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[Guide] Conjuration


Cepheid

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Life Evocation Guide
Conjuration

General Overview
Conjuration, also known as life evocation, is the art of studying the inner workings of flora and fauna to recreate such from the void itself. These creatures and plants that are conjured are reanimated and given life as puppets from the conjurers whims. 
There are four categories of conjuration as follows:

  • Terrestrial Conjuration: The summoning of fauna; anything that is considered an animal including humanoids may be conjured. 
  • Perennial Conjuration: The summoning of flora; anything that is considered a plant including natural alchemical regents may be conjured.
  • Disjointed Conjuration: The summoning of parts of organic beings may be summoned separately, as well as shunted from the void as a makeshift projectile.
  • Chimeric Conjuration [Hybrid Conjuration]: The summoning of different parts of either different terrestrial beings or different perennial beings and attaching them together.

General Conjuration Redlines

Spoiler
  • Conjurations must follow the same mechanical rules, only things outlined in the lore and guide may be done. If an ST says it is not allowed then it is not allowed. 
  • Any use of feet as a measurement system acts under the assumption that three feet is equal to the length of a single minecraft block. 
  • All emote counts include the emote required for voidal connection.
  • Conjurationists utilize a ‘shorthand’ (elaborated later) of shortcuts and optimizations in order to enable them to even create life in the first place. It is impossible for a Conjurationist to mimic an existing creature.
  • The conjured beings are of average mental capacities and their complex biological functions are innate and only vaguely controlled. However, the conjurationist can override them with simple commands, they are still unable to perform complex forms of speech.
  • When a conjured being is killed, the conjurationist knows when it happens and they can either choose for it to fizzle out or keep it around as a useless corpse. It is wholly unusable for nutrition or regents or magic rituals. They harbor no genus for blood magic rituals. 
  • In order to summon a living entity they require (IC) weeks or months of study.  This includes dissection and behavioral studies. Records should be kept of any exotic animals for proof (Anything feral/challenging to kill, Uncommon creatures, fantasy creatures, bears, plants that pose health risks, difficult to study creatures, etc.)
  • Poisons and Venoms do little other than cause slight irritation.
  • Conjurations can not be used to transfer information/perceive information. 
  • No other magic may be used while conjuration is being used. The only exception is passive enchants. 
  • Different ways of summoning are allowed and encouraged. Though they must follow the following rules: Conjuration rituals are blatant and apparent, and very clearly magical to anyone with direct line of sight.  Conjuration rituals cannot take place in occupied space, and will fizzle if occupied for more than a moment. Conjuration rituals are intangible until complete, no matter the method of generation. Conjuration rituals may incorporate light, though only dim lights, and cannot actually light darkness an area in any notable way.Conjured life requires food, drink, with the same diet and hunger as a standard member of its species. However, conjurations rarely exist long enough for any of this to factor.
  • While they are living, conjured beings do not have minds of their own, and are not connected to nature. Sensory or Mental Illusions do not affect conjurations and Druids are unable to commune with the conjuration. 
  • Enchantments made for Conjured Creatures must specify in the description whether they are for combat or not. Those that don’t will be counted as invalid.

 

Conjurer’s Shorthand

The Conjurer’s Shorthand is the process in which a conjurationist creates life. The Conjurationist need not focus on the aesthetics of the creature, as such things are defined (with some variance) by the spell during the summoning. The drawback of such is that the Conjurationist also may not decide such ‘irrelevant’ features on their own. Secondly, all integral processes of life are handled within the spell itself, from respiratory to circulatory, so that the Conjurationist need not constantly focus on the organs of the creature, and can instead focus on directing it. Thirdly, the Conjurationist may elect to let ‘instincts’ take over the creature, although their pattern of behaviour is similar, no matter what the creature is. Individual species may inherit specific quirks related to their typical behavioural parameters, such as pruning feathers or panting. Beyond these simple little traits, their general behaviour would remain heavily docile and non-explorative (regardless of how a standard member of the species would react to stimuli), not drifting farther than thirty feet from the conjurationist at any given point.

Terrestrial Conjuration
Terrestrial Conjuration is the art of conjuring fauna in order to be used in combat or in everyday tasks. The conjurationist cannot summon anything more than a grizzly bear. The summoning  categories are as follows: 

Spoiler
  • Miniscule, smaller than a rat.
  • Small, greater than or equal to the size of a rat, smaller than a housecat.
  • Medium, greater than or equal to the size of a housecat, up to the size of a wolf.
  • Large, greater than the size of a wolf, up to the size of a bear.

The commands then tend to get muddled when you summon more,their command limits are as follows;

Spoiler
  • Up until five summoned creatures, the animals maintain general autonomy, and can be ordered to perform separate tasks (so long as they remain within the Conjurationist’s line of sight, elaborated below). 
  • From five to ten creatures, the beasts can no longer follow individual commands, though still remain as fully functional creatures. 
  • Greater than ten concurrently summoned conjurations, the beings become somewhat slower in terms of response times, tend to ‘trample’ over one another, and occasionally lose control of minor portions of their body for a brief moment . Furthermore, they are no longer suited to complex tasks, and can do little other than the simplest, most brute-force esque actions.
     

 

The creature must be summoned within a two block radius of the Conjurationist, within line of sight. After being summoned, it must remain within the general line of sight of the conjurationist, or be fizzled out at the end of the Conjurationist’s next emote without maintaining line of sight. It has two emotes break in the line of sight per summon till it fizzles out and it cannot do anything more than basic commands
Summoned animals have the same limits as an average, mundane member of the species, albeit one mind-controlled by the conjurationist.

 

Non Combative Terrestrial Summons
There are a variety of non combative ways that conjurations can assist conjurers. The emote counts are as follows for non combative situations are as follows; 

  • Three emotes for up to ten minuscule creatures, up to three small creatures, or a single medium creature.
  •  Four emotes for more than ten minuscule creatures, more than three small creatures, up to three medium creatures, or a single large creature. 
  • Five emotes for more than three medium creatures, or two large creatures.

The conjuration must be physically able to do the task it was intended to do and the conjurationist themselves must know how to complete it. Conjured beings can’t act on any sensory data they may or may not perceive, as they are functionally extremely sophisticated puppets. As a result, the conjurationist themselves must be able to fully see what it is they attempt to command their Conjured beings to do, in regards to more complex tasks. 
A Conjurationist may command a single creature of no greater than small size to travel to a location the Conjurationist has previously been to, and is aware of how to reach from their current location. The Conjurationist must maintain focus on the creature for the entirety of this time. Functionally, this allows the Conjurationist to create minute messengers, so long as the creature summoned is summoned specifically for this task. It takes four emotes to complete this.
Out of Combat, the summoned being can be held without difficulty for up to an IRL hour before the conjurationists mind becomes foggy. Any significant harm that befalls the conjurationist then the spell will fizzle out and they cannot cast anything else. A conjurationist may focus on other things whilst this happens though must remained somewhat focused on the conjured being
Summoned creatures count as Dependent Conjurations.

Enchanted Summons Non Combative

Enchanted conjurations follow different emotes and follow a more limited summoning function. An enchanted conjuration can summon the following; 

  • Up to ten minuscule creatures
  • up to five small creatures
  • up to one medium creature

These all take four emotes to summon no matter what is inside the enchantment. The summoning ritual involved would be that of the conjurationist who created the enchantment, even if the activator is a different Conjurationist. Enchanted conjurations instantly fizzle upon death.
 This consumes the remaining time for the enchantment until it is restored (This process must be listed on the item or taught/displayed to the recipient of the item, and if questions arise the creator of the enchantment is held responsible to answer them (within reason)). Enchanted terrestrial conjurations cannot stray farther than thirty feet (ten blocks) from the holder of the enchanted item.

If the owner of the enchantment enters into battle while their creature is conjured, it immediately flees to the edge of it’s available radius, and fizzles out. If the enchanted item leaves the summoner’s hand (or otherwise their possession), the conjuration fizzles. Conjured creatures must be commanded verbally, and the commands must be fairly simple. Enchanted terrestrial conjurations can exist for no longer than an hour. Enchanted terrestrial conjurations count as independent summons.

Emote Examples

Spoiler

Emote count 3-5
The Life Evocation’s eyes begin to glow a dark green as they focus on the empty space on the desk before them. 

 

The magi’s eyes continue to glow as a dark green mist formed into a small spherical cloud before them. Inside the mist one could see the faint outline of a bird being formed within it.

 

This bird seemed to grow bigger within the mist until it was dispersed and inside there was a crow making soft ‘caa’s’ as it flapped its wings. The conjurationist gave a smile as they looked over to their nephew who was in aw at the sight. 
 

Redlines

Spoiler
  • All general conjuration redlines.
  • If the Conjurationist becomes involved in combat while non-combat summons are maintained, the heightened stress and energy of the situation exceeds the simpler limitations of the spell, and causes the creatures to immediately fizzle.

 

Combative Terrestrial Summons

There are a variety of ways that Conjurtionists use their summoned creatures to help them defend themselves. They follow all the general conjuration mechanics and sizing categories. The cap has been cut in half from non-combative summons as follows;

  • ten minuscule creatures
  •  five small creatures
  •  two medium creatures
  •  single large creature

The emote counts for summoning are as follows; 

  • Three emotes for a single minuscule or small creature.
  •  Four emotes for multiple minuscule creatures, multiple small creatures, and a single medium creature. 
  • Five emotes for multiple medium creatures, or a single large creature.

The mental degradation accelerates at double the rate, as well. Summoning a mere five creatures renders the entire swarm down to ‘Token’ autonomy, the entire ‘swarm’ of creatures unable to perform any degree of individual action or thought, unable to be separately ordered or controlled. The swarm all follows the same action.
Summoned creatures may exist for a maximum of twenty emotes (in combat, resetting one IRL hour after combat ends.) The emotes required for summoning factor into this.
Conjured creatures count as ‘Dependent Summons’.

Enchanted Summons Combative

Enchanted conjurations follow different emotes and follow a more limited summoning function. An enchanted conjuration can summon

the following; 

  • Up to ten minuscule creatures
  • up to five small creatures
  • up to one medium creature

These all take four emotes to summon no matter what is inside the enchantment. The summoning ritual involved would be that of the conjurationist who created the enchantment, even if the activator is a different Conjurationist. Enchanted conjurations instantly fizzle upon death. Enchanted terrestrial conjurations may be summoned for up to ten emotes. This includes summoning emotes. This resets  twenty four hours after combat concludes.  
Enchanted terrestrial conjurations cannot stray farther than thirty feet (ten blocks) from the holder of the enchanted item. If the enchanted item leaves the summoner’s hand/possession, the conjuration fizzles. While enchanted creatures don’t require focus to be maintained, the level of control the summoner has over them is limited. Commands must be made in either loud verbal shouts, usually paired with obvious physical gestures . Enchanted conjurations count as independent summons.

Emote Examples

Spoiler

Emote count 3-5 emotes
The conjurer flexes it's wrist, staring forth at the bandit. Inhaling sharply, the eyes of the mage turns to a vibrant, orange hue -- his connection to the void growing fierce.

 

 The conjurer raises it's staff, pointing such out towards the bandit. From the tip of the wood, aforementioned wisps flutter in the sky, flickering as fireworks, growing to around ten in total.

 

The conjurer strikes the staff across the grass under it, the wisps thus take a more lively appearance, wings springing out, taking shape akin to a bee. 

 

Finally, the bees take shape and grow in hues of black and yellow, the conjurer thus points the staff towards the bandit -- the swarm of ten bees lunging forth in it's vicious intent to stab at the flesh of the bandit
 

 

Redlines

Spoiler
  • All general conjuration redlines.
  • The Conjurationist themself can’t perform any feats of great physical effort
  • Reasonable armour and clothing, including heavy armour, would not disrupt focus, from underwear to full-plate. If one were to, for some bizarre reason, wear an article of clothing specifically meant to cause harm and discomfort, would prevent casting whatsoever if it extends past the bounds previously defined.
  • The motions and disruptiveness of riding a mount is enough to cancel out the focus required to maintain a summon, even if the mount is something you’ve summoned.

 

Perennial Conjuration
Perennial Conjuration is the art of conjuring flora in order to be used in combat or in everyday tasks. While more limited than Terrestrial Conjuration has the capabilities of, it is still just as useful

Combative Perennial Summons

The area that a Perennial Conjuration can cover is limited to an area of ten feet by ten feet (length by width, approximately three blocks by three blocks), and no greater than five feet in height (approximately a block and a half). The way that these summons grow is typical to their species including density. The contortionist's bare palm must touch the surface that the plant is growing out of/over. If the surface the plants are being conjured on is harder than dirt without areas for the roots to burrow into, the plants can easily be moved. Plants will grow over any obstacles encountered semi-tightly, though can be broken out of in one emote of semi-dedicated attempts to be free. 
Plants (including alchemical regents) retain any natural properties a standard member of the species would retain. Though upon attempts to be processed, they’d fizzle out. Conjurationists do not have any significant control over plants, as they lack any form of muscle or ligament to manipulate.
Maintaining Perennial conjurations is excessively simple in comparison to most other aspects of Life Evocation. As a result, Perennial conjurations can be maintained near indefinitely, with no ill effects. However, the spell is also considerably less optimized and improved than Terrestrial Conjuration, and as a result the conjurationist must remain in direct contact with either the plants or the patch they are conjured over, in order to maintain the conjuration.
Conjured plants count as neither Dependant or Independant summons.

Enchanted Perennial Summons

Plant enchantments are entirely non-combative. Conjured plants sprout directly from the enchanted item, coiling around any nearby objects. The size limit of enchanted plants is significantly reduced, and they can grow no larger than a cubic foot. Enchanted Perennial conjurations can exist for no longer than an IRL hour.

Emote Examples

Spoiler

Emote count 4 emotes
The conjurationist lifted their hand as their eyes flashed in a lavender glow as they gazed over the empty field before the duo, a wry smile on their features as they focused, placing their hand down in the grass against the dirt.

 

The three by three area in the meadow in front of the magi began to have mist seem to swirl as if opening up a rift between realms which was hovering slightly above the grass. The rift seemed to be the same lavender color as the magi’s eyes, clearly something of a voidal nature was happening in the space.

 

The grass seemed to shift and contort around as the portal continued to glow faintly in front of the area where the magi had their hand pressed down with their fingernails digging into the dirt.

 

The magi’s eyes continued to glow as their hand twitched against the dirt, the three by three block area in front of them erupting in tulips sprouting from the ground and waving in the wind. The portal would then dissipate to leave the tulips in it’s wake.

Redlines

Spoiler
  • All general conjuration redlines.

 

Disjointed Conjuration
Disjointed Conjuration allows the capability to summon individual organs or limbs, which are then capable of being launched as projectiles during the summoning, though not afterwards.

Combative Disjointed Summons

Disjointed conjurations take four emotes to summon in one of two ways

  • Directly in the hand as a mundane organ or limb where it cannot be launched as a projectile.
  • Alternatively it can be summoned as a projectile. If summoned this way, only limbs can be used and it is thrown either straight forward or underhandedly. The limbs hold both weight and physical mass, and their range is inversely proportional to their weight. Under ideal conditions, a Disjointed Conjuration fired as a straight projectile can reach sixty feet before losing velocity and hitting the ground, and a lobbed projectile can reach its maximum impact distance at half that range. (Twenty and ten blocks, respectively.) The larger a Conjured limb is, the lower this range becomes, ranging from the listed values at approximately the mass of a human femur, scaling down to half the listed values when nearing the mass of a standard fifteen-pound bowling ball. 

Emote Examples

 

Spoiler

Emote count 4 emotes
The mage lifted their hand as their eyes began to glow in a deep ruddy orange hue.

 

Lazily floating above their hand the outline of a strange contorted bone was seen as flesh thickened and muscles seemed to meld together over the bone in a sickly sort of way. The conjurationist gazed lazily over it’s creation as their glowing eyes were dulled over in boredom

.

The  outline began melding over with flesh as it was about the size of a human child’s leg, though became apparent as not a child’s as the foot was covered in a tuft of hair akin to a halfling’s. 

 

The leg seemed to be finished from the leg down as it launched towards the blackboard, splattering over it as it hit it with a loud thud and the magi cackled wildly as their boredom was cured. 


Disjointed Redlines

Spoiler
  • All general conjuration redlines.
  • Disjointed Conjurations exhibit no signs of life under any scenario, and are always conjured ‘Dead’.
  • Particularly exotic features or organs cannot be summoned; Under no scenario may anything created through Disjointed Conjuration be corrosive (or otherwise acidic), flaming, poisonous/venomous, any form of numbing agent, exceptionally hot or cold, or gaseous. This list is non-exhaustive, and if it seems to be stretching the limits of the lore, it is.
  • Conjured organs cannot be used as a way to replace somebody's lost organs or anything of the sort and instead they are rather just a simple way to make use of this subsection in an aesthetic manner. Chimeric Conjuration cannot be applied to this subsection unless the mage has reached tier four, at which feats such as an animal's head mixed with another animal's traits (like different eyes or hair/mane) are possible.

 

Chimeric Conjuration
Chimeric Conjuration, known as hybrid conjuration, is the art of melding different creatures or different plants together to create something new. Chimeric Conjuration is not a precise or elegant practice, and so minute additions are unable to be done. All additions are clear and apparent from the instant it’s summoned. Chimeric Alterations are, for all intents and purposes, a natural part of the creature. Damage wounds the creature as it would an original limb, as does the loss of such alterations

General Chimeric Redlines

Spoiler
  • All general conjuration redlines.
  • No more than three species can be merged together.
  • Conjured hybrids cannot be half-plant half-animal, and must fall into either ‘Terrestrial’ or ‘Perennial’ qualifications.
  • Chimeric Alteration cannot create wholly unique beings that don’t exist in any form, and must be composed entirely of species the Conjurationist has studied.
  • Possession of the traits or anatomy of another creature does not strictly mean that the hybrid is better off. Similarly, possession of a limb does not inherently mean that it is properly usable. Even when usable, it is extremely rare that an addition comes without some other loss of functionality
  • This process does not allow one to alter existing life, summoned or otherwise. It is, rather, an alteration to the ritual of conjuring life, and can only affect things as they are being summoned.
  • The complex, fleeting, and inherently non-replicable process of Chimeric Alteration is beyond the limitations of what an enchantment can store.
     

 

Chimeric Terrestrial Summons

Terrestrial chimeric creations follow all general Conjuration mechanics, all General Chimeric mechanics, and all Terrestrial Conjuration mechanics relevant to the combat status of the conjuration.
For Terrestrial Conjuration, Chimeric Alteration can take the following forms;

  • Replacement of existing limbs or bodily features with those of another species, which would affect their capabilities as expected.
  • Full-scale replacement of any features that cover the skin of the creature, whether that be scales, hair, or chitin. Replacing hair with scales or chitin would decrease the flexibility and mobility of the creature’s limbs and body as a whole, though replacing chitin/scales with hair does not do the opposite.
  • Full scale alterations to the skeletal structure of the summoned organism, with or without inspiration from another species. This is done for either training or aesthetics. Strictly speaking, this only makes the creature worse at most tasks, as its body has become more convoluted.
  • Addition of horns, antlers, and other such protrusions to the body. Impact on the creature’s abilities range from negligible to severe, dependant on where on the body the protrusions are summoned.

Chimeric Alteration adds one to the required emotes of the summoning ritual. If the creature is excessively modified (three or more alterations), it instead requires two additional emotes, and can no longer be used in combat.If summoning multiple creatures (following the standard rules for multiple conjured terrestrials), all must have the same alterations.

Chimeric Alteration requires great focus and energy, even in comparison to standard conjuration. Chimeric combat summons have their max duration reduced by five emotes. Chimeric non-combat summons have a max duration of one hour. Chimeric Alterations cannot be so major as to increase or reduce the size category of the creature. Chimeric Alteration cannot be used to copy exceptionally exotic features, such as projectile spit or detachable tails. These traits require too much bodily infrastructure for Chimeric Alteration, which is a comparatively hacksaw and experimental process.

Emote Examples
 

Spoiler

Emote count 4-6 emotes
The magi’s eyes narrowed as they began to glow a dark purple as a twisted grin formed on their visage, clearly having an idea in mind that they became quiet over. All of their focus going into creating whatever it is that they thought up.

 

The mist began into a cloudlike shape, faint outlines being seen within the cloud as the outline of a small dog appeared within the cloud of mist the same faintly glowing color as their eyes.

 

The silhouette in the mist took on a bulkier shape as the cloud around it grew larger. The silhouette seemed to be almost animalistic in nature, yet strangely so as it seemed quite hard to decipher it’s exact origins.

 

The cloudy mist seemed to disperse slightly as it revealed to be a small terrier in the mist. The conjurationists' eyes continued to glow the dark purple color as their hand twitched slightly.

 

The terriers ears then grew longer and extended to be anatomically akin to a bunny’s as the mist finally ceased, the dog giving a loud annoying bark towards the person sitting across the table from the magi. The magi’s eyes still glowed as the mist dispersed. 

Terrestrial Chimeric Redlines

Spoiler
  • All general Conjuration redlines.
  • All Terrestrial Conjuration  redlines appropriate to the combat status of the summoned creature.
  • All general Chimeric redlines.
  • Chimeric Alturation cannot be used to directly increase the muscle mass of the summoned creature.
  • Chimerical Alteration cannot create extremely unique or complex creatures, and the summoned creature’s base species must be easily identifiable. If asked for clarification on what the creature is, you are obligated to elaborate, although not to explain any weaknesses the creature might have. You may not keep Chimeric Alterations hidden out of character. This is not a free card for people to metagame, however, and players must act in character with the information they have available to them. This redline is purely to ensure good faith in conjuration interactions.
     

 

Chimeric Perennial Summons

Perennial chimeric creations follow all general Conjuration mechanics and all General Chimeric mechanics. For Perennial Conjuration, Chimeric Alteration can take the following forms;

  • A change in colouration of the petals, stems, roots, or any other visible part of the flower. This can result in either flat colours or basic patterns, at the conjurationist’s discretion.
  • Change in the outward texture of the conjured plant, from covering a normally soft plant in bark, to the addition of rows of thorns along the stem, and anything in between.
  • Sprouts and flowers of other plants grown in addition to the original species, from the same stems and bodies.

Chimeric Alteration adds one to the required emotes of a summoning ritual.

Emote Examples

Spoiler

Emote count 5 emotes
The conjuratonist’s eyes lit up in a magenta hue as they meandered throughout the greenhouse, humming softly as they did such before stopping entirely as the looked towards the empty window. 

 

The magi gazed forth as they pressed their hand against the dirt at the base of the window, humming softly as green mists seemed to snake around the window in a marbling pattern. 

 

Green mists seemed to collocate together to thicken it slightly and blobbing up, the conjurationist continuing to stare forth at the window being taken over. A bead of sweat rolled down the magi’s forehead as their hand twitched against the dirt. 

 

There would be small puffs of red blooming out of the green snaking mists in a haphazard way as a weary expression took over the magi’s features. Their eyes continued to glow a deep dark purple. 

 

The mists seemed to condense together and reveal a beautiful wall of vines crawling over the window and allowing the light to softly filter in. Along these vines, red roses seemed to strangely bloom from it.


Perennial Chimeric Redlines

Spoiler
  • All general conjuration redlines.
  • All general Perennial Conjuration redlines.
     

 

Jing Artifcery

Jing are small charms and items of jewelry specific to the creator, which act as focuses for the Life Evocationist who created them. Generally, Jing are made from bones, feathers, leaves, and other similar small natural materials, in conjunction with tiny gemstones, strung up with twine of plant fiber. This can best be described akin to tribal effigies/fetishes of the aboriginals. The exact shape and size of the Jing varies based on the application it is being created for, though they’re generally vaguely band-shaped, as to fit comfortably around various portions of the body. 

Jing Mechanics

Spoiler
  • The ritual required to bind Jing to oneself is lengthy, though also largely uneventful. As a result, fabricating Jing may not be done in the heat of combat, and unless otherwise stated also don’t require explicit rp to create. (Though that is encouraged.) The process of creating Jing itself takes around five to ten minutes.
  • Jing, while small, are also fairly fragile. If severed, smashed, burned, or otherwise visibly broken, the magics within escape and the item becomes inert and unusable.
  • Activating Jing counts as activating an enchantment for all intents and purposes, including in regards to the maximum uses of enchantments per fight.
  • Jing require mechanical items to represent them, which must be held in the inventory to be used. These mechanical items follow all standard rules for item enchantments, with the added that the name of the creator must be listed somewhere in the description, in order to ensure one is using Jing they themselves created.

General Jing Redlines

Spoiler
  • If an individual currently using Jing-based magic expires, the flow of mana is halted, and all Jing-based effects instantly fizzle.

 

Beastmelding

Beastmelding is the process where charms are worn over parts of their body to limitly overlay parts of the body. This process does not grant strength or physical boons, it is more superficial than anything.

Beastmelding Mechanics

Spoiler
  • All general Jing mechanics.
  • Beastmelding conjures over the area being modified. As a result, the physical prowess of the mage in question is what dictates the impact and capability of Beastmelding. Similarly, as it is conjured over their body, shallow and surface level damage may be absorbed wholly by the  conjured flesh, though deep cuts and blunt force trauma would still get through to the mundane flesh of the mage beneath.
  • Jing meant for Beastmelding must be worn over exposed flesh, and cannot be used with armor or clothing overtop. As a result, they are visible whenever and wherever worn, if they are to be properly utilized.
  • Beastmelding, for a T5 mage, may affect a maximum of three areas from the following list of bodily features; Left arm, left forearm (including hand), right arm, right forearm (including hand), head, left leg, right leg. The torso may not be affected, as it is too large a surface area for the complex nature of the spell.
  • In order for something to be properly overlayed atop the body, the limb being overwritten must bare some structural resemblance to that which is being created.
  • Beastmelding requires three emotes to wholly form. If activating more than a single instance of beastmelding at one time, each additional Jing being activated after the first may be enabled after the first with a single additional emote, for a total of four emotes for two, and five emotes for three. This only applies for specifically Beastmelding, and only if all done at once. If one decides to activate another Jing a short while after enabling the first, the full three emotes must instead be used.
  • Multiple instances of Beastmelding must affect different body groups. Each body group may be a unique alteration.
  • Beastmelding  may be used in direct combat, not requiring a connection to maintain it. However, being significantly wounded or knocked unconscious ends the effect.
  • Beastmelding does not connect the conjured flesh to the Life Evocationist’s, and is akin to an extremely tight form-fitting glove. Any conjured eyes or ears do not convey any information back to the caster. They can feel dullened versions of touch and pain through the conjured skin, due to how form-fitting and tight the conjuration is.
  • Anything which covers the eyes would blind the user, anything over the ears would deafen, and anything over the mouth and nose would suffocate. With regards to joints in general, anything sufficiently stiff conjured over the limbs would prevent proper articulation.
  • Similarly to Chimeric Alteration, one must keep in mind that possession of specific bodily traits does not inherently confer the ability to effectively use them
  • Outside of combat, one may maintain any number of Beastmeldings (to the normal maximum of three) for up to one hour. Inside of combat, the unusual (for a mage) added strain of direct physical combat lowers this time to a mere fifteen emotes.
  • The animal limbs summoned must be of an animal that the Life Evocationist can summon through Terrestrial Conjuration. 
     

Emote Examples

Spoiler

Jing-Making Emote count 3 emotes [not required]
The conjurationist’s eyes cyan glow as they took the measured leather pieces and began braiding them together, the leather pieces emitting a faint glow themselves as they strung in tufts of bear fur with the leather.

 

The mage continued to weave the bear-skin leather in with the tufts of bear fur and the string continued to emit a faint cyan-hued glow, the creator concentrating hard on the process and visualizing the outcome. They then weaved through beads in between the leather. 

 

The mage then tied it through a small bear tooth with a hole drilled through it, rolling the totem over their forearm and ready to meld and conjure bear skin and fur over their arm. 

 

Jing-Usage Emote Count 3

The mage flexes the forearm which had their bear-skin jing tied around it. Their eyes began to glow a bright orange as their right forearm twitched about, connecting to the jing as the person approached holding the dagger. 

 

The conjurationist seemed to have brown-hued skin meld over their own as it formed over almost as if it was a wrist guard. The skin branching out from the jing seemed to be thickening as the mages eyes continued to glow their stark orange hue. 

 

The artificial skin then grew tuffs of fur as it was clearly covered in what appeared to be bear fur. The skin melding over just in time to block the oncoming swipe from the dagger and take it so the mage would not be injured. 
 


Beastmelding Jing Redlines

Spoiler
  • All general Jing redlines.
  • Beastmelding required a tie to the bodily mana of the caster, and so can only be cast over natural-born limbs. Prosthetics, additional limbs gained over the course of one’s life (by whatever means they may come), and other similar attachments may not be beastmelded.
  • Beastmelding does not allow one to grow additional limbs, nor to replace limbs that a normal humanoid would possess that is now missing. In order to properly use Beastmelding, one must have an applicable limb to copy over.
  • Beastmelding may not be used as a perfect disguise kit to make oneself look like a specific person. Any alterations instead appear similar to baseline mundane species of whatever is being mimicked.
  • Only the creator of the Beastmelding Jing in question may use the item. The MCName of the creator must be included in the mechanical item, in order to show that they are the sole person allowed to use it.
  • Jing used for Beastmelding coalesce the body’s mana within the sections of the body being altered over, which is disruptive enough a shift in the natural mana flow of the body that standard spellcasting is not possible throughout the duration.

 

Reconstructive

Jing Reconstruction is the process of using conjured flesh to patch over wounds. Reconstruction cannot do particularly much more than repair flesh wounds. Damaged organs, infection, disease, poison, broken bones, and so forth are all far beyond the capabilities of reconstruction.

Reconstructive  Mechanics

Spoiler
  • All general Jing mechanics.
  • Wounds are functionally healed by Reconstruction, though the process generates notable fatigue, and a dull phantom pain remains in areas of reconstructed flesh until the healing process is fully complete. This process takes a total of three IRL days, and if the Jing are destroyed or removed before this process is complete the wounds will re-open as they were. After this time period, the Jing are rendered defunct, and may be removed without harm.
  • The skin of flesh generated through Reconstruction is noticeably different from the rest of the body, whether that be due to discolouration or scarring. This cosmetic malformation is permanent, and one who frequently abuses the process may one day find themselves resembling a patchwork quilt. Creating these Jing require four emotes.
  • Jing meant to be used for Reconstruction rituals may not be made in advance, and are instead made to fit the situation and injury they are meant to overwrite. As a result, they may not be manufactured or utilized mid-combat, and must instead be created in the aftermath if one desires to create them at all. 
  • Jing meant for Reconstruction may be manufactured for individuals other than the creator, including non magi. All other redlines and mechanics, including occupying enchantment slots and inability to cast other forms of magic still apply.
  • Reconstruction may only be used to ‘heal’ wounds (‘Wound’ referring to cuts, stabs, slices, and fileting. As a general rule of thumb, any injury resulting from a sharp or pointed end), and any other form of injury (including blood loss that may have resulted from the wound itself) may not be repaired by the process.

 

Emote Examples

Spoiler

Jing-Creation Emote count 3
The conjurationist’s eyes glow a soft grey as they picked up a knife, carving flesh off of the dead body before them. They then twisted the tanned flesh which they had carved and began to wrap it around a stick.

 

The stick and flesh began to softly shimmer in the same grey-hue as the mage’s eyes. They seemed to grimace as they picked up the plant twine and wrapped it around the flesh and stick to hold the two in place. The magi then reaching forth to pick up a few beads from a box along with more twine.

 

The twine was looped through the beads and tied together with little knots in between by the mage, their breathing increasing as they focused on the reconstructive jing being put together. They then  picked up a bit more of twine to make a mesh like substance for the jing as they tied together different knots and the likes. The mage then tied the flesh wrapped stick onto the beaded mesh with a few twiddles of their fingers and then the jing was finished. 

 

Jing-Healing Emote Examples

1st day: The magi’s eyes would glow a maroon hue as their patients gash in their stomach seeped out blood slowly from the marred flesh. As their eyes glowed, they would have mana anchors connect to the flesh from a strange effigy made from what seemed to be descendent teeth weaved through other bits, like a thin line of gas only visible to those who were connected to the void. From the mana wires, patches of porcelain flesh began to meld over the ‘ames skin, a poor patchwork job.

 

2nd day:The porcelain flesh continued to be melded over, only held together by the totem which was tied around the ‘ame’s waist. The flesh rather sensitive given its time had not been enough to be permanent yet had been darkening a bit to match more with the ‘ame’s skin tone.

 

3rd day:The flesh had strengthened under the jing, now ready to be removed. The flesh which covered the previous gash had been turned a bit paler than the tanned skin of the ‘ame, scarring circling around the patchwork job done by the jing. They simply put the jing back in the conjurationist’s mailbox and went about their day.
 

Reconstructive Jing Redlines

Spoiler
  • All general Jing redlines.
  • Reconstruction may not regenerate limbs, and in the event of using reconstruction to heal such an injury, conjured flesh will instead fill in the remaining ‘stump’ of the now missing body part.
  • If a Life Evocationists creates a Jing meant for Restoration for anyone other than themselves, they hold no ability to alter or control the Jing after the ritual for creation is completed. They may still remove or destroy the Jing through mundane means, as usual.
  • Reconstruction may not be used to repair significantly grievous or fatal wounds, nor does it restore function to otherwise dead life.
  • If the Jing maintaining the Reconstruction is removed, destroyed, or otherwise dispelled, all wounds closed by reconstruction are immediately re-opened. However, there are no other side effects or increase of scale in the damage, and one may even wish to willingly remove the Jing in a controlled environment in order to pursue other avenues of healing.
  • While the Reconstruction is in progress, the Jing centralizes mana in the body over the wounded sections of flesh. Combined with the energy required to maintain the conjured flesh, one would have so little free mana in their body to be incapable of spellcasting.

 

Binding Jing

Binding Jing allows for one to have a conjuration bound to them, as long as their jing is with them then so is their companion.This process is naturally very difficult, and requires a complete and total understanding of the entirety of Life Evocation’s other capabilities to even begin creating. If their companion is slain, the ritual may be repeated in order to bring about a duplicate of the original companion.

Binding Mechanics

Spoiler
  • All general Jing mechanics.
  • All general Terrestrial Conjuration mechanics.
  • All Combat Terrestrial Conjuration mechanics applicable to enchantment-based creatures, with the exception of emote counts to summon and maximum summoned duration.
  • The ritual to create the Bound Conjuration cannot itself be performed in combat, as it is a lengthy and tiring process, involving the creation of two sets of Jing, the binding to said Jing, as well as conjuring a creature. If done in active roleplay, this process would take a minimum of fifteen emotes.
  • Only a single creature can be bound to a Conjurationist at any given time, and in order to bind another creature, one must forgo their original.
  • A bound conjuration must be between small and medium size; Large creatures are too complex and tiring to maintain such constant energy dispersion, and miniscule creatures cannot fully contain the requisite Jing within themselves.
  • If one has their Bound Conjuration with them, it must be actively emoted. If the animal is not sufficiently emoted or described and combat breaks out, the Life Evocationist must act as if the Jing maintaining the Bound Conjuration were inactive, and the animal is not engaged.
  • While the Bound Conjuration is active, it permanently occupies an enchantment slot.The act of summoning this jing is much like any other enchanted item only having to be made once unless it is lost by it’s creator.
  • Like other Jing, a mechanical item is required to be with the player in order to cast. In addition to normal descriptions of the item and requisite MCName of the creator, a brief description of the creature to be summoned must be included within the description.
  • Due to the communion between the pair of Jing used in the ritual process, Bound Conjurations effectively ignore the range limits of standard conjuration.

Emote Examples

Spoiler

Emote count 15 emotes
The magi’s eyes glowed a dull blue, their hand giving a slight twitch as they connected to the void. They had all their various materials ready for creating the two jing laid out on the stump before them as they sat down criss-cross in front of it across from their longtime friend and student. 


The magi lofted the woven plant fibers and beads, their hands starting to emit a soft blue glow as they began conversing with the person across from them. They threaded the plant fiber through the rather asymmetrical beads and as they did that the material glowed the same soft  blue hue.


They ensured they had tied a knot in between each bead making four knots in total. The glow from their hands was rather dim and more like a shimmer than anything as they picked up a pale yellow feather.


The mage began tying twine around the feather and added in another feather to tie it to the base of the feathers. There would be four feathers in total that were added to the base of the first feather and tied off fully with twine, all red, blue, and yellow. The mage would  still be making idle conversation with the person across from them.


They lifted up both of the beaded line and the feathered bundle and stretched out the twine to tighten the thread. They then made two knots with loops at the end of each part in order to thread the plant through the loops and tied the beads and feathers tightly together. 


Upon the beads and feathers tied together, the conjurationist picked up a whittled bird made from bone the size of their palm. They picked up the tail end of the porcelain-hued bird which had a hole whittled at the end of it. The bird began to shimmer in the voidal blue glow as this happened.


The conjurationist began wrapping the twine around the bird in a zig-zag sort of pattern to represent the binding. They finally looped the plant fiber through the tail of the bird in order to hook all of the different facets of the first jing together. The conjurationist let out a small sigh in fatigue before continuing on to the next part of the jing. 


The person across from the conjurationist, upon request, would pass over a large stick and a small hunting knife to them. The mage’s eyes continued to glow a dull blue hue as they lifted the knife and began sawing down bits of the oakwood staff to create notches in the wood. 
The mage lifted up a small focus crystal and began wrapping it in a twine like a cage holding it together, allowing some length in between, the conjurationist used the same length of twine to wrap around yet another focus crystal. 


In between the focus crystals, they tied in the same beads of asymmetrical sizes and shapes through the line of thread. This seemed to go all the way down a good length past that of the staff. To allow room to wrap around it. 


The jing-maker then began wrapping the line of focus crystals and beads around that of the staff, tucking it into the notches to ensure a tight fit around the length of the staff. The mage’s eyes continued to glow a dim blue as they seemed to grow more fatigued and their worn hands ached from the tying.


The magi fitted a much larger focus crystal into the top of the staff, going to wrap around it with the plant fibers in order to secure it tightly to the top of the staff, the focus crystals going down the staff then began to glow the same blue as it started to be finished off.


The mage began tying around a spot at the top of the staff with twine, wrapping it around the top haphazardly, though ensuring it was secured for the first jing to be put through.  On the stump before them, a small rift would shimmer through the atmosphere as the staff’s focus crystals glowed.


The rift continued to shimmer as a small chirping noise could be heard, the rift started to take on a more apparent blue hue and oval form. The magi seemed to be breathing heavily at this point, no longer able to talk lest their focus be broken away. The conjurationist weaved the first jing around the top of the second one, it hung from the top of the staff, making a soft clattering noise when moved. 


Out of the rift, a pale yellow canary the size of a raven would fly out and land upon the mage's shoulder. The dull blue gaze in their eyes dying down back to their normal green as they let out an exhausted sigh at their jing being finished.

Binding Jing Redlines

Spoiler
  • All general Jing redlines.
  • All general Conjuration redlines.
  • All general Terrestrial Conjuration redlines.
  • While Bound Conjurations don’t halt the use of magic entirely as other Jing do, the constant subconscious commanding of the Bound Conjuration is mentally taxing enough that Terrestrial Conjuration, Perennial Conjuration, and Chimeric Alteration are not usable in combat while the Bound Conjuration itself is also in combat.
  • A Bound Conjuration is pseudo-permanently linked to their creator, and as such cannot be de-manifested and re-manifested at will. As such, even when it is not with the Life Evocationist, the mere possession of a Bound Conjuration permanently occupies an enchantment slot.

 

Tier Progression

Tier One

  • This is the starting point from which everyone begins the magic.
  • The abilities a conjurationist has at tier one are heavily limited, moreso than most magics. This stage, as well as the time before learning the magic, are largely dedicated instead to learning proper procedure to fully and entirely study a creature, both it’s habits and it’s anatomy.
  • Due to the comparatively simplistic nature of plants, they are the first life any novice conjurationist tends to summon. A tier one conjurationist may summon a single plant no larger than the size of a single daisy.
  • Forming simple non-living organs is much easier than complete systems. As a form of training, many novice Conjurationist attempt repeated disjointed conjurations, in order to ensure knowledge of the fundamentals. A tier one conjurationist may use Disjointed Conjuration at half efficiency; Using half the standard limits and capabilities of Disjointed Conjuration.


Tier Two

  •  A Life Evocationist reaches this stage if they’ve received frequent lessons and personal study for two IRL weeks.
  • At this stage, a conjurationist is able to first perform the most iconic it’s disciplines; Terrestrial Conjuration. They are, however, very limited in this regard; They may summon up to one small creature, or three minuscule creatures, following standard rules for each those size categories otherwise.
  • The progression of Perennial Conjuration occurs swiftly. A tier two conjurationist may use Perennial Conjuration up to half the standard limits of Perennial Conjuration.
  • At this point, summoning the base parts of life becomes second nature, and Disjointed Conjuration is functionally mastered, able to be used to the fullest extent as described in the lore.

 

Tier Three

  • A Life Evocationist reaches this stage three IRL weeks after Tier Two, and five total IRL weeks after first learning the magic, assuming reasonable lessons and personal study.
  • At this stage, one has made great strides in Terrestrial Conjuration. One may summon up to one medium creature, three small creatures, or five minuscule creatures, following standard rules for these creatures.
  • At this point, Perennial Conjuration has reached its peak; A Life Evocationist at this stage may use Perennial Conjuration to its full extent, and has effectively mastered it.
  • Generally, by this stage of learning, a Life Evocationist is practiced enough to begin meddling with life’s theory. A tier three Life Evocationist may perform a single change while performing Chimeric Alteration, though nothing involving the addition of aspects from other species.

 

Tier Four

  • A Life Evocationist reaches this point five IRL weeks after reaching tier three, and ten total IRL weeks after learning the magic, assuming reasonable lessons and personal study.
  • At this stage, a Life Evocationist may make enchantments of spells tagged with ‘Enchantable’, following standard rules for both enchantments and the rules specifically for enchantments described in each applicable spell. This still requires an outside means to actually enchant items.
  • At this point, there is no life that can escape the study of a practiced Life Evocationist. Terrestrial Conjuration may be used to summon one large, three medium, five small, or ten minuscule creatures.
  • The success of gently nudging the typical blueprints of life would generally embolden a learned Life Evocationist; Chimeric Alteration may now be used to perform any of the listed alterations, though still no more than a single alteration.

 
Tier Five

  • A Life Evocationist reaches this point six weeks after reaching tier four, and sixteen total IRL weeks after learning the magic, assuming reasonable lessons and personal study.
  • A Life Evocationist at this stage has wholly mastered all aspects of Conjuration, and may use the fullest extent of both Terrestrial Conjuration and Chimeric Alteration.
  • At this point, a Life Evocationist may begin to study and develop Jing.

 

 

Jing Progression

Tier One

  • A Life Evocationist reaches this point two weeks after reaching Tier Five in Conjuration, and eighteen total IRL weeks after learning the magic, assuming reasonable research and personal study.
  • At this stage, much of the work is learning how to specifically attune Jing to one’s self.
  • A single Beastmelding Jing may be used at any given time, following the standard rules.

 

Tier Two

  • A Life Evocationist reaches this point two weeks after achieving tier one in Jing, and twenty total weeks after learning the magic, assuming reasonable research and personal study.
  • At this stage, Jing Beastmelding may be used to its fullest extent, and is functionally mastered.
  • At this stage, Jing Reconstruction may be used to its fullest extent, and is functionally mastered.

 

Tier Three

  • A Life Evocationist reaches this point four weeks after achieving tier two in Jing, and twenty four total weeks after learning the magic, assuming reasonable research and personal study.
  • At this stage, one has reached the absolute pinnacle of Life Evocation, and may perform the ritual of Jing Binding.


     
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