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[✗] [Magic Lore] Farseer Revamp: Hub Page


Ilikefooddude
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Farseer Shamanism

 


 

Index
1. What’s Changed?
2. Definitions
3. Magic Explanation
4. Abilities and Spells
5. Farseer Tier Overview



EfQ8HIB.jpg
yo, bro is it safe down there in the woods? (Toblin, Deviantart)

 

 


1. What’s Changed? 

Farseers progress as they level up
- At higher tiers, Farseers become more powerful. Roleplay is much more about the journey than it is the destination, so instead of keeping a Farseer’s capabilities static, they progress at each tier to become more capable than they were previously. Reaching the next tier gives you a little more kick, but also a little more flexibility through the use of Undercasting.

Farseers can Undercast
- Rather than surpassing and forgetting each step of your journey as you reach the next, Undercasting allows a Shaman to use what they learnt at previous tiers to make their magic more flexible. With Undercasting a Farseer can cast lower-tier blessings on a higher amount of creatures. For example, a T4 Shaman is capable of some pretty powerful stuff. But they can lessen the power of their magic to a T3 level to spread their blessing over a greater amount of creatures or a larger area of land. With Undercasting, we keep the main focus of the Shaman (and their progression) on an individual, one-on-one level, while also allowing acts of group support and magical flexibility, letting the Shaman make lighter touches where a heavy-handed approach would be a bit much.

Blessings have tailored Durations
- Not only are the durations of the Blessings tailored to the individual spell, but there are also three separate time durations (Real-life time, Narrative time, and Roleplay emotes) that are, for most spells, interchangeable depending on the situation. The choice is up to the Shaman or an overseeing ST.

Farseers don’t have spells for every single Spirit
- The beauty of Shamanism is that it’s a Community magic. At its core, it brings people together to collaboratively tell a story (through a spirit walk) or change one (through a blessing) in ways that, otherwise, seem totally out of reach. But not all of the community wrote this magic. If we want our magic to meaningfully impact roleplay it would be fitting if our roleplay could impact our magic. For that reason, there are gaps in the spells that have been written, because Farseers can write their own blessings.

Farseers can make their own blessings.
- Through the use of an MART application a Farseer can propose (Through review by the ST) a new Blessing to be added to the Spirit Blessing list. If it’s reviewed and gets accepted it’ll be added to the Farseer Blessings List and can be used by everyone. Making an MART is an homage to Shamanism and the stories it can create and should be representative of some Spiritual roleplay that took your story in a direction you wish you could share with others.

Farseers have permanent emotional blessings
- Storytelling is a huge theme for Farseers but the mechanics of the previous lore didn’t seem to facilitate this enough; although blessings could affect people short-term there were very few mechanics that allowed a Farseer to make permanent changes. At T5, several emotional blessings can impart within a person a permanent but non-compulsory catalyst for change. A usually unhappy, guilty person may feel (gently) their thoughts pushed towards more pleasant places or may have their outlook on life set to a more hopeful one. Cowardly beings may feel the first blossoms of bravery within their souls, urging them to act to protect, serve or unite. This can not be forced, OOC'ly or IC'ly in any capacity, and even after being cast can not be enforced by a Farseer (Or an ST) upon a person. These blessings act as catalysts for roleplay and change, shaping a story in different ways should both the character/player want it, but are not certain how to get it. If a character has gone down a dark path, and truly wants to change, this is the sort of blessing that can offer that.

Some little stuff
- Tattoos have been fleshed out, individual Blessings are more varied and different effects for different soul types are outlined in several Blessings.


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No true Sun, Moon or stars circle the Spirit Realm and no Gods oversee its colour schemes. Pure Chaos.


2. Definitions

Superior Souls (Descendants, etc.):
Descendants and other mortal creatures have Superior Souls. As a part of this there is a Soul Blueprint (like a mould) that dictates precisely what a being and its soul is. A Soul Blueprint makes a creatures’ soul both rigid and elastic; reluctant to change and eager to snap back to its intended form. Creatures with Superior Souls are the hardest to bless.

Lesser Souls:
Most animals, branching from beasts such as Scaddernaks to creatures like rats, have Lesser Souls. Creatures with Lesser Souls are capable of rational thought and have souls more rigid than insects and plants, but are much easier to bless than Descendants.

Inferior Souls:
Insects, creepy-crawlies and simple fish all have Inferior Souls. These creatures act on little more than base instinct and hold the second-weakest form of souls. This means a Farseer can bless more Inferior Soul’d creatures than both Descendants and Lesser-Soul’d animals.

Soul Essence:
Holding the weakest forms of souls, plants and the soul essence they contain can be blessed so easily that a Farseer often casts upon areas of them rather than individuals. 

 


 

3. Magic Explanation 

Farseer Shamanism is, exclusively, a support-based magic that sees a character play as a diplomat and intermediary between the Spirits and the people of the Mortal Plane, often acting (unofficially) to correct imbalances that arise across the Spiritual and Mortal realms. Because of their duties Farseers frequently Planewalk between these realms and build up rapport with the Spirits they supervise, gaining, in return, the ability to protect and heal the bodies and emotions of people and creatures in need.
Farseers have three main capabilities:

a) Planewalking, their skill to travel between the Mortal, Immortal and Elemental Planes by extending their consciousness from their bodies;

b) Farseeing, which is the act of receiving and interpreting visions from their travels in the Spiritual Planes; and

c) Blessing, which involves using a Spirit’s power to change the strength of certain emotions or aspects within a person, creature, or area of plants.

With these abilities Farseers strive, above all, to impart peace and balance upon both the Mortal and Immortal and Elemental Planes, easing political tensions and solving squabbles between Spirits, Mortals, and the natural world as a whole.

 


lccae3R.png

 

Farseers are adept travellers, but they’re much more adept at making friends.
Equira: Bahresk (Narsilion, Deviantart)

 


4. Abilities and Spells
Click titles for links

Farsight and Vision Infliction:
Using their knowledge as Planewalkers, Farseers earn several skills and abilities as they grow more experienced. On their journeys they can receive prophetic or historic visions of events and cataclysms. Alternatively, should the fancy take them, a Farseer may also impart visions they construct themselves onto other descendants.

Planewalking and Spirit Walks
Farseers can slip between worlds Mortal and Spiritual, casting their consciousness from their body and leaving only a small anchor of mana by which to find their way home. 

Tattoos:
Very few of a Farseer’s abilities are permanent; Spiritual Tattoos are one of these exceptions. Weaving spiritual power into a descendant’s skin a Farseer can create dynamic vistas that dance and shimmer when in the presence of certain emotions or environments.

Blessing Mechanics:
As the caretakers of both this plane and the Spiritual ones, Farseers can utilise Blessings to help their allies, heal those needed and bolster the skills and capabilities of those on the side of the Spirits. Blessings are temporary alterations of a creature or plant’s soul that empowers their body or controls their emotions as a Farseer sees fit.

Blessing List:
As the magic and community grows and changes, the Blessings that Farseers are capable of will expand beyond what’s currently written. When a Farseer’s proposition for a new spell (Through the MART system) is accepted the new spell will be added to the Farseer Blessing List.

 



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Shaman (kuteynikovroman, Deviantart)


5. Farseer Tier Overview

Tier One (Two Weeks):

Spoiler

Planewalking:
- A Farseer begins to learn to traverse between the Mortal Plane and Immortal Planes.
- Begins to learn to communicate with Spirits. Can only perceive one sense at a time.
- Knowledge of Spirits, their nature, their whims and their dangers is learnt, but is nowhere near comprehensive.


Tier Two (+Four Weeks):

Spoiler

Planewalking:
- Planewalking becomes easier, and Farseers don’t have to focus to have sight on their Planewalk.
Blessings:
- Can begin blessing Plants and Animals, but not Descendants.
Blessing Numbers:
- Farseers at T2 can bless this many creatures:
Descendants: 0
Animals: 4
Lesser Creatures: 8
Plants: 10*10 blocks


Tier Three (+Six Weeks):

Spoiler

Planewalking:
- Farseers can confidently Planewalk on their own, and begin to learn more of the Spirits in their own ways.
Visions:
- Farseers learn to impart Visions upon others.
Blessings:
- Can now bless Descendants.
- Can now learn more complex blessings. Blessings last longer.
- Can now Undercast.
Blessing Numbers:
- Farseers at T3 and above (That aren’t undercasting) can bless this many creatures:
Descendants: 1
Animals: 4
Lesser Creatures: 8
Plants: 10*10 blocks
Undercasting:
- Can now Undercast blessings on non-descendant creatures (Spell becomes Tier 2).
Tattoos:
- Can now be taught how to make Spiritual Tattoos, placing them on themselves and others.


Tier Four (+Eight Weeks):

Spoiler

Planewalking:
- Farseers have more-or-less mastered Planewalking at this Tier, and likely have adopted a Frûm’Shauk.
Visions:
- Visions can be imparted without the use of Old Blah.
Blessings:
- Blessings are stronger, last longer.
Undercasting:
- Can now Undercast blessings on Descendants (Spell becomes Tier 3)
- Can undercast one tier for Descendants, two tiers for all other creatures.


Tier Five (Takes 20 weeks to reach):

Spoiler

Visions:
- Visions can be imparted from a distance in the form of a ritual.
Blessings:
- A Farseer learns to cast permanent Emotional blessings.
- Blessings are stronger, last longer.

 


 


 

Edited by Ilikefooddude
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Good changes all in all. I think Farseer is a great magic that has great capacity for use and is hugely important to the orcish community.

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A humble surprise. So, the wait is no more.

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

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