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[Complete/review-Ready] Cal'tarethro Magic


Mephistophelian
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(Well, here it is again, my beloved Cal'tarethro Magic, this time back as an idea proposal for the server! Please read all of the text I wrote, as I put a lot of effort into it, and feel free to leave comments on what you think! Thanks! Also, I think it is worth saying that this is very different to Runesmithing; just read it all and you will see.)
Cal'tarethro Magic
Music that goes with with the magic:


http://www.youtube.com/watch?v=XYKUeZQbMF0
Yes, this might be an overused song and yes, it is epic.



Rune_Warrior___detail_by_asgoth_de_agra.

Lore:
Markings. Every man or woman belonging to the ancient tribe who hunted the cursed creations of Iblees had markings. Powerful and ancient symbols, full of meaning and purpose, created for the sole purpose of ridding the world of Iblees and his minions. Rumoured to be the runes of the Ancient Races, these markings gifted the wearers with otherworldly powers, enabling them to stand a fighting chance against the minions of the fallen Daemon. Wearing these markings, however, came at a price. The person imprinted with these markings slowly had their life force sucked away due to the energy required to keep the markings working, so they had to wear pure white crystals (named Cal'tar Shards) given to them by the Ancient Races, and these crystals supplied the energy needed to keep the symbols going. Regardless of the drawbacks, legendary heroes were made out of these men and women, and many a story or song was written, describing the glory of their brave endeavours against Iblees' creatures. There was one story, however, that was not known to the unmarked (people with no symbols on them) people of the mortal realm. It was the story of how these men and women came to be...

It was many centuries ago, after the world of Aegis faced near destruction and domination by Iblees, that the holy races of Aenguls and Daemons decided that they had to find a way to prevent another uprising against the mortal realm. Unable to care for this realm for eternity, and thus unable to prevent any minions of Iblees from returning, the Ancient Races devised a plan to give the four races of Aegis the power to protect themselves against Iblees, should he rise once more. As such, they gifted the mortal races of Man, Elf, Orc and Dwarf with this power, sending down a bright white tome, named The Cal'tarethul, from the skies that contained thousands of mysterious symbols. This single tome held the knowledge needed to use these symbols, and it revealed to those who read it that the races of Aegis had to imprint these symbols onto their body to access their full power. And so began the benevolent campaign of the Cal'tarethro Venatium (Literally: Hunters in the name of Cal'tarethro Magic); killers of the minions of the dark.

Not soon after the delivering of The Cal'tarethul, a tribe of warriors was formed, consisting of all four races. This tribe was lead by a man named Tolfidar, and he name his tribe the Cal'tarethro Venatium; and they stood true to their name, seeking out and eliminating all creatures that preferred the terror of Iblees over the reign of the Ancient races. Unknown, however, to Tolfidar and his Hunters, their time on Aegis was rapidly running out. The minions of Iblees had been gathering in the caves and dark alleyways of towns and villages all around Aegis, plotting and planning the perfect way to end the thorn in their side that called itself the Cal'tarethro Venatium.

The Hunters had seen not a single servant of Iblees for two weeks since the minions had put their plan into action. Out of the vigilant gaze of the Tolfidar and his hunters, masses of minions were gathering in the shadows, amassing themselves in the thousands, outnumbering the Hunters one to ten. By the time the hunters realised something was amiss, it was far too late. The next day, a dark haze could be seen on the horizon; shades, witches, necromancers and their creations were charging towards the peaceful town where the Hunters resided. In an act of desperation, Tolfidar took The Cal'tarethul and placed protective runes, that sapped energy from living things, on it, ensuring that it would not be destroyed by the elements or by people with the wrong intent. Placing the sacred tome in a nearby river and praying that it would later be found by a worthy person, Tolfidar prepared to face the oncoming horde of vile creatures. The Hunters were crushed. The few men and women unlucky enough to survive the attack were tortured, but they would never give away the location of their tome. As for Tolfidar, it was said that he died in the battle. This was the last time the mortal realm heard about the Hunters for a long, long time...until...

The journey of The Cal'tarethul was largely undocumented, and as such, it still remains quite a mystery as to how it ended up in Asulon, many years after the attack on the Cal'tarethro Venatium. It was found by a treasure hunter underneath a large amount of sand on one of the many shores of Asulon. Exited by his new discovery, the treasure hunter sold the book for a handsome fee to the leading institute of the study of magic, and then the tome was lost once more in the obscurity of the past. It was later recorded to be in a large chest on its way to Anthos, where it was lost once more until it was auctioned to a prominent noble family of humans. The book remained in the possession of this family for many years, serving for interesting conversation for the guests visiting the family's manor, and also acting as a boasting right to all who cared to listen.

Then, on a stormy night, a trio of mumbling madmen, fresh out of prison, broke into the house of this noble family, stealing the book and climbing up the highest mountain before throwing it off the side, where it landed on a secluded section of the Anthos Highway and was later discovered by a man named Caius. Taking interest in this odd book, he packed it up in his donkey cart (with the help of his two trusty assistants) and brought it to his house where he studied the contents of the book, meticulously translating some of the sections written in the ancient language of the humans. And it was there, in the shoddy home of the travelling salesman, Caius, where The Cal'tarethul was opened once more, revealing its secrets once more, after a wait of many years...

Meanwhile.... In the dark alleys of Anthos, the creatures of the night sensed a peculiar feeling, almost never felt by themselves during their lifetime; a disturbance in their everyday lives. They no longer felt safe whilst walking around at night, and constantly felt the hairs on the back of their necks prickle, as if someone were following them, but they could not pinpoint why. Unknown to them, the Cal'tarethro Venatium were reforming...

The Magic:
Ok, this is kind of like rune smithing, because all of the things that the Mage can get from the runes on his body are passive buffs, such as increased speed, fast thought processing, increased strength, resistance to flames, etc. The user only gets this buff, however, if they have the symbol on their body, and if they can support this rune (otherwise they need to get a bigger Cal'tar Shard and/or more Cal'tar shards). There is one symbol that every Hunter wears, and that is the bonding symbol; it links them to the Cal'tarethul which in turn links them to the Aenguls and Daemons. This rune purges their body of all evil, which is necessary if the hunter wishes to use his runes to their fullest. There are many kinds of symbols that a hunter can bind to their body, each with their own attribute given when worn, but all symbols require extensive knowledge on how it works and a minor ritual before putting the symbol on the body (More explained in the next section).

The Cal'tarethul:


Thran_Tome.jpg


This book is incredibly heavy, and it requires two men to carry or one man with a strength symbol. It can only be opened by those with a Legendary symbol (if there currently are no people with Legendary symbols in the mortal realm, then by people with a bonding symbol. If there are no people with a bonding symbol in the mortal realm, then only those with pure hearts can open the book). The book has powerful runes (from runesmithing) on its leather. These runes take their energy from every living thing around it to keep them going (even takes energy from plants, as they are living as well). The runes are made to protect the book from being damaged, and they were made by one of the old dwarves from the Ancient Hunter tribe.

Cal'tar Shards:


il_570xN_197890689_original.jpg
Hey, don't blame me... that's the best pic I could get...


Cal'tar shards are slowly formed in a specific spot on altars, and can only be broken off when fully grown. These shards emit a faint, white light that can be seen in the dark, almost like a glow-in-the-dark sticker that has been used up a bit. Cal'tar shards grow to different sizes and shapes, and these differences are completely random; they can be as big as one's hand or as small as your pinkie finger. Cal'tar shards are incredibly tough, but if they are broken, they explode violently as they release large amounts of energy. Cal'tar shards are stored on the body of the person, with the first shard they received usually on a necklace and the rest of their shards on a special belt with slots made for holding them (think of a bullet belt, which has individual bullets to be held in each slot). These magical crystals provide the energy needed to keep the runes going, but if a person has too many Cal'tar shards on their body for the amount of symbols they have, they will gradually (the speed is dictated by how many crystals they posses) gain energy until they explode in a white and blue flash. This is why it is INCREDIBLY important to have exactly the right amount of crystals or crystals of the right sizes; too many/too large crystals and you will blow up in a few days, too few/too small crystals and you will have all your energy sapped and die a miserable death.

Symbols:
Each symbol is different, and they each have individual attributes, but one thing that is common with all of them is that, when they are being used, they take up energy, which must be regained from the Cal'tar Shards for a time ranging from an hour to a day or two. To get the very first symbol imprinted on their body (the bonding symbol) they must perform a long and tiresome ritual where the leader of the Cal'tarethro Venatium tests the willingness and purity of the initiate, putting them through seemingly random tests such as climbing up a freezing cold mountain wearing only a sheepskin loincloth or taming a wild wolf within a weeks time. All these tests are designed to show the leader how in tune with the mortal realm the initiate is. After passing these tests, the initiate is brought to a specially made altar, and they imprint the symbol on their chest and chant a ritual song, the words of the song known only to the wisest of the hunters. The symbol comes out of thin air in the form of a heavy, blue mist and all the particles of this mist embed themselves into the user, bonding them to the Cal'tarethul for life. Afterwards, the imprinting of further symbols is much easier, but it is still dependant on what type of symbol the wearer is attempting to imprint. For example, if a hunter wishes to imprint the symbol of agility, they must first understand the true meaning of the symbol, and witness agility in its natural form (such as that of a cat). They must know exactly what agility is before they are able to successfully imprint the symbol, otherwise nothing will happen when they go to the altar and chant the song specific to that symbol. It is for this reason why novice Hunters are unable to have more than a certain amount of symbols imprinted onto themselves; because they need to have an open mind that is ready to accept the knowledge of the symbol they wish to imprint on themselves.
Just as each symbol is different in what they do, they are different in what is required to keep them going. Powerful symbols such as fast learning capability require a large amount of constant energy, for example (unless the following exception applies). Interestingly enough, these symbols have a stack-like status; if a person who is already agile gets the agility symbol imprinted onto themselves, they will be more agile than a person who was originally not agile.
Symbols can be removed from the person, but this is a mild to extremely painful process, but the more a person knows about the symbol they are removing, the less painful it is to be removed. This allows symbols to be removed and replaced with more powerful versions when the hunter believes they are ready. Symbols being upgraded from a lower form (such as novice) to a higher form (such as adept) only need to gain lines and curves to add to the power (although the person having the symbol upgraded must know the symbol very well, as with learning the symbol).The only exception is the bonding symbol that, when removed, creates a mind-boiling pain and removes all knowledge of the symbols the user had learnt about before hand.
Finally, these symbols emit a faint blue light in low-lit areas, as do the Cal'tar shards, so those wearing them are easily spotted in the dark (unless the symbols are covered or they have the symbol of stealth imprinted onto themselves).

Index of Symbols:

Each Legendary symbol has a few symbols falling below it. This is so that, should a person wish to learn about a symbol, they will go to the master of the group that their symbol is in, and ask them. For example, someone wishing to learn agility would go to the master who has the legendary symbol. The only symbol not belonging to a group is the bonding symbol. Also worth noting: all symbols come in novice, adept and master type, with novice symbols being the worst and master being the best.



-Bonding Symbol: the symbol needed to get all other symbols, it bonds the Cal'tarethro Mage with the Cal'tarethul and, through the Cal'tarethul, the Ancient Races. This symbol also provides a relatively good level of protection from dark magics, such as shade and witch magic, as it removes evil from the body, so any dark magic that affects the physical or mental part of the body is weaker, and is removed relatively quickly.

Legendary symbol of Resisting:all symbols that involve being able to resist or 'take in' something better than the average person.
Red Lines for Resisting & how to RP it:
-The user will still be affected by the thing they are resisting.
-They are NOT impervious to the thing being resisted, and can normally take only one 'big hit' from it before being affected like a normal person.

RP:
Scenario 1:
Mage:*shoots massive fireball towards Cal'tarethro user*
Cal'tarethro user(has fire resist, legendary):*gets hit by the fireball and is flung several feet in the air, landing on the ground with a thud, shouting as his flesh gets burnt and is fried but still intact, which it wouldn't have been if not for his trusty fire resist symbol. He must be more careful now, he will not be able to survive another hit; as his fire resist symbol is sure to run out, soon!*

Scenario2:
Cal'tarethro user(fire resist, novice):*is cooking when a red hot coal from the fire rolls onto his foot. He jerks away his foot in pain and shock, and looks at his now red but still intact foot. It will leave a blister, but it isn't sizzled, due to his fire resist symbol*



-Legendary symbol of resisting: grants the user more resistance adding on to the symbol of resistance that they have (eg, if they have the symbol of resist fire, they will be more resistant to fire when getting this legendary symbol)

-Resistance to fire symbol: gives the Mage a certain amount of protection from fire. Novice gives protection from small to medium flames, Adept give protection from quite strong fires and a small fireball and master gives protection from strong flames and a medium fireball.

-Resistance to pain symbol:allows the user to be more resistant to pain, but does not make them not get hurt, just makes them not feel themselves getting hurt. The higher the symbol level, the less pain they feel.

-Resistance to cold symbol: the same as resistance to fire but it applies to the cold.

-Resistance to shock symbol: the same as resistance to fire but it applies to electricity.

-Resistance to damage symbol: grants the user greater durability to damage, allowing them to resist damage to their body. At novice, they can come out of a little fist fight unscathed. At adept, they will have a bad gash when someone swings a sword at them. At master, they will have a bad wound if someone stabs them, but not as bad as if they were stabbed without the symbol of damage resist.

-endurance: allows the user to have a greater endurance than that of a normal person, allowing them to run for a longer period of time or fight for longer. The amount of endurance increases with level, and NOT with training.

-Fortitude of mind: this allows the user to be less easily affected by mind magic spells, such as illusion, etc. It becomes stronger with each level, but it is basically a ward with which to defend against a small amount of mental magic, or at least to see through some of it.

Legendary symbol of Discipline:all symbols that involve learning and training a certain skill such as agility.
Read Lines of Discipline & how to RP it:
-The symbols in this category do NOT give supernatural abilities, only better ones (eg, they can only become as agile as the most agile person in the world, or as fast as Usain Bolt)
-They do get affected from using these abilities; they cannot do backflips without getting dizzy or cannot run fast without getting out of breath.
-The limit of these abilities relies on their body limitations too. They cannot lift a boulder that is bigger than themselves, as that would cause their arms to snap.

RP:
Scenario 1:
Swordsman:*swings long sword towards Cal'tarethro user's feet*
Cal'tarethro user(agility, legendary level):*backflips over the sword and lands on his feet! slightly disorientated from the flip, but happy that he could get out of the way due to his agility*

Scenario 2:
Cal'tarethro user(agility, novice level):*is walking on the branch of a tree, and suddenly loses his footing. His instincts kicking in, he grabs the nearest brach he sees and, when he hears the branch cracking, swings himself onto the closest thick brach, landing on his two feet, out of breath, dizzy, but alive.*


-Legendary symbol of Discipline: grants the user greater power in the symbols falling under the symbol of discipline (eg, more agile if they have the symbol of agility already)

-increased lung capacity symbol: allows the user to hold their breath for longer.

-Balance symbol: gives the user a better sense of balance. The higher the ranking of the symbol, the better at balancing the user is.

-speed symbol: makes the user able to move faster (not unnaturally fast, as in the speed of a train, but fast like a horse or lion etc etc). The speed increases with the level of the symbol.

-flexibility symbol: allows the user to be more flexible, but not like a circus contortionist. Their level of flexibility increases from novice to adept.

-Agility symbol: gives the user greater agility. The higher the ranking of symbol, the more agile the user is.

-precision symbol: gives the user the ability to be more precise in their everyday actions. Ranges from paint strokes to arrow accuracy. The level of precision increases with the level of the symbol.

-strength symbol: makes the user stronger, but not supernaturally strong. Their strength is limited to their body, so a person cannot lift a boulder as large as a house as their bones would snap off. They become stronger the higher the level.

Legendary symbol of Mind: all symbols that involve improving ones mind or adapting it.
Red Lines of Mind & how to RP it:
-the users can only become as good as it naturally is possible. They will not be able to think as fast as a computer with the faster thought processing symbol, for example.
-these symbols are affected by the state of mind of the person before they got the symbol: if they have a really really slow reaction time, the faster thought processing symbol will make it only just above average.

RP:
Scenario 1:
Cal'tarethro user(fast thought processing, legendary level):*is under a pillar when it starts breaking, leaning to the left. He looks at those around the pillar, calculating that he would be able to save three children before the pillar hits the ground, or one elderly person, as she is further away. By the time he has made his decision, the pillar has moved a few inches. Making a tough decision, he rescues the children, shutting his eyes in guilt when he hears the squish of the old lady, regretting that he even had a fast enough mind to make such split second decisions in less than a second, and not act on impulse.*

Scenario 2:
Cal'tarethro user(faster thought processing, novice level):*notices his cup falling of the side of the table, and sees two options: either reach out to grab his cup, and risk cutting his hand on the edge of the table, or he can out his foot out to soften the landing of the cup, but lose the contents of the cup onto the floor. Whilst he makes his decision, the cup has fallen quite far, and is half way between falling and hitting the floor. Deciding that he won't risk a cut hand for half a cup of water, the user sticks out his foot and soften the blow of the cup.*


-Legendary symbol of Mind: grants the user greater capability in the symbols they already have that fall until the 'mind' category.

-Faster thought processing symbol: Usually given to new Cal'tarethro magic users, it allows for faster reaction time and quicker learning. The effect of this symbol also depends on the state of the Mage BEFORE it is imprinted, and it adds on to their current reaction time and learning speed.

-courage symbol: give the user more courage when facing anything, and will make them less susceptible to mind illusions that induce fear.

-Night vision symbol: allows the user to distinguish things far better in the dark (trains their mind to forcibly remove that 'haze' we see when looking in the dark). They can see slightly better, but distinguish items and things much better. Not night vision goggle type of seeing in the dark!

-life vision symbol: allows the user to see the aura and life force of living things, as well as if the thing is tainted with evil or it being sapped by evil.

-multilingual symbol: allows the user to understand other languages at a basic level at adept, and speak them at a basic level at master.

-memory symbol: allows the user to have a better memory than usual. Their memory capacity increases with the symbol level.

-self control symbol: allows the user to have inhuman levels of self control, allowing them to be completely calm when faced with situations that would disturb normal people. Their level of self control increases with their level of the symbol.

-location symbol: gives the user a very good sense of location, allowing them to know where they are most of the time, and also knowing how they got there in the first place.

Legendary symbol of Combat: all symbols that involve directly enhancing one's combat prowess.
Red Lines of Combat & how to RP it:
-these symbols do not make you as good as those guys you see in the movies (eg: Chuck Norris). They will only make you as good as the actual grand masters of these types of combat; able to take down a few guys with ease, but if you have an army against you.... Bad luck buddy.

RP:
Scenario 1:
Epic warrior:*swings his sword towards Cal'tarethro user, aiming for his head, as he is well trained with the sword.*
Cal'tarethro user(blade control, legendary level):*brings his own sword up to block the attack, sensing that, if he angles his sword just right, Epicwarrior's own sword with twist in his hands, loosening his grip and hopefully giving the user enough time to counter attack.*

Scenario 2:
Cal'tarethro user(unarmed combat, novice level):*is confronted by a drunk who is looking for a fight! as the drunk comes closer, the user forms his hand so that his fingers make a dagger-like shape. The user then moves quickly, sticking his fingers under the ribs of the drunk, winding him. Walking away, the user is thankfull that he knows how to do this, which he wouldn't if he didn't have the unarmed combat symbol.*


-Legendary symbol of Combat: improves the users skill in combat with the symbols they have that fall under the combat category.

-Blade control symbol: makes the user better at handling bladed weapons, allowing them to kill effectively. They become better at handling blade the higher the level of the symbol.

-Unarmed combat symbol: allows the user to perform combat more effectively. This does not affect combat with tools, only combat with the body. The higher the level of the symbol, the better they can fight. The thing (must be an animal or a moving thing, such as water) they studied before first getting this symbol dictates their style of combat.

-Ranged weapon symbol: grants the user greater mastery of ranged weapons, and allows them to predict where their projectile will hit very accurately. Their level of control of ranged weapons increases with the level of the symbol.

-improved healing symbol: allows the user to heal slightly faster, so that a broken arm doesn't take months to heal but a few weeks. The rate of healing increases at master level, so that medium scratches heal completely in an elven hour.

Legendary symbol of Vanish: all symbols that involve not being seen or rogue-like stuff.
Red Lines of Vanish:
-these symbols don't make you an immediate stealth master. If you character had never snuck around the place and has the invisibility symbol, they will still be spotted.
-You will not be able to kill people by touching them with the anatomy symbol. Here is a guideline: if you don't think it would be possible in real life, don't do it.

RP:
Scenario 1:
EvilGuard:*is looking for what made the noise in the basement of the castle. Seeing an odd, fuzzy shape in the pitch black, moving in front of him, he rubs his eyes and then looks closer, seeing nothing.*
Cal'tarethro user(invisibility, legendary symbol):*saw the guard and started walking slowly to a better place of cover. He sees the guard staring at him, and is thankful for the invisibility symbol, as the guard would have easily seen him, even at this darkness. He takes the opportunity of the guard rubbing his eyes and ducks into cover.*

Scenario 2:
Cal'tarethro user(invisibility, novice level):*is walking into the lair of evilbadguy, not trying to be sneaky at all, and is spotted immediately, even though there is low light level*
Evilbadguy:*would have seen a stupid, albeit quite hazy, man walking into his lair, not even trying to sneak around*


-Legendary symbol of Vanish: improves the user's skill of not being detected in all symbols that they have that fall under the 'vanish' category.

-invisibility symbol: makes the user harder to see but NOT invisible. It makes the user seem difficult to spot and identify. A great example of how this works is: when you look at the sun or a bright light for a few seconds, then look at somebody, they are covered in dots and difficult to see because the bright light left an image in your eye. The same applies to the invisibility symbol. The effect is stronger for adept and even stronger for master level. This does NOT grant invisibility, but difficulty of seeing.

-Silence symbol: allows the user to be more silent.The effect is stronger for master and adept level symbols.

-good luck symbol: gives the user bizarre luck in random situations. They have very little control over when they are lucky or not.

-Senses symbol: attuned the senses of smell, visual perception (finding patterns out of difficult to see areas such as animal prints) and hearing. This allows for betting tracking of people or the detection of poisons in food, if they take a good sniff of the food and if the poison naturally has a smell.

-Understanding of creature anatomy: grants the wearer a better understanding on how a creature works, and where it's vital organs are. Also grants the user a better understanding of where to attack creatures, even those they are not familiar with (although they will be less sure of the anatomy of a creature they are not familiar with).

Rare symbol given to leaders:

-Legendary symbol of Leadership: this symbol makes the user a natural leader. One cannot get this symbol if they are not strong enough for it. Others will subconsciously follow this person, and will usually agree with what this person has to say. These people give off the air of confidence found only in true leaders. This symbol is givens to the most learned Cal'tarethro magic user, and it requires no ritual as it is given automatically to them. Should a person become more knowledgable than the current leader symbol holder, they will take the symbol from the leader. This symbol is the rare exception to the 'max symbols' rule, and doesn't count as one of the symbols.



Disadvantages:
-The wearers of these symbols rely completely on their Cal'tar shards to power their symbols. If a person with a large amount of symbols (or a few symbols that require a lot of energy) has their Cal'tar shards removed from their person (either off their necklace or out of their holding belts) they will die very quickly or almost instantly, as they cannot support the symbols anymore.
-Wearers of these symbols are incredibly easy to spot at night, as they are practically glowing in the dark, and even if they have the stealth symbol imprinted onto themselves, the light emitted will still be visible in the form of a very feint glow around the person.
-The hunters cannot get drunk or be affected by alcohol or drugs, as they are 'evil' and their bonding symbol purges evil from the body of the hunter. Seriously, this is a sad, sad thing...
-The number of symbols able to be imprinted on the body are limited, as each symbol must be of a specific size and cannot be on top of one another.
-If an altar is destroyed (particularly the altar the hunter was given their first symbol)the hunter will suffer from moderate to strong pain for a short time, unless the altar was ceremoniously disassembled.
-Hunters need to have a perfect amount of crystals and/or crystals of the correct size on their body so that they don't die of too much energy or too little.

Tier list:
(Note before you read: it is very difficult for me to make a rigid system of what each tier can do, but as a rule, I am limiting the number of symbols each tier can put on themselves, with the full body being available to tier 5 users)
Tier list for users of the magic:


Tier 1:
These Hunters have undergone the bonding ritual and have the bonding symbol imprinted on their chest. They can add on one (up to two, when they are about to become tier 2) novice symbol(s) on their body (making a total of three symbols on their body, including the bonding symbol). Minor symbols are ones like improved finesse.

Tier 2:
This tier of hunters can have up to five symbols on their body (including the bonding symbol), and can now have two Adept (up to three, when they about to become tier 3) symbols imprinted (and any number of novice symbols). Adept symbols are ones like heightened reaction speed.

Tier 3:
These users are now quite dependant on their Cal'tar Shards, and will be quite badly affected if they are no-longer connected to these shards. They can have a total of seven symbols on their body (with bonding) and can have four adept and one (up to two, when they are about to become tier 4)master symbol imprinted. Master symbols are ones like high fire resistance or invisibility.

Tier 4:
Now fully able to use this magic to its full potential, they can have nine symbols on their body and are able to have three (up to four, when they are about to become tier 5) Master symbols imprinted (and any number of adept symbols imprinted) on their body.

Tier 5:
They are the epitome of the Cal'tarethro Magic users. Able to have their whole body covered in symbols (except the face and...uh...genitals), they can have 11 symbols in total. Their number of master symbols available increases by one every month to a total of 7 master symbols imprinted onto their body. This is now where a Hunter truly differentiates him or her self; they are now able to have one legendary symbol that will dictate the type of Hunter they are.This legendary symbol is placed on the back of the person, taking up the whole of the upper back.


Tier list for the symbols:


(Note: All symbols can be used up to four times per 'session', but each take a different amount of time to recharge (all time is in MC time, meaning a 'day's wait' is one MC day to wait). This requires good planning of how you want to use your symbols in any situation. What I mean by a 'session' is: A RP act where one person is interacting with another/themselves/the scenery, without a significant break between the RP.)

Novice: These symbols are weak, and do not change too much. They are, however, the symbols that take the least time to recharge via the Cal'tar Shards, usually requiring around 2 to 10 hours of waiting before they can be used again.

Adept: These symbols make a rather noticeable change in the abilities of a person, but require a slightly longer recharge time than Novice symbols. Needing around 8 to 16 hours of waiting before they can be re-used.

Master: These symbols are strong, and are able to greatly improve the abilities of a person to what is physically possible. They need a long time to recharge; around 14 to 22 hours of waiting before they are fully charged.

Legendary: The strongest symbols, they are not exactly 'used up' when they are required, and instead provide a passive buff to all symbols below this rank, making them slightly stronger. They do, however, add on to the amount of time it requires for the symbols to recharge fully (around 2 to 4 hours more of waiting time).



Affect of Cal'tarethro Magic on other magics:


Alteration - No Change, but wards are a light blue or white colour.
Enchanting - When an object is enchanted it will have a light blue or white glow to it, and it will be slightly more damaging to Iblees' creatures (if it is a weapon) or it will burn the creatures of Iblees if they touch it.
Telekinesis - A faint blue mist is around objects that are being controlled by telekinesis.
Void Translocation - No Effect.
Light Illusion - No real effect, but the illusions are more likely going to be light blue than another colour.
Mental Magic - No effect.
Cognitism - Sights now also show very brief glimpses of wether or not an attack by one or more users of dark magic is going to occur. Normal sights still remain the same, except for this addition.
Self Transfiguration - No change, except the user will still have symbols on whatever they become.
Fire Evocation - Fire ranges from light blue to dark Aqua. Fires now damage dark magic users worse than other types of people. As with all forms of evocation, the speed of the evoked element is faster if the user has a speed symbol.
Water Evocation - Water is a shiny blue, and incredibly pure. It glows very feintly in the dark. As with all forms of evocation, the speed of the evoked element is faster if the user has a speed symbol.
Earth Evocation - The earth and stones evoked are rich with minerals (for stone) or well fertilised (for dirt/earth). As with all forms of evocation, the speed of the evoked element is faster if the user has a speed symbol.
Air Evocation - Air evoked is a lighter colour than normal air, and shines ever so slightly.
Electrical Evocation - Bolts are always a certain hue of blue. As with all forms of evocation, the speed of the evoked element is faster if the user has a speed symbol.
Arcane Shielding - Shields range from light blue to blinding white in colour. They now protect from attacks better if the symbol of damage reduction is on the user.
Arcane Missiles - Missiles are a blinding bright white or blue, and can move faster if the user has the speed Symbol. All other forms are also light blue.
Conjuration - Creatures give off a slight blue-ish glow and are affected by the symbols imprinted on the user, albeit at a much smaller rate.
Priest Healing - Healing purges evil in a person over time.
War Cleric - Not much efect but slightly weaker version of the priest's evil cleansing.
Ascended - Unknown.
Frost Witch - Incompatible.
Necromancy - Incompatible.
Lich - Incompatible.
Contract Magic - Incompatible.
Soul Puppetry - Incompatible.
Fi'hiiran'seth - No change.
Shamanism - No change.
Druidism - As stated before, the animals the druid changes into has the symbols the user posesses when in human form.
Kha Magic - No change
Monk - Release a slight blue glow from their body when using their powers.
Runesmithing - Incompatible, Runesmiths cannot learn other types of magic apart from creating golems, but that could be changed if I ask nicely...



How I plan to reduce/completely remove power gaming with this magic:
A list of all the people who are able to use this magic will be on this very lore page (should the magic be accepted) so that anyone can just look to this lore page and see who is able to use the magic, and what they can do. The list will be formatted like so:
Playername:
-list of symbols they have on their body, and what level these symbols are.
-The tier they are (which indicates the number of symbols they can have)
-Their teacher (you cannot learn this magic from any book other than the Cal'tarethul)

I believe that a strict system like this will severely reduce/remove any power gaming that could occur. Also, a player must notify me (or someone else in charge) when they gain a symbol, and only when I update the symbol list on their name can they use the symbol, at all. Otherwise, it is considered power gaming.

Red lines:
-A person cannot learn this type of magic from ANY book OTHER than the Cal'tarethul.
-A Hunter cannot learn any type of dark magic
-No symbols can be on the face of a hunter
-a hunter cannot RP themselves being under the effect of a certain symbol if they have not had that symbol imprinted onto themselves.
-symbols such as increased strength do NOT allow a hunter to bend solid metal bars with their hands. This would just break all the bones in their hands if they attempt to do this.
-a hunter will not be able to use their symbol abilities that apply only to humans, elves, orcs or dwarves if they are in Druidic animal form (such as increased fighting prowess with weapons)
-a Cal'tar shard must be connected to the hunter in one physical way or another for it to supply them with energy. For example, it cannot be floating in mid air (due to telekinesis) next to them and supply them with energy.
- the users of this magic are NOT immune to anything, and do NOT posses superhuman abilities that are outside of current, human restraints. For example, they cannot survive a boulder falling on their head, or cannot survive two massive, master level fireballs directly on their torso.
- users cannot use their skill indefinitely. Once they have used it for a set amount of time (Basically, one session: a session being once use, for example one fireball hitting you, or one/two usages of faster thought processing in RP)

(Thanks for reading this lore and please do +1 it and give it that green arrow thing called an upvote! I would really appreciate it! Also, please put your vote on the poll, as it would help me a lot, and don't forget to leave comments, especially constructive criticism, as I do feel a few stuff need to be edited. Finally, this was my 100th post when I posted it a long while ago, but I might as we re-mention that over here :D )

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(( Would just like to state that some people already have those kind of magic-necessary markings.
(( Haven't read it fully yet, will do but killing a druid..

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-reminder to self to respond here soon. Last time you posted this I liked it to a certain degree.

Looking forward to read what you got now-

I warn you that it Is largely unchanged, as I hope that community influence will be a large factor on how this magic works, and about the lore behind it. I am basically reposting it, but I did change a few loopholes in the story, such as the fact that the madman wouldn't be able to lift the book on his own, nor would Caius. Anyway, I'm glad you liked it the last time it was posted, and I hope we can work together to create a better version of it.

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To over powered bb to over powered. And people will play it as being over powered.

 

Edgy Elf Wizard: I cast fireball

Overly Holy Hypocrite Cleric: Your fireball hits me, my aura sucking the fire away into nothingness

Edgy Elf Wizard: Dude you cant do that!

Overly Holy Hypocrite Cleric: Yes I can this rune on my left butt cheek says that I am immune to fireballs (when really he is not immune to fireball)

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To over powered bb to over powered. And people will play it as being over powered.

 

Edgy Elf Wizard: I cast fireball

Overly Holy Hypocrite Cleric: Your fireball hits me, my aura sucking the fire away into nothingness

Edgy Elf Wizard: Dude you cant do that!

Overly Holy Hypocrite Cleric: Yes I can this rune on my left butt cheek says that I am immune to fireballs (when really he is not immune to fireball)

Although you take at it with an odd attitude, I totally understand what you mean. I am facing a similar problem and I am trying to determine how to deal with it. I will most probably include a list of official users of this magic on the lore page, so that people can refer to this when they are doubt, or just want to know.

This list would include:

Playername:

-list of symbols they have attached to them, and what level each symbol is.

-tier they would be if MAs were still here

-their teacher

This would help prevent any power gaming from non-users of this magic.

Additionally, I will now add a complete guideline for each 'Symbol type' so that people know how users of this magic should react to certain situations, and also so that other people know how this magic works, as there definitely is not an aura that sucks up fireballs...

Thanks for your feedback and, like I said, you are helping me improve my lore! :)

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With said symbols, what about if as the explanation as stated above with the fire-ball incident, that the symbol can slowly deteriorate over, from whence if more 'fire balls' are cast to said user the symbol would get weaker and weaker than soon break depending on the tier equivalent?

 

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With said symbols, what about if as the explanation as stated above with the fire-ball incident, that the symbol can slowly deteriorate over, from whence if more 'fire balls' are cast to said user the symbol would get weaker and weaker than soon break depending on the tier equivalent?

Hmm, that is a good idea, however I thought of that before hand, but I figured that it would be a pain if you had to count how many times you had gotten hit by a fireball, and have to go off and replace the symbol once it fades. Perhaps you mean that the symbol slowly recharges over time? Yeah, that is a good idea :D! I'll implement it, and you tell me what you think, ok? Thanks :)

(Edit: my 300th post was quite anti-climactic :P, but hey!)

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A note worthy thing to remember is that when a new magic type touches, or gives similar effects to another already accepted magic subtype, it can become very impractical for the new to get accepted.

 

The Okar magic already touches the whole sharing feelings and things similar to that. I for instance would think it would be a good idea if such a symbol was removed.

 

Personally I generally like the idea and also see the thoughts behind it. 

However I think that if you trimmed it a slight bit to fit in with the rest of the magics already existing, it would probably have an easier time getting accepted.  This means looking through other forms of magic, such as the Okar one, and removing effects from other magic types that are seen in yours. 

 

The only "problem" I have is that you have history that goes a long time back, but none of it /actually/ happened. It have had no effects on anyone that played back then.

 

Yet I must say that I like to see new "good" magic types.

 

Also. What exactly happen if one was to go against the goal the Aenguls had in mind when they gave these powers?

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Ok, first off: thanks for making me aware of this 'Okar' magic, I had no idea it even existed, and I will do some research on other magics, just so that I am sure I am not making anything similar to it. Secondly, I do know that most of this didn't actually occur, and that it would be looked upon weirdly by other because of this, but I feel that giving it a lore that:

A) goes far back into the past

B) doesn't actually disturb any other lore

C) doesn't imply that this changed the server drastically

Is actually quite a good thing, as people could even mould their own lore around this one, or they could refer to this event without the fear of being criticized that it never actually happened, because it was so long ago that it could have happened anyway, and it would not have affected where the server currently is today. I know I am not explaining myself as well as I would like to, but I hope you get the point. Also, I made sure to make the exact date of all the occurrences a mystery, as I don't want to 'bookmark' a certain date for a specific event. Additionally, I made sure to make the lore leading up to present day quite fuzzy, as I don't want it to conflict with other lore or occurrences that might have occurre.

Finally, I think it is a good question to ask what would happen if someone didn't do what the Aenguls/Daemons had planned for them. This might not work, however, as any users with the Bonding Symbol would have a hard time being 'evil' in general, as the symbol slowly removes evil from their body, but a person could do something they think is right, and in fact cause mass destruction or death. It's an interesting concept, but it might be severely limited due to the bonding symbol's effects. That being sad, however; not every person with the bonding symbol is a goody two shoes. Some of them might be grumpy old men, or tough as nails warriors, but they would not be evil, they would just have their own personality.

Anyway, thanks for your feedback Fredfort, and I will make some changes like you suggested :D

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Nice idea, but the no-alcohol thing is bad for dwarves, as they replaced water with beer in their diets. Also there's a shamanism subsect for self-buffing, as well as the war cleric (but of course they buff differently, so eh)
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Thanks for the input Destroyer_Bravo :). I didn't know that dwarves need beer for their diet, but I don't think that affects the lore too much, as the bonding symbol just prevents you from getting drunk; you can drink as much beer, ale, absinthe or whatever other drink you fancy....except you won't get drunk because of it. Once the alcohol enters your bloodstream it is slowly purified away. That being said, you can get tipsy if you consume a lot of alcohol in a short time, as it would take time for all that alcohol to get purified away.

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I liked this idea ever since you first posted it. I enjoyed reading your lore and the general idea of it aswell as how you want to try keep the pg dow and that well its still a human body even with the symbols you cant surpass the limits our bodies have. I think having symbols that affect mages differntly, maybe symbol thst allow for quicker connection to the void or beng able to call on our magic quicker, one of the mind symbols you already have strengthen illusions and mental magic just a few ideas. Maybe have the mental speed rune now do stuff like this do its not just the one rune for all mages.

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I liked this idea ever since you first posted it. I enjoyed reading your lore and the general idea of it aswell as how you want to try keep the pg dow and that well its still a human body even with the symbols you cant surpass the limits our bodies have. I think having symbols that affect mages differntly, maybe symbol thst allow for quicker connection to the void or beng able to call on our magic quicker, one of the mind symbols you already have strengthen illusions and mental magic just a few ideas. Maybe have the mental speed rune now do stuff like this do its not just the one rune for all mages.

Thanks Samsan99, it's nice to see someone who enjoys the time I put into this! Unfortunately, I don't want to add the symbols for enhancing magic, as enough people find this magic OP as it is, and putting a rule to enhance magic will only add fuel to their fire. I will, however, edit in that symbol should this post be accepted by the majority of the community, and they will be less harsh on the types of symbols I have.

 

Can you paint a lich's bones?

War dog, I am afraid that a lich cannot have their bones painted for two reasons.

The first reason is that the symbols are not painted on, but rather imprinted, where a blue mist forms around the person, and then goes into their skin, giving them the powers of the symbol.

Secondly, a lich is considered 'evil', and so they shall either not be able to perform the ritual to gain the first bonding symbol, or (if they do get the bonding symbol, which is very, very, very rare) they will start disassembling as the pure magic eats away at the corruption in their body.

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