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[✗] [Magic Lore] Astral-Harnessing


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Background/Origin

 

While most over the years have forgotten the name Astral-Harnessing by the Descendants one name has lasted, Velurana, one who was thought to be a living goddess created the art of using the power of stars and even connecting one’s self to the stars. A tribe of Descendants had blindly followed her long ago, in her false religion. But one was different from the others not. He was no moth running to a flame, to the powers presented, as he wanted more than what she could offer through blindly following, by kissing her boot and submitting. He wished to learn her arts, but he wanted something more, something he could not conceive. Deep in the night while the other tribal descendants were busy following Velurana to see her mystical art he was visited by a demon, its name unknown - as well as its purpose, at least for now. The demon could sense his jealousy, his envy for what Velurana had, and her effect over the rest of the tribe. He made his motives clear not long after to him, a whisper in his ear. He would offer to bestow a book that was bound with a seal in the shape of a fractures star. 

 

At last, power, did the man think.. Though it was not what he wanted. It would tell the envious descendant to use the text upon a full moon after watching the living goddess conjure forth her energies. The descendant still fueled by his jealousy hungrily accepted the bound tome. In the night he watched from a distance as the living goddess brought forth a strange cosmic cloud around her body. After the envious descendant took close watch he scurried back into the forest and tore open the seal on the tome.  The demon would watch the descendant eagerly as the seal was ripped from the surface of the tome. As the tome would open a similar solar mist seemed to lift from the pages before swirling into a small star-like object, that then collapsed in on itself turning into a black hole. The tome corrupted what Velurana had done, starting to suck out all light within the area, draining the light from the descendant himself as well as that of.. The energies surrounding Velurana.  The color drained from his hair turning it to a midnight black, his eyes appearing to be nebulas with the iris having the appearance of a black hole. Cracks started to rise up his skin, his mental state itself began to change. From what may have been idle jealousy and envy grew into anger and hatred. In the process of the corrupted light drain, the demon itself was sucked into the tome, trapped inside of its own twisted creation. Though there he would bestow something upon the descendant, a cackling laughter, as the demon’s dying form was preserved - albeit restricted.

 

The corrupted descendant would close the dark tome, now becoming the first Astral-Harnesser, the first of the corrupted. He would now go out separating from the tribe that had followed the living goddess to learn more of his new power, as she was nothing more to him now. Over time he would hide the dark tome before his passing, making lesser tomes, ones that could be used by others to travel down the dark path that he had with the help of the demon, and the effects it bestows. 

 

Magic Explanation

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“What was yours is now mine

 

Overview

Astral Harnessing is a strange variant of deific funnelling, more so stealing, far more twisted in nature than its ancient predecessor. Its primary focus revolves around the usage of deific energies that caress the fleeting-force of a celestial body, a fallen deity. The wielders of this odd variant more oft-than not take on severe mental deterioration as a result of the influx of deific energies channelled through their mortal form, these deific energies being derived from fallen deities that have taken their final rest amongst the cosmic-expanse. These individuals, those who channel this cosmic energy, are ushered forth into the ephemeral planes - twisting the very rays of light around them, warping them into something that resembles a construct of their own cunning design. It is with this manipulation of light that these so-called astral harnessers gain the fuel for their craft, leaving the space around them sapped of light itself. These individuals do not simply banish light - it is with their innate abilities that they capture brilliance, siphoning it back to their cosmic-lordships in exchange for furtherance and sustenance of their respective abilities.

 

The process to achieve the unsung feat of astral-harnessing is extremely unpleasant, requiring years of study and dedication. It is a long, strained process, though the individuals that manage to survive are, more often than not, rewarded for their sufferings during their respective trials and tribulations. An individual descendant, be it of any of the Races, is brought to a place of great reverence in the eyes of the Astral Harnessers, a sacred land of which cosmic energy runs rampant. When an individual has successfully attached themselves to the site, it is made evident by the influx of chaotic energies flurrying throughout their mortal frame. It is with this newly established connection, this influx of energy, that the true path of the Astral-Harnesser begins. It is, of course, absolutely required for the individual Astral-Harnesser to take on some slight alteration after the attunement, whether this is through cerebral-warping or degradation of the physical state - the Astral-Harnesser takes on something that reflects the individual cosmic-mass they are connected to. Like in folktales of yore, the Astral-Harnesser's hunger grows, even moments after the connection is it made evident that the Astral-Harnesser must feed - like the wolf with hunger gnawing at it from within, the Astral-Harnesser seeks to devour the brilliance of light, in order to provide themselves and their cosmic-lordship sustenance. It is an addiction to them, one that must be indulged in, lest they wish to suffer the consequences.

 

  • Astral-Harnessing takes up [3] Magic Slots, it is not a feat. 

  • Astral-Harnessing requires the user to have undergone a Soular-Collapse and have ample energy to cast

  • Astral-Harnessing can be learned from those who possess an [TA] in the magic.

  • Astral-Harnessing users must have a valid [MA] to use it in-game.

 

 


Properties of Astral-Harnessing

The energies brought forth by an individual astral-harnesser may vary, as it seems not each one is connected to a singular celestial-body, rather there are multiple that one may connect to, though they should choose wisely as they have but only one chance. 

 

Taking the aforementioned statement into account, it should be noted that the manifested energies of each Astral-Harnesser appear to differ from one to the next; almost all spells are reflected with some level of an odd light that is best described as ultra-violet, or perhaps a black light. It is not uncommon for Astral-Harnessers to have their energies appear as strange masses that reflect a cosmic miasma- the same of which is painted above in the night-sky of Aos and Eos.

 

Spoiler
  • Wielders will find themselves casting magic that can only be described as black light and related descriptions, again, still bright though around their person will primarily be a kind of warping/distortion like that of a black hole.
  • Spells cast in Astral-Harnessing will travel at fast speeds, little time to dodge or evade them. Though, one will notice that there are natural drawbacks that come along with this. This does not mean it is impossible to dodge/evade these attacks. It is just quite hard and one must be prepared for it.
  • The darker, more powerful and taxing spells that come with Astral-Harnessing, will be primarily based on dealing damage. It will be focused on injuring and harming others over trying to incapacitate and stun a recipient.
  • In certain spells and abilities, the air above the user’s head begins to seemingly tear in a slit as a blackness begins to manifest, looking into what one could see is basically space with the light from stars being consumed by a black hole.
  • Unless the spell is physical in its roots, The astral magic brought forth by the wielder will not travel through solid objects such as walls, instead, it will clash against it and disperse/dissipate. 
  • However, addressing the point above spells such as “Spatial transporting” do not enable you to teleport through things such as doors. Instead, they serve as a fancy, flavourful, way of lockpicking with the magic.
  • Those practising Astral-Harnessing will find iron utterly repulsive over being a hindrance. Iron is the equivalent of aurum to a dark creature, to a practitioner of harnessing.

 


 

Properties of Physical and Mental Changes

 

Physical Changes

The changes that the body goes through when practising Astral-Harnessing is one to match the progression of the mage. A mage practising Astral-Harnessing, to begin with, will gain black hues to their features, specifically targeting their hair from the ends, and as they progress, to their roots. Another inevitable change is in their eye colour. Immediately upon ritual connection, their eyes will begin to lose all colour, the sclera of their eyes shifts to gain a dark tint to them, over time colour drains and drains and what was formerly the iris and the pupil take on a black hole look, their sclera now dark in colour, as if what was once their pupil had become a black hole itself and eaten the light, the white, from their eyes. 

 

 

The only colour to grace one practising Astral-Harnessing is when they undergo the second ritual, which is when their eyes will erupt with a misty cosmic miasma, their pupils resembling black holes and what was formerly their iris distorts the colourful mass that now emits from their eyes, swirling what is in the eyes itself around the pupil. It is at this time that their complexion will begin to shift to become paler, they will gain a rather sore looking affliction around their eyes stretching onto their cheeks, the actual immediate areas around their eyes up to their brow will look like they have thick eyeshadow on.

 

The next changes are ones that purely come over time, due to the magic itself not causing incredible amounts of exhaustion, primarily bodily harm, the cracks that form on the body never fully heal the next elven day. Instead, they remain as nasty scars, almost like the user about ready to fall apart with a hard thwack from a hammer. And that is precisely a good description of what would happen, whilst one who practices the magic is not physically weak, they experience harm inflicted by overs thrice over, leading to some serious issues for the user. These changes will not stop until the mage has mastered their craft, so to speak, and cannot suffer further changes as they have undergone all changes possible.

 

Mental Changes

Not all changes are physical, able to be seen. The most powerful drawback of Astral-Harnessing is that of the mental changes one will suffer whilst practising the magic. Most should expect the changes that harnessing the power of a fallen daemon would inflict, but many are unprepared for the true effects. At the early stages, one will find their morals have changed, no longer is the thought of pushing a pregnant woman over so foul, no longer is standing on that cat so cruel. For the early stages that are. As one progresses down the line of Astral-Harnessing and masters their craft they will slowly and slowly turn more chaotic and dark in nature. Practitioners of Astral-Harnessing and find themselves undergoing very common mental changes Such as a  fear of socialising and such fears often lead to practitioners of Astral-Harnessing seeking shelter within fortresses and fortified homes or residences mayhaps even drive themselves to live a life Underground. Another common reason for them seeking such is to safeguard themselves against the changes which constantly bombard their personality.  Such changes to their personality may include mood swings and personality swings as a whole influenced by the energy they are Harnessing from aenguls and daemons. This often leads to encounters where one moment they might be praising someone the next, they wish to attack them through words... Mayhaps even physically.

 

Guidelines

Spoiler
  • In no way are the effects of Astral-Harnessing avoidable. The user will slowly be overcome with the physical changes as well as mental changes and cannot be relinquished from this unless they are disconnected, in which they will, over a period of time, return to their regular old self just with faint lines similar to mass scars.
  • At the cost of their physical form for their power, the user practising Astral-Harnessing will suffer damage from others at a far more serious extent. For example, being hit with a blunt weapon will be three times worse to the user than it would a normal person.
  • In no way can the physical changes be hidden outside of temporary spells
  • One must play into the mental effects properly, such as social anxiety and perform social distancing. Failure to do so IS power gaming.
  • Failing to inform players about the visible effects present on your person when you engage with them in roleplay is power gaming, for the reasons of the first few guidelines.

 

 


Casting Astral-Harnessing

 

The process for casting Star Magic is essentially the process in which the mage will slowly draw forth the light and energy they have stolen from the dead aenguldaemon’s stars. To begin with, the process of casting this energy that they have harnessed is their tell, typically the user will begin to emit a noticeable colour that can only be described as black light and related descriptions, again, still bright though around their person will primarily be a kind of warping/distortion like that of a black hole. Their eyes will turn black, at early stages, and at later stages, their black eyes will light up with specs of stars and emit a black mist, from them which carry the same starry property to them.

 

Secondly, the user will begin to cast their respective spell, the most frequent spells will begin to condense the blacklight and energy they are harnessing or form tears above their heads, hands and other locations, to cast the said respective spell. It is hard to not notice that the mage is casting at this point unless one suffers from sensory impairment. 

 

Thirdly, depending on the length of the spell, the user will be preparing to launch their offence or ready their defence during combat. Their light has now either condensed into an almost space-like mist or energy, or it has remained a black light, preparing to cast a beam or primarily offensive spell, mayhaps a more complex spell if they possess the ability to do so. It is to be noted that once cast the user's glow will flicker or disperse momentarily but it does not need to be emoted coming back, as it will naturally come back within the same second. If one were to start exhausting themselves they will begin to find glowing cracks on their form as they have harnessed too much energy and will find themselves unable to cast as their blackhole above has been spent of it’s stolen energy, thus leaving the user practically exhausted.

 

Alternatively, the second appearance the user will show when casting is some form of dark particles that seemed to condense around them and go into something such as a weapon of their choice (see spells below.)  This is a form of a darker tell and could be mistaken for other things, other magics, so if one would cast this alternative to leave they should not be doing it in public unless it is an unavoidable scenario

 

 

Magic Abilities

Astral Harnessing is the way that the mage gains their power, as they are stealing the light of surrounding stars and turning it into energy that they can wield. It enables the user to use their arsenal of abilities and spells, both passive ones and ones designed for an offence on another individual.

 

 

Soular Collapse

This is the system in which the user takes over a star and corrupts it and from this, they will find a black hole has replaced it shortly after.  It is to be noted also that this black hole is purely a background mechanic, and it cannot really be seen, moved closer to consume the world and so on. It is simply untouchable. From this black hole, warped energy is created, twisted within the depths of the black hole. From this, the dark energy, the dark particles and or dark matter produced, Is what allows the Astral-Harnesser to have a variety of abilities and spells.

Spoiler

Mechanics of the Blackhole:

 

  • 1 connection emote + 3 emotes, for the user done by both the user and the teacher.

  • The user will feel an immediate shift, moreso a pull toward their teacher.

  • The user will instantly feel nauseous when complete.

 

 

The system in which it follows is as such:

 energy is harnessed by the black hole ->  energy is then stored in the black hole where it cannot escape ->  the energy is then turned into warped energy ->  the following this walk and may be used for a variety of things it may be used in its raw form to provide a boost to allies,  or it may be used for Dark particles or dark matter in which the Astral harnesser may wield a variety of weapons and abilities.

 

The warped energy amounts  are as following:

 

    • T1: 25

    • T2: 50

    • T3: 125

    • T4: 225

    • T5: 375

Redlines

  • The user cannot exceed their energy amounts.

  • The user cannot control the process, it will happen naturally. The only way they can impact their energy amounts is to restore energy.

 

 

Rite of Harnessing

In ancient times, when the heavenly spheres beyond ephemeral planes were widely regarded as untouchable, left to the awe-struck thoughts of the mortal mind when setting sight on the cosmic advance above.  These thoughts, these dreams and ideas painted out across the midnight sky, became the very foundation upon which practitioners of Astral Harnessing came to create the ritual of harnessing. 

 

Light has come to be revered throughout countless centuries as a benevolent, powerful concept. The extent of its influence and power is still, after many varying generations have passed,  unknown to any corporeal being, though this fact only encourages arcane delvers and those enlightened few to theorize, manipulate, and create. In ancient Aegis, there were few individuals like this, those who gazed up into the wonder of the cosmic expanse ahead, only to be given a purpose. 

Notably, the first from which all those blessed with the craft of Astral Harnessing came to know this well, and in turn taught his ilk various methods of ascending among the stars: through projection and a physical rite.

Spoiler

Mechanics of the rite:

 

1 connection emote + 3 emotes.

 

This will cost the teacher 250 energy to perform.

 

  • The user will undergo a ritualistic process with their teacher, in which they will experience an out of body scenario that lasts three emotes. In this time the teacher will present their Astral-Harnessing tome, mentioned in the origin of the magic, for the disembodied user to connect with, and process the information that their regular eyes cannot see.

  • Whilst the student is doing this, the teacher will work on their form, covering them with a cosmic mist. Whilst the student is coated in the cosmic looking mist - they will begin, over the course of the three emotes, to focus the mist into an astral marking which typically will be placed upon the user’s left arm through it can optionally be placed upon the right.

  • Upon a successful rite being performed, the user will be allowed to progress beyond tier 2

  • This must be repeated at t4, however, the astral marking will come to encompass their entire arm.

 

 

Redlines

 

  • This ability is for teachers to do on students only

  • If interrupted, the process will immediately halt, the user sucked back into their physical form

  • This can only be done once every two days if failed or interrupted.

  • The user will halt their progression if they are not connected.

  • Must start at an MC night time. Cannot be done during the day.

 

 

Cosmic Poisoning [Passive]

Being bound to a Black Hole means that you are also going to hold part of that Black Hole within yourself. For an Astral-Harnesser,  this comes in the form of your body outright rejecting pure iron. With the rejection of pure iron, the AstralHarnesser will find it hard to even get near the stuff nor manipulate it in any way they need. As well as holding this terrible weakness, when casting from any form of Astral Harnessing, the mage's eyes will get covered in a see-through veil of a starry night sky or another image of  Space.

Spoiler

Mechanics:

  • If a practitioner of Astral-Harnessing touches pure iron, they will begin to feel weakened and any spell they cast will drop a whole Tier in strength. At worst, it will lower to T0.5

  • Being cut by pure iron will infect a feeling and effect similar to that of lead poisoning in the mage for three elven hours, once out of combat. This will not kill the mage

  • Any spell casts will no longer effect pure iron

  • Aurum will still affect practitioners, though the effects are severely dampened due to the new.. Weakness they boast.

 

Redlines

 

  • This only starts to happen once they have finished Soular Collapse.

  • Failing to emote discomfort or weakness to pure iron is classed as power gaming

  • Failing to emote a minor discomfort to aurum is classed as power gaming, though you will not recoil from it.

  • Failing to decrease the strength of your spell when around pure iron is powergaming.

 

Tome Creation

Tome creation is the practice in which the user will create a replica of the book that the demon bestowed upon the original discoverer of Astral-Harnessing, it will contain the same texts that he read after being gifted the book by the demon when it was based around a tribe of Descendants. A practitioner of Astral-Harnessing will typically use their energy to coat a book or tome as well as a more focused form of Astral marking to specifically avoid the user.

Spoiler

Mechanics

  • 1 connection emote + 5 emotes

  • This costs 300 energy to perform

  • Tome creation will be the process in which the teacher will finally replicate that of the cursed tomes years ago.

  • Cursed Tomes are given to teachers so that they can perform the necessary teachings to students.

 

Redlines

 

  • Tomes cannot be destroyed, only hidden or buried. They are swirling with warped energies

  • Non-Practitioners will come to grow ill should they handle these tomes for longer than 6 emotes

  • Tomes cannot be stripped of their energy once made.

  • Non-Practitioners cannot read the tomes.

 

Disconnection

The method in which a practitioner can be disconnected comes in two forms. The first being a self-caused disconnection and the second being an external disconnection such as being forced or disconnected by another. However, an astral harnesser may not disconnect another astral harnesser without them having shared or leaked secrets, only justified disconnection is allowed.

 

Self Caused Disconnection is simple, the user has broken the tenets that they are bound to, or have gone against other harnessers and released information and secrets, essentially starting infighting or inciting betrayal. There are not a lot of tenets to follow, but as the tome states - they are;

  1. ‘Revealing the information bestowed upon you, by their will, is a betrayal to me, and a betrayal to all who follow. I strip you of your rights, should you do this.’

  2. ‘Your guide is wise, and they have maintained my lineage. Listen to them’

  3. ‘Unjustly attacking those who follow the tomes is a severe punishment. You will be punished.

Spoiler

Mechanics:
Disconnecting someone is the same as connecting them, it will take 1 connection emote + 3 emotes.

  • Disconnecting someone takes no energy from yourself, but rather ALL the energy from the person in question. They will feel extremely ill, a tight knot in their stomach, a severe headache, a fever though in fact they possess none of these actual illnesses, they are the bi product of the blackhole collapsing, and having all of their energies stripped at once.

  • When someone is disconnected the energies pried from them will erupt around the room, if its is full people will feel the effects found in soular poisoning below.

 

Redlines:

 

  • Unjustly disconnecting someone without them having broken a tenet is not allowed, and the user is unable to do such.

  • Though revealing information is against the tenets, a guide may disclose such to trusted allies (a guide as in a teacher).

  • Those who do not hold a TA and break a tenet (so being t5 without a TA) are fair game for disconnection.

 

Mental Projecting

An ability in which the user will be able to commune with allies and those comfortable with their presence mentally. What this does is remove the hindrance that is their mental changes during a tactical/combat scenario, though unfortunately for those new to it the ability is only present for those in tier 4 or above.

Spoiler

Mechanics:

  • Once hitting t4 the user will be able to feel that they are able to commune with allies in a local vicinity as well as those comfortable with the, mentally.

  • Their voice will come off as it did originally, without all the personality swings and the effects that come with it.

 

Redlines

 

  • This cannot be used to read thoughts

  • This cannot be used to converse with someone outside of #rp range.

  • If you do not ask for consent to speak to an individually mentally in /msg then you are powergaming, as consent is required.

 

Warped Reality

The changes made evident both physically and mentally are hard to miss, though there is a benefit to the physical changes, specifically the vast changes one’s eyes undergo. They are able to see those who are not present physically, such as phantoms, however in no way is this actually.. Normal. What they see are monstrous silhouettes, blurs, moving around. Not only this, but they will be able to see flickers of those concealing themselves with magic. As combat ensues, or stressful situations, this will.. Begin to grow worse, those concealing themselves with magic become something like a strobe light to them, and things such as phantoms will grow worse in their blurry silhouettes.

Spoiler

Mechanics

  • Warped Reality offers the user the ability to glance upon those invisible, or incorporeal in nature, as well as see through disguises/spells/abilities concealing a user.

  • Unless the user is using something like a magic mask, they will see them far worse off - phantoms will be ghastly, horrible things, something to avoid or attack. They will appear as blurs, with horrid features.

  • Ah, but the downside to this is.. Well, reality is warped for them. They may often or not view someone as something they are not, akin to false visions - their dreams are rather.. Disturbing at that too. Atop their mental changes the things they see, such as the warped phantoms will haunt their dreams, plague them - even after the encounter.

  • Warped reality is a bit off, too. Things most people couldnt stand will randomly become something that practitioners like. This can happen at any tier, so it is not listed in the stages.

 

Redlines

 

  • Growing used to these sights is not something one can do easily. In fact, unless you daily see groups of ghosts passing around you will struggle.

  • The visions they experience from these things are always negative.

  • Not reacting to the presence of a ghastly blurred monstrosity is considered powergaming, for its like being a young child and watching a horror film.

  • If one is concealing themselves magically, the user will be able to see their normal form, the concealing identity/ability is wrapped around their form.

 

 

 

Spells

 

Star-Light [Non-Combative]

An ability in which the mage can make a ball of light in their hand, it’s quite bright and will light up an effective area of 5x5, however, the most comparable light is that of a UV light. This will cost the user 25 energy and will remain for different times depending on the tier. Alternatively, the user may spend an extra 25 energy (50 total) to make a permanent light at t5 which will no longer be in the user’s hand, but more a floating light. This takes 1 connection emote and 2 emotes to cast. For a t5 light, it will take an extra emote.

Spoiler

Mechanics

  • At tier 1 the user will be able to create a light that lasts for 3 emotes.

  • At tier 2 the user will be able to create a light that lasts for 5 emotes

  • At tier 3 the user will be able to create a light that lasts for 7 emotes

  • At tier 4 the user will be able to create a light that lasts for 10 emotes

  • At tier 5 the user may spend an extra 25 energy to make a permanent light, if not they are able to maintain the temporary light for 14 emotes.

 

Redlines

 

  • This can’t be used to blind anyone.

  • This can’t be stored anywhere unless it is the tier 5 variant which is permanent.

  • After the amount of emotes are up, the light fades, and it cannot be used again for 15 OOC minutes.

  • This vanishes the moment combat occurs, fading.

 

 

Spatial transporting [Non-Combative]

A small circular tear opens up, this can be used if the mage is successful in getting through doors. (Aka if they succeed their /lockpicking.) However, if they fail they will be spat back out of the tear. This ability is simply out of Combat and it cannot be used during combat to teleport behind someone due to the stress required to focus the top and not be lost within the vastness of empty space.  This ability may have many uses though it depends on the creativity of the user.  If a practitioner of Astral Harnessing is captured and stored in a Cell they may try to use this to escape.  it is to be noted that if you are successful and manage to get to the other side of the door at the base of the tear or you originally stood there will be a charred like effect on the ground until removed.

Spoiler

Mechanics

  • 1 connection emote and 1 emote. This is akin to /lockpick

  • Costs 25 energy to perform.

  • A small teat opens and the user enters is as they attempt to pass through the door. If they succeed (the lockpicking works) the user will appear on the other side. If the user fails (the lockpicking fails) they will be spat out.

  • The tear will leave a mark, as stated above in the description.

 

Redlines

 

  • This is unable to be used to get to places the mage can’t see.

  • This is, mostly, an aesthetic ability, a way for the Mage to get out of a place, without knowing how to lockpick. /Lockpick must still be used.

  • This can be used to teleport to any place, as long as you can get their MCly, however, often it is useless because of the time it takes.

  • Only the Mage is able to use the tear.

 

Astral Marking [Non-Combative]

The ability in which a mage can write using cosmic miasma looking energy to mark their students or allies. To everyone outside of Astral-Harnessing practitioners the markings appear warped and distorted - but still able to be discerned, however, they will be unable to understand the marking. The markings take on a darker tone, and will typically be a sure sign to those outside of the magic that the marking carries magical properties if they hadn't guessed such from the warped appearance. This can be used for a variety of reasons, to mark property, to mark individuals as allies, friends or foes and to enable a student in their rite of harnessing. Only those practising Astral-Harnessing may read this and understand the markings fluently.

 

Astral marking can also be used for a demonstration type scenario, in which a mage is able to cast, on a solid surface, a tear that takes on the appearance of space. This map will show a localized cluster of stars as one would see if they looked to the night sky above and can be used for a variety of reasons, however, it is to be noted that this will cost the user more energy, as well as more time to create.

Spoiler

Mechanics.

  • The user is able to write as listed above. This takes 1 connection emote and 2 emotes.

  • Depending on the text and marking size the cost will differ. Short sentences, or a couple of words will cost 20 energy. Large texts, a paragraph, will cost 50. Something like a book…? Well, that’d be around 200. Use your logic when it comes to the cost of marking.

  • The same thing applies with markings, over words, they will increase with size.

 

Redlines

 

  • Failing to specify what the markings are/do/look like is disallowed, you MUST do such to the recipient or those inspecting it.

  • The markings will not fade unless removed or forcefully removed - though if placed on non living things the markings are far harder to remove.

 

 

Astral-Projecting [Non-Combative]

Astral projecting is something that comes in three forms.

 

The first variation of Astral projecting is the ability in which the user will propel their warped, corrupted, soul from that of their physical form. The physical form will remain static, the way it was left pre projection. What this will enable is that a near-invisible form (until revealed to someone) will be able to travel forth in a local area of 100x100.

Alternatively, the second is a type of projection which is more so projecting yourself over to the area of a target that you both know the appearance and name of. In such, you will not be able to venture from the area they are currently in and will appear as a figure of cosmic mist, with the eyes of such akin to blackholes. Only the person they are projecting to is able to see such.

 

The third and final is a far more.. Different form of travel. The user will be ripped out of their form, and sent far above to the stars, to gaze upon them, though they may not stay for long at first, as the light of such is far too.. Powerful for them. When they return, they will find themselves at the nearest soulstone pillar - as when they return they will find themselves having travelled, with their physical forms. If another has consented, they too will be able to travel with that of the practitioner, though most likely they will fail, if they are not prepared.

Spoiler

Mechanics.

  • They all take 1 connection emote and 3 emotes to do.

  • This process costs the user 100 energy and for every 5 minutes they are projecting it costs 30 energy, par the third, as it is a flavourful way of using a soulstone.

  • Most of this is but a flavourful way of doing something, especially the third.

  • The first variation is essentially something that the user may project themselves and scout forth, or see if an area is safe for them and their allies to proceed forth. If they receive damage, they will jolt back toward their form at the speed of a bolt fired from a crossbow. If they go outside of their 100x100 on purpose their forms will begin to shake, shudder and if they do not return within 15 seconds to the area their forms will perish, and their projected form dissipates - a forced pk.

  • The projected form will appear as a cosmic mist-made figure with blackholes for eyes. It is only visible to those who it reveals itself to, par the first which if someone is concentrating hard enough they will see a very, very, faint mist.

 

Redlines

 

  • Once the user receives damage if they are projecting they will be flung back to their physical forms

  • If the user’s physical form receives damage they will be ripped back from their projection, flustered, confused.. In a daze.

  • Failing to emote your presence to those concentrating hard enough is considered powergaming, as you cannot hide it from such a person - though if you feel they are metagaming just because of your mineman character feel free to question them.

  • Consent must be given for the second form of astral projecting. If it is not, your energy is still spent and you are simply unable to perform the action.

 

 

Meteor Shower [Combative]

An ability in which the user will create a tear which has stayed in to resemble space.  with a process in which this happens is if one would look into said tear and into the vastness of space there,  they would be able to see several small flaming lights approaching.  Upon getting close enough the tear will then release a singular projectile based on the tier or multiple projectiles at a later level. This spell will essentially release flaming hot rocks from space at the user, roughly the size of a tennis ball.

Spoiler

Mechanics:

  • 1 Connection emote 2 emotes (up to 4 depending on tier casting).

 Tier 1 -  0 projectiles

 Tier 2 -  1 projectile(s)

 Tier 3 -  2 projectiles

 Tier 4 -  3 projectiles

 Tier 5 -  4 projectiles

 

  • A meteor shower is capable of inflicting first degree burns but primarily serves as a means of representing a physical bombardment with a lingering effect.

  • It costs 25 energy per projectile fired from the tear.

  • For every 2 extra projectiles, an extra emote is needed. Tier 3 requires an extra emote and t5 requires an extra emote.

 

 

Redlines

 

  • If you do not have ample energy to cast multiple projectiles the user will find their spell fizzle out entirely, into a cosmic mist.

  • These projectiles deal minor burns and primarily concussive damage.

 

Fragmented Weapon [Combat]

The ability in which the user is able to over the course of three emotes conjure and form a temporary weapon of choice this weapon will weigh nothing and require a constant connection to the wielder. It is not possible to keep it forever, however, as it costs the user 5 particles per emote during the encounter or scenario in which it is used.  Those who practice astral harnessing will also find that they cannot cast the weapon on another person as it is purely a self weapon only. If one were to be struck by this weapon they would experience a brief flash of sickness followed by that of a typical blade doing slashing damage and all piercing. The weapon’s form will typically not be able to take on a form that would deal blunt damage as it is much more difficult for the dark particles to cluster together like such and form a blunt faced weapon 

Spoiler

Mechanics:

  • 1 connection emote + 3 emotes.

  • Users will be able to conjure an edged weapon of their choice, the size will increase the spending of dark particles required. This weapon will deal slashing damage or piercing damage.

  • This weapon is able to effect not just those physically present, it may also harm things of ethereal and incorporeal nature

 

Redlines

 

  • Whilst the weapon will feel weightless to the user, they would not be able to hold a weapon heavier than they would be capable of.

  • The weapon will still abide by physics, it will not do anything ludicrous like warp and bend to attack someone

  • The weapon can not be blunt. It cannot take the form of a blunt faced hammer. It must be something that would inflict piercing or slashing attacks.

  • No unrealistic weaponry, giant swords, paper-thin knives, etc… it can still be used creatively, however, such as a spiked whip or a spiked chain.

  • Can’t inflict magic feelings, like making people feel ill.

  • Can’t have magical aesthetics or affects, such as flames or lightning.

 

Gravity Field [Combat]

The gravity field is essentially a spell in which the user is able to create a 7 by 7 area that will manipulate gravity. Gravity can either struggle to exist within this area or simply become too much for an individual and they will feel like they're wading through thick swamps or bodies of water in full plate-armour. If the user chooses to lighten gravity then the target will undergo anything from being able to walk correctly as they won’t be able to gain proper traction on the ground.  Alternatively, if the user chooses to strengthen gravity within the area then they will find that it's similar to being shoulder-deep in a swimming pool or body of water and trying to run against a mild current. At T5 Gravity field can be increased to a 10x10 area for increased energy spending.

Spoiler

Mechanics:

  • 1 connection emote + 3 emotes

  • Users will be able to create a field that is 7x7 or 10x10 depending on the energy input that will slow anyone who enters the field down or cause them to struggle to walk correctly.

  • This feeling is akin to being bogged down or too light.

 

Redlines:

 

  • This ability in no way, can be used to fly. It is simply as stated above, akin to wading through water or feeling too light.

  • The effects to do not last on a person once out of the field, they are back to normal, the field does not fade until the encounter is over.

 

Vision Warping [Combat]

If a practitioner is to make physical contact with another person whilst casting this spell they are able to distort someone's vision to make it appear extremely stretched out to the point of more than 4 blocks in front of them or 4 metres being condensed to the size of a pencil dot. depending on the tier at which this is cast will depend on the duration it lasts.

Spoiler

Mechanics:

  • 1 connection emote + 3 charge emotes

  • Costs 75 energy to cast

  • The user distorts a target’s vision to it lasts x emotes and increases by x emotes every tier. The target can not see beyond 4 blacks in front of them and their peripheral vision is limited to 4 blocks from where they are facing.

  • This lasts for either 4 emotes (t3) 5 emotes (t4) or 6 emotes (t5).

 

Redlines

 

  • The user needs to make physical contact to enact this spell.

  • This cannot be used to permanently blind someone, it is only a temporary affliction lasting for x duration.

  • Players must inform the victim what happens if this is cast on them.

 

Soular Poisoning [Combat]

Is the ability in which a user can unleash cosmic miasma toward opponents be it a Voidal Mage, a Holy Mage or Dark Mage. However, this ability primarily serves those of the better and gives them a rush, a boost or more like taking an adrenaline shot, where this affects the previous listed as well as anyone else that is specifically mentioned in a like manner akin to that of a weakened state.  they will often feel something similar to radiation poisoning,  however, in no way is it actually such - and will fade shortly after the encounter.

Spoiler

Mechanics:

  • 1 connection emote + 4 emotes

  • This costs 100 energy to cast

  • The user unleashes a gas-like substance towards Voidal or Deific Mages, in which they feel something akin to feeling like they are under the effects of radiation poisoning, this only lasts 4 emotes. 

  • The user creates a 10x10 cosmic miasma field.

  • If done on dark mage they will feel akin to an adrenaline shot, and have their mana/energy/etc restored to a minor degree. There is no emote cap on this, as the energy will not passively drain.

  • Until the user escaped the cosmic miasma the countdown of the emotes will not begin.

 

Redlines

 

  • This will not allow the user to go over their mana/energy/etc limits.

  • This can only be cast on one target.

  • Failing to inform the victim of the consequences of being hit by the spell is on you, not them. You should always inform them of such.

  • Alternatively, you can do this through in game /msg [user] which is much more preferred, and encouraged.

 

Warped Vitality

An ability in which the user, over the duration of three emotes, is able to cast some of their harnessed/stolen energy unto a target, be it an ally - or foe. If this connects with an ally, i.e typically darker mages capable of handling the warped energy, then they will either feel invigorated, akin to adrenaline. alternatively, the CASTER is able to declare that it is used for the opposite of the adrenaline rush-type feeling it induced for others - being a sick feeling, that makes the recipient want to vomit and feel feverish.

Spoiler

Mechanics:

  • 1 connection emote + 5 emotes

  • This requires 175 energy to cast.

  • The target of this spell can feel invigorated for 5 emotes. However, if used for the opposite they will feel.. The complete opposite for 5 emotes.

  • The effects this induces on another is simple energy restoration, this does not give the mana/energy/etc back.

  • This will also, if the person is suitable, induce a feeling of confidence, anger even.

  • During these 5 emotes the user will (if invigorated) feel little pain, though things such as aurum is akin to normal blades against the dark, rather than a vicious weapon against them.

  • If the user gains the opposite, things appear far more painful, slow. Its a nasty business. They will have about half movement speed, and attacks against them feel far stronger - but in no way are they actually, it is due to their weakened state.

 

Redlines

 

  • You must decide before casting your final emote what version of Warped Vitality you are using.

  • Warped Vitality can effect either or. If cast on non-dark practitioners they will still feel the effect, though they will feel like afterward they have a hangover for a short while.

  • This effect does not last forever. You must inform people what you have chosen prior to emoting the last emote.

 

Time Warping

An ability in which the user can cast on an ally or foe and they will feel the energy surge within them, allowing them to spend the energy on a one-time usage deduction from their casting time for the present scenario. Alternatively, this can be used on those incapable of tolerating the warped energy to increase their casting time is to be noted that this is not strong enough to allow mages to start throwing instant spells around

Spoiler

Mechanics:

  • 1 connection emote + 4 emotes

  • This requires 125 energy to cast.

  • This ability will do one of the following. Decrease a casting duration by 1 or increase a casting duration by 1.

  • This is focused more on darker beings and practitioners, over that of voidal mages and the like.

 

Redlines

 

  • This does not enable mages to cast 1 emote spells. This is forbidden, doing so is classed as powergaming.

  • You cannot cast this on yourself, only other people.

  • You must inform the recipient of the consequences, otherwise they cannot appropriately respond.

  • This does not carry over. If this is not used within 5 emotes (used as in deducted) then it will fade, as their forms cannot handle it.

 

 


 

Tier Progression

The progression in which Astral-Harnessing uses is a custom time frame, as when a user delves further and further the slow, drawn out, process in which they will undergo changes and abilities rapidly begins to change and speed up - though their mastery stays at a relatively fair pace.

 

Tier 1 - Novice

The practitioner of the magic has undergone the rite of harnessing, and with such will be in a state of limbo whilst their form adjusts and their mental scape shifts. This lasts 2 OOC weeks.

Spoiler

Changes:

Tier 1 (Stage 1)

Physical Changes

At the first stage, a practitioner of astral Harnessing will find themselves primarily gaining dark, often black, hues to their hair and eyes, as well as more subtle changes to their other features.

 

The user’s sclera has a shadow to it. The iris has darkened.

 

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The user’s hair gains darker hues, as if in a dark corridor. 

 

 

Mental Changes

 

 

The mental changes are quite subtle at such an early stage, the user is simply a bit more chaotic in their behaviour and actions, though not to an extent that would forthright expose them.

 

 

Abilities:

 

 

Soular Collapse

Cosmic Poisoning

 

Spells:

 

Star-Light

 

Tier 2 - Apprentice

At this stage, things have successfully begun to change, some physical features visible. They will find themselves able to cast that of their first spell, though it is quite a taxing process. This stage lasts for 2 OOC weeks.

Spoiler

Changes:

Tier 2 (Stage 2)

Physical Changes

At this stage the hair and eyes have darkened considerably, those boasting silver or white hair will find their hair looking more like a dull grey, the sclera of their eyes of a similar colour. Those with lighter eyes will find that the colour from the iris has dampened also, the colour is still retained barely.

 

The user’s sclera has dampened a lot more, the iris is once again darker.

 

yuCwVQLBhiv6JjK9oGTkcfr5lbfC31UiN1vrHAn9915A6KIbadvhvdtZM9SfcjhcO-QX5edjBqPuAJMGj65af6Bm_bI4-3ZobphmhZ_4N5KMfVLxgOTw35rRr2rO_xtoHL1h046f

 

The user’s hair will be darker now as if one were standing in the shadows.

 

 

Mental Changes:

 

At stage 2 the user will begin to show signs of indecisiveness though not to an extreme level, more simply a level of which thing to eat, what to drink, what to do and then often second-guessing themselves.

 

Abilities:

 

Soular Collapse

Cosmic Poisoning

 

Spells:

 

Star-Light

Spatial-Transporting

Meteor Shower

 

Tier 3 - Adept

At this stage the practitioner is able to now cast things with more ease, albeit they have a restricted arsenal. At this point they are able to bring forth their weapon for the first time, and manipulate its matter when casting. This stage lasts 3 OOC weeks.

Spoiler

Changes:

Tier 3 (Stage 3)

Physical Changes

The user’s iris and pupil are now completely black, devoid of colour. The sclera is now a dark colour, dark-greyish is the most common point. It is to be noted that with the first wave of spells coming within this tier, the user will notice that the crack line scars will faintly begin to form and depending on how much they cast - it will differ in number. It is also to be noted at this point that the user will have developed a pale complexion.

 

Mental Changes:

 

At this stage, the user will undergo a slight paranoia and begin feeling rather insecure. It is at this point that a user begins to feel the effects of the energy harnessed from both the Daemons and Aenguls stars surrounding the black hole.  Roughly around this time, they will begin to tug on the user's mind causing minor personality or mood swings though this is nothing serious, yet.  If one is weak-willed they may find themselves being further swayed by The Aenguls and Daemons.

 

6FxGEzMJwcvU8CfP3eprGRa7LBIwOWSOPDP0thdAhKznlmq7P0jN3U6ep-c8nv50GLNj6T-sup9CB0rOKp-aP7jgv4WtIJedj6asPP0KGUnMYy87QlqcuIhN7spfPjnW9CKZJ1md

 

The user's hair will now be dark grey or back, representing Steel. If it was already such a colour before starting or that of a darker shade it will now be getting closer to fully Black, under their eyes red sores will begin to form, though it looks more like a brush from a distance than anything else.  If the user has extensively been casting, by this point they will begin to notice cracks forming primarily along their arms and minorly on their figure. The skin is now paler, this is similar to someone who has been sat inside for several months.  The user's sclera is now a dark grey and the iris and pupil appear to be devoid of any colour whatsoever, they do not even appear to reflect light.

 

Abilities:

 

Soular Collapse

Cosmic Poisoning

 

Spells:

 

Star-Light

Spatial-Transporting

Meteor Shower

Astral Marking

Fragmented Weapon

Gravity Field

 

Tier 4 - Expert

This stage is at the point where the practitioner has a solid understanding of what they are becoming, what they are shaping to be. They have a considerable pool of energy to cast from and their abilities and spells have increased, they are able to cast with a bit more ease, though newer spells may be more taxing. This stage lasts 5 OOC weeks.

Spoiler

Changes:

Tier 4 (Stage 4)

Physical Changes

After undergoing the second rite of harnessing, the user’s sclera would begin to take on a slight purple tint. With more noticeable cracks forming in the skin. They also become far weaker, though in the sense of pain tolerance also. At this point being punched is the equivalent to getting tased, however, there will be no stunning effect. It will just hurt a lot.  The user will now be rather pale, as if they have anemia,  and the cracks that they had begun to notice at the last stage have grown significantly worse though again it's nothing extremely damaging to the appearance it's akin to being severely scarred with faded scars. The pupils and irises now also reflect that of a black hole themselves, in fact, they will gain a partial swirling appearance and when light is directly shined upon them,  otherwise this is quite noticeable. 

 

Mental Changes:

 

By now the user will most definitely be experiencing personality changes be it that of a child-like one, that of a serial killer will be that of someone who's just so scared to leave the walls of their home.  It's hard to tell what the user is thinking at this time,  though it is to be hopeful that they are being influenced mentally by Aengul rather than a daemon so that they are not entirely wicked during the encounter. It is quite chaotic in the user's mind and if somehow one was able to delve into such what happened to it they would hear constant bickering between the user's voice and several other entities of unknown origins, as well as some not even speaking Common. They will also seek to build or obtain fortified homes for their protection as they've come to grow familiar with their physical weaknesses rather rapidly. 

 

Yes they are now asocial also, however, this does not mean that they will refuse to speak to people it just simply means that they will find themselves being cared to by friends -  which is that they will take interest in very specific people because they wish to make them practitioner or because they are capable of doing things the regular person is not, these are oftentimes they might just be seeing things. 

 

 

6wSxPTFY1i4XgegLTF2sj8GTW36jzvGimWJb8Nu0wORgqItE_Ao_FLwkTuwofB79QDYtOiI_QrVhqiDEZ4fMzcUg4Lv8xXIhujw2d5fIzZbMrjdX46owohoi75fHe7lRwTjuDm_k

 

It should be noted that at this point the user’s hair should be black drained of its colour.  The Sclera Now has purple or lilac tints to it. The person looks like they have developed Anemia And their skin is significantly more cracked. Besides this, most of the changes made during this stage are mental. 

 

 

Abilities:

 

 

Soular Collapse

Cosmic Poisoning

Mental Projecting

Warped Reality

 

 

Spells:

 

 

Star-Light

Spatial-Transporting

Meteor Shower

Astral Marking

Fragmented Weapon

Gravity Field

Vision Warping

Soular Poisoning

Astral projecting

 

Tier 5 - Master

A guide to those before them, a master practitioner is a deadly foe, and moreso a powerful ally to boast. They have before them all astral-harnessing has to offer. This is the final tier for the magic.

Spoiler

Changes:

Tier 5 (Stage 5)

Physical Changes:

Having arrived at the apex of the magic,  the usual has undergone nearly all the changes. The thing that has changed the most this stage is that beneath their eyes. now rests noticeable red sores which can be seen from very far off. Their form is now significantly damaged by this scarring,  by these cracks that have formed over time.  Depending on how much the user has been casting and or using their abilities will determine the severity and frequency of the scarring.

 

Mental Changes:

At the end of the tiers,  the user has fully changed from what they want to wear a regular person able to think clearly -  2 one who has developed severe issues such as dissociative identity disorder,  as well as its optional severe paranoia and a desire for social distance. Every day should be a challenge for the user to maintain what they once were, to speak to their friends as themselves,  a constant battle to maintain their sanity,  the personality against the never-ending wave of Aenguls and Daemons.

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There's no TL;DR for this stage as it's quite obvious as to what's become of the practitioner so instead, I will provide an example, the head of a skin belonging to a T5 practitioner of Astral-Harnessing would look like such: 

HHMgd2ZXw-y5I-9RPJA1KYG1bhJsila8Wjw2QEQs_e9L6AjfUGjQp9x4cfHWjiDkGOOA2utDt2j1zoFHbPSC5skKa8JLQS6TXCrokaBZehxhHHp2bOSGjpIqR92jKPU6lA6kmbON

 

Abilities:

Soular Collapse

Cosmic Poisoning

Mental Projecting

Warped Reality

Rite of Harnessing

Tome Creation

Disconnection

 

Spells:

Star-Light

Spatial-Transporting

Meteor Shower

Astral Marking

Fragmented Weapon

Gravity Field

Vision Warping

Soular Poisoning

Astral projecting

Warped Vitality

Time Warping

 

OOC Purpose

Astral-Harnessing is something that I have written up in order to provide something akin to say, a support role magic. I also wished to try my hand at writing a new concept on the more taboo magic scene, something for both other people and myself to experience. Though, the actual mechanics of astral-harnessing is to fill that support role that every team needs, just... Maybe not so much for the good guys this time. Though of course this isn't enforced, and the future of this magic could, in fact, go in any direction, regardless of the abilities and the lore underneath them. In my opinion, this magic also boasts a lot of routes it can take based on the initial encounters during its early stages, especially with the support role esc type class that this magic is. Overall, this magic serves to add strength to certain communities also, as alone those who would practice it will struggle.

Citations

Thanks to:

  • ElvenMommaHacker/Pup for giving me the idea to write a wacky side to a star-based magic and giving me some ideas and feedback. Also, spell checking.

  • Ztrog provided me with the origins story.

 

The material used for ideas when writing this piece:

  • Mephistophelian’s “Effect of Funnelling Deity Powers”

https://www.lordofthecraft.net/forums/topic/151046-%E2%9C%93-the-effect-of-funnelling-deity-powers/

  • ShameJax’s “Space; From Within the Void”

https://www.lordofthecraft.net/forums/topic/165638-%E2%9C%93-space-from-within-the-void

 

 

Spoiler

Changelog:

Removed the bold font that formerly refused to go away.

Removed certain typos relating to another post that wasn't released on time, and may not be

 

 

 

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3 hours ago, _Twi said:

What was yours is now mine

Flambo, is that you?

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but please, have mercy.

In all honesty I do not think astral concepts deserve to be shoehorned into an applied lore magick. The idea of this niche is that it is by form and nature an unexplored and vague magick spoken of and described only to superficial lengths, while being otherwise torn entirely from pre-established facts and  lore enforced descriptions. The void is there already to satisfy the venue of sorcerous spells and teasing power from unseen chasms, so why appropriate another perfectly abstract concept meant strictly to countervail the void? I just don’t see the point.

I too once thought of writing on astral lores, but rightly came to the conclusion that the venue is better left well alone. It thrives thus far as an obscure realm withdrawn in entirety from all the glimmering elements we see casually deriving from the void. Just my honest thoughts.

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The formatting is rather eye-soring

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10 hours ago, Riftblade said:

I’m sorry but what even is astromancy.

 

That was a mistake on my hand, was supposed to be a series of magics but the other areas were not posted, and i forgot to remove the wording, i fixed it. The person writing that side backed out/left it

 

7 hours ago, Ug said:

The formatting is rather eye-soring

 

it is, for some reason when transferring stuff outright refused to fix, i only just managed to get rid of the bold font. I’ll be tinkering with it~

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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