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[✗] [Magic Lore] Fi’hiiran’Tanya


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Mattforsyth - Deviant Art

 

Table of Contents:

- Background/Origin

- Magic Explanation

- Ritual Abilities

- Spells

- Red Lines

- Tier Progression

- Purpose

- Cited Sources

 

Background/Origin

Fi’hiiran’tanya was born in the annals of haelun’or history, in stories and tales of men and women with two souls. It initially bore itself within the Elibar’acal family, though in time the knowledge was passed onto others and failed to be given to the newer generations of these initiators of history. These two-souled individuals brought forth their magic through wicked gains, slaughtering another close to them to steal their essence and life and fuel their Fi magic.

 

This soul was represented as mist, brought out and manipulated by the accursed captors of the tortured soul. With it, mana was sought in all shape and form, being torn from its source and returned to the void. In times of old, this was a far greater Fi magic than one could ever hope for, capable of manipulating vast areas of rapidly draining magic, slaughtering any mana-reliant creatures in moments.

 

They were accepted throughout various societies and scorned throughout others, for their work was grand and yet the means to accomplish their ends were often considered nothing short of vile. The only exception was the lesser version of their same art, theorized and spread to the humans above anything else. One where they split their soul instead of taking two - Less horrific but far weaker in capabilities, and yet still powerful next to other spellcasters.

 

Eventually, a surge of mana swept through the lands in force. The exact nature of its origin remains a mystery, though theories suggest the mana obelisks present throughout Axios and Atlas. Fi mages, ironically, suffered from a mana sickness born from large amounts of the substance at a time. They were sensitive to it, and the souls took this chance to rise and flee from their prison-hosts. This left fi’hiiran’tanya as a dwindling art, where for a time they could yet practice as what was referred to as Iconoclasm. Eventually the kindling of their mists died in full, and none remained.

 

They split and scattered to the winds and corners of descendant realms. Many found other places in life, no longer burdened by the constant ache of their once-friends inside of them. Some refused and, even knowing the pain it took to create, sought a reconstruction. A necessity, it was called, to reign in the fools and spellcasters of the world who abused their given power. So the ritual was sought again. So the magic was born again. So the magic was changed again.

 

 


 

Magic Explanation

  • Fi’hiiran’tanya, or better known as Fi’, is a [3] slot dark magic.

  • You cannot practice any other magic with Fi Magic. Kani, animatii crafting, and further alchemy are exceptions.

  • Must be taught and connected by someone with an accepted Connection Feat and Fi’ TA.

  • Fi’hiiran’tanya may not be taught to anything but a non(or open)-CA mortal race.

  • Any form of magical connection to cast must bring forth visible gray mist.

 

Upon being connected, a Fi Mage gains the ability to conjure forth their magic in the form of mana-draining mists, funneling away at the mana pools of their given enemies, be it in magic or in creatures or enchantments. This makes them immensely skilled at outperforming the magics of spellcasters, but in turn ruins them in many other areas much the same.

 

Weakness - The Second Soul and Magical Exhaustion

In order to become a Fi mage, one must undergo the Connection Ritual[Explained below] in which a second soul is gained. This process implies the PK of another character and, in doing so, absorbing their very being. This is not a friendly process nor one that ever becomes beneficial beyond the basic casting of their magic.

 

It is important to note that the relationship between the Second Soul and the Host(The Fi Mage) is never one of conscious talking back and forth, interacting at fixed intervals, or of planned actions or motives. It is one of constant, never-ending mental assault upon the Fi Mage on the end of the Second Soul, which at this point is reduced to little but a source of refueling energy for their magic with an unbridled hatred for the one who slew them, regardless of their relation in life. As such, a Fi Mage is considered to have a weak mind. Any illusion, trickery, or mind-based magics or effects upon them are particularly effective, beyond what would be considered normal upon anyone else. Additionally, on a physical note, maintaining two souls is taxing upon a Fi’ Mage, and leads them to, from a week after being connected, being frail - Significantly more so than a mastered voidal mage.

 

The constant battering of the Second Soul against the mind of the Host can be detailed in seven stages of severity - Henceforth referred to as seven levels of exhaustion. The first three levels are considered to be minor, roleplay-side phenomenon meant to be portrayed in out of combat scenarios. The last four are harder, more strict negative downsides to be played at all times, in and out of combat, to reflect the exhaustion taking its toll upon the Fi Mage.

 

Fi Mages gain these levels of exhaustion through the casting of their magic, beginning at 0 and progressing until utter exhaustion at 7. At tiers 1-4, they always have some levels of this exhaustion as detailed under Tier Progression, as they are still learning how to maintain the second soul and drown out its constant noise and the absorption of mana from the Fi Mage themselves.

 

The seven levels of exhaustion are as follows:

 

[1] - A small portion of the Fi’ Mage’s mana is spent, causing them to grow out of breath easier. During this stage of mental assault, the Fi Mage will develop a heavy nervous tick.

[2] - Now with roughly less than one third of their mana missing, the Fi’ Mage finds themselves tired constantly. They will wish little else than to sleep and are well capable of it, but no matter how much they do, it will fail to cure their exhaustion.

[3] - The world seems to blur slightly at the edges, as their exhaustion grows to 3/7ths of their mana missing. Additionally the sight of death, including meats, plagues them with the urge to vomit - Difficult to hold down.

[4] - With over half of their mana gone the Fi’ Mage has now lost their sense of equilibrium. It is easier to shove them over, and they’re prone to doing so themselves if they attempt to move faster than a slow jog.

[5] - The Fi’ Mage becomes preoccupied with the sound of their own heart sounding in their ears. Out of combat, they cannot hear whispers. In combat, they are treated as deafened entirely to their surroundings beyond pointed shouts by someone they can see.

[6] - Their exhaustion is now mounting against them, and their own magic difficult to manage. The inner soul is strong enough to begin spreading the Fi magic mists to the Fi’ Mage’s own vision, causing them to be blind beyond 20 meters[RP Chat Range] from themselves.

[7] - The Fi’ Mage is spent. The Second Soul has won and they are faced with an immediate, brief seizure as their mind is ravished. They are afterwards considered blind and deafened to their surroundings until their exhaustion lessens. This final effect only occurs after the Fi’ Mage’s spell has ended.

 

Exhaustion levels reset after 24 IRL hours.

 

Weakness - Counters

Fi’ Mists are a representation of the second, tortured soul owned and dominated by the Host being sent out and consuming mana. Though it consumes, the mana is considered gone after the magic has vanished - The Second Soul cannot be used to share this mana back to the Fi’ Mage or any other source, and consumes only for itself. In addition to this notable effect of Fi’ Magic, no magic is flawless and each has its counters. A number exists towards Fi’hiiran’tanya.

 

[1] - Fi’ Mages are noted in their mana sensitivity. This is not enough to make them capable of detecting nearby sources of mana, but sudden pulsations of energy within 10 meters of them would bring them a splitting headache, and cause their current spells to vanish. Two rules of thumb with this is that the effect that causes them to lose concentration must be clearly visible, as well as possess the collective mana in a single emote of a T4 or higher mage. An example of this would be a sizeable mana gem shattering, or a T4-5 spellcaster releasing all of their mana at once. Should this be done, the Fi’ Mage will be stunned for 4 of their own emotes. A notable example of this would be an Unsound Mage’s Negate Mana spell, though that is a more glorified version of what is necessary.

[2] - Certain magics are known to be able to function through Fi’ Magic. That being, existing instances of the magic will remain even through contact with Fi’ Mist, as well as being able to be manipulated to their full extent. However, should the actual caster of these magics make contact with the Fi’ Mist, they will still begin to suffer the mana-drain of such so long as they continue to cast. These magics are: Blood Magic, Druidism, and Shade. Additionally, Kani, Chi, and Fi’ Magic are all entirely immune to the effects of Fi’ Mist on both their caster and the magic. Chi may still suffer silencing. Fi’ Mages may still suffer silencing.

[3] - Anything that deals physical damage is a great foe to Fi’ Mages. Though generally their magic goes unaffected, it would be noted that any sort of blow to a Fi’ Mage, from a minor shove to a punch to a cut or a bruise, will cause their connection to halter and fade, as they suffer increased pain in their frailty. Additionally, the use of Silver can ward off Fi’ Mist, unexplainable, much like Aurum to other dark arts, why this happens. Though it does not necessarily destroy Fi’ Mist or cause it to vanish on contact with existing spells, Fi’ Mist will refuse to move itself within a foot of such.

 

Strengths - Magic Cancelling and Creatures

Fi’hiiran’tanya is good at one thing - stopping other magic. This is done through the draining of mana from given spells, as well as from the given spellcasters. In the form of stopping spells, most will simply vanish upon contact with Fi’ Mist. For spellcasters, they will begin to drain of mana should the Fi’ Mists connect with them. The Spellcaster must be connected to their given magic for this to function. Fi’ Magic as well is incapable in any of its spells, of stopping magics or creatures who exist beyond the Fi’ Mage’s tier. That being, they cannot at all stop any spell from a T4 fire evocationist, if the Fi’ Mage themselves are t3. For this case, creatures count as T4.

 

Whenever physical contact is made with Fi’ Mists onto a spellcaster who is connected, they begin to drain of mana. This process will remove 1/15th of their mana per emote within the Fi’ mist. This draining process, as well as others, are able to be sped up through various upgrades one can perform on their spells, granting themselves more exhaustion in the process.

 

[Necrotic Undead] - Undead made of necromantic means are subject to the effects of Mana-Drain on contact with Fi’ Mist, as though a T4 opponent. Upon reaching zero, they would perish. Throughout this process they progressively grow weaker, though not slower if they opt to flee.

[Spectral Undead] - Undead made of spiritual means are subject to the effects of Mana-Drain on contact with Fi’ Mist, as though a T4 opponent. Upon reaching zero, they would perish. They do not show any signs of being affected throughout this, though they can feel their strength waning. They lack access to their ghostly powers as well.

[Golems] - Constructs made by Golemancy may survive for fifteen emotes within Fi’ Mist, and no upgrades to spells may change this. During the last five emotes of this they progressively slow to a halt, where their runes grow inactive for the span of the given conflict/situation before reactivating.

[Wardens] - Constructs made by Paladins may survive as though Necrotic Undead - Lasting fifteen emotes of progressive weakening before eventually perishing as the spirit in their armor fails to take hold.

[Enchantments] - Voidal Enchantments suffer the same as though a voidal mage themselves, with their tier based on the tier of their enchanter, and they lose their enchantment upon becoming empty. Runesmithed items suffer similarly, but upon reaching their given emotes within the mist simply go inactive for the period of the encounter.

[Other Magics/Creatures] - Though not every creature or magic is covered here, most suffer under here. If mana is used, the magics should fade on contact with Fi’ Mist - with the exceptions of overly altered forms(such as genus or amber). Creatures, if reliant upon magic to function, come into contact with Fi’ Mist they’ll generally suffer as necrotic undead if they have physical form and spectral if they don’t. This is not for sure, and other magics/creatures are welcome to write their own outcomes within their lore, even if it’s claiming to go entirely unaffected.

[Events] - In general, it is left up to the ET in charge of the event in question to determine the exact limitations of Fi’ Magic in relation to whatever they are doing, if such is based on magic.

 

 


 

Ritual Abilities

These spells are the out of combat, lengthy rituals of spells for both connection and magic-silencing. It should be noted that in the case of Connection, one can never be disconnected from Fi’ Magic. It becomes a permanent bind of their soul. If they stop practicing, their tier can lower down to effectively zero, and they can regain their muscle mass, but they can never practice any other magic beyond Fi’ Magic. The exceptions of course, are with lore changes and shelving allowing for chances to opt out OOCly - Though being unable to spread the hidden knowledge of Fi’hiiran’tanya’s arts should they take this method, as stated in Lore Games Rules. Both rituals give 3 levels of exhaustion when used.

 

Connection | Non-Combative

Emote Requirements: (1 Minute IRP)

Tier 4

 

 

Spoiler

 

Description:

This is the ritual, as old as the magic itself, that allows one to begin practicing Fi’hiiran’tanya, giving them a second soul to use and abuse for their darker practices.

 

Mechanics:

The Fi’ Mage must stand with a live individual as well as their student. In this process, the Fi’ Mage must conjure forth their Fi’ Mists, and begin to gather it around the air in a blanket across themselves, their student, and the other individual. The individual must then be killed. In this process, their soul is trapped by the already existing Fi’ Mist, appearing as a vibrant color of aura. The teacher wrestles with such, containing it within their mists and proceeding to bind such onto their student. Immediately, the Student will undergo all seven levels of exhaustion. When they eventually awaken, they are born as a T1 Fi’ Mage themselves, and begin to undergo all of the effects marked above under “Weakness - The Second Soul and Magical Exhaustion.”

 

Specific Red Lines:

- OOC CONSENT MUST BE GIVEN for the PK’d individual.

- The Second Soul loses all sense of consciousness and being upon being put into a student, and the only relationship is one of constant battering and mental assault as marked above.

- The one being killed must not be able to fight back. IRP, they need not be willing but can be, though that gives no benefits to the Fi’ Mage Student.

- If they do not consent to the death, the spell simply fails - Exhausting the Teacher as normal.

 

 

Silencing | Non-Combative

Emote Requirements: (1 Minute IRP)

Tier 5

 

Spoiler

 

Description:

An age old ritualistic spell of the Fi’hiiran’tanya users, allowing them to lay their mists directly upon the soul of another individual to cease their ability to form connections or cast magics for periods of time.

 

Mechanics:

This spell allows a Fi’ Mage to, with time, cast their mists into the soul of another individual, feeding directly upon it in order to allow their magic to remain for a time. This puts those under its effects as though being in constant contact with Fi’ Magic, for a maximum of 3 IRL Days without OOC consent. With OOC consent, it may last for as long as the Target of the spell agrees with.

 

Should the Target of the spell agree to something obscenely long and come to regret their decision, after 2 IRL weeks of being Silenced they may opt to have it be purged through any magic capable of removing curses, or another Fi’ Mage themselves.

 

The process of casting this spell must be done over a full minute IRP, where the target is incapable of fighting back, such as being tied in place or being unconscious. During this process, the Fi’ Mage forms what seems to be a spike of gray mist to place within the soul of their intended target. Upon the completion of this spell, the Fi’ Mage gains 3 levels of exhaustion. The spell fails if they could not manage this.

 

Specific Red Lines:

- OOC consent not required for 3 days.

- Creatures silenced suffer as though under the full effects of Fi’ Mist. If they would die to Fi’ Mist, they simply die upon the silencing ritual being completed. These creatures must have a soul.

- With OOC consent, the target can decide how long they wish to be silenced for.

- After 2 weeks of being silenced, should the Target have agreed to longer, they can get the effects of this spell purged from their body.

- People remain silenced 

 

 

 

 


 

Spells

In practicing Fi’hiiran’tanya, a Fi’ Mage’s mist is intended to be mostly freeform in its various uses. Out of combat this is fine, so long as the Fi’ Mists never extend more than twenty meters/blocks out from the caster and generally take at least a minute IRP to fully drain anything. In combat, freeform aspects still exist in the form of three generic spells a Fi’ Mage can cast. Each of these spells give 1 level of exhaustion when cast, and are considerably weak. A Fi’ Mage may gain further levels of exhaustion to increase these spells, up to their maximum exhaustion, in various ways detailed within them. Additionally, all spells last for twenty emotes upon the part of the Fi’ Mage - Allowing them to maintain them for the majority of combat in most cases, but not throughout extended standoffs.

 

Reaching | Combative

Emote Requirement: (1 Connect+2 Cast+1/Upgrade)

 

 

Spoiler

 

Description:

This is the basic ability of a Fi’ Mage, allowing them to push forth their mist into tethers of gray, mana-draining smog. Though it blocks spells and drains mana, the nature of this spell makes it a poor choice in the way of defending from oncoming attacks and a good one in the way of assaulting mages and creatures directly.

 

Mechanics:

The Fi’ Mage may, after spending 1 emote to connect, spend 2 more emotes to conjure their mist into the form of a tether originating from anywhere within 1 block of them. The first of these two emotes is to conjure the mist into a single space, while the second is to form it into a tether. At first, it is four meters in length, and is able to be manipulated freely within that same radius of the Fi Mage. Upon making physical contact with someone, it will remain in place should the Fi’ Mage will it. It drains mana at a basic rate, requiring fifteen emotes of contact to fully drain a connected spellcaster of their mana, and stops most beyond the mentioned exceptions from casting further when in contact. To break contact with this once made is as easy as moving five meters or more away from the Fi Mage in one emote, or out of the maximum range to begin with. Whichever is shorter.

 

An additional point of exhaustion can be gained to cause one of three effects to bolster the effectiveness of the spell. These can stack, and are as follows:

 

[Increased Range] - For every additional exhaustion gained, the Fi’ Mage can have their mist travel an additional 3 blocks. It should be noted that the tether may only move 4 in one emote.

[Increased Potency] - For every additional exhaustion gained, the Fi’ Mist begins to drain quicker at a rate of thirds. After 1 additional exhaustion is gained, the Fi’ Mist can drain 1/12th of someone’s mana in one emote. After two, 1/9th, so on. This caps at 1/3rd.

[Additional Reaching] - For every additional exhaustion gained, the Fi’ Mage may conjure an extra tether, having and gaining all of the benefits of the first.

 

Specific Red Lines:

- Fi’ Mist can only move four blocks in an emote, and the Fi’ Mage must ensure it is known where their mist covers. It cannot be moved into complex patterns.

- The Fi’ Mist in this case, although it can be pre-emptively placed in the way of possible oncoming spells, cannot move to block them in time once they are fired. For example, an already present tether might stop an arcane beam if it is in the way of it, but if the mage moved to fire at an angle, then the Mist could not be moved in time to block it.

- While casting and upgrading this spell, it must be stated in emotes the upgrades done. If you increase the range, more mist should gather at the base to act for such. If you increase potency, the mist should grow darker/more condensed. If you add an extra tether, it should split off from the first.

- Any extra summoned tethers will start at the base length in terms of distance from the Fi’ Mage, even if they can travel further.

- Only one upgrade may be gained per additional exhaustion spent.

 

 

 

Nullification | Combative

Emote Requirement: (1 Connect+2 Cast+1/Upgrade)

 

 

Spoiler

 

Description:

This is one of the Fi’ Mage’s basic abilities, allowing them to pour out their mists in a spherical dome around them for the sake of protection from magical energies. These are slow growing, and based entirely around defense.

 

Mechanics:

 

Over the course of three emotes, the Fi’ Mage creates a dome of magic-cancelling Fi’ Mist around them, three meters in diameter. The first emote is connection. The second is the gathering of the mist into a single space between their hands. The third is the expansion of this mist quickly into a dome. This spell holds the basic magic draining properties of mana on creatures and mages, alike all Fi’ Mist, but is intended in defense. Once cast, this spell cannot be moved beyond its given radius upgrades.

 

[Increased Radius] - For every additional exhaustion gained, the reach of the spell extends by 2 blocks in all directions. The Fi’ Mage must spend an emote in which it does just that.

[Increased Potency] - For every additional exhaustion gained, the Fi’ Mist begins to drain quicker at a rate of thirds. After 1 additional exhaustion is gained, the Fi’ Mist can drain 1/12th of someone’s mana in one emote. After two, 1/9th, so on. This caps at 1/3rd.

[Increased Time] - For every additional exhaustion gained, this spell may last an extra 3 emotes beyond the base 20 of any Fi’hiiran’tanya spell. This can only be done at the end of the spell to increase it, and cannot be done preemptively.

 

Specific Red Lines:

- The growth of the Fi’ Mist is not fast enough to overcome someone fleeing by any means, though it can make it harder to escape it via growth, extending the space one must travel to leave.

- While casting and upgrading this spell, it must be stated in emotes the upgrades done. If you increase the range, more mist should flow out to grow from the old. If you increase potency, the mist should grow darker/more condensed. If you increase time, more mist should appear to replace the fading old at the end of the spell.

- The focus required with this spell lots the Fi’ Mage within the mist. They can move freely inside of it, but the area itself cannot be moved and the spell will vanish if the Fi’ Mage leaves it.

- This spell may not be used to blind opponents to your location. Flavorful hazes are allowed, but you will always be able to clearly see who is who and where within these mists.

- Only one upgrade may be gained per additional exhaustion spent.

 

 

 

Binding | Combative

Emote Requirements: (1 Connect+2 Cast+1/Upgrade)

 

 

Spoiler

 

Description:

This is one of the Fi’ Mage’s basic abilities, allowing them to tie their mists not only to themselves, but to another individual - Utilizing the supportive aspects of their Fi’ Mist to their maximum extent, beyond forcing attack and defense on to what is truly intended for supporting.

 

Mechanics:

Over the course of three emotes, the Fi’ Mage may conjure their Fi’ Mists and form what seems to be a layer of such substance over them. The first emote is connection. The second emote is beginning to pour the mist over a given target; It is important to note that physical contact must be held during this emote. The target may also be the Fi’ Mage themselves. The third emote is when the Fi’ Mist seems to bind itself onto its given target, placing them under the effects of Fi’ Mist as detailed under Magic Explanation.

 

Once this ‘armor’ is placed on someone, they must remain within twelve meters of the Fi’ Mage given the concentration required to bind Fi’ Mist actively to another person. Should anyone make contact with this makeshift armor across the target, they too are subject to Fi’ Mists in its full extent, draining 1/15th of their mana per emote should they be connected. The upgrades to the spell are as follows:

 

[Increased Distance] - For every additional exhaustion gained, the one with this spell cast onto them may move an additional three meters/blocks away from the Fi’ Mage.

[Increased Potency] - For every additional exhaustion gained, the Fi’ Mist begins to drain quicker at a rate of thirds. After 1 additional exhaustion is gained, the Fi’ Mist can drain 1/12th of someone’s mana in one emote. After two, 1/9th, so on. This caps at 1/3rd.

[Increased Time] - For every additional exhaustion gained, this spell may last an extra 3 emotes beyond the base 20 of any Fi’hiiran’tanya spell. This can only be done at the end of the spell to increase it, and cannot be done preemptively.

 

Specific Red Lines:

- While casting and upgrading this spell, it must be stated in emotes the upgrades done. If you increase the distance, faint trails of Fi’ Mist should begin to show between you and the target(growing with each additional upgrade in this area). If you increase the Potency, the “armor” should begin to look more hard-edged and refined. If you increase the time, new Fi’ Mists should flow from the Fi’ Mage to replace the old.

- The Fi’ Mist, though appearing as armor, offers no physical protection. Additionally, it is always transparent enough to see who is beneath - Though the target may wear additional masks and armor if they please.

- This spell must be placed on a willing subject.

- Whoever has this spell placed upon them are incapable of forming a connection to a magic, with the exceptions written in Magic Explanation. Should they have one prior held, they’ll be subject to draining their own mana as well.

- Should Silver strike the armor, the Fi’ Mists will fade in that part of the body. The four limbs, torso, and head, are the given sections for the sake of this spell.

- Only one upgrade may be gained per additional exhaustion spent.

 

 

 

 


 

Red Lines

- Fi’ Magic requires someone to be willing to PK their character to learn, as detailed in Connection under Ritual Spells.

- A Fi’ Mage has seven levels of exhaustion with their magic, reflecting both mental and physical exhaustion. It is a reflection of the expenditure of mana and weakening defenses against the Second Soul’s constant assault.

- All levels of exhaustion begin to instantly take their toll, bar the seventh, which begins after the completion of the given spell.

- All spells start off at their lowest level without any of their given upgrades. Giving any upgrades to it effectively adds another emote to the casting, as for a moment the Fi’ Mage must not manipulate their spell or do anything but focus on their increase.

- Certain magics may persist through Fi’ Mist but the casters(Minus Chi and Kani) are still subject to mana-drain.

- Fi’ Mists cannot willingly move within a foot of silver metal in any state. Silver doesn’t cut through Fi’, but the mists simply stop moving once within this distance or less of it.

- Fi’ Magic cannot learn any other magic beyond Kani and Animatii Crafting.

- Certain magic/creatures go unaffected by Fi’ Magic.

 

 


 

Tier Progression

Tier One(1 Week): The Fi’ Mage has just become connected. During this week, they rapidly lose all physical strength until they are far weaker than even a voidal mage. They suffer constantly as well, from the first four levels of exhaustion, thus capping them to be able to spend 3 at most.

 

Reaching, Nullification, Binding. They may learn any of these spells at this level, and apply up to 2 upgrades before being completely exhausted - Given their 3 exhaustion levels.

 

Tier Two(3 Weeks): The Fi’ Mage grows more accustomed to their general uses of Fi’ Mist. At this stage, they constantly suffer from the first three levels of exhaustion. They gain no new abilities, but may now expend four levels of exhaustion before being utterly spent, upgrading their spells more than they could previously.

 

Tier Three(1 Month): The Fi’ Mage grows more accustomed to their general uses of Fi’ Mist. At this stage, they constantly suffer from the first two levels of exhaustion. They gain no new abilities, but may now expend five levels of exhaustion before being utterly spent, upgrading their spells more than they could previously.

 

Tier Four(2 Months): The Fi’ Mage grows more accustomed to their general uses of Fi’ Mist. At this stage, they constantly suffer from the first level of exhaustion. They gain one new ability, and may now expend six levels of exhaustion before being utterly spent, upgrading their spells more than they could previously.

 

They may learn Silencing at this tier.

 

Tier Five(N/A): The Fi’ Mage grows more accustomed to their general uses of Fi’ Mist. At this stage, they suffer from zero exhaustion levels. They gain one new ability, and may now spend all seven levels of exhaustion before being utterly spent, upgrading their spells more than they could previously.

 

They may learn Connection at this tier.

 

 


 

Purpose

Fi’hiiran’tanya is an age-old magic on LotC, serving as the key for combatting other magics. In previous iterations, it was vastly overpowered - allowing Fi’ mages to, in a few moments, cast vast areas of absolutely magic-destroying, creature-slaughtering mists. This rewrite serves to better flush out proper methods of combating Fi’ Mages as well as remove their possibilities for overpowered results with their spells.

 

This serves to bring forth those who exist to combat magic once more into the world, while allowing for those knowledgeable and bright enough to think of ways to counter to manage such - Be it silver, certain magics, or just… Punching a Fi’ Mage. That would do it.

 

With the rewriting of Fi’, all past Fi’ Mages will have a singular IRL week upon both acceptance and a forum guide being implemented, to re-apply for their MA’s under the presumption that they will have knowledge of connection/silencing as well; to stop specific magic-hoarding. Three will be grandfathered in with the same stance.

 

 


 

Cited Sources

https://www.lordofthecraft.net/forums/topic/164881-shelvedantimagic-rewrite-iconoclasts-breaker-of-connections/

^Iconoclasm Lore

 

https://www.lordofthecraft.net/forums/topic/150998-✓-anti-magic-re-write-additions/

^Previous Anti-Magic Lore

 

Credits:

Rella101 - Co-Writer

Fury_Fire - Co-Writer

_Sug - Hype man

Pundemonium - Hype Man x2

KingOfTheMoon - Previous Anti-Magic Writer

SourDough - Previous Iconoclasm Writer

Edited by The Redneck
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Nice and simple.

 

How are Shades and their Amber to interact with Fi’hiiran’tanya? You state that Shades and their altered Amber, as well as Blood Mages with their genus, are not impacted by the Iconoclast mists. It’s not clear to me what would transpire when a Fi’ mage and a Shade, or a Blood Mage, were to interact, one curse and another, against each other.

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5 minutes ago, Apostate said:

Nice and simple.

 

How are Shades and their Amber to interact with Fi’hiiran’tanya? You state that Shades and their altered Amber, as well as Blood Mages with their genus, are not impacted by the Iconoclast mists.

This is an answer for @Fury_Fire as my words got to jumbled up to answer.  But from my knowledge they can cast, because they do not require mana like normal spells, however they still get a drain.  

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2 minutes ago, Benelux said:

I now await for whether or not I will like this post based on what SquakHawk says.

Honestly his opinion makes or breaks lore how does a man unknowingly attain such power

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4 minutes ago, Goblinberg said:

No archons,,, -1 ,,,,,,,,,

Archons would literally gas themselves and be forced to PK if they took the magic.  

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1 minute ago, Rella101 said:

Archons would literally gas themselves and be forced to PK if they took the magic.  

FI ARCHONS

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1st, I've been told by shades that Amber is mana, so their magic would be affected by this.

 

2nd, if Unsound magic is accepted. Which has a similar presence to Fi' that it stops all voidal mana. How will this magic reflect or change based on it? As you're aware two magics doing very similar things are probably not going to pass.

 

Just curious on these questions!

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41 minutes ago, Apostate said:

Nice and simple.

 

How are Shades and their Amber to interact with Fi’hiiran’tanya? You state that Shades and their altered Amber, as well as Blood Mages with their genus, are not impacted by the Iconoclast mists. It’s not clear to me what would transpire when a Fi’ mage and a Shade, or a Blood Mage, were to interact, one curse and another, against each other.

To answer this question, essentially their magic persists throughout Fi’ Mist. Whereas a fire evocationist might throw a spell and it would vanish on contact with a Fi’ Mage’s barrier of mist, a Shade Tendril would go right through and hit a Fi’ Mage. Same applies for Blood Magic. Their sources are too altered to generally be effected by Fi’ Mists.

 

However! Should Fi’ Mists make direct contact with the Shade or Blood Mage, they would be incapable of creating new spells and would suffer mana-drain if they were actively casting. Pre-existing spells would remain. For instance, a shade with a single tendril would be able to maintain that tendril and utilize it to its full extent if they got caught in a Fi’ Zone, but they could not, for instance, create a second tendril. Or, if they were caught in a Fi’ Zone before they connected/summoned anything, they’d be incapable of starting up their magic to begin with.

 

Hope that answers your question! If there’s more, for my poor rep-post ratio I have some dwindling hope to fix, drop me a PM on discord. Will/Fury#3108

 

5 minutes ago, Jenny_Bobbs said:

1st, I've been told by shades that Amber is mana, so their magic would be affected by this.

 

2nd, if Unsound magic is accepted. Which has a similar presence to Fi' that it stops all voidal mana. How will this magic reflect or change based on it? As you're aware two magics doing very similar things are probably not going to pass.

 

Just curious on these questions!

Amber is corrupted mana. For the sake of having some counter in the darker aspect of things, we simply elected to view it as it was too altered to be interacted with in the same way.

 

I wrote both this magic and unsound magic and took note of that. Unsound magic has a presence with only voidal magic, and their spells themselves don’t do nearly the same as what Fi’ Spells do. Unsound magic will count as any other voidal magic to Fi’ Mist. But, it should be noted in their mana-sensitive state, an Unsound Mage’s Negate Mana spell – which is essentially just a burst of formless magical energy – would severely cripple a Fi’ Mage for a bit. We took note of their interactions with eachother when writing, and as well constantly kept Mystery with updates of Fi’ as I did write Unsound for him, not for me. The magics take slightly similar directions but their roots and premises to exist are entirely different; to compare them would be similar to comparing Paladins and Clerics.

 

Hope that’s it. If you have more, please drop a pm on discord – you already got it.

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I’ll say this as the oldest lore writer/user of the magic still on the server. 

 

This lore covers how the magic works, but it never justifies a point for its existence. This is something Connor and I struggled with for years. Fi’hiiran’tanya isn’t a magic to role-play in and of itself. It’s only real purpose is to generate a “got-ya!” moment when someone throws a fireball or something. The magic is continuously starved for content and generates no real role-play of it’s own. That’s why it died out and never propagated. That’s why it’ll happen again. The concept is cool, but it never worked and we always had to strain to support Fi’s existence. It is a tried and failed experiment. Leave it at that.

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2 hours ago, Treshure said:

I’ll say this as the oldest lore writer/user of the magic still on the server. 

 

This lore covers how the magic works, but it never justifies a point for its existence. This is something Connor and I struggled with for years. Fi’hiiran’tanya isn’t a magic to role-play in and of itself. It’s only real purpose is to generate a “got-ya!” moment when someone throws a fireball or something. The magic is continuously starved for content and generates no real role-play of it’s own. That’s why it died out and never propagated. That’s why it’ll happen again. The concept is cool, but it never worked and we always had to strain to support Fi’s existence. It is a tried and failed experiment. Leave it at that.

As I saw it when I learned it, for almost the entirety of its existence it was strict high elf magic. The idea of a culture of magic related to another pre-existing culture is nice, but not if it’s the only group. The way a magic is RP’d and granted purpose is done by those who generally practice the magic. It’s one of those things that can’t exist as a strict, singular order given its make-up as something that lacks creeds or specific RP rules to its casting, such as a deity magic. You may claim it was something other than that, but it’s all I ever saw of it, as well as others. Near the end(with Iconoclasm namely) it split off into segments and that seemed to bring about some level of activity and use. When it was finally shelved, there were a solid group of us with a home and rping with human groups. I remember you were a part of that briefly yourself, before you died to make someone else into a Fi’ Mage.

 

If it fails, it fails. Things like this are made on the off-chance that it wont fail, by those who genuinely enjoyed it when it functioned. If the lore itself is written solid enough then there’s no valid reason not to allow an attempt to be made. If it fails, the only people harmed are those who put their time into it, knowing that it might well not work out. There’s never a promise of successful activity of a magic whenever any lore is made, and it’s been the fall of quite a few. Some have made their way back up, and the intent with Fi’ is the same.

 

Regardless, for my end I initially had no intent of making this until a week or so ago. Others would re-write it no matter what, I figured I’d at least try and make the magic itself solid enough to function and I hope you can see some level of reason behind that(I had to argue against Fi’ Enchanting :< ). I don’t intend on making Fi’ Magic my own main focus, but a few people do and I’ll watch and see how it works with them doing it. I have other unrelated projects lined up, this is mostly a favor to those who want to use it.

 

I’d rather expected a response from you and hoped you would at least allow a chance to be made with it. If you truly don’t believe that a new set of people, a huge leap of time down the line, deserve a shot to make it something decent through RP and different standards of lore from loregames – Then I’ll respect your decision on it and stick away from further meddling, won’t even have an MA for it myself should it manage to pass, but this piece specifically belongs to the others and not me. I do urge you to at least be willing to realize the differences between now and then enough to give it a try, but I don’t intend to force it. Just my two cents on it.

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