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[✗] [Magic]Shades of Arun'Asna


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The Shades of Arun’Asna

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“For they cannot rest until they do evil; they are robbed of sleep til they make someone stumble. They eat the bread of wickedness and drink the wine of violence.”

 

Table of Contents:

- Background/Origin

- Magic Explanation

- Ritual Spells

- Spells

- Magic Redlines

- Tier Progression

- Purpose/Citations

 

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Background/Origin

Birthed from darkness in the realm of Aegis, Aknu’gul, the chained mother, was birthed of the churning chaotic energies of the first gem, gifted to the realm by Iblees, the Archdaemon. The first Shade, Rilath Ilwindor, served faithfully as one of Iblees’ lieutenants throughout yore, falling from his post after the destruction of Aegis and the fall of the Archdaemon’s forces. However, prior to his fall, and in the time thereafter, Rilath formed the first coven, a cabal of Shades who followed in the steady march of evil, plaguing the land with strange manipulation and mentally crippling dread.

 

Though it did not last eternally, the Shades adherence to the orders of the Archdaemon, for his fall separated them from their master, leaving the Shades to their own devices. It was there that the chained mother, Aknu’gul, seized an opportunity, and grew vastly in her power with the greedy meddling of two eldritch elves. It was one damp day, deep within a hidden cave, that Aknu’gul achieved her first ascendance, and moved beyond the original confines of the gem, and spread her influence across the coven.

 

Over the course of the proceeding centuries, the covens thereafter received some semblance of guidance, and were given a broad direction, a chaotic mission with no discernable detail, to perpetuate across the ages. It wasn’t until the realm of Atlas that the Shades saw another significant shift in their constitution, with a great theft of power from the Foretakers. The Daeva were stolen, those who occupied such an exalted echelon were shunted down, and stripped of their power in the name of transcendence, a further rising of Aknu’gul, who was finally able to free herself from the confines to the gem, to become one with the freedom of the world. Aknu’gul was no more, shifting into an incorporeal entity known as Arun’Asna, Mother of Shade.

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Magic Explanation

  • Shade is a 3 Slot Dark Magic, only capable of being taught by someone with an accepted Shade Father/Mother TA.
  • Upon receiving a Shade Father/Mother TA, Shade Magic augments to take up all 5 of ones given magic slots.
  • Shade Magic cannot be practiced alongside any other deity-related magics, excluding Seer of Vaasek. Shade magic cannot function with Chi. Additionally, Shade adheres to any redlines in other magics stopping the two from melding.
  • When initially granted a Parasite through the Parasite Creation spell, no MA is made, and no magic is received; only the downsides mentally of becoming a Shade.
  • “Shade” in reference to Shade Lore, is not in reference to the Player Character, nor the Parasite they control. It is a reference to the combination of both of them in a single body.

 


 

The Parasite of Rancour - Amber

Spoiler

Upon becoming a Shade, all who practice this magic gain a pool of energy known as “Amber,” and measured in Points for the purpose of their magic and spellcasting. A Shade exists within 6 stages, or “Tiers” of magic: Tier 0, Tier 1, Tier 2, Tier 3, Tier 4, and Tier 5. Each Tier has a different amount of Amber correlated with itself, as marked below:

 

Tier 0: 0 Points of Amber.

Tier 1: 10 Points of Amber.

Tier 2: 20 Points of Amber.

Tier 3: 30 Points of Amber.

Tier 4: 40 Points of Amber.

Tier 5: 50 Points of Amber.

 

The Parasite itself, within the Host, is the source of this Amber - a constant and passive corruption of Mana within the individual into a warped and foreign substance, thereafter causing a slew of physical and mental downsides all marked below. In addition to this however, the exhaustion of a Shade shows in how much Amber they have spent, as their mental strain of controlling such a substance allows for the Shade Parasite to begin raging against their Host:

 

[5 Points Spent] - The Host begins to experience muscle strain as the Amber in their system is beginning to be expelled.

[15 Points Spent] - The Host begins to move jerkily, and a few small cuts appear on their body as the expelled Amber begins to take them apart piece by piece.

[30 Points Spent] - The Parasite begins to scream within the Host’s mind, sensing their weakening state. It looks for a chance to take the Host over, as their vision tunnels and the world around seems to blur.

[50 Points Spent] - The Host finds themselves falling unconscious for a moment, before arising once more as their Parasite has taken over. Their body bleeds all over from a large collection of minor cuts and scrapes.

 

Amber regenerates itself at a rate of 1 Point per minute, outside of combat only. Additionally, a Shade may opt to or not to have an Aesthetic change to any outside voidal magic, giving it grays and blacks and a corrupted appearance.

 


 

Connection/Disconnection

Spoiler

Upon a Shade’s initial connection, they are considered to be within the same league of soul-scarring as any granted Deity Magic(though not a Deity Magic themselves), where should they then be disconnected, if done consensually, it will count as a Soul-Scarring. Anyone with two Soul-Scars may not make a connection to Arun’Asna through the Shade Gem, and thus may not become anything more than a Tier 0 Shade.

 

Upon a Shade’s Disconnection, and gaining of a Soul-Scar, they permanently begin to experience the mental dread and paranoia associated with a Tier 1 Shade. If they are disconnected twice via means of a Shade Father, and hold two Soul-Scars, this augments to the mental drain of a Tier 2 Shade.
 

It is also possible to forcibly disconnect a Shade through the use of any magic capable of purging, with the exception of Paladin Magic, wherein the rules of purging come as follows: 
 

Any Shade disconnected by means of Paladinism can be reconnected two more times, with no added negative detriment in terms of madness or soul-scarring.
 

T0 to T3 Shades are able to be disconnected forcefully by Paladins without OOC consent. Shades of Tiers 4 and 5 cannot be fully purged. The shade is forced to become Tier 2 for 5 Days IRL.
 

For other magics capable of purging, these rules apply:
 

Any Shade purged beyond T1 can be shaded only once after, and the same rules apply for Soul-Scarring as to with being purged by a Shade Father.

A Tier 0 Shade is able to be purged by 1 T3 Holy Mage without OOC consent.

A Tier 1 Shade is able to be purged by 1 T4 Holy Mage. Without OOC Consent, the Shade is forced to become Tier 0 for 5 Days IRL.

A Tier 2 Shade is able to be purged by 1 T5 Holy Mage. Without OOC Consent, the Shade is forced to become Tier 1 for 5 Days IRL.

A Tier 3 Shade is able to be purged by 1 T5 and 1 T3+ Holy Mage. Without OOC Consent, the Shade is forced to become Tier 1 for 5 Days IRL.

A Tier 4 Shade cannot be fully purged. The shade is forced to become Tier 2 for 5 Days IRL.

A Tier 5 Shade cannot be fully purged. The Shade is forced to become Tier 2 for 5 Days IRL.

 


 

The Parasite Mentality

Spoiler

It becomes quickly aware to a Shade upon reaching Tier 1 that by no means are their Parasites mindless beasts, but intelligent creatures in their own right. Parasites hold with themselves personal goals, means, methods, and others thoughts and opinions that do not necessarily fit in line with their Host. It is up to the Shade Player OOCly in order to play their Parasite appropriately and develop its actions, though a few constants exist:

 

[1] - A Parasite will always despise their Host. It can work with them, but never will it wish to offer them respite from the mental anguish the Parasite causes.

[2] - A Parasite is a scheming and devious individual, though it lacks the capacity to feel positive emotion. It can feign these things for the sake of acting or appearing natural, but “Love” and “Kindness” are far out of grasp of a Parasite’s understanding.

[3] - All Parasites have Arun’Asna’s will engraved into their being, and know it upon their birth. They seek to remain true to it constantly, even if the Host doesn’t.

 

Immediately upon a Shade’s connection to a Gem, becoming Tier 1, the Parasite gains a true mental state in full. It begins to harass and assault the mind of the Host constantly, berating them and forcing nightmare upon nightmare unto their dreams. As such, a Tier 1 or higher Shade generally becomes an insomniac. They gain a passive dread within their minds, overarching in their daily lives and causing them to become paranoid and jump at the slightest sign of danger. Visual and auditory hallucinations come to plague them from time to time; dark figures moving in the shadows, whispers carried upon the wind. These begin in full at Tier 1 and cannot be ignored in a Shade’s personality.

 

Though the Parasite gains a full mental presence with the start of Tier 1, the mentality/personality of the Parasite takes some time to develop; often speaking to the Host in emotions and visions rather than words. At the beginning of Tier 2 is when words and whispers will become spoken directly from the Parasite itself, and at Tier 3 is when it should have a fully developed personality, often even taking on a name to call itself. Tier 0 Shades bring about the same mental effects to a lesser degree, though the Shade Parasite has no ability to actually manipulate the Host yet, only tormenting their dreams and bringing dread to their lives.

 


 

Shade Takeovers

Spoiler

Beginning at Tier 1, the Parasite is capable of taking over the body of the Host in times of great stress or turmoil, be it physically or mentally - as the two are often interchangeable. It is up to the Shade Player OOCly in order to roleplay this properly, as the Parasite then is in full control of the body, speaking and acting through them as though a puppet rather than a person. It should be noted, that in a Takeover, the Parasite cannot speak through the Host until they become Tier 2. Additionally, a few certain factors will always trigger a Takeover:

 

[1] - Attempting to break the Will of Arun’Asna will bring the Parasite to take control of the Shade, though it is possible for the Host to wrestle back into control; essentially stunning them for 3 Emotes.

[2] - Attempting to cause harm to a Shade Gem will bring the Parasite to take control of the Shade, long enough to flee.

[3] - Attempting to end one’s own life will cause the Parasite to take over long enough to cast aside any weapons. Though this wouldn’t stop one from leaping off a cliff, into an ocean, etc.

[4] - Attempting to end the Parasite’s own existence through purging or willful disconnection will cause the Parasite to take over and attempt to defend itself, only in the instance where the action is about to take place; though it will be attempting to the instant the planning for such begins.

[5] - Sleeping. The Parasite may take over any time the Host falls asleep, unless the Host’s body has collapsed from exhaustion(though it may opt to anyways in an emergency).

 

A Shade Takeover can last any amount of time except for the minimums above, until the Host’s mental state is strong enough to fight back. Additionally, the above examples are simply must-haves for Takeovers. Other situations may exist, such as undergoing the mental trauma of seeing a close friend die, having a panic attack, etc.

 


 

The Physical Deterioration of the Shade

Spoiler

At the beginning of Tier 1, the Shade begins to find the Amber within their system bringing upon physical downsides. These effects are not present within a Tier 0 Shade:

 

Beginning at Tier 1, and going up to Tier 3, the Shade’s body will begin to slowly reject the foreign Amber in their system. As such, they become prone to odd twitches and muscle spasms. In extreme cases, such as after heavy physical activity(post-combat, etc), they will find themselves vomiting and with difficulty regaining their breath. At Tiers 4 and 5, the Shade begins to gain an innate weakness to Aurum. When struck by such, they are incapable of clotting the wound naturally or with Caliginous Healing, and feel twice the pain of a normal individual. Lastly, Shades Tiers 1-5 suffer the given effects of Insomnia.

 


 

Shade Fathers/Mothers

Spoiler

A Shade Father/Mother is considered to be the pinnacle of Shade Magic. They have access to every spell in the Shade arsenal, and may create new Shades. These are the “Teachers” of Shade Magic, and becoming one is when a Teacher Application should be made.

 

To become a Shade Father, one must receive the “Connection” Spell cast upon them a second time after becoming a Tier 5 for a 1 Month Period. This second connection from another Shade Father will put them further in tune with Arun’Asna and their will, allowing them to gain an innate knowledge of all of the Ritual Spells present in such. From thereafter, they hold the capability of creating T0 Shades and connecting them to a Shade Gem if they have access to such.

 


 

Shade Gems

Spoiler

A Shade Gem is the pinnacle structure of Shade Magic, granting to them a method of communing with the Unholy Matron, Arun’Asna, as well as one another. These Gems are massive constructions of blackened crystal, forged from the Node Remnant “Ore” left behind by an exploding or imploding Voidal Node. Should a Node Remnant, initially a small fist sized object, have the ritual of Shade Gem Creation cast upon it, it becomes a Shade Gem, with all of the implications applied.

 

Around a Shade Gem is filled with a sickening aura of dread, bringing the weak of heart crumpling to their knees and sent into states of utter panic in an instant. Once the Shade Gem is placed down, it may no longer be moved by mortal hands - conjuring forth magic without restraint to defend itself in such a case. The only method of moving such is through a Shade - Requiring any Tier 5 Shade to pass their body to their Parasite for a willing Takeover for the Gem to allow itself to be moved.

 

Shade Gems must be properly found and constructed IRP through the finding of a Node Remnant, and the Shade Gem Creation Ritual being cast. They must exist as a MArt and Physical Build rather than an item to be shoved in chests, floating in the air as monoliths of black crystal. Only one Gem may exist per Coven, as defined by a collection of 1 Shade Father and 2 T5 Shades. Should a Shade Father lose their Gem, be it destroyed through physical force or stolen by another Shade, they may never create another. Lastly, should a Shade Gem come under attack, an ST must be present to roleplay such; able to cast any and all ShadE Spells from it without the need for Amber-limits or connection emotes.

 

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Ritual Spells [Shade Father]

The below written spells are reserved for Shade Fathers, who have made a second connection to a Shade Gem in order to learn all of the spells therein. They lose all of their Magic Slots in turn for the ability to create and progress new Shades, as well as the will of Arun’Asna through the creation of her fabled Gems.

 


 

Parasite Creation | Non-Combative

Emotes: 5 Narrative minutes.

Cost: 20 Points of Amber

 

Description:

Spoiler

Parasite Creation is a spell taught to all Shade fathers, allowing them to initially split off a portion of their own Shade in order to implant such within another individual. At first, the effect is minor - bringing them only the negative downsides of possessing a shade, until the Connection Ritual is used in order to allow it to be born entirely, and allow said Shade to progress unto Tier 1.

 

Mechanics:

Spoiler

Parasite Creation is an ability inherently known to all Shade Fathers upon their transcendence into such a state by the Unholy Matron, Arun’Asna. Over the course of 5 Narrative Minutes, the Shade Father may draw forth their Amber, imbuing within it an additional source of power; a removed portion of their own parasite, tiny as it may be. Implanting this within an individual causes a Shadling to form, a Tier 0 Parasite incapable of growth beyond this point. Upon receiving such, the Tier 0 Shade begins to experience the Mental and Physical downsides associated with such, with zero benefit or ability to cast.

 

Upon receiving a Tier 0 Parasite, the Host must maintain such for a minimum of 1 OOC Week before they may have the Connection Spell cast upon them, to be truly realized as a Shade and begin gaining the benefits of a Parasite as well. If the Tier 0 Shade does not receive connection, they maintain the Tier 0 Parasite indefinitely, until purged by a deity magic, or having it removed by a Shade Father. The Tier 0 Shade does not need to have broken any Tenets for disconnection to work on them, and they do not even need to be made aware that they possess one IRP, so long as they are fully informed OOCly.

 

Specific Red Lines:

- A Shade Father may only do this three times, as they are splitting off their parasite. 2 IRL months after each occurrence of this spell will reset that use of it(Essentially mirroring teaching-slots).

- This spell does not require an MA for those receiving a Tier 0 Parasite, as it is more a curse with zero benefit. An MA is required upon becoming Tier 1.

- Tier 0 Shades can be disconnected for any reason at any time, by any Shade aware of the Disconnection spell. If not disconnected, connected, or purged, this state of Tier 0 can last indefinitely.

 


 

Connection | Non-Combative

Emotes: 5 Narrative minutes.

Cost: 20

 

Description:

Spoiler

Parasite Connection is the second of the two Rituals, wherein a Hatchling Shade [a T0 Shade] can be connected via the Shade Gem to Arun’Asna, the Mother, thus bestowing upon them the ability to progress within the Curse. This is done by the hand of a knowing Shade Father, wherein they stand alongside the Hatchling at the Gem, melding the Parasite with the Gem and forming the eternal bond that will grant the accursed the wretched ability to siphon the beginnings of Amber, and achieve T1.

 

Mechanics:

Spoiler

Connection is the second ritual in the process of forming a complete Shade Parasite, bringing the hatchling parasite to a proper beast. Over the course of Five Narrative Minutes, a Shade Father and the Tier 0 Shade must each be in contact with a Shade Gem, wherein the Father siphons forth the power present within the Gem and Arun’Asna to wash over the Tier 0 Shade in a flurry of intense dread, powerful enough to send them into a panic attack of their own. Upon the completion of the ritual, the Tier 0 Shade will be considered Tier 1 and be required to make a Magic Application. It is in this time that the Shade is provided with enough energy to begin their own growth, separate from a Gem, and begin progression through Tiers 1-5 as written in Tier Progression.

 

Upon becoming Tier 5 however, a Shade may be connected once more, provided that they have been such for a minimum of 1 IRL Month. This second Connection brings forth a crushing effect onto the Shade, completely destroying and reforging their mind, as they rise once more aware of all of the rituals required to call them a Shade Father and make a Teacher Application.

 

Specific Red Lines:

- A Shade Father must be the one to cast this spell, and a Shade Gem must be present.

- An MA is made upon the first Connection.

- A TA is made upon the second connection.

- Upon the second connection, the Shade is considered a Shade Father aware of all of the given ritual spells associated with such.

 


 

Shade Gem Creation | Non-Combative

Emotes: 15 Narrative minutes.

Cost: 30 + 20 + 20 [70]  points.

 

Description:

Spoiler

Shade Gem Creation, or Blighting, is the third Ritual, and perhaps the most important. This is wherein a knowing Shade Father as well as a T5 Shade simultaneously perform a far larger state of Amber Corruption upon a Node Remnant, a mana-rich crystalline material acquired from the site of an imploded or exploded Voidal Node, corrupting it into a Shade Gem by utilising an exorbitant amount of Amber betwixt the two in order to form an essential piece to the thriving of a Shade Coven.

 

Mechanics:

Spoiler

Shade Gem Creation is the ritual required for the process of officially creating a Coven, as the resulting Gem is hugely important in connecting Hatchlings to the Mother, as without it, no newly-created Shades can surpass the weakened Hatchling state [T0]. Over the process of 15 Narrative Minutes, a Shade Father with an active TA and 2 T5 Shades may sit opposite one another with the Node Remnant between them, each summoning a gargantuan amount of Amber from within their respective forms and siphoning it into the Gem itself. The ritual is reminiscent of the art of Amber Corruption, wherein the Remnant itself is corrupted and imbued with the aspect of The Mother, the eldritch presence objectified via the magnitude of the newly formed Gem, which will exude a temporary, releasing aura upon the Father and the mature Shadelings of deep calm, for 5 narrative minutes, at the expense of the gargantuan exhaustion that will strike at them thereafter from the severe loss of Amber.

 

Specific Red Lines:

- A Shade Father and 2 T5 Shades must both conduct this roleplay together in order for the Remnant to successfully be corrupted.

- Upon the creation of the Gem, an MArt must be made stating the creators as the 3 Shades who worked to make such, to be and the Holder to be the Shade Father, as well as providing screenshots of all of the roleplay within said MArt.

- The material for which the Gem must be made from is a Node Remnant, and if no Voidal Nodes are present, a Shade Father having formed a Coven (a group containing a TA holding Shade and 2 T5 Shades), is able to request from the Event Team an event which may allow them to acquire such a thing. This should not be done willy-nilly, but only when needed. If 6 Shade Groups already exist with entire differences among them, then there’s no real need for a 7th, etc.

- The Shade Father must input 30 points of Amber into this ritual, and the T5 Shades, 20.

 

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Spells

These Spells are the basic abilities present within all Shades, from Tiers 1 to 5. It should be noted that Shade progresses in Tiers even without being taught, as the Parasite’s presence on the Soul of the Shade grows, though they must still be taught specific spells in order to cast them.

 


 

Amber Manipulation | Combative | Tier 1

Emotes: (1 Connection + 1 Cast Minimum)

Cost: 2 Points of Amber Minimum

 

Description:

Spoiler

This is the basic spell a Shade may use in combat, allowing them to summon tendrils of Amber in order to be freely manipulated at their will. Weak at a base level, Shades learn to spend further Amber in order to empower such to become an effective tool in combat.

 

Mechanics:

Spoiler

A Shade may, over the course of two emotes, conjure forth their Amber in the form of what would appear as a tendril of black, miasmic energy. At a basic level [T1], it will exist at two meters in length with a construction similar to human flesh in density/hardness. The strength held behind these given Tendrils is similar to a human arm as well, provided the Shade utilising these Tendrils does not hold any Voidal Corruption (ie a Voidal MA), as this means that, no matter the tier, they will never be able to increase the strength of the tendril beyond its base strength (that of a human). This spell upgrades throughout the Tiers of Shade, oftentimes at the cost of additional Amber and emotes. The different levels are marked below:

 

At Tier 2, the Tendril’s base length can be a maximum of 4 meters. The Shade may spend an extra emote and additional 2 Points of Amber to increase the density and hardness of some or all of the Tendril to the level of a sturdy wood. They may only have a single Tendril up at a time. Shades at this tier will find that, whilst it is not comparably difficult as it was when they were at a basic level of their blighted nature, the act of Manipulation is still arduous.

 

At Tier 3, the Tendril’s base length can be a maximum of 6 meters. The Shade may spend an extra emote and additional 2 Points of Amber to increase the density and hardness of some or all of the Tendril to the level of iron, provided that the shade has ALREADY spent 1 emote and 2 Points of Amber to increase it to wood. They may additionally, or instead, spend an extra emote and 2 Points of Amber to increase the strength of the limb to twice the average human. They may have up to two Tendrils up at once, requiring that they emote the preparation, casting, and upgrading of each tendril separately. Shades at this tier will find that Manipulation is far less arduous than it originally was - not the simplest of things, and yet not the most difficult to cast.

 

At Tier 4, the Tendril’s base length can be a maximum of 8 meters. The Shade may spend an extra emote and additional 2 Points of Amber to increase the density and hardness of some or all of the Tendril to the level of iron, provided that the shade has ALREADY spent 1 emote and 2 Points of Amber to increase it to wood. They may additionally, or instead, spend an extra emote and 2 Points of Amber to increase the strength of the limb to twice the average human. They may have up to three Tendrils up at once, requiring that they emote the preparation, casting, and upgrading of each tendril separately. Shades at this tier will be adept in the art of Amber Manipulation, and will find thus that the process will be simple.

 

At Tier 5, the Tendril’s base length can be a maximum of 10 meters. The Shade may spend an extra emote and additional 2 Points of Amber to increase the density and hardness of one of the Tendrils to the level of steel, provided that the shade has ALREADY spent 2 emotes and 4 Points of Amber to increase it to iron. They may additionally, or instead, spend an extra emote and 2 Points of Amber to increase the strength of the limb to roughly three times the strength of an average human, provided that the shade has ALREADY spent 1 emotes and 2 Points of Amber to increase it to twice the average. They may have up to three Tendrils up at once, requiring that they emote the preparation, casting, and upgrading of each tendril separately. Shades at this tier will find Manipulation as familiar to them as the torture of the curse itself, and thus will not struggle in any way to master the depths of this vicious art.

 

Specific Red Lines:

- The “Tendril” is simply a term for the construct summoned by the spell. It doesn’t necessarily have to be a tendril, so long as its shapes remain no more complex than a human limb. They could make spikes, swords, etc at the end of the tendril. Though this does nothing to aid in the Tendril’s damage unless it is hardened/strengthened. It may be freely changed in shape without taking up the shade’s emote, though once the Tendril hardens once, then it is locked into whatever it is shaped as.

- If more than one Tendril is formed, each must be emoted as a separate spell. Though both may be manipulated at the same time, it would take the full action of a Shade’s emote to increase the strength/density of one, or create a new.

- If the Tendril has not been hardened, it’s as easy to cut through with normal weapons as boneless human flesh.

- If gold weapons are used, they can cut through the tendril(s) with complete ease.

- You only need to be taught this spell once, and the upgrades through tiers can be learned by a shade on their own.

- Out of combat, this spell becomes much more freeform, capable of forming into complex shapes starting at t3, such as furniture or other trinkets, so long as it remains tethered to the shade at all times.

- The tendril can freely move half of its length per emote, to a minimum of 1 Meter. A 2 Meter tendril could move 1 meter, a 4 meter tendril could move 2, etc.

- The hardening of a tendril must take into account the flexibility of it. If shaped as a limb, the joints must remain soft and fleshy. If it’s a tendril, all but the end must remain soft, etc.

- As a general rule of thumb, at twice the strength of a human the tendrils may be compared to mace swings in force. Maul/Warhammer at three times the normal strength.

- Lastly, the strength of tendrils are based on averages. They don’t take into account the possibility of “Hysterical Strength.” An actual human undergoing such may come to find themselves on par or even greater than an increased tendril, though this is an unlikely occurrence.

- Those who suffer from Physical Corruption (i.e. those who hold Voidal Magics / a connection to the Void / Seer) or similar will find that it significantly impacts the strength of their Amber Tendrils, wherein Shades that hold Voidal MA(s) cannot increase, at any tier, the strength of any of their Amber Tendrils beyond the base strength of a human’s, due to their Voidal Corruption.

 


 

Amber Corruption | Mixed | Tier 2

Emotes: (1 Connection + 2 Cast)

Cost: 4 Points of Amber Minimum

 

Description:

Spoiler

This spell allows for a Shade to curse either an individual or an item, bringing upon it debilitating effects that either may come in handy for a shade, or simply spite the individual such a spell was placed upon or around.

 

Mechanics:

Spoiler

Over the course of Three Emotes, a Shade conjures out their Amber upon their bare hand, and imbues it into a person or an object. There are three ways in which this spell can take place: Upon people, upon gems, or upon objects. Each gives its own varying form of effect. This spell may not be cast in the middle of combat, though it’s results may be used within such depending on which it is.

 

Should this spell be placed upon a person, they would gain 6 Points of Amber within their system, over the course of three emotes. These could not be used to cast any form of Shade Magic, and blackened blemishes would form across the skin all over  the body of the person afflicted by this spell. A Shade may make physical contact with an individual cursed in this way, and withdraw the Amber from their system at 2 points per emote, assuming that the Shade is connected prior. If not, the Amber will disperse at a rate of 1 Point per day, keeping the individual affected with the mental downsides(minus the voices) of a Tier 3 Shade until removed. Lastly, certain other Shade Spells(Marked within said spells) may be cast through an individual who has been cursed with this effect.

 

Should this spell be placed onto a Managem, it would become a combat-based enchantment for the Shade to use. Within the gem would be three Points of Amber, capable of drawing out One Point at a time as the action on a Shade’s emote after they make contact with it. This object will crumble to dust upon running out of Amber, or within 1 IRL month.

 

Should this spell be placed onto an object, the object would become cursed passively to a minor to major degree. A few examples of such curses would be a painting with eyes that follow you(minor), to a cloak that flies around and releases loud screeching noises(major). This use MAY affect wide areas, such as granting a cursed aesthetic to a castle, with OOC permission from the PRO and proof that you could manage to accomplish such without being halted or stopped. You would have to provide logs of cursing at least 3 plainly, publicly  visible items, and the rest could be assumed.

 

Specific Red Lines:

- This spell is considered a curse, and any object, person, or gem under its effects may be purged by any magic capable of purging.

- Should purging be done on the larger-area aspect of cursing Objects, much like creating these spaces, only logs of purging 3 publicly visible items are needed for the rest to be assumed.

- Any items made with this require LT signatures. If it is a larger area, signs must exist at any given entrance, or a public region notice must be made, signed by LT.

- Any Amber Corrupted objects  cannot provide any sort of advantage within Combat Roleplay.

- Shades cannot have this spell cast onto them to grant them more Amber.

- Amber Corrupted Objects with no combative uses do not count against the three Enchantments one is allowed to carry at any given time. Amber Corrupted Gems, do.

 


 

Caliginous Healing | Non-Combat | Tier 2

 Emotes: (1 Connect + 2 Cast)

 Cost: 3 points of Amber.

 

 Description: 

Spoiler

Outside of Combat, the Shade may now bring forth their Amber to any sights of bleeding upon their body, effectively stopping such to allow them more time to find medical aid.

 

Mechanics: 

Spoiler

Over the course of three emotes, a Shade may bring forth their Amber towards the sight of any open surface wounds present on their body. The Amber works to clot the wound, ceasing any blood flow with what appears to be a blackened scab over such. This is mostly effective for smaller injuries, though works as well with larger surface wounds with less effectiveness. On a small wound, such as a minor cut or scrape, it will essentially close up the wound and bleeding, and theoretically heal on its own. Medium-Major injuries will find themselves temporarily closed up, no longer bleeding for the span of a Narrative Hour and giving them time to seek out a proper doctor.

 

This only works on surface injuries, nothing internal. Any wounds caused by Aurum in this way, may not be healed at all. Lastly, the Shade may utilize the Amber present within an individual cursed with Mana Corruption to cast this spell on them instead.

 

Specific Redlines:
- Caliginous Healing can only be performed outside of combat.
- Clotting provided by this spell will be able to be characterised by a distinct tar-like colour.
- Clotting provided by this spell cannot function on injuries caused by Aurum.

- Clotting provided by this spell cannot work on anything but surface injuries.

- Caliginous Healing may not be cast on anyone but the shade casting it, OR non-shades afflicted with Amber Corruption.

 


 

Chains of Binding | Combative | Tier 3

Emotes: (1 Connect + 3 Cast)

Cost: Special

 

Description:

Spoiler

The Shade has learned to manipulate the Amber present in those they curse, summoning chains to bind their targets in place for a period of time, hindering them from conflicting against the Shade or others.

 

Mechanics:

Spoiler

The Shade may bring forth their Amber as they focus on an individual afflicted with Mana-Corruption, and expend a number of Points of Amber equivalent to however many remains within said afflicted individual. In doing this, the Amber locked within the target begins to writhe and grow out of their body in the form of black appendages, and eventually take the form of chains that - on the completion of the fourth emote - wrap around the individual target and chain them to the floor.

 

These Chains will hold for a number of emotes equal to the Points of Amber left remaining in the afflicted individual, as the Amber within them is drained at a rate of 1 per emote. If they are struck by any solid blow, the chains would instead drain 2 points of Amber for that emote instead of one.

 

Specific Red Lines:

- This Spell must be cast upon someone afflicted with Amber Corruption.

- This Spell lasts for a number of Emotes equivalent to the Amber remaining within the target.

- This Spell costs a number of Points of Amber equivalent to the Amber remaining within the target.

- When struck, the Chains that form will essentially double its cost to maintain itself for the next emote. If struck by 2 individuals, it becomes triple, etc.

- Gold will instantly cut through the chains.

 


 

Aura of Dread | Mixed | Tier 3

Emotes: (1 Connect + 2 Cast)

Cost: 10 Points of Amber, CONTINUOUS.

 

Description:

Spoiler

The Shade, at this given tier, now produces an air of constant dread around them, invading where they walk and filling the minds and hearts of those they frequently converse with. Additionally, a more active version may be cast to bring forth a debilitating effect onto those directly around.

 

Mechanics:

Spoiler

This Spell may take the form in a few varying ways. For starters, Shades at Tier 3 gain this spell as a passive effect that always remains present around them. When interacting with any given individual, they too will begin to feel the passive dread and paranoia associated with Shades - Beginning to see fleeting images in the shadows, and faint whispers in their ears. These effects are minor but present, able to be ignored and impossible to immediately pin on the Shade. This much has no emote-count or Amber cost, as it is constantly present in the life of a Shade.

 

Alternatively, they may bring forth their Amber over the course of three emotes to either expand their aura, or suppress it. If they chose to expand their Aura, the effects of dread and paranoia would seem to leave the Shade entirely, and instead fill the air around them in a five meter radius; crippling to those weak of heart, and likely to send children into panic-stricken states. If expanded, it is impossible to hide yourself as a Shade. If Suppressed however, the aura and passive effects entirely vanish from anyone around the Shade; in turn bringing a heavy increase to the mental burden on the Shade themselves as all becomes focused on the Shade themselves. If Suppressed, the mental dread and paranoia in a shade increases to double what it was prior. IF SUPPRESSED OR EXPANDED, the Shade is considered to have 10 less Amber points than they normally have.

 

Lastly, a Shade may cast this spell onto an individual afflicted with Amber Corruption. In performing this active casting of the spell, the individual will receive the full mental barrage of the Parasite within the Shade Host, able to hear its voice within their head in the form of screeching, as well as an overwhelming fear and other slew of negative mentalities. Doing this does not remove or add any effect to the Shade’s constant, passive Aura. This lasts for a number of emotes equivalent to the Amber Points remaining in the afflicted individual. This use of the Spell may not be performed unless the normal, unaltered passive form of Aura of Dread is what is active.

 

Specific Red Lines:

- Having the Suppressed or Expanded versions of this spell consumed 10 Points of Amber for as long as they remain.

- Theoretically, the Suppressed or Expanded versions of this spell can last indefinitely, so long as the Shade is willing to keep their maximum Amber amount lowered in that timespan.

- The passive effects of Aura of Dread cannot be immediately pinned on the Shade, but after 3 different interactions with the Shade with the Aura Present in the span of an IRL week, it can be assumed with ease that they are the cause of it.

- If cast onto an individual afflicted with Amber Corruption, Aura of Dread may last for up to 6 emotes on them, or 1 - depending on how much Amber is left in their system.

- Suppressing the Aura of Dread makes a Shade much more prone to Takeovers. Expanding it makes them much less prone. But never is the possibility removed.

 


 

Marking | Non-Combat | Tier 4

Emotes: (1 Connect + 3 Cast)

Cost: 10 Points of Amber

 

Description:

Spoiler

This spell allows for a Shade to Mark an individual, and give them respite from the passive mental degradation in which is caused merely by the Shade’s Presence at this tier. Alternatively, it can be used as a fashion statement, for the Shades that gain this.

 

Mechanics:

Spoiler

Over the course of four Emotes, the Shade brings out their Amber to their hand, and imbues it within an individual in a specific location, rather than imbuing their entire system. This allows for a marking the size of up to a closed fist to form, as though a tattoo of black ink. The appearance is up to the Shade in question. The one afflicted with such a Tattoo will find that they are immune to the passive mental downsides of being near a Shade, as detailed within The Parasite Mentality portion of the lore. This marking lasts indefinitely, or until it is removed by either a Purging, or another Shade casting this spell with the intent purpose of removing the tattoo instead of placing one, and drawing the Amber out from the body.

 

Specific Red Lines:

- Any magic capable of purging can remove these tattoos.

- A Shade having a Mark does not stop their own mental downsides A Shade can still have a marking anyways, however, though it will do little.

- The Marking lasts indefinitely until purged or removed by a shade.

- Though one can theoretically have more than one Marking, this gives no additional boons. One removal cast or purging will remove them all.

 


 

Strength of Night | Combative | Tier 4

Emotes: (1 Connection + 3 Cast)

Cost: 15(Minor) | 30(Major)

 

Description:

Spoiler

A Shade may begin to summon their Amber within their body, using it to further control their body and force it beyond the normal limitations placed upon human vessels by the mind - in turn for painful consequences.

 

Mechanics:

Spoiler

Over the course of three emotes, the Amber within a Shade is granted physical form - manifested through their body as their veins turn black and skin turns gray. Dark markings similar to strange and eldritch tattoos cover the skin of the Shade, and so begins Strength of Night. This spell may be used in two ways: Minor or Major, with different levels of danger associated with each.

 

If used as Minor, the Shade will gain, for eight emotes, what amounts to double their normal given bodily strength. During these ten emotes they may fight without repercussion from muscle tears. At the end however, the Amber leaving their body after filling it in such a volatile way will leave cuts and lacerations appearing all over the body of the Shade, as they begin to bleed heavily. They will find that they no longer may lift their arms, for a period of at least 2 IRL days if healed properly, and thereafter likely have difficulty with their sense of touch for years following.

 

If used as Major, the Shade will gain, for four emotes, what amounts to triple their normal given bodily strength. During these five emotes they may fight without repercussion from muscle tears. At the end however, the Amber leaving their body after filling it in such a volatile way will leave heavy cuts, lacerations, bruises, and muscle tears all over their body. Their body will each wither following the dispersal of energy held within, and thereafter they will be limited to half of their physical strength for two IRL weeks, where their body slowly regains itself after atrophying to their magic. Additionally, this week should be spent making a recovery from the physical wounds and cuts across their body, if healed properly.

 

Specific Red Lines:
- If you are caught lying/manipulating around the consequences of casting this spell, you will lose your Shade MA and receive a possible magic blacklist(subject to ST).

- You may not cast this spell twice in a row, unless you intend to die as a result; a PK via suicide.

- This spell is not as effective on those with weakened muscles, such as voidal magi or seers.

 


 

Parasitic Purging | Mixed | Tier 4

Emotes: (1 Connect+ 2 Cast / 7 Cast)

Cost: 5 Points of Amber (willing) or 30 points of Amber (unwilling)

 

Description:

Spoiler

Shades are at risk of being purged by other Shades, with no tenets in place binding Shades to their Coven or to their masters. Arun'Asna's will has been rescinded; allowing the course of chaos to flow accordingly.

 

Mechanics:

 

Spoiler

A Shade may, over the course of eight emotes, rend the Parasite of Rancour from an unwilling Shade, causing unto them agonising pain throughout, leaving them without the power they'd once held, but without a soul-scar. The pain caused by this ability, when done unto an unwilling adversary, will awaken any unconscious or slumbering individual who it is inflicted upon immediately, forcing them total agony as their Shade is slowly torn away from their soul. 
 

However, it may also be done upon a willing participant, one who desires to be freed of the curse, where it can be done over the course of 3 emotes. No pain will be felt, and a soothing feeling will overcome them as they are relieved of the torture of the curse, aside from the Soul Scar that remains when done on willing recipients.
 

The ability is able to be learned at T4, but T4 Shades will only be able to purge Shades that are at T2 or below. T5 Shades will be able to purge T3 and below, and Shade Fathers are capable of purging other Shade Fathers, as well as T5s and below. This is the case for both willing and unwilling Shades.

Specific Redlines:

- Cannot be performed on an unconscious or sleeping individual, as the pain felt will instantly awaken them.
- If done unwillingly, the victim is capable of utilising Shade Magic as they are purged. If done willingly, they are not.
- Can only be performed if the caster is two tiers higher than that who is being purged. 
- After purging is complete, the MA of the victim will be denied, as well as denoting that they now hold a Soul Scar [or two, if purged for the second time]

- If done unwillingly, it is considered combative. If done willingly, it is considered non-combative.

- If done unwillingly, no soul-scar will be inflicted. However, if done willingly, they will have a soul scar.

 

 


 

Caliginous Flame | Combative | Tier 5

Emotes: (1 Connect+4 Cast)

Cost: 10 Points of Amber

 

Description:

Spoiler

The Shade may now bring forth a portion of their Amber, controlling and warping the volatile energy into a blackened and corrupted, mana draining fire.

 

Mechanics:

Spoiler

Over the course of 5 emotes, a T5 Shade is able to merge a section of their Parasite with a large quantity of Amber, physically within themselves, before siphoning the silent, flaming energy forth as a ball of silent, cold flame, the size of an average sized human fist - one that does not burn, but slowly destroys the Mana of any who's form comes in contact with it, aside from the Shade who invoked it. 

 

This flame burns a strange, ashen black, is silent, and does not burn, but binds to the form of any it meets, remaining upon them for 12 emotes until the far majority of their manapool is cleansed of its mana; this person will continually feel a punishing anguish overcome them as they are weakened by this flame. Thereafter, the flame will quickly diminish into nothingness. If, somehow, this projectile does not meet its mark, it may remain upon a simple, non-mana containing surface for 10 emotes, before dissipating swiftly. However, it can be as easily diminished by physical means as any form of flame could, whether attached to an individual or not. 

 

Specific Redlines:

- A Shade must be T5 in order to cast this, but does not have to be a Shade Father in order to do so. 

- Learning this ability does not provide you with the ability to split off a section of your parasite as would be done with Shade Creation. 

- The flame is not impeded by any form of clothing material, nor armour, and will attach directly and begin to drain the mana of the wearer so long as there exists any mana to destroy.

- The fire caused by this spell may be extinguished in the same means of any normal flame.

 


 

Darkened Divulgence | Non-Combat | Tier 5

Emotes: (1 connect + 2 cast)

Cost: 8 points.

 

Description:

Spoiler

This spell is utilised by mature Shadelings, as well as Shade Fathers, in order to commune with their kinsmen of the accursed via the means of the gargantuan Shade Gem that each Coven holds, whereby they place their hands upon the Shade Gem, utilising it in order to form a temporary link between them and another Shade, whereby they may then communicate with them in a corrupted form of telepathy via the Gem, their voice marked by an ethereal femininity, akin to that of The Mother's. 

 

Mechanics:

Spoiler

Over the course of 3 emotes, including a Connection Emote, a T5 Shade (or Shade Father) places their hands upon a Shade Gem, siphoning their Amber unto it in order to form the temporary link betwixt them and a Shade who's face and name they know.

 

They may then communicate with them  for up to 6 emotes, so long as they maintain contact with the Shade Gem. 

 

However, for every emote that they are in blighted telepathic communication with this individual, the Parasites of Rancour present within the minds of each speaker will begin to whisper far more loudly than before, as if to out-do the other, to the point where, at 8 emotes, the individual communicating to another via the Shade Gem will be forced to collapse as the Parasite bombards them further, empowered in their attack by means of the leeching effect of the Shade Gem.

 

Specific Redlines:

- Communication can only be maintained for 8 emotes total (not per side - 4 emotes per person)

- Communication can only be done between 2 people.

- This communication is 'telepathic' - it cannot be heard by any other.

- Any individual who uses this form of communication cannot use it again for 1 OOC day, and for the remainder of this day, the dread they feel will increase slightly, as if empowered by the Gem.

 

4OG1Fgi4nyHuwBKa_i6s177wiLiaUXqQHmzWnK_VKUsbj8Pm9KxRF4Uf7-SZaxxkuIwc62vyzVU4J6kyXu5tbABJVBr9BlSslB_zyP6epiurbw02ExHhrOTOIqfaUkWOdd4xlA40

Magic Redlines

  • Having a Parasite does not necessarily grant you Shade Magic. It is treated as nothing but a magical curse until Connected, that must be possessed for a minimum of a week prior to Connection.
  • Shade Magic must be taught by someone with an accepted Shade Father TA.
  • To become a Shade Father, the Connection spell must be cast on someone who has had an accepted MA for 5 months at minimum.
  • You must always keep in mind the amount of given Amber you have when casting, and emote the consequences of its use accordingly.
  • Shade Takeovers, though in the hands of players, are not avoidable. They should always happen at some point; once every other week at minimum.

 

4OG1Fgi4nyHuwBKa_i6s177wiLiaUXqQHmzWnK_VKUsbj8Pm9KxRF4Uf7-SZaxxkuIwc62vyzVU4J6kyXu5tbABJVBr9BlSslB_zyP6epiurbw02ExHhrOTOIqfaUkWOdd4xlA40

Tier Progression

Tier 0[1+ Week]

Spoiler

Tier 0 Shades have just been given a Parasite. They do not even necessarily need to know that they have been given one, if they were not aware of what was happening when such occurred. In this stage, they only gain the basics of mental downsides; an overarching paranoia and dread, and whispers in their dreams that could lead to Insomnia. No MA is required at this stage. After being like this for 1 IRL week, they may either continue in this state or be given Connection by a Shade Father

 

Granted Spells/Abilities:

N/A.

 


 

Tier 1[2 Weeks]

Spoiler

This is where a Shade has undergone their first instance of the Connection Ritual, and begins to grow naturally. A Shade remains as a Tier 1 for 2 weeks before progressing into Tier 2, gaining mental and physical downsides accordingly. Upon initially becoming a Tier 1, an MA must be made before roleplaying as such or having any lessons/magic performed. At this point, a Shade has 10 Points of Amber to spend on spells and abilities.

 

Granted Spells/Abilities:

[1]Amber Manipulation

 


 

Tier 2[2 Weeks]

Spoiler

A Shade has now existed for two weeks as a Tier 1 Shade, and must exist for 2 more within this stage of their growth. Takeovers may now occur at any point where the Shade undergoes mental stress, and the whispering voices of the Parasite take on full words and phrases, and its personality is gained. At this point, a Shade has 20 Points of Amber to spend on spells and abilities.

 

Granted Spells/Abilities:

[1]Amber Corruption, [2]Caliginous Healing

 


 

Tier 3[1 Month]

Spoiler

A month of being a Shade has now passed, and one more full month must pass in order to progress to Tier 4. At this point, the Parasite begins to properly scheme and make plans for whatever devious and vile actions they wish to take, and more constantly batter the mind of the Host. At this point, a Shade has 30 Points of Amber to spend on spells and abilities.

 

Granted Spells/Abilities:

[1]Chains of Binding, [2]Aura of Dread

 


 

Tier 4[2 Months]

Spoiler

The more debilitating physical and mental downsides now play into a Shade’s life, as they have been a shade for 2 months. They must last for 2 more months before they become Tier 5. They may begin to go into violent coughing fits and hack up blood, or find themselves spasming at random. At this point, a Shade has 40 Points of Amber to spend on spells and abilities.

 

Granted Spells/Abilities:

[1]Marking, [2]Strength of Night [3] Parasitic Purging

 


 

Tier 5[1+ Month(s)]

Spoiler

A Shade has now existed for 4 months, and may learn all abilities within Shade Magic not restricted to Shade Fathers and CA’s. They now have all present mental and physical downsides present within Shade Magic not restricted to CA’s. At this point, a Shade has 50 Points of Amber to spend on spells and abilities.

 

Granted Spells/Abilities:

[1]Caliginous Flame [2] Darkened Divulgence

 


 

Shade Father

Spoiler

A Shade Father must have been a Shade for a minimum of 5 months prior to this, and can only be created by another Shade Father re-performing the Connection Ritual on them with a Shade Gem. In this, they gain an innate knowledge on all Shade Father spells.

 

Granted Spells/Abilities:

[1]Parasite Creation, [2]Connection, [3]Shade Gem Creation.

 

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Purpose

The previous Shade Lore has been in serious need of maintenance for a fair deal of time, and as a long-standing magic on LOTC it has finally received the care it needs to maintain its relevance and balance within the current scope of the server. This rewrite will allow for a progression in Shades without the need of chokeheld Shade Gems, while still maintaining their use and importance to the Shade Community and magic as a whole.

 

With this rewrite, the Magic is reworked to allow Shades progression to Tier 5 from Tier 1 without any pause or need of a gem, only needing such for the initial connection as well as progression to Shade Father and CA’s. Any and all Shade Fathers are aware of the abilities associated with such, including how to create a Shade Gem - though only one may exist per Coven now. Non-Shade Fathers may learn disconnection to better police any breaking of Tenets among the shades, as well as the rules have been slackened to allow, and even promote, infighting IRP among shades. With a rebalancing of spells on top of this, the majority of prior issues with Shade Lore can be considered resolved.

 

This rewrite implies a complete wiping of the current list of MA’s and TA’s for Shade. A few will be grandfathered in to give it a clean slate. Previously existing Shade-Related Magic Items/MArt’s will also be wiped.

 

On a final note, the Shade CA’s(Exalted and Resin Fathers) will be undergoing their own rewrites separately, and in the meantime be considered shelved until then.

 


 

Cited Sources

- Previous Shade Lore

- Arun’Asna Lore

 

Credits:

Sam: Co-Author in the creation of this lore.

BonesOfTheEarth: Co-Author in the creation of this lore.

Riftblade: Consultant in the creation of this lore.

Triplewing: Consultant in the creation of this lore.

 

Changelog:

[June 3rd, 2020] – Added an emote to cast time for Strength of Night. Added in Purging to Shade Disconnection.

[July 6th 2020] – In response to the new Paladinism Rewrite, changed rules and regulations regarding the purging of Shades by means of Paladinism.

[August 4th 2020] – Removed Tenets/Creeds entirely. Added new Disconnection Spell. Shades will no longer require other Shades to have broken tenets in order to attempt to disconnect them.

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haha epic shade cool. nice.

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Seems like shady business

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I still think shade as a deity magic is such a **** concept

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I believe there is a typo in Marking, as it is currently marked T3 in one place and T4 in another.

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Specify that you can't put shade gems behind ten iron doors or keep them in locked chests please.

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Please god. . . no more slice of life shades ahhhh

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why is this worse than the shade lore luka made

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Personally I think this spell needs a bit of a nerf. A 3 emote power-boost for up to 3x strength is decently powerful. Sure it has a “strength cooldown period” but whose realistically in these life or death situations super frequently? Afterall most people are only gunna use this if they ABSOLUTELY have too, or if it’d win the fight instantly.

WIVYcJF.png
 

This is a personal nitpick at a dark magic trope I see common, but any “Intimidation spell” which is used for the sake of making “people feel scared” is reeeeally lame imo. I’d much rather this just be a passive thing that shades can exude moreso in certain scenarios, since MOST PEOPLE really do not emote the effects of dread, and also dark mages should put more work into making descendants feel intimidated rather than “I got a sPOoKy auRa”.

Using magic for intimidation factor is a cop-out.

 6BqriOi.png

Lord of Chains? 👀 @BonesOfTheEarth Lmao. Spell itself is fine but just funny to comment on.

____________________

As for my personal other comments not relating to mechanics, im instantly
+1ing this rewrite because of the more-so meta problems with the magic that IK are being fixed with this rewrite. The problem of the disconnection knowledge, shade gems, connection, and what not were all massive problems in the last rewrite. It made it to where villiany coming from shades eventually died off very quickly and IMO is what caused the deep stigma around them. Now TBF that wasn’t entirely the fault of those people involved since doing any sort of villainy on this server has been shilled, kicked, and grilled to the bone into basically allowing n0 forms of conflict... but hopefully with the right rolls this version can do something great.

Also Shade being a diety magic is f*cking stupid, I dont care if it technically comes from Arun’asna and if its TECHNICALLY classified as a diety magic, its a god damn dark magic.


^ Authors Clarified that the above was wrong, cheers

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26 minutes ago, Tha_Mystery_Man said:

Shade being a diety magic is f*cking stupid, I dont care if it technically comes from Arun’asna and if its TECHNICALLY classified as a diety magic, its a god damn dark magic.

 

Read the first sentence of magic explanation. Nowhere in the lore does it claim Shade to be a deity magic.

 

Arun’asna is not an aengudaemon and not classified as such. Afaik, her lore marks her as on their same class/level, but she doesn’t have the title herself. She’s just a stronk patron inevitably born of Iblees. Shade is a Dark Magic. Calling it deity is small brain.

 

Good **** tho. Up to Sam to toy around w/ that feedback come morning.

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After reading through the submission, I am glad to see that this rewrite will awaken some villainy roleplay that the shades were rather known for. My only concern would be with the emote counts & strength, I would understand if the slots were higher. I suggest either dampening the strength of the spells or increasing a few emotes to them to balance them.

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