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[✗] Mysticism - Conjurer Amendment


Zacho
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Preface:

 

After a long time of needing a rework, I just went ahead and whipped up a simple fix for the conjurer subclass. They will maintain their same physical weakness, their aged appearance, etc. These abilities simply replace the entirety of what they have currently and allow the mystic to be more versatile in a substitute for their lost strength.

 

Ectoplasm Manipulation

The ability to manipulate  ectoplasm runs deep in the identity of a conjurer. Ranging from moving it between geists or into other mystics to even subjugating the phantoms to the conjurer's will. 

 

Spoiler

 


-Draining requires three emotes of summoning the ethereal net, which may be used on the final emote on any being made of ectoplasm. If it were to make contact it would reap one unit worth of ectoplasm from its target, returning to the mystic. If the net misses then the cost would be 1 unit of ectoplasm to the mystic. Wights who drain, and are not in a state of disrepair, would feel a sensation of being in hindered land. This effect may also heal any deterioration they have to their ectoplasmic forms, albeit providing no fullness effect if used for healing.
 

- Most phantoms may only undergo a certain number of successive drainings before they are completely deprived of ectoplasm and are forced to demanifest. Ghosts may be dispersed after two drainings; wights after six drainings; and eidola after four drainings. Though apparitions may still be drained by a mystic despite their intense concentration of ectoplasm, the number of drainings required scales upwards of seven depending on the apparition's strength and potency, likely requiring more mystics.

 

-Feeding is simply the opposite of draining, requiring three emotes + one emote per liturgy of ectoplasm beyond the base 1. If a phantom or wight is fed, it may restore one limb per liturgy and if given to a mystic it will simply replenish their stores, albeit unable to heal in any capacity. If a tangible phantom is fully healed (assuming they have any damage) and then fed then it would grant them an additional third of their natural strength for a limited duration of 6 emotes. For the phantoms who are more incorporeal, their influence would be bolstered by an additional 3 blocks per unit of ectoplasm. Finally, Eidolas may move at a normal pace for 6 emotes if fed. 

 

-Finally, the most skillful conjurerers have learned to master their ectoplasmic manipulation, allowing for them to control it not only in feeding and draining, but in manipulation of phantoms as well. Over the course of four emotes a mystic may form two liturgies of ectoplasm into a dense orb, which may be thrown at the speed of a ball. Unless intentionally avoided, the ball of ectoplasm would, when colliding with a phantom, allow the conjurer to have full control of their will for the duration of one IRL hour or 12 emotes in combat. This duration increases linearly with each mystic present, albeit some of the incorporeal require more power to be controlled from the start. Typical phantoms require no weakening to be handled, but a wight would require a minimum of 3 drainings or wounds equivalent (some sort of damage to their form three times over). Apparitions require a minimum of 5, albeit they scale up depending on strength.

 

  • Draining will cost one liturgy if it misses. Feeding will cost one liturgy plus one per additional emote give up to a cap of 4 units of ectoplasm. Handling requires two liturgies of ectoplasm, being wasted if missed.

  • Performing handling on a phantom does not require OOC consent, but it is recommended that you offer in advance.

  • Feeding and draining may only target one phantom at a time, even if pooling with other mystics.

  • In addition to gleaming, a mystic who actively is manipulating a phantom will have a thin and intangible line of ectoplasm linking them to the mystic. This tether will break if it is beyond 20 blocks from them. 

  • Handling is just that, to handle. You may only really manipulate ectoplasm that is readily available and as such you cannot handle or drain a mystic or regular person due to the protection their physical bodies present them. The same is true with a husked wight or a phantom possessing something. 

 

Geist Stomach

As a blade may expel their geist to create a potent defense or attack, a conjurer may do the opposite by consuming the plundered souls of their victims and storing them internally. 

 

Spoiler

-While any regular mystic may hold a single soul within them, the powerful geists of a Conjurer allow them to store amounts beyond one, instead up to a cap of four souls fragments. If the fragments are scavenged from a living person they’d have to be literally eaten by the conjurer or melded into their form; however if the soul is gathered via the right of harvesting then it is automatically stored within. As more souls are stored within, the effects become more present and hints of gleaming show through. Aside from simply storing the souls, the conjurer can use them directly from themself as though they were a menhir and can also bolster their possession ability (detailed below) to a certain extent.

 

Spoiler

  • One Soul :  N/A

  • Two Souls: The effects of gleaming are minor. Upon close inspection those outside may notice minorly tattered clothing at most or aging skin/hair.

  • Three Souls:The effects of gleaming are moderate. Tattered clothing would be easily noticed, a figure may appear more gaunt and skinny

  •  Four Souls: The effects are easily noticeable, but not able to be discerned as a product of the dark arts. Clothes, jewelry, accessories, and more are all tattered to a moderate extent. Their appearance is sickly and gaunt, and their hair and nails turn solid white.

 

  • A passive ability that requires 0 liturgies to cast. Does require the effects to be emoted.

  • The limit is a storage of four souls. They can be extracted freely and manipulated similar to handling by a conjurer. The soul fragments themself have no innate power. 

  • The effects of soul storage must be present to their intended tier. The best way to keep track of it is to use a persona prefix with a number, e.g. 3 /  4 , 3 Fragments, 3, etc. 

  • If gleaming while only wearing thin clothing, a conjurer will show exactly how many souls are within them as they float somewhere in their chest. This aesthetic isn’t required, but recommended. 

 

Possession

While a blade may physically conjure their conjoined phantom to act on their behalf, a conjurer may send their geist into the body of another to possess them temporarily. Often called a curse or a haunt, this ability can cause a myriad of issues.

 

Spoiler

-Over the course of two emotes, and at a cost of 1 liturgy of ectoplasm,  a conjurer may draw one of their conjoined phantoms into a baseball-sized glob of ectoplasm. Once summoned, this can be thrown at the speed of a ball or simply just put upon someone. In either case if it were to touch the target it would merge into their flesh and allow the geist to have minute influence over them. 

 

-In the basic form of possession, a conjurer may control the geist to speak into the mind of the target alongside being able to curse them with a myriad of mental ailments. Albeit temporary, these ailments seem very real and suddenly onset and only last the duration of the haunting. Alongside mental delusions, headaches, migraines, and general sickness is commonplace. The combination of these factors may lead to one believing they are cursed, sick, or otherwise unwell. 

 

-The effects of a possession are not limited to only their basic effects, in fact they may be bolstered using the stored souls within a conjurer's stomach. With the use of one soul, a mystic may incite the effects of a single soul hex upon the target that can be controlled remotely via the conjurer. The effects of hexes within a possession follow all their redlines and they come gradually over the course of the possession. Additionally, the strength will scale with time but at no point may control or force an action upon a character.  A conjurer may imbue two of their stored amounts of essence to intensify the effects of the hex, increasing it to a two soul quality hex. In either case, it adds one additional emote to the creation of the possessions. A major hex may only be triggered twice during the entire duration of a possession and requires intense staring at the target alongside some sort of speaking. After two emotes of this, the effects of the major hex happen on the following emote.

 

-The final tool of souls in the act of possession is increasing the duration of the haunt. By default a possession lasts no more than three OOC days but may be extended by 2 days per soul fed to the Geist. If all four souls were given to the geists then the effects could last up to 10 days time before fading, assuming that no hexes were imbued into the possession. 

 

  • Requires the available secondary geist to send, meaning they must have their second conjoinment. Additionally it costs 1 liturgy of ectoplasm that will be locked away from regenerating while someone is under possession. Only one possession at any given time. 

  • Possession by itself doesn’t require consent to enact unless the target agrees to have the geist haunt them longer than 10 days.

  • One and two soul hexes would require a geist from the Elysian be melded into the phantom that the conjurer aims to use on the target. This means that the emotes will consist of opening a small rift into the elysian to gather one, or however the mystic decides.

  • The effects of a geist may persist in combat, albeit the actual casting of the possession cannot be done in active combat, that includes inciting a major hex.

  • The effects of a Major Hex must be done within sight range of the target, although any other effects of possession can be controlled from farther away.

 

Tyking

A conjurer's true strength lies not in themself, but ultimately their control of ectoplasm to twist it into a geist.

 

Spoiler

-In a combative situation over the course of two emotes a conjurer brings forth one liturgy of ectoplasm and shapes it into the simplest form of a geist. The aesthetic of the geist may be in any way the mystic sees fit so long as that does not form an advantage over a basic geist; additionally the geist must stay within the shape of a human/elvish knight. After summoned and shaped, the geist will take one additional emote of time in which it forms fully, being able to act upon the forth emote. In non-combat a geist may be summoned freely for whatever purpose and will immediately dissipate if combat were to start, requiring another summoning to use it in that case.

 

-The physicality of the ghost is much like an anchored phantom. They are fully corporeal and innately are summoned with a simple set of plate armor. Their weaknesses still remain with an aversion to aurum, holy magic, and the likes. In terms of weaponry a tyke comes with a standard weapon of sorts that is also decided by the mystic. While summoned the ghost is fully under the command of the mystic and will follow their word to the best of their ability, albeit their mental capacity is limited with only being able to do less than intensely complex objectives. A geist may be able to understand a command such as pulling a lever, but if they were instructed to do something with great precision, do a task with multiple facets, or even to use case-specific knowledge they would be wholly unable. This leaves them really only effective at being a brutish body guard and nothing more.

 

-The duration of a geist is finite in nature due to their unstable nature. The geist will last a set duration of 8 emotes in combat and may last up to 6 hours outside of combat. The appearance of a ghost within its suit appears  material, but with the exception that the armor itself looks weakened and intensely under the effects of gleaming. While a geist is active the mystic will be unable to gain back the liturgy of ectoplasm that the geist is made from, effectively reducing their cap by 1. Finally, only a single geist may be summoned by a conjurer at any given time. 

 

  • Costs one liturgy of ectoplasm and requires 2 emotes to summon, one emote to form, and may act on the forth emote. During summoning the mystic may not move beyond 2 blocks per emote and can only act in a defensive manner.

  • A geist's strength and stature is limited to no more than a human or elvish knight. Likewise their strength limits their weaponry and armor to being no more than plate and the weapon must be able to be held reasonably. 

  • Geists follow all redlines of general phantom weakness and also do not have any abilities copied over from their regular phantom counterparts aside from their physical nature

  • Aurum, holy weaponry, sunlight, et cetera all affect the ghost as they would any phantom.

  • Any aesthetic choice made by the mystic during the creation of the geist cannot affect any outcome of the roleplay. Characteristics like color, shape, etc do not have bearing on the combat aspect.

  • If summoned non-combatively it cannot give you any advantage. It will last 6 hours at most and will disappear immediately if combat is initiated. This means it will require a separate summon at the start of a combat situation or when being used for fighting

  • Finally, a geist is composed purely of ectoplasm. The armor on the outside is wholly bound to their flesh, except for the visor which may be moved to reveal whatever face a mystic created the geist to have. 

 

Credits

ZachoSnacko - Primary Writer

KBR -  Gave me some feedback 👍

The other mystics looked at it and gave a thumbs up too.

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FINALLY

 

MYSTICISM SHALL BE WHOLE, FIXED, AND INTACT

 

NOTHING CAN STOP THE BLACK CRUSADE NOW EXCEPT OUR OWN LAZINESS, DEPRESSION, AND BEAURACRACY 

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the ONLY thing stopping us is our laziness ^^'

 

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Mysticism? More like Doesn'texistcism.

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2 hours ago, Valannor said:

FINALLY

 

MYSTICISM SHALL BE WHOLE, FIXED, AND INTACT

 

NOTHING CAN STOP THE BLACK CRUSADE NOW EXCEPT OUR OWN LAZINESS, DEPRESSION, AND BEAURACRACY 

Actually...

 

soz

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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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