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Comprehensive Guide To Canon Magic [Void]

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An attempt to provide the community with updated, convenient and accurate magic guides has more recently become an unintentional selfish act. As time wears on, success becomes less and less likely under the immensity of work remaining and the inevitable changes that will be required in 4.0 when a PVP mechanic will do much of the progression scaling of itself. And so it has been that I have sat upon the fragments of an incredible resource and done nought to share it.

 

So this is my surrender. I cannot go it alone, and those who have helped have become thin among the ranks. I do hope that it finds its completion, and I hope that Nexus 4.0 will be that great instigator for it. But for the moment all we have is shreds of something good.

 

So if you are capable of adding pieces, reorganising things, or see something that is not represented by at least a placeholder then add your response and I, or another, will endeavour to oblige.

 

 

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This is the Void Magic counterpart to THIS guide on deity magic

 

 

 

General Rules and Guidelines

Firstly, we need to go over the general do’s and don’ts of magic. These should be followed regardless of the type of magic exercised. There are certain rules that need to be followed, and certain guidelines that should be followed.

 

  • MAGIC REQUIRES AN APPROVED APPLICATION lordofthecraft.net/forum/494-magic-applications/

  • You must follow the lore of a form of magic. If the lore restricts how the magic can be obtained or what other forms it can or can’t be used with, it is powergaming to subvert these.

  • All forms of magic must be learnt from a teacher. Self teaching is not permitted unless by exceptional circumstances with OOC teacher oversight.

  • You are permitted flexibility to act beyond the current lore in how the magic is performed but ignoring red lines, majorly altering the lore, or creating a completely new form of magic without first consulting the lore team is not allowed.

  • You magic is only equal to any other form of fighting in a combat situation. It does not inherently make you more powerful than other people.

The Conservation of Reality

The theory that anything performed by magical means takes up the same amount of energy if it were performed with non-magical means.

  • There is no endless supply of energy for magic.

The Law of Creation

The law that something cannot be created from nothing, meaning, all forms of arcane magic must have an equal sacrifice to perform.  We see this mostly in the form of mana.  This also goes to say that things cannot be destroyed either, as all things Arcane come from the void and all things return there.

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The Evaglno Effect

The idea that arcanists can perform, on occasion, 'super mage' feats much like how adrenalin can allow normal beings to perform 'super physical' feats.  Though, according to the Law of Creation, the cost of said feat is detrimental and permanent.

 

  • Learning magic takes time and dutiful study. You cannot immediately be experienced in any form of magic, and the previous framework for learning was that it took one month to become adept at magic, and over 6 months to become a master of a subtype.

  • Learning multiple subtypes would double or triple the time required to become skilled.

  • No one is born with magic, it must be learnt. It is highly recommended that you try to learn the magic from another character. Misusing magic can be easily detected by those with experience, and if you cannot validate your knowledge of magic you cannot roleplay it.

  • Magic is intended to be fun and makes you no more useful in combat than an average skilled swordsman. Do not use it to break any server rules or try to work around OOC restrictions.

 

 

The Void

 

"And from nothing did The Creator pull all things. In an instant from a pool of darkness did His divine hand withdraw the rolling hills, the meandering streams, and the endless oceans. From nothing we have come, and to nothing we will inevitably return. Destined to rejoin the limitless swirling energies that exist beyond our perception in a realm that we are void of a name."

 

Void based magics tend to be easier to learn, depending upon mental ability and supply of mana to establish a void connection. The Void is a separate plane of existence that exists everywhere, all the while never being perceived. It is simultaneously nothing and everything. Nothing exists in The Void except for endless potential.

 

Void magics operate by firstly abandoning mental perception of our world to open one’s mind up to the limitless nothing. Once a connection with the void is made, the individual’s mana is required to wield the Void’s energy for magical purposes. Using mana to connect to The Void is a very unnatural process, and the body will show some physical sign of the action that it is undertaking, whether it be a physical tick, twitch or tremor. A Mage will use their studies of their particular subtype to manifest the void’s energy into the form of magic they desire. Once a connection with the void ceases, either voluntarily, by distraction, or from exhausting a supply of mana; the magic ceases to exist, returning instantaneously to nothing within the void.

 

There are other sources of magic than just Deity or Void. Perhaps they are just an access to the Void or a veiled Deity chooses to work through such methods to bestow their power.

 

 

Mana

A mystical energy that surges through the body of every living thing just as blood flows through human veins. At the hands of The Creator our world is filled with Mana that ties everything to the Void and the Havens from which HE wove the beginnings of our universe. It exists in a constant ebb and flow and is perhaps the thing that makes every living thing so secretly beautiful. The blossoming of a flower amidst the bitter winds of winter are a testament of the magical qualities of mana, that even beyond photosynthesis and the nutrients absorbed from the earth there is energy within that frail creature to perform something of wonder.

 

Whether because The Creator desired more from us, or because at some point we discovered its secrets, the mortal descendants have a much greater potency of mana than exists within the world. Mana is supposedly sourced from the soul and naturally regenerates over time. The supply of available mana is finite but can be increased from continuous use of it.

 

Mana is an energy source that is necessary for attempting supernatural feats. The use of it is as tolling on the body as intensive physical activity, so when one has used up all their existing mana their energy too would be spent. The time required to regain one's mana supply fully may differ by person but is around one passing (IRL hour) provided that period is one of rest.

 

 

Corruption

Magic is a powerful tool. However it is not bereft of flaws, and like any tool, the path of magic will leave an individual lacking in other areas. Across all areas of magic though, the outcome tends to be the same: proficiency in magic makes you physically weaker.

  • Void Magic: Individuals who follow the arcane branch find themselves attacked by two barriers to physical strength. The first being that they spend much of their time studying the arcane, however that alone is not the root cause of why they are incapable of being particularly strong. The true root comes from the void itself. The power of the void coursing through one's body is an unnatural thing, particularly when one's opening to the void is so small. It is therefore the void acts like a toxin, sapping the body's strength and rendering it impossible to build more than a small amount of muscle. Such is the curse of the mage.
  • Contract Magic: To properly write the contracts, the user would need to spend extensive time reading and understanding the words and their meaning, as well as properly writing and carving perfect symbols. This would turn the user more into a scribe than a fighter, but the magic itself does not harm or weaken the physic. Some fighting capability is retained, but they would never be able to defeat a warrior in a one on one fight.
  • Fi'hiiran'seth: You guys have 2 void connections. Think of the arcane troubles and then multiply them by two.

 

 

Magic Guides

 

Household Magic

The dishes will start cleaning themselves

Spoiler

Archetype:

None

 

Basic Understandings:

Domestic Magic is a strictly non-combat form of magic that is used in fulfilling household duties such as cooking and cleaning. Made up of a variety of different spells from different schools of magic, rather than studying one branch of magic in depth, Household magicians may “sample” different spells. They’ll become proficient with one low tier spell that is useful and ignore the rest of the magic in that branch. A spell can come from any branch of magic, so long as there is a teacher of that subtype or experienced Household Magician available to teach it. You can, of course, use other spells than just those listed.

 

Light Weak Fire (Evocation) – Lights a small, steady fire that can be used to light a torch, heat up an oven, or warm a fireplace. The fire is typically too small to set anything non-flammable on fire, so it is best used on designated objects.

 

Puff of Air (Evocation) - The caster summons a light puff of air that can be used to clear dust or cobwebs.

 

Light Source (Transfiguration) - The user creates a small and dull light using alteration.

 

Illusory Writing (Transfiguration/Illusion) - The user creates glowing text for writing. This text fades in 2 elven days unless the alteration is refueled.

 

Lift Object (Telekinesis) – Lifts one (1) object a few feet off the ground. The object lifted cannot exceed around 2kg in weight.

 

Command Object (Telekinesis) – The caster commands one (1) object to perform an easy task (ie. Commands a broom to sweep, commands a sponge to wash something). The object will not cease the activity unless released from the command. The command must not be harmful to anyone or the spell will not work. Only works on non-combat items (will not work on swords or other weapons). The object may not surpass 1kg in weight.

 

Create Water (Evocation) - Creates a half a bucket's worth of water that can be used for washing, bathing, etc. Water may also include a small amount of soap if so desired, however vanishes once task is complete. One could also summon a similar amount of earth. Small rocks can be made too. All vanish once focus is lost.

 

Progression:

Household magic spells are taught individually either from another Household Magician or from a Mage experienced in that subtype. There is no progression, you only know what you learn.

 

Roleplaying Tips:

>Non-Combat:

Begin by concentrating so that you may be able to take control of the flow of mana within your body. By blanking your mind of all thoughts, you may discover The Void and from this other plane of existence can your magic be pulled into reality. Your experience will now come into play as you use your mana to form the nothing of The Void into a physical manifestation of the spell you desire.

 

This process can be performed through three emotes:

Concentration and/or meditation.

Connecting to void and attempting to bring something forth.

The outcome of your desire, or alternately failure.

 

Once you have completed the task you wanted to the magical manifestation will return to The Void.

 

>Combat:

Cannot be used in combat. Not even a little. Not even at all.

 

Red Lines:

~ 100% useless in any form of combat

~ Spells available are only those that are learnt for domestic uses. Knowing how to summon a small flame does not help you to become a fire mage, except in intellectually grasping the concept of magic.

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/93600-improved-household-magic/

 

 

 

Archetype: Alteration

A form of magic requiring both knowledge of magic and studies of science, Alteration uses the Void to shape things that already exist. Intelligence is a prerequisite for all subtypes Alteration.

 

Transfiguration

Alter the physical makeup of an object, enchant it with additional properties, or make it resistant to magic with wards.

Spoiler

There are 3 branches of Transfiguration that provide very different but all very useful benefits to the Transfigurer. Each must be taught either through literature or in person, knowing one will not give you automatic ability to use the other two.

 

Enchanting: Adds an additional usefulness (or uselessness) to an object. An enchantment can be paired with another type of magic so that the item carries its own magical ability, however the mana required to fuel its magic will come from whomever wields it.

 

Wards: Creates a barrier against magic and only magic. Something that is warded could easily be broken by physical force if it is physically weak.

 

Transfiguration: Alters the attributes of an object while retaining mass. Reactions are not chemical but physical in altering their reality, therefore an object will not be able to become something else altogether, however it can be transfigured into something different.

 

The Law of Transformation

 

The law that something cannot be altered or changed unless it retains its original mass.  This law also states that, when transforming something, the change must be physical, not chemical.  This means that a paper can be folded into a crane, though it cannot be turned to ash.  The ash cannot be turned back into paper.

 

 

Telekinesis

Alter the effect of gravity on objects by moving them through space at your whim.

Spoiler

Archetype:

Void magic. Alteration. No prerequisites to learn.

 

Basic Understandings:

Telekinesis is the direct lifting and movement of objects. The Telekinetic temporarily changes how gravity acts on an object to alter its position. The hold and control of telekinesis is only temporary, and once the alteration is removed the object will return to its usual relationship with gravity. This return is not instantaneous and there will always be a delayed moment as the object falls slowly, gradually gaining pace as it reconnects with gravity in relation to its mass, i.e. a large dense object will return to the full effects of gravity sooner than a pebble. The releasing of a telekinetic alteration only takes a few seconds. If the alteration ceases to be controlled by a Telekinetic the effects disappear. This therefore renders the creation of objects in perpetual floating state without the focus of a mage impossible.

 

Objects lifted by telekinesis must be solid and a ‘whole’. A Telekinetic can not possibly focus on a liquid and move it as there are simply too many particles to focus on. The same can be applied to gases and multitudes of small objects such as dirt. Any object that is a part of something else, for example a twig from a tree, would need to be altered as though it were one entity in space, so the tree as a whole. It is possible to alter gravity upon a part of a whole in a more brute fashion that would act like swatting at the object in question in the hope to loosen it from its ‘whole’. If a Telekinetic were attempting to retrieve a tree branch from a whole tree they would need to start by applying pressure upon the branch in the hope that it may break free, then once the branch is loosened and becomes a ‘whole’ object in and of itself, it can be more accurately controlled with telekinesis. Objects with a changing surface area which are not entirely solid, such as living creatures, are essentially impossible to lift.

 

A telekinetic must focus on a single object in order to grab it. This makes the manipulation of moving objects much harder as it is more difficult for the mage to focus on the single point. However, this does not make it impossible. Mages of greater degree of mastery over telekinesis are able to manipulate objects in motion to a greater degree. Where an amateur telekinetic may be unable to redirect even a rock thrown in his direction a master may be able to control this rock, assuming it is not traveling at incredible speeds and is not very large.

When it comes to the difficulty of manipulating an object there are a few factors which influence the difficulty:

▪ Speed of motion. The object needs be identified and pinpointed in space to be altered. The greater the motion the more complicated it would be to establish a telekinetic hold. Experience is especially rewarding here.

▪ Number of objects manipulated at once. More objects being lifted makes such lifting more difficult. The manipulation of liquids and gasses is essentially impossible, albeit a Telekinetic could make a ripple by attempting to push an area of it. Solids like dirt and sand with many particles are also essentially useless to manipulate to any use.

▪ Size and weight of object. Heavier objects are harder to lift than lighter ones and more weight comes from experience.

 

Telekinetics can work cooperatively in the moving of an object that is already being manipulated by another telekinetic. This may be called ‘cooperative telekinesis’ and means Telekinetics can lift objects more easily or beyond their individual levels of experience, or even fight over something.

 

Objects that are under control of something or someone else will create a telekinetic struggle that is the same as two men holding the same stick. So a potato floating down a fast moving river will require a bit of struggle to pull it free of the tide, but be rather easily won. While attempting to pull a sword from someone’s hand is no stronger through telekinesis than it would be if you were to be holding the other end.

 

Progression:

Initially a Telekinetic will struggle to lift one light object with any good deal of control. Straight up and down is your easiest motion. If an object is moving with reasonable pace it is near impossible.

 

After some practice a Telekinetic can lift a small number of objects up to a kilogram of weight each. Moving objects or parts of a whole can be swatted at to little effect.

 

An adept Telekinetic will have great control and technical dexterity of as many as 20 objects and is capable of lifting up to 80kg at once.

 

A master Telekinetic can lift over 200kg comparable to size (e.g. a wooden townhouse is going to be too large to lift, even though it mightn’t be very heavy).

 

Roleplaying Tips:

>Non-Combat:

The telekinetic alters the way gravity affects an object, nothing more and nothing less. Emotes consist of describing precisely what the mage is directing their object to do.

 

Telekinesis is like any other void magic, so before casting something the mage must emote with a sign that they are about to do something unnatural.

 

Heavy lifting can only be performed slowly, with pace increasing from experience. A large barrel of water will never whiz through the air.

 

>Combat:

A person cannot be thrown about with telekinesis, however solid objects like swords, arrows and armour can. Keep in mind while moving someone in armour what your level of experience is and how much you may be able to lift.

 

Small objects can be controlled quickly, while heavier ones are lifted slowly. Know your abilities and be mindful that a soldier in full armour is a rather heavy opponent to lift and will never be able to be flung up into the air or thrown against a wall with any great speed.

 

Space out your emotes to be comparable to the speed that your opponent does. So if they draw a sword and swing through one emote do not waste time with a twitch (or other magical ‘tick’), identifying the object and then taking control of it. More is always better, but do not lose your head while detailing actions. However! telekinesis is slower than picking something up with your hands. So while adjusting your response rate to meet your opponent’s, do not respond more quickly than you would be able to without magic.

 

Red Lines:

~ Living creatures cannot be lifted

~ Liquids, gases and collections of tiny pieces (like sand) cannot be manipulated to any real effect

~ If you are struggling over an object you are STRUGGLING over an object. You do not automatically win

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/88063-telekinesis-guide/

http://www.lordofthecraft.net/topic/69845-accepted-by-mat-telekinesispsychokinesis-the-movement-of-object-with-the-mind-complete/

 

Void Translocation

Use the Void like a never ending pocket to store whole objects by disintegrating them.

 

Spoiler

 

Archetype:

Alteration. Prior advanced understanding of Void Magic required

 

Basic Understandings:

The Void is an infinite space of simultaneous nothing and everything. There is nothing found within except raw potential. This ‘potential’ can also be known as energy, or more accurately defined by modern science as a near infinite supply of dormant molecules. Evocationists access this void to withdraw these molecules, employ their knowledge of an element to give them a meaning, and thereby cast their magic. Void Translocation seeks to do the opposite and take existing matter and push it into the Void where it will become molecules floating through an endless nothing.

 

There is a peculiarity with mana that connects it to the entity from which it was created. For the entity itself, when it ceases to exist the mana of that entity (take the example of a rock which has a low quantity of mana) is what defines those molecules as belonging to it. The combination of mana and molecules will be called DNA to aid in our understanding. For a rock to be sent into the Void there would then exist a certain number of molecules that are interconnected because of their DNA. These molecules cannot be successfully used for anything else unless they return from the Void in the same form as the original entity. Because the individual molecules maintain a holistic connection to the entity from which they came, if only a part of an object is sent to the Void then all the molecules that are sent have been “broken” from the original and become dormant. If something is not sent as a whole then it can never be brought out again.

 

Because all things need to travel in their entirety instantaneously into the Void there is a limit on the ability of an individual. Some entities will be too large to be translocated because they exceed what a Sorcerer is capable of focusing in. Likewise anything with an altering form or moving quickly cannot be concentrated upon. So fire, liquids and other non-solids cannot be translocated. Living creatures that are awake and moving also alter their form too much.

 

According to the “Law of Creation” an equal sacrifice is required to make or unmake anything. So for a sorcerer to translocate an item they must match the mana of the entity with their own before sending it, and again before retrieving.

 

 

Progression

Tier 1: Disassembling and Reassembling small lifeless entities must be done near instantaneously so that one can practice discerning the form of an object within the void

Tier2: A lifeless entity the size of one's hand can be stored in the void for any length of time depending on one's memory. The object must still be handled before disassembling.

Tier3: Living entities can now be disassembled and reassembly becomes easier to perform. Objects that are not 'whole' can be disassembled (See Para 2 of "Understanding...")

Tier4: An entity no longer needs to be touched to be understood and disassembled, however it must be completely visible. A connection to the void can only be made in the near vicinity of a sorcerer. Entities as large as the sorcerer themselves can be trans-located.

Tier5: Multiple entities can be reassembled into one form. Reassembly can be performed at a distance from one's self, no longer requiring to touch an entity.

 

To encourage a greater understanding of complex entities, the following list has been assembled as a guide from simplest to most complex. The size of an object also has a dominant impact on how complex an entity is, however is not necessarily a factor in this list.

Lumbered wood

Stone

Cloth

Leaf or flower

Smelted Steel

Fruit

Book

Ice

Small plant

Bug

Tree

Frog

Small animal (nothing larger than a bird)

Raw energies: fire, water. lightning etc. (cannot be reassembled)

 

Roleplaying Tips:

A sorcerer must first understand the object that they wish to send. To begin with the object or entity will need to be physically studied, then mentally studied, then magically studied. The entity in question must remain unchanging in form and mana while it is being studied, otherwise the shifting energy will make the entity too difficult to understand. Once a sorcerer adequately understands the entity they must use their own mana to match that amount of mana. Then, once a connection to the Void is established just as any Evocationist would, the object slips into the nothing and ceases to exist in this world.

Now that the entity floats around as pure energy in the Void the Sorcerer can get on with their day until such time as they would like to summon it back. Obviously the longer something is left in the void the easier it will be for the Sorcerer to forget the DNA of that entity. If such information cannot be recalled then the object will never again be seen in this world. However if such time has passed that they can remember the entity's combination of mana and energy, they simply establish a connection with the void again and imagine the entity in its original form, connecting with the energy and using the same amount of their own mana that it originally contained.

 

 

Yellow-ish Lines (because better something than nothing right?):

Understanding or 'reading' an entity before disassembling it takes time. An entity can be moving in space but no part of it can be changing while it is being 'understood'.

 

Connecting to the void takes time to clear one's minds and senses completely. Reassembling an entity can never be done instantaneously. For a highly experienced sorcerer it would take just as long to reassemble something like a shield as it would take for someone to physically wield one.

 

When an object or entity is reassembled into this world, it is reformed as though it were frozen in time in the void. All reassemblies are motionless in time and space.

 

Only a master can disassemble or reassemble something without touching it because the connection to the Void must be created by the sorcerer.

 

A sorcerer must match the mana of an entity to disassemble and reassemble it, so any entity with shifting mana cannot be done. This includes but is not limited to: unconfined liquids, fire, living beings too large to be 'understood instantaneously' (larger than a dog), lightning, wards.

 

Magical items are protected by highly concentrated mana that may or may not be fluctuating. This makes it impossible to disassemble unless the sorcerer is in control of the magic/enchant themselves.

 

Humans (or any playable creature) cannot be sent to the void.

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/88176-lore-magic-complete-void-translocation/

 

 

Void Shifting

Utilise the Void's spatial connection to all things to step through physical distances in an instant.

 

Spoiler

 

 

Previous Guides/Lore

 

 

 

 

 

Archetype: Illusion

 

Sensory Illusion

Reshape perception to invent visions and experiences of things that do not exist.

 

Spoiler

Archetype:

Void magic. Mental. Advanced intelligence required to “master one’s own mind”

 

Basic Understandings:

Illusion deals with the manipulation of others through the creation of false thoughts and images.  A truly difficult art to master in the sense that an Illusionists must first be a master of their own mind to alter the minds of others. An Illusionist taps into the void to pull out false thoughts and images, and impress them upon others. In order to do this, an incredible length of time in meditation and connection with the void is required to be able to quickly and effectively send illusions to the minds of others. Moreso than most other magic types, the Illusionist must know how to completely blank their mind and remain in a state of controlled consciousness.

 

An Illusion altering the perception of reality through the senses (touch, sight, sound, smell, taste) is known as “Light Illusion”. The two strands of Light Illusion are “Glamors” which is the adding to or editing of something that already exists; and “Figments” which is creating something that did not exist. An illusion is only strong as long as it remains believable, so Glamors are a great way of bending the perception of reality without pushing the limits of believability.

 

Light Illusionists who are highly experienced in moulding what does not exist can also delve in “Phantasms” which is the manipulation of emotion. An evoked emotion will remain effective given that the situation is supportive of such an emotional response. So for someone to be tiptoeing through tulips to suddenly be overcome with morose grief is unbelievable. A good Phantasm is believable under real circumstances, or supported by Light Illusion to keep it that way.

 

An illusion is created by the Illusionist having their mind enter the Void and imagining what they choose to create, whether that be an army of soldiers or ear ringing shreek. They must know exactly how their Illusion will sound, smell, taste, feel, or appear. It is because of this that Illusionists must have previously experienced their own illusions. An important requirement of Light Illusion is that it remains logical. A break in logic causes a lapse in believability in which the subject mind will realise the rouse and cease to accept it.

 

After the step of creating the illusion in their mind, next comes the step of actually making the Illusion come to be. Once the illusion is imagined within the Illusionist’s mind they project that message onto other minds of their choosing, or on a grander scale, to any who are within a distance to experience it. This may be referred to as a “global” or a “broadcast” illusion, and individuals may be able to see through it more easily without the Illusionist knowing than an illusion that is intentionally pushed upon someone. With our without the other person(s) knowing they can reproduce this illusion exactly as it appears. The level of detail to which it is reproduced is determined by experience. Mana is required when creating the illusion depending on size, number of senses involved, and scope of audience.

 

Illusions can also take on multiple senses to alter.  Meaning an Illusionists could create the most realistic army to siege a castle ever seen, however!  No matter how realistic that army is NEVER can it affect the physical world.  This means that if a fake soldier stabs an Illusionist’s enemy, that blade can appear and even feel like a real blade, but never will that blade harm or draw blood from the enemy no matter how realistic the stabbing feels to the enemy.  (Note that the Illusionists would have had to feel what being stabbed feels like to produce this Illusion)

 

 

Progression:

An Illusionist can begin studying with small illusions only large enough to be held in one’s hand, but would be exhausted of mana if any more than 3 witnesses are fooled by the illusion for a minute. The only sense manipulated is sight, which means that the illusion will fail once touched.

 

An experienced Illusionist can create illusory experiences with as many as three senses (emotion not included) on any number of people. The illusions may be easily seen through should the witness(es) discover reasonable doubt. The maximum the Illusionist can handle is one minute of a global broadcast using three different senses.

 

An adept Illusionist is able to create Phantasms on one mind at a time, though can lose control if they are distracted in the process and may find themselves projecting their current emotion as opposed to the emotion they desire to create. They can create multi sensory illusions without growing too weary.

 

A master Illusionist knows their craft and can create virtually unbreakable illusions. Their Phantasms are highly effective on multiple targets at the same time.

 

Roleplaying Tips:

>Non-Combat:

Illusions that are cast upon one target should be performed through the /msg command.

 

Whether as a private message or through a public emote, never demand the response that you want. How they choose to interpret your magic is up to their perception, however ignoring an illusion would be considered powergaming.

 

It is not advised to create illusions that alter the environment on a large scale. Large illusions are either a terrible drain on mana, or can be made simpler by duplicating information.

 

Don’t forget to fail. You can’t always be a champion.

 

>Combat:

Illusions are at no point real or lasting. You can make someone believe wholeheartedly that they have been stabbed in the chest, but they will never be wounded, killed, or rendered unconscious by it.

 

If your target/s are aware that they are subject to an illusion, it may become much easier for them to see through them. Grant them the leeway to recognise holes in the illusion, but do not enable a powergamer to push you over.

 

Immunity to emotion isn’t really possible. Granted, it may be more difficult to phantasm certain emotions on certain targets based on their own experiences of that emotion (i.e. an orc may not be familiar with fear), but everyone is subject to emotional response. Those who claim to be numb to emotion are, in fact, numb to the evoking of emotion, but when their own mind begins to produce such a thing they will buckle and start blubbering like a baby. However keep in mind that phantasms that aren’t supported by a sensory stimulant are weaker.

 

Red Lines:

~ No illusion is ever real or have any affect on the world except for the perception of those in it

~ Invisibility. This does not, however, mean one can't vanish. Given enough distance one may create smoke or a flash of light and then become the illusionary form of somewhat-invisible to escape.

~ Pushing your target into a dream-like vision or sleep is not possible with illusion. Their mental state will remain the same while under your illusion.

~ Creating an illusion which you yourself have not experienced in reality.

~ Copying a person perfectly in an illusionary disguise. The level of detail required is too extreme

~ Fooling yourself with an illusion is mentally not possible

~ Reading or gaining access to thoughts or memories is out of the question

~ There are no unbreakable illusions

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/88059-illusion-guide/

 

 

 

Mental Magic

Toy with memory and illusion, delving into the thoughts of individuals often undetected.

 

Spoiler

 

Archetype:

Void Magic. Alteration: Mental. Highly advanced intelligence required. Must be taught by Mental Mage.

 

 

Basic Understandings:

Mental Mages use the void to establish a connection to another mind. The first step for mental magic is to connect to the mind of another by locating them not just in the physical plane of existence, but by locating their consciousness from the void. In theory any consciousness could be connected at any distance, however mortal brains remain unable to comprehend the expanse of collective consciousness and are therefore only able to connect through the void to another mind within range of physical perception (sight or otherwise).

 

Once connected with a mind through the void and having overcome any barriers that may arise (more on this later) the following spells can be performed. The more complex, finitely controlled, or larger the spell; the longer preparation time, and consequently more emotes, required to cast.

                          Basic Telepathy

Once two minds are merged any purposeful thoughts from the Mental Mage are heard by the other party as words sounding like their own thoughts. Simple memories and emotions can also be communicated through telepathy and are transferred in the instant that they are thought. Telepathy can work in both directions, so a Mental Mage will want to establish their own mental barriers otherwise they will be inundated with a flood of telepathic thoughts as soon as they connect with another mind, making it very hard to concentrate on their own thoughts. Telepathy is a simple means of communication through which a target mind be lead through thoughts or memories in an experiential manner that transcends verbal communication.

                          Mind Melding

If a target mind isn’t willing to show a Mental Mage what they are looking for the Mage can force their search deeper. The key to overcoming mental barriers is to distract the person’s conscious mind so that melding goes unnoticed, or to niggle away subtly until the information is extracted. Alternately a mage could break straight through a barrier by eliminating its weakness, which is much more often emotional than intellectual.

Delving through someone’s mind like this is quite mentally tiring and will not always be successful, especially if the uncooperative target mind has a high level of mental control and is able to focus themselves upon one thought, or upon nothing at all.

                           Mental Illusion

Mental illusions operate just like light illusion, though for only one target. They can be a simple alteration upon perceived reality and scale up to a dream-like vision involving all senses. A Mental Mage can also employ their target’s memories to embellish their illusions with emotional connection. They are also capable of silencing any stimuli (sight, sound, smell etc) and therefore destroy the perception that something exists, while light illusionists can only create.

Where Mental Illusions become more complex is that because the two minds are merged the other party can consciously, or without realising, influence the illusion with their own thoughts.

The fatigue of creating a mental illusion depends on the size, duration and complexity of the illusion; removing stimulus is more difficult than creating.

                          Cataleptic Illusion

The mastery of the mental illusion is in numbing the target's mind so that they enter into a sleep-like state in which their logic is more easily persuaded. A regular mental illusion, depending upon scale and realism, is highly believable as the mind has no reason to doubt itself. However a complicated vision that seems to break reality pushes the boundaries of what is believable, in which case a Cataleptic Illusion is more useful.

The target's body is made to surmise that it is asleep so that the mind can function much more quickly and effectively, as well as becoming prone to assuming that anything is believable. The vision must first be created in its entirety in the Mage's own head before overwhelming their target with it. Even though the target mind is more open to persuasion, should they question their current state beyond mere uncertainty, the cataleptic illusion may begin to crumble.

Obviously such an illusion is very mentally tiring. A Tier 3 Mage would only be capable of keeping their target cataleptic for up to a minute (or 3 emotes of illusion) before exhausting.

                          Memory Wipe

The highly skilled Mental Mage is capable of finding a specific memory thought or experience and remove it. Once something is committed to long term memory it cannot be forgotten as it is stored in multiple places, but a piece of mental data formed within an hour is able to be removed from a target’s short term memory. If the target mind becomes aware of the memory that is being wiped, and therefore thinks upon it again, the process fails. This is a highly fatiguing mental process and can only be performed once before tiring. For a Tier 5 it can be failed once and performed again.

 

It is highly encouraged that you help your target mind OOC by explaining how they should proceed in roleplay. Such things as what to emote publicly, how to react in /msg's and what things they may or may not retain control of during your magic. If a clear line of OOC communication is happening, your roleplay will be less confusing and will produce a more desirable outcome for both parties.

 

A normal person has no understanding of high functioning consciousness and will generally remain oblivious to the presence of another mind. If a mental connection is established between two Mental Mages either party could have equal influence upon the others’ mind. In some circumstances a highly trained mind can be made aware of an intruder by the Mental Mage's activities. They may be able to create logical or mental barriers in an attempt to prevent further action upon their mind. The mentally disabled or schizophrenic mind functions differently than normal, in which case a barrier is the least concern for a Mental Mage. They may find themselves following thought patterns that lead in unending loops, or fail to comprehend the unconventional way their mind is configured, thus the mental defence is not like a deliberate wall but a coincidental labyrinth.

 

A barrier is a wall of memories or thoughts that a target mind puts up to restrict access. It can revolve around a single memory, be as an intellectual puzzle, or a memory loop; and may be purposely designed in the case of the mentally trained. Barriers are deliberately put into place by the target mind when they realise that their mind has been compromised. It is a forced objection to the activities of mental mages and can be established whenever the target desires, as early as the first sign of a spell. Specific training is required to firstly recognise when the mind is under the influence of another, and to create and hold a barrier. If a Mental Mage is met with a mental barrier they will have to try to force their own thoughts into a the target mind’s wall in an attempt to overwhelm it or penetrate a weakness. If the target mind is distracted by the thoughts or emotions forced upon them the barrier will break. A Mental Mage is able to immediately enter any mind so long as they can remain undetected, however any activity, thought, illusion, or melding for information may alert their target to a foreign presence.

 

Progression:

A Telepathic will start out by grappling with connecting to another mind. If they succeed their presence in another mind is obvious and they can do little more than watch or say a few words.

 

After some more experience with connecting to minds they are capable of creating minor illusions, anything as complicated as an illusory change of environment will be quite easily seen through without practice. They may also start attempting to overcome mental barriers, experiencing mostly failure except where the target is easily distracted.

 

An experienced Mental Mage knows a great deal about overcoming mental barriers to gain what they desire through Mind Melding. Their experience in illusions pays off by being able to create convincing illusions for extended periods (5-10 minutes) and can begin entering their target’s into Cataleptic states, though the effects remain weak and the target can easily be physically awoken.

 

The Master Mental Mage can enter any mind and overcome any barrier by seeking out its weakness. Their Cataleptic Illusions are potent, and they can cast Memory Wipe once per day.

 

Roleplaying Tips:

>Non-Combat:

Much of Mental Magic is communicated and performed through in-game tells either using /tell (whisper) or /msg. The first important tell that must be communicated is to OOC explain to the target what is happening so that they understand how the can and cannot act. It is also important to advise that, should they have practiced building mental barriers, they may put up the barrier and explain its appearance whenever they desire, and from the first sign of activity.

 

Aside from OOC assistance and helping a target understand their response to mental magic, all /tell’s or /msg’s are to be roleplayed. It is important to remember that even a highly skilled Mental Mage cannot impression upon someone to do something that they refuse to do, so do not /tell emotes that demand a definitive response or you are powergaming.

 

Performing Mental Magic reflects on the user as a physical “Tell” that correlates to their mental control activating, on top of the usual sign of connecting to the void. All mages have a physical reaction to the use of their mana when accessing the void, this is generally done through emote and is performed as the precursor to the mental connection. While the Mental Mage searches for their target mind in the expanse of consciousnesses within the void their body will not necessarily show a sign of their mental focus. Once a connection is established they would have a different physical reaction that is the result of their mind merging with another and, while the Void “tell” may last only a moment, the mental “tell” will continue for the duration of the magic roleplay. It is handy to work your mental tell into a subtle physical response so as not to give yourself away.

 

>Combat:

Mental Magic is not particularly useful in combat as the continual distraction of potentially losing a limb will falter the Mental Mages concentration. The only spells available while engaged in combat are Telepathy and Illusion.

 

All Mental Magic should be performed through /msg in a combat situation. Your physical actions and your opponent’s responses will still be as public emotes.

 

Explain your emotes in the same level of detail that your opponent does for their own. Do not emote faster than they can make a response, likewise do not lose a limb while detailing a vision.

 

Red Lines:

~ Making someone think the way you desire is not possible. Their brain is characteristic of themselves and remains open to manipulation and suggestion, but not control

~ Control of emotions is not possible. One can only impression the idea of it.

~ Mind control is not possible

~ Control of a body is not possible

~ No mind is ever inactive. There will always be interaction during roleplay

~ There is no way of incapacitating another person, mentally or physically. Mental Barriers can be removed, the physical body can be pushed into a sleep-like state, but a character may always be awoken and their mind will always remain conscious.

~ Memories cannot be rewritten, only the perception of them

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/100613-mental-magic-guide/

http://www.lordofthecraft.net/topic/82350-%E2%9C%93-mental-magic/

http://www.lordofthecraft.net/topic/106251-mental-magic-tips-for-the-user-and-usee/

 

 

Cognitism

Extends one’s own mind and mental process beyond human ability.

 

Spoiler

Archetype:

Void Magic. Alteration: Mental.

Requires Illusion or Mental Magic

 

Basic Understandings:

Cognitism takes the principles of Mental Magic and Illusion and turns them inwardly upon the Cognat’s own mind to increase mental capacity, imagination and calculation. As it is impossible to be fooled by your own illusions, Cognitism relies on the idea of the “Spectator Mind” which essentially splits conscious and subconscious thinking so that the Cognat can be fooled by their own illusions, while subconsciously remaining aware that it is fake.

 

The Spectator Mind is the first important step required in learning Cognitism. Only through intense meditation and practice can an illusionist learn to become the subject of their illusion without slipping into a schizophrenic state of madness. After initializing the Spectator Mind it takes little concentration to maintain, however physical or emotional distraction can easily throw off the Cognat’s concentration, requiring further meditation to return to that mental state. The Spectator Mind is required so that a Cognat can slip out of their own consciousness in order to trick themselves with illusion.

 

The benefits of Cognitism are purely intellectual, and given the time required to focus one’s mind on it, is altogether useless in combat situations as it would be nearly impossible to experience relaxed meditation. The illusions that can be imagined through Cognitism are an extension of the Cognat’s existing intelligence. If they are scientific, they could create floating mathematical equations or to visually record the outcome of chemical reactions. A biologist might be able to envision an exploded diagram of the internal structure of an animal. Similar illusions can include: virtual rulers to calculate distance, angle, velocity etc., recording and recalling data or properties of an object, and permanently memorising information or a specific short term memory down to minute details.

 

Once in the Spectator Mind a Cognat is highly susceptible to believing whatever illusion comes before them. If another Mental Mage or Illusionist were to intervene at this point, the Cognat would be forced to accept whatever illusion comes before him as though it were created by his own mind. The only escape is if this intruding illusion does not follow the same ‘language’ (so to speak) of their own illusions, therefore the subconscious would begin doubting and pull the Cognat out of the Spectator Mind.

 

Lastly, Master Cognats can enter a state of hyper-thought after considerable meditation and concentration. In the state of hyper-thought, the Cognat brings his actual mind 'closer' to The Spectator Mind while accelerating the speed of thought in both minds. The Cognat will bring them closer and closer to each other - then immediately separate them and carry both minds down through a long series of logical considerations about data the Cognat has before decided on in order to stabilize them both. Upon completion, several states are possible. The Cognat could be carried through a series of random and chaotic thoughts with no clear revealing pattern, and is forced to disable The Spectator Mind in order to stop the stream of random data. The Cognat could also have made an error in the process, such as allowing the two minds to make contact, causing a perception feedback loop and frying the Cognat's brain. But there is also a slim possibility that the Cognat would succeed, and from the data he fed into both minds to stabilize them produce a Revelation.

 

A Revelation can be any sort of realization: realizing that the Cognat can save money by buying food in a different city; an imaginative solution to an engineering problem; or something even as great as delving into the patterns of the world to predict when and where some catastrophe will happen. If a Revelation is of any major significance or involves learning information that would be considered Meta, it must be approved of my the Lore Team, and possibly an Admin depending on the ramifications of the Revelation.

 

Hyper-thought does not need to be brought to the severity that would cause a revelation. The process can be used on a minor scale to increase the illustrative abilities of imagination and dreaming, or to consciously process thought much faster than the mind would usually be capable of. This may also present a possibility for sharing large amounts of information in short periods of time, however it must be used in conjunction with Mental Magic, and is certainly not for the inexperienced. Melding with another mind and then entering the Spectator Mind will likely cause overlap of memories, thoughts, personality traits, etc, in which the Cognat will struggle to distinguish between their mind and the other for the rest of their life.

 

Progression:

 

Roleplaying Tips:

>Non-Combat:

Publically emote your heavy concentration and focussed stare so that others may understand that you are doing something. It is also a good idea to suggest what it is that you might be looking at through the way in which you respond to it. Cognitism is about unlocking your own intellect, but it doesn’t mean you should ignore emoting your magic.

 

Illusion can be used to project the visualisation of Cognitism so that others may understand. Likewise Mental Magic can be used to recreate the imagery for one person only. However neither can be done simultaneously while in the Spectator Mind. Therefore the imagery that is shared can only be what is able to be memorised by the Cognat before disconnecting from the Spectator Mind.

 

Another Mental Mage may be able to connect to a Cognat and through Mind Melding experience the same state of the Spectator Mind. However, joining two minds when one is in the process of vacating itself is incredibly dangerous and may result in fragmentation of thoughts, memories or personality for both parties. While theoretically possible, permanent ramifications are inevitable.

 

>Combat:

Cognitism will only be useful before combat begins. Once within a range that a Cognat is dodging, blocking, or making any form of concentrated movement, the mental focus required to enter the Spectator Mind is lost.

 

Red Lines:

~ Cognitism only alters your own thoughts. It does not interact with the minds of others.

~ Consult an Event Team Member (or applicable Staff) before learning any Meta information through Hyper-thought

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/82700-awaiting-mat-review-cognitism/

 

 

 

 

 

 

Archetype: Evocation

The most straightforward of Void magics, evocation takes the magic of the void and turns it into a raw element. Detailed study into natural occurrences of this element are required to create and manipulate the element. Evoked elements remain separate from naturally occurring elements if both were to exist side by side and an Evocationist has no control over naturally occurring elements.

 

Fire

Goodness gracious great balls of fire

 

Spoiler

Archetype:

Void Magic. Evocation

 

Basic Understandings:

Evocation is the summoning of a raw element from the Void by using mana to shape the raw energy of the Void into a carefully studied form. An Evocationist must first study their world and form a thorough understanding of an element in order to shape their connection to the Void into something tangible. They are able to summon that element in any form that it may naturally occur in the real world, though they must have studied these occurrences first in order to recreate them. The summoned element takes on all the properties of a naturally occurring element (and is therefore bound to the laws of physics) however it is under the influence of the Mage.  The art of Evocation is in studying the element to such a degree that a mage can recreate the look, feel and chemical reactions completely.

 

The element summoned by an Evocationist, in this case fire, is under the control of that mage. It can be grown, shrunk, compacted, reshaped and moved through space by thought. However an Evocationist has no control over any element except that which they has been summoned from the Void. Once the connection to the Void has been lost, either by ceasing the spell, becoming exhausted of mana, or loss of concentration; the element ceases to exist.

 

Before ever even attempting to cast any sort of spell your character should know a vast amount of knowledge pertaining to fire; how it feels, how its made, what it looks like, how it reacts to the world around it, its limitations. The easiest way to bring fire into the physical world would be in the form of a simple flame like a torch fire although you can learn how a spark is forged first if you like. With further experience a flame can be moulded into shapes, made hotter or cooler, and hurled through the air without being immediately extinguished.

 

As with most other forms of magic, connecting with the Void is an unnatural occurrence for the body. With practice establishing that connection can become easier, however shaping the Void’s energy into something will reveal itself as a physical ‘tick’ that is observable by others. A wink, a muscle twitch, cold shivers, or perhaps violent vomiting are all acceptable signs of manipulating magic.

 

Progression:

Beginner

Reaching Tier 1: The first tier of fire evocation consists of meditating in an attempt to connect with the void. This can be done by seeking out a mage, or reading a book on the art. It isn’t something that comes instantly and can often take many years of practice. By the end of the this tier they should be working on trying to create sparks or small flames.

 

Reaching Tier 2: Upon reaching this tier the caster knows the basics of fire, and how to summon it. They will then begin focusing on one perfecting it at this point. By the end of this tier the user should be able to successful target where they want the fire to go most of the time and will be able to summon flames and will have begun experimenting with fireballs.

 

Reaching Tier 3: By this stage the mage is competent enough to control and compress their fire into a small fireball. This may be either explosive or not explosive, depending on how they conjure it. The fire evocationist is capable of varying the temperature of their flames.

Shapes can be altered slightly

 

Roleplaying Tips:

>Non-Combat:

 

Finite control is not available with evocation. You can never shape fire into anything that it would not be shaped into itself. No dragons or phoenix’s, only crudely fashioned shapes.

 

>Combat:

Due to the nature of fire it is a more fatiguing form of evocation than most others.

Summon and shape your fire before flinging it at your foe for added effectiveness.

Distance creates an added complication. If fire is to be summoned on someone, it would first show itself as a small spark before a roaring flame. They would experience a warm sensation as the flame is brought into being and may have time to react before that heat becomes a dangerous flame. Instant fire is powergaming.

 

Red Lines:

Controlling fire that has not been summoned from the Void is impossible.

~ Line of sight is required to summon an element into this world. The only time sight is not required is when summoned on the Mage’s body.

~ If your character doesn’t know how it works in the real world you cannot do it through magic.

~ You are not immune to the effect of your element. You can easily set yourself on fire or get burnt from holding a flame in your hand.

~ Fatigue is a necessary outcome for summoning fire, especially if powerful enough to be used in a combat situation. The signs of fatigue must be roleplayed.

~ Finite control is out of the question. Conjuration is needed to mould fire into shapes.

~ Summoning fire on someone else does not happen instantaneously.

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/93491-fire-evocation-guide/

 

Water

Get anyone wet

 

Spoiler

Archetype:

Void Magic. Evocation

 

Basic Understandings:

Evocation is the summoning of a raw element from the Void by using mana to shape the raw energy of the Void into a carefully studied form. An Evocationist must first study their world and form a thorough understanding of an element in order to shape their connection to the Void into something tangible. They are able to summon that element in any form that it may naturally occur in the real world, though they must have studied these occurrences first in order to recreate them. The summoned element takes on all the properties of a naturally occurring element (and is therefore bound to the laws of physics) however it is under the influence of the Mage. The art of Evocation is in studying the element to such a degree that a mage can recreate the look, feel and chemical reactions completely.

 

The element summoned by an Evocationist, in this case water, is under the control of that Mage. It can be grown, shrunk, compacted, reshaped and moved through space by thought. However an Evocationist has no control over any element except that which has been summoned from the Void. Once the connection to the Void has been lost, either by ceasing the spell, becoming exhausted of mana, or from loss of concentration; the element ceases to exist.

 

Before ever even attempting to cast any sort of spell your character should have a vast amount of knowledge pertaining to water; how it feels, the way it moves, what it looks like, how it reacts to the world around it, its limitations. Water can be brought into the world in any of its forms (solid liquid or gas) so long as the relevant studies have been done. With water it is easier than other forms of evocation to summon ever increasing quantities of it, however the drain on mana becomes more costly while attempting to manipulate it in large quantity.

 

As with most other forms of magic, connecting with the Void is an unnatural occurrence for the body. With practice establishing that connection can become easier, however shaping the Void’s energy into something will reveal itself as a physical ‘tick’ that is observable by others. A wink, a muscle twitch, cold shivers, or perhaps violent vomiting are all acceptable signs of manipulating magic.

 

Progression:

 

Once the student first connects with the void they will have to know a vast amount of information on their element before they are able to cast. This would include any miniscule detail about the element. Spherical droplets of liquid.

 

Reaching Tier 2:

After practicing for a good amount of time they would be able to cast small orbs of water that they are not able to control. At first when it is casted it would fall straight to the ground as they do not have any knowledge of how to keep the object in mid air. Immediately after they lose concentration the water would disappear back to the void that it originated from. Once they begin to work with the magic a bit more they should be able to keep the orb up, still having a large chance of failure or overloading the magic, causing them to become very lightheaded and possibly even to pass out.

 

Reaching Tier 3:

At tier 3, they have grasped most concepts pertaining to Water Evocation. They should be considered an average student, not a beginner, or a master, but a normal student. It should be easier to conjure water by tier 3 and much less of a chance of the magic failing. This is when a student can begin to experiment with ice. This is a process that can be hard for one, though when they eventually successfully cast it they will find it more effective in battle than forms of water.

 

Reaching Tier 4:

At this stage the caster is pretty confident in his or her ability with summoning and manipulating water.  They are able to do it successfully a good portion of the time.  At this point they can begin to make their own spells or expand on a previously made one, bringing their own personality into their magic. Some may even feel confident in teaching aspiring mages. A student can also begin experimenting with water vapors and steam. This is something that is very time consuming and requires a very large amount of mana. Even many tier 5 evokers feel exhausted afterwards

 

Roleplaying Tips:

>Non-Combat:

Evoked water beyond visual perception will cease to exist. Drinking summoned water will not have any effect, though it may have a taste, as it will disappear in the moment the mouth is shut.

Summoned water can be added to existing pools of water, however the naturally occurring water cannot be controlled at all. Perhaps forming a large wall of water to push the pull of water may achieve the same goal though. However keep in mind that your actions are not permanent.

 

>Combat:

 

Red Lines:

~ Controlling water that has not been summoned from the Void is impossible.

~ Line of sight is required to summon an element into this world. The only time sight is not required is when summoned on the Mage’s body.

~ If your character doesn’t know how it works in the real world you cannot do it through magic.

~ You are not immune to the effect of your element. If used improperly you could drown.

~ Finite control is out of the question. Conjuration is needed to mould water into anything more than crude blocks, spires or waves. Even ice sculptures go beyond the abilities of Evocation.

 

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/88257-water-evocation-guide/

 

 

Earth

We will, we will, rock you

 

Spoiler

Archetype:

Void Magic. Evocation

 

Basic Understandings:

Evocation is the summoning of a raw element from the Void by using mana to shape the raw energy of the Void into a carefully studied form. An Evocationist must first study their world and form a thorough understanding of an element in order to shape their connection to the Void into something tangible. They are able to summon that element in any form that it may naturally occur in the real world, though they must have studied these occurrences first in order to recreate them. The summoned element takes on all the properties of a naturally occurring element (and is therefore bound to the laws of physics) however it is under the influence of the Mage. The art of Evocation is in studying the element to such a degree that a mage can recreate the look, feel and chemical reactions completely.

 

The element summoned by an Evocationist, in this case earth, is under the control of that Mage. It can be grown, shrunk, compacted, reshaped and moved through space by thought. However an Evocationist has no control over any element except that which has been summoned from the Void. Once the connection to the Void has been lost, either by ceasing the spell, becoming exhausted of mana, or from loss of concentration; the element ceases to exist.

 

Before ever even attempting to cast any sort of spell your character should have a vast amount of knowledge pertaining to earth; what it looks like, how it feels, the way it crumbles, how it reacts to the world around it, its limitations. Earth can be brought into the world as sand, dirt or forms of rock so long as the relevant studies have been done of that particular formation. Earth Evocation deals with a denser element that requires a lot of mana to summon but not so much to manipulate. The denser the summoned object the more mana it will require to bring forth, and also the more difficult it would be to manipulate. Summoned marble, for example, would most often do little more than exist in its original shape, whereas clay can be quite easily moulded.

 

As with most other forms of magic, connecting with the Void is an unnatural occurrence for the body. With practice establishing that connection can become easier, however shaping the Void’s energy into something will reveal itself as a physical ‘tick’ that is observable by others. A wink, a muscle twitch, cold shivers, or perhaps violent vomiting are all acceptable signs of manipulating magic.

 

Progression:

Reaching Tier 1: Before the end of their first tier of magic, they shall have the ability of removing stone through much work. The stone shall only be miniscule size typically, although lesser is easier achieved [sand is able to be summoned in grains].

 

 

Reaching Tier 2: The second tier would be best used to practice. Larger stones, more soil and sand and creation of basic shapes through time could be achieved in this tier. Learning to access the void whilst not meditating would be useful at this stage.

 

Reaching Tier 3: During this tier, the user should have a good grip on the Void and the removal of his stones. Larger objects will begin to take form, gravity can be easier to fight against in attempts to throw the material that you evoke. The concept of 'bridging' your evoked material is fully understood at this step.

 

Reaching Tier 4: This tier will see the mage practicing to be more capable of possessing more than one conduit from which he evokes earthen materials from, an example being that the evocationist could make two evoked slabs of slate clap together. The earth evocationist, through practice and testing himself, can be able to encase himself in stone as a shield or clasping an enemy's blade in stone to immobilize his attempts at attacking the evocationist.

 

Reaching Tier 5: This tier will be the pinnacle, the highest level of capability for the earth evocationist. The Mage tires slowest having reached the pinnacle, he is also very capable of handling more than one 'evoked' forms of earth at the same time, but it still does tire him some.

 

Roleplaying Tips:

The earth evocationist will learn two methods that makes it easiest to transfer from the Void into the Real. In terms of sand, he would bring about it in quantities enough to pressure through the channel between the Void and the real realm, while with stone; he would produce it in jagged form to 'tear' through the channel between Void and the real realm. The original stone that enters this world is in simplest words, a ‘bridge’. Once the ‘bridge’ is created, it is much easier to add or remove from it, to further bend to one's needs and requirements. To possibly some surprise, it would require more effort or mana to create and keep small separate forms of stone within the world rather one larger form, as you would be holding separate entities and bridges.

 

As an Earth Evocationist, the mage would have the ability to produce other forms of earth such as soil, sand, and clay [liable to have additions or redactions], sand being easier whilst clay would be of a bit more difficult. Forms of stone, such as slate, quartz, marble is capable of being evoked when their properties are understood by the mage. One cannot just 'familiarize' themselves by mere sight, but rather studying the properties of the earthen material that one wishes to evoke forth. An anomaly that has yet to be explained is that ores such as gold, diamond, and iron cannot be evoked, causing unconsciousness upon those who attempt; one theory being the pressure upon diamonds for example drive the mind into a migraine state. Quicksand and mud cannot be evoked unless the mage has the capability or teamwork of a water evocationist.

 

>Non-Combat:

Earth is summoned from the Void firstly as a smaller more manageable fragment of the desired formation. This requires some mental calculations by the Mage to bring forth what they desire, then the earth takes larger form by simply repeating the action for larger quantity.

 

>Combat:

Earth is summoned firstly as a smaller fragment, therefore summoning a rock would first require the summoning of a fragment of rock, before scaling up to the bone crushing size required. Your opponent may have time to respond while this is happening.

 

 

Red Lines:

~ Controlling earth that has not been summoned from the Void is impossible.

~ Line of sight is required to summon an element into this world. The only time sight is not required is when summoned on the Mage’s body.

~ If your character doesn’t know how it works in the real world you cannot do it through magic.

~ You are not immune to the effect of your element. If used improperly you could crush limbs.

~ Finite control is out of the question. Conjuration is needed to mould earth into anything more than crude blocks, rocks or spires.

~ Ores that are summoned cannot be refined, neither is metal considered “earth”

~ Mud or quicksand cannot be summoned without the addition of water evocation

 

Previous Guides/Lore

https://www.lordofthecraft.net/topic/119824-earth-evocation-guide/

http://www.lordofthecraft.net/topic/95945-earth-evocation-guide/

 

 

Air

For those that are full of hot air

 

Spoiler

Archetype:

Void Magic. Evocation

 

Basic Understandings:

Evocation is the summoning of a raw element from the Void by using mana to shape the raw energy of the Void into a carefully studied form. An Evocationist must first study their world and form a thorough understanding of an element in order to shape their connection to the Void into something tangible. They are able to summon that element in any form that it may naturally occur in the real world, though they must have studied these occurrences first in order to recreate them. The summoned element takes on all the properties of a naturally occurring element (and is therefore bound to the laws of physics) however it is under the influence of the Mage. The art of Evocation is in studying the element to such a degree that a mage can recreate the look, feel and chemical reactions completely.

 

The element summoned by an Evocationist, in this case air, is under the control of that Mage. It can be grown, shrunk, compacted, reshaped and moved through space by thought. However an Evocationist has no control over any element except that which has been summoned from the Void. Once the connection to the Void has been lost, either by ceasing the spell, becoming exhausted of mana, or from loss of concentration; the element ceases to exist.

 

Before ever even attempting to cast any sort of spell your character should have a vast amount of knowledge pertaining to air; what it looks like, how it feels, the way it moves, how it reacts to the world around it, its limitations. Obviously air is a more complicated element to study as it is very hard to capture and dissect, however adequate studies are a necessity. Air is summoned from the void

 

As with most other forms of magic, connecting with the Void is an unnatural occurrence for the body. With practice establishing that connection can become easier, however shaping the Void’s energy into something will reveal itself as a physical ‘tick’ that is observable by others. A wink, a muscle twitch, cold shivers, or perhaps violent vomiting are all acceptable signs of manipulating magic.

 

Progression:

Tier 1 - Once achieving connection to the void, your character must learn almost every aspect of the element he/she wishes to learn. This would be done by exposure to the element in almost every way.

 

Tier 2 - Your character should now be beginning to learn how air and wind currents work. They would be able to start creating small currents of wind that dissipate back into the void almost immediately after casting. After experimentation with creating currents of wind, they should be able to start learning how to sustain their element. They would still be extremely fatigued after summoning their element.

 

Tier 3 - Tier 3 is basically the milestone of each evocation. They are now considered average casters that can perform, but still have much to learn about their element. Connection to the void is now more easily achieved, and there should be less of a chance of your character failing. Steady currents of air can now be created and sustained for a small period of time. In later parts of T3, students can control more than just currents of air and experiment with the manipulation of wind.

 

Tier 4 - Upon achieving tier 4, your character should be confident in his/her ability to perform their magic. They can now create steady streams of air and manipulate air currents with high success rates. Your character can now start teaching aspiring mages with a teacher application. Your character can now also experiment with new spells of their own creation.

 

Roleplaying Tips:

>Non-Combat:

Air that is summoned from the void is subject to the mage's own understanding of air and is therefore not affected by the environments air pressure, temperature or wind direction. While an evoked wind may be contrary to the environment's weather systems it has no influence beyond the moment the element returns to the void. A storm cannot be calmed, a northern wind cannot be shifted etc. except for the brief moment that the mage is in control of their evoked air.

 

>Combat:

 

Red Lines:

~ Controlling air that has not been summoned from the Void is impossible.

~ Line of sight is required to summon an element into this world. The only time sight is not required is when summoned on the Mage’s body.

~ If your character doesn’t know how it works in the real world you cannot do it through magic.

~ You are not immune to the effect of your element. If used improperly you could be blown off a high place

~ Finite control is out of the question. Conjuration is needed to mould air into anything more than puffs of rushing wind.

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/99119-air-evocation-guide/

 

 

Electricity

Bolts of lightning at your fingertips

 

 

Arcane Shielding

Raw energy moulded into plates like shields the colour of your aura

 

 

Arcane Evocation

Evoke pure energy the colour of your aura and fling it towards your foe

 

Spoiler

 

Archetype:

Void Magic. Evocation

 

 

Basic Understandings:

Arcane Evocation is the act of taking pure magical energy and shaping it into things. Things? What things? Really almost anything the user can imagine! See the magic uses what I like to call an aura.  An aura being a field of mana that surrounds all living things, the more complicated sentient beings having different coloured auras. Different colored auras? Indeed! Aura color varies from person to person, not just mages have auras but all things have a specific aura color. While my character might have a purple aura yours might be a sky blue. What a mage does when trying to tap into Arcane Evocation is funnel the magic energy from the void through their aura and into the mortal plane. When the magic energy goes through the aura it mixes causing it to take on the color of that user's aura.
 
Since Arcane Evocation is a magic of the unseen, meaning it is physically not represented in this world i.e fire, water, stone, it can be difficult to produce. This is why the magic can be so incredibly difficult to learn. It takes meditation, testing of theory and a strong imagination to achieve even the smallest success in this magic.

 

 
Arcane Evocation at it's most solid is still not completely stable and constantly seeks to disperse into tiny fragments or wisps as I like to call them. Anything and everything you make is essentially made up of millions of tiny tiny wisps. So if for say you were to conjure a blade made purely of arcane energy it wouldn't be completely solid as iron. If you were to swing the blade and hit something it is likely the blade would shatter back into all those tiny wisps.
 
Think of it as extremely condensed gas in it's most solid state. The magic wants to be free and unrestricted which is why non-combative use of the magic often can be more expansive. That isn't to say you cannot use it in combat because at it's core it is a combat magic. So when you are shaping the magic into whatever it may be keep in mind the density of the object you are forming. Is the object less or more solid? More solid? Great, so this is more exhausting for me.
 
Arcane Evocation, and this is important, has a nuetral temperature and like Arcane Shielding does not mix with other evocation. Meaning you cannot mix it with fire evocation to make blue/green/rainbow flames. It can surely take the shape of fire though, it just will not burn and not be hot. The evocation is a nuetral room temperature.
 
When struck against something the evocation might shatter; In the event of this I like to describe it as a visual explosion meaning it looks like an explosion but the temperature doesn't change. What it does do is cause a knockback and blunt force against whatever it hit. The more solid the evocation the more concentrated blunt force that is applied. 
 
With that I must say that the evocatin cannot create sharp objects. Any and all objects created for combat will only ever be blunt and deal blunt force trauma to your opponent. The exception to this is if you were to say, evoke an arcane shard which wouldn't be sharp but if thrown with enough force could pierce a person just like a stick can pierce a person if enough pressure is applied. It would however shatter almost instantly.
 
 
Progression:
EX.1
Iatrilemar lifts his right hand, facing his palm out while taking a firm stance.
Iatrilemar's palm begins to glow with a bright violet light which pulsates. His cheek twitches up, both eyes wincing.
Soon the pulse quickens, more of the violet light gathering towards his palm.
Iatrilemar reels back his arm and thrusts forward, expelling a beam of energy outwardly.
The beam shoots out with tremendous force, becoming shallower and shallower as it travels through the open air until there is nothing left of it.
Iatrilemar smirks as he lowers his hand, the light fading from his palm.
 
EX.2
Iatrilemar sits in the center of a large circular room, taking a meditative position and closing his eyes.
His breath drifts into a slight hum as he places both palms flat on the ground. Anyone watching would notice the soft light pounding into the ground.
Iatrilemar opens his eyes and at once streams of violet energy spill from his palm onto the floor, flowing like open waterways across the stone.
Iatrilemar turns his head the the right; The streams meander to the right before beginning to spiral. The same process is repeated by Iatrilemar turning his head to his left, the spirals now concaving into themselves.
Soon the streams of energy fill the entire floor with mosaic patterns that seem to swirl with life. The room; an ocean of intricate twists and concaving swirls.
Iatrilemar's palms slowly lift off the ground, his eyes closing once more. Almost as if in rewind the streams rapidly recede, snaking back to Iatrilemar before disappearing into his palm.
 
 
Roleplaying Tips:

>Non-Combat:

-Arcane Art ; The caster can evoke patterns of energy, mosaic designs that travel through the air, melding to surfaces. Their magic can become living art.
 

 

-Arcane life ; Caster can physically mold their evocation to resemble life, butterflies being my most common. While the arcane butterfly doesn't live or have a mind it still acts as a puppet to the caster
 
>Combat:
-Arcane Missiles ; Baseball sized wisps of magic energy which can be cast in rapid-fire succesion
 
-Arcane Weaponry ; No substitue for real weaponry but allows for a bigger arsenal. Weapons, especially melee will only be as strong as a regular weapon would be. Weapons also don't have to be caried.
 
-Arcane beam ; Instead of an orb/wisp the user can build up energy in a single place, say their palm, and shoot off a quick beam towards the target.
 
 

Red Lines:

Cannot be used to break rules. No Arcane nerd poles. No underwater breathing apparatus. etc.

It isn't Arcane shielding so no walls, solid barriers or armour

Nothing evoked is living

~ Line of sight is required to summon an element into this world. The only time sight is not required is when summoned on the Mage’s body.

Evocation is only sustained by continual concentration. You cannot evoke and walk away.

~ The caster is not affected by their evocation. No glowing, no changing eye colours, no lifting off the ground. Normal Evocation.

~ You cannot change your aura colour so pick wisely.

Arcane Evocation cannot become a solid or sharpened to a point.

You only have a limited supply of mana, so large creations are not possible without passing out instantly.

The magic will not mould together with other evocations

 

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/91852-completemagic-arcane-missiles-arcane-evocation-technique/

http://www.lordofthecraft.net/topic/93554-additions-to-arcane-missile-lore-complete/

 

 

Beastial Conjuration

Studying biology pays off when you can create living beasts from the void

 

Spoiler

Morphon conjuration is the conjuration of creatures and beasts. Normally a conjurer in training has to research and start creating beasts of small size such as spiders, frogs or mice, and with simpler biological design. With time the size or number of beings created will increase. Creating large creatures of complex form is the hardest part of the magic and will be incredibly taxing on the conjurer. Keeping the conjuration alive in this realm is also a burden, though draws far less mana. If a creature were to be killed it is unlikely that the conjurer will have enough energy to conjure another.

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/95771-conjuration-guide/

 

 

Vegetative Conjuration

Ever wanted to create a flower out of thin air? Neither have I, but apparently it has its merits

 

Spoiler

Perennial conjuration is the creation of plants. Normally confused with druidism it has a few differences. Druids grow and control plants that are alive in this realm, while perennial conjurers create and control a plant and after the magic is done the plant created by the conjurer disappears. A mage in training has to start small, probably with a bit of grass or a reed that has simpler biological design, while with some practice a conjurer can create a fully grown tree. All plants react like real plants while being conjurered, they can be cut and burnt. When dead it disappears completely.

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/95771-conjuration-guide/

 

 

 

Elemental Conjuration

Ever wanted to create a flower out of thin air? Neither have I, but apparently it has its merits

 

Spoiler

Not so much a subtype of magic in itself, Primordial conjuration is either of the previous types of conjuration (usually animal) in which the form is made up of an evocated element. For a mage to summon a primordial creature they must be highly experienced in both conjuration and an element of evocation.

 

When a mage is able to master both the art of conjuration and the art of an elemental evocation, he may be able to join both magics and create an elemental. Elementals are animals or plants composed of an element, such as air or water. These elementals however take the characteristics of the element, and so, many of them do not have much ability to interact with the world as a simple conjuration would. An air elemental is more like wind than it is the conjuration so it can not pick up things or ram into things. Earth would have more shape and be able to interact with other things but it would be slow. Elementals are also able to be killed. While their element may make them tougher or weaker in some respects, they are still alive as a conjured thing and can be killed all the same. The elemental takes the shape of a morphon or perennial. An imagined creature, even as elemental, cannot be conjured.

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/95771-conjuration-guide/

 

 

 

 

 

Contract Magic

Enforce your verbal agreements with contracts that bind your associate’s experiences, life or soul

 

Spoiler

 

Okar

A Mage’s best friend in battle

 

Spoiler

 

 

 

Fi’hiiran’tanya

Fi’hiiran’seth

Temporarily sap the abilities of Void Mages

 

Spoiler

Requires a Sacrificial Ceremony

 

Previous Guides/Lore

http://www.lordofthecraft.net/topic/90931-ailerantanya-wizards-of-life-magic-draining/

 

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Don't use the Latauman lore/guide, Or take it very lightly, and remember shamanism is only done by orcs or those who are in orcish culture. Whytewazhez can't do it. Hopefully mingpow will write true Latauman guide/lore 

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Few guidelines are being worked with the LM's, and shaman lore is close to being finally making sense, we'll send you them when complete.

I have seen a few things wrong with what is written but I need to go to sleep right now, I'll state another time what needs to be changed. One of them is that Mental/illusion and cognitism are not a subtype of alteration, they are not altering anything.

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Bravo! Quite extensive, and good!

I'd suggest two things. One, changing Light Illusion to Sensory Illusion, as it makes far more sense, and two adding the idea of "Logical Illusions" into the Light(Sensory) Illusion section, as it's a good way of halting the nefarious uses of illusion. Logical meaning that it must make sense to the mind for it to accept this illusion.

You cannot make pain in someone without a visual que, like stabbing them with an illusionary sword. You cannot apply an immediate emotion one someone, but instead slowly develop the emotion into someone. The illusion you wish to create must make sense in the game-world, and not seem like illusion, or else they will know it's illusion.

When in doubt, make it look magical.

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This is great! Thank you for this and it has reminded me that I need to make an actual guide for arcane evo which I will get started on.

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This is amazing. Great job, Elindor.

Also, would it be possible to state the locked magic types on this for pure convenience? Finding them through the announcements is a pain and I feel they should all be compiled into one location. 

I don't know the status of all Magic Types. If something is blocked fro general learning that I have missed then I'll need someone to tell me. I think War Clerics are, but I don't know why. And Necromancers could be too.

 

(I added little locks so that at a glance you can see)

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I don't know the status of all Magic Types. If something is blocked fro general learning that I have missed then I'll need someone to tell me. I think War Clerics are, but I don't know why. And Necromancers could be too.

 

(I added little locks so that at a glance you can see)

shades, necromancers, frost witches, contract (due to no guide existing on how to rp it, so you must learn IG or through OOC help), druids, shamans, clerics (with current exception of creator cleric healing), monk, kha magic, anti magic, transfiguration, mind magic, runesmithing, Draakar's Boon, Ascended, Undead, I think that's all of those guild locked.

Pretty much all but Evocation/conjuration, illusion and most of alteration is guild locked, also creator healing.

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necromancers

Do Necromancers have some kind of cool reason they're guild locked? Like you have to have your heart pierced by a drakaar tooth amulet or something.

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Do Necromancers have some kind of cool reason they're guild locked? Like you have to have your heart pierced by a drakaar tooth amulet or something.

They can't steal lifeforce when they are learning, but they use their own life force for training the magic. So if a master necromancer can't give them some of their lifeforce, they would die.
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This is one of the most fantastic things I've read in a long time— Definitely well put together. A few minor corrections perhaps?

 

  • Drakaar's Boon is an archetype. The subtypes are Breath of the North (Summoning fire which freezes instead of burns) and Setherein's (or however one spells his name) Deception. Harbingers create rifts— But it doesn't have a subtype.
  • I do not think you need to be an orc to learn shamanism— You just can't learn without a teacher and orcs will only teach orcs.
  • Druidism is guild locked. You can't learn nature's communion without joining the druid circle.
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I am not 100% Certain, but for runesmithing (If this is still in the lore) only those who do not possess a void connection can learn it, which includes a majority of Dwarves. I would recommend asking Dave if this is true as this would add another restriction besides being taught by another.

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