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[✗] [Magic Lore] - Thallassos


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Thallassos, Corrupted of The Abyss

 

 

Background/Origin

 

The seas lapped at the shores of the cove, a bar of lightly coloured sand shone in the sun as the winds blew and the seas swayed. No seagulls sang and no fish fed upon the riches of the murky water just beyond the shore. Thick and vile purple ichor tinged the seas a murky deep colour as a mere tendril of Dresdrasil stained the sands in a blackened colour as life seemed sucked from the surrounding area- a harrowing sight to an otherwise untouched and peaceful land. Left to rot and decompose the surrounding sea bore a strong stench of salt and brine as the water brewed to a more brackish and muddy composition, the area was desecrated of natural life and being.

The area continued to devolve and became more and more stagnant and vile with time, a perpetual storm becoming localized over the once simple beach. Heavy winds carried the stench and spread the taint that the tendril brought with it’s unholy landing, and the area further corrupted and defiled as the storm grew thicker, with perpetually smog-coloured clouds looming over the area like a curse.

One day as the monsoon continued heavily and the winds blew strong, carrying foul air, travellers approached. Three, clad in coats and clothes of brown, with little more to them than walking sticks and small bags.
“Cullen, is this it, what we have been looking for?”

Asked a man of dim but fiery hair, almost frightened to the sight, a quivering voice behind.
“It is.”

He replied, firmly- a natural born leader with his stout confidence and bravery. 

“We will remove this aberration from our beautiful home.”

He continued, approaching. 

“Through flame, salt and gold I cast you away from harming our village further.”

 He said lowly, a voice of hate as he approached.
“Cullen, we don’t know what this thing is. We have to wait, what if it’s.. I don’t know, alive!” 

Called the man who was originally silent, cautious and careful of the god’s remnants that lay before him.
“Vile creature.”

 Cullen said simply, spraying salt against the skin of the tendril- to no avail, or affect. “I cast you away, to the sea of whence you came.” he repeated, anger clouding his voice once more, his expression hard and irritated. He brought out a bag, pouring some of its contents as flakes of gold sprinkled away on the stormy winds as the rest fell to his hand. He threw it with little effect to the tendril, as the winds picked up and blew such back into him. 

“Gah, ******* thing! I said leave, beast!”

He shouted desperately and filled with rage, withdrawing a dagger meant to gut sea life that would inhabit nearby. 

“Leave this place!”

he shouted as he ran forth and went to drive his mere knife into the tendril- it tensing up rapidly, a spurt of vile purple ichor spraying toward his face, lingering as it hissed and burned him. Fear grew upon him like a weed, as he fruitlessly continued to drive his blade into the dead god’s remains. As he wore out and his companions watched on in horror, the tendril seized and gave sounds of bones-cracking and pressured water flowing quickly, as it coiled and grabbed him- Cullen completely enveloped and disappeared, within its grasp. The red-headed boy screamed in fervent horror, nearly tripping as the wind which had continued to gain favor nearly blew him over- both wordlessly panicked, sprinting toward whence they came.

Days came and nights passed and the coiled tendril remained the same. Each of them was the same as the last, as the storm saw no end. On the sixth day, came the cautious man- seeming almost intrigued and curious, of the tendril he saw still coiled at a distance. With caution he approached, an almost curiosity to his unnaturally violet irises. Stepping cautiously over the stones that lined the beach and onto the darkened and coarse sands, an unwavering stare toward the tendril which consumed his friend, he had noticed this time it was different. The winds did not pick up nor did the monsoon which pelted at his cloak.
“C-cullen. I.. I wanted to .. to say..”
“Caller.”
Replied a voice, impossibly loud and echoing off the surrounding area, a slightly feminine tone to it. He searched frantically for any source of the voice, but it was impossible to tell directionally- almost as if it spoke to him, in his mind. His lip trembled and his words stumbled, as he froze in fear. The tendril slowly uncoiled, revealing Cullen- drenched and lithe, coming to kneel in the sands- completely quiet, and still. The cautious man watched on in abhorrent horror, his body shaking in paralyzing fear and the biting cold that the wind brought. Cullen with struggle, brought himself to a stand, his cloak tangled and wrapped entirely around his head- drenched, and darkened. He said something, muffled and quiet, behind his mask.
“Closer.”

 The mind of the cautious man sung to himself, in a voice that was almost his own.

“Closer.”

 It repeated, unceasingly. With an agonizing terror that constantly followed every step, he inched closer to his seemingly living friend. 

“C..Cullen..?”

 He muttered, sputtered, and fumbled out as his eyes lacked focus, constantly scanning over what shouldn’t be there.
“Friend. I have so much to tell you.”

 

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Magic Explanation

 

Thallassos is a three slot deific-darkmagic hybrid, falling under either classification. 

Thallassos is deific in the sense not necessarily of a patron or connection to deific being, but rather using mortal remains of a fallen deity in connection and to power the magic. 

Thallassos is dark in the sense that it corrupts and wears on the user for trying to make intangible power theirs, though how the user uses the magic is up to them, and may not inherently be dark, evil, or “bad”. 

Thallassos is taught and learned by interaction with a teacher of the art already connected, and involves connection by melding one’s mortality with the remains of Dresdrasil.
Overall, the magic is incompatible with any other deific magic, and requires a basic soul to use, and post-connection would render one’s soul Corrupted. Alongside that, the user would require a body producing blood to do such.(Excluding things such as Animati, Izkuuthi, Sorvians, Golems, Azdrazi, Etc.)


 

 

Corruption

 

Through time a Tidesage is corrupted and manipulated by the powers they wish to wield, no matter the intent. This may be amplified, or may seek detriment by actions taken in roleplay. 

 

 


Tier 0


At Tier 0 the initial infestation upon the body and mind takes toll, with an initial rejection from the body. Almost like a drug, senses may be amplified, and users may hallucinate auditorily and visually, and have delusions of grandeur as a sense of accomplishment and power overwhelms their system. At Tier 0, a user has no brine within them as transformation starts.

 

 

Tier 1


At Tier 1 the body begins to normalize and the effects take a less prominent effect. The user becomes more stable and normal, almost as if recovering from their previous state. However, their thoughts may drift to darker and less pleasurable things, feeding to more carnal and simplistic desires of basic emotion. At Tier 1, a user has the potential to use three units of brine.

 

 

Tier 2


At Tier 2 the body begins to take wear, weakening the user just some- as if a bit malnourished with lessened stamina, a tiredness overcoming their day-to-day life. Their darker thoughts would become more normalized, and controlled. At Tier 2, a user has the potential to use six units of brine.

 


Tier 3


At Tier 3 the body continues to degrade, the strength of the user following the stamina- though still to not the degree of a voidal mage, just not holding standard as it did before. Bleeding would become more perfuse and clotting more difficult as their blood watered down. Their thoughts would continue to drift to a more dark and primal state, subtle and passively beginning to pursue their wants through convenient means. At Tier 3, a user has the potential to use nine units of brine.

 

 

Tier 4

 

At Tier 4 the body ceases degradation, starting to become acclimated to the new infestation of soul and body. The body would passively have a minor burning sensation, as blood became impossible to clot as it continued to lose viscosity- smelling of salt, rather than iron. There would be less of a want to eat, drink, and perform bodily necessities, while breathing would slow along with heartbeat. They would begin to pursue their thoughts impulsively, though not actively. At Tier 4, a user has the potential to use twelve units of brine.

 


Tier 5


At Tier 5 the body would continue the course it did at staying weak and tired, with all bodily needs and functions ceasing entirely. The heart of the mage would cease to beat, and blood completely converted to brine that slowly flowed through the veins. Far more impulsively, and near actively, a mage would pursue whatever their desire was to an obsessive degree, taking precedent of whatever they wished over any others- almost as if possessed. Their skin would pale or darken, and would become either dry or in similar moisture to a membrane. At Tier 5, a user has the potential to use fifteen units of brine. 

 

 

 

Philios

 

   A Philios is a creature descended from The Abyss below the waves, having in some form been a part of deific influence and creation. They vary greatly from one another, typically keeping distinctly within a few features. While unnatural in any environment but their home, they may be summoned by Tidesages as a permanent (until death) companion that mostly inhibits their ability to cast Thalassos magic, save for certain aiding spells. 


   A Philios can be up to nine feet tall, with the strength of an olog and the slow speed to mirror such. They bear natural weapons such as claws, teeth, tentacles, and natural spines that vary in number or general presence. A Philios is as easy to slay as any other creature, made of flesh and blood, however holding a fortuitous stamina and an immunity to flame. A Philios is actually capable of higher intelligence, holding in some lesser form an ability to speak, with difficulty granted from their otherworldly biology. They can understand names and remember and recall faces and minor memories though to no significant extent.
 

Redlines
- A Philios must be kept to a “Basic” degree. A Clawed monster with a drilled shell for an arm and jagged teeth, a large and horrifying biped with finned arms and an angler-like appendage upon it’s head and dozens of sharp and oversized teeth. This must be well described, and kept basic- no “Rapid Regeneration” or “Steam Blast” that some aquatic creatures may carry. For simplicity, weaponry is limited to tooth, claw, tentacle, and spines that do not shoot from the body. 

- All things the Philios has must be described upon the signed item. Anything undescribed may not be used in combat or out of combat.

- A Philios (As described) is limited to nine feet tall, with Olog strength and generally “slow” speed. They possess an intelligence capable of memory and are as damageable as any other creature, with iron, claws, and so on- only carrying immunity to flame. 

- A Tidesage commanding a Philios may not cast spells unless suffixed with the “Tidecommand” addition. The Tidesage may cast again a full narrative day after the Philios is killed. 

- When a Philios is killed, the Tidesage is profoundly exhausted, incapable of fighting.

- A Tidesage may only have and command one Philios at a time, requiring a new ritual whenever their original is killed. 

Details of Commanding a Philios and that extent are listed in the “Tidecommand” spell. 

 

 

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Brine and Manipulation

 

Brine Manipulation is regarding different aspects of using brine- a course for the basis of Thallassos. In effect most spells use or begin from brine, and as such mastery of the usage of brine is required for success within the magic. As time goes on, the tidesage would begin producing small amounts of brine within them, though by no noticeably-different means.

 

Brine is a vaguely-warm liquid with a more viscous, almost gelatinous consistency. While in conjuration from a caster, it would glow in shades from brown, to dark blue, to teal, and ultimately to purple- staying within a range of similar colours. These typically depend on the caster, and their connection to the magic.

Brine eats away at lifeforce and organic matter, primarily feeding off of the blood of the caster’s supplement. These are separated into ‘Units’. A caster has a limited amount of potential-brine before eventually succumbing to exhaustion and requiring a full-day to recharge.

 

 


 

 

 

Spells

 

For all matter of reference, if a spell is references as requiring a certain number of emotes, it casts on the final emote. Example, if a spell specifies requiring 1 emote connection and 2 emotes additionally, the third total emote is when the spell would cast.

 

 

Spoiler

 

 

Noncombat / Combat - Manifestation

 

Description: Manifestation is the physical creation of aquatic limbs, such as hands, claws, or tentacles, from the ground below. These can act upon their own after their casting, doing things such as grappling, striking, or swiping at a foe. These can be at varying sizes and lengths, depending on the brine supplemented into casting.

 

Mechanics: 1 emote connection as a baseline, and up to two more depending on the size. At two total emotes, the intended limbs would have a length or reach of one meter, and two meters if using three total emotes. The caster would select a target or a place upon the ground where this area would spawn. This spell costs one unit of brine, and two if the third emote is used. These created limbs could be attacked as normally as any other descendant, but carried immunity to flame’s melting or catching fire. A caster would only be able to create any amount of limbs at once in accordance to their tier (One manifestation if tier one, two if tier two, and so on.) Manifestation costs one or two units of brine to use. One per emote (beside connection), if interrupted. Manifestation has a range within twenty metres of the user, and last naturally until combat ends, or after ten minutes in roleplay.

 

Redlines

- A limb cannot hold someone absolutely still, or in an iron grip, the longer one is grappled by a manifestation is more draining and exhausting upon the caster. This is hard-limited at 3 emotes of grappling, if the foe does not cut emote breaking free or cutting through earlier.

- A Manifestation is limited to Tentacles, multiple grasping hands, fin-like appendages, or claws that would act as standard organic counterparts- not as if made of iron, for example. 

 

 

 

Noncombat / Combat - Brine Mending

 

Description: Brine bears properties which may donate it’s stolen lifeforce to heal targets as if they were magically treated. This takes a toll upon the Tidesage, as it is directly donating their own lifeforce. This can heal flesh-wounds, but cannot restore things such as bones, organs, or liquids other than blood. The flesh would return healed, but in a pallid and grey colour for a time.

 

Lesser Brine Mending Mechanics: Requiring 1 emote connection and two emotes additionally, this form of mending can heal small cuts and stabs that cause minimal to moderate bleeding. The target of this spell would feel initially in violent pain as the salty brine enters the bloodstream, but when finished the spell would give a soothing feeling, no longer causing pain. Lesser Brine Mending costs two units of brine to use. One per emote (beside connection), if interrupted. Lesser Brine Mending has a maximum range of 10 meters. 

 

Greater Brine Mending Mechanics: Requiring 1 emote connection and three emotes additionally, this form of mending can heal large gashes and deep wounds that cause moderate to severe bleeding. The target of this spell would feel initially in violent pain as the salty brine enters the bloodstream in copious amounts, possibly sending them to shock or fainting. After the spell ends, the wound would continue to sting and have a throbbing pain, but would no longer continue to bleed. Greater brine mending costs three units of brine to use. One per emote (beside connection), if interrupted. Greater Brine Mending has a range of direct contact. 

 

Redlines

- A Tidesage may not use brine mending upon themselves, but may use it upon one another or others. 

- A Tidesage may not reconnect or regrow limbs using mending of any form.

- A Tidesage may not repair or restore bones using mending of any form. 

- An area of blunt-force-trauma would not be affected by brine mending.

 

 

 

Noncombat / Combat - The Sea Takes

 

Description: By using natural effect of water and the magical nature of brine, and it’s enhanced effects upon objects, one would be able to corrupt inorganic material such as wood or metals as they would normally be affected by prolonged water exposure.

 

Mechanics: After one emote of connection and three of casting, a Tidesage may cause the surface of a material to experience significant water damage. Typically in the case of wood or metal, a wood would become soft and rot, becoming quickly unusable and easy to pierce with any minorly sharp object. In the case of a metal, rust would coat the exterior and would begin to eat into the iron, however stopping at that point. Rust would render a metal object brittle and dull. Aswell, it would grind and slow, any maneuver the metal was meant to have slowed to a halt. The Sea Takes costs three  units of brine to use. One per emote (beside connection), if interrupted. The Sea Takes has a range of twenty metres.

 

Redlines
- The only metals affected by this spell are Iron alloys, and to an extent, steel alloys. If a weapon, armour, or piece in general had any trace of iron or steel, it would be effected by The Sea Takes.

- Mechanically a player can use this spell as thematically using the lockpick plugin, but would have no advanced affect beyond that.

- If one were wearing armour of metal that was affected by this spell, it would become tight and uncomfortable to wear; certainly inhibiting one’s dexterity and movement by half. 

- Metal water damage would be easily fixed through normal means, though the weapon may fully never recover.

- Wood water damage is irreparable, and would require full replacement and/or remaking.

- If using this affect on a building, it at maximum would affect a 5x5m area. The area would be Sreq’d and signed.

 

 

 

Combat - Dresdrasil’s Spines

Description: Brine is malleable and manipulatable, it’s unnatural composition of lifeforce granting it an exhaustive capability when offensively applied. Utilizing this, Brine can be shaped to small blobs reminiscent of arrowheads or daggers, to be sent forth at one’s foes. 

 

Mechanics: After one emote of connection, and two emotes of casting, a Tidesage would form a dagger-sized manifestation of dense brine. This would be able to be sent out up to twenty meters, and would not cut; however giving a harsh, blunt effect as the bolt collided with whoever it struck. However, if the Tidesage were to add any amount of additional emotes without attacking, they would summon one additional Spine per-emote after the third total, at double the brine cost. Spines costs two units of brine to use. One per emote (beside connection), if interrupted, and may expend an additional two units per supplemental emote past the third to summon an additional spine. Dresdrasil’s spines has a range of twenty metres, before the spines dissipate.


Redlines
- Desdrasil’s spines is not piercing, and would give a blunt affect; dampened some by armour, but similar to being hit with a hammer or mace.

- Dresdrasil’s spines costs 2 brine total, one per emote. However, after the third total emote, the caster may continue to summon spines at 2 brine per extra emote, immediately summoning another spine. The Tidesage may not attack between conjurations, and would only do such at once- the spines hovering around the user.

- Dresdrasil’s spines is not more difficult to dodge than a rock being thrown.

 

 

 

Noncombat / Combat - Salt Spew

 

Description: Natural vents under the depths emit deep and violent eruptions of volcanic rock, salt and steam. Using a similar observation from the Abyss, a Tidesage may emulate a similar effect with Brine.

 

Mechanics: After one emote of connection and two emotes of casting, a Tidesage would summon a thick and deep cloud of salty vapours which would sting the skin and eyes, making it difficult to see within. Salt Spew would break line of sight to those within it and those out of it, expanding in a 5x5 meter radius outside of it’s focal point (Strictly the caster). The Cloud would be able to magically be blown away or burned away, however otherwise staying in place for five emotes. Salt Spew costs two units of brine to use. One per emote (beside connection), if interrupted. Salt Spew may only be cast upon one’s self.

Redlines
- Salt Spew would not blind the Tidesage within, finding themselves immune to the affect

- Salt Spew would not blind or render someone within sightless, but their sense of smell, taste, sight, and feeling would be overwhelmed by a sticky sense and acrid sting that was offensive to the senses, impairing such. 

- Salt Spew breaks line of sight to those looking in, within, and out.

 

 

 

Noncombat - Augury, and Augury [Tidecommand]

 

Description: By taking upon the voices and sounds of the Abyss, a Tidesage may mimic these noises to take a supernatural sense of chord within their voice or humm- giving an effect to those nearby, as they sang or hummed. 

 

Mechanics: After one emote of connection and another of casting, a Tidesage would sing or humm within a few selective different chords. This would take aspect of their original voice, however seeming to have to have different effects depending upon the range spoken. This spell would be able to be used if commanding or not commanding a Philios. The Philios may optionally mimic and sing/hum alongside the Tidesage. This effect would last so long as it was being cast, and would take one unit of brine in total. 

 

Epoulos: A melody and tone which invoked a feeling of calmness and rest, almost a relaxing sound that was gentle upon the ears and mind perceiving such; likely easing someone’s mental ails and perhaps even a lullaby.

 

Katra: A melody and tone which invoked an intense feeling of anxiety, fear, and desperation. A chord that seeming multiplied the voices in which one spoke, which was brash and heavy upon hard and uncomfortable sounds, gutteral and gravelled. 

 

Kano: A melody and tone which invoked a feeling of somberness, and normality. The chord would seem almost mundane in effect, however causing bound and unbound Philios; and nearby vessels of them; to mimic the song within their own voice.

 

Polemus: A melody and tone which invoked a feeling of inspiration and strength, The chord would give a feeling of an uneven and rough storm within one’s self which was focused upon conquest and perseverance. It seemed that the person’s voice would be able to take up almost multiple timings, in which they could form song from. 

 

Redlines
- Augury is strictly noncombat, and the focus of singing would linger only so long as a person had no means of distraction or breaking a very light focus.

- Augury may have more aesthetic effects beyond those listed, having no combative, forceful, or beneficial effect.

- Augury’s effects force nothing upon those who hear, meaning you cannot force someone to sleep or fear with Augury.

- If one were to have no ability to speak or humm, they would not be able to use Augury

- A Tidesage is able to use Augury underwater, should they have the ability to breathe underwater- transmitting through the water quite clearly.

 

 

 

Combat - Maw

 

Description: Using manipulated brine, one may conjure a mass of it to form a messy and glob-like form. Due to brine’s thick and viscous nature, it may capture and redirect incoming ranged attacks and spells.

Mechanics: After one emote of connection and two emotes of casting, a glob of brine circular in shape with a one meter diameter would be able to absorb incoming attacks. This is limited to up to three arrows/bolts, and one spell or magical affect. After entrapment of the attack, after another further emote (Making it four in total, should this affect take place), the Tidesage would be able to redirect the attack to any other person or object within it’s natural range at the captured attacks full power. Maw costs two units of brine to use. One per emote (beside connection), if interrupted. Maw may only be cast on individuals, with at maximum a 10m radius. 

 

Redlines
- A spell captured may be of any magic, and the ranged entrapment is not limited to three bolts or arrows; if a projectile falls under another circumstance (bullets, rocks) they aswell fall under the “three” limit.
- Conal or area effects such as an Azdrazi’s flame-breath would not be capturable.

- Redirecting a spell would be at it’s previous accuracy, if the projectile was wildly to miss but was still captured, it would likely still miss it’s redirected target.

- If the spell or projectile is larger by some means than 1x1m, then it would overwhelm and overcome the brine, hitting the caster.

- Using Maw does not break line of sight, for the caster or the attacker. Vision is simply distorted.

 

 

 

Combat - Drowning

 

Description: With summoned brine, one would be able to emulate the effects of drowning upon another individual, severity depending upon how long such is casted. 

 

Lesser Drowning Mechanics: A Tidesage may after one emote of connection and two emotes of casting emulate harshly choking upon a person- breaking focus and causing them to take an emote to regather their bearings before continuing. Lesser Drowning costs four units of brine to use. Two per emote (beside connection) if interrupted. Lesser Drowning has a range of twenty metres.

 

Greater Drowning Mechanics:  Using an additional emote (4), the person choking would begin to gasp and clutch for air. After another emote (5), the person would begin to have muscle spasms and a burning sensation fill their lungs. A final sixth emote would render the person unconscious, dead in short time without resuscitation. A Tidesage would be fully exhausted after this spell, and requiring extreme focus; unresponsive to other commands or alerting. Greater Drowning costs ten units of brine to use. Ten per emote the first (fourth total) emote, and none on the following. Exhaustion only occurs if the sixth emote goes through. Greater Drowning has a range of five metres.

 

Redlines
- A usage of Lesser Drowning would take 4 Brine from the Tidesage. A usage of Greater Drowning would take 10 brine from the Tidesage. One would not be able to take an inbetween while casting, and as soon as the threshold between three and six emotes is crossed, ten brine is taken. 

- While choking, they are unable to focus or cast, but may still attack or attempt to flee at half pace. 

- Considered an almost conversive ritual, a Philios will not attack a target affected by Drowning (Lesser or Greater)

- During the casting of Greater Drowning, a Tidesage would not be able to dodge, move, or reply to any form of communication, completely isolated from outside contact and stimulus.

 

 

 


Tidecommand Spells

 

 

 

 

Spoiler

 

 

Noncombat / Combat - Tidecommand

 

Description: Using beasts summoned from the abyss using the Calling of The Depths, one may order their bound-monstrosity (Referred to as a Philios) to perform tasks or defend them. They may aswell sacrifice brine to empower their Philios’ ability to defend their controller (Described in other spells.).

Mechanics: A Tidesage controlling a Philios is silenced, and unable to cast. They aswell are unable to carry weaponry to defend themselves, required to use verbal and/or somatic motions to direct their Philios. This spell costs no brine to use, and has a range as long as The Philios could be heard.


Redlines

- A Tidesage with a Philios may not cast spells other than those suffixed with [Tidecommand] until the Philios is dead.
- A Tidesage with a Philios may not wield weaponry or shields, but may wear armour.
- A Philios will only understand commands as if it were it’s own separate acting individual, possessing a higher intelligence. If you were to say “Attack Doug”, unless the person was specifically referenced to as “Doug” before with the Philios’ presence, the Philios would take no action. 

- Tidecommand acts as a replacement for casting or attacking emotes, able to ‘Dodge’ or move as a person, but requiring control or ordering of the Philios. It will act upon the last command issued until the deed is done, the philios is slain, or it is given a new command. 

- A Philios must be verbally and/or somatically be commanded by their bound Tidesage to perform action, and such must be clear and visible; such as a direct point with an extended arm, or a firm voice tone (No emoting in whisper or quiet, or hiding emotes behind or under clothing). 

 

 

 

Noncombat - Pinging (Tidecommand)

 

Description: Through similar means of Sound of The Abyss, a Philios may gauge a closed system such as a cave or building’s interior and potential inhabitants.

 

Mechanics: Requiring one emote of connection and one-to-infinite amount of emotes to cast, a Philios will emit a high pitched sound that resonates deeply off the walls, though is by no means deafening or painful. This sonar effect would reveal the potential depth of structure ahead, and if there are objects or people that move between pings, they will be noticed as moving; once Pinging has ended, a Philios may relay the information of where things are and what they are doing. This spell takes one brine per emote except on connection, and may last so long as brine is continuous.

 

Redlines
- A Philios may only divulge information gathered once the spell has ended, somatically or verbally.

- Pinging is similar to sonar, and will only work in encapsulated space, rather than a limited range for LOTC’s purpose. It cannot reveal too specific of information, beyond general shape of environment, and potential movement. 

 

 

 

Noncombat / Combat - Brine Mending (Tidecommand)

Description: Though unable to focus on other abilities, a Tidesage in command of a Philios would need to take care and tend to one- therefore requiring usage of some spelling. 

 

Mechanics: The Tidesage would spend 1 emote of connection, and 3 emotes additionally to heal them of proportional wounds. As a Philios is much larger than a regular person, this may constitute full sword stabs and slices, or a small area of them, though not across the body. Brine Mending (Tidecommand) uses one unit of brine per emote, finishing with three in total. Brine Mending (Tidecommand) has a range of ten meters, which must be maintained throughout the entirety of casting. Unlike other forms of Brine Mending, this does not yield painful or exhaustive effects upon the Philios.

 

Redlines
- A Tidesage may not restore or reattach limbs to a Philios

- A Tidesage may not restore organs to a Philios
- A Philios is still affected by wounding, the brine mending not a “Cure all”, and would still have naturally exhaustive effects from blood loss, mortal wounding, or disabling from an attacker.
- An area of blunt-force-trauma would not be affected by brine mending.

 

 

 

Combat - Adaptation (Tidecommand)

Description: While unable to normally spellcast, a Tidesage in control of a Philios may focus and modify their Philios to suit temporary needs- such as additional natural weaponry or shielding, or perhaps aide in a similar field.

 

Mechanics: A Tidesage would spend 1 emote of connection, and 2 emotes of additional casting, to manifest differences and changes within a Philios. These can range from growths or regrowths of tentacles, claws, spines or teeth, or enlargement or lengthening of limbs such as arms and legs to get a better reach. This spell takes 2 brine to cast total, one each on the post-connection emotes if interrupted. The lengthening of limbs is limited at an additional three meters of reach. These temporary changes last for the rest of combat.

 

Redlines
- One could not grow a Philios in size, merely affecting arms or similar appendages

- Lengthening would not serve to overgrow or shrink wounds, likely even worsening them if possible. This at maximum would allow the Philios to reach up to 5 metres in any direction. 

- Adaptation may not be cast upon descendants or regular creatures, entirely limited to ones Philios.

- Interruption of the spell between the second and third emote would yield incomplete and likely painful growths that are half finished.


 

 

Combat - Sound of The Abyss (Tidecommand)

 

Description: Similar to the natural equivalent within the depths of the sea, a Philios may emit an extraordinarily deep, or high pitched sound, which may drive off natural wildlife and daze those nearby; sounding as mere peaceful music to Tidesages. 


Mechanics: Requiring one emote of connection and two emotes additionally, a Tidesage may fuel their Philios into pausing a moment from assault, and emitting a sound of extremely high or low tone, audible to all vaguely nearby. This would terrify or drive off natural animals, and would be disorienting enough to interrupt spellcasting from all but Tidesages nearby. Using three brine in total, one upon each emote if interrupted. This would effect anyone but tidesages within a 64 metre (shout) radius. 

 

Redlines
- Sound of The Abyss may not deafen people

- Sound of The Abyss is only immunized by natural, simulated, or magical deafness (Such as born deafness, proper earmuffs/plugs (With an item representing), or a spell or enchantment which would induce temporary or permanent deafness.)

- Sound of The Abyss does not affect other Philios

 


 


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Rituals

 

Calling of Corruption

 

This ritual requires two tidesages, of tier 3 and above to gather a small body of water (typically a pond) at minimum 4x4 and 10x10 at its greatest. The mages involved would kneel upon opposite ends (As symmetrical as possible), and rest their hands upon the skin of the water and would begin to funnel brine into the liquid. Slowly a purple or brown fume would tinge the water and stain it’s colour, slowly killing all life within. The water would afterward be corrupted, prepared for whatever ritual or dark art that may be needed for it lay ahead. A pool will always remain corrupted, unable to host life, be drinkable, or purified. 

 

If performed on a paladin chancery, it would begin to fumigate and bellow a gaseous purple light and fume as the waters turned from gold to a brown or purple colour. Manipulating the exposed power of Xan, it would amplify rituals greatly (Listed below.) Unlike a ordinary pool of water, should a Chancery oncemore have paladin blood spilled within it, it is purified and cleansed. 

 

Requirements: 8 Total units of Brine, two tidesages of tier 3 and above, a 4x4-10x10 pool of water.


Mechanics: Pool (Or Chancery) is corrupted, allowing for rituals to take place within it.

 

Redlines

- Pool corruption counts as a lore area, and requires ST signage.

- If there was no water within a paladin chancery, such would begin to flow down from it’s focal point and replace the lightwell below. 

- Drinking from a corrupted pool would render someone extremely sick as if afflicted by the stomach flu and would pass in a couple of days.

- Sitting within a pool would not kill someone, but would eat away and drain at them. 

 

 

 

Calling of The Siren

 

Description: This ritual begins the process of corruption, a connection to Dresdrasil’s remnant power, from teacher to student. 

 

Requirements: 1 total unit of brine, 1 tidesage of tier 4 and above, a corrupted pool, and a willing subject.

 

Mechanics: By exposing a prospect-tidesage to Dresdrasil’s remnants and Brine, they may begin the corruption and imbuement processes that are required to begin to fathom and practice Thalassos.

 

Redlines

- This ritual only can connect one student at a time

- This ritual is required for the creation of the MA

- The Tier 4+ Tidesage must possess a TA to perform this ritual.

- The created MA would begin at Tier 0.

 

 

 

Calling of The Depths

 

Description: This ritual requires three tidesages of tier 3 and above to gather surrounding a corrupted body of water. A pact as old as time, the Binding tidesage seeks a companion or guardian to guard them in a way they cannot. Effectively becoming non-casters themselves, they would control and bind themselves to a minion of their creation.

 

Requirements: 14 total units of brine, 3 tidesages of tier 3 and above, a corrupted pool, and an ST signed item representing the presence of the Philios (Creation). 

 

Mechanics: The Binded tidesage takes on responsibility of commanding a Philios by it’s direct creation, gaining an ability to use Tidecommand as a spell. They can no longer cast other spells until the death of the Philios. The Philios can be up to nine feet tall, with the strength of an olog and the slow speed to mirror it, alongside having natural weapons such as claws and teeth. The look of a Philios is entirely up to the user for Aesthetic choice described on the signed item. A Philios is as easy to slay as any other normal creature save for immunity to flame, and may only follow commands as described by the tidesage. They may be given names to understand and follow after.

Redlines

- This Ritual only summons one Philios, for whoever is the first to extend a hand to it when it surfaces from the pool.

 

 

 

Calling of Abyssal Home

 

Description: A place to call home is needed for any Tidesage, and spreading the influence of Dresdrasil and her spawn is necessary to the survival and spread of their ilk. By summoning a obelisk of Dresdrasil’s own creation from the abyss, they may effectively taint the land surrounding them, effectively allowing for the spawn of Dresdrasil’s creatures.

 

Requirements: 16 total units of brine, 3 Tidesages of Tier 3 and above, a corrupted pool, and ST Oversight and Signage of wherever placed.

 

Mechanics: After summoning an Abyssal Obelisk, the Obelisk (Nine feet in height, represented with Sea Lantern or Dark Prismarine blocks) would slowly begin to taint a nearby area, at maximum in a 50x50 square around it as the focal point. This area would begin to harbour unnatural sea-life, heavily mutated, deformed, and aggressive- including an unbound Philios, which would attack any and all but Tidesages who enter the area. The Obelisk would give a salty-burning sensation to skinned touch, but could be broken with effort of blunt tools and strength.

 

Redlines
- This area may act and counts as an event site.

- The Obelisk must be placed on a shoreline, in the open air, and may only be concealed by natural fauna if such exists. 

- The Aforementioned shoreline must be that of a lake or ocean, a pond being far too small. 

- The Obelisk is about as strong as stone, and weighs upwards of a 2,000 pounds- requiring a Golem, Animati, or contraptions to move and lift. 

- The Obelisk, if placed within a 50 block reach of a city, must have RO permission to be placed. 

- Once an Obelisk is destroyed, the taint would be removed and all life would after time return to normal.


 

 

Calling of The Watery Grave

Description: Tidesages still fall prey to mortal desire, fallacy, and failure. In the case of mortals manipulating the powers of a dead god, By locking this person away, kept from drowning due to the boons granted by their practice, a Tidesage may be sealed away beneath the waves by a group of others. 


Requirements: 18 total units of brine, at least 3 Tidesages of tier 3 and above, a corrupted pool, a semi-sealed vessel (With ventilation for water to flow in freely), a Tidesage of tier 3 and above (To perform upon)

Mechanics: A subject tidesage of tier 3 and above would be restrained and put into a vessel with ventilation to allow free flow of water, and locked away beneath the waves. Their vessel would not move, and would be in one place- a Corrupted pool. 

 

Redlines

- A Non-Tidesage or a Tidesage of tier 2 and below may not be locked away, as they would merely drown and respawn to CT.

- This acts as a soft PK, unless the magic is dropped and the character drowns, allowing for respawn.

- The site of a Watery Grave must be in a corrupted pool, and such is marked with an ST-Locked sign signifying it’s validity. 

- Someone may be freed from a watery grave by those on the outside at any time, though the Tidesage locked within would likely be greatly malnourished and withered, taking some time to fully physically recover. Mental stability from potentially being locked away a great time may never return, depending on the roleplayer.

 


 

Calling of The Lady


Description: By inheriting traits and power further from Dresdrasil, one would slowly begin conversion to a half-breed, something inbetween mortal and immortal; their original form deeply corrupted and destroyed, by overwhelming one and drowning them in brine, they may begin to slowly convert into a Drowned.

 

Requirements: 20 total units of brine, 1 Tidesage of Tier 4 and above, 2 Tidesages of tier 3 and above, a Corrupted Pool, and a willing subject. 

 

Mechanics: By collectively using brine to drown one in a corrupted pool by causing it to overflow with such, they may transform a Tidesage of Tier 4 and above into a Drowned.

 

Redlines

- This spell does not have an empowered version.

 


 

Calling of The Siren [Empowered]

 

Description: With the vulnerability of Xan’s influence ebbing over onto the mortal plane, corrupted with the influence of Dresdrasil’s remnants, a prospect-tidesage may accelerate with a much quicker, although painful version of transformation.


Requirements: 1 total unit of brine, 1 tidesage of tier 4 and above, a corrupted chancery, a willing subject

 

Mechanics: By connecting a student through a corrupted chancery, they begin a significantly more painful and violent transformation process; skipping through Tier 0 in a few moments, and unto tier 1 directly.

 

Redlines
- This ritual only affects one subject at a time

- This ritual would be reflected upon the MA, stating the student starts at Tier 1
- This ritual is exceptionally tolling on the subject, exhausting them for at least twenty four hours. 

 

 

 

Calling of The Depths [Empowered]

 

Description: Calling upon the vulnerability of Xan, power corrupted and volatile, a Tidesage may use a corrupted chancery to summon an abnormally intelligent or powerful creature, though upon the chancery’s purification or destruction, it would instantly be banished. 

 

Requirements: 18 total units of brine, 3 tidesages of tier 3 and above, a corrupted chancery, and an MArt Submission + St Signed item representing the presence of the Philios (Creation). 


Mechanics: The Philios created is granted significant creative and mechanical freedom with the MArt, so long as it is accepted by the story team. Should the Chancery be purified, the Philios would instantly begin turning to brine upon the ground it stood upon. 

 

Redlines

- A Philios created from a chancery must be made with an MArt.
- Should the chancery be purified, the Philios is instantly unusable in combat and would begin to drain. 

- A Philios summoned from a chancery may not have Tidecommand spells cast upon it.



 

Calling of Abyssal Home [Empowered]

 

Description: By manipulating the power once holding The Wardens of Xan together and in place to defend the Chancery, a Tidesage may summon an Abyssal Obelisk, twisted by the melding of power and allowing for a mimic like effect, though the Obelisk would take up the focal point of The Chancery. 

 

Requirements: 18 total units of brine, 3 Tidesages of Tier 3 and above, a corrupted Chancery, and ST Oversight and Signage of wherever placed.

 

Mechanics: Summoning an Abyssal Obelisk from the depths, it would sit in the focal point of The Chancery and would be immovable from it’s site. Aswell, two unbound Philios of normal level would spawn and defend the site, unable to move from it’s general location. If engaged in combat, The Obelisk would activate and would glow a deep blue colour. For each ten emotes performed by The Philios’s, another would spawn from The Chancery to defend it’s powered site. The Obelisk would be considered as strong as steel and immune to flame, and would require profound strength or effort from tools or magic to break. If the Obelisk is under threat, a Philios will stop whatever they were previously doing to defend it. 

 

Redlines
- Philios spawned from a Chancery would carry the normal attributes of Philios, not being upon or able of being upon an MArt level. 

- Philios will stop whatever they are doing, no matter the importance, to defend the chancery. This does not apply to bound Philios.
- An unbound Philios will not leave the general “Area” or “Building” of their chancery to attack others. They may be commanded by any Tidesage in the area, taking upon the order first given to them.
- Unbound Philios may be played by ET, or present Tidesages, if possible as spread out as possible.
- Commanding an Unbound Philios does not impair ones abilities to cast, as if commanding a bound Philios.

- Commanding an Unbound Philios without having a Bound Philios does not grant the ability to access the “Tidecommand” suffixed spells. 

 

 

 

Calling of The Watery Grave [Empowered]

Description: Using the vulnerability of Xan’s power, one may use a corrupted chancery to banish a Tidesage forever into beyond, irretrievably. 

 

Requirements: 30 total units of Brine, 2 Tidesages of Tier 5, and 2 or more Tidesages of Tier 3 and above, alongside a corrupted chancery. The Subject must be a Tidesage of Tier 3 and above.  Requires ST oversight and enforcement.

 

Mechanics: A subjected Tidesage is locked within a vessel which allowed for some ventilation of air or waterflow, is pushed within a corrupted chancery. Due to the power residually existing from the chancery, a portal would open, and the subjected Tidesage would be locked away into the beyond, effectively acting as a hard PK. 

 

Redlines
A Subject to this ritual must be a Tidesage of tier 3 and above.

The Subject of this ritual, once commenced, may not be retrieved physically or spiritually, or communed with spiritually.

The Subject of this ritual is under the effects of a hard-pk, and may not be revived through monks, dropping of the magic (including dropping the magic within 24 hrs of the ritual), or any deific interference. 

 

 

 

alexei-konev-1.jpg

 

 

Enchantments

 

Using different aspects of the abyss below, a Tidesage may imbue their effects within an item known as a Poiema which grants undrowned Tidesages and Mortals minor attributes of what they can perform or do. With brine and technique, a Tidesage can easily perform this task.

 

Taking three emotes in total, each enchantment would take one unit of brine per emote. This process is freeform, and emotes are left to user creativity when crafting Poiemas. 

 

 

 

Brining

 

Object Effect: Imbuing this upon an object would give a light draining effect to whatever it may touch. It may dry skin and remove hair of where applied in the case of an equippable item (Such as a ring or helm). The item Brining was imbued upon would give a visual effect of being waterlogged, tarnished, and rusted. 

 

Enchantment Effect: If used in the creation of, or on an exposed or healing wound, such would have the effect of causing intense searing pain and minor muscle spasms. 

 

 

 

Gilling

 

Object Effect: Imbuing this enchantment upon an object would mimic the effect of having gills, effectively allowing someone to breathe underwater.

 

Enchantment Effect: Gilling must be imbued upon something that is worn upon the user to give effect, such as a ring or mask. When worn upon a user both in and not in effect, varying amounts of small three-inch cuts would be upon the neck of the user. 

 

 

 

Eyes of The Abyss

 

Object Effect: Imbuing this enchantment upon an object would grant a subtle and light glow upon it’s physical manifestation, worn or not.

 

Enchantment Effect: When equipped the eyes of the user would give off a faint bioluminescent glow, the colour of yellow, black, or white taking over their entire eye- along with blue or purple marks reminiscent of scales that were placed along the users eyes. While equipped, the user would have vision as good as if it were normal when underwater or dark places, immune to particulate blocking vision within their eyes aswell. If the darkness however were to be magical or blindness induced, then they would affect the wearer as normal. 

 

 

 

Skin of The Lurker

 

Object Effect: Imbuing this enchantment upon an object would cause it to harden and calcify, the surface from end to end becoming scale-like in nature, underneath a white membrane that retained the hardness of the previous material.

 

Enchantment Effect: When equipped, the user would gain scales or chitin that covered them in various places, though by no significant degree. These scales would take on dark colours, primarily blacks and blues. When in a cold environment, or put under intense barometric pressure, the user would find themselves unaffected and rather normal. However, ones blood would begin to run cold- and they would be clammy, and the temperature of the surrounding environment to the touch.

 

 

 

Weapons of The Lady

 

Object Effect: Imbuing this enchantment upon an object would cause it to ossify and become made of bone, retaining a similar hardness given the thickness of the object.

 

Enchantment Effect: Once equipped, the user would gain natural weapons of claws and teeth of abnormal size and shape. Jagged and many, potentially long and almost fibrous teeth, alongside an additional 3 or 4 inches of hardened bone on the fingertips, sharpened to claws. However, due to the unwieldy sizes and shapes of both, the fingertips would render any armor fitted or weapons in hand unwieldable, and teeth would limit speech to become impaired as if there was some blockage within the mouth. These changes to the body occur over a couple of minutes at no pain to the user, however they may not be equipped in combat. 

 

 

 

Call of The Siren

 

Object Effect: Imbuing this enchantment upon an object would cause it to shimmer and reflect as if created of water, though merely aesthetic to the actual piece.

 

Enchantment Effect: When equipped, the user’s voice would become harmonic and angelic, irresistibly drawing and enchanting, unnaturally so.
 

 

 

Lament of The Deep

 

Object Effect: Imbuing this enchantment upon an object would cause it to become brittle and tinge a deep sea-green colour, with a ever-consistent slime to it.

 

Enchantment Effect: This item can bind the conscious of an Abyssal creature such as a Philios, which effectively keeps its mind split to two. Once a Philios is given touch to the item, they may store their being within such as a “Backup” effectively. Shoulda Philios die and another be summoned, they may come in contact with a Lamented item and have their conscious restored to when the initial contact was made, having no recollection of their death most certainly. Should the Philios be living or dead, one may communicate with such forever in their mind through the item while equipped. Should the original creator of the item find a new Philios to bind to, the Philios’ conscious which inhabited the original item is nulled, and forever gone. 

 

 

 

Enchantment Redlines

- Muscle spasms caused by a Brining enchant are minor, and would by no means forcefully induce someone to move in a way they would not normally.

- Gilling-gills would act as a secondary vector to intake air into the lungs, should the mouth and nose be blocked. The same does not go in the same for the nose and mouth to intake water in place of gills.

- Magically caused blindness or darkness would not be visible through eyes of the abyss.

- Eyes of the abyss does not replace or function for lost or nonfunctioning eyes. 

- Skin of the lurker does not function as natural armour, and magically caused coldness or below-zero temperatures would take wear on the user

- Weapons of the lady have the hardness of bone and rock, not able to penetrate thick steel and could break upon it. One cannot wield weapons or speak fully properly with the bodily changes given. They aswell could not speak properly- this being overlapped by the Call of The Siren enchantment.

- The Call of The Siren enchantment does not “charm” nearby people magically, merely allowing for the player to allure and charm those around them naturally. 

- One may not metagame information (Or send information at all) through telepathy of an item made of Lament of The Deep

- Should an item be destroyed with the Lament of The Deep enchantment, so too would the saved conscious of The Philios.

 


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General Red Lines

 

-Thallassos is incompatible with deific magics.

-Thallassos is categorized under both Deific and Dark magics. If for any extensive purpose it needs further classification, it is simply under “Deific”. 

-Thallassos does not get their power from any form of patron or diety directly, not being affected by anything which may cause disconnection.

-A Tidesage would violently react to a paladin’s purging as it would cause great distress and pain.

-Line of sight is required for all Thallassos spells, including one’s Philios. A Philios however, may go behind cover to continue attacking something or performing an action.

-A Tidesage may make use of a casting implement or focus.

-A Tidesage is still effected by voidal poisoning and similar effects.

-A Tidesage may not use brine or convert brine from their environment to replenish, use, or fill ones own brine reserve from.

-A Tidesage converts their blood into brine during casting, causing it to be spent when performing a spell. This does not inhibit their way of life or functioning abnormally besides what is described within Corruption.

-A Tidesage’s strength, endurance, or stamina is not inhibited, it is limited at the very maximum to the strength of one’s race; gaining no benefit from increases in any of the previous categories, magically, herbally, and so on. 

 


 

 

Tier Progression

 

 

Tier 0 

 

- Tier 0 lasts 1 week.

- No abilities, spells, rituals, or brine count. A change and metamorphosis of the psyche begins. 

 

 

Tier 1

 

- Tier 1 lasts 1 week. (Two weeks total).

- Tidesage now can create three units of brine with internal mechanism

- Tidesage has access to the spell “Manifestation” with one manifestation.

- Tidesage has access to the spell “Brine Mending”

- Tidesage may now learn how to enchant.

 

 

Tier 2 

 

- Tier 2 lasts 2 weeks. (Four weeks total). 

- Tidesage now can create six units of brine with internal mechanism.

- Tidesage may now possess a Philios, and utilize the base “Tidecommand” spell.

- Tidesage has access to the spell “Dresdrasil’s Spines”

- Tidesage has access to the spell “Manifestation” with two manifestations.

- Tidesage has access to the spell “The Sea Takes”

- Tidesage has access to the spell “Brine Mending (Tidecommand)”
- Tidesage has access to the spell “Pinging (Tidecommand)”
 

 

Tier 3

 

- Tier 3 lasts 3 weeks (Seven weeks total).

- Tidesage now can create nine units of brine with internal mechanism.

- Tidesage can now directly perform and learn all rituals as an actor, except for Calling of The Lady and Calling of The Siren.

- Tidesage may now fall victim to Calling of The Watery Grave

- Tidesage has access to the spell “Salt Spew” 

- Tidesage has access to the spell “Manifestation” with three manifestations.

- Tidesage has access to the spell “Adaptation (Tidecommand)”

- Tidesage has access to the spell “Augury and Augury (Tidecommand)

 

 

Tier 4

 

- Tier 4 lasts 4 weeks (Eleven weeks total).

- Tidesage now can create twelve units of brine with internal mechanism.

- Tidesage can now learn to teach by picking up a TA.

- Tidesage can now perform Calling of The Lady.

- Tidesage can now perform Calling of The Siren

- Tidesage has access to the spell “Manifestation” with four manifestations.

- Tidesage has access to the spell “Maw”
- Tidesage has access to the spell “Sound of The Abyss (Tidecommand)”
 

 

Tier 5

 

- Tidesage now can create fifteen units of brine with internal mechanism.

- Tidesage has access to the spell “Drowning”

- Tidesage has access to the spell “Manifestation” with five manifestations.

 

 

 

Purpose (OOC)

 

Originally writing this lore, I got a good bit into it before someone had alerted me that Thallassos used to be a magic; I was merely writing a magic which fit into an aesthetic I liked. Taking some work from Perrin and an old write from Frott and Zarsies, I was able to put together a piece of lore which I believe has a very good aesthetic which varies and allows for a lot of opportunity and roleplay between Tidesages and communities. I believe this is something that any type of mage may want to get into and services an interest of culty, eldritch, dark-water esque roleplay which currently is in no niche upon the server. With proper cultivation and roleplay, I believe this magic could flourish into something memorable and fun for multiple communities.

 

Citation Spoiler

 

Spoiler

 

 

 

A grand and sincere thanks to;


Zidoax, for resources on similar aesthetics (Such as The Shadow over Innsmouth), and encouragement

Archipelago, for looking over for spelling errors and ideas upon aesthetics, alongside encouragement

All my friends, for being my friends, their encouragement and answering any dumb questions I may have asked

Perrin, for his old Thallassos lore, though I personally have never met or known about the person I thank them for the resources they granted

Zarsies and Frott, for encouragement and inspiration of their Augury write

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hey thats pretty ******* cool bro but like most people you spelled my username ******* WRONG

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man you could've wrote a magic that didn't die in a month of it being released come ON squak

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Amazing lore piece! Happy to see one of my favorite magics back!

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Glub glub   +1

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Please please please remove the giant lovecraftian fish monster pet. It’s absolutely horrible friend. Not that I dislike the idea, but it’s completely broken. It’s like the Lur world issue – you literally get a magical enhanced olog that is subservient to you (whereas ologs are idiots and might fail commands). Not to mention that this piece seems to desires some kind of eldritch substance, but misses the point entirely. The fear of the unknown is cast aside when I can just call one of dead mom’s kids to come squash the big boy roleplayers harming my sutican friends :*. Rather than using these as ologs, I would have them be some sort of messengers or harbingers that might only be used for a certain amount of time by an ST, so to prevent abuse. 

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Well time to move tf away from the coast. Or anything that resembles salt water. +1

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I love it~ I tried to write a sea magic myself, it fell pretty flat. But this seems much more organized. My only real concern is that, while the power stems from parts of Dresdrasil and her essence and whatnot, it still becomes toxic and harmful for native sea life. I feel like being toxic to sea life kind of takes a few steps away from Dresdrasil’s nature, given that all sea life came from her. Other than that, looks fantastic to me!

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i want to play as a fishman accept lore please

Edited by JoanOfArc
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-1 Looks to much like the other water lovecraft magic that had been attempted to be passed. I do not think this offers anything new in the ways of dark magic. This Eldritch niche is already held by the Shade parasite magic.  

 

 

However. This seems like a perfect fit if say. Shade was removed?? I’d accept the **** out of some deep dark waters over current Shade stuff. 

Edited by Funky-Forum-Alt
Fixing
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Considering how stingy our ST can be on spells & their capabilities it is strange that only 1 person is discussing how imbalanced this spell set seems to be. Especially the minionmancy part. 
 

(but the concept is fire. Your writing is fun to read)

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