Jump to content
Sign in to follow this  

[✓] [Magic Lore + Playable CA] Mysticism + Eidola

Recommended Posts



The First Synod

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, though sought freedom from death whilst separating themselves from the living. These scholars worked with the knowledge that they had, seeking their spiritual immortality through the creation, death, and manipulation of phantom beings, this experimentation being frowned upon by the other members 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, this gathering coming to be known as The First Synod. Deep within these dark caves they conducted their research, documenting each and every one of their findings within a hidden deposit 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 blood of their colleagues was hardly enough, the massacre not quenching their devotion. And thus, their zeal was so immense that they quickly dispatched of themselves, each pointing a blade to the other’s throat, before executing one another seamlessly. 


Many ages passed, the corpse of the Synod laying dead within those forsaken caverns, the carnage which had transpired being long forgotten by time, with nothing but darkness to enshroud the mass grave. Even still, the obelisk still pulsated with its unholy glow, standing ever-so vigilant through the many years which came to fade. And finally, after seemingly endless years in wait, a whisper was heard amidst the decay and rot which had festered for nigh millenia. 


These words crept through the stone, weaving throughout the corpses. Echoing throughout the fallen chamber, each voice spoke as one in a twisted reply. 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 indeed an apparition of most foul and horrific magnitude, coming to be known as the wretched Mthyul Tlan, or the Waking Synod. 



The Coronation of a Lord

For many 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 malice and greed, as well as its resentment for all that which lived. It was many years before the Grimoire was discovered and acquired by the man who would come to be known as the first Mystic, the tortured soul Uldrivt, who dared open the tome and unleash the godless beast within. 


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. Every bone and fiber of the man’s being was then shifted to become an instrument of Mthyul Tlan’s will, seeding evil deep within its new vessel. And as the apparition took its seat within the mortal’s mind, Uldrivt’s own form began to change.


The man’s form was then overcome by agony, forever frozen in stone. Soon, a blue illumination came from within the depths of this i'll-wrought statue, a wispy, pale form seeping from each crack and crevice within the petrified figure -- shimmering and shifting sickly blues and greens, as well as each hue in between, drenched in ectoplasm. Yet it was not Mthyul Tlan who emerged, nor that of the mortal Uldrivt, but rather, a perfect being united in mind, body, and soul. And finally, truly, the First Synod’s ambition was complete, for now they were a great and perfected entity. It was a Wight — a Barrowlord of the Second Synod. 




For Whom the Bells Toll

A time would come, as all times do, when all lords must fall — even a Lord of the Barrows. After coming to profound realization and grief, it was then that 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. This turmoil within the Wight led to many ages of internal strife before Uldrivt was 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 complete 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.


This 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, the last soul feeding the great beast in a flash of unholy light as the Titan was freed.


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 they were tainted to become a sea-haven of the dead, guarded watchfully by the bell Seraneth as the Titan festered within that deep crypt.






Mysticism — The Art of the Occult

A dark art derived from the works of ill-fated Arcanists seeking immortality, Mysticism is the practice of communication and interaction with the spectral dead, as well as the manipulation of a foul substance known as Ectoplasm. Those who practice 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. More zealous practitioners of this art may even deem themselves fit to become what they commune with, that is, phantoms themselves, these Wight Barrowlords being the head of the Synod which the Mystics congregate under. These are powerful beings wrought from ectoplasm and torment, traversing the hair-thin line between the realm of the living and that of the dead. While the belief in the practices themselves is often left to ideological interpretation, one thing is clear — it is most unnatural that the dead do anything beyond rest.


Woe to those who partake of the dead, for the dead are to be with their own. Yet, it is the Occult Mystic occultist who blurs the lines between them and the living, enacting their blasphemous liturgies and godless rituals in order to commune with the lost, and in doing so, lose a part of themselves in exchange for their sacrilegious practices, thus being draw closer to those who have long departed. Some would consider such a foul existence to be a curse, for to become part of both the living and the dead is by no means undemanding, for walking amidst both the living and the dead takes a great toll, draining from the Mystic’s mortal being, bringing them closer to the Ebrietaes, and thus— bringing them closer to death. 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.



A peculiar, 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 arts of Mysticism, though a more common manifestation may only be described as a dark and impermeable fog. Drawing upon this material is an inherent gift of the Mystic, allowing them to tear it from their conjoined phantom and manipulate it to a certain degree. However, this strange component is thus tied directly to the wellbeing of the Mystic, rendering their physical body dependent upon their stores of Ectoplasm, arguably more so than Arcanists upon 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. 


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 draw upon the ectoplasm of the phantom a Mystic is conjoined with is no simple feat, requiring a substantial amount of spiritual strength and strain. When a Mystic draws upon their powers, their ties to the mortal plane lessen, resulting in the Mystic taking on several distinct spectral characteristics, 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 conjoined Mystic who has just been conjoined may have their hair turn translucent when they gleam, while a tier four Mystic may have their skin sink back to reveal only showing illuminescent bones as they cast.


True Sight

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, leading to vivid nightmares whilst asleep and haunting hallucinations while awake. 


Base Liturgies

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, assuming they’ve been amputated and undergone the necessary sacrament. These are employed through liturgies of Saturation, Deadbreath, Walling, and Hindering.




Saturation – A Mystic may weave ectoplasm into a blade or dagger to increase the chance of tearing a soul from the body upon death. Requires two emotes to perform and consumes one liturgy of ectoplasm.

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 wastes.




- 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.




Hindering – 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.

As a Wight brings a descendant closer to the Ebrietaes 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 douse 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 show from within their now transparent flesh.  While this is being performed, the Mystic may find themselves to take on a more ghostly appearance as well, their body taking on the ghostly nature of ectoplasm, though certainly not to the degree of gleaming. While this cantrip ability offers nothing beyond visual aesthetic, a more established ritual form of Hindering may also be performed, more on that in Sacraments.




- Hindering offers nothing but a visual aesthetic.

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

- Hindering cannot be used on people.

- 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.




Deadbreath – A Mystic may fill their lungs with ectoplasm and expel it in the form of an impermeable fog known as ‘Deadbreath’. Requires three emotes to perform and consumed two liturgies of ectoplasm.

The nature of ectoplasm is that of a slow, creeping mist when revealing its presence in the material realm. By building up ectoplasm within their chest, the Mystic may bring the otherworldly substance into their lungs, only to exhale it outwards as a thick and murky cloud which is nigh impenetrable by any mundane sight, making for an excellent escape or distraction for the Mystic. Though able to be learned and performed at any tier, the power of Deadbreath grow more effective as the Mystic grows closer to the realm of the dead. Additionally, when in water, Deadbreath’s radius is expanded by a base size of four meters in each direction, turning the liquid entirely opaque and spreading with greater speed and efficiency. However, while it is nearly impossible to see through, forces such as air evocation are able to ward it off gradually. 



Tier 1: 1-2 block radius around the Mystic. Lasts three emotes.

Tier 2: 2-3 block radius around the Mystic. Lasts three emotes.

Tier 3: 3-4 block radius around the Mystic. Lasts four emotes.

Tier 4: 5-6 block radius around the Mystic. Lasts five emotes.

Tier 5: 6-7 block radius around the Mystic. Lasts six emotes.




- At T1, Deadbreath can be waved away with a hand. At T3, one requires moderate effort through means of Holy Light, Air Evocation, or some other form of air displacement. At T5, the Deadbreath cannot be dismissed by physical means and requires holy power or some other potent influence.

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

- Ghosts and Vivificationists can still see through Deadbreath. Mystics can see through it with some difficulty, though still significantly better than regular mortals. 




Walling – The ability of an amputated Mystic to create a nigh impenetrable wall of ectoplasm for defense or support. Requires three emotes to perform and consumes two liturgies of ectoplasm.

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 RP -- whichever takes longer to occur -- or end it early by ending their hold on the ectoplasm or moving their ectoplasmic 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 or barriers at tier four.



Bubble: A fixed bubble of 5 3x3 walls around a 3x3 cube of air within. Its shape cannot be changed.

Barrier: A wall shaped of 28 blocks in any shape along one plane.




- 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 -- barrier or bubble.
- Walling consumes two liturgies to perform.







A Mystic Blade performing a Hindering.


Mystic Blades

Mystics who have sought to serve the Synod by means of the sword as opposed to spell-weaving 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 rigid in physical nature, to endure the nature of a Graven within oneself yields great strife, a constant struggle between the goals of the Mystic and the sheer will of the persistent phantom they have thus been conjoined with. 




Physical State

In addition to the regular characteristics of the Occultist, upon being conjoined with their Graven, Mystic Blades will find their strength to be locked as it were when they conjoined, their mortal bonds melding with the unnatural properties of the Graven, their strength weakening little by sloth nor bolstering through even the most rigorous of exercises, with obvious exceptions such as taking up a Void Magic. However, along with their ‘boon’ of fortitude comes various weaknesses due to the more material presence of the Graven, the Mystic finding themselves having an aversion to gold and salt, particularly salt blessed by religious officials. Symbols of faith, laughter, and joyous singing, while not particularly weakening or detrimental, leave an uncomfortable feeling within the Mystic, whether that be a sickening nausea or a terrible flinchas if they had heard nails upon a chalkboard.



Mental State

Mystic Blades find themselves to suffer as any who forsake the natural to commune with the dead, experiencing a myriad of disturbances which plague the occultist’s mind until the end of their days, their mortal coils not accustomed to the foreign spirit conjoined within them, and by default, their very mind. Whilst disorders vary from Mystic to Mystic, anxiety, paranoia, and depression are all common factors, while more severe ailments such as psychopathy, bipolar disorder, and delusions of grandeur may even flourish in the Mystic’s mind. Moreover, the zealous will of Graven may also conflict with the Mystic’s own desires, the Mystic perceiving themselves to hunger for the objects longed by the Graven, such, perhaps once trivial wills, forming into a terrible, zealous addiction in which the Mystic is bound. Upon conjoining a second time, should they choose, this terrible addiction would apply to the desires of both Gravens, the Mystic being torn between the phantoms’ craving, whether it be petty malicious actions, to a grand, vengeful crusade which the Graven has sworn their entire being to. After all, as the souls of the two are melded, so too is the thin line between their wills merged further. 




Fading – The ability of a Mystic Blade to channel ectoplasm around themselves in order to make themselves nearly invisible akin to a ghost. Requires three emotes total and one liturgy of ectoplasm to perform.

Akin to the dead which they commune with, a Mystic may channel their ectoplasm in a way which renders their presence in the mortal realm much more insignificant, to a point of near-transparency, whilst also lowering the the sound of breaths, the heartbeat, and even the heat given off by the Mystic’s body as they are pulled closer towards the Elysian. While during the day, faint outlines may be noted around the Mystic’s form, they are subtle enough to allow them to be easily overlooked by those not of keen eye. At night or within he water, however, a faded Mystic may effectively achieve true invisibility, assuming the Mystic is able to hold their breath long enough to make use of it in the case of the latter, typically being no more than two minutes. 



This practice, however, is one of extreme delicacy and precision, requiring that the Mystic maintain the Ectoplasm in a thin shroud which engulfs them and thus renders them out of sight. As a result, the actions of the Mystic are incredibly limited whilst maintaining this spell, preventing them from moving at more than a walking pace or performing any defensive or offensive action, such as blocking a shield or stabbing someone, as either of these actions would cause the spell’s effects to fade immediate. Additionally, spells requiring a large amount of attention to perform, such as an arcane spell, would also render the individual visible if performed. Mystics who have maintained the spell effectively without hindrance may hold it for up to five emotes before they are required to either expend another liturgy of ectoplasm or become visible once again.




- Vivificiationists and other Mystics may also see through fading if they roll no lower than a sixteen when attempting to view the faded individual in broad daylight.

- Mystics must still gleam when fading, though 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.

- 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 monsterslayers of the north may employ Aurum as a means of defeating the spectral undead, the Mystic Blades may far exceed such means through the use of ectoplasm and the occult, channeling their own ectoplasm around their own blade. This would make the blade appear as if it were hindered, ghost-like and ethereal, trailing off it wisps of the ectoplasm which coats it. If performed effectively, the spell may be maintained for up to five turns before the effects fade, though a Mystic may expend another liturgy of ectoplasm to maintain it for another five emotes. Should a phantom creature make contact with the blade in this state, mere contact with it would feel as a terrible flame which burns the very soul of the wayward spirit, capable of demanifesting them in only two hits as opposed to three or more. Additionally, such pain is so immense that the spirit would be rendered unable to fade away or hide within the Elysian as their ectoplasm is disrupted by the power of this spell for upwards of two turns depending on how quickly they may recover and attempt to flee. 




- 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.

- Wights may be resistant to the disruptive power of the blade wherein they may only be forced to remain corporeal for one emote as opposed to two.




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 – By channeling ectoplasm in a particular manner, a Mystic Blade may force manifest their Graven to deliver or distribute attacks. Requires two emotes to perform and consumes two liturgies worth of ectoplasm.

Though bound to the soul in a most torturous fashion, the conjoined spirit of a Mystic Blade will do nigh any task to ensure that it remains out of the clutches of the Ebrietaes, for even such agony as to be melded with another soul 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 mana from which they may draw upon, the graven may also be employed to perform a far more devout deed when called upon by their occult host, allowing them to briefly take on a tangible form which may be used to support their Mystic in combat. 



By manifesting forth a large sum of ectoplasm, a most strenuous task on the part of the Mystic, they may weave a form which the graven may then husk within, acting as a tether to the Material Realm. Whilst in this form, the graven may be used by the Mystic to absorb a single attack on behalf of the occultist, or distribute a blow likewise to a single individual with force no greater than if the Mystic had attacked the individual themselves. However, this form is a fleeting one, unable to sustain the graven’s spirit for long before they are forced to retreat back into the body of their host, lest they be condemned once again to the Ebrietaes. As a result, once the graven has either absorbed a single attack or distributed one, they would immediately demanifest, leaving the Mystic rather sluggish.




- Once conjured, the graven may only be sustained for three emotes before it is forced to act or demanifest. Once its task has finished, it will demanifest the following emote.

- The graven will only absorb a single attack launched at the Mystic. Whilst their movement is far more swift than that of a regular descendant, this is not to say that it would be able to catch a projectile moving at crossbow speed at point-blank. Likewise, while it may absorb a significant amount of damage, something such as a ballista bolt would still damage the Mystic significantly, albeit not as severely as it would without the Graven.

- The graven may only be made to attack an individual within a fifteen-meter radius. Additionally, the graven is unable to attack those who are not mechanically accessible, such as someone sitting on a balcony above whilst the graven is below, typically requiring that the person be on the same ground level give or take a block or two.

- Once the graven fades, the Mystic will be made somewhat sluggish for the next emote or so, though will recover after.







A Mystic Conjurer summoning forth a spirit from the Ebrietaes.


Mystic Conjurers

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.




Physical State

Mystic Conjurers take the greatest toll of all Occultists, dedicating body, mind, and soul to such forsaken practices as to commune with the dead. The nature of the phantoms they are conjoined with pulls them even closer to the Ebrietaes than any mortal being, the Mystic’s strength wavering until it is reduced to little more than naught, leading most Mystic Conjurers to rely upon the aid of their blade-wielding brethren. While they may be able to lift a simple blade or dagger when the need calls for such, they are unable to truly fight, their energy sapped from them due to the merge between the phantom and the Mystic, thus rendering them exhausted from the physical quite easily. Whilst they do not suffer as many physical weaknesses from the mundane as Mystic Blades, Conjurers will still find themselves a great aversion to things such as gold and merriment. 



Mental State

Despair and desperation are often words tied to the minds of Mystic Conjurers, their mind and souls afflicted by the woeful nature of the phantoms within them, tormented by envy, rage, or even desolation, subjugated to the unrelenting mental torment of the deceased, leaving the Mystic in mental torment, this worsening the second time they are conjoined. inflicted upon them may be vivid hallucinations, nightmares in which there seems no escape, vivid post-traumatic flashbacks, major depression, and other severe afflictions. At times, the Mystic may find themselves doing something they cannot exactly recall as to why, their memories fogged as the phantom has taken initiative within the Mystic, particularly in the case of poltergeists, desperate to no end to feel the world which they have been separated from, their sorrows, agony, grief pressed upon the Mystic even in their most passive emotional states. 



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 rather limited supply, Mystics constantly seek to restore their precious ectoplasm, birthing the ability to replenish such 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, sapping away two liturgies worth of the phantom’s ectoplasm and restoring the Mystic’s own in the form of an opaque murky fog or mist should it hit.



Should a phantom undergo a particular number of drainings, their ectoplasm will be lessened to the point where they will no longer be able to sustain their form and will thus be demanifested. Ghosts and Gravens will be demanifested after three successful drainings; Wights will be demanifested after six successful drainings; Eidola may crumble and demanifest after five successful drainings; and Apparitions will demanifest after a minimum of seven drainings, though larger ones may require more. 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 five meters. 




- 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 effects 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.

- Conduit draining will never create a tether and must be cast from scratch if the Mystic wishes to use it again. Conduit only possesses a range of fifteen meters and cannot travel faster than the speed of an arrow. Conduit draining must also be aimed, meaning it can be dodged with sufficient awareness and movement.

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

- Effects by conduit feeding do not last longer than six emotes and only occur if the fed phantom is granted ectoplasm when already at full capacity.




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

There may be times when a phantom is less cooperative with a Mystic, denying them the grace they seek to deserve as bridges between the living and dead. When cooperation thus fails, it is then that Mystics 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 channeling a large amount of ectoplasm to create a sort of net which they may cast towards the phantom, ensnaring and subduing them beneath the will of the Mystic. The success of Handling is based upon a tier-based roll on the part of the Mystic, this able to be performed on only one phantom at a time. 



Once successfully handled, the phantom is obliged to carry out the Mystic’s will for three hours out of combat or up to twelve emotes while in combat. After a ghost or graven has been successfully handled, they will be immune to further handling from Mystics for up to three days after they’ve been released. Do note, however, that the performance of this liturgy upon such creatures as Wights and Apparitions requires 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, these able to be handled indefinitely for a single encounter. 



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.



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

- Creatures such as Wights can resist certain commands, such as giving up their phylacteries or artifacts such as the Grimoire of Phantoms.

- 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 forcing 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. Those more sinister of spirit may even resort to the possession of bodies, either living or dead, hiding within vessels of the flesh in order to conceal their deathly nature. Yet 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. No fleeing phantom nor hidden Wight may be safe from those which such great spiritual and mental fortitude. Exorcism may be performed by a Mystic upon hexed objects, menhirs, possessed objects and even possessed people, casting out the spectral creature from their husk and inflicting upon them great agony as if they had been doused in fire. Not only does this force the creature from their husk, yet also forces them to remain manifest for a short duration, allowing even more advanced rites of Mysticism to be performed upon such creatures now that they are forced to be made present within the mortal realm. Exorcism requires 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.




- Can only be applied through touch for tiers one through three. At tier four and higher Exorcism may be performed within two meters of the object with direct sight.

- An exorcism is extremely painful to the phantom as their ectoplasm is forcibly ripped from the object, feeling as if they’re on fire.

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




Conjure Geist – A Mystic may pull forth a lesser Geist from the Ebrietaes to afflict an individual. Requires four emotes to perform and consumed one liturgy of ectoplasm to perform.

Through means of briefly diluting the Veil, a Mystic Conjurer may summon forth a lesser geist from the depths of the Elysian, employing it to hamper or impeded a mortal individual, inflicting upon them various ailments which grant the viscous spirit some brief repose from their eternal suffering, often as a means of distraction, interrogation, or even torture. The geist may be conjured forth in three emotes by the Mystic, appearing as a swirl of murky ectoplasm, though perhaps in more monstrous shapes as well, taking then another emote to apply it to an individual within a ten meter radius. Whilst summoning the geist, the Mystic may not move faster than a walking pace, though once it is summoned, they may move as normal, the geist afflicting the individual for up to six emotes after it's summoning. 



While the geist will almost never harm the target physically, their mind is wracked by its influence, causing them to suffer from great ailments, from blurred vision, to migraines, to phantom pain across the individual’s body. An afflicted individual may resist based upon the tier of the Mystic who conjured the geist, though this is an incredibly difficult feat and even if successful will leave the individual exhausted mentally. However, though the Mystic has pulled forth the geist, it owes to them no allegiance, making this an incredibly dangerous interaction as the geist could very well turn on the Mystic should they not have an adequate target.



Tier 1: /roll 20 – success is 4 and up.

Tier 2: /roll 20 – success is 8 and up.

Tier 3: /roll 20 – success is 12 and up.

Tier 4: /roll 20 – success is 16 and up.

Tier 5: /roll 20 – success is 18 and up.




- All usable geists and their effects are listed under Hexing. Geists will never cause any permanent or true physical harm to an individual.

- When cast towards the person, it is highly unlikely they will be able to evade it if within the ten meter radius, though they may resist upon the second emote of affliction.

- Only one geist can be conjured at once and upon one individual.

- If there is no living individual to afflict within ten meters, the geist will afflict the Mystic instead.








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 beyond the Veil.

Often the signature rite of the Occult, imploring those that lie beyond the veil between the living and the dead, building a temporary bridge from which they might communicate with whomever awaits on the other side. This is often assisted through means of some sacrifice, fueling the seance and pinpointing individuals in fates beyond that of the Ebrietaes, whether that be the corpse of an associate or a trinket they 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. The same may apply to things as deceased Shamans or Druids, or even so far as to reach craftsmen of Garumdir’s realm. It should also be noted that one would require an Ebrietael Conduit to perform this ritual, such 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, traversing through the Soulstream is no easy feat and the connection may be severed at any moment, requiring that the Mystic perform a tier-based roll every emote of the Seance to determine whether or not the connection will remain.



Basic: +3 to roll if 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 related object of deity/power – can locate souls beyond Ebrietaes 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.   




- PKed characters sought to be met in Seances must be individuals who would be in Ebrietaes -- dark mages, dark creatures, tainted individuals, and other such people scorned by Aeriel -- unless sought in an Advanced Seance and require OOC consent from the player of the summoned character, reprising their role for the Seance. Additionally, a Seance cannot recall any details of their death or events leading up to it. Performing a Seance with the Mystic’s own past personas is strictly forbidden.

- Impersonations or random polygeists often attempt to insight grief, woe, or conflict and will thus tell those who summon them harmful, inflammatory, and insidious things in hopes of bringing mental strife in order to ease their own. Some play their part more discretely, though their main goal is to bring harm and damage to those present at the Seance.

- Seances can not be used to provide characters with knowledge such as magics, feats or alchemical recipes without the express consent of the LT.



Menhir Creation – The construction of a Menhir to serve as a catalyst in the rites and rituals of Mysticism. 

It was the first Synod, in their ambitions for immortality, who came upon the first Menhir; a terrible construction of otherworldly nature, one which stored each of their deceased souls within it. These accursed structures act as entryways to the Ebrietaes, storing souls within them in order to fuel the more potent abilities of Mystics, from sustaining more permanent liturgies, to creating Eidola and other phantoms. While ectoplasm fuels the more temporary abilities of a Mystic, the power of a full soul far exceeds any output of its mere residue. Thus, Mystics utilize a particular means of storing souls and spirit power for later use, this being a Menhir, which is a large stone obelisk, bound together by ectoplasm, having souls bound and stored within them.



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 the greater the powers within. Smaller 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. The larger they are, the sturdier they may become, allowing them to hold an even greater number of souls, yet perhaps also drawing more unwanted attention.




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

- Menhir are incredibly sturdy and difficult to break or remove. While not totally indestructible, a Menhir will require at least five emotes of sustained energy from magic, or seven emotes of three or more descendants using a means such as hammers and pickaxes, though in both cases this may vary depending on the size of the Menhir in question. Ologies or golem strength creatures could also take down a Menhir give time.

- When a Menhir is successfully destroyed, all souls bound to it are lost.

- Menhir must be mechanically present to be viable, being themselves constructed as a pillar-esque object of prismarine. The  Menhir must also be approved by an ST, though does not need a sign explicitly stating it is a Menhir to prevent metagaming.




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 them new liturgies.

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, yet at not as great a cost, permitting those who undergo this ritual to better interact with the dead about them, while also retaining their mortality, albeit to some less degree. To do this, the Mystic must endure a rite in which one of their arms is made amputated by a Barrowlord, oftentimes in a most macabre fashion, and 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 Mystic, the Menhir Ring, often bearing a dull lambent with either a dull blue or sickly green, will form, slowly accumulating as the ectoplasm weaves throughout, thus establishing a phantom limb. This phantom limb, though by no means mundane, would function similarly to that of any ordinary arm, albeit only capable of exerting up to ten pounds of force, capable of phasing harmlessly through people and objects. However, its most unique features permit it to make contact with phantom creatures as if they had been manifested, thus allowing them contact with any of spectral nature, phantom or otherwise. Additionally, as to prevent themselves from being outed by those of the mundane, they may will it out of nature upon whim, making it appear as no more than a lost arm. In order to materialize the arm once again, the amputated Mystic must take two turns to fully channel their ectoplasm in order to manifest the limb.



Though do take heed, for this rite performed is one of permanence upon the Mystic, forever marking them as an occultist, and thus solidifying their investment within the occult. Under no circumstance can the ring be removed save for when the Mystic is sapped, and even then, such requires the full focus of two Barrowlords in tandem, much akin to the sapping of a Mystic themselves, yet leaving the ring still upon the stub with all its power sapped, a testament to the once-taken path of the occultist. With such in mind, however, this rite would only be available to those who have undergone a second conjoinment, their melded souls capable of maintaining the limb itself, lest they be driven to illness and insanity should they be inapt to undergo such.




- The Menhir Ring cannot be moved by any mundane or magical means. Even deities and deific forces would be unable to remove the ring, as its presence upon the Mystic was brought about by their own will. The only way the Spectral Limb may be removed is through means of two Wights sapping the Mystic in tandem, albeit still leaving the ring upon the stub without any power or function.

- Whilst used upon the material, the arm will be unable to exert more than ten pounds of force. If used upon a spectral entity or object, it would have the full strength of a regular arm, capable of making contact with these beings as if they were manifest. Otherwise, it functions similar to any arm. 

- Another prosthetic arm may be placed over the Mystic arm as a means of concealing it, though the inferior prosthetic will lose all of its capabilities beyond simple function, and will appear to have a spectral, ectoplasmic aura when the Amputated Arm is manifested, similar to a hindered object.

- When concealed, the arm will not be physically present nor have any function.




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 not requires OOC consent, however, should they not OOC consent, they will still be force-banished for one OOC week 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.



Terms and Mechanics:

- A Mystic may be created by being conjoined by means of a Wight pulling some form of spectral undead from the Ebrietaes or Elysian and melding it with the Mystic’s own soul. The phantom or graven may be either an NPC, or may be a PK’d character, assuming the player receives the OOC permission of the player whose character they seek to use. Should this be the case, the phantom will be unable to relay to the Mystic any aspect of their demise, as well as offering details or secrets which were not publicly known about their own or another’s life. A Mystic may self-roleplay conversations with their Conjoined phantom/s. By no means is this like a Shade Parasite who constantly whispers in its host’s ears, but rather sitting back and watching the Mystic interact with their life or taunt them from within. Regardless of how the phantom behaves, the Mystic will still face severe mental repercussions due to the phantom’s presence. 



- A Mystic may self-roleplay conversations with their Conjoined phantom/s. By no means is this like a Shade Parasite who constantly whispers in its host’s ears, but rather sitting back and watching the Mystic interact with their life or taunt them from within. Regardless of how the phantom behaves, the Mystic will still face severe mental repercussions from their influence. 



- A Mystic’s power is slot-based; Tier One and Tier Two Mysticism require one slot dedicated; Tier Three and Tier Four require two slots dedicated; and to become a Wight takes three slots total. Additionally, to reach Tier Three and dedicate the second slot, the Mystic must be conjoined a second time. Furthermore, Mystic may not drop Mysticism. The only way a Mystic may be disconnected is by a Wight sapping them, pulling the conjoined spirits from the Mystic, leaving them in a rather desolate and disoriented state. They will be unable to pick up Mysticism again unless this process is reverted by the same or another Wight. Mysticism is incompatible with other soul-altering arts such as Necromancy, Frost Witchdom, Clericalism, Paladanism, or any other holy or deific arts.







“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.




Physical State

Much akin to phantoms, Wights appear as semi-transparent creatures of misty ectoplasmic composition, intangible just as spirits of the Elysian bound to the mortal plane. These creatures constantly look much akin to a Mystic which is gleaming, yet far more noticeably, emitting a dull, cold, half-light, holding some form of ghost dead or decaying appearance, perhaps maintaining ragged clothes or visible, glowing bones which adopt cold auras of blue or sickly green. Additionally, as they are no longer bound by a mortal coil, Wights no longer suffer from descendant weakness, immunizing them to the effects of poison, fatigue, and even pain in most cases.



Like any bound spirit, Wights may traverse in between the mortal plane and Elysian Wastes, allowing them to reduce their presence in the material realm and thus render them invisible, permit them flotation, illusion, telekinetic feats, and so on. Though they generally remain intangible, unhusked Wights can manifest a corporeal form for a time, allowing them strength which rivals even the strongest of descendants whilst tangible, regardless of what path the Occultist may have taken in life. Wights are also capable of manipulating their ectoplasmic composition, allowing a pseudo-shapeshifting, allowing them to make themselves appear as a dense fog, ghostly creatures, or even alter their appearance. Along with this, Wights may perform what is known as ‘husking’, permitting them to permeate a vessel with their ectoplasm, whether living, dead, or inanimate, and manipulating it from within. This comes with both bane and boon, as 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 still in it.



As they are undead, however, Wights still possess a distinct weakness to aurum, as well as to the effects of holy magic. Aurum, upon contact with these fell-creatures, instills great irritation and distress, inflicting upon them wounds even whilst intangible, though perhaps not to as significant a degree. Furthermore, with the usage of holy or shamanic magic, the Wight will be overcome with great agony as their twisted and melded soul reacts violently to the effects of divine light and shamanic purging. Additionally, Wights, whilst unhusked, will suffer tremendously from the effects of resonance, capable of demanifesting the Wight with four substantial hits.




Mental State

The existence of a Wight is a most tragic one, mind and soul in constants conflict as the apparition within them contents with the Barrowlords own will, leaving the once mortal occultists in great distress. Moreover, as they are not quite living nor particularly dead, Wights have no semblance of their mortality within their mind, being subjected to the various afflictions of the mind and soul which the phantoms and apparition may instill, leading to madness and delirium. In more severe circumstances, the apparition within them may even overpower whatever mortal fragments remain left within the Wight, allowing the twisted being absolute control on occasion. At times, however, those more stalwart of spirit may be able to successfully deter the will of the apparition, ensuring some clearheadedness and rationality still remain, though often this is only done should the apparition, primarily, be willing to cooperate, which is seldom the case. Though they are without a body, and thus lack a strong self-identity, Wights may attempt to create detailed personalities in an effort to regain sanity, yet these are nonetheless demented, each mental ailment of a Mystic being amplified within such a mind, for their dabbling in death and occult has truly twisted their mind beyond recognition. And despite the fact that they are free from the clutches of mortality, should a Wight not be slain permanently by another, they may ultimately be drawn to suicide – 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.

- 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 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. 








Share this post

Link to post
Share on other sites

Ghost man go boo

Share this post

Link to post
Share on other sites

Sorcerio strikes again.

Share this post

Link to post
Share on other sites

never fails to disappoint 



Share this post

Link to post
Share on other sites



Ascended x Mystics will truly be a reality if this fails

Share this post

Link to post
Share on other sites

+1 the formatting alone has me drooling.

Share this post

Link to post
Share on other sites


Share this post

Link to post
Share on other sites
1 hour ago, ScreamingDingo said:



Ascended x Mystics will truly be a reality if this fails

god let this piece pass then please

Share this post

Link to post
Share on other sites

more spooks, **** yes

Share this post

Link to post
Share on other sites

ghost magic, mmmm yes

Share this post

Link to post
Share on other sites

dude this is epic

Share this post

Link to post
Share on other sites

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.

Share this post

Link to post
Share on other sites


Share this post

Link to post
Share on other sites

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.


Share this post

Link to post
Share on other sites
This topic is now closed to further replies.
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Create New...