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[✗] [Magic Lore] Mental Magic


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Mental Magic

Organizer:

Luv

PHAT Credits to: Toodles and Mephistophelian 

 

All of the lore below is written by the two of them, I simply meshed the pieces together that I believed worked best for the LT’s vision for Mental Magic.

 

This submission is simply my organization of the lore pieces regarding Mental Magic that I believe would be the most balanced and acceptable rendition of the lore using prior accepted pieces, once again major credits to Toodles and Mephistophelian


A google doc link to the lore while I try and fix it on the forums (sorry! posting from my phone, any FMs willing to help would be greatly appreciated)

Lore Link!

Mechanical Explanation

The Void, while a place from which power can be summoned, is also a conduit. Objects may travel through the void via translocation, people through shifting. Mental magic is the transference of one’s thoughts through the void, the endpoint being the mind of another. A mental mage will connect to the Void, lock onto their target’s mind via line-of-sight, and then infiltrate their mind through their Voidal connection. Once there, they can wreak all sorts of havoc through mental jolts or inducing catatonia; but they can also use their connection for more benevolent purposes, such as telepathy or the healing of mental illnesses. 

 

As the years pass, and the Void shifts, the abilities of mental magic have changed. No longer can mages read their victims’ mind like a book; only information that targets wish to divulge can be divulged. Thusly, mental barriers are ineffective, as there is no need to guard ones’ private thoughts. However, mental mages do have extensive tools to make their targets squeal. Also, the ability to press illusive images and sounds onto an awakened target has been lost, along with the ability to alter memories.

Redlines

  • Mental magic requires a great deal of cooperation between the target and the caster. There needs to be a lot of OOC communication, preferably in /msg, between the two. 
  • Connecting to another’s mind requires two emotes, and one /msg command. The mage must have their first tell to display that they are connecting to the void. Their next emote must be a separate, different tell, to display that they’ve connected to their target’s mind. Upon connection, the caster must also type up an emote in /msg to their target, informing them that their character feels a presence within their own mind. The target will always be aware of this, unlike in the old lore where it could be subtle.
  • When using abilities, the caster must both emote in /msg, following the normal emote count of combat, and inform the target OOCly of certain things. These will be detailed in individual redlines.
  • Mental magic works on anything that possesses a mind capable of processing thoughts and that can be seen by the caster. Its effectiveness does not vary from person to person- it works just as well on a Shade as on a sprite.
  • Mental magic, as it no longer reads the target’s mind, is unhindered by the presence of a Shade, Druidic voices, a voidal horror, or anything else that used to make it difficult. Mental barriers are likewise null and removed.
  • Mental magic can no longer cast illusions on its target. This has been replaced with mental jolts.
  • Mental magic still retains the power of memory removal and memory restoration, but the ability to manipulate memories has been removed. This could be re-added if someone comes up with good enough rules for it.
  • Mental magic uses one slot.
  • Mental magic requires line-of-sight at all times. If the target hides entirely behind something, the connection is broken and any spells being performed cease.
  • Mental magic requires focus. If this focus is broken, through injury or something else, whatever spell is being performed ceases and the connection is broken.
  • Mental magic requires two tells, one while connecting to the Void, and one while connecting to another mind. Each require one emote.
  • Mental magic uses mana, and proper exhaustion must be roleplayed.
  • Mental magic induces physical weakness in any who use it, as with all other Voidal magics. This must be roleplayed.
  • Mental magic cannot be applied to any enchantments, but can be warded as per normal warding rules.
  • Mental magic can be used while possessing any other magic, or while being any creature, unless stated otherwise in the lore of that magic or creature.

Mental Barriers

Mental Barriers are less a solid, defined thing and more a plethora of techniques all grouped under a single name and goal, with the goal being the prevention of a mental invasion of privacy. They come in many shapes and forms, though the most common are repeated mantras that prevent the Mental Mage from directing the individual’s thoughts. Other examples include scenarios created in one’s mind, false thoughts and memories, chaotic barriers of random thoughts or even being in a fully vegetative state. In effect, any train of thoughts that prevent a Mental Mage from gleaning specific memories can be considered a Mental Barrier.

 

Redlines

  • Mental Barriers do not prevent someone from the effects of Mental Illusions or Catalepsy it merely prevents one from divulging information to a Mental Mage. 
  • Making a Mental Barrier requires conscious effort and knowledge that a Mental Mage is intruding or about to intrude. One cannot typically have a constant Mental Barrier.
  • All Mental Barriers must have a way to be broken, else they are impossible to create. At any time, a Mental Mage may call upon a member of the LT to make sure there is a way to access a mind.
  • One must be taught how to make an efficient Mental Barrier by a Mental Mage (who must be able to vouch for it). If taught by a non-Mental Mage, the individual will not have someone to scrutinise their technique and thus will have an inferior barrier. Either way, training to put up an effective Mental Barrier takes many years.

 

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Spell List 

Reaching (Non-Combative)

This skill is the most basic of the abilities, and the foundation for manipulating Real Minds. To perform it, the Mental Mage must first connect to the void, allowing their mind to slip into its depthless grasp. If simply seeking minds for the first time with no aid, they would be flooded with a plethora of thoughts, feelings and instincts from every thinking creature around them, unable to detect the exact location or thoughts of these minds. With visual aid, however, the Mage may seek their target’s Mind, aiming to find thoughts, feelings or ways of thinking that are likely to belong to the individual. By using sight to hone down the distance, direction and mental state of their target, the Mental Mage is able to identify the mind amongst the host of other mental presences they would otherwise detect

Redlines

  • One cannot reach their mind out to detect a specific person’s mental presence without some form of knowing where they are. Visual aid is required for the most part, though a Mental Mage may be able to remain connected for a moment if they look away or lose visual contact. Illusions do not provide a proper example of where the mind is, and thus one cannot use an illusion of someone to connect to their mind.

Telepathy (Non-Combative)

Telepathy is the nonviolent insertion of thoughts into the targets’ mind. To the target, clearly-foreign thoughts begin popping up inside their own stream of thought. The target can respond telepathically if they wish, but only thoughts they want the mental mage to hear are heard.

Telepathy only requires the two connection emotes to initiate, and then proceeds with the normal flow of RP. It takes place in /msg, and cannot be faster than a normal spoken conversation (i.e., keep to normal emote turns as you would when speaking out loud.)  It can be initiated so long as the caster can see the target in Minecraft.

Redlines

  • Telepathy cannot be used to shock a person, or to halt casting. It’s very mellow, and simply for communicative purposes.
  • Telepathy can only be used to convey words and images. No feelings or sensation.
  • Telepathy proceeds at the same speed as a spoken conversation, emote-wise. You can’t speed-emote with a friend in /msg while combat is going on. 
  • Telepathy requires line-of-sight, but has no maximum range.
  • The caster must OOCly inform the target that they can communicate through thoughts, but only thoughts that the target wants the caster to hear.

Mental Jolt (Combative)

A mental jolt is telepathy intended to physically stagger an opponent, or interrupt their focus while casting. The caster materials a “burst” of highly-disruptive thoughts, which completely halts an opponent in their tracks with sheer distraction. 

Mental jolts require three emotes to cast, like your garden-variety fireball. They last for only an emote, thoroughly disorienting the target. Mental jolts can halt a warrior swinging a sword, or cause a mage’s shield-wall to dissipate (assuming said shield-wall is arcane and requires active focus to maintain). When used on a casting mage, it resets them back to their first emote-- so, a voidal mage affected by a jolt would still be connected to the void, but their fireball would dissipate and they’d have to summon it again. When used on a charging swordsman, all of their momentum would abruptly cease, staggering them a step or two back or onto their knees. Mental jolts require another three emotes to cast again, preventing someone from locking their opponent into a chain of jolts.

 

Redlines

 

  • Jolts have a range of 20 blocks, and require line-of-sight.
  • Jolts cannot be used in quick succession, requiring a full three emotes for each. (Two emote buildup, one emote stun).
  • Jolts do not cause any pain or physical harm- they merely disorient the target for an emote.
  • The caster must OOCly inform the target that they’ll be temporarily stunned for an emote, and their magical/physical momentum neutralized.

Catatonia (Combative)

Catatonia is inducing unconsciousness, by overloading a target’s mind with thoughts and inputs. It takes a long period of unbroken focus for the caster to perform, but is well worth it. Upon completion, the target simply falls to the ground, helpless and sleeping for as long as the caster maintains focus. Many spells can only be performed from a state of catatonia.

Catatonia takes a while to cast, akin to other powerful spells. It firstly requires the two connection emotes of mental magic, followed by three emotes of unbroken focus; the target is reduced to a sleeping state on the sixth emote. It can be avoided by breaking the focus of the caster, or by exiting the caster’s range or line-of-sight. The target is aware that some sort of spell is being casted on them, but may not necessarily know how to avoid it. The target is fully able to run and jump and cast while the spell is being casted, only becoming unconscious on the sixth emote.

Redlines

  • Catatonia requires five emotes to cast, and the target falls unconscious on the sixth emote.
  • The target must be within twenty blocks. If they leave this radius the spell will be canceled, although the caster will remain connected for telepathic purposes. The target must also be within the caster’s sight at all times.
  • Catatonia requires constant focus from the caster, even after the target’s fallen asleep. Interruption of this focus causes the target to awaken after a few minutes. The target cannot be awakened by any other means.
  • The caster must OOCly inform the target that their character feels some sort of spell building, but is otherwise unhindered in combat.

Catatonic Illusions (Non-Combative)

While normal mental illusions have been removed, catatonic illusions still remain. The target, while asleep, finds themself in whatever environment the caster desires. The caster can do whatever they imagine within this dreamlike environment, and the target is powerless to affect any change. 

There is no emote count for any illusions, nor limitation on what illusions can be manifested for the target. Any sight, sound, smell, physical feeling, taste, or sensation can be evoked onto the target by the caster. It’s essentially a lucid dream, where the caster is the lucid dreamer. They take place in /msg.

Redlines

  • Catatonic illusions can only be cast on a target affected by catatonia, or a target already asleep through normal means.
  • Catatonic illusions follow the same timeline as realtime emotes. No compressing an eternity of torture into one emote.
  • Catatonic illusions cannot cause physical harm to the target. If they “die” during a catatonic illusion, they’ll be perfectly unharmed in real life.
  • CATATONIC ILLUSIONS CANNOT BE USED TO BREAK ANY SERVER RULES. I hate that I have to write this.

Memory Alteration (Non-Combative)

Removal of Memories

Memory removal is a kinder alternative to killing someone. The caster will reach into the mind of a catatonic target, and forcefully rip out new memories or old. This is a highly painful process, requiring a great deal of focus from a powerful mental mage. The most powerful mages can wipe a target’s memories entirely clean, casting them into the Void forevermore. A target will not be aware, upon waking up, that their memory has been wiped-- another mental mage will be able to discover the hole in their recollections, however, if they put the target into a catatonic state.

Memory removal can only be performed on a catatonic or sleeping target. Memory removal requires four emotes to perform, atop already rendering the target catatonic. It causes a great deal of pain to the caster, necessitating unbroken focus. A caster can only remove a memory the caster already knows is there.

Redlines

  • Memories from the last OOC hour, or memories that the target would forget upon death, can be removed without the OOC consent of the target.
  • Long-term memories can only be removed with the OOC consent of the target.
  • The caster must be aware of the existence of a memory to wipe it. They cannot “search” through the memories of the target.

 

Memory Manipulation

Once again, this ability requires the diversion of the target’s consciousness into a dreamlike state. The Mental Mage may then choose to target an already existing memory (by first discovering it) and explore it with the target’s conscious recollection of it. They may then force the target to relive the memory, using Mental Illusion to edit certain parts of it. Though the entire memory may not be entirely changed, aspects of it can be altered, such as the presence of certain details or the sudden appearance of previously non-existent details. For the memory to be anchored and accepted as true by the target’s mind, one must ensure it is as believable as the original, unaltered version. Anything straying from this would be impossible to do. If all parameters pass, the target’s mind is made to accept the manipulated memory as real. The process is uncomfortable, and a sense of panic is often felt in the target when their memory is manipulated, whilst the Mental Mage experiences greater exhaustion.

Redlines

  • One cannot make entirely new memories, merely edit and manipulate current memories to one’s satisfaction. These edited memories must be as believable as the original, unaltered memories, and the changes made cannot be too great. Working with the target is essential, here.
  • The process takes almost as much effort as removing memories, and the same rule of OOC consent applies when manipulating long-term memories (i.e. any memory that goes beyond the death-rule). To clarify, this OOC consent must be given before the memories are manipulated, so that the players may discuss the terms of said removal.
  • OOC consent is not required when manipulating recent memories (i.e. memories that would be lost if the person died).
  • Manipulating certain memories can cause Spirits of Mental Instability to detach, though the exact memory must be targeted for this.
  • Entirely manipulating an individual’s memories requires OOC consent, and is exhausting to the point of passing out to the most Masterful of Mental Mages.

 

Memory Restoration

If a mental mage becomes aware of a “hole” in their target’s memory, they can attempt to retrieve said memories from the Void. This is a haphazard process, even for the most skilled of practitioners, and often only a fraction of a memory will return. If too much time has passed, the stolen memories may be lost from the world forever.

Memory restoration requires six emotes to perform. It can only be performed on a catatonic or sleeping target. The caster doesn’t necessarily need to be aware of what they’re restoring- they merely found a hole in the target’s memory, and are attempting to patch that hole.

Redlines

  • Memory restoration can only be performed 3 OOC days after memories were removed, without the OOC consent of the remover.
  • With the OOC consent of the remover, memories from any time may be restored.
  • Memory restoration only restores memories removed by memory removal, not memories removed by death.
  • After having their memories erased, the target will not be aware that their memories were erased unless told IC; it is metagaming to go have your memories restored when not informed that any were removed ICly, unless your character regularly has their memory checked for holes every three days.
  • The caster must OOCly inform the target that removing a memory beyond 1 OOC hour or what the target would forget if they died requires their OOC consent.

Tier Progression

Tier One

Mage learns how to connect to the Void, and to the mind of the target. Brief, fuzzy telepathic communication can be achieved, but they’re likely to collapse after a few moments. Lasts for two weeks.

Tier Two

Mage can hold telepathy for up to ten RP minutes. Mage can learn and perform a single mental jolt, before collapsing into near  unconsciousness. Lasts for two weeks.

Tier Three

Mage can learn and perform catatonia on a target, and can cast catatonic illusions for up to ten RP minutes before collapsing into unconsciousness. Mage can perform four mental jolts before collapsing into unconsciousness. Mage can perform telepathy indefinitely. Lasts for two months.

Tier Four

Mage can learn and perform memory restoration and memory removal once before collapsing into unconsciousness. Mage can perform catatonia twice, or can maintain catatonic illusions for up to two RP hours before collapsing into unconsciousness. Mage can perform ten mental jolts before collapsing into unconsciousness. Mage can perform telepathy indefinitely. Lasts for two months.

Tier Five

Mage can entirely wipe the memory of the target (with OOC consent) before collapsing into unconsciousness. Mages can perform memory restoration and removal once without collapsing, but it tires them significantly. Mage can perform catatonia thrice, or can maintain catatonic illusions for 12 RP hours before collapsing into unconsciousness. Mage can perform fifteen mental jolts before collapsing into unconsciousness. Mage can perform telepathy indefinitely.

Lore Crediting

Mephistophelian’s Mental Magic Lore

Mephistophelian’s Reaching and Projection Lore

Toodles’ Mental Magic Rewrite


 

© Luv Lore

 

Edited by Luv
check below the title!!
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15 minutes ago, AgentMemory said:

Black writing is incredibly hard to read. You should consider changing it.

formatting for the forums is very difficult from my phone... i will try my best to have it fixed asap!

 

until then, here is a google doc link to the lore for easier reading!!!

 

lore link 

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The Google file indeed is a lot better formatted than on the forums...

 

I really hope the amount of redlines will convince the LT to give it a second shot

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 old mental magic was op ?

Edited by dojamarijuana
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So supposedly, one of the spells (memory restoration) breaks the rules of the server (§3.11     When you die, you do not remember how you died, or the events leading up to your death. ) then used as it’s being told it can be used? 

And can supposedly keep a spell active indefinit since T3 with unlimited range? Irks me tbh, should have some sort of (long) range at least, maybe around shouting distance at most in my oppinion.

As a final note, memory removel seemingly states memories are yeeted into the void and can only return with another mental mage pulling it from the void back, which seems very much unlike how every other magic to my knowledge interracts with the void (something pulled from there wants to return). Maybe simply make the target uncounciously supressing said memory instead at least? Makes me a lot less irked about it.

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I like AlphaMoist’s rewrite better. Nothing wrong with yours, Luv.

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Just now, JrBuilderCaesar said:

I like AlphaMoist’s rewrite better. Nothing wrong with yours, Luv.

i wasn’t aware he was working on one ? currently waiting for a response from him, actually regarding this!! ?

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NO, mental magic is cancer and erodes away at RP in general. This is how I and many in the community see mental magic:

 

Image result for Big brain meme

 

Having the ability to literally metagame with zero high chance of failure or consequence was stupid. Heck, I can point out a MASSIVE flaw already by just pointing at Telepathy. While sure it requires that you SEE the person, this wouldn’t stop someone from using telepathy to metagame as long as they can “see” the person. So if you need a squad of PVP goons to come rescue you all you have to do is see someone 30 blocks away and and have them run off to send a bird after two emotes. 

 

Reaching is vague and will be used to metagame people who are disguised or have changed or altered their appearances. So if someone goes after another person with the intent of discreetly killing them that entire plot would be foiled because “OOPS” I’m a mental mage and can “feel your presence”. Bad.

 

Memory removal is literally playing the role of Cloud Monks/God as you can literally mind wipe someone and force them to RP in ways they normally wouldn’t have to. Someone has seen your evil plot? Ah, just strap them to this here chair and we’ll wipe their memory clean! Once again, BAD.

 

Jolting can also be abused since while it’s only for one emote and requires 3 to cast it isn’t clear enough until you read the red lines where it states that it stuns the target. So if I am charging at you with a sword in hand and are an inch close to decapitating you I can be stunned at the 3rd emote and lose ALL momentum? This is mental magic, not physical magic.. 

 

Mental barriers require that you know a mental mage.. Ooh boy, so a normal person can’t have any natural defense against intrusion? I have to know a mental mage and they have to be WILLING to teach that? Yeah, no.. If you want this lore to get passed there needs to be a serious risk to delving into other people’s minds. There are some who have seen, done or heard some really disturbing crap in their lives and delving into those memories by mistake or on purpose will seriously screw up a mental mage. Heck, I’d go as far as to have the mental mages go catatonic and possibly die if a memory they intrude upon is too corrupting or vile for them to handle. IE, they go into a serial killer’s mind and have to witness every murder they had ever committed through the eyes of the victim.. Feeling every sensation up to the point of death and so on. That would be an effective defense.

 

I can go on and on but yeah, this lore has serious balancing issues with it essentially giving the mental mage too much power and little to no flaws. There’s no risk into going into people’s minds and no risk to manipulating memories, etc. It has the same glaring flaws as the last iteration, while I don’t speak for the LT or Flam I’m sure they’ll look at some of the things I pointed out and agree. 

 

Edit: Apologies if I come out as hostile but these flaws need to be pointed out.

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Thank you for submitting your Lore Games draft! You will receive input on what needs to be fixed within the next 2 or so weeks.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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