BobBox 3211 Popular Post Share Posted June 1, 2022 Spoiler Obligatory music to set the mood/fantasy setting. Druidic Blood Magic A Druidic Ritual Tree. It is a well-known fact that Blood Magic interferes and slowly corrupts the mind of its user, causing them to develop a multitude of abrasive symptoms. What is not so known is that these feelings may seep over and interfere with the other magics which the user holds, especially naturalistic ones. This is one of those scenarios, where the mind of a druid is corrupted by blood magic, be it for better or worse. Non-druidic blood magic users may suspect the rituals depicted below to be true, though it requires a druid with blood magic to confirm these thoughts. This is to say that only druids with blood magic may innately know of all the rituals below. This is not to say that all druii with blood magic are evil or that they may choose to upset the aspects, but rather that some may take a very deliberate approach to change the world as they see fit - oftentimes with their corrupted mindset. The circle used for these rituals is changed to a tree where each branch holds a different rune and where mortality sits at the base of the trunk, allowing for a greater grasp over nature itself. Finally, it is to be noted that at least one Druid is required to participate in each of these rituals as they are closer to nature and the aspects - they are different than normal descendants. Spoiler - Druidic Blood Magic is a marriage piece between Blood Magic and Druidism - it is not a new magic but a combination of the two. - The ritual circle will be referred to as a Ritual Tree for the purpose of this write. - Druidic Blood Magic is not innately known when either of these two magics is obtained without holding the other. Players may only innately know of this and may self-teach by themself when they have Druidism and Blood Magic at the same time. - Players with only Druidism or Blood Magic may freely RP a suspicion that such is possible and may learn of the recipes and rituals as they see fit should they be in contact with someone who knows the other magic. For example, a Blood Mage may freely seek out a Druid to experiment and find out the rituals, but they will not know the intricacies of them beforehand. - Does not require a separate application. - At least one druid is required to participate in each ritual. - A druid must have blood magic in order to cast the spells listed below. ModifiersDruidic Blood Magic requires not only more genus to fuel the ritual tree but can also be benefited by a handful of offerings relating to nature. Modifiers besides these are gained the same as base blood magic and follow the user’s blood magic tier. Spoiler - Holding an awakened staff during the ritual will grant a +1 modifier. Multiple staffs will grant this modifier until +2 has been reached, after which each additional staff is not counted. - A fresh animal corpse placed at the base of the tree will grant a +1 modifier. This does not stack. - Modifiers are gained in the same way they are for base Blood Magic, meaning that a T5 blood mage participating would garner a +2. Druidic Augmentation“Be this corruption or true power?” (Combative) Seen as a corruption of nature by some and as an augmentation of power by others, this spell allows for druids to strip a unit of spilled genus from their immediate proximity to enhance their other druidic spells, oftentimes causing them to take on more dangerous effects as they quickly sprout to life. Compared to normal augmentation, this ability was created to be more stealthy, and so to start this, one must first focus on themselves, though they do not need an open wound. After a moment of this, they may strip a unit of genus from their body as their aura color seeps into the ground at their feet, allowing for the enhanced connection. This connection may then be used, allowing for a reduced druidism spell time while the plants become corrupted. Spoiler - Requires 2 emotes to boost a Druidism spell, which defaultly lowers the emote count of the next two druidic spells by 2 emotes. These emotes are the player focusing on themselves and then stripping 1 unit of genus as their aura color flows into the ground below them. - The first amplified spell must be used within 8 emotes of the last blood magic emote and the second spell within 4 emotes of the last emote from the previous spell. - Does not require an open cut but drains 1 unit of genus from the user. - Abilities boosted with this will have faint hints of corruption, such as sharp thorns or other aesthetics that do not heavily affect combat. - Provides no special interactions besides the one defined below. - Must be a Druidic Blood Mage to utilize this. - Cannot lower a spell below 2 emotes to cast. Herblore amplified by this spell will cause the grown plants to grow extremely quickly while they develop a multitude of dangerous mutations. Some of these mutations would include razor-sharp thorns, noxious fumes, or plants with mouths. Spoiler - This is essentially a way to roleplay having a dangerous lab or garden. - Plants will at most be able to bite flesh or tear small amounts of it. Thorns may cut flesh but not in large quantities by any stretch. - Plants can not be “reinforced” in any way and will always be extremely easy to kill. This is to say they cannot have fibers with the strength of iron or anything along those lines. - Poison or fumes may only affect players when OOC consent is given. - Plants are not limited to the mutations listed above but should be reasonable nonetheless. - When in doubt if anything is stretching the lines, ask an ST. - Must be a Druidic Blood Mage with Herblore to utilize this. Sanguine Folly“Nature has grown fat… let us slim it down to size.” (Combative) The balance is an integral part of druidic culture, though a majority of druids focus entirely on growing plants and not fixing regions that may have too much growth. It is said ecosystem cleanses such as forest fires are needed to allow fresh growth for many areas, and so Druidic Blood Mages have developed an ability that allows them to reset nature in a much more controlled manner. Spoiler The first step in thinning nature is for a Druidic Blood Mage to focus on themselves and allow a singular unit of genus to be stripped. From there a flash of their aura would appear at their hands, and soon after a red mist would float outwards, ready to consume or thin nature. By themselves, a druidic blood mage may harm nature in a 10x10 area anywhere within their line of sight, causing trees to lose their leaves, grass to die, etc. Animals will naturally become wary of this region and will not enter of their own free will, but may enter upon being communed with and calmed down. With two druidic blood mages working together, the area extends to 20x20, and with three it is upgraded to 30x30. Redlines: - Requires 3 emotes, one to strip the genus, one for the aura to glow at their hands, and a final emote for the red mist to sweep over the area. - The red mist may be formed into any shape the mages wish such as locusts or a flame. - Requires RO permission if the tile is owned. - May be healed by one T5 blight healers, though nature will slowly regrow over one ooc month within this region without such. - Animals hit by the red mist will become feral and non-player fae will become corrupt. - Animals will not enter these regions of their own free will. - May be cast via line of sight, for example, red mist may float over a gap to get to its target or it may dodge around a tree to reach another. - Soul tress and Epiphyte plants are not affected by this. - Travels at a speed of 10 blocks per emote. - Nature may be slimmed down instead of killed if the druid wishes. - A sign must be placed describing the effects/look of the region. Contort Nature“You answer to me now.” (Non-Combative) A Druidic Ritual using blood as fuel is highly volatile to the point where it may be used to force nature into submission or command it beyond normal limits. This control is able to be utilized at two tiers - lesser and greater, naturally. Spoiler Lesser Corruption is a ritual wherein a druid pulls upon the land and flora around themselves, contorting and twisting it until it fits their own criteria. Firstly, a ritual tree is drawn upon the ground in blood and linked to the world with the Rune of Mortality at the base. Upon the branches, the runes of Earth, Water, Power, and Flora will then be drawn. Finally, once 6 units of genus are then offered the ritual would spark to life with the touch of a bloodied palm, allowing the druid to shape nearby stone, rocks, trees, or other natural materials into any shape they desire should there be strong enough roots nearby. For example, a druid may warp stone into unnatural shapes or cause trees and similar nature to move past the scope of normal druidism. This is not to say that there are no consequences to shaping the land around yourself though, as normal animals will naturally become uncomfortable to the point of becoming feral while fae become sickly. Roll 1-4: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a corrupted fae, a noxious fume cloud, chunks of a landscape, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a corrupted fae) if the ritualists are ill-prepared.Roll 5-11: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a hostile fae, a gravity well, blinding and choking smoke, etc. The immediate result (e.g. explosion) should not be overly damaging and may knockback/over, wound, and/or impair but what follows may be more dangerous (e.g. fae) if the ritualists are ill-prepared.Roll 12-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results, such as nature becoming silenced within the area. Redlines: - Blood mages who are fae creatures such as tree lords or epiphytes may ignore this feeling as they know its cause. - Large changes are left up to ST discretion though generally a 30x30 region may be edited without fail.- Natural animals within this region will become uncomfortable and soon feral should they stay or be trapped within.- Over the course of two emotes, tree lords, epiphytes, sprites, and other fae creatures that are not blood mages will become sickly to the point of coughing up phlegm and biles. This is not debilitating but may certainly be uncomfortable or even painful. Signs must be placed to describe this effect within the region.- May be used to control nearly all natural substances and some unnatural ones should a strong root system be nearby to force them into shape.- Signs must be placed describing the area that animals will become feral within.- Requires a minimum of 4 blood mages, one of which is a druid.- Requires RO permission if done on an owned tile. - Corrupted land may be blight-healed by a T5 blight healer to allow animals to return and for fae to not become sick. - To move large objects such as rocks, there must be strong roots nearby that can be willed into action. Greater corruption is naturally more controlling than lesser, and so it is able to bind druidic items to a user’s will. Specifically, a user may force an awakened staff to become sentient earlier than it would normally be allowed to do such, though this causes it to become hostile to any user who is not its creator to the point of it being impossible for anyone besides them to use. This corruption effect may be applied to other Druidic MArts for varying effects, though ultimately there will always be heavy consequences for such. To perform this, a ritual tree is drawn upon the ground in blood and linked to the world with the Rune of Mortality at the base. Upon the branches, the runes of Earth, Binding, Life, Power, and Flora will then be drawn. Finally, once the object is placed atop the tree, 8 units of genus are then offered and the ritual would spark to life at the touch of a bloodied palm, allowing the staff to take on its personality. Roll 1-4: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a corrupted fae, a noxious fume cloud, chunks of a landscape, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a corrupted fae) if the ritualists are ill-prepared.Roll 5-11: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a hostile fae, a gravity well, blinding and choking smoke, etc. The immediate result (e.g. explosion) should not be overly damaging and may knockback/over, wound, and/or impair but what follows may be more dangerous (e.g. fae) if the ritualists are ill-prepared.Roll 12-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results. - An awakened object may be forced to have sentience earlier than allowed in base druidism. Redlines: - These objects will become toxic and hostile to anyone who is not their creator. - This effect may be applied to other objects via MArts for varying effects but they will always have harsh drawbacks. - May be used to corrupt already sentient objects. - Must mechanically hold the item for corruption to occur (cannot corrupt someone else’s soulbound staff for example) - Requires a minimum of 4 blood mages, one of which is a druid. Rite of Deception“No longer bound - Now I transcend.” (Non-Combative) Born from the selfish desire to enter the Fae Realm after being denied such due to their dark magic arts, this rite allows for a druidic blood mage to create a specialized blood rift so that they may enter the Fae Realm. Unlike the normal druidic transcendence where a druid’s soul alone enters the realm, this rite allows for a druid’s entire body to enter, meaning that they may interact with the realm such as taking objects back with them or gaining physical injuries from such an expedition. Also unlike normal transcendence, this portal will remain open as they explore, oftentimes giving the opportunity for fae creatures to escape through it as they do, though it is to be noted that the nature of the portal will often corrupt these creatures as they exit. Spoiler To perform this, a ritual tree is drawn upon the ground in blood and linked to the world with the Rune of Mortality at the base. Upon the branches, the runes of Earth, Flora, Life, Power, and Sacrosanctum will then be drawn. Finally, once 10 units of genus are then offered the ritual would spark to life at the touch of a bloodied palm, allowing the rift to open. Roll 1-5: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a corrupted fae, a noxious fume cloud, chunks of a landscape, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a corrupted fae) if the ritualists are ill-prepared.Roll 6-12: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a hostile fae, a gravity well, blinding and choking smoke, etc. The immediate result (e.g. explosion) should not be overly damaging and may knockback/over, wound, and/or impair but what follows may be more dangerous (e.g. fae) if the ritualists are ill-prepared.Roll 13-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results, such as nature screaming out as the portal is made. Redlines: - This is a specialized version of the Embark ritual. - Stays open for two OOC hours no matter the interaction, though it does not give a warning when it is about to close. - Requires a minimum of 4 blood mages, one of which is a druid. - Follows general redlines of the Fae Realm / druidic transcendence. - Is always a PK clause if one dies, should they not have another way to circumvent death. - If characters somehow get trapped inside, they may recreate the ritual to allow for an exit should they have the means to do so. - Characters may take physical objects out of the realm with ST permission, though these do not necessitate an ST signature and may be player signed. They may be ST signed if the LT/ET watching over the event agrees to such. - Characters may form these rifts to let fae out of the realm and do not need to enter one even if they open it. - Fae that leave through the portal will become corrupted due to blood magic’s nature. - There is no default limit on the number of people that enter, though such may be placed by the ST overseeing the interaction to avoid emote spam or to promote healthy events. - If player fae creatures (tree lords, epiphytes, sprites, etc) go through this portal without being a blood mage themselves, they will become sickly and blighted. This may be removed via druidic blight healing. Rite of Rot“Is this betrayal deserved?” (Non-Combative) Seen by many as the ultimate betrayal to the druidic kind, these rituals are often explored and utilized when one wishes to see radical change within the world. Not to be used lightly, these rituals have a high genus count on top of needed sacrifices in order to forcefully corrupt Mani. Corrupted Mani will appear like abominations of their previous selves while they attack all within sight. These beasts are not what was once known but now resemble horrible amalgamations with a thirst for violence and a rage nearly unquenchable. Spoiler The lesser variant of this rite predictably corrupts lesser Mani. To begin this ritual, one must first draw the Ritual Tree with fresh blood from the animal that the mani they wish to corrupt represents. Secondly, they must then draw the runes of Earth, Dark, Flesh, Divinity, Sacrosanctum, Power, and Draining. The animal corpse that was used for the blood will then be placed atop the tree and the mages will offer forth 14 units of genus before pressing their wounds against the edge of the tree, sparking such to life. This requires 5 blood mages. Should a mani-summoner be used in this ritual, the players will be granted the rolls below, otherwise if one is not used, they will suffer a minus four roll modifier due to the ritual's complexity. Roll 1-4: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a corrupted fae, a noxious fume cloud, chunks of a landscape, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a corrupted fae) if the ritualists are ill-prepared.Roll 5-15: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a hostile fae, a gravity well, blinding and choking smoke, etc. The immediate result (e.g. explosion) should not be overly damaging and may knockback/over, wound, and/or impair but what follows may be more dangerous (e.g. fae) if the ritualists are ill-prepared.Roll 15-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results, such as another mani screaming out in pain or anger. Redlines: - 14 units of genus are needed along with 5 blood mages. - An animal most closely resembling the mani must be used to draw the ritual tree and be placed atop it. - The lesser mani which most closely represents the animal sacrificed will be corrupted upon successful completion. - Will go on a cooldown of 2 OOC weeks upon successful completion. The greater variant of this rite as expected corrupts greater Mani. To begin this ritual, one must first draw the Ritual Tree with fresh blood from the animal that the mani they wish to corrupt represents. Secondly, they must then draw the runes of Earth, Dark, Flesh, Divinity, Sacrosanctum, Power, and Draining. The animal corpse that was used for the blood will then be placed atop the tree and the mages will offer forth 20 units of genus before pressing their wounds against the edge of the tree, sparking such to life. This requires 5 blood mages, though, unlike the other ritual, a Druid with knowledge of Mani Summoning must either willingly participate in the rite or be killed over the circle. Roll 1-4: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a corrupted fae, a noxious fume cloud, chunks of a landscape, or the mani may bestow harmful banes to the druid involved The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a corrupted fae) if the ritualists are ill-prepared.Roll 5-15: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a hostile fae, a gravity well, blinding and choking smoke, etc. The immediate result (e.g. explosion) should not be overly damaging and may knockback/over, wound, and/or impair but what follows may be more dangerous (e.g. fae) if the ritualists are ill-prepared.Roll 16-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results, such as another mani screaming out in pain. Redlines: - A druid with an accepted Mani Summoning app must be subdued and placed in the center of the circle or willingly assist by giving genus and pressing their palm upon the edge of the tree. - 20 units of genus are needed along with 5 blood mages. - An animal most closely resembling the mani must be used to draw the ritual tree and be placed atop it. - All willing participants are subject to a PK clause during the ritual should they not have ways to circumvent death. - The greater mani which most closely represents the animal sacrificed will be corrupted upon successful completion. - If failed, the LT running the ritual may give banes to the druids involved, such as replacing their limbs with animal ones, adding tufts of fur, or other generally bad ailments in line with the mani they attempted to corrupt. - Requires manager permission. - Will go on a cooldown of 2 OOC months upon successful completion. Citations: Blood Magic Druidism Credits: BobBox (Writing) RaiderBlue (Writing) Junoix (Druidic Consultation) Keefy (Explained some druid stuff to bbox) Special thanks to: Zarsies - allowing us to borrow the blood magic rolling mechanics. Writer's note / purpose: Spoiler Bbox here. I'm aware that I'm not traditionally part of the Druid community though I believed that this piece was lacking from such. I have personally never read the old Thulean lore (or druid lore before this), and so I hoped to bring new ideas to the table with the help of RaiderBlue and some others. The aim of this piece is not to disrupt druidism as a whole but rather to add a route for some people to take a more "evil" approach, or at least one that challenges traditional roleplay and thinking within the community. This is not meant to be a combative boost, and only one spell provides such though it does not do this to a great degree. I hope interesting RP spawns from this, and I hope to inspire some traditionally good-aligned players to pursue a different path than they would of normally. 44 Link to post Share on other sites More sharing options...
RaiderBlue 616 Share Posted June 1, 2022 It is finished, now BobBox will go on to his next five projects. Spoiler 9 Link to post Share on other sites More sharing options...
Nooblius 5794 Share Posted June 1, 2022 runesmithing encroaches on the RP niche of blood magic (that was a joke, i didn't even read piece yet but i will give actual thoughts later) 5 Link to post Share on other sites More sharing options...
glassyskies 235 Share Posted June 1, 2022 gunk time 3 Link to post Share on other sites More sharing options...
Glade 521 Share Posted June 1, 2022 Druid but good +1 1 Link to post Share on other sites More sharing options...
MRCHENN 3663 Share Posted June 1, 2022 I'm proud to announce that BobBox's next project is Azdrazi blood magic 4 Link to post Share on other sites More sharing options...
satinkira 5934 Share Posted June 1, 2022 Oh **** yes 1 Link to post Share on other sites More sharing options...
TwistedFries 426 Share Posted June 2, 2022 Woah?? Kinda neat Link to post Share on other sites More sharing options...
ClassyDryad 1733 Share Posted June 2, 2022 I think the first two abilities are pretty good, (although herblore is probably getting axed anyways, so you might want to keep that in mind, maybe make it work without herblore.) I have some questions/concerns about the last two though that I am unsure on. 4 hours ago, BobBox said: Is always a PK clause if one dies, should they not have another way to circumvent death. It says for both that pk clauses apply unless you have a way to circumvent death. I am fairly certain that being in another realm is an irreversible pk regardless of any ways someone might have to come back beyond monk revival. From a similar think in arcane displacement it says One is always subject to death and harm without the confines of Earth. Conclusively, death out in the cosmos, far from the faculties of any monk, entails an irrefutable PK. I am pretty sure in this case dying there would be a pk regardless of what you might have, though I could be wrong. 4 hours ago, BobBox said: Fae that leave through the portal will become corrupted due to blood magic’s nature. I feel like, while the aspects/mani are generally hands off when it comes affairs. Opening a corrupting portal right into their realm would probably result in pretty bad stuff for anyone involved, though Keefy would probably be the one to know for sure on that (I'm imagining literally every living thing around you doing it's best to try to attack you. The last ability I really have some issues with to be honest. In current lore mani can only be corrupted while in their corporeal form (something which druids cannot summon them it, they can only summon them in ethereal.) This has the side effect that the 10-15 mages needed to normally corrupt a mani need to be performing this ritual with a demigod actively trying to kill them. In this lore, you need only five blood mages, one of which needs to be a druid, and the mani does not even need to be present physically. I do not really see why a lesser mani would not require mani summoning from a participant/sacrifice either. Even though it is a lesser form of mani are still mani. With the two week timer and how little people you need to subvert the catastrophic result as well this could end up being a annoyance for druids and ST alike to have to constantly be dealing with if any druid with blood magic decides to do this. In my opinion a better option for this ability would allow druids with mani summoning to, with enough blood mages, summon a mani hostile to them in their corporeal state instead of an ethereal one. After this they would need the 10-15 dark mages already required by lore to blight it like normal. As is if five blood mages could do this ritual with even a small chance of success I do not see the aspects allowing blood magic to be compatible with druidism what so ever, it's already stretching things that a magic capable of producing corruption is compatible with druidism in the first place. I do like the dynamic the first few would bring, though as it is I think this has some problems. Most of this is based on what I know, though I am not a ST so I would ask a druid ST like Keefy to maybe speak more on this. 4 Link to post Share on other sites More sharing options...
BobBox 3211 Author Share Posted June 2, 2022 4 minutes ago, ClassyBells said: One is always subject to death and harm without the confines of Earth. Conclusively, death out in the cosmos, far from the faculties of any monk, entails an irrefutable PK. Hey, I actually copied my redline from the Embark spell in default blood magic (which can already go into the Fae Realm and many more powerful realms), so I feel as if it still adds up. 7 minutes ago, ClassyBells said: I feel like, while the aspects/mani are generally hands off when it comes affairs. Opening a corrupting portal right into their realm would probably result in pretty bad stuff for anyone involved, though Keefy would probably be the one to know for sure on that (I'm imagining literally every living thing around you doing it's best to try to attack you. Yeah, that's kinda the idea. Players could go in and fight if they want or they could attempt to sneak in somehow. Alternatively as said in the lore, they could just open it to let out all the Fae. 12 minutes ago, ClassyBells said: I do not really see why a lesser mani would not require mani summoning from a participant/sacrifice either. Even though it is a lesser form of mani are still mani. With the two week timer and how little people you need to subvert the catastrophic result as well this could end up being a annoyance for druids and ST alike to have to constantly be dealing with if any druid with blood magic decides to do this. Collectively we decided that it was a bad idea to need one to corrupt lesser mani because ultimately mani summoners are very few in numbers (maybe 4-5 of them or so assuming all are active). We wanted to discourage possibly hunting them constantly for such a small goal. Personally, I think you underestimate how difficult it can be to get even 5 blood mages together for a common goal at the same time. Many deal with various different time zones, work schedules, etc. Unlike druidism where a multitude of people can substitute in, there simply aren't that many blood mages and more powerful rituals in base blood magic take at least 2 less of them. For example, a t5 teacher could teach all three of their students and they would still not have enough people for this ritual. 19 minutes ago, ClassyBells said: I do not see the aspects allowing blood magic to be compatible with druidism what so ever, it's already stretching things that a magic capable of producing corruption is compatible with druidism in the first place. In response to this, I would say that Druidism in the past was allowed with blood magic which was incredibly more dark and corrupted than it is now. The current blood magic combination is a percentage of the strength and evilness of the past. In response to saying that a mani may need to be physically present, I don't believe this would be needed for blood magic to work, simply because blood magic reaches out into the universe no matter where things are to interact with them, for example, the possibility to summon unknown relics, open portals into another realm, etc. 5 Link to post Share on other sites More sharing options...
ClassyDryad 1733 Share Posted June 2, 2022 4 minutes ago, BobBox said: Hey, I actually copied my redline from the Embark spell in default blood magic (which can already go into the Fae Realm and many more powerful realms), so I feel as if it still adds up. Fair enough, I still question how that makes sense but if it exists already better to go with that. 5 minutes ago, BobBox said: Yeah, that's kinda the idea. Players could go in and fight if they want or they could attempt to sneak in somehow. Alternatively as said in the lore, they could just open it to let out all the Fae. Yeah I imagine this ability works better as a mass summon of corrupted fae unless you had some way beyond it to be very careful and stealthy. 9 minutes ago, BobBox said: Collectively we decided that it was a bad idea to need one to corrupt lesser mani because ultimately mani summoners are very few in numbers (maybe 4-5 of them or so assuming all are active). We wanted to discourage possibly hunting them constantly for such a small goal. Problem is, a lesser mani is not a small goal at all, they are still demigods. Even if you slay a corrupted mani it will just reincarnate in the forest later so there is not any long lasting problem to this, it's more that if blood mages are able to do this every two weeks with the current limitations it could get frustrating fast (along with still not making sense in my opinion.) 12 minutes ago, BobBox said: Personally, I think you underestimate how difficult it can be to get even 5 blood mages together for a common goal at the same time. Many deal with various different time zones, work schedules, etc. Unlike druidism where a multitude of people can substitute in, there simply aren't that many blood mages and more powerful rituals in base blood magic take at least 2 less of them. For example, a t5 teacher could teach all three of their students and they would still not have enough people for this ritual. I probably do, I do not have the most understanding of blood magic in general. I would guess though that gathering 10-15 voidal or dark mages for any kind of ritual though, let alone one with a pk potential, would probably be just as hard if not harder. I understand where you are coming from here but I feel like this is something that would take a substantial amount of effort to pull off (unless blood magic has a way to corrupt other divine beings with 3-5 people.) 17 minutes ago, BobBox said: In response to this, I would say that Druidism in the past was allowed with blood magic which was incredibly more dark and corrupted than it is now. The current blood magic combination is a percentage of the strength and evilness of the past. In response to saying that a mani may need to be physically present, I don't believe this would be needed for blood magic to work, simply because blood magic reaches out into the universe no matter where things are to interact with them, for example, the possibility to summon unknown relics, open portals into another realm, etc. I think that it never really made sense in the past either, though I will take your word for it. Actually that makes me think that the point of the last ability could actually be to summon the stronger corporeal mani, since mani summoning along with blood magic might allow that to be possible. You could theoretically summon them for reasons other than blighting them which might add more of a dynamic for the ability, and if you want to keep the five mage minimum it would give reason to bring non-blood mages in to hold the mani off while the blood mages complete the ritual. My personal thought is there is just not enough risk here for the blood mages involved compared the the massive amount that exists in lore (which is set so extreme that it's probably intended never to happen by the actions of players.) Thanks for responding to my concerns though! I would say Rite of Deception makes perfect sense for this, though I am still a bit apprehensive about the last one. I think it could be cool with some adjustments but as is now I am not sure if it makes sense. 2 Link to post Share on other sites More sharing options...
Maclunkey 453 Share Posted June 2, 2022 evil 2 Link to post Share on other sites More sharing options...
Hermit_Jack 513 Share Posted June 2, 2022 Sounds awesome, +1 Especially love the ideas of Rite of Deception and Contort Nature. Just for clarification of the greater corruption of Contort Nature, if a stolen MArt staff is used, then it still won't bind to whoever stole it right? 1 Link to post Share on other sites More sharing options...
BobBox 3211 Author Share Posted June 2, 2022 1 hour ago, Hermit_Jack said: Just for clarification of the greater corruption of Contort Nature, if a stolen MArt staff is used, then it still won't bind to whoever stole it right? Unless someone physically has the MArt item in their inventory, it cannot be corrupted, yeah 1 Link to post Share on other sites More sharing options...
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