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[✓] [Magic Lore] Mysticism

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The First Synod

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 due to their ethical differences, forsaken for their magical experimentations and machinations. 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. Alas, such 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 another' throats, before spilling each others' blood in seamless tandem. 



The Coronation of a Lord

Whispers in the Crypt


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 yet it remained. And finally, after seemingly endless years in wait, a whisper was heard amidst the decay and rot which had festered for nigh millenia - uttered as some wretched incantation in the dark. 


“... Ylauth?”

Murmurs crept through the stone


The words weaved through the corpses

“Ul Amoth…”

Echoed throughout the fallen chamber


Each voice echoed in individual reply

“... Fruition.”

They all spoke as one.


It was then that the accursed monolith began to bleed, shadow and death pouring forth from its alien embodiment, congealing and forming 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 which had been slain. This creature was an apparition of most foul and horrific magnitude, known now as the wretched Mthyul Tlan, or the Waking Synod. And so in its fruition, the apparition was restrained by the leather-bound confines of the Synod's cherished compendium.


For centuries, the great Mthyul Tlan slumbered, drawing more power to itself within the bloodstained pages of that accursed Grimoire. And with each passing moon, the pages where the apparition had ended and the tome began were blurred — thus rendering them one and the same. As its power festered, so too did its malignancy and greed, fueling a vehement resentment for all that which lived. It was many years before the Grimoire was discovered, salvaged from its crumbling vault by the very man who would come to be known as the First Mystic - the tortured soul Uldrivt - for 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 ambition, to proclaim death beneath it, for indeed it had achieved life undening, yet it was a torturous one. With this profound anamnesis recalled, Mthyul Tlan forced their power upon Uldrivt, tendrils of smoke and shadow engulfing him from within the vile tome, crowning him forth as a mystic. And as the apparition took its seat within the man's mortal coil, every bone and fiber of the elf's being was then shifted to become an instrument of Mthyul Tlan’s will - seeding 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. T'was a wispy, pale form, which seepedfrom 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.







The Occult Art


A dark art derived from the works of ill-fated Arcanists seeking immortality, Mysticism is the practice of communion and interaction with the spectral dead, along with the manipulation of the foul substance known as 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, as their soul is melded with that of the phantoms they seek to commune with. The more righteous among the fell congregation of the Synod may even deem themselves fit to become what they commune with, that is, phantoms themselves. Known as Wights, these creatures are powerful beings wrought from ectoplasm and torment - traversing the hair-thin line between the realm of the living and that of the dead—and congregating the Mystics under the banner of the Synod. While the belief in the practices themselves is often left to ideological interpretations aligning with mortal natures, one thing remains irrefutably clear - it is most unnatural that the dead do anything beyond rest.



The Tearing of the Veil

The Elysian Bond


Fundamentally, Conjoining is a process performed upon aspirant Mystics either by a Wight or Mthyul Tlan itself, inflicting a great wound upon the Mystic’s soul by merging their spirit with a deceased phantom, granting them their own supply ectoplasm which will grow the more they delve into the sacred art, whilst also bringing them into greater communion with those who have passed from the mortal plane. This allows Mystics to see beyond the mortal shroud, whilst also permitting them to perform their various liturgies and rituals of the occult.As a result, the body of a Mystic takes on various traits rather dissimilar to the appearance of the living which stand as a testament to their forsaken practice, their mortal coil slowly fading as their influence over the material lessens with each step closer towards damnation. However, woe to those who do not prepare themselves for the gift they are to receive—for communion with the dead is no achievement taken lightly. 




Mechanics of Mysticism




A Mystic may be attuned by pulling a phantom from the Elysian and melding it with the soul of the aspiring occultist - whether a Graven, which would yield a melee Mystic (Blade); or a Ghost, which would produce a casting Mystic (Conjurer). This phantom may be either an NPC of the player's own design, or a PK'd character of another player with their explicit OOC permission. The Mystic may self roleplay interactions with their conjoined phantom(s), though the creatures are unable to relay information pertaining to the knowledge of their death, nor information that was otherwise commonly unknown prior to their passing. Most phantoms will often remain silent and chose to watch the Mystic's interactions quietly, whereas others might take on a more active role of guiding, taunting, or even outright manipulating their hosts.


Mysticism permanently affects the soul, thus and may not be dropped; the only means by which it may be removed from a character is through being sapped by a Wight. Being disconnected will leave the former Mystic in a desolate and disoriented state, their soul permanently damaged as if a part of it were no longer whole, leaving them prone to bouts of melancholy, rage, or even be moved to suicide. A conjoined Mystic’s power is slot-based: Tier One to Tier Two Mysticism requires one slot, Tier Three to Tier Four requires two slots, and to become a Wight (Tier Five) requires three slots in total. In order to surpass Tier Two, the Mystic must be conjoined a second time by a Wight, which may be marked in a comment on their [MA].


Mystics are created by a Wight performing Conjoinment upon a mortal and a phantom. 






The true gift of the occultist, allowing them to walk between the worlds of both the living and the dead, their gaze seeing through the barrier which veils the two existences. With this ability, a conjoined mystic may gaze upon what others cannot, able see through the weavings and enchantments of other occultists, particularly abilities such as Deadbreath, Hindering, Hexes, as well as being able to distinguish Mystic Gleaming. Still, such an ill-begotten “boon” comes at a great cost, those with such power being subject to terrible visions, blurs, and shadows of what may only be described as murky figures which seem to hold no outline or purpose, granting vivid nightmares in sleep and haunting hallucinations while awake. 






A baffling substance - one which the phantom beings who linger about the mortal realm are composed of, an orthodox cross between mana and lifeforce, wrought of the soul itself as opposed to the flesh. When conjured as material, it may appear as a quasi-gelatinous substance, making up phantoms, Wights, and even apparitions. Yet not only does it form phantom beings, but is a key component in the liturgies of those who practice Mysticism, though having little use otherwise. Often it may take hues of ghastly cobalt, sickly green, or fiery orange when employed in the occultist arts - though a more common manifestation may only be described as a dark and impermeable fog which clouds vision beyond obscurity.






Drawing upon Ectoplasm is an inherent gift of the mystic, allowing them to tear it from their conjoined phantom and manipulate it to marvelous extents. However, such a strange component is intertwined directly with the wellbeing of the mystic, rendering their physical body dependent upon their stores of Ectoplasm, arguably more so than Arcanists upon depleting their mana stores. Overuse of this precious resource will render a Mystic significantly weakened with terrible flu-like symptoms, headaches, fevers, vomiting, chills, flashes, coughing, and other symptoms. Liturgies tend to replenish themselves over the course of one OOC day.


Tier 1: 1-2 Liturgies of Ectoplasm

Tier 2: 2-3 Liturgies of Ectoplasm

Tier 3: 3-4 Liturgies of Ectoplasm

Tier 4: 4-5 Liturgies of Ectoplasm

Tier 5: 5-6 Liturgies of Ectoplasm






To manipulate the ectoplasm they are endowed with is no simple feat, requiring a substantial amount of spiritual strength and strain on the part of the occultist. When a Mystic draws upon their powers, their anchor to the mortal plane lessen, resulting in the individual taking on several distinct spectral characteristics. These namely include traits such as an ethereal green glow, sunken facial expressions which reveal bones, eyes glimmering blue or green light, greased and perhaps smoothed hair, and clothes or garments becoming tattered while casting are all signs of a Mystic gleaming. The further a Mystic delves into their art, the more prominent the gleaming becomes. For example; a newly anointed occultist who has just been conjoined may have their hair turn translucent and their skin glossy when they gleam, whilst a tier four Mystic may have translucent flesh sink back to reveal only showing dully glowing bones.





Liturgies in Pale

General Spells


As users of ectoplasm as a result of their conjoined nature, all mystics, regardless of orientation, are permitted base liturgies which they may perform, twisting the permanent essence of Ectoplasm in numerous ways to yield unimaginable feats. Such examples of their capabilities may be channeling their ectoplasm into their lungs and expelling it in the form of an impermeable mist, or perhaps conjuring a rigid barrier of Ectoplasm for defense. In some instances, preliminary Sacraments must be performed upon the Mystic before they may perform certain liturgies. 




(Combative | T1)


As a Wight brings a descendant closer to the Elysian by conjoining them with a deceased spirit, so too may an occultist bring the realm of the living closer towards that of the dead. This may be done by exuding ectoplasm from themselves and permeating the land around them with it, though alternatively they may also dowse a single organism or object in ectoplasm to a similar effect, making it appear translucent and ghost-like. Hindering something as a mushroom would make it appear translucent and slightly decayed, giving off a faint blue or green glow. Similar effects would overtake a hindered animal, causing them to take on a more frightening, spectral appearance as their bones illuminate from within their now translucent flesh. While this is being performed, the mystic may find their hand or body to take on a more ghostly and diaphanous appearance as well, assuming the ghostly nature of ectoplasm, though not to the degree of gleaming. However, such is limited to simply aesthetic and has no combative bearing upon any plant, animal, or object it is performed upon.


Mechanics: A mystic may channel ectoplasm into the environment around them to make it appear more ghost-like. This is a cantrip ability that does not require liturgies to perform.




- Hindering offers nothing but a visual aesthetic. For the ritual, see Hindering in Sacraments.


- Hindering is a cantrip ability and does not consume any liturgies of ectoplasm.


- Hindering cannot be used on people, as descendant/greater souls may not be altered.


- A mystic does not need to gleam while casting this, though they will still experience some change, such as their hand becoming ghost-like and spectral to no effect beyond aesthetic.





(Combative | T1)


By its very nature, ectoplasm assumes the appearance of a slow, creeping mist whilst present in the material realm; like some pale slithering snake. Mystics, by building up ectoplasm within their chest, may channel the otherworldly substance into their lungs in order to exhale it outwards as a thick and murky cloud which is nigh impenetrable by any mundane sight - thus making for an excellent means of distraction of escape for the occultist. Any mortal who would find themselves amidst the shroud would be incapable of seeing beyond a meter’s reach in front of them. Mystics and other creatures wrought of ectoplasm, such as ghosts and phantoms, are still capable of seeing through the shroud of deadbreath. Though able to be learned and performed at any tier, the power of Deadbreath grows more prominent as the Mystic grows closer to the realm of the dead. Whereas a novice Mystic’s deadbreath might be wafted away with a mere wave of one’s hand, greater users may manifest increasingly more stubborn and larger clouds that drizzle entire regions in pockets of mist purgeable only by means of holy light. Additionally, when in water, Deadbreath’s radius is expanded by a base range of four meters in each direction, turning the liquid entirely opaque and spreading with a greater speed and efficiency, similar to a faded ink which permeates throughout the aquatic body.


Mechanics: A mystic may fill their lungs with ectoplasm and expel it in the form of an impermeable fog known as ‘Deadbreath’. Deadbreath consumes two liturgies of ectoplasm.




- At tier five, a mystic’s deadbreath requires tier five air evocation or holy light to disperse it.


- Being halfway through a tier determined when the latter number applied to the radius.


- Ghosts and other Mystics can still see through Deadbreath. 


- Deadbreath may be uncomfortable to breath in, though does not cause any harm.


- At T1, deadbreath spans a two meter radius, lasting [3] emotes. At T2, deadbreath spans a three meter radius, lasting [4] emotes. At T3, deadbreath spans a five meter radius, lasting [5] emotes. At T4, deadbreath spans a six meter radius, lasting [6] emotes. At T5, deadbreath spans a seven meter radius, lasting [7] emotes.





(Combative | T1)


A Mystic may soak ectoplasm into their blade, imbuing the weapon in such a way that quite literally tears the soul from the body upon death, thus granting those slain using this saturated blade a higher chance of becoming a ghost or a graven upon death. Beyond the creation of phantoms, however, Saturation may also be used to fuel a Menhir with souls, either to create an apparition or to serve as some catalyst in another of the mystic’s rites. Whilst a death that does not yield a PK will only produce a single soul fragment to fuel the Menhir, a death that does result in a PK will produce three soul fragments total. Do note, however, that the effects of Saturation upon a blade are fleeting and fragile, meaning that any attack with the blade that does not result in the killing blow will result in the effects fading and the spell thus being wasted.


Mechanics: A mystic may weave ectoplasm into a blade or dagger to increase the chance of tearing a soul from the body upon death. Saturation consumed one liturgy of ectoplasm.




- To be made a ghost or graven by saturation requires OOC consent from the victim.


- Failing the killing blow with the weapon disperses its effects.


- An Apparition may be formed with fifteen soul fragments; a PK counts as three fragments.





(Combative | T4)


Being a feat known previously only to apparitions, Walling is a powerful defensive tool of the amputated Occultist, allowing them to make ectoplasm into a more tangible barrier, surpassing the strength of even the Arcanists of old. This is yet a precarious process, requiring the mystic to maintain utmost stillness, their spectral limb fuelling the spell should it remain still, yet it is well worth it, conjuring a nigh impenetrable dome of ectoplasm around them, defending themselves or others from unyielding attack of their foes. The mystic must concentrate to maintain this barrier for a set duration of ten minutes or 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 ectoplasmic limb be attacked, moved, or otherwise disturbed and not pointed at the wall or top of the bubble the shield will splinter and dissolve. Walling can be performed in the shapes of either bubbles (3x3 block area) or barriers at tier four (28 blocks along one plane).


MechanicsThe ability of an amputated Mystic to create a nigh impenetrable wall of ectoplasm for defense or support. Walling consumes two liturgies of ectoplasm to perform. 




- Nothing, not even ethereal phantoms, may pass through Walling shields.


- Walling ends if the mystic’s arm is dropped or disturbed from facing the shield, if their line of sight is blocked, if they move more than twenty blocks away, if ten minutes or ten to twelve emotes pass (whichever is longer), or if a Fi’ mage, holy mage, or some physical force drills into the barrier for four minutes or five emotes (whichever is longer).

- Walling requires two emotes to create a half person sized barrier or smaller, three emotes for a whole person sized barrier or smaller, and four emotes to manifest a full shield—whether barrier or bubble.

- Walling consumes two liturgies to perform.


- Requires the Mystic to have undergone amputation.






A Mystic Blade performing a Hindering.


Mystic Blades


Mystics who have sought to serve the Synod by means of the sword as opposed to woven arts, retaining their physical prowess in order to devoutly defend the the occult. These mystics are often at the forefront of mystical crusades and battles against the spectral undead, seeking to perhaps defend such souls or totally subjugate them. Though made more stoic in physical nature, to endure the nature of a graven within oneself yields great strife—an unending struggle between the goals of the mystic and the persistent will of the phantom they have been conjoined with. This no path lightly tread.


Those who take up the way of the blade and are conjoined with the more material spirit of a graven are bolstered in the flesh, lingering upon that thin line between life and death. This communion between the two entities results in a far more haggard and gaunt appearance on the part of the mystic—their frame, though remaining formidable unlike occultists of the past, leaving many often fooled by their seemingly ailed nature. Despite this appearance, the physique of the mystic is key in many of their practices, sustained by that of the graven as to permit them greater feats of raw strength as opposed to other occultists, though by no means unnaturally enhancing them beyond what would be their normal capacity for their kin—such as discarding the consequences of practicing the Arcane. 


This ‘boon’ however, is often seen in hindsight as truly unfulfilling unless they should have some innate zeal for which they work, for the body of the occultist suffers an arguably worse fate than those who remain within crypts and tombs beneath the earth. Any who may have once held devotion to their faith may very well find it to turn itself against them in retaliation for their cursed state, symbols of virtuous religion may foster an intense sense of aversion within the back of the mystic’s mind, along with salt or aurum blessed by religious officials. Singing and laughter also may leave the mystic sickened, perhaps flinching as if they had heard nails upon a chalkboard.


Since they have forsaken the natural and condemned themselves to deal with those no longer living, their minds are also dissociated and disturbed from those who remain whole, the mystic’s plight succumbing them to a woesome existence until the end of their days, as the foreign spirit’s presence not only leaves the occultist’s living coil ailed—but also the mind. How this anguish reflects within the mystic’s mind varies between each individual, though anxiety, obsessive compulsion, insomnia, and prolonged melancholy are among the most commonly shared traits. Among more severe circumstances, ailments such as psychopathy, bipolar disorder, and delusions of grandeur may also flourish within the mystic’s own mind as their connection to the Elysian grows.


Moreover, the fervent will of a graven will always be prevalent within the decisions and dealings of the mystic, their mind hungering for what may very well have been once trivial wills as the phantom now leads them spiraling into a terrible addiction which fulfills the spirit’s desire. Though not often piloting their will akin to a shade parasite or other such creature, it is not unheard of for some mystic blades to be near-completely overtaken by their graven’s will when placed in immediate proximity to something that would inspire the phantom’s obsession to take over. Upon the second conjoinment of the mystic, the desires of both phantoms, should they conflict, may very well tear at the occultist’s fragile and teetering mind—leaving their now dulled senses to more rapidly deteriorate. 








Fading – By channelling their ectoplasm around themselves, a mystic blade may make themselves appear nearly invisible alike to that of a ghost. This liturgy requires three emotes and one liturgy worth of ectoplasm to perform.


Akin to the dead which they commune with, a Mystic may channel their ectoplasm around themselves in a way which renders their presence in the mortal realm nigh insignificant, to a point of near-transparency, while also lowering the sound of breaths, the heartbeat, and even the heat given off by the Mystic’s body—pulled closer towards the Elysian where ghosts and phantoms often lie. Their outline will appear vague and faint, easily overlooked if the seeker is not keen of eye. At night however, they will be virtually unseeable in the dark or when within water—assuming that they can hold their breath long enough to remain concealed.


This process is one gradual and delicate, requiring extreme precision and focus as their body is still significantly tethered to the material realm. Mystic blades who maintain this spell with little hindrance or interruption can conceal themselves for up to five emotes before they are required to either consume another liturgy or dispel their concealment. Otherwise, their movements are incredibly limited whilst performing this liturgy, prevented from moving at a pace faster than walking speed, performing an offensive attack, recieving a blow, etc., as any of these actions would result in the spell’s effect receding immediately. Additionally, other magical spells requiring a large amount of attention to perform, such as an arcane fireball or magic missile, would also render the individual visible if attempted.


Fading may be learned by adept mystic blades (tier three).




- Vivificiationists and mystics may see through fading should they roll no lower than a fifteen when in broad daylight.

- Mystics must still gleam when fading, though this is only visible until they successfully fade. 

- Any other spells or magic cannot be cast while faded.

- While faded, a Mystic cannot move faster than a walking pace, nor perform any offensive attacks.

- If fading in water, a corporeal Mystic is still limited by the amount of time they can hold their breath.




Spiriting – The ability of a Mystic Blade to channel ectoplasm around their own blade in order to allow it to make contact with incorporeal beings such as phantoms. Requires two emotes total and one liturgy of ectoplasm to perform.


While warriors of the empire and monster-slayers of the north have relentlessly employed Aurum as a means of defeating the spectral undead, mystic blades are endorsed greater capability when it comes to brushing with the metaphysical and phantasmal—allowing them to make any blade they wield capable of forcibly manifesting phantom creatures. By manifesting ectoplasm around their held blade over the course of two emotes, their weapon will be capable of making contact with phantoms as if they were physically manifested for the next five turns, feeling like white-hot iron pressed to the spectral entity. More curiously, those that bear an amputated limb are able to debilitate phantoms to an even greater degree, to the point where they are unable to fade into the Elysian, whether to be made incorporeal or invisible—forcing them to remain tangible and within sight for up to two emotes after being struck. 


Spiriting may be learned by novice mystic blades (tier one).

Forcing phantoms to remain corporeal can be learned by an expert amputated mystic (tier four).



- The blade will never appear invisible nor be intangible, merely adopting a ghost-like aesthetic.

- Has no effect upon living beings or non-phantom creatures save for what it would do normally.

- Forcing phantoms to remain tangible is only accessible to amputated mystics at tier four.




Enervation – A Mystic may channel their ectoplasm into an individual to make them rigid and sluggish, often as a means of slowing down an individual. Requires two to five emotes and consumes one liturgy of ectoplasm to perform.


Akin to the Wights who succumb to stone upon their transformation, a Mystic Blade may imitate such a crude metamorphosis by means of permeating their ectoplasm into any organic material, whether that be the petals upon or a flower or the body of a living being. Though true petrification can never be achieved to the level of a Barrowlord upon their shift from life to undeath, it may be employed as a means of stagnating an individual, inflicting lethargy and slowness upon the victim. The enervated individual will suffer from achy joints, their movement sluggish as their very energy seems sapped from within them, making movement rather difficult for them, restricting them to speed not exceeding that of a light jogging pace. Such affliction may be applied directly through touch, the significance of the effects as well as the time to perform them dependent on the amount of time spent as well as being dependent upon tier. Upon such touch, the Mystic’s ectoplasm will soak into the victim’s flesh, making it stiff and stagnant.



Tier 1: Five emotes of direct touch, causing the individual to feel a mild aching pain throughout their body, their movement relatively unaffected in terms of speed however. Effects last for two emotes. 

Tier 2: Four emotes of direct touch, causing the individual to feel a more painful ache throughout them, their movement limited to a jog as they will have mild difficulty moving minor appendages such as fingers. Effects last for two emotes. 

Tier 3: Three emotes of direct touch, causing the individual to to feel moderate achy pains throughout them, their movement limited to a brisk walking pace as they will find it difficult to move joints. Effects last for three emotes. 

Tier 4 & 5: Two emotes of direct touch, causing the individual to 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. Effects last for four emotes, five at tier five. 




- 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.

- Total paralysis can never be induced, at most making movement incredibly difficult though never impossible.

- While the afflicted individual is not made physically “weak”, they will likely be unable to apply force at higher tiers due to the pain and lethargy.





Expulsion – The ability of a mystic blade to more physically manifest their graven to deliver or absorb a single blow. This liturgy requires two emotes and consumes two liturgies worth of ectoplasm to perform.


Though bound to the soul, the conjoined spirit of a mystic blade will carry out nigh any task to ensure that it remains beyond the clutches of the Ebrietaes—for even such agony as to be melded in spirit pales in comparison to the desolation of the dead. Whilst a graven passively lends aid to the mystic in the form of greater strength and ectoplasm from which they may draw upon, the graven may also be employed to perform a more devout deed when called upon by their occult host. In exchange for a strenuous sum of ectoplasm on the part of the mystic, the graven may briefly manifest a tangible form in order to better support the mystic.


In this form, the graven is capable of distributing or absorbing an attack upon the behalf of the occultist within a single emote. When delivering a blow, the graven’s attack would be no greater than if the mystic had attacked with their own weapon, save for perhaps when emboldened by the effects of feeding or hindering, which scale upwards in scale according to explicitly set tiers. Inversely, when absorbing a blow, the graven is only so durable, capable of absorbing a significant amount of the damage—though something like a ballista bolt at the chest would still bear significant wounds upon a mystic, albeit not as severely as it would be without the graven.


Once its singular task is done, the graven will immediately demanifest and retreat back into the mystic host—lest they be condemned to once again roam the wastes. This quick motion may very well incite recoil or some sluggishness for an emote or two afterwards, though once it has fully set itself back in, the occultists vitality should return unless they had expended a more significant amount of ectoplasm. 


Expulsion may be learned by apprentice mystic blades (tier two).


- An expelled graven may only perform one task before demanifesting.

- Though faster than that of the average descendant, the graven wouldn’t be able to, say, catch a bolt at point blank.

- An expelled graven only has a range of up to fifteen meters, nor can it move vertically.

- An expelled graven could not attack someone who is unreachable mechanically, such as across a lava pit. 





Permanescense – The ability of a mystic blade to better endure damage and detriment as a result of their conjoinment. This liturgy two emotes to and consumes one liturgy worth of ectoplasm to perform.


Gravens are an enduring lot, roughed by the hardships and persistence they have suffered to achieve their immortal goal. As they are conjoined with such resolute phantoms, mystic blades may employ a similar form of fortitude, allowing their graven to partially absorb the brunt of damage the occultist may receive during their trials as a shepherd; taking only half as much damage as one would normally enduring such an attack. Alternatively, the mystic may be use Permanescense to become more resistant to fatigue and exhaustion for the next four turns, assuming they have not already pushed themselves beyond their maximum capacity. While it is possible to utilize this burst of tirelessness whilst the occultist is exhausted from prior actions, once its duration has faded, the mystic would be left to collapse from utter exhaustion, unable to fight or even flee due to the immense stress their mortal form has undergone. 


Permanescence may be learned by apprentice mystics (tier two).



- This ability will never bolster the mystic’s physical strength, speed, or jump height.

This ability does not grant natural armor to the mystic. The bashing of a hammer to one's chest might only leave them bruised and stunned, as opposed to having their ribcage collapsed and thus rendering them dead; being stabbed in the throat or heart will still kill you, and this ability will not save you from such a fate.

- Pure aurum or holy magic will still be capable of dealing damage as normal.

- Permanescense cannot be used to heal or regenerate the mystic. 






A Mystic Conjurer summoning forth a spirit from the Ebrietaes.


Mystic Conjurers


A more reserved profession amongst the Synod's ranks, being occultists who have sought to delve deeper into the arts of Mysticism, sacrificing soul and body in order to access greater feats of the art. Whether they be clairvoyants within a wandering caravan, priests within an order, or psychics who claim to commune with the dead, these individuals often adopt a far more mysterious nature amongst the practitioners of Mysticism, drawing their primary strength in the rituals and rites they performed for the Synod. However, in exchange for their prowess amidst the dead comes great physical and mental conflict, the conjoined ghosts within them sapping away both strength and sanity.


Those who tread the path of conjurement are thought to take the greatest toll of all occultists; dedicating body, mind, and now soul, to forsaken communion with what lies beyond the flesh. Whilst the sorcerer’s coil is made frail by merit of their dark practice, the Mystic, being brought closer to the Elysian and Ebrietael Wastes, would gain a further frailty in the world of Men - arguably more so than any mere Voidal Sorcerer. Upon their conjoinment, the occultist would gradually become pallid and gaunt, appearing more corpse-like and elderly. Their hair would flake to white, and their flesh would sag as if worn by time; though they would be granted a disturbing level of spryness despite their physique. However, the mortal’s strength would be reduced to little more than naught, leading these occultists to often rely upon their blade-sworn brethren or other forms of sorcery. 


Though they may be capable of briefly wielding daggers or simple blades in more dire circumstances, their energy is mostly sapped, leaving them mostly exhausted even after a few brief motions or attacks—making them rather poor warriors. Heavy armaments will also quickly leave the mystic drained to the point of immobility, exhausted by the weight of any plating beyond that of light. And since they are not as material as their graven-bound occultist, they do not bear the same innate weaknesses towards aurum, salt, or religion, though merriment will still leave them repulsed and forlorn.


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 due to the presence of their bound phantoms. They may bear unexplained envy or hatred against the living, experiencing fleeting bouts wherein their resentment may lead them to perhaps fabricate self-told lies in which they may deem mortals as lesser to conceal their depravity. Vivid hallucinations, post-traumatic flashbacks of which they hold no recount, nightmares, and panic disorders are all predominantly present afflictions within these fell conjurerers of the dead, though more acute maladies such as epilepsy or schizophrenia may also manifest forth from the far recesses of the occultist's mind. 


Though conjurers do not suffer as puppets of their phantom to the same degree as those who harbor the spirits of gravens, there may be some instances where the mystic might carry out a minor action—such as walking to a location or performing some arbitrary task—only to forget what they had been doing or why, their memories fogged in the brief moments the phantom had taken initiative. Volatile spirits are more prone to doing this than those passive or melancholic, desperate to feel the world they have been severed from a new lens as to perhaps relieve them from their sorrows, agony, and grief; pressing their afflictions upon the mystic instead - and leading any lingering sanity to dwindle.







Conduit – The ability of mystic conjurers to both supply and drain ectoplasm to and from phantoms, as well as even their fellow Mystics. Requires three emotes total to perform, the base amount of ectoplasm required being one liturgy. 


Having a limited supply, mystics conjurerers constantly seek to restore their precious ectoplasm, birthing the ability to replenish it by means of forcefully tearing ectoplasm from spectral beings such as ghost, gravens, Eidola, Wights—and even apparitions if they are so ambitious. This may be performed by the mystic channeling their ectoplasm in the form of a misty projectile which they may then project towards their desired target for up to fifteen meters, sapping away two liturgies worth of the phantom’s ectoplasm and restoring the Mystic’s own stores in the form of opaque murky fog or mist should it make successful contact, effectively granting them one additional liturgy truly replenished. 



Phantoms may only undergo a particular number of drainings until they are forced to demanifest. Ghosts and gravens will be manifested after three successive drainings; Wights will be demanifested after six successive drainings; Eidola may crumble and demanifest after five successive drainings; and apparitions will demanifest after a minimum of seven successive drainings, though this may scale upwards depending upon the strength of apparition. If a Wight drains another ectoplasmic being when they themselves do not lack ectoplasm, they will experience an uncommon clarity of mind, briefly suppressing damage done by their time and presence in the Elysian Wastes.



Along with their ability to drain comes the ability to gift their own ectoplasm as well, able to “feed” and “heal” wounded phantoms by restoring the creature’ ectoplasm at the cost of their own stores, though this can also be used to restore the ectoplasm stores of fellow Mystics as well. With this, a Mystic may also feed a spectral creature that is at its regular ectoplasm capacity already, allowing it to be endowed with a greater physical presence within the mortal realm even if only for a brief period of time. A ghost-like being such as a phantom or graven would be granted orc-like strength and speed; an eidola would be granted olog strength and a jogging pace speed; and an apparition or Wight would be granted increased potency in their area-of-influence and their range by up to five meters—all of these effects not lingering any longer than six emotes lest sustained by a more permanent victual. 


Conduit may be learned by novice mystic conjurers (tier one).



- A successful draining will restore two units total, this including the unit of ectoplasm that was used to cast the conduit.

- A mystic cannot drain nor feed without the adequate amount of ectoplasm to do either respectively. 

- Conduit draining only affects ectoplasmic beings and has no effect upon mortal descendants, with the exception of mystics, who will suffer effects similar to ectoplasmic sickness upon being successfully drained by another mystic.

- Conduit draining will never create a tether and must be cast from scratch if the mystic wishes to use it again. 

- Conduit may only be performed on one entity at a time and can only exchange one liturgy either way. 

- Effects granted by conduit feeding only occur if the phantom is fed at full ectoplasm capacity.





Handling – The ability of a Mystic Conjurer to temporarily bind a phantom to their will. This ability requires three emotes total to perform and consumes two liturgies worth of ectoplasm.


There may be times when a phantom is less cooperative with a mystic, denying them the grace they deserve as bridges between the living and dead. When cooperation thus fails, it is then that the occultist may employ this last-ditch effort at a great cost, performing a liturgy which establishes the mystic’s dominance over the phantom, regardless of the creature’s own will. This may be performed by the mystic by channeling a large amount of ectoplasm to create a sort of ‘net’ which they may cast towards the phantom, ensnaring and subduing them beneath their will—their ectoplasm permeating the handled phantom akin to dye within water.



Once successfully handled, the phantom is obliged to carry out the occultist’s will for up to three narrative hours out of combat or fourteen emotes while in combat. Additional mystics attempting to handle a phantom may result in the phantom being required to follow all their commands, and for a longer duration of time—though this may yield complications should any of their directions conflict with those of another. After a phantom has been successfully handled and their time expires, they will be immune to further handling from mystics for up to two OOC days after they’ve been released. The success of handling is established upon a tier-based roll on the part of the mystic, though is only able to be performed upon up to one phantom entity at a time.



Tier 1: /roll 20 – success is 16 and up.

Tier 2: /roll 20 – success is 13 and up.

Tier 3: /roll 20 – success is 10 and up.

Tier 4: /roll 20 – success is 7 and up.

Tier 5: /roll 20 – success is 4 and up.



Do note that the performance of this liturgy upon creatures as Wights and apparitions requires that they be significantly weakened prior to being handled. Wights must thus be drained successfully three times to be handled, whereas apparitions must be drained upwards of four times depending on their power—the latter able to be handled indefinitely for a single encounter. Wights are also capable of resisting commands such as giving up their phylacteries or handing over lore heavy items such as the Grimoire of Phantoms.  


Handling may be learned by apprentice mystic conjurers (tier two).




- Handling does not require OOC consent, though it is recommended to offer in advance.

- A Mystic can only handle one phantom at a time.

- The net travels at the speed of a crossbow bolt, though can be dodged with sufficient awareness and movement.





Exorcism – A Mystic may expel the disembodied dead from objects or people and force them to manifest. Requires four emotes to perform and consumes one liturgy worth of ectoplasm.


Wretched things phantoms may be, hiding their phantasmal selves within objects of little worth—whether that be a box or a table; a carpet or a knife. More sinister spirits may even resort to the possession of bodies, either living or dead, to hiding within vessels flesh in order to conceal their deathly nature. Still, the power of a Mystic may be a great rival for the ghost, throwing them out of the vessel they have chosen, thus exposing them to the powers of both the Mystic magic and mortal blade—for no fleeing phantom nor hidden Wight may even be safe from those with such great spiritual and mental fortitude. This liturgy may be performed by an occultist upon hexed objects, menhirs, possessed objects and even possessed people over the course of three emotes, done by direct touch up to tier three, though may be done within three meters of the object at tier four and higher. Success is also established by a tier-based roll.



Tier 1: /roll 20 – success is 17 and up, forcing the phantom to remain manifest for one emote.

Tier 2: /roll 20 – success is 15 and up, forcing the phantom to remain manifest for two emotes.

Tier 3: /roll 20 – success is 11 and up, forcing the phantom to remain manifest for two emotes.

Tier 4: /roll 20 – success is 7 and up, forcing the phantom to remain manifest for three emotes.

Tier 5: /roll 20 – success is 3 and up, forcing the phantom to remain manifest for four emotes.



As they are being cast out from their husk, the spectral creature would be overcome with great agony as if they had been doused in white-hot flame. Though not only does this force the creature from their vessel, but it also forces them to remain manifest for a short duration upwards of two emotes, allowing even more advanced rites of Mysticism to be performed upon the phantom now that they are made more present within the material realm.


Exorcism may be learned by novice mystic conjurers (tier one).



- An exorcism is excruciatingly painful to the phantom as the are forcibly torn from the object, akin to being on fire.

- The phantom will be forced to remain corporeal and visible for the outlined tier-based duration.






Possession – A mystic conjurer may expel their ghost to afflict an individual with a particular malady or hex that lingers. Requires three emotes and consumes two liturgies of ectoplasm to perform.


Though unable to manifest their phantoms corporeally as mystic blades, a mystic conjurer can cast out their conjoined ghost in order to afflict those that stand against them, often as a form of cursing that has been referred to most commonly as a ‘haunting’. This requires that the mystic maintained complete eyesight upon their desired target, weaving their phantom into a small sphere of ectoplasm that appears akin to some will-o-wisp or other phantasmal embodiment over the course of two emotes, casting it towards the individual upon the third. Should the phantom projectile make contact with the target, it would pass directly into them, seeding the phantom’s influence within their soul and permitting the occultist to direct the incited ghost however they may see fit.


Though unable to force the physical actions and movements of their query, the phantom may whisper to the victim in accordance with the occultist’s wishes—afflicting them with a myriad of mental hexes, leading them to see things that might not truly be there, or even cause them to develop some temporary delusion. Migraines and sleep deprivation also commonly ail those who have come into unfortunate contact with a conjurer’s conjoined phantom, oftentimes becoming sickly as a result of their poor mental health, which may lead many to the belief that they are cursed by some unseen force—for indeed they are so.


Though possession may be incited within combat, it may not take active effect until the encounter concludes. Should the possession be induced when one is not in combat, and combat ensues on another occasion, the mystic may still be able to direct their conjoined phantom so long as they are actively maintaining their command, though this often does little when within a combative scenario as the expelled phantom will do very little to the target physically—though perhaps distracting them significantly enough to disrupt actions that might demand a greater amount of concentration, whether wielding a blade or casting some spell.


Possession will only last for up to three OOC days unless the conjurer wishes to retract their ghost preemptively, wherein that case they would be unable to afflict the target further unless they were able to incite their phantom again. Even so, having their phantom expelled takes an immense toll upon the conjurerers, leading their own physical and mental health to deteriorate as much as their target’s own whilst deprived of their conjoined ghost. This leaves the occultist at a significant stage of ectoplasmic sickness, as if they had spent half their ectoplasm despite it perhaps not being so, though will also remain deprived of two units worth of ectoplasm until the spirit returns. Possession may also be purged by holy magic or mystical exorcism, though aurum will not hold any effect in removing it once set.


Possession may be learned by adept mystic conjurers (tier three).



- If incited in combat, possession will not have effects until after the encounter.

- Possession cannot force bodily movements or afflict a person physically beyond how they may respond to hexes.

- All hexes incited must adhere to the hex list as outlined in Hexing.

- Inciting possession requires one to maintain sight of the target and that they be within fifteen meters.

- Possession’s effects will not last beyond three OOC days, though victims may choose to retain some of the after-effects. 

- The mystic should describe the effects of possession to the victim, and may relay them through PMs.







Mystic Sacraments

Great power lies within a unified Synod, for while their individual Liturgies may aid them on their lonesome, together they may summon far greater powers to their aid. Unlike most liturgies which may be cast more frequently and with little notice, Mystic Sacraments require far more preparation, and being rather ceremonious in their performance. With such, Mystics may do anything from hexing objects with desolate geists, to altering the soul of an individual, to creating a terrible apparition in order to ascend to the level of Barrowlord. Do note still, that while the rewards of such rites may be bountiful, some these rituals may be vastly powerful, enough so to pose a great threat to even the Mystics performing such should they not employ wariness.




Seance – The ability of a Mystic to commune with the dead in ritual fashion.


The signature rite of the occult—imploring those that lie beyond the veil between the living and the dead by building a temporary bridge from which one might communicate with whomever awaits on the other side. Peoples and cultures throughout time have all meritted their own means of communing with the dead, whether through some festive activity to honor and implore one's ancestor, to the profane beseechment of cults uttering irreverent incantations below the earth. To perform this rite, the mystic is often required to implore the means of some sacrifice in order to fuel the seance, as well as to pinpoint their fate beyond the Ebrietaes, whether it be the long-dead corpse of a cherished associate, or some trinket that the individual had once held dear. 



While using any trinket or corpse may be an effective means of contacting a soul within the Ebrietaes, something more personal would be required to reach an individual beyond such. For example, using a sword blessed by Paladins might help to reach a soul lingering in Xan’s realm. Similar means may apply to things as deceased Shamans or Druids, or even so far as to reach craftsmen of Garumdir’s realm—assuming one understands where and what it is they seek. It should also be noted that despite the need for a sacrifice, the mystic would require some Ebrietael Conduit to perform this ritual, this being any reflective surface such as a mirror or even water.



Once the spirit has been called forth, they will appear in the form of a wispy ectoplasmic apparition, oftentimes being visible only in the conduit, though at higher tiers may appear as an ectoplasmic manifestation for flavorful and aesthetic purposes. While there is no limit on the time which a Seance may continue, it is the initial connection to the desired soul that lies the greatest danger, for the Soulstream is by no means an easy path to tread, and many malignant spirits wander those planes seeking any means of escape. Those who are not careful in how they employ this ritual may very well manifest some foul spirit or entity that would seek to threaten them, posing as a detriment to the wellbeing of any occultists and onlookers present at the seance. To best represent this fluctuation in stability, the mystic is required to perform a tier based roll every two emotes of the Seance to determine whether or not the connection will remain, though this may be aided by employing a relevant sacrifice.



PKed characters sought to be met in seances must be individuals who would be in Ebrietaes—dark mages, dark creatures, tainted individuals, and spirits scorned by Aeriel—unless sought in an Advanced Seance. All seances require OOC consent from the player of the summoned character, wherein they must then reprise their role for the seance, or ST management in the case of some lore character. 



Basic: +3 to roll if a related valuable/trinket is used – can only locate inhabitants of Ebrietaes.

Tier 1: /roll 20, rolls 19 and below result in either locating a random spirit or the target spirit impersonated by a geist. 

Tier 2: /roll 20, rolls 17 and below result in either locating a random spirit or the target spirit impersonated by a geist. 

Tier 3: /roll 20, rolls 15 and below result in either locating a random spirit or the target spirit impersonated by a geist. 

Tier 4: /roll 20, rolls 13 and below result in either locating a random spirit or the target spirit impersonated by a geist.

Tier 5: /roll 20, rolls 11 and below result in either locating a random spirit or the target spirit impersonated by a geist.


Advanced: +6 to roll if an object of related deity/power is used – can locate other souls with fate-specific sacrifices. 

Tier 1: /roll 20, rolls 9 and below result in either locating a random spirit or the target spirit impersonated by a geist.  

Tier 2: /roll 20, rolls 8 and below result in either locating a random spirit or the target spirit impersonated by a geist.   

Tier 3: /roll 20, rolls 7 and below result in either locating a random spirit or the target spirit impersonated by a geist.  

Tier 4: /roll 20, rolls 6 and below result in either locating a random spirit or the target spirit impersonated by a geist.   

Tier 5: /roll 20, rolls 5 and below result in either locating a random spirit or the target spirit impersonated by a geist.   



In the unfortunate event that an undesired soul makes its way from the Soulstream into the mortal realm, they may choose to spin false tales as to throw off the gathered occultists, or outright incite within them terrible maladies and woes. Once the geist has spun their lies, or the occultists come to realize it is not truly the desired soul, it may choose one of the outlined hexes to afflict all those gathered at the seance with, the hex chosen left up to the ST or player’s discretion depending on who is reprising the role of the seance. 


Seances may be learned by any novice mystic (tier one).




- Seances refuse to disclose the events of their death, and pressing this question repeatedly will result in them leaving. 

- Seances cannot be used to contact a mystic’s, or any present players’ past personas. 

- The hex which the polygeist imparts will last for up to three OOC days, and the effects must be roleplayed by all those present. Should any of the victims wish, they may choose to individually bear the curse more permanently. 

- Seances cannot be used to provide characters with knowledge such as magics, feats, alchemical recipes, etc. without the expressed consent of LT management.






Menhir Creation – The creation of stone pillars which may store souls, a crucial catalyst in Mystic rituals and rites. 

It was the First Synod, in their ambitions for immortality, who came upon the first Menhir; a terrible construction of otherworldly nature—retaining their deceased souls within itself. These accursed stone spires act as entryways to the Ebrietaes and Elysian, storing offered souls in order to fuel the more potent abilities of Mysticism, leading many occultists to engage in profane ritual sacrifices wherein they slay a living mortal before a Menhir as to let it absorb their spirit. Amassed souls may effectively act as a conduit of greater, prolonged liturgies, whether one be binding a phantom or creating an apparition—for though potent, the powers of Ectoplasm alone pale in comparison to the output of a true, pure soul, making them of invaluable use to Mystics. They may be created by two or more occultists (or an amputated occultist alone) funneling their ectoplasm into a natural stone spire.


Menhir vary in size depending on the power they wish to sustain, being naturally generated pillars of stone glued together by ectoplasm, the larger they are, the harder to move, yet greater the power within lies. Most Menhir may be anywhere from five to eight meters in height, while Menhir which store apparitions may scale upwards from twelve or fifteen meters. Smaller ones may be moved by cart or magic, yet only power akin to that of apparitions can move one of their own Menhir. These structures are also rather resilient, requiring great amounts of force or magic in order to destroy—requiring five emotes from sustained  magic cast by a master in its craft;or the combined efforts of three or more descendants employing the use of hammers and pickaxes over the course of seven emotes. The larger the Menhir, the sturdier it may become, allowing them to hold an even greater number of souls—yet perhaps also drawing more unwanted attention. Covens should employ wariness when creating grand projects and erecting larger monoliths, however, for should they be destroyed, all souls bound to it will be lost.


One particular use is the sustenance of liturgies to hold more permanent effects, such performed through the efforts of three or more Mystics, depending upon the potency of the ritual they wish to maintain. Menhir that have been imbued with up to five soul fragments may be used as channels which offput the souls’ syphoned energy into the nearby region, weakening the strength of the veil through this grand feat of death. Ectoplasm weaves throughout the land, sewing itself between the lifeforce of existing flora and fauna as its influence spreads with each and every sacrifice endured—leading to vast swathes of land that have been hindered by more zealous sub-cults amongst the Mthyul’s chosen. 



These hindered areas become ghostly in appearance, plants made translucent as if a faint fog engulfed the region, whilst simultaneously drawing forth less desired beings that linger in the Elysian—scaring off wildlife and creatures that may have once resided within that field. A passive deadbreath mist would linger above the ground, restricting one’s vision to a mere six meters in-front of them, as if some impenetrable ocean fog had rolled in upon the shore with the tide. This immense Ebrieatael presence also empowers spectral entities whilst within the region, nearby phantoms and apparitions sustained by effects akin to Mystical feeding. Though not acting as a tether when used in such a way, the Ectoplasm which permeates throughout the region grants them greater manifestation due to its Elysian ties. 


Hindered land, despite its ghastly consequences, leaves nature to thrive as normal—forming no true blight or taint, and thus rendering it immune to the effects of Druidic Blight healing. Holy Magic, however, may be more capable in terms of expunging its phantom presence from the realm, though likely requiring many practitioners should the Hindering be significant—often demanding that they destroy the Menhir itself as opposed to purging land in small increments. Creating an above-ground hindered region in a tile or settlement that is not the Mystics’ own requires RO consent. 


- Menhir will store souls of those who have died in its near proximity, or those offered through means of saturation. 

- With ST approval and oversight, Menhir may also be used to absorb the spirits of those caught within the Elysian when in an area of high phantom concentration, such as a long forgotten battlefield or ancient crypt.

- While within Hindered land, the living may get easily lost and the spectral undead are perpetually under the effects of Conduit Feeding, this gradually increasing for each increment of souls added. Only ST-played apparitions may surpass the general strength scale, this depending upon the amount of souls and rage within the creature.

- Menhir must be mechanically present to be applicable in-roleplay, build as a pillar-esque object of prismarine. Menhir must also be approved by an ST akin to other such unnatural locations (i.e. chanceries, Heith-Hedran Rifts), though it does not need a sign explicitly stating it is a Menhir to prevent metagaming.

- Other spectral beings may wander Hindered regions should they be big enough, and may be emoted as environmental NPCs, though will not offer any combat capability or aid unless for some distinct event purpose.





Anchoring – The binding of a phantom to a location or pillar-like Menhir by means of ectoplasmic manipulation.


A power of Mysticism instituted with annals of antiquity, permitting an occultist to bind an ectoplasmic being, be it a graven, ghost, or apparition to a particular location, oftentimes employed through a means of stone pillars or monoliths. Such is performed through numerous and draining sessions of funneling one’s ectoplasm into the pillar or item, drawing the nearest ghost or graven to it akin to some pseudo-magnet, thus drawing them to linger about the area as if it were a sort of ‘home’, albeit perhaps subtly and even, at times, without their knowledge. Objects, too, may be employed as an anchor, allowing the bound phantom to simulate a mortal haunting, since a phantom cannot be bound directly to a soul beyond the conjoinment of new Mystics. 



When bound in such a way, the phantom is granted some benefit, rendering them immune to permanent banishment by means of constant demanifestation, often making compliance in such matters appealing to the phantom in question, especially should they not wish to risk their soul being cast into the Ebrietaes. Essentially, these work as a rather crude and basic form of phylactery, maintaining the phantom so long as the crib remained intact, though banishing the spectral creature to the Ebrietaes the moment it is destroyed or purged. However, should the Mystic(s) who bound the phantom will, they may remove the shackles which had bound the phantom, leaving the creature to recuperate for some time afterwards, yet still remaining within the mortal plane. 



Dissimilar to these common phantoms, however, apparitions will instead instantly enter a sort of dormancy when bound to such as these, though still requiring the alignment of the apparition in question be with that of the Mystic(s), lest they be required forcibly weaken it through means of conduit draining. These creatures, despite the limited capabilities of other bound phantoms, hold much greater power when bound to these cribs, establishing great areas of influence, this varying based upon their power scale, whether by the number or souls consumed or their rage. It should also be noted that still bodies of water work splendidly as a means of crib, establishing these as pools which reflect the nature of the Ebrietæs themselves – the fleeting faces of the tormented dead passing across their dark surfaces as shrouds of thick mist embrace the crib with a perturbing presence. The water itself, as a result of the saturation of the apparition’s soul-consuming ectoplasm, will also take on numerous properties nigh achievable by any that lie within the mortal realm, imbued with the essence of that which lies within. It is with this water that a Mystic may expel curses from the soul, the apparition’s essence consuming the geist or spirit within any hex or malediction of Ebrietael or Shamanic Nature, adding their power to its own and thus rendering the curse null. Yet one should be wary of wading into these pools, as they would be subject to the wrath of the apparition, permitting only creatures as Wights to enter with little endangerment, and even then putting their wellbeing at risk.




- Stone monoliths, Menhirs, and items which a phantom is Anchored to act as a pseudo-phylactery. As long as it exists, a CA phantom bound to it will be immune to PK by three demanifastations, though should the Anchor be destroyed or purged, the bound phantom will be forced to PK.

- Phantoms bound to items in this way must be ST signed with the phantom’s name set in brackets within the name or description. Similarly, for structures as Menhir or cribs, a sign must be placed stating such, stating the name of the bound phantom, as well as approved by an ST. One cannot metagame the names and identities of phantoms bound.

- Only one phantom may be bound to a location/crib/item/Menhir.

- A phantom cannot destroy their own crib. They can leave their crib to wander about, but will always be bound to it and forced to return should they be instructed so by the Mystic who had anchored them.

- Permanent binding of a CA phantom cannot be done without OOC consent.





Amputation – The removal of an occultists arm and replacing it with a Menhir Ring, allowing new liturgies and rites.


Whilst the Wight Barrowlords have dedicated their entire souls to their occult craft, binding themselves eternally to the arts of mysticism, the less daring of mystics perhaps sought to gain power, yet not at such a perilous cost. Thus, the Wights developed a means to an end, one which allows the occultist greater power, permitting those who undergo this ritual to better interact with the dead about them, while also retaining their mortality. To do this, the mystic must endure a rite in which one of their arms is made amputated by a Barrowlord, oftentimes in a macabre, ritual fashion—then placing upon the stub what is known to the occult as a Menhir Ring. 



This ring, made by the stone of a twisted monolith and imbued with Wight magic, is to be placed upon the stub of the amputated, forever bound to their conjoined soul as it feeds off the ectoplasm of the mystic’s conjoined phantoms in order to power itself. Once secured upon the arm of the occultist, the arm conjured will appear ectoplasmic, perhaps bearing a dull blue lambent or sickly green radiance which outlines from the limb. 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—lest it otherwise harmlessly phase through people or objects. 



More unique among its features is its ability to make contact with spectral entities as if they were physically manifested. In the exclusive case of a mystic blade bearing an amputated limb, upon gleaming, a blade or weapon held within their hand will similarly spectral in nature, ethereal in its appearance as wisps of ectoplasm trail off of it passively—almost as if it were hindered. With this, the blade will be also capable of making contact with phantoms as if it were physical, feeling akin to white-hot metal upon flesh, forcing them to effectively manifest after two successful hits as opposed to three or more. Additionally, this pain may be so immense that it would hinder the phantom’s ability to fade into the Elysian, whether to vanish or make themselves intangible for up to two emotes after being struck.


In order to conceal this false appendage from those who would deem it cursed, a mystic may demanifest the limb over the course of one emote, leaving it to disperse within a brief mist as the occultist is left with but the ring upon the amputated stub. 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, channelling their ectoplasm once more to reform this artifact of the phantom world. 



Yet be wary, for those who undergo this alteration should take heed, as this rite performed is one of permanence upon the mystic—forever marking them invested within the occult. Under no circumstance can the ring be removed even should the mystic be sapped, leaving the ring forever embedded upon the stub, yet nonfunctional, a testament to the once-taken path of their former selves. With that in mind however, the bearing of a phantom limb would only be available to those who have endured a second conjoinment, their melded soul capable of maintaining the limb itself, lest they be driven to illness and insanity should they be inapt to sustain it.


- Another prosthetic may be placed over the mystic’s arm as a means of concealing the phantom limb, though the inferior prosthetic would lose all of its capabilities beyond simple function, and will still appear to have a spectral aura when the amputated arm is manifested, similar to that of a hindered object. Limbs made through deific or druidic influence cannot be used in tandem with this limb. 

- 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 unless they are a phantom. No crushing hearts inside people.

- The blade will never appear invisible nor be intangible, merely adopting a ghost-like aesthetic. It has no effect upon living beings or non-phantom creatures save for what the blade or weapon would do normally.





Scrubbing – The bolstering of the veil in order to weaken the influence of phantoms.


The veil between worlds is often thin, weakened by the aberrant interactions of the dead between those of the living. Yet in times of need, through a particular ritual involving the burning of ritualistic herbs, performed by those of the Mystic Arts, the veil between the two worlds may be bolstered to a state greater than it was prior. This may act as a sort of spiritual ward, rendering the influence of phantom beings less than what it once was, perhaps protecting those who seek respite and sanctuary from the more relentless spirits of the deceased. Such rites may be performed through means of burning herbs associated with the notions of death, whether they be of alchemic or cultural symbolism matters little. This will then appears as what may seem as a cloud of incense, shield, or other aesthetic manifestation, so long as it pertains to the general theme. Once such has been established, phantom creatures as Ghosts or Gravens will be unable to penetrate the defensive region, or may even be made weakened should they be entrapped within such. Wights, however, due to their more potent nature, suffer little more than some discomfort, their power level being reduced by a single tier at most. Meanwhile, things as Apparitions themselves are immune to the effects of Scrubbing, though will have their area of effect unable to reach those within the field. The general area-of-effect of this ritual is dependent upon the Mystic’s tier, though Wights and amputated occultists are unable to perform such.



Tier 1: The Mystic may scrub a 5x5 space.

Tier 2: The Mystic may scrub a 10x10 space.

Tier 3: The Mystic may scrub a 15x15 space.

Tier 4: The Mystic may scrub a 20x20 space.




- Wights, whilst able to be present within a Scrubbing to little ill-effect, are unable to perform it themselves. Similarly, those who have undergone amputation will find their spectral limb to demanifest should they enter the field.

- Any being already husked when entering or entrapped will not suffer consequences of their powers, yet will feel great discomfort and will be unable to assume their phantom forms until their husk has been destroyed or they depart.

- While Eidola themselves are not effected by the effects of Scrubbing, they will be unable to use any sort of phantom/ectoplasm-based augments. Additionally, should they enter whilst carrying within them an apparition or soul fragments, they will demanifest. 





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 infernal or 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 any unfavored spiritual fate. 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.

- 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 make a Ghost into a Graven, as well as the reverse, the Mystic ensnaring the phantom beneath them.


A sacrament which stands testament to Mysticism’s more malicious nature, often taught to budding Mystics, allowing for an occultist to force a dark transition upon spirits wandering the mortal realm. Through such a ceremony, a ghost who has been convinced or subdued may be forcibly warped into a Graven, a soldier to the Mystic’s will. Similarly, those bound as Gravens might be forced to shed their corporeality for the incorporeal nature of a ghost. Of course, such a process as this is rather lengthy, requiring multiple periods of draining and binding, reshaping the phantom’s soul piece by piece in an ever-so-agonizing process.



First and foremost, the phantom must be bound to a Menhir, whether willingly or unwillingly, by an amputated Mystic seeking to transmute their immaterial spirit. Should one seek to change a phantom to a Graven, some form of tether must exist for the Graven’s spirit to be sent into, oftentimes being an inanimate corpse, lest it merely be dispersed once it has been transmutated. Once it has been bound, the Mystic must drain the phantom completely, leaving little more than the soul itself which is retained by the Menhir 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 through means of hell-wrought fire. 



Should the occultist make a Graven into a Phantom, they would take the ectoplasm and begin to shape it once again before the Menhir, meticulously establishing the form of a phantom befitting the soul. In the case of the reverse, the ectoplasm must be set within the inanimate corpse, the Mystic weaving it throughout every bone and vein as the body becomes like that of a Graven in appearance, albeit with some very minor spectral hue and faint glimmers of ectoplasm. Once all is said and done, one must reach with their amputated arm into the Menhir, tearing forth the soul of the phantom and sending it within its recreated form, thus transmuted. 




- Requires OOC consent, though not necessarily IC consent.

- This process is one of excruciating and torturous pain, and should be roleplayed as such by the phantom. 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 phantoms. 





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.





Hindering – The weakening of the veil to bolster the abilities of phantoms.


To damage something as precious as the veil between realms is a great feat, requiring a grand amount of energy and with clear intent. To perform such, a great amount 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. This is done by offering souls to a Menhir, the energy syphoned from such unfortunate individuals serving as the fuel to create such a large-scale change, the dampening spreading further with every soul sacrifice, leading to vast amounts of land warped by more zealous occultists. These hindered areas become ghostly, plants becoming translucent as a faint 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. Such land may be purged through the use of Holy Magic, depending on its scale, though does not suffer from Druidic Blight Healing, as no true blight has been formed, for beneath the ghostly visage, nature continues to thrive as normal.




- To perform ritual Hindering, ten souls deceased are required, along with the aid of four Mystics. 

- Hindered land may encompass up to a fifty-block radius, though further growth may be encouraged through further sacrifice. Should Hindering be done in quantities as this whilst in a settlement or charter, an RO must be consulted regarding such.

- Passive dead breath mist within the Hindered land restrict visibility to eight blocks in front of an individual.

- Whilst within Hindered land, phantom creatures will be capable of manifesting themselves to have physical prowess matching that of a descendant in peak condition, not including orcs, yet at the cost of requiring an additional emote to fade. Gravens would gain somewhat enhanced speed, though not superhuman by any means. 

- Other spectral beings may wander Hindered regions should they be big enough, and may be emoted as environmental NPCs, though will not offer any combat capability or aid unless for some distinct event purpose.





Hexing – Summoning forth a geist and imbuing it within an object to create a Hex.


A ritual of the Mystics which allows them to open a portal to the realm of the dead, be that the Soul Stream or the Ebrietaes, and conjure forth a polygeist from them, before binding it within an object -- whether that be a mirror, goblet, belt, blade, or other physical object -- to grant it special, accursed properties, permitting the spirit to afflict those that come into contact with the trinket, satiating the polygeist and briefly reliving them from their desolation in exchange for the suffering of the hapless living. Yet this comes at a price, for a polygeist cannot be drawn forth without substantial coaxing to ensure their wrath remains with the object.


Through some cherished memory of life, a lesser geist might be torn from the Ebrietaes in its hunger and woe, the Mystic losing said cherished memory once they’ve sealed their pact with the spirit, enabling them to chose of any of the Minor Hexes listed. Yet a far more wicked toll might be forfeited -- that of a deceased mortal soul. Oftentimes, this expense might come about in a grand ritual performed by the Mystics upon one unfortunate enough to fall into the hands of those who toy with the fates of death. With this soul in its grasp, the geist suckles upon its energies like a babe to a bottle, draining it perpetually of its essence, and thus permitting the Hex to be of greater nature and form, perhaps even breaking the boundaries of what is commonplace amongst such profane baubles.


With their very nature tainted by the presence of the geist, the object in question might also acquire several distinct traits which tie it to those of the despondent dead, howbeit also becoming far more resilient in their nature than any mundane trinket of man. permitting it to withstand great blows before being rendered truly destroyed. Along with this, these objects might also appear worn and corroded, a blade made rusty and chipped, whilst a mirror might be made damp and cracked, standing testament to the presence of the geist within them. Aurum, Shamanic Lautamancy, Holy Magi, and Fi’ all might be capable of purging said Hexers given the proper amount of individuals gathered. Tier Two hexes would require one individual; Tier Four hexes would require two individuals; and Hexes made by a Wight would require three. MArt Hexes or Hexes made with a greater number of souls may require more, though that is up to both the purgers and Mystics to decide within reason.



Tier 1: Minor Hexes

Tier 2: Additional Hexing Materials

Tier 3: Major Hexes

Tier 4: Additional Hex Triggers

Tier 5: Additional Hex Durability



Minor Hexes:

Grievegeist: Inflicts sorrow, feelings of hopelessness, and/or depression upon those who make contact with the Hexed object. One would feel as if they had a  terrible emotional weight upon them, as if they had completely failed. One emote.

Gauntgeist: Inflicts eating disorder and excessive gluttony upon those who make contact with the Hexed object. One would seek to overeat and have a greedy attraction to food, as if it were some addictive substance. One emote.

Ragegeist: Inflicts overaggression, needless hostility and/or irritability upon those who make contact with the hexed object. Those inflicted might jump into a rage in combat or be compelled to start a fight needlessly. Two emotes.

Hollowgeist: Inflicts apathy and indifference upon those who make contact with the hexed object. Those inflicted would lack emotion, even during passionate or emotional situations. Two emotes.

Fazzlegeist: Inflicts confusion and lack of concentration upon those who make contact with the hexed object. Those inflicted would have difficulty, though not prevention, casting spells or focusing on simple tasks. One emote.

Furvorgeist: Inflicts extremism and zealotry upon those who make contact with the hexed object. Those inflicted may cause fights or riots over even the most petty opinion or socially related disagreements. One emote.

Shamegeist: Inflicts self-loathing and shame upon those who make contact with the hexed object. One would feel as if they had failed everyone and themselves, sending them spiraling into depression for the duration of the curse. One emote.

Muddlegeist: Inflicts forgetfulness, delayed and/or jumped speech upon those who make contact with the hexed object. One would be unable to put together concise sentences without stuttering or forgetting what they were going to say for the duration of the curse. One emote.

Greedgeist: Inflicts zealous greed and avarice upon those who make contact with the hexed object. One would seek to steal or horde objects of value, unwilling to share anything for the duration of the curse. One emote.

- Flamegeist: Inflicts a terrible, burning feeling which courses throughout the body from the point of contact, as if a terrible fire were flowing through the very veins of the individual, yet to no true physical harm. One emote. 



Major Hexes:

Cagegeists: Severs soul connection between the body, thus placing the victim within a paralyzed, coma-esque state. Four emotes.

Pridegeist: Causes immense arrogance and conceit to the point of violence in order to protect one’s pride. Four emotes.

Frightgeist: Causes extreme paranoia and fear upon contact with the Hexed object, to the point of either freezing or fleeing in a fight. Four emotes. 

Hungergeist: Instills an extreme and ravenous hunger for meat in particular, fresh or otherwise, which cannot be satiated. Three emotes.

Terrorgeist: Causes vivid, terrifying nightmares which plague the individual when they sleep, thus generating a lack of rest. Two emotes.

- Tormentgeist: Inflicts a grave, stinging pain wherever it is made contact, from stinging eyes if seen, or burning ears when heard. Two emotes. 



Hexable Materials:

- Wood

- Stone

- Bone

- Metal [T3+]

- Other [T4+] 



Hex Triggers:

- Touch

- Ingestion [T2+]:

- Sight [T3+]

- Incantation/Hearing [T4+]




- The durability of a hex is two times that of its natural endurance, metal being incredibly durable though not indestructible. Larger hexes or MArt hexes might require further effort, though never would one be completely indestructible.

- Hexed objects cannot be made larger than five meters without a MArt.

- Custom Hexes or hexes made with other dark arts require a MArt. Additionally, one should always bear in mind that the goal of the geist is to torment, never outright kill, as that would lead the mortal to escape from their grasp.

- Hexes have no effects upon undead, spectral or corporeal.

- Hexes must be ST signed to ensure validity. 




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. 




Conjoining – The pulling of a spirit from the Ebrietæs, by a Wight, in order to create a new Mystic. 


In times passed, the Mystics of old would be crowned by a deluge of ectoplasm in order to bring them closer to the dead they so fervently seek to commune with, this process being formerly known as Crowning. Yet as the ages drew on, a greater, more effective means of bringing a Mystic closer to the realm of the dead was hence developed. By conjoining the soul of a Mystic with a spirit of the deceased, the Mystic is brought to a greater unification with phantom beings, one which could seldom have been achieved by Mystic occultists of the first generation. 



Fundamentally, Conjoining is a process performed upon aspirant Mystics either by a Wight or Mthyul Tlan itself, inflicting a great wound upon the Mystic’s soul by merging their spirit with a deceased phantom, granting them their own supply ectoplasm which will grow the more they delve into the sacred art, whilst also bringing them into greater communion with those who have passed from the mortal plane. This allows Mystics to see beyond the mortal shroud, whilst also permitting them to perform their various liturgies and rituals of the occult. However, woe to those who do not prepare themselves for the gift they are about to receive, for the ability to interact with the dead is not a power to be taken lightly.








“Bone cold, sun dead, unlife eternal. Pale, o’so pale.” — Mthyul Tlan, The Waking Synod



The forsaken pinnacle of Mysticism and all of its dark sorceries, transcending life by means of death, a desire not unlike that of the First Synod, who in their efforts were made into an amalgamation of desolate souls. Akin to the phantoms they know so well, Wights are Mystics who have brought themselves beyond the veil of death, paced eternally within the twisted realm of phantoms and spectres – otherwise known as the Elysian. Dark creatures are these, embodying both the sins of the Mystic and the vile apparition which they have consumed, engulfing the soul of the occultist within the dark arts of unlife forevermore.




Creation – The birth of a Wight through means of a Mystic consuming an apparition, their body gradually shifting to stone and establishing their Phylactery as they are partially pulled from the mortal plane. 


One can only go so far bound by the shackles of mortality, as the will of the human spirit far exceeds its corporeal limits. And thus, in such a perilous effort, one must become one of the dead which they so devoutly commune with, taking on their likeness and being in order to be bestowed with greater power and purpose, yet sets them forever apart from everything they once held dear, banishing them from any semblance of mortality. One may undertake such a shift in being with utilization of an Apparition, a dastardly being wrought from malice and torment, along with proper preparations, either by means of reasoning with or subduing it, a task nigh impossible without aid.



Once the apparition is weakened to a significant degree, it is then that the Mystic must saturate their blade in ectoplasm, coming to deal the finishing blow upon the fell creature as its essence is soaked into the occultist. Two other Mystics must then channel their own ectoplasm into the occultist, thus binding the apparition to the Mystic, leaving such exhausted as the amalgamation of souls begins to merge with their soul, consuming the conjoined spirits and adding them to its collection. It is then that the Mystic will face an ordeal for the new in-character year, struck by fatigue and stagnation as they will eventually seek a place to retire, their body turning to stone before they may finally emerge as a Wight, tethered to the material plane. However, one should be warned that if the Mystic were to perish whilst the apparition still remained within their mortal form, their soul would be consumed by the creature bound within them, unable to be revived by any means of magic or monk. And should the tether, once fully formed, be destroyed, the Wight will be banished from the mortal plane, doomed to remain within the Elysian for eternity. 




- Once a Mystic has bound themselves to the apparition, their body will begin to stagnate over the course of the next seven OOC days before they are made a Wight. Should they perish during this stage, they would be forced to PK. 

- A Wight’s phylactery must be mechanically accessible and present as a tangible structure in-game. Accessibility must be reasonable, meaning that one cannot put down twenty iron doors to protect their Phylactery.

- When a Wight demanifests, they will reform in-roleplay at their Phylactery, assuming it is in tact. If a Wight PKs by means of suicide, they will still be forced to adhere to the suicide PK clause. Should a Wight’s phylactery be destroyed, the Wight will be forced to PK with absolutely no means of returning or revival.






A Wight husked in tattered cloth.




Condition – Though granted the ability to transcend life, the becoming of a Barrowlord holds great detriments to the occultist’s wellbeing, subjecting them to an eternally cruel existence. 


As they are phantoms themselves, Wights appear as semi-transparent creatures of a misty, ectoplasmic composition—intangible just as those spirits which linger in the mortal plane. They may appear like that of a mystic who is gleaming, though more noticeably ethereal, bearing some decaying or dead appearance that emits a cold and dull half-light—and some might even don a ragged semblance of clothing or perhaps visible, glowing bones that adopt cold auras of blue or sickly green. Though their presence within the material realm is arguably pathetic in regards to the apparition they have consumed, they may still learn to manipulate their ectoplasmic form to an impressive degree, allowing a pseudo-shapeshifting which might allow them to take the form of some dense fog or spectral beast.



A Wight’s lack of a mortal coil also allows them to disregard the effects of descendant weakness, immunizing them to the effects of poison, fatigue, and even poison in most cases. They are also permitted to travel to and fro from the Elysian at whim, allowing them to manifest a corporeal form that may rival even the strongest of descendants so long as they are tangible, along with the ability to influence the world through minor telekinesis and fleeting illusions of mist—regardless of what path the occultist may have taken in life.



Furthermore, due to their their faded presence within the Elysian, Wights are capable of bringing their attention elsewhere in relation to the mortal plane. This allows them to be invoked by a mortal who speaks the Barrowlord’s true name, permitting the Wight to perform signs or ‘miracles’ around the one who beseeched them, perhaps conveying the presence of some pseudo-deity. These signs may take the form of hindering, non-combative telekinesis, walling, or deadbreath which spans in a five-meter radius around the one that the Barrowlord has blessed. However, though their mind is drawn to the invoker, they are unable to discern any identity, location, or any other trait which might be present upon or surround the one who has called them, oftentimes requiring the Wight take care who they reveal their name to. 


Even more terrifying is a Wights ability to perform what is known as husking, wherein they may essentially permeate a vessel with their ectoplasm—whether living, dead, or inanimate—and manipulate it from within. These vessels or ‘husks’ may be anything from a simple corpse, to a suit of armor, to even things such as still water or reflective surfaces such as a mirror—though in these latter cases the Wight may not control them inherently, instead made to communicate through the conduit as a medium of their presence. Despite this incredible feat, it may act as both bane and boon, for while the Wight may be disguised within the husk, their ectoplasm is spread throughout, making them vulnerable to dispersion should their husk be destroyed whilst they are inhabiting it. Additionally, as they are phantoms in their own right, the effects of aurum, resonance, holy magic, and shamanism all prove incredibly effective against these fell manifestations of the occult, capable of dispersing them with five substantial hits when unhusked. 



Though granted this great power, the existence of the Wight is indeed a tragic one, mind and soul in constant conflict as the apparition within contests the Barrowlord’s own will—leaving the once mortal occultist in distress and uncertainty. Moreover, as they are not quite living nor particularly dead, Wights bear little semblance of their former mortality within their mind, subject to various afflictions of the mind which the apparition may weave, and leading them to further spiral into madness and delirium. At times, the apparition may even overpower what remnants of the mystic’s consciousness remain, allowing the twisted being absolute control on occasion. 



Those more stalwart in spirit may be capable of successfully deterring the manipulation of the apparition, their clearheadedness and rationality seldom lingers—for the bound apparition is seldom willing to cooperate. The absence of a true body also deprives the Wight of a strong self-identity, some going to far as to create detailed personas in a desperate attempt to regain sanity, yet even these are left demented and twisted despite the occultist’s best efforts. And though freed from the clutches of mortality, some Wights have gone so far as to end themselves permanently—a common fate amongst such forlorn souls.




- Illusions are limited to images and flashes conjured from ectoplasmic smoke, like that of deadbreath but far less opaque, like a fog. Telepathy can be nothing more than a speaking voice in a target(s) head. For either of these, they must be within fifteen blocks of the Wight. Telekinetic capabilities are limited to fifteen kilograms, so while they could easily lift a bench or numerous books, these could easily be swatted away. Telekinetic manipulation and illusions offer little combat advantage, and is primarily used in order to set a scene or intimidation.

- When disguising themselves as an animal or creature, Wight’s are unable to draw upon any of their spectral or animal abilities, and are still limited by mechanics and their weaknesses. A Wight disguised as a bird could ‘fly’ a few meters off the ground but to no mechanical and little roleplay advantage. Disguised beasts appear noticeably spectral, their form composed entirely of ectoplasm, similar to lesser ghosts in their beastial forms.

- Wights may unleash a deafening wail over the course of three turns, disrupting all magical connections and instilling terror into the hearts of those who hear within local or  shout range, making approaching the Wight incredibly unnapealing, though by no means impossible. Additionally, it does not cause any permanent damage to hearing, only dazing individuals for about an emote or so.

- 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, and only PRO, their permission to pass through something extends to anything within that particular region.

- To invoke a Wight successfully, the individual must speak their name aloud in no quieter than #quite range, the signs performed adhering to all redlines and mechanics of their respective abilities. 

- Even while intangible, Wights are still able to be made contact with by means of aurum, Kani, anti-magic, holy magic, and Shamanic Lutaumancy purging. Each requires four constant emotes in order to force a Wight to manifest when intangible or as a mist. Should the Wight be invisible, they must also know where the Wight is in order to force it to manifest.

- When within a living husk, a Wight is unable to push the individual to killing themselves, as that would result in the Wight demanifesting and thus PKing of suicide, though forcing the individual to commit self-harm is permitted. However, neither the Wight nor the individual may be able to fend off the other for a long period of time, often no more than five turns, as this is exhausting on both ends of the spectrum. In most cases, the Wight will often lose unless the victim is weak enough to succumb, whether they be already fatigued, wounded, or ill. The possession will only last until that roleplay session has ended, unless explicit OOC consent is given by the victim.

- Husked Wights can be slain by fatal blows to the head or the otherwise outright destruction of their body, or any other means of incapacitating its body. This is based upon the nature of their husk. For example; a corpse or living husk would be weak to any means of physical harm, while a Wight husked in a cloak would be susceptible to burning by flame. Wights may eject from their husks and flee when they are in danger of dying lest they demanifest, but only if able to do so preemptively and not in the moment they would be slain.








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.



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 adequately teach those who have been conjoined, while also being able to maintain an apparition within them to ascend to Wightdom.



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. 






A husked Wight accompanied by an Eidola guardian.



The perfected vessel, Eidola are the pure children of a twisted parentage. No longer golem-esque titans, these ‘Paleknights’ have shed their towering shapes and emerged anew, wrought still of that glistening rock, but now rendered as man. Forms of rough, damp stone that moves as freely as flesh, and minimally carved features. Minds and bodies cleansed through being strained by the Veil and purged with the waters of the Soulstream, what were once despondent beings are given fresh perspective.




Creation – The birth of an Eidola from a soul-bound Menhir, acting as a phylactery arguably more impressive than that that of the Wight Barrowlords, now made a construction of the Synod wrought in spirit and stone.

Born of a bastardization of life, Eidola exist as children of the Synod, what was once animate bound to a wretched husk of what is neither living nor dead, though nonetheless a tremendous achievement of Mysticism and the occult. These are but children of the arts who have value not in their utility, but the mere fact of their existence; a triumph of undeath arguably more impressive than the Wight Barrowlords themselves. Through the convergence of three Mystics, each knowing the direct creation of one such creature, they might together perform this most loathsome rite, by means of taking what were a living descendant, this to be twisted and made fit into its new form -- the Eidola.


First, the sacrifice must be set before an empty Menhir, bound customarily upon some altar of the accursed and dead. Once all preparations have been made, the two of the Mystics might weave their ectoplasm into the victim, permeating their body as it latches onto their soul, coursing like hot flame throughout their veins, before coming to pull the soul of the individual from the corpse before embedding it within the Menhir, this being naught but excruciating to the to-be Eidola as they are cast within the stone shell. It is then that the leading Mystic would intervene, coming to bind the soul to the Menhir and pervading their ectoplasm throughout, thus making the spirit and stone one and the same.


Once all is said and done, the Menhir would glow dully, emitting a cold illumination not unlike that which the First Synod came to behold before their untimely slaughter. Then, the Menhir would begin to shift, contorting and rippling before ushering forth what would be the Eidola’s form from the stone, thus emerging from the Menhir as a full construct of the Synod, no longer bound by flesh and blood, but by the duty which they so entrust to their makers.





The Menhir of a Paleknight, rippling with Ectoplasm.




Physical State

Formed of menhir stone moulded to mimic the body of a mortal; Eidola appear as living statues with carved features rarely more detailed than a simple outline. Their surface is that of a finely cobbled stone often in tones of grey and pale shades of blue, green, or purple. This rough surface is made to feel smooth by a constant layer of water seeping out from every divot, providing a subtle dampness to the creature at all times. Their mobility is directly related to this moisture, and if they are dried out entirely at a surface level, they will be able to move at only a fraction of their regular speed, and with far rougher, more jolting motions, like a poorly oiled automation.



This dampness originates from their hollow, water-filled center, a core that runs through their torso, head, arms and legs. Ectoplasmic in nature, this water serves as the vital fluids of an Eidola, the moisture provided throughout the body being necessary for smooth movement, and the contents of this water being nothing less than their projected soul itself. Though the outer shell of menhir stone is quite durable for its relative thickness, any severe breach of the stone can pose a serious risk to the Eidola, as they can easily find their essence pouring from the wound. Eidola only die when a sufficient amount of this internal water has been lost, more than half, meaning that a wound to the head will be far less fatal than a wound to the legs for such a creature. Their outer layer cannot be compared to metal for durability, and is best described as akin to strong gemstones; near impervious to slashing blows or low-impact thrusts, but capable of being chipped, cracked, and perhaps easily shattered by things like picks, axes, and hammers. On the topic of limbs and extremities, Eidola are capable of functioning without a head- though, will be robbed of their sense of sight, and made susceptible to death should they fall over and spill their fluids. Eidola are capable of manifesting with up to two extra bodily features: be it another set of arms, legs, an extra head and a tail, etc. These features also have the hollow core that can cause water leakage if damaged, and have equivalent strength or durability to the rest of the creature’s body.



Eidola lack a detailed sense of touch and are best kept away from any moisture-sensitive documents, but are capable of perceiving pressure and impact, as well as a muted sense of pain only brought about by meaningful damage to their surface. In terms of strength, Eidola exceed peak examples of their mortal size equivalents only by about half. Eidola cannot exceed the pace of a jog, as they weigh a great deal for their relative size due to the water-and-stone composition; they are strong in order to compensate for this, but not such that they are totally unhindered by their natural heft. As a consequence, a fall from anything over seven meters could potentially breach or shatter the Eidola, and if their water supplies are low, they are subject to the unsteadiness of it sloshing from side-to-side when disturbed.



Eidola may be modeled after any race though this shape can be determined simply by the soul’s former race, it is also entirely possible for Eidola to take a shape that is not the same as what they were in life, most often tending towards human or elvish features when the soul has lost attachment to its former self or lacks preference. Finally, Eidola do not require rest or food, but must bathe or soak in water every three elven days in order to replenish their internal water supplies, lest they dry up and be rendered dust.




Mental State

Mental disorders permeate eidola and their ilk as undead, individuals who have willingly or otherwise been cast from the shadows of Ebrietaes into the living world in a gruesome, foul body which betrays all beauty and kindness. The severity and nature of this disorder can vary greatly, however common ones list: identity conflict, clinical depression, schizophrenia, anxiety, and dementia; depression and dementia are the most common of all. These poor souls are steeped in the throes of death, a tangible force of both despair and numbness, and often forget their living lives as though they were dreams they shake off by waking as an undead. The older an eidolon the more it has forgotten its humanity and has become a creature of alien nature. Eidola are prone to dreary, gloomy, and disgruntled dispositions. It is a task for knights to find what brings them happiness by which some may discover to be through vanguarding a personally significant location, meditating underwater, servitude, or even murder.



The company, compassion, and counsel of other undead such as fellow eidola, wights,, ghosts, gravens, and other such things even like unintelligent dead like a seance wrought forth by a Mystic, perhaps to provide the bedrock for an eidolon to feel positive emotions but due to the foul temper of most undead it is uncommon for them to find kindness that is genuine amongst the late and abated; eidola do not find comfort amongst the living alone and are miserable, often coming off as on edge, bitter, or generally annoyed when they have gone long stints without encountering their fellow undead making passive, compassionate, child-cradling eidola impossible.




- Eidola may only possess strength akin to that of a descendant in peak physical condition, including orcs, though this is based on proportion to their size; a dwarf sized Eidola would have around dwarven strength, while an orc sized Eidola would have the strength of an Uruk, though never exceeding that of a golem or olog. These constructs may only move at a light jogging pace unless boosted, regardless of size.

- Eidola may not exceed nine feet in height, though not go below four feet. 

- Most of an Eidola’s water courses throughout their core chest and their limbs, and if half or more of this water is lost, then the Eidola will perish. Wounds to the legs or chest can be far more fatal than a wound to the head, for example. An Eidola must replenish their water once every two days in order to prevent drying up. This typically takes only a single hour session, though certainly unable to be done in combat.

- Due to an Eidola’s stone-like nature, slashing and piercing attacks will not often do much against their forms. Blunt, shattering attacks from pickaxes or hammers, however, prove to be far more effective in breaking or chipping away at their forms, breaking through them with enough substantial hits, likely around two or three. 

- Eidola have completely free will alone, nigh detached from any command of the Synod. However, they may choose to serve the Synod which created them.  Eidola may not spread knowledge of the Mystic Arts maliciously regardless of which path they choose. Should their Menhir be found, Mystics may make an effort to bind it, capable of ensnaring the Eidola. Occultists of more wicked orientation might even threaten the destruction of the Paleknight’s Menhir in order to force the Eidola to enact their bidding. 

- Eidola may not practice any magic nor any powers of Mysticism save for cantrip hindering, though may have similar abilities with the proper augments installed.

- Eidola may make physical contact with incorporeal phantoms due to their occult nature.

- Any damage sustained by an Eidola would be healed over the course of one OOC day should their Menhir be intact.

- Upon death, Eidola will respawn at the location of their Menhir over the course of one OOC day. Should the Menhir be destroyed whilst they are alive, another must be made  lest they be forced to PK upon their next death.




Augments – Modifications made by Mystics which may be gifted to the Eidola in order to enhance their capability, the Paleknight able to have up to two upon them at once. 

As Mysticism is the foundation of an Eidola’s existence, and while they may not directly draw upon any of its powers, should such a construct choose to serve the Synod, its congregation may opt to grant the Paleknight abilities which they could not possess otherwise, namely in the form of bodily augments crafted from a Menhir similar to that of the Eidola’s own form. Oftentimes, this may motivate the Eidola further to seek the company of Mystics. 



Phantom Waters

A simple augment installed within the Eidola’s stomach, permeating their waters with further ectoplasm, thus allowing them to conjure forth ectoplasm in order to create deadbreath around them similarly to that of a tier four Mystic, this expanding outwards in a five meter radius around the Eidolon in two turns as opposed to three.



Spirit Core

An augment created which allows the Eidola to perform Conduit draining and feeding upon phantoms such as specters and gravens, as well as other Eidola or Mystics, thus diminishing or replenishing their ectoplasm stores respectively. This may be applied the centermost core of the Eidola, appearing as a Menhir gem which glows a pale green or woeful blue. This, however, requires direct physical touch and cannot be performed from a distance like Mystics. 



Ghost Lantern

A more passive augment within the Eidola, creating an aura which is able to displace the Veil, thus forcing phantoms into visible view as long as they are within the immediate radius of the Eidola. This gives the Paleknight a faint, ethereal glow as well, though to advantage beyond aesthetic.



Apparition Cradle

Eidola who take on this modification will find the water within their core to be capable of storing numerous souls within themselves. Should they successfully land the killing blow upon an individual with this augment, the soul will be stored within them — and upon fifteen soul fragments, an apparition may emerge from the Paleknight, not bound by any means. However, this is a fragile process, and should the Eidola demanifest while harboring any souls, the souls will be all but lost. 



Hex Cannibal

Eidola who take on this augment find themselves to be able to insert a Hexxed object into their chest, soaking in the polygeist which they may distribute directly to an individual or upon another object which they may hex. To do the former, they must take two turns to prepare the Polygeist, before distributing it towards the individual they seek to afflict. This also applies to things as Shamanic Curses, Frost Witch Curses, and other very temporary spiritual afflictions, though not purging them to the degree of Holy Magic.



Phantom Bulwark

Eidola who take on this augment would be capable of casting Walling akin to a tier four Mystic, though at the cost of arm replacement not dissimilar to that of an amputated occultist, now taking on a Menhir arm which appears like some stone or prismarine, glowing a dull aura of blue or pale green, albeit by no means translucent.




- Augments are only able to be applied in non-combat scenarios, and once they are implemented, act as inherent parts of the Eidola. They may be removed forcibly from the construct, though with some difficulty.

- Augments do not need a mechanical representation, though screenshots of the RP creating and installing it should be kept in case the validity is questioned.

- An Eidola may only have up to two Mystic augments at any given time.

- Only Mystics [T2+] and Wights may create Paleknight Augments. 




Eidola Interactions – Specific interactions of Mysticism and the occult with Eidola.

Now left to their own, Eidola are no longer infants cradled by their mother, the Synod, permitted greater interaction with the world around them. Still, as children of Mysticism they hold to it infallible ties, inherited as a product of their nature as phantoms bound to husks of stone. Though immune to direct subjugation by means of Handling or Anchoring as other phantoms may be, Eidola are still subject to the weavings of the Synod—for it was what birthed them. 


As a result of their undoubted nature as phantoms, Paleknights are capable of being bestowed with the Mystic ability to see through the trickery of the occult, akin to the curse of Mystical True Sight. This permits them to see through all illusory effects wrought about by Mysticism, including Deadbreath, Gleaming, Fading, and other such abilities, even going so far as to allow them to see into the Ebrietaes and Elysian—their gaze piercing the veil so that they might see phantom creatures even should they remain concealed. Yet this inherent ability remains more a tragedy than a boon, for the dead do not deign to allow themselves disturbed even by so much as sight, tormenting those who bear this ‘gift’.


Additionally, when granted ectoplasm that is not their own, Eidola may spark within them some semblance of the natural emotion their nature deprives them of, bestowing upon the construct a fleeting window in which they may rouse their feelings, and experience the world as they had in life. This may be overwhelming for some, or perhaps reprieving and ecstatic for others, granting the Eidola both clarity of mind and bolstered physical performance, permitting them to move at a jogging pace and inherent greater physical prowess for up to eight turns after successfully fed. 


The last prospect interaction is one rather grim in nature, brought about by the ectoplasmic waters within the Eidola. Through means of conduit draining, the eidolon’s ectoplasm may be forcibly torn from them in much greater quantities—stripping the construct of what little empathy or emotion that lingers within the desolate husk; perhaps as a means of subduing them or inciting calmness within. With the third draining, however, they are quickly compromised by weakness and frailty, even so much to allow an aurum blade to chip away at small layers of their stone shell. And upon the fifth and final draining, an Eidola would be rendered near-entirely inert, any volatile strike capable of battering and puncturing their forms, the water within gushing forth as the enduring eidolon is made to crumble away into dust.


- Eidola are unable to be anchored, handled, or bound due to the fact that they are already tethered by a Menhir. 

- Eidola strength garnered from feeding will only increase by one tier depending upon their make and initial strength, this never being capable of exceeding that of an olog even should the Eidola be of olog proportions. 

- Individuals are granted the feat of True Sight upon being made an Eidola, requiring that they apply for a Vivification FA when they put up their CA. This ability adheres to all redlines and mechanics detailed in Vivification Lore.

- After five successive drainings, the form of an Eidola would become frail, capable of crumbling with even light force. 








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Ghost man go boo

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Sorcerio strikes again.

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never fails to disappoint 



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+1 the formatting alone has me drooling.

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1 hour ago, ScreamingDingo said:



Ascended x Mystics will truly be a reality if this fails

god let this piece pass then please

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more spooks, **** yes

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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.

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Apologies for the delay. Changes have been made; the list of significant edits is below. The guide shall be posted soon™.



- 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.


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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.

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