Sorcerio 4588 Popular Post Share Posted June 15, 2020 * The magic lore starts further down. * The First Synod The Foolish Wisemen In ancient times, prior to the fall of Aegis, when aengudaemonic beings roamed the realms and when undead armies tore empires asunder, a small congregation of magi had been cast from their sacred halls in Athera. These were but mortal arcanists consumed by the notion of true immortality. However, their knowledge was far limited, permitting them not to learn the forsaken arts of Necromancy. Yet still, they sought to achieve freedom from death whilst still separating themselves from the living. These scholars toiled with what finite knowledge they held, seeking their spiritual immortality through the creation, death, and manipulation of phantom beings. Yet this crude experimentation was frowned upon by the upper echelons of Rivel, thus resulting in their expulsion from those halls. With their honor and prestige decimated by the consequences of their ambitions, these wayward magi set up residence within a forgotten cave far beneath the earth. It was this fell gathering that came to be known as The First Synod — aspirants of the forbidden occult. Deep within these crypts they conducted their research, documenting each and every one of their findings within a hidden compendium which never remained in one place for long, held safe within the hands of the Tetrad; a group of two men and two women who ultimately spearheaded the Synod’s forbidden attempts to toy with mortality. This volume came to be known as the Grimoire of Phantoms - the ultimate product of the Synod’s vast research. The tome was thus highly coveted by the Synod, for the grimoire allowed one to comprehend the many intricacies of Mysticism upon reading through its ill-begotten pages. At last, after many years of grueling work, the Synod congregated within their dark and damp dungeon, surrounding their greatest discovery. It was a great obelisk which reeked of phosphorus and death, instilling both wonder and unease into all who gazed upon its blackened stone. However, such marvel was short-lived, for the Tetrad lept into a vicious bloodlust, blades and spells flying with unyielding wrath, each death adding to the sickly green glow of the obelisk. Yet the massacre of their colleagues was hardly enough, not quenching their thirsting devotion. And in an immense bout of zeal, the Tetrad poised blades to one anothers' throats, before spilling each others' blood in seamless tandem. Many ages passed as the corpses of the Synod lay dead within those forsaken caverns, the carnage which had transpired being long forgotten by time - with naught but darkness to enshroud the mass grave. Even still, the fell obelisk they had uncovered still hummed with its blasphemous glow, standing ever-so vigilant through the many years which came to fade. And finally, after seemingly endless ages in wait, a whisper was heard amidst the decay and rot which had festered for nigh millenia — uttered as some profane incantation in the dark. “... Ylauth?” Murmurs crept through the stone “Berign.” The words weaved through the corpses “Ul Amoth…” Echoed throughout the fallen chamber “Jar’gnoon.” Each voice echoed in individual reply “... Fruition.” They all spoke as one. The accursed monolith began to bleed, shadow and death pouring forth from its alien embodiment, congealing into a great and terrific being. It was a damnable figure which resembled no man nor beast, but rather, an abomination wrought of all the souls that had been slain. This creature — an apparition of most foul and horrific magnitude — came to be known as the wretched Mthyul Tlan, or The Waking Synod. Yet irony was to be had here, for though awoken at its fruition, the apparition was restrained by the leather-bound confines of the Synod's cherished compendium, left to slumber for many centuries. The Coronation of a Lord The Nameless Crown Over the ages, the creature drew more power to itself within the bloodstained parchment of that accursed grimoire. And with each passing moon, the lines where the apparition ended and the tome began were blurred — thus rendering them one and the same. Though its power festered, so too did its malignancy and greed, thus fueling a vehement resentment for all that which lived. Yet it was many years before the grimoire was discovered, salvaged from its crumbling vault by the very man who would be known as the First Mystic — the tortured soul Uldrivt. And it was he who dared open the tome and unleash the godless beast within. Now, for the first time since its conception, the apparition recalled its centuries of way-led ambition: to proclaim death beneath it, and achieve life undening. With this profound anamnesis manifested within its many minds, Mthyul Tlan exacted their powers upon Uldrivt, tendrils of smoke and shadow engulfing him from within the vile tome, and crowning him forth as a mystic. And so the apparition seated itself within the mortal's spirit every bone and fiber of the elf's being was then shifted to become an instrument of Mthyul Tlan’s will — sewing evil deep within its new vessel. Overcome by immense agony, the man Uldrivt was made forever frozen in stone. And even after shadow had embraced it, a blue gleam emerged from within the depths of this ill-wrought statue. It was a wispy, pale form, which seeped from each crack and crevice within the petrified figure. The figure shimmered and shifted cobalt blues and sickly greens, and every shade in-between - drenched in ectoplasm. Yet it was not Mthyul Tlan who emerged, nor the mortal Uldrivt, but instead a perfected being; united in mind, body, and soul. For finally the First Synod’s mission was fulfilled, made as a perfected entity crowned by the occult. This was a Wight — a Barrowlord of the Second Synod. For Whom the Bell Tolls Binding and Banishment A time must come, as all times do, when a lord must fall, so that another might assume his place - even a Lord of the Barrows. Having coming to profound realization and grief, the mortal mind of Kozilek, the Wight Barrowlord who had once been Uldrivt, stood to renounce the vast power of the Titan in an act of sheer will. Restrained by phantom shackles, and thrown into many crypts, Uldrivt wrestled the tormented apparition; leading to many ages of strife in which the Barrowlord was left deranged. Only after some years of turmoil was Uldrivt finally able to break free, making him whole and mortal once again. And in order to ensure that Mthyul Tlan would never again come to enact its abominable mission, Uldrivt had the Titan bound once again to its accursed Grimoire. This came to infuriate the Titan, seething mercilessly as it sought a means of breaking free from its wretched shackles as it was passed along generations of Mystics. Many of them had sought to ensnare the apparition, binding it to their will and employing its power for their own means. Alas, the apparition was no fool, and instead came to warp and manipulate these wayward occultists in order to carry out its own will, weaving lies of false promise and boons. It was then that the Titan had come into the hands of a powerful mystic who desired to unify the occultists in order to break free the apparition. Such a congregation of Mystics seemed to mirror that of the First Synod which had collected so many ages ago, all led astray by the apparition’s venomous lies and tactful fabrications. It was in the Titan’s name that they performed many abhorrent and cruel rites before a great black obelisk, whispering of blasphemous liturgies and rites of the damned. Soul after soul was sacrificed to the diabolical structure, each further feeding Mthyul Tlan with their ill-bestowed lifeforce. Still, so much bloodshed could not leave the forces of Light to turn a blind eye, thus moving them to act with haste and precision. It was the Patron of Death herself who came to this accursed gathering, accompanied by her sacred bells Astaerel and Saraneth. Alas, they were but a moment too late, for the ritual had reached its zenith. And as the last soul fed the great beast, in a crescendo of gleaming light emerged from the pinnacle - the wretched titan now freed from its archaic bondage. With its newfound strength, Mthyul Tlan brought himself to slaughter each and every one of the zealot occultists which had aided in its return, the halls running red with crimson ichor. This wretched display damaged the veil between the living and the dead, the apparition's presence only adding to the terrible surge which rippled its fragile surface. The occult arts themselves would shift, undead phantoms once more rising from their crypts and graves, legions upon legions of wayward and desolate souls coming to bind themselves to the mortal plane once again. It was then, in a great conflict, the Patron sought to banish the apparition, though alas could not end it completely. Instead, using her great strength, she expelled the Titan to the flooded realm of Anthos, binding within an ancient catacomb beneath the waves. The great apparition quickly took to the waters as its cradle, the seas and oceans tainted to become a flowing haven of the dead over which the Titan presided and festered, guarded vigilantly by the bell Seraneth as it plots a devious escape. Mysticism The Occult Art Throughout the ages past, mankind has sought a means to achieve discourse with the dead to implore wisdom; from wisemen invoking antediluvian prayer, to zealots indulging in sanguine rites. Among those fabled arts is that of Mysticism — a dark art hailing from an assembly of wayward arcanists seeking to shatter the constraints of mortality. The art, in essence, is the communion and interaction with the spectral dead through the foul manipulation of ectoplasm. Those who practice it do so at the cost of their own spiritual integrity, subject to a myriad of ailing mental effects and malidities, their soul melded with that of an Elysian spirit who would either guide or afflict them un turn. The more righteous among the fell Synod's congregation may even be deemed fit to become what they commune with through decree of the Barrowlords, that is, phantoms themselves. Known as wights, these creatures are powerful beings wrought from ectoplasm and anguish - existing to lead the Synod's members along the path of perdition which they so tread. Conjoinment In the days of old, mystics were crowned by a deluge of ectoplasm which brought them closer to the wastes. Yet over the ages, the Barrowlords came to treacherous a more devious path, that would not only bring the mystic closer to the dead whom they bequeathed, but allow them to wander the very same road of the Elysian dead themselves. Through this act of Mysticism, an aspirant who has garnered the faith of a Barrowlord or mystic at the height of their craft may present themself, wherein the wight or mystic would inflict a grave wound in the acolyte’s spirit. With the wound inflicted, the wight or mystic may then grapple a phantom soul from the wastes - often one that had been chosen by the acolyte themselves — and bind them to the acolyte’s spirit to ‘mend’ the wound. Spoiler To connect an individual to Mysticism, a TA holding Mystic or Wight who has been taught the means of Conjoinment may conduct a freeform ritual pertaining to themes of the dead and the occult in order to connect an individual to Mysticism with OOC consent. The ability to conjoin is to be marked on one’s TA, and any who have been taught the means of Conjoinment may teach it to other TA holders. Ectoplasm A baffling substance — one which begets the phantom beings that propagate the mortal realm. Ectoplasm is an unorthodox cross between mana and lifeforce, wrought of the soul as opposed to the flesh. When conjured materially, it may appear as a quasi-gelatinous substance, composing phantoms, wights, and other spectral entities. Yet not only does it form phantoms, but is also a key component in the liturgies of mystics. Often it may take on hues of ghastly cobalt, sickly green, or fiery orange when employed in the occultist arts - though its most common manifestation may only be described as a dark and impermeable fog. T1 - 1-2 liturgies T2 - 2-3 liturgies T3 - 3-4 liturgies T4 - 4-5 liturgies T5 - 5-6 liturgies Due to their ephemeral wound, their ectoplasmic supplies are tied to their general well-being, meaning that the use of the magic will degrade their health. The loss of ectoplasm can be viewed to have a more severe effect than the loss of mana, as it often leads to illness rather than mere exhaustion. Mystics who have performed costly rituals or otherwise expended their ectoplasm will be afflicted with flu-like symptoms of proportionate severity, not limited to dizziness, nausea and vomiting, severe headaches, feverish chills or hot flashes, excess sneezing and coughing, nosebleeds, and any variety of other illness-related afflictions. Mystics who have repeatedly drained their ectoplasmic supplies entirely within a short, consecutive time period may cause minor damage to their bodies, and face more lasting symptoms of illness that could harm them in their everyday life. Gleaming To draw upon the ectoplasm they are endowed with is an even greater feat, demanding a substantial amount of spiritual strength and strain on the part of the occultist. When a mystic draws upon their occult magicks, their ties to the mortal plane lessen, resulting in the individual taking on several distinct spectral characteristics. This may often manifest as an ethereal glow, sunken facial expressions which reveal bones, eyes glimmering in a ghostly light, greased and perhaps smoothed hair, and clothes or garments becoming tattered while casting are all signs of gleaming. The further a mystic delves into the occult art, the more prominent the gleaming may become, at their descretion. For example; while a newly crowned mystic may have their hair grow white and their skin glossy when they gleam, a tier four mystic would be allowed to have translucent flesh sink back into their skeleton, revealing dully glowing bones beneath. So long as the hue of ectoplasm is valid and within the prescribed spectral themes (White, Black, Red, Yellow, Blue, Orange, or Green of any hue) and the aesthetic of the gleam likewise conforms to Phantom guidelines, it is permitted - this is to say a more benevolent Occultist may choose to have their ectoplasm be of a candescent snow-white hue, with the aesthetics of a Specter, while another may display more gruesome traits within the aesthetic of a Poltergeist. True Sight An ill gift of the mystic, allowing them to walk between the worlds of both the living and the dead, their gaze piercing the veil which lies between the two. With this ability, the mystic is made capable of seeing what others cannot, forced to witness each stagnant specter and roaming soul that lies within the wastes, even spying phantoms that may attempt to retreat into its deathly embrace. With this ability, those bestowed with Mysticism may see what others cannot, their gaze piercing even occult illusions of ectoplasm and mist. Still, this may incline the mystic to be reclusive, for fear of the scrutiny that might be had upon them should they be seen for what they truly are. Because of this, geists often seek to torment the mystic for their sight, and will take the opportunity to afflict them in both their waking hours and their sleep, often leaving the mortal to be passed off as distraught or possessed by heresy. Spoiler Mystics are created through Conjoinment, that being the binding of a phantom to a mortal's soul, performed by either a Wight, a teacher, or Mthyul Tlan itself. This is aesthetically freeform so long as it pertains to a general phantom or otherwise ephemeral theme, where the teacher takes the spirit of the mortal and the phantom and fuses them together. Upon successful completion of the ritual, the new mystic may put up an MA with the teacher validating their connection. Depending on how the bond manifests, whether more corporeally or incorporeally, the mystic may take up one of two classes: mystic conjurers (casting) or mystic blades (melee). Mortals who establish an ephemeral connection with their phantom will produce mystic casters. These mystics, known otherwise as "conjurers", are granted greater prowess with phantoms at the cost of their mortal strength. They are often roaming clairvoyants, gypsies, priests, soothsayers, or even self-proclaimed prophets of the dead. The mystic would become pallid and gaunt upon conjoinment, seeming corpse-like and elderly regardless of age. Their hair would flake to white and their flesh would sag into jowls or wrinkles, though they would be granted a disturbing level of spryness despite their physique, which is left at a mere fraction of what it once was. Mortals who establish a tangible connection with their phantom will produce melee mystics. These mystics, known also as "blades", are granted greater physical prowess, though a lesser degree of potency in ethereal rituals. They are often knights, soldiers, or even false paladins who seek to subjugate or bind phantoms to themselves. Their close ties with the phantom results in a haggard and gaunt visage despite the fact that they are allowed to retain their physical strength. This comes with the cost that the mystic is more weak to aurum, which would prick them uncomfortably upon touch and cause them to recoil. Merriment, singing, and even salt are all scrutinized and heavily avoided by these occultists as they feel pain and discomfort from such. No matter what class the mystic takes up, they are still prone to various mental detriments as a result. By merit of such affliction, the life of the mystic is made harrowing and bitter, their mind drawn further from the joy of the living and towards the sorrows of the departed. They may bear unexplained envy or resentment against the living, their mind obscured by lies of their own fabrication. Vivid hallucinations, nightmares, and even traumatic flashbacks are all dominantly present within their mind. Though some traits may vary from mystic to mystic, most generally experience anxiety, obsessive disorders, insomnia, and prolonged melancholy. In more severe circumstances, ailments such as psychopathy or even epilepsy may also manifest. - Casting mystics possess strength alike to voidal mages. They cannot wear heavy armor, nor use melee weapons to any effective degree. - Melee mystics are not granted strength superior to that of their race. Picking up magics that lower physical strength will still weaken the mystic regardless. - These are enforced roleplay effects. Abuse will not be tolerated. - Should a Mystic wield the art of Blood Magic, the spell Augmentation is limited to being boosted up to Tier 4; not even the blood arts may grant them the boons of immortal strength of Wightdom. Liturgies of Pale Mystic Spell List As users of ectoplasm, by a result of their wounded spirit, mystics are permitted to twist the permanent essence of ectoplasm in particular fashions to yield unimaginable feats of phantom dominion. Liturgies are spells which mystics may perform in combative scenarios, taxing the caster’s own ectoplasmic reservoir. Much of the mystic’s arsenal is delegated towards immediate defense as opposed to offense — a rather curious trait for a dark art. Spoiler The following liturgies may be used by all mystics, regardless of class. Saturation A mystic may soak ectoplasm into their blade, imbuing the weapon in such a way that quite literally tears the soul from the body, thus granting those slain using this saturated blade a higher chance of becoming a ghost or a graven upon death. - Over the course of two emotes, a mystic may douse their blade or weapon in a single liturgy of ectoplasm, allowing it to take on a spectral nature critical to the performance of other rituals. This would appear similar to a hindered object, bearing a spectral and ethereal gleam in alignment with the mystic's own ectoplasm. On its own, saturation may be applied in order to turn an individual into a phantom or graven upon death, though only in instances where the weapon manages to deliver the killing blow to the victim. Otherwise, should the weapon miss its target or fail to kill with the blow, the ectoplasm would be wasted and the mystic would need to cast it again. - If, instead, the Occultist does not wish to slay the individual and instead reap their essence while leaving them alive, they may instead imbue their intent within this liturgy to Scavenge their victim. When this is done, the ‘killing’ blow would instead elicit a terrible agony as a large chunk of the victim’s soul essence is siphoned from their spirit, the wound instead kneading back together and leaving a ghostly, pale white scar as the victim is rendered unconscious for the rest of the encounter. Upon awakening, they would be left with no more than vague memories of the encounter, unable to recall faces, names, locations, interactions, etc. that occurred prior to, or during, the encounter; however, they would be left with vague nightmares of the experience for the foreseeable future. This scar, and the mental unrest, may be healed by means of Deific magicks such as Paladinism or Shamanism. - Saturation grants no supernatural effects to the weapon otherwise, and the capacity of this liturgy in other rituals is detailed in each of their respective mechanics. Saturation requires OOC consent from the victim to create a phantom. Death by Saturation does not entail a PK without this. Saturated weaponry has no supernatural effects such as intangibility, etc. Failing to land the killing blow wastes the liturgy of ectoplasm. Those who have been scavenged will be unable to recall exact details of the encounter, seeming to them like only a feverish blur. They may still recall vague flashes of the interaction, but not enough that they could discern faces, locations, or other niche details to any accusatory extent. Mortals who have been scavenged are immune to it for three IRL days after. The wound received from Scavenging does not kill the victim. Its presence may be lessened to some extent, but cannot be fully healed outside of deific magics. The Essence yielded from Scavenging constitutes a singular Soul Fragment. When utilizing the liturgy “Saturation” or the Sacrament “Rite of Harvest,” the Occultist may store the reaped essence of a singular victim within their conjoined Phantom, for later deposit at a Menhir or an Eidolon’s Apparition Cradle. On a non-pk death, a singular count of Essence/Soul Fragment is yielded, while on a PK death a count of 3 is yielded. Deadbreath By its very nature, ectoplasm assumes the appearance of a slow, creeping mist whilst present in the material realm. Mystics may build up ectoplasm in their chest and exhale it outwards as a thick and impenetrable cloud that obscures mortal sight. - Mystics may draw upon one unit of ectoplasm to exude a thick cloud of ectoplasm outwards around them over the course of three emotes. Any mortal within the shroud would find themselves incapable of seeing beyond a meter’s reach in front of them — though creatures such as ghosts, mystics, and other undead may still see through the cloud of deadbreath. These clouds are rather stubborn in their nature, and may require the influence of high-level air evocation, abjuration, or even holy light in order to be effectively dispersed. They will disperse naturally after five emotes. Tier Progression T1 - two block radius around the mystic. T2 - three block radius around the mystic. T3 - four block radius around the mystic. T4 - five block radius around the mystic. T5 - seven block radius around the mystic. - Additionally, when in water, the breath’s radius is expanded by a base range of four meters in each direction, turning the liquid entirely opaque and spreading with astonishing speed, similar to ink which permeates a clear liquid. Deadbreath impairs vision and prevents one from seeing more than arm’s reach. Spectral creatures or beings with true sight may see entirely through the effect with only mild visual distortions equivalent to thin steam. Any T5 magic capable of conjuring bright lights, displacing air, or has purging properties, such as holy magic, air evocation, etc. may ward deadbreath. Specifically in the case of Paladinism, Xannic light of any spell from a Tier 4 or higher paladin would cut through deadbreath, and dispel it with a radius of 4m. Walling Being a feat known previously only to apparitions, Walling is a powerful defensive tool of the amputated mystic, allowing them to make ectoplasm into a more tangible barrier, surpassing the strength of even the Arcanists of old. - Over the course of three emotes, an amputated mystic may conjure forth a night impenetrable shield of ectoplasm to defend themselves. This is a precarious process, requiring the mystic to maintain utmost stillness as their spectral limb fuels the spell. The mystic must concentrate heavily to maintain this barrier, at most able to sustain it for a set duration of ten minutes - roughly ten to twelve emotes in roleplay - whichever takes longer to occur. It might also be ended early by severing the mystic's hold on the ectoplasm or moving their amputated limb. Should their spectral limb be attacked, moved, or otherwise disturbed and not pointed at the wall or top of the bubble the shield will splinter and dissolve immediately. - Walling can be performed in the shapes of either bubbles, that being a three by three area - or walled barriers which entail up to twenty-eight blocks along a singular plane. - To break an occultist's wall requires six emotes of charged Fi', holy, or some other energy or ward-based magic consistently drilling away at the wall for six emotes, or four IRL minutes, whichever of the two is longer. Consistent heavy blunt force will crack and shatter through a wall after eight emotes of attack. Nothing, not even phantoms may pass through walled shields. Walling ends if the mystic's arm is dropped or disturbed from facing the shield, if their line of sight is block, or if they move more than three blocks away. Walling consumes two units of ectoplasm to perform. The mystic must have undergone amputation to perform walling. The following liturgies may be used by only Mystic Conjurers or Wights. Relics Spoiler A Conjurer’s relic is a supernatural item that has been constructed of Menhir and bathed in ectoplasm. Typically, these take the form of (however aren't limited to) censer burners, lamps, urns, or crystal balls that sport esoteric imagery. The primary purpose of these Relics is to act as a conduit for the Mystic's conjoined phantoms. A Relic functions as the casting focus of a Conjurer. When viewed by an individual possessing True Sight or creatures of a spectral nature, a distinct gleam shines from the Relic at all times. This goes unseen by others unless utilized for casting or if the Mystic decides to allow said glow for aesthetic purposes. Creation Spoiler The conjurer must first make or find a mundane vessel of suitable size made up of any material they might like except for aurum, this will then be decorated, braced or otherwise reinforced with menhir by any means - or made up of it in entirety. This item must then be either barraged, enveloped or submerged in the mystic’s ectoplasm in order to make it into a suitable conduit. Once completed, the Conjurer must then gather three spirits to absorb and merge into the Relic. This can be achieved using the following method; The Conjurer must conduct a séance with the intention of bargaining, tricking, or forcing a spirit into the Relic. A common approach would be the offer of a reprieve from what might await them in the Wastes. This method can be self-roleplayed, requiring the necessary emote count of conducting a seance and then a sufficient amount detailing the events that take place. Redlines under the Rite of Beseeching should be respected when doing this. This method can be performed on an existing Ghost CA, though this requires OOC consent as this would be considered a PK. Player phantoms cannot be forced into the Relic by any means. Lastly, the Conjurer must perform a Rite of Anchoring to bind the merged souls to the Relic. The séance performed for any Relic creation may be done in bulk, meaning a Mystic could call upon a sea of spirits from which they take their picking. Uses Spoiler As written above, Relics act as a conduit and amplifier for the conjoined phantoms dwelling within the Mystic, allowing conjurers to utilize their ectoplasm in a number of unique ways, in their spells or as the centerpiece of certain rites. The further capabilities are as follows; A Conjurer can use Manipulation to drain or feed the phantoms that exist inside their trinket. This will require two emotes per phantom and, after the first taken liturgy, will incur detrimental effects of severity depending on how many liturgies have been taken, this emote count does not include Gleaming, which must be done prior to doing this (connection + 2 emotes, 2 emotes for each following liturgy). Upon taking two liturgies, all casting that requires use of a Relic will take an additional emote to complete, and after taking the third, the Relic will be rendered useless until the amalgam has been given time to recuperate, this takes a half-hour outside of combat and cannot be done during. A Conjurer may use their Relic to facilitate Scrubbing rites by setting the ectoplasm aflame, following the same rules as written in current lore, or as a conduit while conducting a seance, by doing this the success threshold for maintaining connection is reduced by 2. A Conjurer can manifest Deadbreath through their Relic rather than through the lungs. This follows all redlines as written under Deadbreath. Redlines Spoiler - A Conjurer’s relic must be of dimensions greater than or equal to a height of 15cm and a width (or diameter) of 7.5cm, and cannot exceed a size greater than something reasonably handheld and portable. As a hard cap, relics may cannot exceed the size of 40cm in height and width (roughly the size of a large lantern). - Siegmund's Incense can cause the Relic to gleam, thereby exposing it as one in line with the incense's effects. - Will o’ Wisps may be attracted to Relics, similar to a hindered object. - The durability of these items is unchanged by the process done to make them, remaining the same as their mundane versions. - Relics can be damaged by use of heavy, blunt weapons (pickaxes, hammers, maces, etc), taking three successful attacks to destroy the item. - Relics must be signed once the ST have been presented with screenshots of any relevant roleplay. Any unsigned item is not valid. - Conjurer spells cannot be utilized without use of a Relic. - Wights do not require a Relic to cast the Conjurer spellset. - Player phantoms may not be forced into a Relic by any means. They must reside willingly and the player must give OOC consent, upon which their character is PKed. -A Relic cannot be hexed. Manipulation Core to a conjurer’s arsenal is the ability to manipulate ectoplasm. They use this ability for aesthetic flourishes or to weaken or bolster those around them. - All forms of manipulation require a total of three emotes and one liturgy of ectoplasm to complete. During these emotes, a mystic brings their geist to the forefront, and then extends a ranged tether. This tether latches to their target and allows the conjurer to affect that target with their own ectoplasm. A conjurer may drain ectoplasm and be gifted back with one liturgy, making the cost a net gain of 1 unit. Alternatively, they may choose to bolster their target with ectoplasm. This grants a myriad of effects. Spoiler - Over the course of the three emotes, the target can take any number of actions to dodge or avoid the tether. It has a range of 20 meters and if it misses a target by the third emote, then it would require recasting. To dodge, it would require using an entire emote to move, running faster than the tether can trail after. - This is a single target spell and the target must be designated at the beginning of the casting. This aiming cannot be altered once casting begins or if the target moves to somewhere out of the mystic’s sight. - Tethers do not latch and remain, they disappear after draining or feeding and must be recast. - A specter can house a capped number of ectoplasm units. Any supplement over this cap will cause a range of effects depending on the nature of the specter. All specters would immediately be met with a healing effect. Each unit given can restore two limbs of the geist and heal wounds associated with them over the course of three emotes. More severe injuries could render a geist unmanifested. It would require three units of ectoplasm to bring an unmanifested geist back from beyond. Wights, Eidolas and Apparitions cannot be revived in this way. If a specter has not accrued damage, they instead gain a benefit conditional on their nature. - Tangible ghost-like creatures gain an additional third of their strength, incorporeal creatures gain 3 more meters to their influence and Eidola are granted an additional bout of movement speed. - In the case of removing ectoplasm from a source, there is a limit to what can be drained before a creature is forcefully unmanifested. Ghosts require 2 drainings. Eidola require four, wights six, and apparitions vary, although usually require a minimum of 7. Spoiler - Eidola, Wights, and Apparitions cannot be revived with the aforementioned Manipulation method. - Any additional effect granted to a specter only lasts 6 emotes, after which it fades away and they return to normal. Eidola are granted an additional block of movement, incorporeal ghosts gain a third of their strength up to the limit of an orc and incorporeal creatures gain an additional three blocks of influence in each direction. - Supplementing a mystic does not heal them in any way and only grants them a unit of ectoplasm. - Apparitions require a minimum of 7 drainings, but for larger or more powerful ones, it is up to ET discretion as to what would be appropriate. Shrouding The Conjurer may expel ectoplasm from within their Relic to emit a shroud that distorts the veil between the living and the dead. - Those beyond the edge of this domain are unable to view the happenings within, as the shroud takes the form of a shifting smoke or mist that obstructs vision. Any sound created within the barrier, regardless of volume, that might escape the barrier will become muffled and hard to discern. Those not accustomed to undeath who venture into the Shroud bear witness to harrowing sights. The lessening of the veil allows them to see the lost souls of the unliving, akin to an individual with True Sight. Alongside this effect, the terrain within the shroud appears monochrome and distorted. Spoiler - Emotes inside the shroud must be written in #q, those outside only hearing any spoken voice sounding as if it were muffled, disjointed and unliving, making it difficult to discern who might've said what. - All barriers are 6 inches thick at maximum and cannot impede movement. Moving through one is akin to walking through a wall of mist. - No form of protection is offered by this barrier aside from the obstruction of sight. Projectiles or attacks of any nature may pass through it with ease, be it voidal, holy, or mundane. - A shroud may be disrupted or broken by any means capable of destroying ectoplasm. Weaponry made of aurum would permanently cut the dome, and any holy spells will leave lasting holes depending on the size and severity of the spell. - The shroud will demanifest should the Mystic or Relic leave its vicinity, and it cannot be moved past its original cast point, nor does it follow the Relic used to create it. - Shrouding takes two emotes to cast, one for the storing of ectoplasm inside the Relic, the second for the expulsion of the shroud. When this ability is used, the Relic appears to take on a gleam that progressively intensifies up until release. The barrier extends out to a 8 meter radius and lasts for a total of 6 turns. Victims of this domain will be able to see the stagnant souls inside the Elysian Wastes for as long as they remain in it, and the sound of their voice struggles to pass through the mist. From the outside one would only see a churning dome of mist, but from the inside looking outwards, the affected will perceive the outside as if it had mirrored the Wastes. Spoiler - Two emotes to cast, extends out to an 8 meter radius, lasts for a total of 6 turns. - Shrouding costs one liturgy to cast. Undertow Through manipulation of ectoplasm and utilizing the power of their Relic, the conjurer may draw forth a thick pool of inky ectoplasm that manifests as sludge. This is difficult to move properly over as is, but can be further manipulated by the Conjurer through use of their Relic. Tier Progression; T1 & T2 - two block radius around the conjurer T3 & T4 - three block radius around the conjurer T5 - five block radius around the conjurer - By amassing their own and the Relic’s ectoplasm, a Conjurer can have it exude a viscous sludge that drastically hampers the movement of those who try to wade through it, effectively halving it. When cast, the Relic will flare up with a bright glow with the colors and usual tells of the Mystic’s gleaming. - The aesthetic of this grasp is somewhat freeform, although it must still be identifiable and distinct as a pool of sludge in the color of the users’ ectoplasm. Examples of acceptable cases include, but are not limited to, tendrils of ectoplasm or grasping mimicries of humanoid limbs. This ability is vulnerable to the expected, usual countermeasures, detailed below. Spoiler - Any T5 magic that is capable of conjuring fast-moving water, displacing fluid, or has purging properties, such as holy magics, water evocation, auric oil, etc. may wash away or ward this spell. Magics in particular require two effective spells to wash or ward this away. - Due to the mana-absorbent properties of Thanhium, the ectoplasm within this spell is easily disrupted. Any chunk that fits comfortably within the hand of a human will be suitable for use in dispelling one meter each action, allowing the wielder to unbind themselves with relative ease (ignoring the slowing effect). Auric oil will have similar effect, though must be splashed into the affected area by some means, following necessary redlines stated within its lore. -Aurum may slice through this fluid like a hot knife through butter, though it produces little effect in the way of getting rid of the sludge. - Conjoined Mystics, phantoms, and wights are not affected by this spell. - Casting this spell requires 2 liturgies, 3 emotes and its effects last for a duration of 6 turns. The usage of one’s Relic will allow them to focus their attention on one target in particular, requiring an additional two emotes. This must be concentrated on and as a result, the singular target will have their movement reduced to a quarter as the ectoplasm reacts to grasp at them in particular. However, this will lessen the effect on those who are not being focused on, causing those others to only lose a fourth of their movement. - Those who enter the pool from outside will have the remainder of their movement halved upon walking into its area of effect, rounded down if necessary (3 blocks of movement remaining = 1). Spoiler - Ectoplasmic sludge is pooled with a radius of either two, three, or five blocks depending on the caster’s tier. This pool drastically hampers the movement of those within, halving it. In the case of someone entering the pool after it has been cast, their remaining blocks of movement, after halvening, will be rounded down to the nearest whole number. - The usage of the Relic might allow one to focus their attention on one target in particular. This requires an additional [2] emotes after initial casting and must be concentrated on. As a result, one target within the pool will have their movement reduced to a quarter as the ectoplasm reacts to grasp up at them. This lessens the effects on those who are not being focused however, causing them to lose only a fourth of their movement. -A Conjurer cannot move while their focus is set onto a specific target. Tyking A Conjurer is capable of summoning two of the three mindless phantoms that dwell within their relics to intervene in the course of combat and additionally may create chains to control those not beneath their will. - With a controlled release, the conjurer may unleash up to two phantoms from their relic to fight beside them. These tykes are bound by means of a line of ectoplasm, typically appearing as chains, tendrils, or anything else that will reasonably link the phantom to its Relic. The looks of the phantoms themselves are wholly up to the player's discretion, but must be humanoid and of average human stature. Due to the fact that they are already bound by a tether, this may be used to drain the phantoms of their ectoplasm, following the same descriptions and redlines for phantoms detailed under Manipulation and the effects relating to Relics under Relics - Uses. Spoiler -Tykes can be temporarily ‘killed’ by any means of disrupting or destroying ectoplasm, voidal and holy magics are effective, as well as spells from mysticism and naztherak's malflame, auric oil, aurum, and thanhium. A tyke takes four turns to recuperate when dealt with by any of these means. Wholly mundane items are ineffective. -Tykes cannot be used to block mundane projectiles, any shot will simply pass through and remain on course due to their lacking corporeality. Magical spells may be blocked so long as the tyke can feasibly get into range of doing so, however this will result in the tyke’s ‘death’. -Tykes are one-shot by any attack that hits and can damage them (all methods detailed above). -A tykes action may be done during the caster's. Focus is not required to command a tyke, however it is for summoning. - Handling a phantom outside of the Relic can be done by use of similar tethers created when summoning a tyke. These take four emotes to conjure and the conjurer must weave their ectoplasm into forms such as, but not restricted to, spectral nets, chains, or any other type of tether that may expand outwards in a five metre radius. This projectile attack moves at the speed of a thrown ball, and can be avoided with reasonable awareness and mobility. This claims two of the mystic’s liturgies and forces the spectral creature to the fullest extent for one IRL hour or twelve emotes, whichever is shorter, before the phantom’s will returns. Additional guidelines and redlines below. Spoiler Should additional occultists attempt to simultaneously handle a phantom, the creature would be bound to each of their commands. Added mystics will yield a greater range of the handled spell when pooling their ectoplasm, as well as allow the mystics to maintain their control for a longer span of time based upon how many were present. Some phantoms may need to be weakened to a certain extent prior to handling, typically by means of draining their ectoplasm. Though regular ghosts and gravens need not be drained to be handled, wights must be drained at least three times before handling is successful. In the case of apparitions, due to their ectoplasmic concentration, mystics must be able to drain the creature a minimum of five times in order to handle it, though this may scale upwards based upon its tier. -Handling a phantom does not require OOC consent. -Apparitions may be handled indefinitely for a single encounter. -Handled wights may sufficiently resist being ordered to give up theirs, or others, phylacteries, as well as artifacts such as the Grimoire of Phantoms. -Mystics can only handle one CA Phantom at a time. Summoning a tyke costs one liturgy and takes three emotes to do, these phantoms last for a duration of 6 turns (in combat, indefinite during non-crp) and are capable of the following; Non-combative - Invisibility - 1 emote Spoiler In mimicry of true phantoms, though only outside of combat, a Conjurer may manipulate the tykes ectoplasm to shroud its form in a thin layer, bringing it closer to the Elysian and thus rendering it unseeable to those without True Sight. -Cannot be used in combat. -Aurum, auric oil and thanhium present and two blocks or less away from the tyke will cause it to reappear. Siegmund's Incense causes the tyke to gleam. -Those possessing True Sight may see through this. -Effect ends upon CRP beginning. -Tethers turn invisible. Influence - 1/during emote Spoiler Tykes may interact with the surrounding environment. For example, they may snuff candle flame, open and close unlocked doors, flick through the pages of a book, and any other minute environmental action merely by looking at what they want to effect. Additionally, they can create a number of eerie sound effects that range in volume from whispers to blood curdling screams. These can be done at any time. A shroud may be used to empower this ability, wherein tykes will become capable of pushing, shoving, or pulling an individual, within a range of one block from themselves, one block and have them stumble or fall. -May be used during combat, but cannot be used to produce any meaningful effect without an active shroud. Any screams will not be deafening nor shake concentration, doors cannot be made to slam into people’s faces or be held shut, etc. -Tykes cannot physically assault mortals beyond push, pull and shove. Object Possession - 3 emotes Spoiler Due to their incorporeal form, tykes may leap into objects no less than a 5”x8” book, and not exceeding the size of the average human (5’9”). Objects that the tyke has entered appear hindered and take on a light glow in the colour of the Mystic’s ectoplasm. This ability allows for the ghost to move the object however it may like so long as it doesn’t exceed their 15lbs weight limit, and items can only be thrown as hard as the average person would throw them, unable to reach speeds one wouldn’t be capable of dodging. To interact with an object in this way, there must be one emote detailing the tyke entering the object, another where the object might lift up or shift from its current position, then the third and last having it launch into its intended path, or have the item float in place. Tykes cannot accurately nor consistently move objects to chase people around, perform fluent motion with any weapon, or anything more than lifting an object and moving or launching it into a direction or at a target. If a possessed object is destroyed, the tyke’s ectoplasm is scattered and crawls its way back to its bound Relic over the course of two turns. -Tykes cannot possess items enchanted with any magic or are made up materials that would harm them. This includes Atronachs. -Aurum, auric oil, and magic will expel tykes from their objects. Siegmund's Incense causes the gleam to intensify. -Tykes are incapable of possessing people and items held by them, and are limited to entering objects that are inanimate and stationary at the time of them doing so. This means that moving constructs (automata, sorvians) are also unable to be possessed unless inert. -Particles and liquids cannot be possessed. -Items are not granted any enhanced properties with this and if one is destroyed while possessed, the ghost will be unusable until two turns have passed. -Complex items cannot be used to any meaningful effect, for example a crossbow would not be able to be accurately aimed and shot by any means. Phantom Dance - 2 emotes Spoiler Over the course of two emotes, manifested phantoms can flick and/or swirl around a target, creating after images that are aesthetically reminiscent of the Conjurer, an ally, or simply as themselves. This partially obscures the target’s vision as a faint fog builds around them. Chills will spread through them and although the fog isn’t blinding, it makes it rather difficult to discern which of these images might be their true foe. Attackers will need to roll to determine if their attack strikes a phantom or a target. Roll 1d20. A result from 1-8 will strike a duplicate. A result of 8-14 will strike a duplicate. A result of 15-20 will strike the conjurer provided that they are within range. - If the phantom is struck, even without aurum or enchantments, it still returns to the Relic and the DC to strike the target becomes easier to reach. This moves the DC range down a stage when struck. (I.E. if you hit one phantom, then anything from a 8-20 will also hit the Conjurer, this is also true when using this with only one tyke.) Movement Spoiler Tykes are limited to a 4 block radius around the caster, unable to move further than this due to the range of their bindings, and can move up to 4 blocks per turn. This can be extended by use of a shroud, in which tykes may travel out as far as the shroud’s boundary freely and become able to move up to 6 blocks per turn. Tykes cannot phase through physical barriers as the Mystic must have line of sight to retain their tether. The following liturgies may be used by only Mystic Blades or Wights. Spiriting While warriors and monster-slayers alike have relentlessly employed aurum as a means of subduing the spectral undead, mystic blades are endorsed the affinity to ‘bless’ their blades to make physical contact with the spectral and the ephemeral. - Mystics may channel one liturgy worth of ectoplasm around a touched weapon or similar object, ‘blessing’ it and allowing it to hold a presence within the Elysian, over the course of two emotes in which movement must be halved and the object uncovered. This would allow the weapon to make physical contact with phantoms even should they be intangible, bearing to it a dim gleam alike to that of a hindered object. The effect will last for ten emotes following the blade's imbuement without requiring concentration or touch, not burning the phantom upon contact as aurum does, but only damaging them like a normal weapon damages a mortal. Should a killing blow be struck on a spectral undead (Ghostlike) creature, spiriting would also allow a mystic blade to either recuperate one liturgy of ectoplasm or one soul fragment (mimicking saturation on living targets) as they prefer. - Those that bear an amputated limb are able to utilise spiriting to a greater extent, able to funnel one (noncombat) to two (combat) liturgies worth of ectoplasm in their empty grasp to form a spectral tool with the same applications as a ‘blessed’ weapon, over the course of two emotes in which they must keep perfectly still with their phantom limb outstretched. This glassy implement can take the shape of any non-complex solid object, always tangible and of a similar density to ferrum. It cannot be heated, oiled, enchanted or otherwise ‘enhanced’ in any fashion. In that regard complex or flexible mechanisms like crossbows and bows cannot be functionally replicated with spiriting, though sharp or blunt tools and weapons such as knives, swords, hammers and even arrows could be. This object will last for ten emotes following the tool’s creation without requiring focus, unless willingly dismissed earlier or hand contact is broken with the object - causing it to disappear after two emotes unless picked up again - or if the tool is shattered by any kinetic blow that would feasibly shatter ferrum. The tool will never become invisible/intangible, only adopting a ghost-like aesthetic or gleam similar to an object that is hindered/saturated. Spiriting can only 'create' temporary objects should the mystic blade have undergone Amputation at the hands of a wight. When a temporary, spectral object is created, it would be instantly dispelled when in contact with Aurum. A weapon blessed or made from spiriting has no effects upon mortals beyond what it would do normally. Whilst there is no minimum size for tools, implements made from spiriting may be of no more mass would be found in a polehammer or similarly sized object that the mystic blade could feasibly wield (objects can be made proportional to the mystic blade's race). Whilst a buckler or kite shield is also possible, tower shields or any form of worn armour or clothing are not; the tool must explicitly stay in-hand lest it dissipate after two emotes from being let go. This also applies to the 'blessing' variant of this spell, which can only be done to held items. Tools made from spiriting weigh the same as their mundane counterparts and obey the laws of physics as normal, thus requiring the strength to wield effectively. Only one tool can be made at a time from spiriting. Enervation Though true petrification can never be achieved to the level of a Barrowlord upon their shift from life to undeath, it may be employed by mystic blades as a means of stagnating an individual, inflicting lethargy and slowness upon the victim. - Over the course of two emotes, a mystic blade may imbue an individual with the cold, stagnating effects of ectoplasm through the expenditure of a single liturgy, causing their movement to be hindered and restricting them to a speed proportional to the tier of the mystic. This requires direct touch to be applied, the duration of the effects and the degree to which they exert themselves dependant on the mystic’s tier. Upon such touch, the ectoplasm will soak into the victim’s flesh, making it feel stiff and cold somewhat similar to that of a corpse. Tier Progression T1 - The individual will feel mild achiness throughout their body, their movement relatively unaffected in terms of speed, though they will be prone to wearing out after prolonged exertion. Two emote effect duration. T2 - The individual will feel a sharp ache in their joints, their movement limited to a light jog as they struggle to move minor appendages such as fingers and will tire out faster after some degree of exertion. Two emote effect duration. T3 - The individual will feel moderate achy pains throughout them, their movement limited to a brisk walking pace as they will find it difficult to move joints and limbs, their movements stiff and rigid. Three emote effect duration. T4 - The individual will feel incredibly fatigued and achy, unable to move faster than a walking pace as they will have trouble moving most anything without extreme achy pains and immense exhaustion. Four emote effect duration. T5 - The individual will feel as if they had not slept in days, the effects of the enervation far more pronounced upon them than could be by a mortal mystic. Each significant step or motion requires that the victim roll out of twenty, any roll less than eight preventing them from moving. Five emote effect duration. - Wights, being more prominent manipulators of ectoplasm and the veil, may choose to incite this effect with mere glare alone, still consuming ectoplasm, but able to be done from a distance. Should they make eye-contact with their target, assuming they are within four meters, the individual would receive the effects listed under T5. Physical contact with flesh is required, though may still be effective if the individual is wearing no more than half an inch of cloth or fabric. Wights must maintain eye contact within four meters to incite from a distance. Total paralysis can never be induced, at most making basic movement incredibly difficult though never completely impossible. While the afflicted individual is not made physically “weak”, they will likely be unable to apply force at T4 and T5 due to the pain and lethargy. Diminish Requiring total stillness, a mystic may embrace the incorporeal nature of ectoplasm, channelling their ectoplasm around themselves in a fashion which would render their presence in the mortal realm near-non-existent as if they were a phantom themselves. - Over the course of three emotes, a mystic may create an illusionary shroud of ectoplasm that completely muffles the sound of their breath and heartbeat, making their body cold, and rendering them invisible to the mortal eye. In full daylight, the presence of the mystic could be detected reliably by an ever-faint outline present in the air, slightly distorted where the mystic themselves would be. For a mortal to spot them, two emotes of intense search must be taken, and only in broad daylight. - But by the cover of the moon, or in very dim to dark lighting, the diminished mystic can achieve effective invisibility. If submerged in water, this effect becomes much more pronounced, allowing the mystic to hide even in bright light as well as move while it is maintained provided the individual can hold their breath long enough to make use of it. This water-based application is only useful for momentary escape from notice, or fleeing for average mystics, in the instance that they are being pursued. Moving any part of their body above the surface of the water would cause the effect to quickly fade, revealing whatever part of the mystic it was that had emerged. - Assuming the mystic were to go interrupted, they could maintain the spell for up to five emotes per unit of ectoplasm, though in exchange being rendered unable to deliver any sort of attack or defense whilst maintaining the shroud, as it would otherwise force them to drop the spell and remanifest. Similarly, attempting to channel other spells will cause the mystic to be revealed. Essentially, were the mystic's full focus be hampered in any way, the shroud would fade instantly and reveal them. - Wights do not require liturgies to perform this ability, as they are inherently made a part of the Elysian Wastes. Furthermore, they would only need two emotes to fade rather than three, able to sustain it with much less focus than mortals. Attempting to cast other liturgies/spells will result in the shroud failing. Cannot move faster than half one’s mechanical speed unless in water/darkness. Mortal mystics are still limited to how long they may hold their breath within water, whereas wights may go indefinitely. Hindered land can completely conceal a mystic like darkness or water. Phantoms and those with True Sight can still see through the spell. This does not make mystics incorporeal, only invisible to mortal sight. In a non-combative scenario, Diminish lasts until ended by the Mystic. Expulsion Granted a greater affinity for Elysian souls, mystic blades may very briefly manifest their graven corporeally allowing them a chance for reprieve from their torment. - At the cost of two units of ectoplasm, a mystic blade may grant their conjoined phantom a tangible body, allowing them to deliver or receive a single physical blow to a target. This would require two emotes of the mystic gleaming and building up their ectoplasm, before they cast out the spirit upon the third emote. The phantom may appear as a reflection of the occultist’s own body or bear traits based upon how they appeared in their life. Generally, the projection is no stronger than the mystic who summoned it, meaning that the spirit of an elven mystic would only have strength as much force as if the elf themselves had attacked. - In the case of absorbing a blow, the summoned geist would only be capable of absorbing the same amount of damage as the mortal occultist themselves. For example, should a ballista-bolt strike through the summoned geist, the geist would likely lower the amount of damage received, though the projectile would still make its way to the occultist. However, something like a blade or a crossbow could be adequately defended from by a properly timed geist. As soon as the attack had been delivered, or the geist received the blow, it would immediately demanifest and retreat back into the mystic, accompanied by a cacophony of whispers, moans, or wails. - As the ectoplasmic silhouette sows itself back into the mystic’s body, they would be overtaken by ectoplasmic sickness for about three emotes following. An expelled geist may only perform one action for a single emote before demanifesting and returning to their mystic. Though only somewhat faster than that of the average descendant, the geist wouldn’t be able to, say, catch a bolt at point blank. An expelled geist only has a range of up to ten meters. It cannot move vertically. An expelled geist could not attack someone who is unreachable mechanically, such as across a lava pit or large chasm. An expelled geist’s armor, regardless of what the mystic is wearing, unless a MArt or lore said otherwise, would be no stronger than that of regular iron. In hindered land, this may equate to steel at most. An expelled geist’s weapon, regardless of what the mystic is wearing, unless a MArt or lore said otherwise, would be no stronger than that of regular steel. One may take a major action in concurrence with the expulsion of their Graven, such as blocking an attack or swinging their sword. Sacraments of Pale Mystic Ritual List Within a unified Synod lies the immense capacity for power, for while a mystic’s liturgies may prove effective on their lonesome, when combined with their wayward brethren they might manifest an even greater power. These might orchestrate great divinations through ritual, communing with fallen spirits through their remnants, and bequeath their ancient knowledge. Unlike most liturgies which may be cast more frequently and with little notice, sacraments require far greater preparation, enacted not as some brief invocation, but rather some ceremonial performance. However, to beseech the damned offers little that would draw the mystic close to their mortal brethren — instead dragging them further into perdition. Rite of Hindering A cantrip heirloom of occult nature, by which the mystic may draw the veil around an object to grant it a greater affinity for the spectral plane, plunging it within the Elysian wastes. Objects may be hindered to grant them a mere aesthetic gleam, which would flicker ever-so faintly like some mirthless, dying flame. These objects, when worn, would be capable of attracting near remnant ectoplasm and maintain it — particularly that of will o’ wisps and phantoms, which may be drawn to the hindered item like moths to a light. Spoiler Mechanics: Mystics may perform hindering by bringing the Elysian veil closer to the material realm, granting objects an aesthetic spectral gleam. The object in question would engulf the object in a pale and misty glow as it becomes translucent and slightly decayed - gleaming with blanched hues of green, blue, or even violet - whilst idly trailing ectoplasmic wisps. The same may be done upon animals, causing them to have a more frightening and spectral appearance, with their bones glowing beneath a coating of ectoplasmic flesh. Though in this case, while they may appear ethereal, this does not grant them any unique properties such as intangibility. When emanating ectoplasm, the very closest of one’s hands or body may temporarily transition into their spectral selves, yet upon the immediate passage of the mystic would lose their glow and return to appearing normal. However, none of these things cause any true functional effect. Hindered foliage remains as it is, plantlife - and an animal remains an animal, although perhaps a little brighter. Lesser and Inferior Souls, as with Soul Essence, have no beneficial or harmful reaction to being exposed to ectoplasm, and descendants also may not be affected by its touch. Will o’ wisps and phantoms may be attracted to the passive gleam of hindered objects, inclined to remain nearby as the item emanates with a comforting sense of warmth. All mystics may perform cantrip-level hindering to no expense of ectoplasm. This aesthetic effect grants no benefit to spectral creatures, nor harm to mortals. Though most any object may be hindered, some certain materials are more disposed to spectral influence, particularly stone and water, which are key in the formation of menhir. To create a menhir, at least two mystics must, in tandem, pull the veil inwards towards a stone spire, statue, or similar, causing the object to gleam with the ethereal light of ectoplasm and its stone to turn menhirous - dark and gloomy, perpetually cold and ghastly. Upon the ritual's completion, the spire’s gleam would become more muted and subtle, trailed by a faint ethereal chorus. Such objects may be made capable of storing soul essence acquired through scavenging, and storing the souls of those slain by saturation within its immediate proximity. While they may vary in size based upon their purpose, all menhir are remarkably resilient to mundane forces, even more so than regular stone — requiring a heavy deal of blunt-force trauma to even so much as fracture these structures, let alone destroy them. This makes magic far more effective in the purging of menhir as opposed to mundane force and tools, demanding a moderate output of magical energy such as fire evocation, abjuration, or even soul-targeting magics such as malflame. Of course, large creatures such as ologs or golems could topple a menhir given time, though most mortals using pickaxes and warhammers would take some time longer. When a menhir is destroyed, any souls/soul essence bound to it is lost. Menhir must be mechanically present to be applicable in-roleplay, built as a pillar-esque object of prismarine. Menhir must also be approved by an ST-locked akin to other such magical locations (i.e. void tears, rifts, etc.) Destroying a menhir by hand requires at least one being of olog strength or three descendants to constantly bludgeon the menhir with warhammers or pickaxes. Souls harvested must be kept track of and documented appropriately by whatever means the Occultist deems fit - usually screenshot evidence is enough. As a Menhir accrues more souls, it may grow larger in proportion and be built up by the Occultists for aesthetic flair, though this is not necessary. Individuals slain or scavenged within the proximity of a Menhir will have their essence consumed by it, counting as a Soul for the purposes of the Occultist. On a non-pk death, a singular count of Essence/Soul Fragment is yielded, while on a PK death a count of 3 is yielded. Arcane Hindering Spoiler Since the First Synod, an exiled band of Rivel Magi, the art of mysticism has been held in tandem with the arcane. From the hyper-thoughts of cognats who first gleaned the cruel mechanisms of the soul stream to the daring few translocators that prodded the boundaries of Ebrietaes in that dark cave, mystics have been sorcerers. Though not an effect felt by those pioneers who penned the Book of Phantoms - for they could not be crowned and in turn, were not ‘mystics’ in the modern sense of the word - modern generations spawned from Uldrivt’s union with Mthyul Tlan have been subject to hiccups in their spellcasting. With forms host to vast quantities of ectoplasm and ravaged by corruption more than ever in the wake of the Voidal Event, these modern mystic-magi have oft found their spells warped by the latent ghosts within them. In turn, so too are the lines often blurred between the arcane and phantasmal. Abilities Arcane Hindering (Non-Combative) By choosing to gleam alongside their voidal connection (where either both are ‘activated’ in tandem or where arcane spells are thrown in the wake of spent liturgies), a mystic is passively capable of performing a rite known as ‘Arcane Hindering’. Whilst there is little functional difference between the ordinary spellcasting of voidal-mystics and spells which have been hindered, the visual distinction is striking. That is to say this aesthetic overhaul may at best mislead opponents into conflating voidal spellcasting with mystic liturgies, though otherwise will never alter the outcome or power of a spell. Whilst largely freeform, chief examples of Arcane Hindering are as follows: Arcane Scions - the scion’s soul-shadow may take the shape of one of the mystic’s bound phantoms, going so far as to speak through this incorporeal form should the mystic permit it. Fire Evocation - hindered flame may appear pale and ectoplasmic, mimicking the colour and texture of the mystic’s ectoplasm and at times host to shifting images of the dead. Earth Evocation - hindered stone may appear dull and dense, coloured with veins of light to resemble menhir. Water Evocation - hindered water may appear colourful and luminescent, as well as moving in a thick and sludgelike manner akin to raw ectoplasm whilst ice will resemble the light-warping shields of mysticism’s Walling. Within sizable quantities of water or ice the images of the drowned, waterlogged or frostbitten dead may be visible. Air Evocation - hindered air loses its transparency, instead becoming a haunting miasma of pale light, reminiscent of a mystic’s deadbreath albeit far less dense and merely translucent. Life Evocation - flesh, flora and creatures borne of life evocation resemble mundane biomass that has been hindered, their appearances twisted into translucent and ghostly remnants of themselves. Flesh and bone in ‘living’ conjurations must still maintain its structural integrity, however, and will never literally be made from ectoplasm but rather viscous and translucent re-texturing of otherwise opaque matter. Such will always resemble phantasmal undead, as clarified in Phantom as well as Hindering lore. Translocation - when shifting through the void, a mystic translocator may leave behind a shadow; ghostly, incorporeal remnant of themselves that dissipates completely in the emote following the shift. By their freeform natures, Sensory Illusion and Transfiguration are not affected by Arcane Hindering in any meaningful fashion. Nor are Voidal Artificery, Voidal Eminence, Voidstalking or Veil Watching. As with ordinary Hindering, spells cast via Arcane Hindering are by no means inherently weaker or stronger, or more or less effective than their usual variants. Spells cast via Arcane Hindering utilise mana and the void in the same fashion as specified in their respective lore pieces. The miniscule amount of ectoplasm used to apply the hindered aesthetic - as with ordinary use of mystic Hindering - does not cost liturgies. That is to say, hindered spells are still subject to the same potency and detriments as written in their lore, and do not receive any additional boons or banes (For instance they will not cause more harm to ghosts, nor will they be dispelled by aurum or holy magic not designed to counter voidal spells). Translucency and ‘ghostliness’ applied to spells cannot make them any less visible to the naked eye. Arcane Hindering cannot be applied to magics not listed above, and would require consultation with the ST to amend in. Rite of Harvest Amidst the exigencies of occult rites lie the ability of mystics to draw forth the esoteric, spiritual essence of mortality, and store it within menhir to power their profane sacraments. In this vein, it was soon discovered by mortal mystics that one need not even lift their blade to reap the vital essence they coveted for fell rite and hex alike. Spoiler Mechanics: Mystics may forcibly drain the soul essence and fragments of an individual, allowing it to be stored within a menhir. As compared to the power of Saturation, however, this rite is a far subtler approach to enacting the Synod’s will within the realms of mortal men; able to be performed by adept Occultists in masquerade as fortune tellers, priests, or occupations of a similar nature that a given Mystic may choose to use as their facade. Firstly, as with all rites and liturgies, a Mystic must gleam - though when utilizing this particular rite, only their eyes would seem to be overcome with a ghostly glow, a near-mirror image of the phantasmal world they themselves view each and every waking hour; other optional tells may include things such as their skin becoming deathly cold, their skin sinking into itself as their clothing seemingly withers and decays, or other tells normally associated with mystical gleaming. Over the course of [3] emotes, a Mystic may perform a ceremonial or occult rite of their choosing, this entailing things such as a palm reading, a prayer or anointment, or an act of ceremonial harvest; so long as it fits within the prescribed themes, it shall be valid. While this rite is being performed, the Mystic must maintain either direct eye contact with their victim, or maintain a touch upon their skin either bare or through thin cloth - with things such as supernatural phenomenon often occurring during this rite, though strictly for flavor and no combative benefit. Once the rite is complete, the individual would find themselves winded, a brief vision pertaining to themes of the undead, spiritual, and occult playing throughout their mind - fabricated by the Mystic conducting this Rite, though the reaction to such visions is left to the victim's interpretation. They would find themselves taken by a great degree of lethargy thereafter for an IRL hour at the most, and in the following narrative week, would experience mild nightmares and night terrors as their soul recovers from the ordeal, replenishing itself. A total of 1 Soul Fragment/Count of Essence may be retrieved via this rite, for later storage within a menhir or an Eidolon’s Apparition Cradle. Once an individual has been afflicted by this rite, they are immune to it for the next 7 IRL days. Tells of the occult are allowed to be subtle, though still must be displayed to the extent described within this rite. Premonitions experienced as a result of this rite’s usage on an individual don’t grant them legitimate foresight, though they may certainly believe it to be such - these brief visions being entirely to the design of the victim. Supernatural phenomena occurring while this rite is underway are entirely for flavor and non-combative. This may include things like an ethereal breeze blowing throughout the nearby area, books flipping pages of their own accord, ghostly whispers being spoken from the shadows, etc. The Lethargy experienced as a result of this rite’s use does not prohibit an individual from fighting back, fleeing an encounter, etc. more akin to general grogginess and tiredness than debilitating exhaustion. Victims of this rite are immune to it for 7 IRL days afterwards. They must be soul-bearing Descendants (or Kharajyr) in order to be considered valid targets for this ritual. Tier 3 Sacrament, may not be performed in combat. Rite of Orthostat Damaging something as precious as the veil between realms is a great feat, requiring a grand amount of strain and with clear intent. To perform this, an intense concentration of energy must be provided to a menhir — the soul-energy within it slowly dampening the veil more and more as the realm of the dead slowly pours into that of the living. Spoiler Mechanics: Menhir that have been imbued with at least five victims’ worth of soul essence may be used as channels, off-putting the souls’ syphoned energy into the nearby region, and thus weakening the strength of the veil through this grand feat of spectral undeath. This energy serves as fuel to incite a large-scale change within the veil, spreading a further eight meters in each direction with each soul sacrificed to the source-menhir. These hindered areas become ghostly; with plants becoming translucent as a pale fog engulfs the region. Whilst strengthening the power of spectral beings within the mortal plane, such a disruption may also draw forth other beings from the Ebrietaes, scaring off creatures which may have resided within the now warped land as the veil is weakened. A passive mist of deadbreath would linger just above the ground, restricting mortal vision to a mere six meters in-front of them — as if some impenetrable ocean fog had rolled in upon the shore with the high tide. The sky will also become clouded and grey, only permitting a dim light to pass through as if the land were engulfed in a perpetual dusk. This immense Ebrieatael presence also empowers spectral entities, bolstering phantoms and apparitions while within the cursed region. Different spectral creatures would experience different effects within the hindered region. Ghosts would be granted the ability to shift between corporeal and incorporeal states, though no longer gain the telekinetic advantage they once had within such regions. Greater phantoms, such as wights, however, will find their area of influence to be expanded by an additional four meters, and allows them to lift an additional ten kilograms of weight. Apparitions may experience this effect to a more profound degree depending on the general scale of their power and the region's overall size. This ethereal land may be purged through the use of Holy Magic or Lautaumancy, depending on its scale. Hindered land does not heed the effects of Druidic Blight Healing, as no true blight has been formed — for beneath the ghostly visage, nature continues to thrive as normal, albeit slightly more dreary due to lack of light. Hindered land should be have signs/builds effectively detailing its effects. Initially, hindered land will have a base radius of twenty blocks, and will spread outwards by eight blocks in each direction in proportion to each sacrifice. Performing mass-hindering in a settlement region requires PRO consent. Though no blight is formed, druids will still be able to sense an unease and somberness in nature around them, as the sunlight is blocked out by fog and many of the animals have fled from specters roaming the area. Other aesthetic phantoms or souls may wander hindered regions should they be big enough, and may be emoted as environmental NPCs. These creatures will not offer any combat capability or aid unless for some distinct event purpose. Rite of Beseeching The signature rite of the occult — imploring those that lie beyond the veil to return to the mortal plane so that the mystic might commune with them. Whether this be through some festive activity to honor one's ancestor, or some profane beseechment of cults uttering irreverent incantations below the earth, it is nonetheless a means to beckon forth the dead. Spoiler Mechanics: To perform this rite, the mystic requires either a corpse or reflective surface - such as a pool or glass orb - which they must perform hindering upon, making it act as a beacon which pinpoint's the individual's fate and draws their attention. to the mortal plane. While using any trinket or corpse may be an effective means of contacting a soul within the Ebrietaes, more intimate relics may be necessary for those that lie in other fates. For example, using a sword blessed by paladins might help to reach a soul lingering in Xan’s realm. Similar methods may apply to spirits of deceased shamans or druids, or even so far as Garumdir’s Realm of Craftsmen, assuming one understood what and where it is that they seek the dead spirit. Once the spirit has been called forth, they will appear in the form of a wispy ectoplasmic silhouette, being visible only in the conduit or corpse which is present. While there is no limit on the time which a seance may continue, the line through which their connection is maintained is incredibly delicate and fragile, and may even be hijacked by more malicious spirits. To best represent this fluctuation, the mystic is required to perform a tier based roll of twenty every two emotes of the seance to determine whether or not the connection will remain. When conducting a seance, it is crucial that the player of the character reprise their role for the purpose of the interaction. In the case of random, notable lore, or event characters, a member of the Story Team may instead assume the role if required. Whilst in the seance, the soul cannot be asked for information pertaining to the means of their death, as such would often infuriate them and cause them to sever the connection — thus forcibly ending the seance from the other end. Tier Progression T1 - Must roll 16+ for the seance to remain. T2 - Must roll 14+ for the seance to remain. T3 - Must roll 12+ for the seance to remain. T4 - Must roll 10+ for the seance to remain. T5 - Must roll 10+ for the seance to remain. The results of a seance can be augmented using certain artifacts or other prerequisite rituals. For example, having an item of particular value or relevance to the soul you are attempting to commune with will lower the success threshold by 4. Having a willing phantom present at the seance can lower the roll threshold by an additional 2. If the saturation liturgy can be cast in full by the mystic conducting the seance (in accordance with the rolling requirements to maintain a connection), consenting dead characters may be pulled free from the afterlife to return as phantoms without the usual ignorance to their undead state experienced by most freshly raised revenants. In this instance (as with usual phantom creation via the saturation spell) the mystic in question must be linked as the phantom's creator in their creature application. Seances cannot disclose private information pertaining to their death, such as who killed them, unless all parties present in their death gave explicit OOC consent for the information to be shared. Only PK’d characters may be summoned through seance. Former characters of any individual player present at the seance cannot be contacted. Only the player of the character can reprise their role for the seance, unless explicit ST managerial permission is given in certain situations. Seances cannot be used to learn magic, alchemy, feats, etc. Should the mystic’s focus be disrupted, the seance would end. The item used to invoke the character must have significant value. A piece of paper that they touched prior to their death would not suffice. The effects of augmenting do not stack on their own. For example, having two phantoms present would not lower the roll threshold by 4. Should a mystic forgo the proper iconography for contacting a specific soul, a random character the mystic has no prior knowledge of may instead be conjured. This can at most be as specific as a cultural or national background (using for instance the iconography of a nation, race or religion to find dead characters once affiliated with that nation, race or religion). This cannot be used to circumvent the requirements of finding a specific soul in the usual way, as the beseeched phantom must always be a total stranger to the mystic(s) participating in the rite. This extends even to the names of individuals explained to the mystic by others. In the event of a failed roll, the dead character contacted by a seance is painfully dragged away by some unseen force disrupting this taboo form of contact - typically a geist. With ritual failure, a character becomes unreachable via the Rite of Beseeching or the seances of Vivification for three OOC days. Dead characters are unable to retain any memory of past seances (unless raised as a phantom CA during one), meaning a mystic could not use souls as messengers between seances nor could they continue the same conversations where left off in a failed seance. The sole exception to this is where seances are ended intentionally by the mystic and resumed at a later date by the same mystic, in which case the dead character will recall details of previous Rites of Beseeching cast by that individual and only that individual. Rite of Scrubbing The veil is a most fragile thing, constantly weakened by the aberrant interactions of the dead. To bolster it would come as a grave detriment to wayward spirits, and many would think the act an antithesis of Mysticism. Curiously, it is the opposite — for willing mystics may embolden the veil between the two planes of life and death, creating a spiritual ward or sanctuary that would stand strong against the sway of the damned. Spoiler Mechanics: Scrubbing requires that the mystic first lower themselves into a deep trance, focusing on clouds of burning incense that fill the air around them. These clouds allow them to spread their control of the veil throughout the area, giving them the ability to pry ectoplasm free from all things, rather than a single target. The more mystics that partake in a scrubbing ritual, the wider its area, and more powerful targets may be capably dispelled by their combined force. Single mystics could effectively scrub a four meter area, though each additional mystic would add another four meters. By doing this, any weakening in the veil caused by mass death will be undone. Haunts will have their effects completely reversed if a scrubbing ritual is performed upon them, or upon a significant area of them. If a haunt has at least a twelve meter area of blocks scrubbed, the haunt will be suitably unsettled and will collapse, even if some artifacts remain. At least two in-character years must pass before an area can be considered a haunt again. Rather than simply casting ectoplasm out from a target, scrubbing actively destroys ectoplasm by pulling it back onto the living side of the veil, transforming it back into mana, life force and soul essence. Single mystics may also use a scrubbing ritual to defend themselves from apparitions. The small area they project is dense enough to ward apparitions that attempt to reach within that area. Moreover, the distortions caused in their ectoplasm will be so great, that telekinetic abilities will not be capable of reaching within the mystic’s scrubbed area. Smaller spectral entities cannot be destroyed by scrubbing, though they will feel immense pain and have whatever ties that bind them to the area broken — and even eidola have small enough portions of ectoplasm that they can instinctively weave their way between the waves of energy emanating from the mystic. Menhir and gateways require at least two mystics to scrub them. Apparitions require at least five mystics to scrub them, if the intent is to destroy them. This number may scale up depending on the apparition’s power. Scrubbing will effectively nullify any attempt to conjure ectoplasm within the region, whether by a mystic or a phantom (i.e. walling, deadbreath, etc). The mana, life force, and soul essence that results from a successful Scrubbing vanish almost instantly as they drain away, and cannot be captured. Wights cannot perform successful scrubbing as they are composed of ectoplasm and are phantasmal in nature, the ward would only weaken and bring discomfort to them as it works against their nature. Amputated mystics may perform scrubbing, though the ward would forcefully demanifest their ectoplasmic limbs if they are present; the process being searingly painful and immediately destroying the ghostly limb–requiring the amputated mystic to go through the usual process of regenerating their arm. If an amputated mystic’s ethereal arm isn’t manifested during the Rite, they would still experience discomfort in the form of mild phantom pains, while being incapable of forming their ectoplasmic limb due to the active ward. If scrubbing is performed around hindered objects, plantlife, and animals–their spectral traits would be painlessly cleansed away and leave the material with a mundane appearance again. Rite of Anchoring An ancient rite of Mysticism instituted throughout the annals of antiquity, allowing an occultist to more permanently pull an ectoplasmic being towards the material realm. This is performed by an amputated occultist taking a stone and, drenching it in their own ectoplasm, thrust it into the core of the phantom, linking their spirit to the relic. Spoiler Mechanics: Mystics may bind phantoms to a saturated object with expressed OOC consent, essentially creating a phylactery which pulls the phantom closer to the material world. This would allow the spectral creature to become corporeal at the cost of their influence, invisibility, and intangibility for however long they are corporeal. So long as the anchor exists safely within the Mortal Realm, the bound phantom would be permitted an ability similar to that assumed when in a hindered plane. The anchor allows them to deliver physical attacks, wear armor, and perform any other action as would a mortal, albeit still banished from death. This comes with the caveat that the phantom loses their ability to perform telekinetic influence or become invisible while corporeal, forcing them to conform to the restrictions of a physical vessel similar to gravens. Their strength would be, at most, equivalent to that of a well-trained human knight if humanoid in shape, regardless of what race they may have been prior. In the case of animalistic forms, their strength could be more equivalent to that of a direwolf or small bear depending on their general proportions. A corporeal phantom will be limited to their immediate area of influence, meaning that they may only manipulate objects within a meter of themselves, though still permitting them feats such as aesthetic levitation. Phantoms will also be allowed to retain their spectral shapeshifting ability, though this strictly offers no distinct advantages or affinities of that particular animal in alignment with phantom lore. Should the anchor be shattered, the phantom would be banished from both the mortal world and the soulstream, PKing the character as they are forced to watch helplessly from the Elysian. The anchor should be story-signed and have a valid description detailing its effects and name - at the very least - the phantom player in question that is bound to it. These objects may not be placed in enderchests and require active interaction on the part of the mystic and phantom in order to be considered valid. This may be anything from relaying command, to attending an assembly. Anchored phantoms who have not had a ‘fulfilling’ interaction with their anchorer - whether that be the receiving of a command, an address in an assembly, and so on, will be able to gradually unweave themselves from the anchoring after thirty IRL days. Anchoring a phantom requires OOC consent from the player. The mystic is expected to relay all mechanics and conditions of being anchored to the player. Corporeality may be assumed over the course of two emotes within low-light or hindered regions, preventing access to telekinesis and invisibility whilst corporeal. They may shift back to incorporeality after two emotes to regain those abilities. Corporeal phantoms are only able to use their immediate area of influence. Attempting to fade to invisibility will render one incorporeal once again. Whilst corporeal, the phantom's strength is equivalent to either that of a human knight, or that of a direwolf if they had assumed an animalistic form fitting of such strength. It cannot be any greater on its own. Anchored items must be ST signed and name the phantom player that is bound. A phantom refusing to log on to unbind themselves does not constitute for the unbinding clause, as it was of their own volition that they chose to avoid interacting with their mystics. Anchors cannot be hidden in enderchests and should be mechanically accessible. A shattered anchor is an effective force-PK for the phantom bound to it. Rite of Consumption Though the will of the mortal spirit often far exceeds corporeal limitation, the road may be tread for only so long upon the shackled feet of man. In a perilous effort to undo this wretched fate, a devout mystic may seek to achieve a greater state of undeath alike to the very phantoms they commune with; assuming a higher role at the cost of their oneness. Spoiler Mechanics: To enact this rite, an occultist must subdue an apparition, whether found naturally or wrought by the Synod’s own enclave. Once it has been weakened sufficiently through draining, the to-be wight must wreathe their blade in ectoplasm through saturation, before striking the creature with the finishing blow. Then, with the apparition brought low and near to second death, three other mystics must begin to weave the apparition’s ectoplasm from the phantom and bind it to the aspirant. This would reawaken the spectral agglomeration within the mystic, sending them spiraling into a state of lethargy and madness as their body struggles with the apparition. Over the course of the next year, the occultist's body would begin to grow progressively weaker, unable to walk after the first day. Upon the first month, the occultists will be rendered unable to talk, and on the third, they would be paralyzed, left totally vulnerable and requiring the care of others lest they be slain. At this point, the character is left unplayable for the remainder of the week, completely unresponsive to the outside world. Should the mystic be slain in this state, their soul would be obliterated by the apparition, effectively killing them permanently. Upon the last month of transformation, the mystic’s body would begin to calcify, overcome by cold and hard stone as the apparition finally settles and establishes its hold. This husk is then rendered the wight’s phylactery, their mortal body forever frozen in horror and malice as they reflect a twisted image of what once was. These fell constructions stand as a testament to the life once lived, never again to sleep, blink, or draw any breath — its rigid surface cold as ice forevermore. Housing the wight’s spirit, the phylactery acts as their tether to the mortal realm, and without it, the wight is unable to manifest, motivating wights to take great caution when hiding their phylactery. Should the core of the phylactery be pierced by any weapon imbued with voidal, holy, other otherwise spiritual magic, it would shatter and spill forth the apparition in a deluge ectoplasm. At this, the wight, wherever they may be in the mortal world or otherwise, would find themselves to furiously rupture and disperse — their soul forever banished to the Soulstream where it toils, ceaselessly hunted by the apparition to which it is bound, and inevitably consumed by Mthyul Tlan. But so long as their phylactery remains, should the wight demanifest under any circumstance, their ectoplasm would agglomerate at the site of their phylactery, gradually reforming itself over the course of one IRL week - thus bound never to truly die. Phylacteries must be physically present in the world via a mechanical build or some other structure found in-game. It is not an item, and thus may not be stored away in a chest. The phylactery will be rather difficult to destroy, similar to a Menhir, though successfully shattering it will force the wight to be permanently banished and consumed by Mthyul Tlan; unable to be revived by any means. The location chosen must be accessible by the wight both in-roleplay and mechanically, and may only have a reasonable amount of security. Upon successfully consuming an apparition, a player character will undergo a transitory period wherein they are made incredibly sickly and frail. Should the occultist die during this period, they are subject to an irreversible PK as their soul is consumed by the apparition. Apparitions require an ST sponsored event and are incredibly difficult to subdue. Respawning at a phylactery does not circumvent general rules regarding character respawn, including that the wight may not recall events leading to their death, cannot return to the place they died for 30 IRL minutes, etc. A wight’s phylactery must be physically present in the world via a build or some other tangible structure found in-game. It may not be an item stored away in a mechanical chest some eighty meters underground. ST Management may apply their own reasonable judgement should they suspect improper placement of phylacteries. Should a phylactery be destroyed, the wight would be permanently PK’d. Phylacteries must be signed by the ST to ensure validity and proper tracking - but the sign may be placed underneath the Phylactery so as to prevent metagaming. For the purposes of the Rite of Consumption, Mystics may forcefully create an apparition that is weaker than normal - at roughly 15-19 souls, as opposed to a full-fledged 20 soul apparition. While Wightdom acquisition should be a challenge, it should not be rendered impractically difficult or outright implausible. Knowledge of this rite and how to perform it must be marked on one’s MA/TA. Wights created will attain the knowledge of this rite as part of the process automatically. Spoiler Amputation — A Wight or two mystics may remove the arm of another mystic, replacing it with a spectral arm which grants them new liturgies, thus christening them an occultist. The amputator may sever the arm of a mystic at the shoulder, before weaving their magic into a stone ring - known as a Menhir Ring - which they place on the stub of the amputated arm. This will increase the mystic’s power, the ring being forever bound to the mystic’s soul and rendered virtually indestructible. Once secured upon the arm of the occultist, the ring will conjure a phantom arm of the mystic’s own ectoplasm, similar to that of any other prosthetic. The prosthetic, though by no means mundane, functions similarly to that of any ordinary arm, albeit only capable of exerting upon to ten pounds of force upon material objects, otherwise harmlessly phasing through people or objects. The arm will feed itself on the energies of the bound phantoms, allowing them to make contact with spectral undead regardless of the mystic’s strength. Its most unique feature is its ability to make contact with spectral entities as if they had physically manifested, possessing a strength of a regular limb when interacting with phantom energies. Being ephemeral, it may be harmed and manifested by aurum, magic, and other forms of mana displacement. Should the arm be severed or destroyed, the limb would deliver a phantom pain to the mystic, requiring that the mystic take twelve IRL hours to regenerate the limb assuming they have the necessary ectoplasm. In order to conceal this false appendage from other mortals, the mystic may demanifest the limb over the course of one emote, causing it to vanish into mist instantly and recede into the ring. Should they wish to materialize it again, they must take two emotes for the ectoplasm to weave itself back into the shape of the arm and reform it. - Another prosthetic may be placed over the mystic’s arm to disguise the limb, causing the inferior prosthetic to lose all capabilities beyond basic function. The limb will still possess a spectral aura when the amputated arm is manifested, similar to hindering. - Limbs made through deific or druidic influence cannot be used in tandem with this. - When concealed, the arm will not be present physically nor have any function. Additionally, the arm cannot be phased in and out whilst within someone/an object. - Requires one Wight or two mystics to perform Unbound Fates – The total erasure of any taint upon the soul so that it may have a chance at redemption. Fate is a fickle thing, navigating souls through both life and the afterlife, whether that be an eternity of tranquility, or one of sorrow and death. Yet may be some who wish to atone for their sins, seeking to save themselves from whatever anomalous fate awaits their soul. Thus, in respect of this request, those more merciful ranked amongst the Mystics may perform a ritual which cleanses the soul who wills to pass on, unbinding them from them some unfavored spiritual fates. Through means of three gathered occultists, one being amputated, this dour rite might bee performed, requiring great skill and patience, for even the slightest misstep might render the soul torn asunder, rendering the individual naught but completely destroyed. To begin, those gathered must first hinder the area about a single, empty Menhir meant to soak away any tainted essence which might pervade the soul. Then, once this is done, the leading Mystic might reach with their amputated hand into the core of the individual, reaching for their very soul and manifesting it outwards, oftentimes appearing as a gentle wisp of flame, the aura of such determined by whatever connection the individual might possess, whether deific, dark, or voidal. After the soul has been made palpable, the amputated occultist might use their spectral arm to tear away at any taint surrounding the soul, this, as aforementioned, being absorbed by the Menhir, this being incredible tedious and requiring one to delegate much of their focus and energy. Yet as the soul is scraped away of its taint, so too does the body become cracked and warped, no longer capable of sustaining itself amidst such drastic change. The end result shall be a pure, untarnished soul, which might then be dispersed amidst the hindered area as it is permitted to rest. - Requires consent to perform successfully. Should consent not be given ICly or OOCly, the soul will be split and dispersed, the individual respawning as if they’d died normally. - Once the ritual is completed, the soul has no means of returning to the mortal realm whether by revival or magic. - One could not unbind fates destined for those already fully claimed, such as Inferi. Whilst a paladin's claimed soul could be freed, constructs already in full belonging to another being are even too far gone from Mystics to save. - Beings who never held traditional souls, such as Void Horrors or extraplanar entities may not have this ritual performed on them. Likewise, amalgamate or false souls as Chimeras, Kha, or Hou-Zi will merely be split and dispersed, having no fate, merely killed. Soul Transmutation – The deconstructing and reconstructing of a phantom soul to shift their polarity. A Poltergeist may be pacified and made a Specter, as well as the reverse. Additionally, Mystics may be willingly changed to their opposing class via this rite. A sacrament that may stand testament to a Mystic’s true nature, be it despotic or merciful. Often taught to budding acolytes, this rite allows an occultist to force a transition upon spirits wandering the mortal realm. Through such a ceremony, a ghost who is willing has been convinced or subdued may be forcibly warped into the opposing phantom type. Of course, such a process is rather lengthy, requiring multiple periods of draining and binding, reshaping the phantom’s soul piece by piece in an ever-so-agonizing process. During this, a Poltergeist must be cleansed of its twisted disposition. The opposite is done for Specters, corrupting them. First and foremost, the phantom must be bound to a Menhir, willingly or unwillingly, by an amputated Mystic or Wight seeking to transmute their immaterial spirit. Once it has been bound, the Mystic must drain the phantom completely, leaving little more than the soul itself, which the Menhir retains to prevent it from dispersing to the soulstream. This process is incredibly excruciating to the phantom as their ectoplasm is torn from their soul, not unlike mortal flesh being torn from living bone. This rite may also be used to touch and alter the binds that conjoin phantoms to Mystics, albeit only possible when both the occultist and spirit are willing. The process for this is relatively straightforward however must be done with prudence; an amputated Mystic or Wight must push their phantasmal arm into the chest of the individual and make delicate contact with the connection between them and their phantom, either emboldening its corporeality in the case of a shift to Mystic Blade or lessening it into ethereality for Conjurers. After which, the Mystic and their phantoms must recuperate over a lengthy period, their powers reduced significantly while they adjust to such an abrupt change in their connection. - Transmuting phantoms requires OOC consent, though not necessarily IC consent. Changing a Mystic’s subtype requires explicit OOC and IC consent. - This process of altering a phantom is an excruciating and torturous pain, and should be roleplayed as such. Even after the rite has concluded, the phantom must take a couple OOC days of great unease to adjust to their new form. - Cannot be performed upon a Wight or apparition. - Has no effect upon those living, only those made into phantoms. - Mystics that have had their subtype changed by this rite will be reverted to the capabilities Tier 1 and must progress up the tiers once again, this must be noted on their MA for tracking purposes. Does not revoke any pre-existing TA. - Mystics that undergo a class change do not lose any of their conjoined phantoms. - Mystics cannot have their class changed more than twice, any more will cause irreversible and severe damage to the soul, resulting in death. - Soul Transmutation cannot be performed during CRP. Cremation – The cremation of an animal or individual to create will’o’wisp companions. Through means of a particular rite involving incineration of one who has succumb to saturation, a Mystic may bring forth what have oft been known as will-o’-wisps, dull orbs of translucent, dim light. These fleeting, wandering wisps do naught but wander and drift, floating along with no mind to drive them and no body to store them. Anchored to their collected ashes, usually stored in tucked away urns and vases, wisps light often flitter about areas where necromancers linger such as dark catacombs and hindered woods. Harmless and sometimes playful, though usually dreary, these lights bounce around and lazily flutter about until their eventual demise when their ashes are broken free from whatever stores them or emptied onto the ground where they are made inert and the lingering soul and its fragments are cast back into Ebrietaes to rest. - No more than six wisps may manifest from a single victim. -Wisps are completely and utterly harmless and cannot interact with the world nor can the world interact with them. - Wisps give off light no greater than that of a dim torch. - Wisps do not require signing. They may appear as hovering torches or glass panes for mechanical representation. -Holy magic, Fi’, shamanic spirits, and alterationist abjuration may all purge wisps and dispel them however unless their ashes are disturbed they will merely return over time. Hexing — Mystics may summon a polygeist from the Ebrietaes, binding it to an object, whether that be a mirror, goblet, belt, blade, or other object, in order to grant it a cursed effect which afflicts the living whilst simultaneously sating the geist. Mystics may conjure a spirit from the Ebrietaes and imbue it within an object to ‘curse’ it. These entities, the “polygeists”, are seething souls of dark mages and malignant spirits who relish nothing more than to spite the living. To summon the geist would require the mystic sacrificing an amount of soul essence from a menhir, coaxing the polygeist before performing a feat similar to binding upon the spirit and the object - additionally offering up a memory to placate the geist. With this spiritual essence in its grasp, the geist suckles upon its energies like a babe to a bottle, draining it perpetually and thus permitting the geist to inflict their vehemence upon mortals who interact with these profane baubles. The afflictions which the geist incites upon mortals will sooth the raging spirit and grant it a sense of euphoria, inclining them to carry out this act yet with no true loyalty of the mystic. The more often the mortal interacts with the object, the more profound the geist’s effects become over time. Upon being imbued, the hexed object will take on various cursed properties such as greater durability, similar to that of the ephemeral undead, as well as a worn and corroded aesthetic appearance. For example, a hexed blade made rusty and chipped, whilst a mirror might be made damp and cracked along the edges. These objects may still be harmed by means of aurum, shamanism, holy or enchanted weaponry, and can be destroyed by other significant forces such as being melted in a forge. There are two primary forms of geists, the more common Lesser Geists which may be used to incite certain lingering emotions or feelings, and the Greater Geists, which are listed out and described in more depth to allow clarity and consistency. In order to conjure a custom geist a MArt must be submitted and approved. Minor Hexes: These require one unit(s) of harvested essence to create. Spoiler Grievegeist Items hexed with grievegiests will inflict sorrow and feelings of hopelessness. At its most extreme, the recipient would be morally crushed by even the slightest of inconveniences, feeling as if they had completely failed in every regard. Those who go for especially long periods of time afflicted by this geist may even consider attempting suicide. Ragegeist Items hexed with ragegeists will inflict an extreme amount of aggression and needless hostility upon those who interact with the object. Those inflicted may be put on edge and may jump into a berserk rage in combat or instead start some unnecessary fight over a petty argument. Hollowgeist Items hexed with hollowgeists will inflict apathy and indifference upon those who interact with the object. Those inflicted would lack all emotion, even during passionate or otherwise emotional situations, regardless of whether such was a negative or positive experience. Fazzlegeist Items hexed with fazzlegeists will inflict confusion and befuddlement upon those who interact with the hexed object. At its most extreme, those inflicted would have difficulty casting spells or focusing on so much as simple tasks, though not necessarily prevented from performing such. Pridegeist Items hexed with pridegeists will inflict extremism and zealotry upon those who interact with the hexed object. At its most extreme, those inflicted may cause fights, riots, or brawls over a petty opinion or socially related disagreement such as the weather or color of a wall. Shamegeist Items hexed with shamegeists will inflict self-loathing and shame upon those who interact with the hexed object. At its most extreme, those inflicted may be caused to feel as if they’re unfit for anyone, perceiving themselves as pitiful or gruesome when they look in a mirror. Muddlegeist Items hexed with muddlegeists will inflict forgetfulness and jumbled speech upon those who interact with the hexed object. At its most extreme, the individual would struggle rto so much as put together a cohesive sentence and may suffer from some form of dementia. Greedgeist Items hexed with greedgeists will inflict a zealous greed and avarice upon those who interact with the hexed object. They would move the wearer to steal or horde objects deemed valuable, causing them to be unwilling to share any of their belongings. Gauntgeist Items hexed with gauntgeists incite an insatiable hunger for anything that the recipient can come across, devouring it to no satisfaction. At its most extreme, the hex will lead the target to crave raw meat and even flesh, unable to be quelled by any means of sustenance. Dreamgeist Items hexed with dreamgeists will inflict terrible and restless nightmares upon those who interact with the hexed object, often preventing them from acquiring any healthy amount of sleep. At its most extreme, it can cause one to collapse from exhaustion after many nights without rest. Paranoiageist Items hexed with a Paranoiageist will inflict deep-seated paranoia and irrational fears and anxieties upon those who interacted with the cursed object, often driving them to isolation and seclusion as the effects worsen with time - even trusted friends perhaps coming to be seen as assassins in wait, or enemies plotting their demise at the hexes’ most extreme. Timegeist Items hexed with a timegeist will cause the recipient to progressively appear older and older with time, their flesh sinking away and wrinkling, their hair turning grey, and so on. In most instances the effect is only surface level and has no bearing on strength or capacity, with the aged effects receding once the hex has passed. Should an individual carry the hexed item continuously, they may choose to roleplay the effects as permanent, making them more sickly and frail. Major Hexes: These require two unit(s) of harvested essence to create. Spoiler Flamegeist A malignant hex of fire and brimstone, this polygeist must be primed over the course of 2 emotes, during which the item would begin to gleam a malefic orange hue of ectoplasm. Once activated, this hex would last for the duration of 6 emotes, and will only be applicable by the trigger of Touch. Should the hexed object make contact with an individual during this time, it would inflict a burning feeling which courses throughout the body from the point of contact, causing them to feel as if a terrible fire were flowing through their very veins. Despite this, the hex causes no physical bodily harm, but is nonetheless excruciating to experience. - Must make contact with an individual through bare skin contact or through thin clothing, not taking effect otherwise. - Only afflicts the mental sensation of burning fire running through the veins, and does not actually burn one’s veins. Equivalent to a red-hot iron being pressed against the skin, or an actual fire burning them. After the hex’s trigger is no longer applied, it takes 1 emote afterwards for the fiery pain to fade in full. - May only be used once per narrative or combative encounter, and will recharge passively out of combat over the course of a narrative hour as the polygeist suckles upon the essence imbued in the object. - Should a creature be immune to conventional flame, though are still a valid target of this hex, the hex applies as normal. It is the sensation of burning, not literal burning. Tormentgeist A cruel hex of perdition, this polygeist would be primed over the course of 2 emotes, during which the hexed item would sputter and snarl as stygian ectoplasm weeps from its surface. Once activated, this hex would remain active for up to 2 uses in an encounter. This hex may only be applied through the trigger of Touch, such as upon bare skin or through thin clothing, whereupon it will begin to take effect over the course of 4 emotes of continuous touch, slowly scaling as it begins to inflict a horrid, stinging and searing pain wherever contact or interaction is made. This pain can be debilitating, rendering the recipient writhing in helpless agony should they be subjugated beneath it. Upon the cessation of touch, the hex would fade from an individual over the rest of the encounter, counting as one application/use in the encounter. - Must make contact with an individual through bare skin contact or through thin clothing, not taking effect otherwise. - Only afflicts an individual with pure, abject and crippling pain on a mental level, dealing no true physical harm. Only lasts as long as the trigger of touch is applied, and the pain would fade once the encounter has ended. - May only be activated once per narrative or combative encounter, and will recharge passively out of combat over the course of a narrative hour as the polygeist suckles upon the essence imbued in the object. Frightgeist An insidious hex of fear and dismay, this polygeist would activate over the course of 3 emotes of its trigger being applied to an individual, this being either Sight, Incantation/Audible or Touch. While its trigger is being applied to an individual, the hexed object would weep pale blue ectoplasm like winter frost, the air becoming chilled in its immediate vicinity. In any given encounter, it may only be applied to an individual once, and no more. Once it has taken effect on an individual, they would find themselves afflicted with a paralyzing and heart-wrenching sense of fear akin to hearing a Wight’s wail, inflicting a deep sense of trauma and fear to the point where the victim is forced to freeze or flee in utter terror, essentially subduing the “fight” in flight or fight. The effects of the hex only last a maximum duration of 3 emotes. Alternatively, the victim may wrestle with the geist and roll out of twenty in order to free themselves prematurely; they must roll higher than a 14 to break free of the geist’s influence and persist. - If the trigger is Touch, the object must make contact with an individual through bare skin contact or through thin clothing, not taking effect otherwise. If the trigger is Sight, they must maintain direct eye contact with the hexed object. If the trigger is Incantation/Sound, they must hear it uninterrupted for 3 emotes while within #rp distance of the hex. - Only afflicts an individual with an urgent and occult sense of induced fear, triggering their ‘flight’ response - prompting them to either freeze or flee from the hex in utter terror. May only afflict an individual once per encounter, and may be broken out of prematurely with a roll of 14+ and an action dedicated to fighting off the spirit. Hexes can be triggered in various ways, most namely being touch, which affects the individual up to one emote after contact is made. Hexes can also be relayed through sight, requiring at least two emotes of the individual looking directly at said hex. Lastly, they may be relayed through incantation or speech, requiring three or more emotes of the incantation being heard by the mortal for the hex to affect them. Should the mortal succeed in fighting the hex, the geist would be cast back into the object and they would be immune to its effects for the next four emotes. Tier Progression: - T1: N/A - T2: Touch/consumption trigger. - T3: Incantation/audible trigger. - T4: Sight/eye contact trigger. - The durability of a hex is at least two times that of its natural endurance, with metal being incredibly durable though not indestructible. Larger hexes or MArt hexes might require further effort, though never would one be completely indestructible. Major Hexes do not benefit from the durability increase without an MArt - and neither will Hexes applied to weapons or armor- Hexed objects cannot be made larger than five by five meters without a MArt. - Custom Hexes or hexes made with other geists, dark arts, or magics require a MArt. - Hexes have no effects upon undead, spectral or corporeal - strictly affecting the living. Due to their acumen for the Occult, Mystics are immune to hexes of their own creation that are in their possession, but may be freely cursed by hexes made by different Mystics, or their own hexes if wielded by another. - Hexes can only have one trigger per hex. Only one hex per object without a MArt. - Hexes must be ST signed to ensure validity. - Incantation/Audible or Sight based hexes may only be triggered within #RP distance. Banishment – Fully demanifesting a ghost or graven by banishing them to the Elysian. A soul retaining their presence in the realm of the living can be a dangerous one, their malice and hate in life potentially being amplified in death should the soul not take well to the nature of their demise. With this in mind, and with proper preparations and power, a Mystic, or Mystics, may banish a being of spectral nature from the mortal realm, thus returning them to the Ebrietaes or whatever other realm may claim them. However, the carrying about of this rite is rather costly and requires great precision, lest the phantom evade the Mystics and be free to enact its wrath upon them. Three Mystics must gather, one of which must have undergone the Rite of Amputation. First, the amputated occultist must seize the creature if it is seizable, whilst the other two Hinder the land around the phantom, thus pulling it closer to the Ebrietaes and Soulstream -- though one should be cautious, as this may somewhat strengthen the phantom’s manipulation of the physical realm, placing the occultists at risk should they fail. Once this zone has been established fully, the two Mystics might push the veil further, opening a hole within the barrier, at which the amputated occultist would cast the phantom into it with much difficulty, thus fully banishing the creature. Should this be all said and done, however, those present would have been tormented, if not maddened, by the screams and wails of the phantom they have banished, along with all those that lie behind the veil, forcing them to cast this sparingly lest they themselves are pulled into insanity. Tier 3: Banish a spirit once per three OOC days. Tier 4: Banish a spirit once per two OOC days. Tier 5: Banish a spirit once per OOC day. - The creature must be made physical contact with by the amputated occultist should they wish to banish it. - To PK a phantom requires OOC consent, however, should they not OOC consent, they will still be force-banished for three OOC weeks before they can remanifest. Additionally, This process spans over various numbers of emotes, certainly unable to be done within something as short as three or four emote turns. This is meant to be a story-developing ritual and should be done with indisputable quality. - If one attempts to banish a phantom while it is Anchored, it will simply remanifest similarly to if they were killed, though would have no recollection of the banishment. - Should this be used on a Wight successfully, they would merely be forced to demanifest for the day. Additionally, it would require another amputated Mystics to aid in subduing the creature. “Bone cold, sun dead, unlife eternal. Pale, o’so pale.” — Mthyul Tlan, The Waking Synod Wight Barrowlords Effigies of the Synod The forsaken pinnacle of Mysticism and all of its dark sorceries; transcending life by means of death. Such fell desire is not unlike that which overtook the First Synod many ages ago, whose efforts left them but a wretched amalgamation of desolate souls. These creatures are not unlike that of regular phantoms, though are far less potent due to their intrinsic material ties. Forever left to pace the Elysian and linger unseen as the ages of the world pass, such occult dedication is a dark and harrowing burden, manifesting itself both as the sins of the occultist, and the vile apparition which they have dared to consume. Spoiler General State Wights are of phantom nature, appearing as semi-transparent creatures of ethereal composition, intangible as a cold mist or eerie fog. Wights resemble the appearance of the occultist which had embodied them in their former life, albeit perpetually gleaming with a mirthless, ethereal light - like that of a dying candle or willowing flame. Commonly, they may hover just slightly off the ground, gliding in a fluid, yet graceful motion, allowing them to hover over water or land, or fall any distance unharmed, though not equating to flight. Some wights maintain spectral armaments which gleam upon their ethereal husk, whereas others might be adorned in ornate attire that flutters as if carried by some eldritch wind. Since they are phantom undead, they are incorporeal and possess no internal organs, having no need to eat, drink, sleep, or breathe. An incorporeal wight may completely disregard even the hardest of steel blades, bearing no heed to any form of wear or exhaustion. Because wights have a pure makeup of ectoplasm their wounds from magical damage or aurum may be slowly mended with time and concentration to patch their tattered souls but this is a precise process which cannot take place during the heat of combat; they must retreat to the safety of the shadows to lick their wounds over a day’s time. Should they be banished, they would require a week to reconstitute themselves - making banishment a very real and present threat for the Wight. Wights bear spectral powers very similarly to ghosts, gravens, and apparitions. Though they hold a lesser degree Elysian power than other specters, wights can shift between invisibility and intangibility upon a whim, necessitating only one emote to switch between either state. Corporeality allows for the wight to become physical at the cost of becoming susceptible to mundane weapons, alongside their typical weaknesses to aurum, magic, and holy light due to their undead nature. Yet although granted an unprecedented amount of power amidst the covens of mystics and the occult, the existence of the wight is a tragic one. Being themselves unliving, wights often bear a dissociation with mortals, or even may harbor an inherent vehemence towards their kind. They are often inclined to look down upon descendants, though not necessarily any quicker to violence or the utter abolition of those living. Rather, wights no longer bear the lens of perspective that comes with mortality, perhaps even causing them to foster an acute envy for the living due to their possession of senses of which the wight themselves is deprived. They tend to become reclusive, clinging to aspects of the life they no longer live. This leads them to surround themselves with reminders of their former being, collecting odd trinkets and baubles which reflect those they had adored in life — but alas, much of this is done in vain. Despite their existence in undeath and their inability to truly perish, wights seldom wish to engage in direct conflict, dissuaded by the immense torment that comes about as a result of demanifestation. Though this may be overcome with willpower in some instances, they often work through proxies and associates rather than directly. - Even when intangible, wights can still be harmed by aurum, Kani, holy magic, Arcanium, or voidal magic. Each requires four constant emotes in order to force a Wight to manifest when intangible or as a mist. - Wights are still limited to mechanical movement. They cannot use incorporeality or flight to reach areas that could not otherwise, such as through a locked gate or wall. General Abilities Wights are akin to the phantoms which they imitate, maintaining various spectral properties. From vanishing into thin air, to morphic themselves into other shapes from ectoplasm, these masters of unlife in death are quite versatile and capable, yet at the cost of their interaction with the material realm. Due to their otherworldly nature, wights can also interact with the mortal plane in a way which no mere descendant could hope to rival, allowing the wight to perform various acts within an area around it, allowing them telekinetic abilities, visual distortions, and other influential powers. Naturally, unhusked or "naked" wights cannot surpass in-game movement, meaning that they could not pass through doors, gates, or walls they do not have access to, etc. Area of Influence Though inferior to true ghosts, wights still possess the ability to manipulate the physical world around them to some extent as they are within the Elysian Wastes; having an influence of up to a five meter radius around them whilst unhusked. Within this sphere of influence, the wight may perform minor to moderate telekinetic feats in which they may manipulate one or more lightweight objects and operate them to an extent. Similarly, wights may conjure minor illusions of ectoplasmic mist, and sustain telepathic abilities within their sphere of influence. Do note that drawing heavily upon these abilities may very well exhaust the wight’s power, and frequently drawing upon them would make the wight an easier opponent to any would-be adversary. Wight Husking Wights may possess a vessel, whether living, dead, or inanimate - though only so long as their shape and function would support the movement of the wight. Some might choose to feign the appearance of an eidola by dwelling within a statue of stone, whereas others may be capable of taking up water or mirrors as a medium for their presence. Upon taking a husk, the wight would be made more resistant to the effects of aurum, for though it would be uncomfortable to bear, it would not be capable of demanifesting them on its own as it would were the wight in spectral form. Upon tethering themselves to the material plane through a husk, the weight also decreases their area of influence inadvertently, prohibiting them from applying their telekinesis any further than one meter around them. This also weakens their ability to cast combative magics, save for primordial mysticism, whilst husked in an inanimate vessel, such as a suit of armor or a stone construct of sorts. Mystic Sapping The powers of Mysticism are considered to be sacred by those who practice them devoutly, for knowledge gifted by the dead is not knowledge taken lightly. Thus, with intent to preserve the nature of their ill-begot craft, a wight, the very embodiment of occult power, may tear apart what was conjoined, taking the phantom melded with the mystic and pulling it forth through a ritual inherit only to the wight themselves. Such would render the mystic permanently unable to draw upon their power ever again. Wights may sap a mystic over the course of [4] emotes, requiring direct touch. This would result in an excruciating amount of pain, tearing the phantom(s) from their spirit and leaving the soul scarred. Following the completion of the sapping, the mystic's MA would be denied. Only wights may perform Sapping. Mortal mystics may not practice Sapping. Upon completion, the mystic would be sent spiraling into sickness and madness, augmenting the mental deficiencies they experienced prior tenfold, as well as succumbing them to the effects of Ectoplasmic Sickness for a time. Though over time their strength would return to normalcy, their mind would forever suffer from the effects of disconnection. While there are no set tenets for disconnection, there should be valid roleplay reasoning as to why an individual is being disconnected. Invocation As the presence of a wight always lingers in part within Ebrietaes, they are able to be invoked by any mortal who focuses upon them and speaks their true name aloud in at least #quiet. When invoked, the wight’s attention would be drawn to the individual, allowing them to briefly cantrip effect in the immediate area around them. The abilities of a wight working through invocation are limited, but allow them to grant what others may view as ‘miracles’ from a great distance, lending them the impression of a pseudo-deity. The most basic effect which the wight may bestow is that of Hindering, though non-combative telekinesis, deadbreath, and wail may be used as well. Deadbreath may be a double-edged sword unless the mortal has True Sight. - All signs are limited to aesthetic abilities, including: hindering, influence, gleaming, and so on. Only deadbreath and wail may be used combatively. - Wights will never know where their name has been invoked from, nor can it be used to relay any information to and/or from the wight. - Invocation may only be utilized once per combative scenario. The Wight decides the effect that an Invocation grants, if any - this meaning that the player invoking them must contact the Wight they are invoking. Wight Wailing Wights may release a terrifying and piercing wail over the course of three emotes, causing all those who hear it to be overcome by a petrifying fear, whilst also disconnecting them from any magics that hinge upon concentration (i.e. voidal). This may be done in up to #shout range, though generally has the same consistency across all ranges, save perhaps for those in the wight's immediate vicinity who might suffer from a slight daze following the immediate wail. Most healthy individuals should manage to refocus themselves the emote following, albeit any connection or concentration they were maintaining likely shattered as a result. This cannot cause any permanent hearing loss or severe injury such as bleeding ears. Bestow Sight True Sight, a trait unique in most cases to Mystics and the specters they interact with, can also be granted as a temporary boon by Wights. By making physical contact with the eyes of a mortal, a Wight may imbue them with the ability to see through any distortions caused by ectoplasm. This is a boon often granted to those who are not of the Mystic arts, but may be devout followers or confidants of the Wight; most specifically, those who invoke the being are best served by carrying this gift, lest the Wight’s aid potentially be as disruptive to them as it is to anyone else. In a more grim fashion, however, a Wight might also use this to curse a child whilst they are still conceived within the womb of their mother, granting them the Vivification feat. General Redlines - Wights are undead player-creatures made through the art of Mysticism. They require a valid CA in order to be played and are not an open race. - Becoming a wight is permanent and cannot be reversed, consigning the character to that path. There is no means by which they may be reverted. - Wight may summon forth a great collection of ectoplasm within them over the course of three emotes, before releasing a terrible wail which disrupts magical concentration and frightens all those who hear it. It may not cause any permanent harm or deafness. - Wights have the ability to phase through solids so long as they would be mechanically accessible otherwise. If a Wight does not have access to a door or gate, they cannot pass through it. The same applies to walls. If the Wight is PRO their permission to pass through something extends to anything within that region. This cannot be performed in the midst of combat or to evade conflict. - Wights struck with aurum, alloys like Slayer-Steel, or raw-energy based attacks such as electrical evocation and fire evocation, will take “damage” equivalent to that of mortals, though will not feel "pain" like from Aurum in the case of Slayer-Steel. For example, a mortal blow to the wight’s head or decapitation by the aforementioned could demanifest them as a mortal wound to the head would kill a mortal. - Upon demanifestation, a Wight shall require an IRL week to reconstitute itself and take shape once again. They require a single IRL day to recover from any wounds, lost ‘limbs’, etc. unless fed and healed by a Mystic other than themselves. - Wights may have their ectoplasm be any color or shade within the normal themes of Mysticism (White, Black, Red, Yellow, Blue, Orange, or Green of any hue.) - When corporeal, the wight’s base strength is at most equivalent to that of a human knight. When interacting with intangible phantoms such as poltergeists or specters, their strength would be comparable to an orc against an average human, though by no means granting them otherwise inhuman capabilities. This would apply even if the wight was a former orc. The only way an unhusked wight could receive strength augmentation is through mystic feeding. - Being undead, wights are unable to sire children or sexually FTB. Tier Progression Though immense in their powers, those attuned to the realm of the dead must still permit themselves to adjust, for it is unnatural for one to have more than one soul permeating a mortal vessel with essence. As such, the further the occultists soul melds with their conjoined phantom, the greater in prowess they become, capable of experiencing the dead to a further and greater their prowess amidst such woesome beings becomes. However, though their connection to the souls of the deceased and those within the Elysian grows immensely, so does the mental decline of the unfortunate zealot of the dead, sending them spiraling into insanity and desolation as they seek reprieve just as the wretched geists which plague the the Ebrietaes. Spoiler Tier One The Mystic has just been conjoined with their first phantom, feeling dizzy and often uncomfortable as their soul adjusts to the new presence, their ectoplasm stores just barely forming, not offering much to draw upon. Though the phantom is weak, its presence within the soul of the Mystic is one inflicting great destress, restless and uneasily as it attempts to meld further with the occultist’s own spirit. Tier Two The Mystic has now settled more with the conjoined phantom, becoming somewhat more adept with their Mystical skills, though still fairly weak. The mental disturbances and discordant uttering continue to grow, as well as the physical traits of the occultist, the Mystic now feeling beginning to take on a few of their phantom’s traits as it has adapted more to the Occultist. Tier Three The Mystic has been conjoined with another phantom, the presence of the two phantoms taking a heavy toll upon the Mystic’s sanity and soul, traits from each of them slowly melding with the Mystic, yet also growing their power and connection to the Ebrietaes and the Elysian. It is often during this stage, above all, save Wightdom, that the Mystic is put into true mental agony, the two spirits within them wrestling for dominance and respite, nigh tearing the occultist’s own apart. They may also successfully partake of the Rite of Amputation, truly dedicating themselves too Mysticism. Tier Four The Mystic has now completely mastered all they can as a mortal occultist, their connection to the realm of the dead as close as can be for one still bound to the material plane. They have balanced themselves with their phantoms, now able to draw upon all mortal powers of Mysticism and its Sacraments. They may now maintain an apparition within them to ascend to Wightdom. One may apply for a TA in Mysticism 6 weeks after reaching Tier Four, or upon reaching Tier Five, provided they have learnt all available liturgies. Tier Five – Wightdom The Mystic has just chosen to consume an apparition, being slowly petrified in stone over the course of a week, the mortal vessel fading as they wrestle with the apparition within them. Once this phase is completed, the Mystic will now emerge as a Wight, still rather disoriented with all the souls conjoined within them, yet over time they may perhaps become more accustomed to such a presence, the Wight now having completely mastered Mysticism in all its aspects. GUIDE POSTED WITH PERMISSION FROM OP: Lore Citations Sorcerio — Writer Dardonas — Writer Kalehart — Consultation Zarsies — Progenitor Amendments Sacrificing/Hindering: 34 Link to post Share on other sites More sharing options...
Yaldabaoth 743 Share Posted June 15, 2020 Ghost man go boo 2 Link to post Share on other sites More sharing options...
Banned 343 Share Posted June 15, 2020 Sorcerio strikes again. 1 Link to post Share on other sites More sharing options...
Werew0lf 11729 Share Posted June 15, 2020 never fails to disappoint 1+++ 1 Link to post Share on other sites More sharing options...
ScreamingDingo 16728 Share Posted June 16, 2020 Ascended x Mystics will truly be a reality if this fails 2 Link to post Share on other sites More sharing options...
rukio 8908 Share Posted June 16, 2020 +1 the formatting alone has me drooling. Link to post Share on other sites More sharing options...
Archipelego 2092 Share Posted June 16, 2020 Mysticismismsiamsismsisismsms Link to post Share on other sites More sharing options...
Zacho 1710 Share Posted June 16, 2020 1 hour ago, ScreamingDingo said: Ascended x Mystics will truly be a reality if this fails god let this piece pass then please Link to post Share on other sites More sharing options...
AlphaMoist 1707 Share Posted June 16, 2020 more spooks, **** yes 1 Link to post Share on other sites More sharing options...
Child Neglecter 2104 Share Posted June 16, 2020 v nice Link to post Share on other sites More sharing options...
Nozgoth 2897 Share Posted June 16, 2020 dude this is epic 1 Link to post Share on other sites More sharing options...
The King Of The Moon 4958 Share Posted June 18, 2020 True Sight here is kinda just Vivification but without nearly the same level of downsides or clarification. In the feat it’s written to be something much more character defining and detrimental, but in this it kind of just comes across as a throwaway ‘spell’. I’d much rather you keep with what is currently written in Vivification lore – ‘reading of the grimoire of phantoms by a Mystic who - having peered into the ebrietaes by the will of Mthyul Tlan itself - will have the Elysian Wastes unveiled to them.’ – and have Mystics continue to be cursed with full on Vivification (utilising the same app, and in turn the same guidance, explanation and redlines in that piece) than have it squeezed into the Mysticism MA. Otherwise thank God for Mysticism’s return, it’s long overdue. 4 Link to post Share on other sites More sharing options...
𝙻𝚞𝚟 XO 3024 Share Posted June 21, 2020 Reserved Link to post Share on other sites More sharing options...
Sorcerio 4588 Author Share Posted August 17, 2020 Apologies for the delay. Changes have been made; the list of significant edits is below. The guide shall be posted soon™. Spoiler - Significant Reformatting. - Redefined liturgies and rituals. - Redefined Wights. - Redefined Eidola. - Edited walling to be T4 and higher. - Added Enervation for Mystic Blades. - Merged Binding and Anchoring into one ritual. - Added clarification to Soul Transmutation. - Hexes explicitly require ST signage. - Clarified Banishment. - Redefined Cremation. - Redefined Conjoining. 1 Link to post Share on other sites More sharing options...
squakhawk 7208 Share Posted August 19, 2020 This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly. Link to post Share on other sites More sharing options...
Recommended Posts