GDPR 014 23 Popular Post Share Posted May 13, 2017 Casting Implements Mana, it is useful energy - able to grant magi of all kinds their powers. To some, the energy might be difficult to control, causing it to fizzle out or become incredibly inaccurate. To remedy this, there will always be something that can aid the magi in casting and channeling their energies to forge a spell or coax beings. Enter the implement, an item imbued by the magi to act as a receiver for their archaic power. Attuned Items Examples: Staff (Quarterstaff, Stick, Scepter) Book (Grimoire, Tome, Volume) Scrolls (Texts, Pages, Papyrus) Crystal ball (Gems, Crystals, Stones, Jewelry) Wand (Rod, Sprig, Twig) Idol (Fetish, Statue, Carvings) Gloves (Gauntlets, Mitts) Tools (Hammers, Spades, Shears) Weapons (Swords, axes, mace, so on) Body augmentations (Redstone tattoos, tattoos, piercings, carvings, scars) Miscellaneous Items (musical instruments, so on) This instrument acts as a focal point for the magic users, channeling the chaos of the void, orderly deific power, or dark and primal energy, similar to the focus crystals one might find on a mage's wand or staff. It would not be uncommon for apprentices of each wake to use their attuning power as a means to aid their casting, making sense of the archaic power, if they themselves are unable to. For those who can make sense of their power, and wish to use their implement, will find that their focus point allows them a slightly easier time casting, akin to a fellow that is calm and collected. Truly, those who master and understand the manipulation of magical energies gain very little benefit, only really gaining some if they have an unsound and troubled mind. To make these implements, one must take an item and perform a ritual to imbue the item with its receiving power. This process is fairly open-ended, revolving around the mage for how the item is imbued -- it is their own personal instrument after all; once the instrument is done, the maker will fin themselves physically strained and groggy for a short duration -- but they would find themselves unable to make another implement for the next three IRL days. Along with this, the item will take on an aesthetic change, occurring due to the magical energies influencing the item; this change will always be present, be it subtle or obviously apparent -- should the item not be obscured by some magical means, and due to the magical power within, the mage can only hold two of their own make on them, lest they wish for the others to overlap and shut one another off. Should one be devious enough, they will find that warding, abjuration, and even other magic disabling practices will turn off the item's receiving ability, even removing the aesthetic changes. While some magic users can benefit from this, others are unaffected, as they do not require a focus like the others; an implement for them would simply be there for aesthetic purposes. These practices are: List of Outliers (more to be added): Cognatism Frost Witch Golemancy Atronach Forging Shade Thallassos Pros and Cons: A new way for mages to cast. Creativity in the implements they use. A minor focus, allowing a mage a slightly easier time in casting. Using a focus, a skilled mage would have the focus of someone in a calm and collected state; however, should anything occur to them that can break such a connection (a migraine, harsh physical damage), their casting will cease. Every mage has the ability to make these. The Implements need only be destroyed or removed from the mage to thwart any boons. These items can be warded or disrupted. Looking at an instrument, should it not be obscured in some mannerism, will show some magical change on it, be it something subtle like occasional gleaming, to something huge like giving of a faint aura and change in being. A mage using implements can only have so many of their own make, as the receiving signals, should there be too many, will confuse one another and render them inert. A mage can only make one instrument every three OOC days. More than likely unable to be made in combat, unless a lot of time is given. Redlines: The focal boon is unable to keep a magi focused, should they gain harsh physical and mental harm, meaning that while a slap to the cheek, or a groggy feeling might not influence their cast - a hard punch to the stomach, migraines, or a stab will remove their spell. All instruments, untampered, must show some visual magical influence. You can only make one implement per 3 OOC days. Outliers gain no advantages, besides having aesthetic. Credits: KnghtArtorias Zarsies - advice, helper, and assisted with writing the item list! Changelog: - Removed Strength Boons. + Added focus 35 Link to post Share on other sites More sharing options...
Destroyer_Bravo 1052 Share Posted May 13, 2017 wait what are the boons that I could theoretically do besides "easier casting" and "not such a noodle anymore" Link to post Share on other sites More sharing options...
Paleo 298 Share Posted May 13, 2017 You have my magical seal of approval Link to post Share on other sites More sharing options...
Aelesh 319 Share Posted May 13, 2017 A nice little addition. +1 Link to post Share on other sites More sharing options...
Babehab 289 Share Posted May 13, 2017 >Bypassing one of the major downsides and (to a lesser extent) balances to magic. I'm sorry Phil, I really think this would flip mineman magic onto its head and make it a lot harder to justify it in the first place. Casting implements would work better as an entirely aesthetic addition. I'm still gonna give you rep because I love you though. XOXO, lots of hugs and kisses. 3 Link to post Share on other sites More sharing options...
Weabootrash 410 Share Posted May 13, 2017 i dont think having strong mages is a good idea, theyre suppose to be frail with powerful spells, not bodies Link to post Share on other sites More sharing options...
_Sug 2556 Share Posted May 13, 2017 Love it! Great work Phil. +1 (rep *****) Link to post Share on other sites More sharing options...
GDPR 014 23 Author Share Posted May 13, 2017 I'd like to clarify that the mage is still weak in comparison to your standard mineman warrior, this is only a slight boost! Link to post Share on other sites More sharing options...
Babehab 289 Share Posted May 13, 2017 1 minute ago, ArcanicFable said: I'd like to clarify that the mage is still weak in comparison to your standard mineman warrior, this is only a slight boost! 0 Most of the server has the strength of a man-at-arms. Link to post Share on other sites More sharing options...
GDPR 014 23 Author Share Posted May 13, 2017 Just now, Babehab said: Most of the server has the strength of a man-at-arms. 0 I'd argue most of the server has the strength of a dude in peak condition, but I will gladly edit it to make them remain weaker! Link to post Share on other sites More sharing options...
bumblefina 2244 Share Posted May 13, 2017 This is really nice. +1 Link to post Share on other sites More sharing options...
Babehab 289 Share Posted May 13, 2017 Just now, ArcanicFable said: I'd argue most of the server has the strength of a dude in peak condition, but I will gladly edit it to make them remain weaker! 0 Please do, because I like the idea of more spell foci, but the buff is just too much. Link to post Share on other sites More sharing options...
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