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[Guide] Mysticism


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A Comprehensive Guide to Mysticism

[Lore Link]

 

Core Concepts
Ebrietæs
The realm of the departed, the Soulstream, is a plane once separated entirely from the mortal realm and those of the gods, ruled by the Arch-Aengul Aeriel. All souls pass through Ebrietaes in death, be it to use Aeriel’s gateways and find rest in another Aengulic realm, to linger within her golden city, or to be cast out into the corrupt wasteland surrounding it. It is these rejected and loathsome souls denied entry to her city and use of her pathways that make up the realm Mystics know, the barren wastes outside the Aengul’s golden city known as Ebrietaes. The souls that reside here are innumerable, such that they form something rather like a sea, deeper and more vast than any known to man. 


Ectoplasm
Within the makeup of spectral undead is the curious ethereal substance known as ectoplasm. Ectoplasm exists as an odd inbetween of lifeforce and mana, a primal substance yielded in the soul itself rather than the flesh.  This quasi-gelatinous material composes all ghosts, gravens, wights, apparitions, or any other likewise similar entity. It ranges from a paleness of sickly verdant green or ghastly cobalt, and those insidious shades in between.

 

The Occultist

Mysticism is a dark art in which the practitioner has dedicated themselves to walking the paper-thin veil between life and death, their soul being pulled ever closer towards the latter the more they delve into this practice. The magic itself relies upon the manipulation of the fabled substance known as Ectoplasm, a material which is a mixture of both mana and lifeforce. 
An Occultist is formed as the result of a ritual known as Conjoining, which may only be performed by those truly devoted to this accursed art -- The Wight Barrowlords. Through this rite, the Wight pulls for a spirit,either a ghost or a graven from the Ebrietaes and binds it to the soul of the Mystic, melding the two as one.

 

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Physical Guide
Depending on the path which the Mystic takes, they may hold significantly differentiating physical traits in terms of physical capability and detriments. Generally, Mystics will suffer from similarly-shared afflictions,  such as pale skin, flakey or oily hair, sunken or pale eyes, chills, cold or clammy skin.
Occultists conjoined with a Graven and are made a Mystic Blade, they will find their strength locked at the level of their specific race. They cannot increase or decrease their strength, unless they take up a Voidal Magic. They also gain a weakness to aurum, symbols of faith, joyous singing, and laughter, bringing great discomfort.
Occultists conjoined with a Phantom and are made a Mystic Conjurers will begin to decrease in their physical strength, no longer able to wield more than a dagger or shortsword. They have the strength and stamina of a Voidal mage, but lack the true weakness the aurum. It will give slight discomfort, but will  bring them no real harm.

 

Spoiler

- Casting mystics possess strength alike to voidal mages. They cannot wear heavy armor, nor use melee weapons to any effective degree.

 

- Melee mystics are not granted strength superior to that of their race. Picking up magics that lower physical strength will still weaken the mystic regardless.

 

- These are enforced roleplay effects. Abuse will not be tolerated.



Mental Guide
Regardless of which Mystical role the Occultist takes up, they will still suffer from terrible mental ailments which plague them for very likely the rest of their lives. One may suffer from bouts of vivid hallucination, depression, anxiety attacks, emotional reasoning, splitting migraines, and terrifying nightmares. Souls which the Mystic has been conjoined with will often rub off some of their characteristics onto the Occultist, leading them to potentially bear an entirely different personality.
 

Redlines:

Spoiler

- A Conjoined Mystic will experience various mental disturbances.
- A Conjoined Mystic will face several personality shifts, based on which spectral undead they are bound with.
- To be conjoined with a Phantom or Graven is mentally draining and disturbing and should be roleplayed as such. Being conjoined twice especially will intensify the symptoms.


Gleaming Guide
When a Mystic casts, their body takes on ghost-like qualities such as semi-transparency, body glowing an ethereal green or blue to reveal the bones beneath their flesh. Their hair may become greased and straight, as their garments and clothes appear ragged as if worn. A newly Conjoined Mystic may be disguised with proper clothing, though a T3 and above Mystic will have a much larger difficulty in the means of concealment. This is a tell for Mysticism.


Redlines:

Spoiler

- Once a mystic begins to cast, gleaming will be present every time, unless the spell is Hindering.
- Gleaming cannot be hidden by means such as magical illusion. 

 

Example Emote:

Spoiler

A strange aura would permeate the air around [Mystic], as if a chill had crept into the air about him. His flesh seemed to glimmer with a pale and ethereal green, sinking back to reveal the bones which lie beneath their skin, his garments becoming ragged and worn, rippling as if a mystical wind had brushed against them.


Ectoplasmic Sickness
The wellbeing of a Mystic is tied to their Ectoplasm, just as their soul is tied to that of the phantom they have been conjoined with. A mastered Mystic who has only spent one liturgy’s worth of Ectoplasm may only feel a bit tired, whilst a novice Mystic who has spent the same amount would still feel somewhat energetic. They will at most be left bed-ridden for the remainder of the day if all liturgies are used. All liturgies are replenished after 1 OOC day.

 

Redlines:

Spoiler

- When conjoined with a phantom, a Mystic will be able to draw upon their phantom’s ectoplasm stores in order to power their spells and abilities.
- Ectoplasm appears as a gel-like substance, taking shades of grey, blue, violet, or green.
- A Mystic has only a certain amount of ectoplasm they may expend per day, overuse of this resulting in sickness and fatigue. 
- If all five liturgies are used, the Mystic will fall into a feverish state.
- All Ectoplasm is restored over the course of one OOC day. 

 

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Mystic Liturgies
Mystics are able to perform combative and non-combative abilities known as Liturgies, often as a means in aiding them against phantoms and the spiritual undead. Some may only be used by Mystic Blades or Mystic Conjurers. Some can be used by both.

 

Redlines:

Spoiler

- Each ritual and spell requires liturgies to perform.

 

Tier Progression:

[T1] 1-2 Liturgies of Ectoplasm
[T2]
2-3 Liturgies of Ectoplasm
[T3]
3-4 Liturgies of Ectoplasm
[T4]
5 Liturgies of Ectoplasm
[T5]
5-6 Liturgies of Ectoplasm

The latter number only applied once the individual has reached the halfway mark of the respective tier.


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Mystic Blades

Fading
Fading allows for a Mystic Blade to make themselves appear near-transparent much akin to a ghost or phantom, enabling them to be undetected in nearly all. During the day, faint outlines will be just barely visible in the air around them, though impossible to see underwater or at night. 

 

Redlines:

Spoiler

- Requires [3] emotes to cast; one to gleam, one to channel it around oneself and begin to fade, and one to let the fading take the full effect. This uses up one liturgy worth of ectoplasm.
- Phantoms and those with True Sight or Vivification may see through Fading.
- Fading may last for up to one OOC hour in or out of combat, though the Mystic may not move more than [3] blocks per emote or prepare any other spell whilst under its effects.
- If being used to hide in water, one must gleam before entering the water, then perform the rest of the spell in order to fade from sight.

 

Example Emote:

Spoiler

[Emote 1] An ethereal glow around begins to form, [Mystic]’s flesh turning somewhat translucent whilst revealing the bones beneath the skin as it took on a darkened outline. The ectoplasm flowed out of his fingertips, taking the shape of thin threads.
[Emote 2] The phantasmal threads began to weave around the form of the gleamed mystic, wrapping around their figure in a quick manner. As the strands covered their flesh, their form as a whole turned semi transparent, allowing those gazing upon the fading occultist to see faint outlines of what lies behind their frame.
[Emote 3] As the weaving came to a finality, the mystic became completely transparent, other than the faint outline around their form. As sunlight falls upon [Mystic], those who stare intently may catch note of their presence.

 

 

Spiriting

Spiriting allows for a Mystic Blade to conjure ectoplasm around their blade in order to allow it to make physical contact with incorporeal beings such as phantoms. 

 

Redlines:

Spoiler

- Requires [2] emotes to perform; one to gleam and to conjure the ectoplasm, and one to have it settle upon the blade or weapon. This uses up one liturgy of ectoplasm.
- This effect lasts for [7] emotes before turning the blade back into its original form.
- The blade will never appear ‘invisible’ nor is it intangible, simply wispy and ghost-like.

 

Example Emote:

Spoiler

[Emote 1] An ethereal glow around begins to form, [Mystic]’s flesh turning somewhat translucent whilst revealing the bones beneath the skin as it took on a darkened outline. Ectoplasm began building up within his palm, droplets of the luminescent fluid dripping from his hand as it overflowed.
[Emote 2] [Mystic] raises his hand to his blade, coating the weapon with the ectoplasm. The metal warped, turning translucent as the phantasmal liquid allowed the steel to harm spectral undead.  

 

Enervation
Enervation allows a Mystic Blade to force their ectoplasm upon their victim, slowing their movement down as their limbs become stiff and rigid.

 

Redlines:

Spoiler

- 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.
- Requires at least [2] emotes, costs one liturgy to perform.

Tier Progression:
[T1]
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. 
[T2]
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. 
[T3]
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. 
[T4+T5]
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.

 

 

Example Emote:

Spoiler

[Emote 1] An ethereal glow around begins to form, [Mystic]’s flesh turning somewhat translucent whilst revealing the bones beneath the skin as it took on a darkened outline. The ectoplasm condensed around his palm, wispy tendrils slithering around his hand.
[Emote 2] [Mystic] places his hand on the guard’s shoulder, the phantasmal essence seeping into the crevices of his armor. The soldier’s limbs soon began to ache, as his legs and arms grew stiff. His brows furrow at the sudden and strange pain, grunting as he tries slipping out of the occultist’s grasp.

 

Expulsion

Expulsion allows for a Mystic Blade to manifest their Graven to completely absorb or deliver a single attack from or upon an individual within a ten meter radius.

 

Redlines:

Spoiler

- Requires [2] emotes to cast; one to gleam and to build up the graven’s form, and one to either have the graven absorb the blow or attack. This uses up two liturgies worth of ectoplasm.
- The mystic must be able to see the attacker.
- A Graven may stand in front of the Mystic for up to [3] emotes, absorbing any  attack upon the Mystic before vanishing.
- A Mystic may send their Graven out to directly attack a target for one emote, the range being [10] metres. 
- Once the Graven distributes its attack or absorbs an attack, it will dematerialize back into the Mystic. 

 

Example Emote:

Spoiler

[Emote 1]An ethereal glow around begins to form, [Mystic]’s flesh turning somewhat translucent whilst revealing the bones beneath the skin as it took on a darkened outline. Ectoplasm expels out of their form, warping the area around the occultist. The phantasmal essence convulses and morphs, shaping into what seem to be aged armor of another entity. A translucent arm erupts from [Mystic]’s shoulder, donned in chainmail and plate mail as another shape forms within its palm.
[Emote 2] The ectoplasm within the palm lengthens/expands, taking the shape of a blade/shield. It grasps the object, before the form of the graven lurches out of the occultist.

[Conjure Shield] Their opponent’s blade strikes against the luminescent buckler, protecting the mystic from harm as it dissipates into a murky cloud, seeping back into their source.

[Conjure Weapon] The spectral knight swings the luminescent blade within its grasp, slashing into the poor farmer before dissipating into a murky cloud.


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Mystic Conjurer

Conduit
Conduit allows for a Mystic Conjurer to drain and tear ectoplasm from an ectoplasm-wielding entity in order to replenish themselves or, alternatively, feed it to another spectral entity such as a ghost, eidola, or wight. 

 

Redlines:

Spoiler


- Requires [3] emotes to cast; one to gleam, one to draw the ectoplasm, and one to project it and either drain or give ectoplasm. This uses up one liturgy worth of ectoplasm, and upon success will return two liturgies worth.
- A casting Mystic may use up one liturgy worth of ectoplasm to give it to another, though only giving one liturgy in return.
- Draining a weaker phantom such as a ghost or graven will cause it to demanifest after three drains
- Draining a Wight will cause it to demanifest after six drains
- Draining an Eidola will deplete its ectoplasm repository after five drains and render them dormant but not destroyed
- Draining an Apparition will cause it to demanifest after seven drains.
- A Casting Mystic can “heal” a “wounded” phantom by replenishing their ectoplasm or replenish a fellow Mystic’s ectoplasm store at the cost of their own. 
- Once fed, a graven would be granted augmented orc-like strength and speed; an eidola would be granted olog strength and jogging speed; an apparition or wight would increase their area of influence and its range by five meters. Effects granted by feeding will last no longer than [6] emotes in combat.
- Draining only affects ectoplasmic beings and has no effect upon descendants, with the exception of Mystics.
- Conduit does not create a tether and must be emoted again if the Mystic wishes to cast it again.
- Conduit only has a range of up to ten meters and may at most travel at an arrow’s speed. 
- Conduit must also be aimed, meaning it can be dodged with sufficient awareness.
-  Conduit may be performed on one entity at a time.
- A Mystic cannot supply ectoplasm to another entity or Mystic without adequate ectoplasm. 
- Feeding cannot offer more than one liturgy of ectoplasm per feeding.

 

Example Emote:

Spoiler

[Emote 1] An ethereal glow around begins to form, [Mystic]’s flesh turning somewhat translucent whilst revealing the bones beneath the skin as it took on a darkened outline. Ectoplasm condenses around their hand, the glow intensifying in that particular area.
[Emote 2] A tether began to form above [Mystic]’s hand, taking the shape of a swirling mass of translucent threads. The tangled ball grew larger and larger as the mystic concentrated, pouring their own ectoplasm into the mass.
[Draining] [Mystic] thrusts their hand forward, shooting the ball of thread towards the preoccupied phantom whilst one end remains connected to their palm. The strands untangle whilst in the air, wrapping around the spectre’s limb. The phantom’s connection to the living realm weakens as the occultist begins sapping away their essence, their forms turning unstable and somewhat blurry.
[Feeding] [Mystic] thrusts their hand forward, shooting the ball of thread towards an allied graven whilst one end remains connected to their palm. The strands untangle whilst in the air, wrapping around the graven’s limb. The knightly spectre feels a sudden strength boost, feeling somewhat stronger compared to before. As the mystic forced their own ectoplasm into the graven, [Mystic] began to feel weak, finding difficulty to maintain their own balance.

 

Handling

Handling allows for a Mystic Conjurer to subjugate a spirit under their will for a brief period of time, forcing them to carry out any and all actions which the Mystic orders should their subjugation be successful. 

 

Redlines:

Spoiler

- Requires [4] emotes to cast; one to gleam, one to channel the ectoplasm, one to condense the ectoplasm, and one to send it exploding outwards. This spell uses up three liturgies worth of ectoplasm to perform.
- To weaken a wight or apparition, a wight must be drained at least 3 times whilst an apparition must be drained four times.
- CA played phantoms such as Ghosts, Gravens, or Wights are only obligated to carry out the Mystic’s will for one OOC hour or [10] emotes if in combat. 
- Once a phantom or graven has been handled by a Mystic, they may be immune to further Handlings for up to three OOC days afterwards. 
- OOC consent is not required, though is recommended to offer in advance.
- Creatures such as Wights can resist commands to give up their phylacteries or other artifacts such as the Grimoire of Phantoms. 
Tier Progression: The success of Handling is determined by a tier-based roll, can only be used on one phantom at a time.
[T1] – /roll 20, success is 16 and up.
[T2] – /roll 20, success is 13 and up.
[T3] – /roll 20, success is 10 and up.
[T4] – /roll 20, success is 7 and up.
[T5] – /roll 20, success is 4 and up.

 

Example Emote:

Spoiler

[Emote 1] An ethereal glow around begins to form, [Mystic]’s flesh turning somewhat translucent whilst revealing the bones beneath the skin as it took on a darkened outline. Ectoplasm condenses around their hand, the glow intensifying in that particular area.
[Emote 2] A tether began to form above [Mystic]’s hand, taking the shape of a loose swirling mass of translucent threads. The tangled ball grew larger and larger as the mystic concentrated, pouring their own ectoplasm into the mass.
[Emote 3] More threads formed, condensing the ball while it brightened as more phantasmal essence was poured in. [Mystic] raises their second hand for additional support, keeping the orb stable as they keep their gaze upon their spectral target.
[Emote 4] [Mystic] expels the orb towards the weakened spectre, one end of the strands remaining connected with the occultist’s palms. The ball flies towards the phantom, the threads exploding around it’s form. The ectoplasm weaves around their limbs, creating a temporary but powerful connection between the two. As the mystic commands, the ghost would have an urge to obey their order, carrying it out until the tether severs with time.

 

Exorcism

Exorcism allows for a Mystic Conjurer to manifest their ectoplasm and soak it into a possessed object or individual in order to force a phantom outside of it, leaving them susceptible to attacks from both Mystics and regular mortals alike even if only for a very brief amount of time. 

 

Redlines:

Spoiler

- Requires [4] emotes to cast; one to gleam, one to channel ectoplasm in the form of a cloud, one to send the ectoplasmic cloud around the object or possessed corpse,  and one to force the ghost out of the object.
- This spell costs three liturgies worth of ectoplasm to perform. 

- 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.


Tier Progression: The success of Exorcism is determined by a tier-based roll
[T1] – The Mystic must roll a 20, the spell being successful should they roll a 17 or higher, forcing the phantom out of hiding, making them both visible and corporeal for [1] emotes.  
[T2] – The Mystic must roll a 20, the spell being successful should they roll a 15 or higher, forcing the phantom out of hiding, making them both visible and corporeal for [2] emotes.  
[T3] – The Mystic must roll a 20, the spell being successful should they roll a 13 or higher, forcing the phantom out of hiding, making them both visible and corporeal for [2] emotes.  
[T4] – The Mystic must roll a 20, the spell being successful should they roll a 7 or higher, forcing the phantom out of hiding, making them both visible and corporeal for [3] emotes.  
[T5] – The Wight must roll a 20, the spell being successful should they roll a 5 or higher, forcing the phantom out of hiding, making them both visible and corporeal for [5] emotes.  
- The cloud of ectoplasm will only last until its task is completed, meaning that once a phantom has been drawn out, it cannot remain to be manipulated further.

 

Example Emote:

Spoiler

[Emote 1] An ethereal glow around begins to form, [Mystic]’s flesh turning somewhat translucent whilst revealing the bones beneath the skin as it took on a darkened outline. 
[Emote 2] A cold mist seeps out from the mystic’s sleeves, pooling around their feet. As the mist condensed, [Mystic] raised their arms as the cloud lifted from the grounds, swirling around their form.
[Emote 3] The mist then snakes towards the painting of a woman, shrouding the canvas in an ectoplasmatic cloud. [Emote 4] The fog forces the spectre to flee from the tarp quite forcefully, their form congealing as it allows both occultists and mortal men to harm the phantom with mundane weaponry.

 

Conjure Geist

Conjure Geist allows for a Mystic Conjurer to summon a lesser geist from the Ebrietæs in order to afflict an individual temporarily, granting them various, though relatively insignificant, ailments which may leave the individual just as desolate as the geist which the Mystic had made manifest. 

 

Redlines:

Spoiler

- Requires [4] emotes to cast with minimal to no movement; one to gleam, one to conjure the portal, one to summon forth the polygeist, and one for the polygeist to enter the intended target. Sudden movements will result in the spell breaking and the geist fading. 
- This requires one liturgies of ectoplasm to perform.

- 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.

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


Tier Progression: An afflicted individual may contest with the geist’s manipulation each emote depending on the tier of the Mystic who summoned forth the geist
[T1] – /roll 20 – success is 18 and up.
[T2] – /roll 20 – success is 16 and up.
[T3] – /roll 20 – success is 12 and up.
[T4] – /roll 20 – success is 8 and up.
[T5] – /roll 20 – success is 4 and up.

 

Example Emote:

Spoiler

[Emote 1] An ethereal glow around begins to form, [Mystic]’s flesh turning somewhat translucent whilst revealing the bones beneath the skin as it took on a darkened outline. They raise a hand, the dull glow intensifying around their hand.
[Emote 2] [Mystic] makes a strange drawing within the air, a tear forming from an unknown origin. Those who attempt to peer into the rift would see an ashy wasteland, devoid of any color. The portal grows as the mystic continues fueling it with ectoplasm, granting a resident to step into the living world.
[Emote 3] A shrouded figure passes through the portal, gnarled fingers gripping the brim of the tear. 

[Emote 4] The phantom then slinks towards its intended target, seeping into their form. The victim’s mind gets pelted by various ailments, a sharp pain forming within their head.

 

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Base Liturgies
These liturgies are able to be performed by all Mystics, Melee and Conjurers alike. The base liturgies allow an occultist to gain the means of defense, creating a thick fog or forming a stone barrier.

 

Saturation

Saturation allows for a Mystic to soak ectoplasm into their blade, increasing the chance of tearing a soul from the body upon death, and thus, manifesting a phantom. This may also be used to collect souls within a Menhir for liturgies, a non-PK death equating to one soul fragment while a PK death equates to a total of three.

 

Redlines:

Spoiler

- Requires [2] emotes to cast; one to gleam and one to imbue the weapon with Ectoplasm. This uses up one liturgy worth of ectoplasm to perform.
- [1] Soul Fragment is gained from a sacrifice if it isn’t a PK. [3] Soul Fragments are gained if it is a PK. 
- The effects of Saturation upon a weapon will fade once the blade makes contact with any surface, whether or not that be the killing blow.
- The creation of Ghosts or Gravens with a Saturated weapon requires OOC consent, though a sacrifice may still be conducted without resulting in a phantom’s birth.

- May be learned at [T1].

 

Example Emote:

Spoiler

[Emote 1] An ethereal glow around begins to form, [Mystic]’s flesh turning somewhat translucent whilst revealing the bones beneath the skin as it took on a darkened outline. Ectoplasm began building up within his palm, droplets of the luminescent fluid dripping from his hand as it overflowed.
[Emote 2] [Mystic] raises his hand to his blade, coating the weapon with the ectoplasm. The metal warped, turning translucent. He grips his blade, sinking the steel into the flesh of the sacrifice. Upon ending their life, a phantasmal wisp flows out of the wound before getting pulled into the nearby obelisk.

 

Hindering

Hindering is a cantrip ability which allows for a Mystic Conjurer to manifest their ectoplasm and latch it onto the Material Plane, causing that which it affects to take on more ghastly and otherworldly appearances, oftentimes for aesthetic purposes. 

 

Redlines:

Spoiler

- Liturgy Hindering is only used for aesthetic purposes, though may be used for more beneficial means by performing Ritual Hindering. 
- A Mystic does not need to gleam while Hindering. 

- May be learned at [T1].

 

Example Emote:

Spoiler

[Emote 1] An ethereal glow around begins to form, [Mystic]’s flesh turning somewhat translucent whilst revealing the bones beneath the skin as it took on a darkened outline. Ectoplasm condenses around their hand, the glow intensifying in that particular area.

[Emote 2] [Mystic] kneels down to the ground, planting their luminescent palm against the greenery. The ectoplasm spreads like some sickly web, coating a small area around the occultist. The plants and shrubs now donned an aqua blue hue, taking on a translucent and dead look.


Deadbreath

Deadbreath allows for a Mystic to manifest ectoplasm within their lungs, then allowing them to expel the breath around themselves in the form of a murky cloud exhaled from their mouth, preventing individuals from seeing within it or from  outside it as all within is shrouded in a nigh impermeable fog. 

 

Redlines:

Spoiler

- Requires [3] emotes to cast; one to gleam, one to build up the ectoplasm in the lungs, and one to distribute it as Deadbreath. This uses up two liturgies worth of ectoplasm.
- A cloud of misty fog will surround the Mystic, rendering those without True Sight, Vivification, or other Mystics and undead, unable to see more than a meter in front of them.
- If used in water, an additional flat four block radius is added to the deadbreath, turning the water foggy.


Tier Progression:
[T1] –
1-2 block radius around the Mystic. Lasts three emotes.

[T2] – 2-3 block radius around the Mystic. Lasts three emotes.

[T3] – 3-4 block radius around the Mystic. Lasts four emotes.

[T4] – 5-6 block radius around the Mystic. Lasts five emotes.

[T5] – 6-7 block radius around the Mystic. Lasts six emotes.

 

- Any magic capable of conjuring bright lights, displacing air, or has purging properties may successfully ward off deadbreath by means of holy light, air evocation, or antimagic respectively. 

- Specifically in the case of Paladinism, Xannic light of any spell from a Tier 4 or higher paladin would cut through deadbreath, and dispel it with a radius of 4m.

- May be learned at [T1].

 

Example Emote:

Spoiler

[Emote 1] An ethereal glow around begins to form, [Mystic]’s flesh turning somewhat translucent whilst revealing the bones beneath the skin as it took on a darkened outline.
[Emote 2] [Mystic] takes several deep breaths, phantasmal essence flowing into the mystic’s form. The glow of their flesh intensifies, as ectoplasm built up within their figure.
[Emote 3] Mist begins to  flow out of the mystic’s maw, pooling around their feet. The cloud grows around [Mystic], concealing their body from the surrounding soldiers. As the guardsmen stepped into the thick fog, they’d be rendered blind, unable to see more than a meter in front of them.

 

Walling

Walling allows for a Mystic who has undergone Amputation to create a solid barrier of ectoplasm, preventing almost anything from passing through it, though at the expense of the Mystic’s movement. The barrier itself is invisible, though possesses strength stronger than that of even rock. 


Redlines:

Spoiler

- 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.

- Walling requires [2] 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. Requires two liturgies to use.
- Requires a spectral arm gained via Amputation.
- The barrier takes on the texture and hardiness of stone.
- Only a constant stream of [T4] or higher magic can rupture the barrier in four emotes or constant heavy blunt-force trauma may be used to crumble the barrier in six emotes.
 - Nothing may pass through it, including spectral beings such as phantoms. 
- The initial spread or border of ectoplasm can be maintained without strain or time limit once established, allowing for the barrier to be conjured at the moment's notice.
- Once the barrier has been conjured, the Mystic or Wight may not cast other magics while utilizing the barrier and the phantom limb must be constantly pressed against the wall.
- If concentration or line of sight with the wall is broken, the Wight or Occultist will be unable to cast for up to [2] emotes.
- The wall is invisible to all but those with True Sight or practitioners of Mysticism.


Tier Progression:
[T1] – N/A
[T2] – N/A
[T3] – N/A
[T4] – Able to perform Walling. 
[T5] – Able to perform Walling. 

 

Example Emote:

Spoiler

[Emote 1] An ethereal glow around begins to form, [Mystic]’s flesh turning somewhat translucent whilst revealing the bones beneath the skin as it took on a darkened outline.
[Emote 2] [Mystic] raises their spectral limb, pointing their palm towards the incoming squadron of guardsmen. Ectoplasm began to condense and swirl in front of their hand, before flattening and spreading as some sickly web.
[Emote 3]  A twenty eight metre invisible wall forms in front of [Mystic]’s palm, taking the texture of stone. As the guardsmen charged, they’d collide into the structure, experiencing the pain of slamming into a brick wall.


________________________________________________________________________________

Mystic Sacraments
Seance
Seance is a signature ritual of the Mystics that allows them to commune with the dead. It allows the occultist to contact a spirit within the Wastelands, Soul Stream, and the Ebrietaes.

 

Redlines:

Spoiler

- Requires [T3] if communing with someone within the Ebrietaes, [T2] or lower to commune via corpse.
- The conduit may be still water, a glass orb, or other reflective surface such as a mirror. This costs one liturgy of ectoplasm to perform initially, requiring one Mystic. 
- In order to sustain the seance, the Mystic must roll out of twenty each emote.
- If the rolling falls below seven then the seance ends.
- If the seance is closed by a failed roll, the Mystic may use up an additional liturgy worth of ectoplasm to reopen it. 
- The original roleplayer of the summoned spirit must reprise their role for the Seance.
- Performing a Seance with the Mystic’s own past personas is strictly forbidden.
- Magic cannot be taught by a Seance.
- If a Seance choses to close the connection forcefully, it cannot be reopened. 
- A Seance cannot recall any details of their death or events leading up to it.

 

Basic: +3 to roll if related valuable/trinket is used– can only locate inhabitants of Ebrietaes.
[T1] – /roll 20, rolls 19 and below result in either locating a random spirit or the target spirit impersonated by a geist. 
[T2] – /roll 20, rolls 17 and below result in either locating a random spirit or the target spirit impersonated by a geist. 
[T3] – /roll 20, rolls 15 and below result in either locating a random spirit or the target spirit impersonated by a geist. 
[T4] – /roll 20, rolls 13 and below result in either locating a random spirit or the target spirit impersonated by a geist.
[T5] – /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 a related object of deity/power – can locate souls beyond Ebrietaes with fate-specific sacrifices. 
[T1] – /roll 20, rolls 9 and below result in either locating a random spirit or the target spirit impersonated by a geist. [T2] – /roll 20, rolls 8 and below result in either locating a random spirit or the target spirit impersonated by a geist. [T3] – /roll 20, rolls 7 and below result in either locating a random spirit or the target spirit impersonated by a geist. [T4] – /roll 20, rolls 6 and below result in either locating a random spirit or the target spirit impersonated by a geist. [T5] – /roll 20, rolls 5 and below result in either locating a random spirit or the target spirit impersonated by a geist.

 

 

Example Emote:

Spoiler

[Mystic] peers over the pool, staring into their own reflection. He inhales softly, as his flesh seems to glimmer with a pale and ethereal green, sinking back to reveal the bones which lie beneath their skin. He raises both hands just above the water, a faint jog beginning to seep from his sleeves. The mist falls and shrouds the surface of the lake,  as the liquid begins to contort and morph. [Mystic] began calling out a name, as a small whirlpool formed at the center of the fog. The mists began to swirl above the shifting waters, condensing into what seemed to be a figure. Limbs separated from the mass, as facial features took shape upon the head. The phantom’s hair flowed like ethereal wisps, even with the lack of wind within the damp caverns. Her lips part, as a distorted, feminine voice rang out from the makeshift conduit. 

 

Amputation

Amputation is a sacrament performed by a Wight, involving the removal or the Mystic’s arm. The process involves the construction of a stone ring, using a Menhir.  It is then placed onto the stump of the arm, around the bone. The Wight then imbues it with ectoplasm, conjuring a portal that allows the spectral arm to manifest.
 

Redlines:

Spoiler

- The arm granted by amputation is capable of sensation, and can be banished at will in order to conceal it.
- Once the arm demanifests,  the Occultist will be unable to access their supplies of ectoplasm, and must concentrate for several moments in order to remanifest it.
- Manifesting the arm does not require Gleaming.
- The ring cannot be removed by normal means. Only two Wights can destroy it while performing Sapping simultaneously.
- Up until [T3], a Mystic who receives an Amputated arm will find it relatively weak, able to hold no more than five pounds. Once they have reached this level, however, the arm will be able to function as a regular flesh arm.
- Another prosthetic arm may be placed over the Mystic arm as a means of concealing it, though it will have an aura if the spectral arm manifests.

 

Example Emote:

Spoiler

[Mystic] wails in agony as his arm was severed, blood pooling over the cold, stone table. A hooded figure quickly scrambles over, slipping a leather strap around the stump before tightening it, attempting to slow down the blood flow. Several other occultists hurry over to the wounded man, beginning medical procedures to cauterize the exposed flesh. A crowned figure enters after the bleeding has ceased, the cultists stepping back from the table where [Mystic] layed, beads of sweat rolling down his forehead. He croaks quietly, voice trembling from the overwhelming pain. The Wight approaches the exhausted man,  eyeing the burnt flesh. It lifts up a stone ring, seemingly hand carved, before pushing it against the muscle and securing it around the bone. The Barrowlord then begins chanting in Black Tongue, a cacophony of whispers and hisses. It’s hands began to glow, ethereal threads forming on the fingertips. The strands slithered towards the ring, weaving around it continuously as layers of phantasmal essence began to build up. After completing the ritual, the Wight steps back, as the lost limb is soon replaced by a spectral version.

 

Scrubbing

Scrubbing is a ritual where a Mystic must burn ritualistic herbs  associated with symbols of death, creating an incense cloud that prevents any spectres from entering. Phantoms within the area before the ritual begins end up weakened, their powers being rendered nearly unperformable.

 

Redlines:

Spoiler


- Ghosts or Gravens within the affected area will be reduced to the strength of a newly born spectral revenant, unable to do much so long as the spell remains.
- Wights have more resistance to the effects of Inhibition, still able to perform most of their abilities. Their power level is reduced by one tier at the most.
- Apparitions are immune to the effects of Inhibition, though their area of influence will be unable to reach those within the affected area.


Tier Progression: The area of effect of this spell is determined by the tier of the Mystic. Multiple Mystics may create a greater radius when working together for event purposes only.
[T1] – The Mystic may inhibit a 5x5 space.
[T2] – The Mystic may inhibit a 10x10 space.
[T3] – The Mystic may inhibit a 15x15 space.
[T4] – The Mystic may inhibit a 20x20 space.
- Those who have undergone Amputation or are Wights cannot perform Scrubbing, as their spectral limb would suddenly demanifest should they step into the space. 

 

Example Emote:

Spoiler

[Mystic] places an oddly shaped incense burner on the stone ground, slipping a tightly packed bundle of strange herbs into the top of the large trinket. He rummages through his satchel hastily, procuring a pair of flint and steel. [Mystic] lifts up his arms, a piece of metal in one hand along with a shard of flint in the other. He then strikes the steel against the stone, aiming towards the herb bundle. Sparks fly, as a small flame catches onto the dried plant, beginning to burn away. Smoke seeps out the crevices of the incense burner,  covering a small area around the object. [Mystic] catches the attention of a nearby spectre, as it lunges towards him, only to be deflected by some sort of barrier. He quickly slips his hand into his satchel once more, retrieving a second bundle, only to press it tightly around his chest.

 

Unbound Fates

Unbound Fates is a ritual requiring three Mystics above [T3], allowing a descendant’s soul to be unbound from their fate.  As a soul is purified, their body begins to crumble into dust. To do so, the Mystics must Inhibit the area beside the Menhir, whilst another must create a tether between the soul and the obelisk. The third Mystic must be an amputee, using their spectral arm to power a gateway to whatever afterlife awaits them.

 

Redlines:

Spoiler

- The ritual requires three Mystics to perform; one to prepare it, one to conjure and sustain the portal to the Ebrietaes, and an Amputated Occultist to send the soul through the gateway. 
- Requires OOC and IC consent.
- Once this ritual is finished, the character is permakilled, having absolutely no means of being revived by any method or magic whatsoever.
- This ritual will not work on beings without souls.

 

Example Emote:

Spoiler

The first mystic begins their ritual of inhibition, lighting the incense as the spectres in the area weaken greatly, even the aura of mystics themselves seems to falter as the incense lofts through the air. The second mystic touches a translucently glowing hand to the victim tied to the stone slab, and the second to the Menhir, beginning the process of the linking the two, the flow of ectoplasm causing excruciating pain as the descendent’s soul feels contorted and torn through as the impurities of the soul are transferred to the Menhir, cleansing it of traces of any magical influence. The third mystic, using their ethereal arm, begins to chant, opening a tiny gateway to an unknown afterlife. The hole whispering words of serenity and calmness, yet holding a cruel and untrusting tone to the voices emanating from it, an uncertainty lying beyond.

The third mystic places a hand upon the newly purified soul with their ethereal arm, tearing the soul from the body, and tossing it through the hole, to be sent spiraling through to an afterlife, unsure of the fate that awaits it. The remaining husk begins to atrophy at an immense rate, and shortly after, the body crumbles to dust, sent adrift along the next wind current that comes upon it.

 

Soul Transmutation

Soul Transmutation is a ritual that allows a Mystic to forcibly morph a ghost’s soul, turning them into a Graven. This requires multiple perious of Draining and Binding, reshaping their soul little by little.
 

Redlines:

Spoiler

- Requires an empty Menhir and a fresh body.
- Requires OOC consent.
- The process is excruciatingly painful for the phantom and should be emoted as such. A slow recovery will take place over the course of a few OOC days after the ritual.

 

Example Emote:

Spoiler

The Mystic’s glowing visage takes hold of the ghost. The ghost feels a pervasive aura seep through their spectral flesh, gnawing and tearing at their very form. A green hue seeps through the phantom like a parasite draining its host of its sustenance, causing excruciating pain the phantom thought they had long forgotten they could experience. The mystic takes the withered and weakened soul, binding them to a nearby Menhir. The soul feels its essence becoming one with it, chained and shackled to the stone’s very existence. The process continues for what feels like hours of excruciating torment to the soul, and what is left, is a graven, hollowed and obedient.

 

Cremation

Cremating a vessel is what prevents a soul from being truly free, the mortal coil preventing them from passing to the afterlife. During the ritual of Cremation, a Mystic can burn a saturated body upon a pyre to create soul familiars, or will o'wisps, to act as pet familiars. 

 

Redlines:

Spoiler

-Wisps are completely and utterly harmless and cannot interact with the world nor can the world interact with them, save for a Mystic perhaps playing with them gently.
- These creatures are played NPCs, meaning they cannot be interacted with during any combat scenario to any advantage.

 

Example Emote:

Spoiler

The mystic’s skin begins to glow a pale sea-green, their veins flowing with ectoplasm like a stream of water through the mountains. They begin chanting as their unfortunate victim squirms on the pyre, as another mystic lights it aflame. The descendent fights against their bindings as the fire licks at their browning body, as a green mist from the mystic begins to pervade the flames, changing them a sickly green hue that seeps further than the body, beginning to char the very soul of the descendent. The blaze consumes the body in a matter of minutes, and what remains are wisps of white and gray, that begin to float around the first mystic. The mystic utters a single word, and like a candle, the wisps are snuffed in an instant, to be summoned upon later.

 

Hindering

Hindering is a great act of the Occult Arts, essentially being the opposite of Scrubbing, damaging the veil between worlds as opposed to bolstering it. Using the energy from a Menhir, a Mystic can create a permanent scar, blurring the lines between the realm of the living and the dead. This allows beings from the Wastelands and Ebrietaes to slip into the Mortal Realm, or enhances those who are already bound to the realm.

 

Redlines:

Spoiler

- For every soul, the Hindered region expands by eight meters in all directions, including skyward.
- 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. 
- Souls sacrificed follow the rules of Saturation
- 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.

 

Example Emote:

Spoiler

The mystics all chant in unison, the flow of the ectoplasm through their bodies and Menhir mimicking the tides of an ocean, swashing and thrashing against the very fabric of the world, screaming for escape, but contained by the ring of mystics. Distortions in space, otherworldly wails, and echoes of greater creatures begin to fill the areas as a haze begins to seep through the area and with it, minor spectres flood through the black abyss that was torn into the space. The mystics continue their chant, as several more sacrifices are tied to the menhir, their souls being consumed for the chant to cause the distortion to flood further into the world around them, consuming the entire area. Plant-life gains a hue similar to the mystics themselves, and animals begin to have their energy sapped from them, weakening them as the spectres prey upon the life of the unfortunate creatures.

 

Anchoring

Anchoring is the binding of a ghost to the physical realm. A tether must be created between the phantom and a Menhir, creating a phylactery for the creature. The spectre is granted new boons, but must obey the will of the Mystic.

 

Redlines:

Spoiler

- A Mystic may use a stone no smaller than a closed fist to act as a pseudo-phylactery for the phantom.
- If the phylactery is destroyed, the phantom must PK.
- Only Ghosts or Gravens may be bound.
- This makes the bound phantom immune to the effects of Hindering or Binding of other Mystics.
- As Anchoring draws upon the effects of both Binding and Handling, it requires two liturgies worth of Ectoplasm to perform. 
- Requires OOC consent from the phantom player.
- If a phantom is Anchored again by another Mystic, they must follow the will of the new Mystic unconditionally.
- The pseudo-phylactery should be accessible, unable to be simply locked within a chest hidden under ground with no mechanical means of reaching it.

- The phylactery must be ST signed.

 

Example Emote:

Spoiler

A mystic holds a chunk of stone within their hands as the graven before them stands silently. As the mystic begins chanting and their channeling their ectoplasm into the stone, it begins to crystallize, despite its former solid stone composition, it begins to take on aspects of tourmaline, hues ranging from green to purple reflecting across its surface and a gem-like gleam beginning to form. The graven then places their hands upon the newly created gem. The feel the essence of the soul begins intermingling with the gem, swirling and swashing like a vortex, until the two energies can no longer be distinguished from one another, the phylactery being successfully created, and bound to the mystic who created it.

 

Hexing
Hexing, 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 to grant it special, accursed properties. The Mystic must offer the polygeist a cherished memory, coaxing it to possess the given object. Upon contact with this object, the polygeist within it will inflict various physical or spiritual detriments upon the living who touches it.

 

Hex Types:

Spoiler

 

Minor Hexes:
- Grievegeist: Inflicts sorrow, feelings of hopelessness, and/or depression  (([1] emote)).
- Gauntgeist: Inflicts eating disorder and excessive gluttony (([1] emote)).
- Ragegeist: Inflicts overaggression, needless hostility and/or irritability  (([2] emotes)).
- Hollowgeist: Inflicts apathy and indifference  (([2] emotes)).
- Fazzlegeist: Inflicts confusion and lack of concentration (([1] emote)).
- Furvorgeist: Inflicts extremism and zealotry (([1] emote)).
- Shamegeist: Inflicts self-loathing and shame (([1] emote)).
- Muddlegeist: Inflicts forgetfulness, delayed and/or jumped speech (([1] emote)).
- Greedgeist: Inflicts zealous greed and avarice (([1] emote)).

- Flamegeist: Inflicts a burning sensation upon the body, as if being set on fire. Does no physical harm (([1] emote)).

 

Major Hexes:
- Cagegeists: Severs soul connection between the body, thus placing the victim within a paralyzed, coma-esque state (([4] emotes)).
- Pridegeist: Causes immense arrogance and conceit to the point of violence in order to protect one’s pride (([4] emotes)).
- Frightgeist: Causes extreme paranoia and fear upon contact with the Hexed object, to the point of either freezing or fleeing in a fight ([4] emotes)).
- Hungergeist: Instills an extreme and ravenous hunger for meat in particular, fresh or otherwise, which cannot be satiated (([3] emotes)).
- Terrorgeist: Causes vivid, terrifying nightmares which plague the individual when they sleep, thus generating a lack of rest. (([2] emotes)).

- Tormentgeist: Inflicts a stinging pain wherever it makes contact, from stinging eyes to burning ears if seen or heard. (([2] emotes)).

 

 Hexable Materials:
- Wood 
- Stone
- Bone
- Metal (([T3+))
- Other Materials (([T3+))

 

Hex Triggers:
- Touch
- Sight (([T3+))
- Incantation/Hearing (([T2+))
- Ingestion (([T2+))

 

 

Redlines:

Spoiler

- Hexes are incredibly durable, being two times as strong as the material it is made out of due to the polygamists power. However, they are not indestructible. 
- Lesser hexes may be purged by means of a single holy mage, Fi’ practitioner, shaman, or an abjurationist. 
- Greater hexes require two holy mages, Fi’ practitioners, shamans, or abjurationists.
- Hexes require [1] emote per tier and [2] finalization emotes to craft. Pulling forth the Polygeist and binding it to the object requires two liturgies worth of ectoplasm.
- Cannot be done in combat, though the hex may be used during combat.
- Should a Mystic run out of joyful or cherished memories to pay the polygeist, they will be unable to create another Hex until a new memory is made. If a Hex is destroyed, the memory will return to the Mystic.
- New ‘freeform’ hexes may be created via a MArt as well as Hexes combined with other dark arts.
- Hexes cannot kill the wielder, only torment.
- Hexes have no effect upon undead, spectral or corporeal.
- Hexes must be ST signed to ensure validity. 


Tier Progression:
[T1] Minor Hexes
[T2] Additional Hexing Materials.
[T3] Major Hexes
[T4] Additional Hex Triggers; Dark Art Hexing
[T5] Additional Hex Durability

 

Example Emote:

Spoiler

[Mystic] walks up to the stone altar, placing a small wooden hand mirror on the stone table. The Barrowlord spectates from afar in utter silence. He inhales softly, as his flesh seems to glimmer with a pale and ethereal green, sinking back to reveal the bones which lie beneath his skin. The glow within his hand intensifies, as he raises it upwards, to eye level.
[Mystic] drags his finger downwards, creating some sort of tear within the air. A gnarled hand lurches out of the small rift, gripping onto the edges of a portal as a shrill cry resonates from within. [Mystic]’s frame stiffens, startled. He continues the rite however, quickly dragging his finger in a vertical line to the ground, before stepping back.
The hand tightens its grip around the brim, pulling the rest of its body out of the Wastelands. It released a sound akin to laughter slithering towards the summoner. [Mystic] frantically stumbles backwards, falling onto the stone grounds with a harsh grunt. “A precious memory. Offer it” The Wight calls out from afar, causing the student to quickly close his eyes. The polygeist swirls around the occultist, cackling as it enjoyed [Mystic]’s display of fear.
[Mystic] attempts to think of a cherished memory causing a faded silhouette forms above the mystic’s head. As he continued searching, recollecting  one of the times he spent with his beloved partner. The time they first met, and the years they spent together. As [Mystic] finalizes his selection, the polygiest snatches up the shadow-like figure, devouring it. The occultist flinches, as his memory was forcibly torn away from his mind, wiped for eternity. 
[Mystic] slowly comes to a stand, staggering on his feet, making his way to the altar before picking up the wooden hand mirror with his luminescent hand. He turns around, the ectoplasm beginning to swirl around the trinket. A few wispy tendrils shoot out from the mass of phantasmal essence, towards the polygeist.
It pulls the pale phantom towards the mirror, easily binding it within the trinket. The ectoplasm slowly fades, as hex was complete. If one were to look into their own reflection, they’d feel captivated by it, facing some difficulty to look away. The longer they stare, the more compelled they are to admire themself. If the mirror is held for a long enough time, the pridegeist casts a curse upon the individual, causing immense arrogance and conceit to the point of violence in order to protect one’s pride.

 

Banishment

Banishment involves PKing of a phantom, where three Mystics must come together around the phantom, two of them hindering the location of the phantom, while the third opens a portal to the Ebrietaes. 

 

Redlines:

Spoiler

- 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. The Anchor must be severed for it to PK. 
- To PK a phantom does not require OOC consent, but there must be valid roleplay reasoning. 
- This process spans over various numbers of emotes, at least [6] emotes. 

 

Tier Progression:

[T3] Banish a spirit once per three OOC days.

[T4] Banish a spirit once per two OOC days.

[T5] Banish a spirit once per OOC day.

 

Example Emote:

Spoiler

Two of the mystics present hold their hands toward the phantom in question, their ectoplasm flowing through their frail sickly bodies and into the phantom. The phantom finds attempts at movement to be futile as it struggles against its ethereal shackles. The third mystic present begins chanting, as a cold front sweeps the area, a small black dot beginning to form beneath the spectre. It struggles more and more as the mystics chant, the dot growing larger and larger, ethereal hands reaching through desperately, grasping at anything they can get their hands on. Upon the newly created portal reaching the size of the phantom, a single large ethereal hand manages to catch the wispy tail of the ghost, and in a final wail of desperation, is pulled toward the portal. As it grows closer, more and more hands attach to its form, significantly increasing the rate at which it descends. The phantom is finally pulled fully through the hole, and the mystics cease their chanting, and the portal slowly closes, and the cold in the area begins to lift, warmth allowed to enter once again


________________________________________________________________________________

Menhir – Gateways of the Ebrietæs
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. 

 

Redlines:

Spoiler

- A Menhir will require at least [5] emotes of sustained energy from magic, or by hand via three or more descendants using means such as pickaxes.
- A being of olog or golem strength could also take down a Menhir given time. 
- The destruction of a Menhir means the destruction of all bound souls. 
- Small Menhirs must be at least five to eight meters, in order to be used in a ritual. A Menhir which store apparitions may scale upwards from twelve or fifteen meters. 
- A Menhir may only be moved if it is physically possible, though the larger the Menhir, the more difficult, and in some cases it may even be impossible to move.

 

Menhir Creation

 

Menhir Creation is a ritual that constructs an essential aspect to all sacraments. To create one is fairly simple, requiring the Menhir to be carved from mineral rock, then have the Mystic weave their ectoplasm into the object.

 

Redlines:

Spoiler

- Two Mystics is the base requirement. 
- Menhir taller than six meters require at least two Mystics, though even larger than that is up to the Mystics’ discretion so long as it is reasonable. 
- Smaller Menhir used to fuel a ritual may be anywhere from five to eight meters in height, while Menhir which store apparitions may scale upwards from twelve or fifteen meters.
- Menhir are used to fuel particular rituals of Mysticism, using soul fragments to perform certain rituals.
- Menhir may not be created in combat.

 

Example Emote:

Spoiler

Two robed figures approach what seems to be a rugged pillar, shaped naturally by nature itself. The murmur to one another, before a soft glow emanates from their hood. The soft light spreads to their clothing, garments becoming ragged and worn. Both occultists raise their arms, palms facing upwards as phantasmnal essence swirls around their limbs. As the mystics concentrate, they’d turn to the pillar. The ectoplasm began weaving around the obelisk, causing the stone to take on a prismatic look, glimmering in colors ranging from dark aqua to light blue. 
Once the menhir was completed, both figures collapsed onto nearby stones, sweat beginning to drip from their foreheads whilst gasping for air as exhaustion overcame their bodies.

 

________________________________________________________________________________
Wightdom
Wights appear much like phantoms, being semi-transparent creatures composed of ectoplasm. They appear as a Mystic does when gleaming, yet much more noticeably, emitting a dull, cold, half-light, while also holding some ghostly dead or decaying appearance. They have no functioning internal organs such as lungs, their strength returned to what it once was prior to their conjoining, the negative effects physical of the conjoined spirits nulled as Wights are no longer mortal, now able to be at maximum strength for their race once more regardless of which path of the Occult they had taken in their life. 

 

Redlines:

Spoiler

- A Wight is the product of a successful consumption practiced upon an Apparition by an Expert [T4] Mystic, requiring a valid [CA] in order to be played. 
- For the first week after the Mystic has consumed the apparition, they will turn to stone. Should the statue be destroyed during this time, they will be required to PK.
- Wights can create cantrip deadbreath around them at the cost of no liturgies, having the radius of only three metres. 
- Wights can float passively across any solid or liquid, so long as there is an accessible means of reaching the other side otherwise. Only used for aesthetic purposes.
- Four emotes of slashes or stabs to the wight’s torso or head regions by aurum or a holy blade will cause them to demanifest, each blow disallowing the Wight to case for one emote. 
- Wights are susceptible to damage from a Shamanic Kor’s Blessing, Kani, Holy Magic, Anti-magic, and aurum. Each requires four emotes of direct contact or damage in order to demanifest the Wight.
- When physically manifested, the strength of the Wight is at most akin to that of a descendant in peak physical condition, excluding orcs. Practicing the Arcane will not degrade their bodies. 

 

Mental Guide
The existence of a Wight is greatly conflicted, having two phantoms and an apparition all at once within them, leaving the once mortal occultist greatly outnumbered. This causes a personality shift, as all eighteen souls clash to gain control and superiority. Moreover, as they are not quite living nor particularly dead, as Wights have no semblance of their mortality within their mind.

 

Phantom Nature
Wights are akin to the phantom beings which they imitate, holding to themselves various properties and abilities of the spectral undead. From vanishing into thin air, to morphic themselves into other shapes from ectoplasm, these masters of unlife in death are quite versatile and capable, yet at the cost of their interaction with the material world, allowing them telekinetic abilities, visual distortions, and other influential powers. 

 

Manifestation

Manifestation allows husked Wights to grant themselves a physical form in two emotes and maintain their form for up to eight emotes, though will be forcibly demanifested if they sustain enough hits, though this form would be akin in strength to a peak descendant at most. 

 

Redlines:

Spoiler

- 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 the 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.

 

Example Emote:

Spoiler

[Emote 1] Ethereal wisps began to form around the Wight, swirling around its translucent form. The essence that makes up its body began to congeal, taking on a more solid look.
[Emote 2] [Wight] is now tangible, as it picked up the blade on the ground. It looks over the steel, before turning towards it’s opponents, taking a prepared stance.

 

Form Manipulation

Form Manipulation allows Wights to disguise themselves as a cloud of ectoplasm in two emotes, akin to a dense fog or mist, able to maintain this form as long as they are undisturbed by something which could make contact with its intangible nature. They might also change their form to appear as an animal of choice or change their appearance, albeit they will still appear as spectral and ectoplasmic. This can be done over the span of two turns, and can be maintained indefinitely until disturbed.
 

Redlines:

Spoiler

- 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 or roleplay advantage. Disguised beasts appear noticeably spectral, their form made of ectoplasm.


 Example Emote:

Spoiler

[Emote 1] Ethereal wisps began to form around the Wight, swirling around its translucent form. The essence that makes up its body began to morph, splitting off into multiple gelatinous blobs.
[Emote 2]
The globules contort, slowly taking the shape of ravens. Several release a distorted caw, flapping their phantasmal wings. The flock took flight, perching on top of a house to signal some sort of ominous omen. 

 

Area of Influence

Area of Influence allows Wights possess the ability to manipulate the physical world around them to a far greater degree as they are within the Elysian Wastes. They can conjure illusions and can perform telekinetic manipulation of objects nearly seamlessly, as well as minor telepathy.

 

Redlines:

Spoiler

- Illusions are limited to images and flashes conjured from ectoplasmic smoke.
- Telepathy can be nothing more than a speaking voice in a target(s) head. 
- The target must be within ten blocks of the Wight.
- Telekinetic capabilities are limited to ten kilograms.

 

Example Emote:

Spoiler

[Emote 1] Ethereal wisps began to form around the Wight, swirling around its translucent form. Mist began falling off it’s form, pooling on the ground around the Barrowlord. 
[Emote 2]
[Wight]’s figure disappears with the fog, surrounding the cultist on all sides. It whispered, voice ringing from some unknown origin as it came from all sides.

 

Consumption
Consuming is the process of devouring a powerful creature as an Apparition, as it must be greatly weakened through means of draining or damage before it can be subdued. The soon-to-be Wight must end the killing blow with a Saturated Blade, while another Mystic funnels their ectoplasm into the other Mystic, causing the Apparition to be bound within them. Petrification begins to settle into the Bound Mystic, turning to stone. After one OOC week, a CA may be posted for the new Wight.

 

Redlines:

Spoiler

- This may only be performed during an ET event where Mystics are fighting an Apparition.
- If the Mystic dies during any time within its transformation, the Mystic will be subjected to a PK as the apparition consumes their soul upon death.

 

Example Emote:

Spoiler

[Mystic] stares at the near-dead apparition, tightening his grip on an ornate dagger. He inhales softly, as his flesh seems to glimmer with a pale and ethereal green, sinking back to reveal the bones which lie beneath his skin. The glow within his hand intensifies, wispy tendrils beginning to swivel around the small blade. Another robed figure mimics the actions of [Mystic], their robes turning tattered and worn, whilst their skin glowed an eerie blue. [Mystic] raises the dagger, the phantasmal essence imbuing the blade with a dull green, before plunging it into the apparition. The phantom howls in fury and pain, dispersing into a cloud as the Menhir begins siphoning the fog. The second occultist raises his hands as wispy tendrils slithers out of his sleeves, creating a tether between the obelisk and [Mystic]. The mist seeps out of the stone, and into the killer of the apparition. His clothing soon began to harden as he consumed, turning into a greyish hue. The petrification travelled up and onto his skin, continuing until [Mystic] was nothing more than a statue, frozen in time.


Abilities Guide

Invocation
Invocation allows any individual who knows the exact name of a Wight might utter it, allowing them to perform a feat of their power in the region. Accessible feats may be something such as telekinetic manipulation, hindering the land around the caller, wailing, and even deadbreath to create an escape; though this can be a double-edged sword to those who do not possess True Sight. The Wight cannot see, hear, or determine who spoke their name or even where they are.

 

Redlines:

Spoiler

- All signs which the Wight performs must adhere to the redlines of their given ability. 
- The name of the Wight must be spoken audibly, at the very minimum being in #quiet. 
- A Wight cannot know who or where they are being called from.

 

Example Emote:

Spoiler

[Mystic] utters something quietly, thin wispy tendrils erupting out of the ground, swirling around the false prophet. Those watching him step back in both amazement and fear, widening their eyes. Gasps and murmurs rang out from the crowd, as the occultist continued performing a supposed otherworldly spectacle.
From the Wight’s perspective,the spectre stiffens as its name was uttered across Arcas, unable to pinpoint where and who caused the invocation. It grumbles in annoyance, before it raises both taloned hands into the air. A cloud formed around the being, thickening as ectoplasm condensed and morphed. An exact copy of the murky fog forms around [Mystic], a smile forming on his lips as his prayer was answered.

 

Wailing

Wailing allows a Wight to summon forth a great collection of ectoplasm within them during battle, by channelling forth a terrible cry which disrupts magical concentration and is rather frightening to all those who hear it.

 

Redlines:

Spoiler


- Requires [2] emotes to perform; one to channel ectoplasm, and one to let forth the wail. This uses up one liturgy worth of ectoplasm to perform. 
- Must be performed in either [shout] or [roleplay] chat, and affects all who hear it.
- All who hear this spell will be stunned for two emotes, meaning that they can still move, though may have difficulty attacking and cannot re-establish magical connection for that duration of time. 
- The wail will not cause any lasting ear damage unless the victim player chooses. 

 

Example Emote:

Spoiler

[Emote 1] [Wight]’s maw begins glimmering a sickening green shine as it wearily eyed the hostile guardsmen, it’s ectoplasmatic robes flowing with the light breeze. One of the lighter--dressed soldiers raises their hands, writing some symbol in the air. It’s jaws open slightly, siphoning the phantasmal essence that forms around its body.
[Emote 2] As the glow intensified around it’s jaws, it’d lean back somewhat before releasing an echoing screech, loud enough to cause those within the vicinity to stagger as their ears rang. The mage yelps, their connection shattering.

 

Husking

Husking allows a Wight to commandeer a vessel, taking its form as their own only briefly, whether that vessel be one of the living or one of the dead. Inanimate objects might also be possessed, however, should any disturbance come to them, the Wight will be cast out. Moreover, a Wight might also use their abilities to deliberately possess another individual, whether willingly or unwillingly, subjugating them to the Wight’s will if only for a brief amount of time.

 

Redlines:

Spoiler

- Requires [2] emotes, one to force your form to destabilize, one to enter the husk.
- While husked, the Wight is immune to aurum, other than some mild discomfort. They may be removed from the husk by holy magic, shamanism, or Kani, experiencing pain from those.
- When within a living husk, a Wight cannot force the player to kill themselves, as that would result in the Wight demanifesting and thus PKing of suicide. 
- If the individual resists, The Wight must leave the body after five emotes. 
- The possession will only last until that roleplay session has ended, unless explicit OOC consent is given. 
- Husked Wights can be slain by fatal blows to the head or the otherwise outright destruction of their husk.
- While within a Husk, a Wight can only use the abilities of a mortal Mystic, with the exception of Wailing.
- Wights can leave their husks and flee when they are in danger, but only if able to do so preemptively and not in the moment they would be slain.

 

Example Emote:

Spoiler

[Emote 1] [Wight]’s form began to quiver as it stared down at the corpse, the ectoplasm morphing and contorting as it’s visage became unrecognizable.
[Emote 2] [Wight] kneels down to the lifeless husk as its phantasmal form turns into a writhing globule, seeping into the dead flesh. The corpse’s eyes flick open, taking an ethereal glow before fading out.

 

Conjoining

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, allowing them to practice the occultist arts.

 

Redlines:

Spoiler

- A Mystic may be created by being Conjoined with a phantom by a Wight or TA holding Mystic. The ability to conjoin is to be marked on one's MA.
- A Mystic may be Conjoined with either a Ghost or a Graven. 
- The ghost or graven may be either an NPC or PK’d character, requiring OOC consentThe NPC or character cannot tell the mystic of their death. 
- A Mystic character may not be Conjoined with one of their player’s former characters.
- A Mystic conjoined with a Graven does not weaken physically, though they gain a weakness to gold and partially a shaman Kor’s blessing. 
- A Mystic conjoined with a Ghost becomes as weak as a voidal mage, without the weakness of gold.
- T1 and T2 Mysticism require [1] slot; T3 and T4 require [2] slots; and to become a Wight takes [3] slots. Additionally, to reach [T3] the Mystic must be conjoined a second time.
- A Mystic may not drop Mysticism. The only way a Mystic may be disconnected is by a Wight sapping them. 
- They will be unable to pick up Mysticism again unless this process is reversed by the same or another Wight. 
- Mysticism is incompatible with other soul-altering arts, such as Naztherak, Necromancy, Frost Witchdom, or Holy/Deific Magics.

 

Example Emote:

Spoiler

[Wight] lifts its taloned hand towards the phantom beside the robed man, striking at it’s chest. It cries in agony, as it’s form was forcibly condensed into a small orb. The Barrowlord then turns to [Mystic], planting the swirling mass into the soon-to-be-mystic. He gasps in surprise, as an eerie coldness overtook his entire body.

 

Sapping

Sapping allows a Wight, the very embodiment of occult power, to tear apart what was conjoined, taking the phantom melded with the Mystic and pulling it forth through a ritual inherit only to the Wight Barrowlords themselves, rendering the Mystic permanently unable to draw upon their power ever again, lest they be blessed again by a Barrowlord.
 

Redlines:

Spoiler

- This rite may be done during combat.
- If it is being performed in combat, it requires the Wight to maintain constant touch upon the Mystic for at least [3] emotes if the Mystic has been conjoined once, and [5] emotes if they have been conjoined twice.
- Only a Wight may perform this ability. Mortal Mystics may not practice or teach Sapping. 
- Must have a valid roleplay reasoning for disconnection.

 

Example Emote:

Spoiler

[Wight] stares down the chained mystic, disdain in it’s voice as it grumbled. It lifts a taloned hand, planting it’s palm on [Mystic]’s forehead , forcing him to gaze up at the Barrowlord. [Wight] then plunges it’s other hand into the occultist’s chest, prying out a writhing mass of white essence. It tightens its grip on the globule, crushing the condensed ghost as it howled in agony, unable to resist.

 

 

Wight Phylacteries
A terrible formation, resembling the mortal form of the Wight yet rendered to stone, perhaps acting as a testament to what they once were, a mortal, who could smell, feel, and taste, now these senses dulled and gone, leaving the Wight nothing but their malice and loathing. The Wight’s being hinged upon this object, the Wight being ultimately obliterated and banished to the Elysian should their phylactery be destroyed. 

 

Redlines:

Spoiler

- When a Wight demanifests or ‘dies’, they will slowly manifest back at their Phylactery over the course of an OOC day, having no memory or recollection of their death.
- Should a Wight’s Phylactery be destroyed, the Wight will be PK’d and cannot be revived or brought back by any means. If their soul is still intact, Seances may be used to contact them.
- A Wight’s Phylactery must have a physical representation within the world, and must be accessible by the Wight in question.
- If a Wight commits suicide, they will still be forced to follow PK rules regarding such. 


________________________________________________________________________________

Tier Progression
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. The phantom itself is still weak, not fully tied to the Mystic and thus will be relatively quiet as it gets adjusted.


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 continue to grow, as well as the physical traits, 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.


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
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, mastering Mysticism in all its aspects. 

________________________________________________________________________________

 

Credit to Moto helping me write some of the example emotes and Sorcerio for writing the original lore.

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