadow (EXTREMELY RARE)

(We are currently not allowing any more characters with this element)

Shadow, also called darkness, is the element which allows its wielder to manipulate and create false animated shadows. However, using your element frequently can cause your skin to become more sensitive to light.

### **With a score of 1-2**

You can manipulate an element if it is already there, but you have little to no control over what you do with it. Often lights will randomly dim as though they are struggling against an oppressive force of darkness in your presence.

At this level, you should not be working with your element for more than five minutes at a time unsupervised. It is recommended that instead of trying to control your element, you should merely concentrate on it and observe, but do not attempt to touch it with your will. (This is the highest score you can start with for a first year Sator student.)

### **With a score of 3-5**

You can still only manipulate elements that are already there, but you now have control over what you are doing. You can manipulate and animate shadows. It is important to remember to take frequent breaks, every ten minutes, at this level when working with your element.

### **With a score of 6-10**

You can create and manipulate your own shadows with only the power of your will. At this level it is recommended to take a short break every twenty minutes while working with your element.

### **With a score of 11-15**

You can shroud any light in darkness. It is not recommended to work more than thirty minutes at this level without taking a break. (This is the highest score you can start with for an illegal magic user.)

### **With a score of 16-19**

A person can shroud themselves in darkness, becoming invisible.

You should take a break every 45 minutes at this level.

### **With a score of 20**

Someone who has perfected their ability with this element can actually step into a shadow and travel to another shadow within their line of vision.

Your strength lasts longer at this level; your powers will be exhausted in about an hour.
Shin Guntō

**Shin Guntō**

The Shin Guntō ("new military sword") is a type of katana-style sword used by the Imperial Japanese military as an officer's symbol of rank, replacing the old Western-style blades with something more nationalistic. While many traditional swords were used during the war (including centuries-old family blades), they were also mass produced.

The Type 94 sword is a traditional katana in almost every sense, handmade to high quality and finely fitted. The Type 95 and Type 98 are mass produced blades for non-commissioned officers with machine-made blades and cheaper accouterments, from simple wood scabbards to copper or blackened iron fittings.

Damage: sw+1 cut *or*thr+1 imp

Cut reach: 1, 2

Stab reach: 1

Parry: 0

Weight: 2.5

ST: 5

Cost: $450
Burr Bug

*See Also: Magical Creatures*

A Burr Bug is a tiny parasitic worm which invades a host through their consumption of improperly cooked meat, or from the handling of infected feces. The burr bug grows inside its host, consuming nutrients until it reaches adulthood. It then procreates A-Sexually within the host before burrowing out through the belly button, usually allowing the host to survive. If the larvae move out of the intestine however, they can migrate to other parts of the body and cause damage to the liver, eyes, heart, and brain. These infections can be life-threatening.
Rodney Kelp

Professor both at Sator Academy and at the Enforcers' Academy.

Adopt this Character

Bensen Kelp - Brother

Enforcer's Academy

 Physical Description

Physically fit and relatively tall, at 5'11". Rodney keeps his hair cropped close to his scalp, showing off his overly large ears. His complexion and his hair are both dark and he rarely smiles.

He dresses professionally, but tries to keep it simple and comfortable.

## Personality

Rodney is gruff and matter-o-fact. He doesn't like to waste time with small talk or pleasantries. He has friends, but isn't extremely close to any of them since he rarely shares his feelings. He doesn't like to talk about them or acknowledge their existence. Instead, he suppresses them, alleviating his life stresses with bad habits and harmful behavior. He smokes and drinks, and enjoys a good brawl.

## History

Rodney was born in Vellenvale. His mother was a performer and his father is a toy maker. His brother followed in their mother's footsteps, beginning as a make up artist, and eventually becoming a performer himself.

That life was never a good fit for Rodney. Even as a child, he was serious and quiet and didn't seem interested in attention or crowds. He enjoyed learning about design from his father, but lacked his own creative inspiration. Rodney felt lost and adrift until Sator.

Rodney excelled in weapons and spells and decided to take the enforcer's career path. He did well, and trained at the Enforcers Academy after graduating from Sator. He spent ten years as a commanding officer stationed in Vellenvale. After the death of his mother, Rodney felt the need to get out of town and applied for the newly open position at the Enforcers' Academy. He taught there for another ten years and when the Sator Instructor for law enforcement retired, he offered to take on both positions. He has been teaching at Sator for the last seven years.
Reena Silfr

Informant/locator in The Slums.

Written by Evey

 Physical Description

Despite her mother and brother think of Reena’s beauty, she realistically knows she’s fairly average. Having all her teeth and no real scarring or deformities she may be considered slightly above that in the slums, but not elsewhere. Petite at 5’2” and 105 lbs, she has some delicate curves, but nothing overtly eye catching. Her hair, usually worn in an unruly ponytail or something similar, and eyes are both a deep, deep brown, nearly black. She wears  glasses with thick black frames, but not for any eyesight enhancement. She has discovered it's a useful distraction against marking many other descriptors of her, and they are easily removed and pocketed for quick “disappearing” in a crowd. The same can be said for her wardrobe. Basic, functional clothing common in the Slums, she specifically chooses things that go unremarked. Her skin is olive to fair and unmarked save for a single small beauty mark above her lip. She most usually has a sober, observational cast to her features. Unbeknownst to her, however, when she smiles her face truly does transform into something quite beautiful.  A button of a nose, eyes that sparkle with laughter, and subtle dimples in her cheeks give her a cherubic look that is what her family sees most from her.

## Personality

Quiet and clever, Reena is very good at noticing much while being fairly unremarkable herself.  Despite her lack of any standard education, she is very intelligent and has a passion for learning.  A life in the Slums has geared her towards practical studies, rather than things like the arts and philosophy, but that thirst for knowledge has proven an indispensable tool.  She is generally quiet and analytical, though her brother can usually coax out a mischievous streak and always a smile and joke or two.  She wouldn’t consider herself loyal (outside her family), but rather makes decisions based on logic and rationalization.  If one of the Bosses wants her to find So-and-So to take them out, well, that’s So-and-So’s problem so long as it doesn’t bring any trouble to her door and the credits are good.  Once hired for a specific task, however, she can not be bought again regardless of the offer.  The only way she’s able to operate as a Freelancer rather than tied to any one of the crime families is the absolute knowledge that she honors her contracts to the letter. That, and her uncanny ability to find absolutely anything or anyone she’s contracted to, keeps her a valued asset rather than a threat to the various ilk who seek her services.

## History

Give us a minimum of three paragraphs here.
Union City

*See also: Coalition*

   Union City is the capital of the Coalition. It is an inland city, with a river (the River Walle) running down the middle, dividing the wealthy half of Union City from the Slums. The wealthy half of Union CIty lives on the West side of the river, while the Slums cover a larger area to the East of the river. In between is Unity Island, a large island in the middle of the river, which is a middle class residential area.

The city is governed by the Council, who also serve as judges for all crimes in the surrounding area.

## Locations

### Union City

* The House of Assembly
* Chimera General Hospital
* The Edmund School
* Union Gold
* The Center for Magical Science and Research
* The Amaros Estate
* Union City Sports Center

### Unity Island

* Enforcers' Academy
* Unity Preparatory Academy
* The MAT Building
* The Arena
* The River Walle

### The Slums

* Amaros Arms
* Kingston Street Orphanage
* Bottom's Up
* K-O Fight Club
* Galman's

## Gangs

The Gasparelli Gang - Run by Mama Gas

The Kingston St. Family - Run by Victor Lairn
The Chancellor

The Chancellor is the elected leader of the Coalition. He or she is elected for life, or until found unfit by the council. They reside in Union City and have an office in the House of Assembly. They are welcome to attend the monthly session meetings of the council, but they do not have a vote. They do however, have the power to veto decisions made by the Council.

Current Chancellor: Richard Amaros

## List of Chancellors

List of Chancellors since the founding of the Coalition in 2647 up until the present date of: 2996

2957 - Present: Richard Amaros
Slicing Spell

A spell which will slice at an object, living or inanimate.

Someone being hit with the spell from a level 13 magic user.

 How to cast the Spell

Center yourself and fling your hand towards the person or object you wish to slice as you speak the incantation, "Lacero". If you can touch the object, for extra precision, trace a line on the object where you wish the cut to be made as you cast.

## Power of Spell

Depending on the caster's strength and ability, if the spell works, here is what will happen:

1-4 = If the spell works, it will give the object or person the equivalent of a papercut.

5-9 = The spell will probably work, and it will create a moderate slash on soft surfaces such as flesh or canvas.

10-14 = Not only will the spell work, but the caster can make a slash with each of their five fingers at once, if they choose to do so.

15-19 = The spell will definitely work and the caster can control where and how deep it will cut with precision. However, they can only cut through things with the strength of a sharp knife.

20+ = Spellcasters of this strength can use the spell to decapitate or remove limbs. They can slice through bone or rock. They also no longer need to speak the incantation and can merely center themselves and and focus their energy through their their finger tips.

## Recommended Uses

* Making a clean surgical cut
* Sculpting
* Slashing your enemies

## Possible Complications

### Animate Objects

If you cut an animate object it will bleed, so keep in mind this can be messy.

### Inanimate Objects

Slicing isn't usually the best way to damage inanimate objects, though it can be useful on fabrics or paper.
Rolo Valentine

## Physical Description

Rolo is tall, wiry, and a little effeminate. He has long black hair and chocolate brown eyes. He prefers to wear oversized comfortable clothing over more popular fashions. He has black roses tattooed up his left arm.

## Personality

Rolo is a very chill and laid back individual, but he has issues with anger that he meditates to keep in check. He prefers solitude to groups of people and can keep awkward around people he isn’t comfortable with or used to.

## History

Rolo’s mother died during childbirth, leaving his sixteen year old brother Mickey as his legal guardian. At the time Mickey was an up and coming criminal in the Kingston St. Crime family and had no time or desire to take care of his infant brother. So he shipped Rolo off to Seaside to be raised by hired help. Rolo grew up in small cottage outside of Seaside. He was raised by his nanny Beth and a rotating crew of bodyguards as his brother’s power began to grow. He didn’t see much of Mickey growing up. His older brother would only visit three or four times a year at the most. He would shower Rolo with gifts and then be gone by the end of the day. Mickey claimed that it was for Rolo’s own good that they not be around each, but Rolo knew it was because his brother was selfish.

When Rolo was fourteen he was contacted by an assistant of Councilor Raphael Noble, asking if Rolo would be inclined to have dinner with the Councilor. Rolo reluctantly agreed, assuming that it would have something to do with his brother’s criminal record. As it turned, Raphael was actually Rolo’s father and had never been able to find his son after his mother had died. He claimed that he had been looking for Rolo for years, but had never been able to find him due to how carefully Mickey had hid him. Since that dinner Rolo has met with his father a dozen more times and regularly exchanges letters to him. They share a love of music and Mickey regularly sends Rolo new instruments and pieces of music. Their relationship has to remain a secret for now, because of Raphael fears a marriage scandal will hurt his political career. Rolo feels bitter over this, but tries his best to be understanding.

In the last year Mickey has moved Rolo back home to live in their newly restored family manor in The Slums. He didn’t want to leave Seaside behind, but has been able to talk to his father more so things haven’t been all bad. Mickey wants to make amends for his neglect of Rolo, but Rolo finds it impossible to want to forgive his brother. With the fresh manifestation of his magical powers, Rolo will soon be attending Sator Academy.
Мёрфи Тейлор, Кошмар Морей

### Известен также как

Кошмар Морей, Бич Флотоводцев ,Огненный Смерч, Король Пиратов, Морской Угнетатель.

## Фракция

### Роль/Звание

Предводитель

**Мёрфи** -легендарныйпират, который по сей день остаётся главным страхом моряков и поводом не выходить далеко в море. Является лидером всего Пиратского Конгломерата. Помимо его руководящих и блестящих боевых навыков, статус величайшей угрозы на море сохраняется во многом благодаря Дьявольскому Тритону и магическим артефактам: Шквалу и Мечу Проклятого Тумана.
Balthier Reynard

Warlock attending Sator Academy as a first year Student.

Written by Evey

 Physical Description

The Reynard Twins have fair complexions, silver hair they keep generally cropped around their ears, and eyes that are a blue so pale they border on silver.  They are an average height for warlocks, still towering over humans at 6'6", and wiry.  Made up of long, lean, whipcord muscles rather than thick bulk.  They dress in garb generally trendy among the youth in Acoma, favoring cropped leather jackets, loose fitted pants, and boots with a fair amount of belts and buckles, more for decoration than utility.

## Personality

Quick and clever like their two-tailed fox spirit, mischievous and just a bit arrogant, the Reynard Twins, are frequently finding new ways to make a bit of light-hearted trouble.  They enjoy having a good time with other witches their age, but may be a bit snobbish towards the humans they'll meet at the school, thinking them a less evolved species.  Weapons and weaponry intrigue and delight them, a passion bolstered by their parents' work as smiths in Acoma and their Metal Element.  They are passable students in other classes, though, despite being witches, are rubbish at Spells.

## History

Balthier and Firion were raised by their parents and their parents’ twins. Their parents were smiths, so they spent their whole lives around metal and forges. They were always lighthearted and happy, and their childhood was a good one. Just before they turned 16, their element manifested. Their element being metal was extremely unusual among the witches, and it was decided they could learn their element better at Sator.

## Storyline

Arrival Room 2 - The twins meet some of their fellow students upon arrival to Sator.
Cosmic Koala

I understand that my insurance plan has nothing in it about cosmic entities, but I do have coverage for animal related incidents. And yes it is huge, but it is a Koala; an animal. So you better pay up because there is a huge koala hugging my station and nothing we have can prevent the damage it is causing.

**Effect**

This disaster's damage can't be reduced.

**Damage**

If (X) is the number of disasters played before this one, then it causes:

A- 1  damage.

B- X  damage.

C- 1+X  damage.
Vellenvale

*Population: 10,870*

The residents of Vellenvale are often thought to be a somewhat odd, flighty, self absorbed, attention seeking, and yet...extremely captivating.

This town is known as the "artisanal spring" of the Coalition. The buildings are mostly wood, but the visual aspects of architecture is of more importance here than in Damerel. It is the only place to study arts, though performances are only considered great if done in Union City or Seaside.

The train station is just outside the city within walking distance, on the main road. In the center of Vellenvale there is a never ending carnival called The Magical Emporium of Wonders. There are shows of magic, feats of strength, and a zoo of magical creatures. Surrounding the carnival is the market district. On the South East side part of the city is where governmental buildings can be found and like the Enforcers' Station, The Wayward Soul's House Orphanage, the public schools, etc. There is no central hospital in Vellenvale, the only hospital is Chimera General in Union City. There are however, many different healer shops throughout the city, and quite a few in this district.

On the North East is the Governor's Plantation. Directly East of the city (not pictured on the map) is the Glass Basin, and to the north of the city is the Reflection Eden. South of the lake there are lake houses owned by residents of Union City and a Bed and Breakfast called, The Whispering Willow Inn for visitors. On the West side of the city, creeping around the South side, is all residential, with occasional shops and eateries and even a couple more inns.
James Mathews

Adopt this character

 Physical Description

James is of an average height, standing at 5’9” and weighing 160lbs. This teen possesses a smaller body frame of moderately toned muscle. He has bright green eyes and short red hair that he wears in a styled up manner. His is a square shaped face with a short forehead, broad jawline and long, slightly pointed up nose. James has a young adolescent face, which isn’t unexpected of a teenage boy but he is also surprisingly unblemished. Though, the boy does have a somewhat long neck. James mostly wears the fashions of his fellow Union City friends along with the occasional outfits inspired by the Seaside teens.

## Personality

James is a very astute young man that can be quite dapper and sometimes even dashing but he’s also a self-centered snob. He cares only about how things can be worked in his favor and isn’t much of a help to his fellow classmates unless forced by a teacher to work in pairs or teams. This teen only be-friends those from the upper social classes and turns his nose down on those that are less fortunate than him. He can be a bit mean spirited but is never out right cruel, violent or malicious to anyone.

## History

Raised only by his mother, James grew up getting everything he wanted because his mother overly tried to make up for the fact that his father ran out on her when he had learned she was pregnant. Tara was by no means a terrible mother but she definitely sought the finer things in life and taught her son to do the same. She was also a popular magical entertainer in Union City so she had the means to spoil her only son. James had the most extravagant birthday parties with only the children of rich, socially accepted parents ever invited. There wasn’t anything that Tara wouldn’t do to ensure her son would have a bright future ahead of him hence she sent him to the Edmund School until his magical abilities presented themselves, at which point he was then sent to Sator.

He was encouraged by his mother from the very get go to pursue a well-paying career that wouldn’t put his life in danger but would also grant him social status later on in life and hence how he’d end up pursuing the career of a surgeon. His first year as a student was focused on spells, potions and elements and he received high marks in all three which made his mother incredibly proud.
The Vaults

Of all the amazing things discovered among the ruins of the worlds of old, the treasures kept in ancient vaults attracted the most attention (and the richest buyers). Each treasure, from these rooms, possesses great value in the field of science or art if not both.

The vault themselves are also fascinating in the technologies they employ to protect and maintain their contents. Moving the vaults without proper power supply would usually result in the vault becoming impossible to open without damaging the valuable cargo inside; which is why vaults that are not properly connected are never counted.

## Treasure Points

Each vault supply a number of treasure points when having all its gold connections matched. Some vaults provide points based on some condition while others provide a flat number.

Some rooms can modify the amount of treasure points the vaults provide.

The player with the most treasure points at the end of the game is considered the winner.

## Vault Types

There are 25 vault cards in the game divided into three types:

### Basic Vaults

Vaults that have no special properties. There are 16 basic vaults (with a number of duplicates).

1- Small Vault (4)

2- Medium Vault (6)

3- Big Vault (4)

4- Large Vault (2)

### Passive Vaults

Vaults that have a constant effect as long as they are active. There are 6 passive vaults.

1- Candy Vault

2- Cold Vault

3- Dynamic Vault

4- Entropic Vault

5- Lonely Vault (2)

### Link Vaults

Vaults that have a momentary effect once activated. There are 3 link vaults (with a number of duplicates).

1- Briber's Vault (2)

2- Nuclear Vault
The Worlds of Old

A solar system full of fragmented planets, asteroid belts, and remnants of once powerful civilizations. The region is plagued by anomalies that ripped it to shreds making it impossible to repopulate.

From all corners of the galaxy, converging on this region, are scavengers seeking riches, researchers seeking knowledge, mercenaries seeking a living, and adventurers seeking thrill.

Despite the many warnings, scavengers dig deep wherever they smell treasures and, every now and then, awaken one of the sources of destruction that brought the end of the old civilizations.

## The Old Civilizations

"Many researchers, myself included, believe that the old civilizations that inhabited the worlds of old were originally a single civilization that ascended to type II. The high level of technology that is beyond a type I civilization, the signs of large populations on planets that couldn't support life without Tera-forming, and fragments of a structure that may have been a Dyson sphere support this claim.

However, the several planets that consisted the worlds of old appear to have technological levels based on the same foundation but branching into different directions. Each planet showing more interest in a certain field of technology and its utility. Each planet a civilization on its own.

Why did such a great civilization break up into several type I civilizations is subject for speculation as the split is estimated to have happened 500 years before the demise of the system."

XEY, astroarcheologist

## The Downfall

Considering the numerous recovered records, the tech found among the ruins, and the nature of the disasters; there is no doubt that some of them were originally used as weapons.

It is unclear if the users failed to control these weapons or if another disaster disabled their control.

However, some of these disasters are believed to have been sabotaged energy sources or experiments ran out of control.

No one can tell if an accident started the domino effect of releasing these disasters or an act of war yielded unexpected results; what is clear is that the old civilizations held their doom in their own hands."

XEY, astroarcheologist

## The Present

"Greedy scavengers never head my warnings! They activate devices to see what they do, explore any anomaly showing up on their scanners, dig out anything they suspect to be of value, and utilize technologies designed by organisms different from us without fear of side effects.

In their folly, they fail to understand that they may awaken creatures with catastrophic powers, summon sinister entities with destructive agendas, or activate devastating weaponry of massive devastation.

I know those who come to the worlds of old are either too brave (or too stupid) to fear death, but I fear what horrors we may be bringing to our own civilizations when we bring back the "treasures" we found."

XEY, astroarcheologist
Mirror Spell

Two mirrors, inscribed with magic can become reflections of each other, showing what the other mirror sees.

## How to cast the Spell

Encase two mirrors in iron and etch this symbol into the iron backs:

Take both mirrors to a river and hold them in the moving waters while chanting:

## Lasting power of Spell

Spell is permanent if you get it to work correctly. Your chances of doing so increase as your strength in spellwork increases:

1-4 = Will not work and nothing happens.

5-9 = Either will not work and nothing happens, or both mirrors will shatter.

10-14 = Either will not work and nothing happens, only work one way will work.

15-19 = Either will not work and nothing happens, only work one way will work, or works, but is cracked during creation.

20+ = The spell works correctly

## Recommended Uses

* Communication
* Spying

## Possible Complications

If either mirror cracks, anything that touches the crack gets sucked into the mirror and can only get out by someone searching for their spirit through the originally cracked mirror. Mirror Wraiths, can potentially influence the world in a ten foot semi circle in the real world through these cracks as well.

### Animate Objects

Since their spirit can be sensed, it can be called to in aiding them to exit the broken mirror. People who were rescued have described being in the mirror as being in the reflection of the world which seems to blend together and fade to darkness not more than ten feet in a semi circle radius of their front of the mirror.

It is theorized that people who wander in the darkness could potentially find another magic mirror ten foot radius of light to be seen in. However, it is suspected that those who attempt this become mirror wraiths.

### Inanimate Objects

Could theoretically be retrieved by someone going in after them.
Cellar Door Wiki

We are currently editing over 314 articles about the Role Play Forum **Cellar Door**!

After reading our New Member Guide, head over to our Adoptable page to find out which characters need a good home. Then head over to Cellar Door to begin roleplaying!

## THE CELLAR DOOR WIKI

Create • Lore • Guide • staff
Authors

FEATURED STORY

The Rescue Mission: *Aislinn Connor has lived in the Black Woods ever since she escaped the Facility. Finally she has a chance to save the man who freed her.*

Ethan traipsed through the layer of dead leaves and brush covering the ground. The earthy musk of old debris from years past filled his nostrils and he felt at peace. The squirrel he had left half skinned a few hundred yards back was at peace too. This was the second time he had killed and the panic and horror he had felt after the first time was gone. He hadn't even attempted to heal the creature this time. He had merely removed the skin quickly in tiny slivers to see just how long it could last if he was careful and precise. The calming potion he had fed it made it easier to control and he had staked it to the ground first. Watching the terror and pain in the squirrel's eyes made him feel more alive. Ethan felt so powerful and in control. It felt like he was finally becoming the man his father wanted him to be. A man others would respect and fear. A man who was in charge.

Nagging doubts did still buzz around his thoughts, half formed worries about whether he should feel so calm, but he brushed them away.

It was just a squirrel, a tree rat, an insignificant little rodent. Poor people probably killed squirrels all the time. The disgusting rebels probably made meals out of them. They had to be hiding somewhere in these woods, maybe one would stumble on his kill and feel grateful that Ethan had started the butchering process already. The chancellor's son feeding the pathetic cowards of the resistance.

Ethan smiled at the thought, he really was a humanitarian.

He headed back towards the open fields beyond the woods. It was a long trek and the trees were still dense around him. He wasn't afraid of the forest of course, he was a man "in charge" here, but it was probably best not to tarry too much. Ethan felt he could defend himself against any rebel cowards he might come across, but there were some creatures in these woods that he'd rather not run into. This would be his last trip for a very long time. Tonight he would leave for school with his sister. Read More.
Magical Abilities Testing Building

A mostly non-descript government building, the MAT Building is located on Unity Island in Union City. It is where potential students go to get tested for admission to Sator Academy and where they take their final test upon graduation to get their certification papers. It is also where coalition citizens go to renew their papers as necessary. It is one of two locations within the Coalition with arrival rooms for dream travelers.

There are many rooms for testing as well as arrival rooms with beds for dream traveling to and from the school.
Catherine Bottom

Physical Description

At least one good sized paragraph here. Include things that might not be known just from looking at your avatar such as height or weight. Be sure to include any distinguishing marks and a description of their sense of style.

## Personality

At least one paragraph, you MUST include some flaws, pobody's nerfect.

## History

Give us a minimum of three paragraphs here.
Oracle

Oracles are beings who look like humans, but a genetic mutation makes them quite different. Oracles can see all possible futures, with the most likely being the clearest and brightest vision. When they have these visions, their eyes turn silver in color. A fact unknown to many is that they cannot lie, though most have learned to twist the truth fairly well. The gene is recessive and there are very few oracles in existence. Even if a child is born with the gene, it still will not be active if there is another oracle still living in the family line. Only after an oracle dies, can the next born in it's line have the chance of being born with the gene active.

**Current Oracles**

* Jensen Wolfe
* Emily Starr
Commander's Chamber

A passive room with four golden connection points.

**Effect**

At the start of your turn take an action for free

**Trivia**

* The action granted by this room does not include taking a card as taking a card from SHOP is not an action.
* This card has great combo power with other action rooms.
* Using the action from this room to swap or move a room to activate link rooms is also a powerful tactic.
Arthur Layman

Written by Prince Principi

Beth Layman – Sister

 Physical Description

Arthur is short and stout. He is in decent shape due to regularly exercising at the gym. He has balding brown hair and dark brown eyes. He tries to dress in the best of business wear and often wears a toupee or a hat when going on dates.

## Personality

Arthur can be charming from time to time, but overall is a terrible person. He is very self-centered and tends to think of how something will benefit him before doing it. He is very envious and petty. When in relationships he is suspicious and disloyal, keeping his eyes open for flaws in his partner or for someone better to come along.

## History

Arthur Layman was born and raised in Union City on Unity Island. His parents were shopkeepers in Union City and each owned their own store located in New Union. His father sold fine and expensive clothing, while his mother sold custom armaments. Their clientele were the rich and elite and that enabled them to live a very good life. Arthur was spoiled growing up, but his parents often fought and argued, especially over the proper way to parent him, which led to his abrasive attitude today. Growing up Arthur’s temper often got him into trouble, but overall he was a typical kid. As a teenager, he became good friends with Dan Price, who attended school with him at Unity Prep School.

After school, Arthur briefly joined the Enforcers, but was able to get discharged from service early for an injured leg muscle. Afterwards he drifted from job to job until he finally got a job at the Union City Tribune, through his friend Dan, who was the Editor. Arthur is a journalist, who mostly writes a weekly column on life in New Union, but occasionally writes opinion pieces of current events in the Coalition. His hero is Richard Amaros and he writes very positively of the administration and their hard stance on werewolves. He occasionally receives invites to the Chancellor’s parties and fundraisers, but always seems to miss them through the fault of others, although that doesn’t stop him from bragging about being invited.

Arthur lives on Unity Island in the upstairs apartment of his childhood home. He tried to buy the house from his parent’s since they retired to New Union years ago, but they refuse to sell and instead rent out the main house to his cousin Nigel Layman, a successful jeweler and earth elemental, who uses his abilities to create flawless pieces of jewelry. Arthur’s parents love Nigel and Arthur hates him out of jealousy, although he is mostly pleasant to his face. His parent’s constantly are inviting him to events and show up at his apartment unannounced to harass him about this or that. He loves his parents, but as he gets older he finds himself fantasizing about spending his inheritance more and more, although he has fears that they will leave everything to Nigel.
Spell to Bind an Object to You

This spell will bind an object to you for your use only. The connection you share with the object will allow you to use it even better than you should be able to.

 How to cast the Spell

Coming Soon

## Power of Spell

Depending on the caster's strength and ability, different outcomes are possible:

1-4 = Nothing will happen

5-9 = Nothing will happen

10-14 = Nothing will happen

15-19 = Nothing will happen

20+ = The spell should work, and will remain permanent.

## Possible Complications

### Animate Objects

This spell cannot be used to bind two living things together, it can only bind an inanimate object to an animate object. If you attempt to bind two animate objects there is a chance that one will become brain dead.

### Inanimate Objects

If you attempt to bind two inanimate objects, nothing will happen.
Communicate with the Dead Spell

Using this spell enables the caster to hear, understand, and communicate with ghosts. Ghosts are spirits with no corporeal home. They communicate through emotion rather than words. To communicate with a spirit is to let it inside of you, where it will cause you to feel the emotions it is feeling. During communication, your eyes will roll back into your head and you will not be able to hear what is going on around you. If multiple spirits inhabit the same body it will create ectoplasm.

 How to cast the Spell

## Power of Spell

Depending on the caster's strength and ability, different outcomes are possible:

1-4 = 2 min

5-9 = 5 min

10-14 = 10 min

15-19 = 15 min

20+ = The spell lasts an equal amount of time to their recorded strength in spell casting.
Centering for Spellwork

**How to center yourself for spellwork:**

First, find a place where you can work undisturbed. Take a deep breath, hold for four seconds, and exhale. Repeat this a few times, until you are breathing evenly and regularly. This will help you relax. Some people find that it's easier to regulate their breathing if they count or listen to music.

Once your breathing is regulated and even, it's time to begin visualizing energy. This may seem weird if you've never done it before. Rub the palms of your hands lightly together, as though you were trying to warm them, and then move them an inch or two apart. You should still feel a charge, a tingling sensation between your palms. That's energy. If you don't feel it at first, don't worry. Just try again. Eventually you'll start to notice that the space between your hands feels different. It's almost as though there's a bit of resistance pulsating there, if you gently bring them back together.

After you've mastered this, and can tell what energy actually feels like, you can start playing with it. This means you can focus on that area of resistance. Close your eyes, and feel it. Now, visualize that tingly area expanding and contracting, like a balloon. Try pulling your hands apart, and stretching that energy field out, as if you were pulling taffy with your fingers. Try visualizing the energy expanding to the point where it surrounds your entire body. After some practice, you'll even be able to fling it from one hand to the other, as if you were tossing a ball back and forth. Bring it into your body, and draw it inward, shaping a ball of energy inside yourself. It's important to note that this energy (which comes from your aura) is all around us at all times. You're not creating something new, but simply harnessing what's already there.

If you build up enough energy, you will be able to see it. This usually happens around a magical stat of 10 or higher in spellwork. It will appear as shimmering smoke, in the color of your aura.

Each time you center, you'll repeat this process. Begin by regulating your breathing. Then focus on your energy. Eventually, you should be able to control it completely. The core of your energy can be wherever it feels most natural for you -- for most people, it's ideal to keep their energy centered around the solar plexus, although others find the heart chakra to be the place where they can focus on it best.

After you've been doing this for a while, it will become second nature. You'll be able to center anywhere, any time.
Wz. 39 Mors

**Wz. 39 Mors (9x19mm Parabellum)**

The Mors is a Polish submachine gun based on the ERMA EMP 35. It moves the magazine well to the bottom and incorporates a retractable monopod into the vertical foregrip, allowing the gun to be braced for firing. Relatively few are available due to the invasion of Poland in 1939.

Damage: 3d-1 pi

Accuracy: 3

Range: 170/1900

Weight: 9.4/1.5

Rate of Fire: 8

Shots: 32(3)

Strength: 9 (Two Handed)

Bulk: -4

Recoil: 2

Cost: $1600

Deployment Cost: $160
Amanda Bottom

Adopt this Character

Amanda works as an underboss for Mama Gas. She owns and operates Bottom's Up in the Slums in Union City.

 Physical Description

At least one good sized paragraph here. Include things that might not be known just from looking at your avatar such as height or weight. Be sure to include any distinguishing marks and a description of their sense of style.

## Personality

At least one paragraph, you MUST include some flaws, pobody's nerfect.

## History

Give us a minimum of three paragraphs here.
Spell to Detect Spirit Animal

### Incantation

"Second sight, second sight, come to me now so that I may see the light. Show me the truth through this ring, visions of spirit animals, of fur and wing."

A spell that allows the caster to learn other's Spirit Animals for a limited time. Those they look at will take on the appearance of their spirit animal physically, usually in the face, but anywhere on their body.

 How to cast the Spell

Center yourself for spellwork, then use your magical energy focused with your finger to draw a third eye on your forehead while chanting: "Second sight, second sight, come to me now so that I may see the light. Show me the truth through this ring, visions of spirit animals, of fur and wing."

## Power of Spell

Depending on the caster's strength and ability, different outcomes are possible:

1-4 = 2 Sec

5-9 = 5 Sec

10-14 = 10 Sec

15-19 = 15 Sec

20+ = The spell lasts an equal amount of time in seconds to their recorded strength in spell casting.
The Edmund School

The Edmund School is a primary school
for children from the age of about five to twelve. It was founded 100 years ago
and is one of Union City's best known boarding schools, although it also takes
day pupils.

The school has become notable for the large number of well-known alumni it has
taught. It has also become the most sought primary school of the rich, high
society families of Union City and has a 3 year waiting list. Only the most
connected and wealthiest families are able to expedite the process or skip the
waiting altogether.

The school teaches Reading, Writing,
Arithmetic, Coalition Law and History, and Non-Magical Sciences.
Magic Doll

This doll is made of fabric and represents a specific person. Make it in the image of the person whom you are bonding it to. For best results incorporate precious items belonging to the person or physical pieces such as blood, fingernails, or hair into the doll. Blow the air from your mouth into the nose and mouth areas of the doll. Then bind the doll to the person by using the Spell to Bind an Object to You.

The color of the doll has very strong inclinations for its intended purpose.

* White – positive, purification or healing.
* Red – love, attraction or power.
* Green – growth, wealth, money and fertility.
* Yellow – success and confidence.
* Purple – spirit realm, wisdom or psychic exploration.
* Blue – love and peace.
* Black – negative; it can be used to dispel negative energy or to summon it.
Doom

As I feared, the demon was a forerunner to this horror.

Much like its entropic relatives, it seeks to manipulate its pray rather than directly destroy it.

But I get a feeling that this entity is not really the final threat. I feel there is something even more horrifying in wait, and this system has always shown me that things can get worse.

**Effect**

Discard 10 cards from the top of the deck.

**Damage**

If (X) is the number of disasters played before this one, then it causes:

A- 2  damage.

B- X  damage.

C- X  damage.

**Trivia**

* The image of this disaster was originally that of a giant, but was later redesigned to share similarities with the Entropy Demon.
Elvira Clementine

Adopt this Character

 Physical Description

At least one good sized paragraph here. Include things that might not be known just from looking at your avatar such as height or weight. Be sure to include any distinguishing marks and a description of their sense of style.

## Personality

At least one paragraph, you MUST include some flaws, pobody's nerfect.

## History

Give us a minimum of three paragraphs here.
Spirit Walking Spell

This spell gives the caster the ability for their spirit to leave their body and travel without it. Your spirit will be non-corporeal and cannot stay connected to this world for very long without a body to ground you or recharging like a ghost. While outside of your body, your spirit can only be detected by those able to sense spirits and ghosts.

 How to cast the Spell

## Power of Spell

Depending on the caster's strength and ability, different outcomes are possible:

1-4 = 2 min

5-9 = 5 min

10-14 = 10 min

15-19 = 15 min

20+ = The spell lasts an equal amount of time to their recorded strength in spell casting.