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[✗] [Further Alchemy] Sanguinem Artis


Nozgoth
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Foreword:

What follows are the fruits of my mind over the past few months, and the extensive labour of researching, developing, and attempting to produce a quality lore piece that has depth to it. This was created to sate the hunger for more esoteric alchemy, and traditional magic roleplay - which is unfortunately seldom found in the world of LOTC. With Sanguinem Artis, I hope to achieve the next level of interesting roleplay that can be contributed to by anyone, and overall provide a better experience for those interested in the genre. It is a combination of blood magic and alchemy, the two under-appreciated avenues working in tandem. If there are any concerns, quarrels, or noticed flaws, then I encourage that you contact me @ Nozoa#5616 I will not hesitate to change things for the betterment of the lore. Regardless of intricacies, enjoy the lore!

 


 

Spoiler

 

 

 

Sanguinem Artis

Sanguis Alchemy, Bloodcraft, or Blood Alchemy


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“A matter of utmost holiness, which is within all, with no true name, and known by none!”

 

Sanguinem Artis is an agèd craft, existing in half-written fables from days of yore, and amongst archaic texts,  untranslatable, and filled with the incoherent ramblings of maddened magicians. Despite their obscurity, many of such stories do bear truthful fruit, for the hidden secrets of the art have been whispered through long lineages of alchemists, and the ever-toiling hands of the occult. From the ill-fated eve when it was conceived, Sanguis alchemy has been kept within the crevices and recesses of the mortal world, because only from within blood will its truth be told.

 

Alchemists from ancient times first procured it after they beheld revelations of blood and the hidden powers that lay behind its crimson visage. Though some say that the alchemists simply received random dreams, from which at mere chance did they uncover what the blood has to offer. While others murmur of an ancient God who descended to teach it himself. Regardless of which story one chooses, the alchemists then further developed what they saw, begetting meaning from their visions; hence, they discovered the craft of blood. And while no reason could ever make up for the practices which they unveiled, the alchemists saw purpose in their pursuit - they were mesmerized by the power which this new art bestowed. So they created Godless abominations and potions so sinful that they surely came from the devil himself. No amount of ethics could stop them either, because they were not men of worship, but rather, men of philosophy. It was a tool to them, a tool of sacred progression, one to solve all their problems, but not without creating new ones in areas where none yet existed (such is the law of equivalence).

 

This craft descended from the pinnacle of all, the ancient primordial force of blood magic. Thus allowing it to thrive where its brethren magics could not, and allowing it to go on without limit. Yet the cosmic laws of natural philosophy and the universe prevented its practitioners from unlocking the one true power completely. Sanguinem Artis relies on the genus of blood to procure fantastic results; but for that very reason, it remains unpredictable, risky, and down-right taboo. And due to the complexity and the sheer amount of knowledge that it requires to perform sanguinem artis, it is a skill that lies only within the hands of those who are willing to devote extensive amounts of their study to it.

 

Sanguinem Artis is a product of primordial blood magic, bestowed upon the ancient alchemists of Rh’Thor, where the occultism consisted not of runic interactions, but rather the practice of alchemy and sacraments - except its processes are riddled with purposeful traps and eventualities (placed there by the conceivers of this craft), which would prevent practitioners from descending into abuse. Though this side of the story has been lost to time, with all practicing the craft unknowing of its true origins. And like other fables related to blood magic, many of its secrets have been buried in the past, leaving only remnants of its full potential to be had today.

 

Mechanics

Spoiler

 

Sanguinem Artis is a form of alchemy, happening to be considered ‘Further Alchemy’ because of its tampering with genus, blood magic, and other complex methodologies that are ridden throughout the recipes’ processes. Its curious powers and applications are a result of tapping into the primordial force of blood magic (which is why it has more ‘magical’ possibilities than regular alchemy). Sanguis Alchemy requires a valid FA to learn and a valid TA to teach.

 

The lesser connection pentacle must be inscribed on the user in order for them to practice the base processes of sanguinem artis. This is because in order to practice the craft, a proper initiation and connection is required- resulting in the inscription of the pentacle. The base processes include “Ingredients and Instruments”, “Rituals, Rites, and Creations”, and “The Metaphysical Array”, though having said pentacle inscribed does not automatically teach them how, as such, a teacher must teach them the recipes. See “The Metaphysical Array” for more information.

 

The greater connection pentacle must be inscribed upon the user for them to be able to teach (to be able to make a TA). Though in order for one to inscribe this on themself, they must have knowledge of and be able to perform the metaphysical array. See “The Metaphysical Array” for more information. The only requirements of a TA is the possession of a greater connection pentacle, and the ability to inscribe the lesser connection pentacle (which must be taught), though a teacher should keep in mind that they can only teach what they themselves have been taught.

 

The required pentacles for other sections will be elaborated upon in said sections.

 

For these mechanics to work, a user’s FA must be updated with each component of Sanguinem Artis they learn, and with each pentacle that they have inscribed upon them. For example, before accepting a TA, the ST should check the user’s FA to make sure that they have knowledge of the metaphysical array in order to inscribe a lesser connection pentacle on their student. The acceptance of an FA automatically assumes the teacher inscribed a lesser connection pentacle on their student, otherwise they wouldn’t be able to practice Sanguinem Artis at all (so there is no need to record the lesser connection pentacle, because that is self explanatory by the acceptance of a feat application).

 

- Requires a valid FA to practice.

- Requires a valid TA to teach.

- The knowledge of sanguinem artis itself is rare, found far and few between. To claim knowledge of its existence without proper roleplay to back it up is to meta-game.

- All potions/sacraments/recipes/details must be taught through valid roleplay (meaning that everything found within this lore is ‘rare’ unless stated otherwise).

- All potions/sacraments/recipes must be performed through valid roleplay, with all aspects of the lore taken into account.

- On the FA application, each process and section learned must be commented to ensure that nobody meta-games. This can be recorded by keeping track of inscribed pentacles.

- Sanguinem Artis requires a valid alchemy application to use and teach.

- Without a valid Alchemy FA, users can only practice the elements of this lore that aren’t alchemy. This includes Blood Dregs, The Metaphysical Array, and Of Invocations and the Material.

- Any race that has genus-containing blood, a greater soul, and is able to comprehend the Material Alphabet is able to wield Sanguinem Artis. Creatures that lack these requirements may NOT practice Sanguinem Artis in any capacity.

 

 

On the Material Occultist

Spoiler

 

Tolls

Sanguinem Artis forces physical and mental ailments upon its users, especially ones who are well seasoned in the ancient art and who know many of its secrets. Much like previous iterations of blood magic (or applications, this lore does not claim to be an iteration of ‘blood magic’ as it was), the vaunted art of blood alchemy results in its users having paler skin, lightened, brittled, and dryer hair, milky and bag-ridden eyes, and occasional nosebleeds. And while the severity of these effects can be increased by right of the player, they will rarely cause or be caused by severe or detrimental medical conditions.

 

The mental effect of Sanguinem Artis can take on a plethora of different forms; with the most affluent in the craft being ridden with mental disorders, and new practitioners taking on far more minor ones, such as irrational thought processes.

 

Tells

The bizarrity of blood magic comes with grueling signs that one is performing it. When one practices blood alchemy in any form, whether it be the creation of instruments, the performing of a ritual, or even the invoking of the material alphabet itself; they are bound to make sure ‘tells’ that such is being done. Tells can come in ranges and differing severities depending on the player’s own choice.

 

When in the active motion of using Sanguinem Artis, the user’s skin will become greatly pale, and they may even become slightly light-headed (as if you were sitting for a long time and then were to stand up… the rush of blood). On top of this, their eyes may become increasingly more milky, and the features such as lightened hair and bags underneath the eye would be amplified. During intense and actual rituals, player’s can opt for a number of flavourful things to occur, such as droplets of blood floating in the air, runes glowing to life, etc. Though it should be noted that this flavour can not mechanically affect anything or anyone. Blood magic is often initiated through symbolic motions, such as clasping one's hands, placing them on the floor in front of them, or even chanting.

 

- The Tolls and Tells of Sanguinem Artis are rarely known. Do not meta-game.

 

Genus Units

Sanguinem Artis relies on the genus found within blood to operate its many mystical abilities and functions. The amount of genus one has within them depends on their race. An opening, or route to the genus is required - so many occultists slice their hand or arm to spill blood while performing rituals or casting. A practitioner of sanguinem artis does not need to expend their own blood, but rather can only expend the genus from within it while casting. This allows them to avoid the symptoms of blood loss, at the cost of experiencing the effects that losing too much genus warrants. A practitioner can regenerate 1 unit of genus per 12 OOC hours. When partaking in rituals, genus typically does not come from the practitioner(s), but rather from sacrifices, in which the full amount of blood must be spilled.

 

- Musin and halflings have 2 units of genus due to their decreased size. Along with them, anthroparions have 2 units due to their polluted blood.

- Regular humans, orcs, dwarves and other similar races have 3 units of genus. This equals approximately 5.6 liters of blood.

- High elves and voidal mages have 4 units of genus, but a high elf who is also a mage would still only have 4 (due to 4 being the maximum amount a body can produce by natural means).

- Azdrazi, dragons, siliti, tree lords, strigae, zar'ei, and zar'akal, all have 5 units of genus.

- Voidal Horrors have 12 units of genus.

 

Depleting ALL of one’s genus gives way to a great sickness - in which they become weakened, subjected to fits of coughing - and plagued with other such illnesses. They would also be unable to perform blood magic of any kind until they regain at least 1 unit of genus. Continuous depletion of genus in short spans of time can lead to an untimely death.

 

 


 

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On Alchemical Symbolism

 

“Ancient things lay unseen, beyond a wall insurmountable by any tangible force.”

 

There is, and always has been immense power in symbolism, be it some cosmic device, or one fabricated over countless eras of repetition. Alchemical symbolism is specifically important in alchemy, and further, in the ancient arts of sanguis alchemy. Due to its cryptic nature, and origins even more-so, there is great power within a mere symbol, word, or action. There are constructs unknown to the human mind working beyond even the concept of time, that stand radiantly amongst the laws of the universe and its creation, yet unbeknownst to the most studied of philosophers.

 

It is for these mystical reasons, that alchemists and mages alike deploy such curious processes in their workings. Their workings are riddled with symbolism. And this symbolism is deployed in assay to derive meaning for purpose - which is essentially the unbridled foundation of alchemy itself. This makes symbolism a powerful asset in all that exists. The common alchemist uses symbols to create concoctions, this is no coincidence. Symbolism, in one way or another, is found in nearly every form of magic (and religion, etc.), such as the trinkets used by mystics to contact the dead, the magic circles created by voidal mages, or the runes used by pale blood mages (and golemancy runes).

 

And so, still unknowingly of the true essence of symbolism; practitioners of the vaunted art, Sanguinem Artis, take advantage of the power in symbolism to provide further meaning for their creations. Alchemy hinges off the logical codes of the universe, set into motion by divine beings beyond the descendent’s comprehension (by ‘the creator’, supposedly), which is why symbolism carries great power in arcana and alchemy alike - for, what better way to find meaning than with symbolic interpretations.

 

This is why the rituals and sacraments of Sanguinem Artis are filled with complex (cryptic, even) processes which all mirror esoteric truths.

 

Mechanics

Spoiler

 

The concept of symbolism within alchemy is meant to give a broader appreciation to the more interesting and flavourful things you can do. This concept is not restricted to users of sanguinem artis, and is free to be elaborated upon in further lore pieces and roleplay (as long as it makes sense). In fact, in the event of this lore being accepted, I am a strong advocate of more lore following suit with the esoteric and symbolic approach to things, rather than a bland and concrete system that has no room for creativity and flavour.

 

This affirmation serves as an outlet to allow symbolism in all respects (typically the ‘occult’, though) to carry more weight within roleplay and even be acted upon by ST in events/interactions. As well, to provide a backbone to the proceedings of this lore. Rituals found within this lore will contain incantations powered by symbolic words, art, and methodologies, which are fundamental to the concept itself, and can be interchanged with equally meaningful and creative rituals.

 

On the other hand, symbolism with no source of power (or ‘magic’, for lack of better words) is that which it is; powerless.

 

Demonstrations of symbolism (such as the circles, triangles, drawn symbols, etc.) within the processes and rituals in this lore can be interchanged (to a reasonable extent) for equally meaningful processes, to encourage unique and creative roleplay. This does not apply to the pentacles, which are specific and set ‘in stone’.

 

 


 

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Ingredients and Instruments

 

“Steam it, slice it, throw it in the pot,

Stir it, steep it, make sure it is hot,

Bottle it, and seal it tight,

For, from blood, it is wrought.”

 

A practitioner of sanguis alchemy makes use of a plethora of tools, instruments, and items that are important for sacraments. All of the following recipes are considered “rare”, and therefore must be taught.

 

Sikil Chalk

A blood-red chalk, which at a glance would not be particularly special at all.

 

Spoiler

 

Chalk infused with fresh blood, used for the scrawlings of material alphabet symbols. It has no inherently magical properties, aside from the ability for it to convey meanings through drawing symbols - and powering them in certain sanguinem artis rituals. It as well retains the genus contained within the blood it absorbed for an indefinite amount of time (allowing the genus within to be used only for drawing circles and symbols).

 

Ingredients:

Limestone/mundane chalk

Water

At least 150 mL of fresh descendent blood (containing genus).

2x Purity

 

Process

A simple chalk compound must be first created by harvesting limestone and grinding it up. The ground up limestone would then be allowed to react with water proportionately (3 parts chalk, 1 parts water), and after, the solution must be frozen for 10 OOC minutes, or 3 emotes. The chalk is then ready to use, and acts as completely ordinary chalk.

 

After the aforementioned, the chalk should be placed in the condenser of an alembic, where genus abundant descendent blood is added into the main compartment of the alembic with heat underneath to distill/boil. The evaporated blood would travel through the alembic, up a pipe, and down the coil of the attached condenser, where it would condense over a period of time into the chalk.

 

The chalk should then be soaked for one emote in water that recently dissolved two measures of the purity symbol; to delay the spoiling of genus.

 

After the passing of 20 minutes, the now blood-red chalk can be removed from the condenser, and is ready for use.

 

- Sikil chalk has no inherent magical properties, aside from its use in certain rituals (found within lore) where the genus within it is evoked.

- All processes must be performed through valid roleplay (aside from the mundane chalk, as it does not require proper lore to exist).

- Sikil chalk lasts and is viable to use forever.

- Blood used in its creation must be less than 3 OOC hours or 1 narrative day old.

- Rare.

- T3

 

 

Sihr Rahaat

A black powder which exudes grey plumes of smoke when disturbed, and burns the skin of those who touch it.

 

Spoiler

 

A toxic black powder which must be handled using an apparatus (skin contact risks a mild burning sensation, which can inflict up to 1 degree burns). It is used in certain rituals, and due to its explosively protecting nature, it is commonly found placed in a circle around said rituals. For context, alchemist’s invented this substance to prevent possible explosions of concoctions from destroying everything in the lab.

 

Sihr Rahaat is infused with the backwards effect of black powder, allowing it to absorb the concussive and flaming forces of an alchemical explosion; only when placed evenly (in a ring) around the site yet to explode. If an explosion were to happen, and the powder were to take effect, the explosion would not leave the the ring, but would rather be concentrated in that ring - completely destroying whatever is inside (including the ring of powder itself). This can only contain minor to medium explosions, and anything larger would be only slowed. For example, an explosion which would affect a 5 block radius in all directions could be contained and nullified, though 7 blocks or more would only be reduced , not contained (on explosions of a higher scale, only 2 - 5 blocks would be reduced from the explosion). At 10 or more blocks, Sihr Rahaat would be rendered completely ineffective, and the explosion would carry out as if it weren’t there.

 

Ingredients

Base: Mundane Salt

2x Balance

1x Reduction

1x Impediment

Sikil Chalk

 

Process

The salt is to be placed in a jar, along with the extracted symbols - and then shaken well. Next, the symbol of ‘Order’, with a circle around it,  must be drawn (using sikil chalk) onto the surface beneath, and the jar should be placed directly atop the symbol, in the middle of the circle.

 

The jar would then be opened, and the incantation words chanted three times; of which are as follows, “Ignem redigi” (or any other fitting words to solidify the meanings, refer to “On Alchemical Symbolism”). Once this has been done, the salt would change to a foul black hue, and the chalk lines on the surface would dissipate - leaving red stains. The Sihr Rahaat is now ready for use.

 

- Sihr Rahaat must be signed by an ST.

- All processes and ingredients must be done/acquired through valid roleplay.

- If handled by hand (or touches skin of any sort), Sihr Rahaat inflicts up to 1 degree burns.

- Sihr Rahaat fully contains explosions which would affect a 6 block radius or smaller.

- Explosions that affect a 7 block radius or larger would be reduced by 2 - 5 blocks, but not contained.

- The concussive force of the explosion gets condensed and shoots vertically (at full force) within the circle of Sihr Rahaat, rather than bursting outwards in all directions.

- Cannot be used or deployed in the heat of combat.

- Only probable uses would be to defuse an explosive before it explodes, or to prevent an alchemical concoction from exploding during its creation.

- Rare.

- T3

 

Heka

A clear liquid that has a high viscosity.

 

Spoiler

 

A substance, which when in contact with fresh blood, dissolves it and leaves only the genus, separated, in a heterogeneous mixture. This allows the alchemist to extract and only use the genus from blood, though one must be hasty as the extracted genus would go bad in a matter of hours, hence its inability to be preserved through these means.

 

Heka appears as a clear, viscous, and almost gel-like liquid which has no inherently magical effects aside from its use in separating blood from genus. When in contact with blood, it would begin to pull away at the blood (in a matter of minutes, or 1-2 emotes), leaving the genus next to it like oil would to water. While it does separate the genus from the blood, it does not tamper with the genus and its expiry date in any way. The blood has to be of less than 3 OOC hours old, or 1 narrative day (whichever comes first) for genus to even be present in the blood. And when it is removed from the blood, this timer continues as it was.

 

Ingredients

Base: Phlegm

2x Separation

1x Grace

 

Process

Heka, to the contrary of much of the other content found within the vast scope of sanguinem artis, is a rather simple compound. The phlegm must first be kept within a container, and then the two measures of separation can be added, followed by the one measure of grace. Once everything is together, the solution can be mixed, and then is ready for use.

 

- Heka must be signed by an ST.

- All processes and ingredients must be done/acquired through valid roleplay.

- Heka only works on fresh, genus abundant blood that is less than 3 hours or 1 narrative day old (due to the decay of genus).

- Rare.

- T3

 

Aeternum Oil

A thin, yellow oil that has a strong chemical odour emanating from it.

 

Spoiler

 

A thin, yellow oil which is used in the Rite of Aeternum. It is said this fluid was used in ancient times, even by the desert-folk who mummified their bodies in an attempt to live on eternally after death. Yet the oil has little effect without being paired with the rite.

 

Aeternum oil prevents organic matter (such as flesh, plants, etc.) from decaying, for 2 OOC months, after which it wears off. On its own, it cannot prevent full bodies, carcasses, or entire plants from decaying, and it does not preserve any natural nutrients of value, such as genus. On the other hand, if applied to a herb, the herb’s symbols will be preserved for its duration.

 

Ingredients

Base: Liquid Mana (distilled)

2x Lethargy

1x Peace

2x Slowness

1x Impediment

 

Process

The oil can be put together by first distilling liquid mana to clear it of any impurities. Next, the mana must be poured into a divot large enough for it to remain without spilling out. A triangle must then be drawn (using sikil chalk) encompassing the divot. With the symbols for balance, clarity, and the material alphabet sigil for blood drawn (using sikil chalk) on the 3 corners (one for each corner).

 

 In the aforementioned order, the extracted symbols can be dropped into the liquid mana and stirred with extreme carefulness; thus creating a yellow oil with a very thin consistency. The chalk markings would dissipate, leaving only red stains of what once was. And the Aeternum Oil is now ready for use.

 

- Aeternum oil is seldom used by itself, only being able to preserve small amounts of organic matter for 2 OOC months. It cannot preserve genus within blood - though when applied to a reagent, the symbols would be preserved for its duration.

- Aeternum oil by itself cannot preserve entire bodies, carcasses, full plants etc.

- Aeternum oil by itself can only preserve small portions of organic material, no larger than 10 cm by 10cm per item.

- All processes and ingredients must be done/acquired through valid roleplay.

- Rare.

- T3

 

Blood Alchemists also use a handful of mundane tools and instruments to perform tasks required for the practice.

 



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Rituals, Rites, And Creations

 

Through taboo rite and ritual, the alchemist finds themself able to create things previously unheard of, or only spoken about in legend. These things were procured using very meticulous processes, peppered with the use of symbolism; and with blood as the source of power. These customs are not unlike pale blood magic, which hinges off of similar logic - yet sanguinem artis remains separate as a more condensed and scholarly method to find different results, used in tandem with alchemy.

 

“With ancient and sacred power, there was newfound truth.”

 

A practice wrought from savagery, this is - though one with the ability of precision and calculation. This craft of esoteric extremity found itself within the hands of a vast array of users, from witches, to zealots, to alchemists and philosophers. Which is why its rituals are greatly adaptable, and take on different tones depending who’s hand its power lies clutched within.

 

“Where others stood in awe, there were assailers of a most-holy science.”

 

These rituals can become very dangerous if treated with folly, or unpreparedness - resulting in backfires, including explosions, reversals, or even more dastardly outcomes.

 

“And with risk, there comes a great onus, this competence seldom found in those who see themselves to be aspirers.”

 

Mechanics

Spoiler

 

The following things are alchemical processes descending from years of practice and experimentation. Each one is considered rare, and must be taught individually for one to assume knowledge. Each ritual requires the user to have a valid FA in ‘Sanguinem Artis’ to perform or partake in (meaning they must have the lesser connection pentacle). All of the following rituals require a T3 in alchemy.

 

Due to their nature, the rituals are meant to be rather freeform and the user is encouraged to express creativity whilst performing them. The processes here are written to be specific in order to incorporate alchemical symbolism, and meaningful methodologies to have the best translation from the material alphabet of alchemy to the vast power and knowledge of blood magic. As stated before, they can be changed to best provide for flavourful roleplay catered to each alchemist, as long as the base idea is still present.

 

Of course, one who tampers with blood magic would be subject to serious dangers. These are especially prominent when the practitioner is careless and takes little precaution when doing any of the following rituals.

 

 

 

Draught of D’ikhor

A chunky, noxious liquid that is a deep red and has a very viscous consistency.

 

Spoiler

 

Total Requirements 

Sikil chalk

6x agility

2x reduction

2x growth

2 units of genus

1x practitioner of Sanguinem Artis with knowledge of this ritual

1x participant, 1x inheritant

 

Process

- Two separate draughts must be prepared, the first is wrought from enough fresh blood to equate to 2 units of genus, imbued with 3x agility, and 2x reduction. This one goes to the participant. The second one is wrought from three measures of fresh blood imbued with 3x agility, and 2x growth. This one is for the inheritant.

- Two circles (large enough for one to stand in) must then be drawn on the floor using sikil chalk, with the rune for “Separation” being inscribed within one, and the rune for “Connection” being inscribed within the other.

- The word for whatever it is that is being swapped must be written around the circle of separation. For example, if it were a left arm, “left arm” must be written around the circle. If the name for a certain affliction or disease is unknown, simply “disease” can be written.

- The inheritant must stand in the circle of connection, and the participant must stand in the circle of separation. The ritual must then be commenced, and the participant will drink the draught of reduction, while at the same time, the inheritant will drink the draught of growth.

- Blood would be channeled, and the ritual would complete.

 

Effects

Once the ritual is complete, the participant will lose whatever it was that was determined during the process, and the inheritant will immediately gain (or be afflicted with) that thing. Depending on the magnitude of what it is that is switched, adverse effects could take place. For example, if the participant loses a vital organ, they would die- and the inheritant who gains said organ might face the possibility of the body rejecting it, in which they can grow sick until the body becomes accustomed to it.

 

In the context of the item being a left arm, the participant will lose their left arm, and the inheritant will suddenly find the participant’s left arm attached to their shoulder. This arm works like any other, but takes on the properties of who it was taken from. This includes the skin colour, muscle density, length, fat, etc. The participant would awaken with the symbol for “Separation” burnt onto the stub that was once their limb.

 

In the context of the item being a sickness, the participant would be immediately cured of said sickness, and it would transfer over to the inheritant until the sickness runs its course.

 

If the inheritant already has the thing that the participant is giving to them, then both would swap. For example, the inheritant would get the participant’s left arm, while the participant would get the inheritant’s left arm.

 

Typical uses for this are to swap someone’s limb to replace another’s lost limb, or to cure someone of a sickness or affliction, while in turn bestowing upon someone else. Organs and other physical things can also be swapped using the Draught of D’ikhor, but that reaches about the limit of its capabilities… sicknesses, physical parts of the body, or rarely even curses of magical nature (a curse or magical affliction could be transferred from one person to another if the curser’s magic allows).

 

Redlines

- This ritual can be performed on between descendent races. A descendent could not inherit a CA’s physical item (unless it were a disease/curse), and vice-versa. Though two of the same CAs may inherit items between each other freely, such as a kha gaining another kha’s arm.

- This ritual is Rare knowledge, so one must be specifically taught to practice it.

- This ritual requires a valid FA in Sanguinem Artis, 

- Adhere to all specifications found in the Effects section.

- The occultist conducting the ritual can be either the inheritant or the participant.

- If a character willingly submits a vital organ for transfer, they will be held under suicide PK clause.

- Swapping of sexual organs and things akin to that is forbidden. Easy blacklist.

- The emote count is freeform.

- All ingredients and creation roleplay must be adequately done.

- T3 in alchemy

- Draught of D'ikhor can only be used on living subjects, no dead bodies, etc.

 

 

Serpent’s Tempt

A juicy, golden (in colour, and splendor) fruit born from ritual.

 

Spoiler

 

Total Requirements 

1x mundane fruit (such as an apple, pear, etc.)

1x measure of fresh blood

1 unit of genus (separated from its source) 

2x Curtailment

1x Separation

3x Poison

1x Courage

 

Process

- In a base of fresh blood, 2x curtailment, 1x separation, 3x poison, and 1x courage should be added and mixed gently.

- A mundane fruit should then be coated on every surface with 1 unit of genus.

- The fruit must then be placed inside of the concoction from earlier, and left to soak for [5] emotes.

- Remove the fruit from the solution, and it is now ready for use.

 

Effects

The eater of the fruit will be subject to a trance-like state, in which they will carry out or do whatever it is the one who gave the potion to them says. This can range from mundane tasks, to something as paramount as an assassination attempt. The entranced one will attempt tasks to the best of their physical and mental ability, but will never go to lengths that are sure to end in their demise. If they are asked to kill themself, they will not. Also, consumers of this fruit are not mindless drones, they retain everything, worldly or not, but are opened into a state of willingness and absolute obedience. This is effective only in any mind that can comprehend the material alphabet (even if subconsciously). Beasts, animals, and things such as Ologs, are out of the question. OOC consent is required. The victim would be under the command of whomever gives them the fruit - or in some cases, whoever they first look at.

 

After [3] OOC hours, the entranced person will awaken, with no recollection of anything that transpired following the consumption of the fruit.

 

Redlines

-This ritual is Rare knowledge, so one must be specifically taught to practice it.

- This ritual requires a valid FA in Sanguinem Artis.

- The emote count is freeform.

- Serpent’s Tempt is effective on all races that are susceptible to the effects of alchemical concoctions.

- It lasts for 3 OOC hours, but if a conflict is paused or held up, then the time lost is not accounted for.

- Someone cannot be driven to kill themself to force a PK.

- NO USING THIS FOR FTBING OR SEXUALLY SUGGESTIVE ACTIONS OF ANY KIND.

- This only affects the minds of those who can comprehend the material alphabet. No animals, ologs, beasts, or other creatures that do not have the wit. It will also prove ineffective on anything greater than its creator. For example, one could not have a deity under their very will.

- Requires OOC consent to use.

- The fruit does not spoil in any fashion.

- Requires ST signature.

- All ingredients and creation roleplay must be adequately done.

- T3 in alchemy

 

Rite of Aeternum

A foul ritual consisting of the adapted crudeness of primitive practices in order to preserve a deceased body eternally.

 

Spoiler

 

Total Requirements 

2x measures of Aeternum Oil

Sikil Chalk

2 units of genus.

1x practitioner of Sanguinem Artis with knowledge of this ritual

 

Process

- The body must be coated in a thin layer of Aeternum oil from head to toe, this takes approximately [2] measures of Aeternum Oil.

- Next, the body should be placed and sealed within an airtight box of any sort (a coffin, casket, wooden box, sarcophagus, etc.).

- The symbols for lethargy and purity should be scrawled onto the floor around the box, alternating, in a circle (using Sikil Chalk).

- 2 units of genus (or enough fresh blood to equate to 2 units) must be splattered onto the airtight box.

- Then, the channeling of magic within the blood shall commence after the practitioner initiates any tell (such as chanting, clasping hands together, or placing them on the floor in their own blood).

- After a moment more, the blood would quickly dissipate into the box where the body lays within, and the scribbling on the floor would do the same- only leaving faint marks. The ritual is complete, and the body can be carefully removed from the box (or left within).

 

Effects

Using the rite of aeternum, one is able to completely preserve the dead body of any humanoid or descendent creature from all natural decay for as long as it remains undisturbed. The rite preserves everything found within the body, from the blood, genus, brain, natural minerals, muscles, bone-matter, and everything else that the anatomy has to offer. 

 

These effects persist until the body is mangled or physically disrupted in a way that is drastic enough to break the equilibrium that the ritual put into place. A disruption can be anything from a deep cut on the skin of the body, to the body being jerked in a very violent way (throwing it, perhaps), and anything more intense, such as limbs being removed, blunt trauma, etc.

 

If the body is disrupted, the natural equilibrium that the ritual puts into place would be destroyed- allowing the body to decay normally, as it should. 

 

Redlines

- This ritual is Rare knowledge, so one must be specifically taught to practice it.

- This ritual requires a valid FA in Sanguinem Artis.

- A body under the Rite of Aeternum is preserved with all its contents, including genus, and other alchemical reagents found inside. Things cannot be placed in the body to be preserved… for example, don’t try stuffing the body with herbs and expecting it to work.

- If the body is disrupted, so too will the equilibrium of preservation be disrupted.

- The emote count is freeform.

- All ingredients and creation roleplay must be adequately done.

- T3 in alchemy

 

Bleeding Ichor

A mercurial potion, often swirling, bubbling, or even changing hues, with a colour range from dark red, to dark yellow.

 

Spoiler

 

Total Requirements 

Base: Fresh blood containing 1 unit of genus

3x Death

2x Swiftness

2x Weakness

 

Effects

For the first [45 OOC minutes] after consumption, the consumer would feel completely normal and unaware of any effects from the potion. Though as time progresses, they would begin to feel weak, and drained of energy. It may become increasingly difficult to wield heavy weaponry or armor. After the passing of [2 OOC days], the sapping of their strength and energy would continue to the point of them feeling, and appearing as an elder of their race. Wrinkles would form at their skin, their hair would turn gray, and their muscles would weaken. This would make it hard to perform in combat. These effects would reach their climax at the peak of the third day, before beginning to cure over the next [2 OOC days]. The fifth day after the initial consumption of the potion, the consumer would be fully healed and returned to normal.

 

It should be noted that the effects are purely physical, and do not degrade the mind. The complex systems within the body would also be degraded (to that of an elder), such as one’s immune system, making them more susceptible to diseases and sicknesses. It is also common for one to experience symptoms such as coughing, sneezing, and other issues such as that whilst under the effect of Bleeding Ichor.

 

Bleeding Ichor cannot be concealed in food or drink, and would have an extremely foul taste upon consumption.

 

Redlines

- This ritual is Rare knowledge, so one must be specifically taught to practice it.

- This ritual requires a valid FA in Sanguinem Artis.

- Emote count is freeform.

- All effects must be adequately roleplayed and taken into account. Failure to do so is to powergame.

- While it is not required, OOC consent is recommended.

- Works on all races, the effects slightly varying for racial CAs (kharajyr, musin, hou-zi).

- All ingredients and creation roleplay must be adequately done.

- Requires ST signature.

- T3 in alchemy

 


 

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On Blood Dregs

 

Dregs are shards of coagulated blood imbued with pure genus, and one’s own will to beget meaning where there is only power. There are two known types of dregs in current time; the regular blood dreg, and the knowledge-storing dreg, though in the past ages of blood magic, there were more which carried diverse effects with them.

 

The Blood Dreg

A shard of hardened blood (no smaller than 9 centimeters, and no larger than 13), capable of suspending itself a few centimeters off the ground whilst idle. At first glance, this would be its only ‘magical’ effect.

 

Spoiler

 

The blood dreg, created by congealing 3 units of genus into a crystalline form, is used as a catalyst to blood magic rituals and abilities alike. Though these divine powers come not without a cost; for the creation of a blood dreg requires blood to be pulled from a living descendent (or other humanoid creature). The blood is then concentrated and coagulated into a crystal, which marks its fruition if successfully done.

 

By harnessing one, and centering power within it during a blood magic ritual, effects can be prosperously enhanced, and backfires can be circumvented. After a dreg’s use in a ritual, it is promptly shattered and must be replaced by an entire new one. A dreg does not require ST signing.

 

Akin to the dregs of yore, dregs may be consumed (eaten, insufflated, injected) in various forms for a potent psychoactive effect. Whilst all dregs may be consumed in this way, lesser dregs may be formed with smaller quantities of genus, and bear no inherent effect barring their psychoactivity.

 

Pale Blood Magic Rituals

When a blood dreg is used as a catalyst during a pale blood magic ritual, the following /roll modifiers would be achieved.

 

Elemental Ritual:

1 Failure with complications

2-5 Failure without complications

6-12  Success with complications

13-20 Success without complications

 

Summoning Ritual:

1-4 Catastrophic Failure

5-8 Failure with complications

9-11 Failure without complications

12-15 Success with complications

16-20 Success without complications

 

Creation Ritual:

1-5 Catastrophic failure

6-9 Failure with complications

10-12 Failure without complications

13-16 Success with complications

17-20 Success without complications

 

Invocations

A blood dreg can be held whilst practicing invocations to prevent the need for the occultist to sacrifice their own blood. In this fashion, it has [5] uses, before it promptly shatters. This does not affect emote counts or the power of the ability. See “Of Invocations and the Material” for more information.

 

 

Knowledge-Storing Dregs

A shard of hardened blood (no smaller than 9 centimeters, and no larger than 13), covered in material alphabet inscriptions.

 

Spoiler

 

By taking a regular blood dreg, and inscribing the symbols for “Empowering”, “Space”, and “Connection”, the alchemist can successfully prime the dreg to store knowledge. Now, the one who created it, must make physical contact and force their thoughts upon it; imbuing it with the knowledge that they store within their own mind. A knowledge storing dreg does not need to be ST signed.

 

Any connected practitioner of sanguinem artis, or pale blood magic, who lays their hands upon the dreg would be rushed with all the knowledge that it contains. This can be an overwhelming process, and can even cause those who receive the knowledge to be left disoriented for many moments. If one not connected to the forces of blood magic one way or another touches it, simply nothing would transpire. It is up to the creator of the knowledge storing dreg to record what knowledge they put into it - and is usually used as a flavourful way to store information.

 

 


 

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The Metaphysical Array

 

Across long ages, the peculiar material Occultist partook graciously and, unrestrained, proponents of knowledge infinitely vast, in both scope and application... Yet, within the blasphemous souls of even the greatest esotericist, the truth of application may wane, falling into idle ruin… Lest the stars of mind realign… And yet, with cosmic persistence, the archaic sigils of Rh’Thor crept back into the notebooks of the alchemist with time. Now, the man of blood would have to prove his worthiness by setting things into motion that had not been disturbed in long ages, when the foundations of Sanguinem Artis were not ruinous and dilapidated, but rather, shining in all their opulence.

 

Enter, the esotericist, in the last living morsel of his wit. 

 

The Fundamental 

A talisman or sigil used to achieve mystical effects by conveying meaning; typically a star with varying amounts of points.

 

There is a fundamental reason for the extreme frequency of the pentacle. The symbol finds itself lost within the pages of vast libraries, tomes, and in other cases even scrawled in the more unsavoury of fashions. And yet the question remains… Why must this symbol plague our workings and tell tales of our own concepts? To answer that, one must uncover the significance and meaning behind this symbol that is oft far too misunderstood.

 

The pentacle has many meanings behind it depending on that which one seeks to use it for. In conceptual alchemy, its 5 points have been used to represent the 5 primary elements (ignis, aer, aqua, terra, aether). The way it is drawn in one fluent motion can convey the conversion and movement of energy. And the two points it sits on represent balance, or grounding, with the opposite effect when flipped so that it stands on one point. It also takes the shape of a star. Though these are only some of its meanings, the pentacle carries great weight when used in magic, and has since ancient times when it was first conceived. On top of this, pentacles can come in different sizes and have a different amount of points, with each one having a different meaning (pentagram, hexagram, heptagram, octagram, etc.).

 

And yet the power of the pentacle does not lie only within its shape, for it can come in shapes and designs beyond even the typical star. In the context of Sanguinem Artis, the pentacle is a sigil that represents (blood) magical aptitude.

 

Inscribing

The pentacles are inscribed upon the soul, effectively altering it and henceforth allowing for otherworldly things to occur.

 

The process of inscribing upon the soul is a complicated and delicate one, which ascends far beyond any artificery or skilled craft- mundane, or magic alike. It is the act of reaching into the deepest of one’s own perception, in order to discern that which lies in both the material and the immaterial; the soul. And with that, the philosopher in question would then extract pure genus from the blood of whoever they might be inscribing, before enacting a sacrament to alter the blueprint of the soul. This alteration would accomplish a measly feat compared to what occultists of yore sought, but in modern day, it would prove to be a miracle. This alteration would be the permanent inscription of a pentacle upon the soul, which can then be displayed in any manner of ways. The act of having a pentacle on one’s soul is like having a tattoo that both comes and goes, but is always present. It can show in the form of a marking on the skin, a faint reflection in one’s cornea, or even an ethereal rune floating around a practicing mage. Each pentacle has varying ability, but as described in the aforementioned section, they work by harnessing the power of blood magic, whilst simultaneously trapping said power within a pentacle in order to achieve specific effects.

 

The sacrament itself consists of using the pure genus and the magic in Sanguinem Artis to brand the soul with the symbol of a pentacle.

 

Mechanics

Spoiler

 

Pentacles can be inscribed upon the soul of one with a Sanguinem Artis FA, meaning that they must in turn have the lesser connection pentacle. The process of inscribing must also be taught, and requires an FA in Sanguinem Arts. A pentacle can be demonstrated in any measure of flavourful ways, and is the key to unlocking certain abilities beyond the basic powers of blood alchemy. The sacrament of inscription itself can be tailored to whoever is doing it, allowing for different aesthetics to thrive. More information on the powers of pentacles themselves will be in the following few sections of the Metaphysical Array.

 

- Pentacles can only be inscribed upon willing participants.

- Each pentacle must be taught except. If you aren’t explicitly taught about a pentacle, then to claim knowledge or attempt to use it is meta-gaming.

- A pentacle can be demonstrated in almost any flavourful way, as long as it does not obstruct or affect anything mechanically. It can also be hidden if one chooses.

 

 

The Pentacles

Spoiler

 

Lesser Connection

A pentacle in the form of the connection symbol from the material alphabet, with a circle around it and a simple 4-sided star overlaid on top of it, to denote the containment of the connection.

 

The Pentacle of Lesser Connection is the first pentacle a practitioner is inscribed with. It effectively connects the user to the hampered forces of blood magic, and serves as an initiation, allowing them to practice and learn the base abilities of Sanguinem Artis. Without this, the aforementioned is impossible. One with the lesser connection pentacle inscribed gains an extra genus unit.

 

 

Greater Connection

A pentacle in the form of the connection symbol from the material alphabet, surrounded in short lines stemming out from each side like that which would be used to represent the sun’s rays.

 

The Pentacle of Greater Connection is what the material occultist inscribes upon themself when they are ready to pass the knowledge of Sanguinem Artis unto a willing student. This is required to teach, and to make a TA. One with the greater connection pentacle inscribed gains an extra genus unit.

 

 

Lesser Conversion of Elements

A symmetrical star with 5 points, sitting on two.

 

The Lesser conversion of elements allows for the minor manipulation of basic elements found within the material plane, though this manipulation would be found to be far too fickle to use in combat. This power will be elaborated upon in “Of Invocations and the Material”.

 

 

The Palmarium of Terra

A rune consisting of the symbol for “Terra”, or Earth, with a circle brimmed by triangles surrounding it.

 

The Palmarium of Terra is a masterwork in its own respect, representing everything earthly and grounding. It is the embodiment of Terra on the soul, allowing for its own manipulation, which is elaborated upon in “Of Invocations and the Material”. One who has this pentacle inscribed upon them is subject to becoming naturally lazy, or more often found sleepy; things so trivial that perhaps they would go unnoticed.

 

 

The Palmarium of Ignis

A rune consisting of the symbol for “Ignis”, or Fire, with a circle brimmed by smaller circles surrounding it.

 

Much like the previous, the Palmarium of Ignis invokes fire, an essence of creation, whilst also being unpredictable and intense. It is the embodiment of fire upon the soul, allowing for its own manipulation, which is elaborated upon in “Of Invocations and the Material”. One who has this pentacle inscribed upon them is subject to becoming ancy, more easily angered, or even destructive at times; though it is as well possible for these to be thought of as mood swings, rather than magic influence.

 

 

The Palmarium of Aer

A rune consisting of the symbol for “Aer”, or Air, with a circle surrounding it. The circle would have a single, straight line (diagonal) through it that meets both sides.

 

The Palmarium of Aer is the representation of all that is fleeting, fickle, or weightless. It remains without true perception, due to air being most commonly associated with being invisible when found in life. The palmarium of Aer allows for the manipulation of air within the material plane, which will be elaborated upon in “Of Invocations and the Material”. This pentacle carries with it no side-effects for those inscribed with it, due to it being an ever-changing and always moving thing that carries no true weight.

 

 

The Palmarium of Aqua

A rune consisting of the symbol for “Aqua”, or Water, with a 6-sided even polygon encircling it.

 

And finally, the Palmarium of Aqua is the embodiment of water. With it, comes calmness, coldness, but water can also be vicious, and hot. The palmarium of Aqua allows for the manipulation of water within the material plane, which will be elaborated upon in “Of Invocations and the Material”. The pentacle entails a few side effects on the user, including a sense of calmness, or bliss, that comes and goes at random.

 

 



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Of Invocations and the Material

 

“Peculiar powers reigned over by strict precepts of the material plane and its influences...”

 

The invocation of the material plane is a truly obscure concept, stemming back to blood magic of olden days, when fire was conjured from the sky, or masses of earth were moved. Yet this force does not rely on existing magicks to be amplified, rather, it uses blood magic to alter the material plane directly. The power of invocation was aptly named, due to its process revolving around invoking the material elements using blood magic, for combative, or non-combative purposes alike. And with it, one can harness great power, though still remaining yet unparalleled to voidal evocation.

 

The invocation of the material plane requires great understanding of it, its laws, and the inner workings that lay unseen by the mortal eye. As well, these abilities all abide by the tells of sanguinem artis, and in the process of casting, one would have exaggerated physical tolls. And of course, with anything created, something of equal worth must be forgoed; which is why genus is required in all instances.

 

Lesser Conversion [Non-Combative]

By intentionally breaching the occultist’s own skin to allow for less than meek amounts of blood to flow, they would be able to control the genus within and tap into the material plane around them at a minor level. Such a thing would only be possible under little pressure, and the possibilities so feeble that one could never hope to accomplish lesser conversion in combat.

 

Spoiler

 

In at least [1] emote, anyone with the Lesser Conversion of Elements pentacle can slightly manipulate elements around them. This is limited to the four base elements in their purest form (no derivations or compounds of them), which are Fire, Air, Earth, and Water. For example, with the grace of a hand, a candle or campfire can be extinguished or lit. The air around one can become warm, cool, fast, or slow, but only to the point where it would move one’s clothing, or fail to do so. Droplets of water could be manipulated, or one could extract masses of water from clothing to dry them. Small and robust sculptures can be erected from the sand or dirt. These are only some examples, which all share a few common trends; they cannot be used to provide any sort of mechanical advantage, and effects wholly remain as flavourful utility. This requires a very minor amount of blood, and small things such as the extinguishing of a flame could be done with the mere prick of a fingertip. Whereas, creating a sand castle from the ground would require a slice of the hand.

 

- This requires less than one unit of genus, sometimes equalling about half of a meek blood offering.

- This can only be done by those inscribed with the Lesser Conversion of Elements pentacle.

- Cannot be done in any combative/mechanical manner. For example, one cannot raise the ground to allow them into places that they can’t get into already.

- Only minor aesthetic changes may be made to the world around one, and only the four primary elements can be changed.

 

 

Symbol Transmutation [Non-Combative]

After years living in droughts where herbs ceased to live, and poaching highly sought after alchemical herbs - the alchemists of Rh’Thor found a way to derive alchemical symbols from a litany of blood.

 

Spoiler

 

5 measures of any alchemical symbol (typically extracted from herbs) may be obtained by scrawling the specified symbol on any surface using Sikil Chalk before then offering 2x measures of fresh blood, or 1 unit of genus. After that, the ritual should be initiated - and in the center of the drawn rune, the symbol in the form of alchemical powder would formulate itself. This is very taxing on one’s own energy, and as such, can only be done twice per day.

 

- Tells must be demonstrated.

- Requires the Lesser Conversion of Elements Pentacle.

- Requires 1 unit of genus.

- This may only be done twice per day at most.

 

 

Elemental Banishing [Non-Combative]

Elemental banishing is the act of preventing any outside elements from affecting an area, by encircling said area by a palmarium pentacle of whichever element it is that is to be protected from. This would be a grueling task, especially if the aim were to protect a large area from said element. On the other hand, if there was true need for it, elemental banishing would prove to be completely effective, until the inscriptions are destroyed in some way.

 

Spoiler

 

To initiate elemental banishing, a complex inscription must be made around the designated area. First, a palmarium pentacle of either air, fire, earth, water, or aether must be drawn around it, to encompass all that is within it. Next, directly in the center of the larger pentacle, a smaller rune for “Close” (from the material alphabet) must be drawn proportionately, so that it is 1/3 of the size. A ritual of blood must then unfold, where 2 units of genus are sacrificed per 25x25 areas of land. If the area is smaller than 25 blocks, it would only require 1 unit. After all of these requirements are met, the area would be prepared.

 

The protected area would now form an invisible dome that ecompasses all of which the inscription encircles. The element(s) may still exist within the area, but this prevents any of the specified element(s) entering the area from outside. 

 

If water is banished, then rain would dissipate in the sky above the area, or simply trickle over it and fall to its side, as if there was an invisible dome. Even if the area is completely surrounded by water (if it were submerged, say the bottom of an ocean), it would be purged of said water and a pocket of air would open up. Water may still live on within the radius.

 

If wind was banished, then any outside forces of wind would be prevented from entering- causing the area to grow desolate and without any wind. Granted, subtle air can still exist within, so there is not a finite amount of air in areas where wind is banished.

 

If fire is banished, then any fire is not permitted to enter the radius, and would be promptly extinguished if it were to pass through the border. Fire may still live on within the radius, though.

 

Banishing earth has little practical use, but it would ward off things such as impending meteorites, landslides, or other things of that nature.

 

If aether is banished, then any pure forms of mana may not enter without dissipating, lest they be kept within a sealed container. A connected mage would be disconnected, and any spells casted towards the area would be crushed by an unseen force. Mana or aetherial matter that exists within a being or person is not affected as they pass through. For example, one’s mana pool or soul essence that accompanies them would not be destroyed or drained.

 

- To banish an element, one’s soul must first be inscribed with the element’s corresponding pentacle. Aether can be banished by any with a lesser connection pentacle.

- Requires 2 units of genus for the ritual per 25x25 blocks protected. Verticality is not accounted for.

- Multiple elements may be banished from an area, which would require multiple rituals with all the pentacles overlapping.

- Drawn pentacles must either be demonstrated by signs, or by actual blocks placed in the design.

- This process cannot be done while in combat.

- For anything larger than 50x50, at least two practitioners are required to complete the ritual. Both must have the relevant pentacle(s) inscribed upon them.

- This does not banish voidal evocations, because the elements conjured from such are not true elements, and were not born of the material plane. 

 

 

Earth Conversion [Combative]

The material occultist would be able to conjure an earthen wall from the ground and use it as a blockade at the price of a small offering from their own pool of blood. The properties of which would be set, and non-variable; much akin to the firm and sturdy nature of the earth itself.

 

Spoiler

 

A thick wall of earthy materials, most commonly an amalgamation of hardened dirt, clay, and stone can erupt from the ground to act as a defense. It would be one meter in depth, 3 meters in height, and anywhere between 1-6 meters in length. One is only capable of casting it up to 5 meters away from themself. The material of the wall will always be depending on what the material of the ground where it is summoned is. For example, if one is on sand, the wall would be made from dense sandstone. Though this is only flavourful, and will not affect its strength.

 

The blockade would be very ineffective to use as a direct offensive attack. It cannot have spikes or anything of that nature - and would rather just be a robust wall of earth. If it were to be summoned under someone, they would simply be carried atop it or pushed out of the way with minimal damage done. It cannot be summoned under things to displace them or gain mechanical advantage, for example, you cannot summon it under a tree to unroot the tree, or summon it below your feet to give access to places you could not get to mechanically.

 

The ability takes 3 emotes to cast, and an offering of 1 unit of genus - which can be achieved by slicing one’s own hand. The first emote would be bloodletting, the second would be charging (which entails using the pentacle), and the third would be casting it from the ground.

 

- A wall can be at most 1 block in depth, 6 blocks in length, and 3 blocks in height.

- The furthest a wall can be conjured from its caster is 5 blocks away.

- This cannot be used to gain mechanical advantage, eg. one could not stand on top of it to gain access to previously inaccessible areas.

- The wall would be made out of whatever the ground where its casted is made of. This does not change its hardness or properties. If it is conjured atop a rare crystal or metal, it would take on the properties of regular stone.

- A new cut must be made each time the user wishes to cast. Emote counts remain the same.

- Tells must be demonstrated whilst casting.

- Requires the Palmarium of Terra pentacle to cast.

- Casting can be done whilst walking - but running, jumping, or anything of that nature would cause the practitioner to reset. Minor dodges can be accomplished while casting.

 

 

Fire Conversion [Combative]

The material occultist would be able to conjure a funnel of fire and send it forth from their hand at the price of a small offering from their own pool of blood. 

 

Spoiler

 

A torrent of flame can be sent forth from the caster’s hand, toward a target. Upon contact with skin, the flame would cause up to 2nd degree burns - though it would simply lick metal armor, and char/burn clothing.

 

The torrent travels in the form of a linear funnel with a maximum diameter of one meter, and a maximum length of five meters forward. After passing the threshold of 5 meters (5 blocks), or upon contact with a solid object - the funnel of fire would dissipate. The fire acts as regular fire, it can catch fuel alight, it is hot, and contains all other regular properties; because it is regular fire, born from the material plane.

 

The ability takes 3 emotes to cast, and an offering of 1 unit of genus - which can be achieved by slicing one’s own hand. The first emote would be bloodletting, the second would be charging (which entails using the pentacle), and the third would be casting it forth.

 

- The funnel of fire can only extend up to 5 blocks, and is 1 block in diameter. It can only be shot in one linear direction - and cannot be controlled once released.

- The fire is not solid.

- A new cut must be made each time the user wishes to cast. Emote counts remain the same.

- Tells must be demonstrated whilst casting.

- Requires the Palmarium of Ignis pentacle to cast.

- Casting can be done whilst walking - but running, jumping, or anything of that nature would cause the practitioner to reset. Minor dodges can be accomplished while casting.

 

 

Air Conversion [Combative]

The material occultist would be able to conjure a gust of wind and manipulate it to their advantage at the price of a small offering from their own pool of blood. 

 

Spoiler

 

One is able to send a powerful gust of wind behind them, propelling them forward at a faster speed than any typical descendant could achieve. With that being said, by invoking the palmarium of air, a blood mage may propel themselves forward or backward via a gust of wind. The gust itself only propels the caster by about the speed of a slow baseball throw, no more than 15mph. The mage may sustain this spell for up to [2] emotes, able to move 12 blocks backward/forward per emote rather than that of the typical ten.

 

The ability takes 3 emotes to cast, and an offering of .5 units of genus for the first emote, then if held for another, it would cost another .5 - which can be achieved by slicing one’s own hand. The first emote would be bloodletting, the second would be charging (which entails using the pentacle), and the third would be casting it forth.

 

- The gust only propels no faster than 15mph.

- Can only be sustained for a maximum of 2 emotes, each one costing .5 units of genus.

- A new cut must be made each time the user wishes to cast. Emote counts remain the same.

- Tells must be demonstrated whilst casting.

- Requires the Palmarium of Aer pentacle to cast.

 

 

Water Conversion [Combative]

The material occultist would be able to conjure a jet of water and send it forth from their hand at the price of a small offering from their own pool of blood. 

 

Spoiler

 

One is able to send a jet of water directly towards a single target, pushing them back several meters and likely causing them to topple over. The jet may be maintained for up to [2] emotes. The force of the jet is akin to that of a running horse, causing the target to stumble back by a maximum of three blocks per emote. Should it be held for the second emote, it will cause the target to topple over. It has a maximum range of up to fifteen blocks, the jet itself having a diameter of no more than one block.

 

The ability takes 3 emotes to cast, and an offering of .5 units of genus for the first emote, then if held for another, it would cost another .5 - which can be achieved by slicing one’s own hand. The first emote would be bloodletting, the second would be charging (which entails using the pentacle), and the third would be casting it forth.

 

- The jet can extend up to 15 blocks in one linear direction, and has a diameter of 1 block.

- The jet causes targets to stumble back 3 blocks at most, and possibly topple over after continuous contact.

- Can only be sustained for a maximum of 2 emotes, each one costing .5 units of genus.

- A new cut must be made each time the user wishes to cast. Emote counts remain the same.

- Tells must be demonstrated whilst casting.

- Requires the Palmarium of Aqua pentacle to cast.

- Casting can be done whilst walking - but running, jumping, or anything of that nature would cause the practitioner to reset. Minor dodges can be accomplished while casting.

 

 

Citations

https://www.lordofthecraft.net/forums/topic/191025-✓-feat-lore-pale-blood-magic/

https://www.lordofthecraft.net/forums/topic/189816-✓-world-lore-alchemy-i-signs-and-symbols/

https://www.lordofthecraft.net/forums/topic/174405-third-generation-blood-magic/?tab=comments#comment-1642554

https://www.lordofthecraft.net/forums/topic/112030-lore-blood-magic-second-generation/

https://www.lordofthecraft.net/forums/topic/184582-✓-world-lore-the-material-alphabet/

 

Credits

Wizard0fNOZ - Author

Zidoax - Writer/Ideas

Titanium - Writing Help

Hephaestus - Review (and Philposting)

Jentos - Review (and Philposting)

Sorairo - Review

TheTri - Moral Support

Authors of Cited Lore Pieces

 

If I forgot to credit you, pm me <3

Edited by Nozoa
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This post goes beyond political boundaries - of phil and tox.

Everyone here can agree that this is based.

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2 minutes ago, Wizard of NOZ said:

Hephaestus - Review (and Philposting)


image.jpeg.c7c2ad10b6fb0e827b4ebd569bda77aa.jpeg

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Truly honored to have provided support of the moral variety. great lore piece and very excited to see new generation blood mages

 

I mean Sangiuwemae artises

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I have been awaiting this for some time - a spin, and an addition unto alchemy, offering for a more numerous set of potions and rituals. 

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Cool connection between Alchemy and PBM. Noz did a good job.

 

+1

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Crackles. :>

 

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i do like to see more advancements into alchemy

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I think it's a nice piece, it's detailed and you've clearly put a lot of care into it, it fulfills a niche and I absolutely see it being utilised on the server, along with being pretty original in regards to the current Further Alchemy that there is currently, I also really like the writing!

 

My only criticisms would be that 'Symbol Transmutation' should require a herb/alchemical powder to replace for the new symbols so it isnt simply 6 powders each day at the cost of an emote, and might need ST signature.

 

Edit: And also, 'Elemental Banishing' is a bit odd, it says that anything smaller than 25 blocks requires less genus, and states that 50x50 is the most, however it doesnt say anything on small things. It doesnt specify whether it can be used on things as small as objects, which could be abused if that isnt your intent.

 

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Do Sikil Chalk and Aeternum Oil require ST signing? It is not explicitly mentioned either way.

Otherwise, this is a very interesting and tasty submission. Thank you for not cramming the mechanics into the flavour text, it makes it substantially easier for dumb-dumbs like me to read. Housemagery tattoo is cute.

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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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