Asterope:
You placed a Bound flametongue dagger, a sunflower, a white dove feather, a piece of pink sea glass, and a stray cat's skull in your cauldron. When the mixture is done, the liquid would all drain out of the cauldron and what would be left is a set of fingernails. They each one will fit one of Asterope's individual fingers. If she holds them to each finger, they will gently adhere. Once the whole set is on all her nails, they will melt and seemingly meld into her own natural nails, turning her natural fingernails into a finish that resembles the coloring and texture of the sea glass she put into the cauldron. They will be long, perfectly shaped to her preferred length and size. They will have no weight to them... so they don't feel heavy or artificial. She will find, when conflict arises and she has a need for them, the nails will grow long and daggerlike - formidable weapons unto themselves - razor-sharp and deadly. She can wield them with the skill 'dagger' making them incredibly good weapons which will sink back into her hands when she doesn't need them.
Over time she will get more control of them and can call them at will for even mundane tasks such as cutting a bit of loose thread off a garment. They will, however, not be removable or detachable from Asterope's form.
Ennisa:
You put an iron heirloom dagger into the cauldron with the initials FVZ on them, a drop of your own blood, a cup of ocean saltwater, and a lit lantern. When all these ingredients are placed in the cauldron and the spell is complete, the water will drain out and reveal a pale-haired baby boy - a newborn infant only a few weeks old. He has incredibly pale flawless skin, looks remarkably like Ennisa, and has eyes so dark, one might almost call them black at the pupils so its hard to tell where the colored part and the pupils begin. He will immediately start crying with the water receded and once that happens, he will begin to glow. He will glow whenever he is upset, unhappy, lonely, or showing any sort of intense emotion. The glow will not fade until he is made happy again. He is a living child, as real as any other baby, and helpless. He will die without care.
Autumn:
You placed a black masquerade mask covered with Zintila's Fall painting on it, a lock of Gweneveh's hair, a lock of baby Candace's hair, a vial of soulmist, and a forest green candle that matches Candace's eyes on it into the cauldron. The brew cooks, the spell completes, and when the waters recede, there is a jar of glowing gems in the bottom. The Jar is sealed tight but can be easily moved and opened - though only by a ghost. Inside are 100 gems if counted. Each gem glitters like Zintila's Fall. There is a label on the Jar that reads "Borrowed Life." On the back are simple instructions. Any ghost that eats one of the gems can enjoy a random amount of hours fully manifested as their last form before death - so a ghost that used to be human would be a fully human person for the hours each gem is worth. Hours are determined by a dice roll in Discord of 1d100. The amount is shown on the roll = the hours the ghost gets life. The ghost cannot become dead again before the hours run out.
Moderator Note: The hours taken in gemstones utilized will be pulled from Candace and Gweneveh's lives equally. They will age appropriately. This can be discovered by the ghost utilizing the gems eventually. Artifact: Borrowed Life Gemstone (a jar of them).
Baelin:
You placed a piton, a dead rat's tail, a pebble, softwood shavings, and a root yanked from a stone rose in the cauldron. When the mix bubbles down and the spell finishes, what's left in the bottom is a set of comfortable leather bracers that look like they are made of interlocking pebbles in terms of texture with thorned vines with an occasional rosebud carved into them. However, once they are placed on the wrists, they feel sturdy - firm - and curl comfortably around the arm perfect for whomever's wrist they slide into place on.
If Baelin attempts to climb or gain traction (as if on ice) with them on, he will get quite a surprise. They will suddenly burst with a rainbow light that will give them an intense coloring like muted hues of the rainbow. These bracers will give his feet a magical grip and his hands the grip of a rat, allowing him to climb up anything more easily, adding a level to his climbing at least... and not allowing him to fall in any scenario short of being thrown off a cliff. In those instances, the bracers will not do him much good unless he can somehow catch himself and begin climbing with them on thus activating their ability.
Moderator Note: Artifact--> Stone Rose Climbing Bracers.
Maderia:
You carefully add a silver moonstone ring, a vial of simmering dust, some Winger, Silver Dice, and a blue diamond to the cauldron. The brew boils and bubbles and when the mixture is complete, the liquid retreats, evaporating and leaving a glimmering sparkling charm bracelet. There is a single charm on the bracelet that holds a gemstone that looks somewhat like a hybrid diamond and moonstone gem - meaning a harder plainer moonstonish gem. However, if you wear the bracelet and touch a living sentient creature with the bracelet... with a diceroll in Discord of 75 or higher on a D100 roll... you can briefly capture the spirit of the creature in the charm (if it is unoccupied) for 1d20 bells. Ghosts, on the other hand, can be stored indefinitely by a successful touch in the gemstone charm without a roll. The image of the creature or ghost then manifests in the gem displayed in miniature and moving as if they are alive... usually screaming and beating upon the stone from within. The still-living creature, if captured, will go immobile and their bodies will become catatonic but will not be at risk for death unless something happens to their spirit while in your possession. All creatures will remember the confinement clearly after release and will completely and utterly be aware of what you experience while you hold them. Removal of the charm bracelet will release the trapped spirits and ghosts inside. More charms can be acquired and added to the bracelet if the correct situation arises. Please note in PvP situations, you must have a higher Resolve score than the person you try to capture and make a successful resolve check.
Moderator Note: This artifact is the Charm Bracelet of Spirit Confinement.
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