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[✗] [Farseer Amendment] Planestreader


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PLANESTREADERS

THE UNTETHERED

 

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HISTORY

 

In the days before Almaris, and Arcas, and Atlas, and all the realms before them came, in the days when the four Descendant Brothers still walked the world, and the spirits were only beginning to be discovered, the Orcish people were without guidance from their almighty pantheon. It was only after the defeat of the fiend Iblees, and many years had passed that the secrets of the Spiritual planes of existence revealed themselves to Krug, the first uruk.

            Of course, this knowledge quickly spread from him to his kinsmen, and from them to their children. But Krug was not satisfied with descriptions alone - No, he decided that he must see the spirits’ planes for himself. It took decades to master, but eventually the First Uruk had taught himself to release his own spirit, that he may walk those of the spirits. In this way, he became the first Planestreader.

 


 

BACKGROUND

 

There is not one particular identity to be matched with the Planestreaders. These are the shamans trained to walk the planes of the spirits, each for their own reasons. For some, Planestreading is but a method of exploration of a world much different from their own. Others learn it to pursue some definition of the ‘truth’ behind the spirits, or to learn the true history of the world, or to meet great figures that have passed long ago.

 

  The reasoning matters little; at the end of the day, they all risk their minds to tread the line between material and immaterial, in search of more.

  Planestreaders are the only shamans  having been taught by Ghorza to resist the assault of spirits that might wish to set them off course or torment their minds as they pass between planes and traverse the spiritual world. This leads them to become bridges between realms, whether knowingly or not. They, as the explorers of the spiritual planes, are the sole mortals to be able to make first contact with spirits, and in turn spread word of them to their fellow shamans.

 

OOC NOTE: This magic lies somewhere between the Lutaumancy and Farsight of the past. The rewrites for both these magics felt in many ways underwhelming, in part because of the frustration that turning them from very much freeform magics into magics with clearly-defined limits brought. Planestreading was written both to remedy this, and to remove the redundancy of two shamanism subtypes, possessing what was essentially a niche of each walking a different plane. 

 

This post is to serve as an amendment for the current Farseer lore. All blessings of empowerment and abilities are kept, but many edits are set in place.

 

The kept items are as follows:

  • Blessings of Empowerment

 

The changed items are as follows:

  • Farseer Spiritwalking with Planeswalking
  • Farsight
  • Inflict Visions
  • Farseer Tattoos with Spiritual Tattoos

 

The new items are as follows:

  • Ritual of Imbuement
  • Ritual of Incitement
  • Ritual of Inner Fervour
  • Pacting
  • Mental Exertion

MENTAL EXERTION

 

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Spoiler

As a Planestreader plunges themselves into the realms of the spirits, their minds are assaulted by innumerable lesser spirits of insanity, which an unprepared walker can quickly succumb to. Even after any one spiritual plane has been entered, the sheer contrast with the real world and the mind’s fruitless attempts to recognise anything therein strain the mind even more.

 

            As the Planestreader spends more time in the selected plane, and travels further and further from their starting point, concentration becomes more and more difficult, as they venture closer to the domains of spirits which would sooner do them harm than aid them on their way. This, again, makes it no easier to remain in the spiritual planes for long, and soon, the shaman will likely prefer the opportunity at finding their initial tether, rather than succumbing to their mental exertion and losing their way permanently.

 

            These factors lead to an exhausting experience for the shaman, which can be almost overwhelmingly taxing for a beginner. With time, though, the shaman comes to expect these events, some even welcoming them as signs that they have successfully crossed the limit between the two worlds successfully - though, at this point, they have grown so accustomed to these effects that they seldom have any effect at all on them. 

 

 

The exertion that each tier of shaman is capable of withstanding, and the time they will need to rest after each walk, are as follows:

 

TIER 1:

8 EMOTES, 2 IRL DAYS’ REST

TIER 2:

12 EMOTES, 2 IRL DAYS’ REST

TIER 3:

20 EMOTES, 1 IRL DAYS’ REST

TIER 4:

32 EMOTES, 6 IRL HOUR’ REST

TIER 5:

50 EMOTES, 3 IRL HOURS’ REST

 

During the earlier tiers of Planestreading, the shaman is unable to interact with the world around them. This is due to the fact that they have not fully transferred their spirits to the spiritual planes, rather their conscience alone. Due to this, they are unable to become inadvertently ‘trapped’ in the spiritual planes if they spend too long within them, and will simply awaken after a short period of unconsciousness.

 


PACTING

 

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Spoiler

Beginning at Tier 2, the Planestreader gains the ability not just to walk the spiritual planes, observing its inhabitants, but indeed to dialogue with any of the lesser immortal or elemental spirits that grant them their time. Due to the nature of these spirits, and their desires, the pacts tend to be rather simple. In return for aiding them in expanding their influence, the spirit in question grants the shaman a fraction of their power, to be called upon whenever their domain is nearby.

 

            When it comes to pacting, though, the spirits’ natures may betray the shaman. Should the shaman wish to pact with too many spirits at once, these spirits’ powers, and the blessings that come with them, are weakened. Spirits, as jealous beings, will waste little time dealing with those shamans that worship a pantheon too wide for their liking - more spirits to worship means less time for any one individual spirit, in their eyes.


 

            Further to this, the worship of two spirits in direct opposition (for example, one of water and another of fire) will anger both spirits greatly, and regardless of the rest of the pantheon being worshipped, their blessings will be halved in power.

 

When pacting with a spirit, the shaman must then OOCly write a forum post declaring the pact. This can be private or public, as long as the pact is stated and the date can be checked. To unpact from a spirit, a similar process takes place. However, pacts cannot be undone until 4 OOC weeks have passed since the original pacting. This is to stifle players who would pact with a spirit then immediately depact.

 

            As the Planestreader climbs in tier, and gains more experience with speaking to spirits, they learn more of their mannerisms and temperance. In turn, this allows the shaman to better navigate their conversations, and convince increasing amounts of spirits to lend them their power. The tier progression for spirit pacting is as follows:

 

TIER 1:

NO PACTING MAY OCCUR

TIER 2:

1 PACT SOFT CAP, 2 PACT HARD CAP. ADDITIONAL PACTS BEYOND THE SOFT CAP WEAKEN CAPS BY 50%

TIER 3:

2 PACT SOFT CAP, 3 PACT HARD CAP. ADDITIONAL PACTS BEYOND THE SOFT CAP WEAKEN PACTS BY 50%

TIER 4:

3 PACT SOFT CAP, 4 PACT HARD CAP. ADDITIONAL PACTS BEYOND THE SOFT CAP WEAKEN PACTS BY 33%

TIER 5:

4 PACT SOFT CAP, 6 PACT HARD CAP. ADDITIONAL PACTS BEYOND THE SOFT CAP WEAKEN PACTS BY 25% (ADDITIVE)

 

At Tier 5 of Planestreading, up to two additional pacts may be made beyond the soft cap number. For the first of these, all pacts’ effects are weakened by ¼ of their original length (rounded up), similarly to the earlier tiers. After this, if a sixth pact is made without first ending one of the previous pacts, all pacts’ effects are weakened to ½ of their original lengths, and no more spirits may be pacted with, as they will see no significant benefit to pacting with the shaman.

 


 

SPELLS

 

FARSIGHT

Spoiler

[Non-combat; All tiers]

 

Description:

A Planestreader is able to receive visions from the spirit realm and receive messages through other divination methods.

 

Mechanics:

The visions and messages can be received through multiple means such as, but are not limited to, events, staff, and prophecy. Messages and visions can be of the past, present, or future and are usually vague, containing symbolism and half truths.

 

FARSIGHT - Redlines:

Spoiler

 

  • Cannot be used to metagame information.
  • This spell can be used outside events and prophecy posts, but happens very rarely and are usually false.

 

 

 

 

 

 

INFLICT VISIONS

Spoiler

[Combat; Tier 3+]

 

Description:

A planestreader eventually, with time and study, gains the ability to inflict visions upon others. These visions, unlike those in Farsight, are usually about the past experiences or perhaps futures of those inflicted or the planestreader themselves.

 

Mechanics:

To inflict visions upon another, one must emote three times calling out to the spirits, with one emote focusing on the target and two of the emotes containing chanting in old blah. Afterwards one must emote the vision to the inflicted, preferably by private means. While receiving the vision, both the planestreader and the inflicted will be stunned for one emote as they both view the resulting effects.

 

SAMPLE EMOTES:

Tulgarok clenches his fists as he sets his eyes upon the drunken uruk known as Grogluk, he stares angrily, his eyes are daggers, as he lifts a single finger, pointing at him. He scowls angrily at Grogluk before focusing upon him further.

 

The shaman begins to chant in the guttural tongue of old blah, his voice enraged, “Grogluk, akrûrz ulkum-ob! Duz-darûk bûsh-ishi!”

 

Tulgarok repeatedly points at the laughing Grogluk before he takes both hands into a claw shape, shaking violently as he continues to chant, “Lûp-izg lat-û, baduzg-ta tab mûl!”

 

[Privately Sent]

Grogluk would find himself in a blurry environment, the air smells heavily of mead and grog. Before him lies an obese uruk, dead on the floor, his face heavily smeared and beyond recognision. Next to the corpse lies ten tankards which range from empty to nearly empty. A few moments pass before maggots begin to spring from the corpse, eating the body quickly in a horrific display before blacking out into nothingness. Grogluk’s vision returns to the living world.

 

INFLICT VISIONS - Redlines:

 

Spoiler
  • Cannot be used to metagame information.
  • All faces and identifying information in future visions are blurred. However, identity can be implied.
  • Can only inflict visions to one person at a time.
  • Visions delving into the past of the inflicted requires OOC consent from the inflicted.
  • Although it can be used in combat, both parties will be stunned during the period.
  • Can only be used on descendants or sapient creatures.

 

 

 

 

 

 

SPIRITUAL TATTOOS

Spoiler

[Non-combat; All tiers]

Description:

A planestreader can choose to mark the skin of themselves or others with ink, dye, or blood with the help of needles or other tools. Once this marking is complete, the resulting tattoo can have aesthetic properties.

 

Mechanics:

These tattoos require five emotes to create. One to prepare the skin by blessing the chosen area, leaving the area cleansed of impurities such as freckles, scars, and other blemishes. The skin is also temporarily numbed. For three emotes, the planestreader works on the tattoo, calling to the spirit of their choosing using old blah (Two of the three emotes must include chanting). During this process, aesthetic effects such as feelings, scents, and sounds can occur. Once the tattoo is complete, the recipient of the tattoo will receive a sharp pain as the area is blessed for one emote. Afterwards the tattoo will react for a second to show its effect. These effects can range from glowing, moving, and humming and must only occur when the person with the tattoo does an action related to the spirit’s domain. For example, a tattoo of Votar will only glow during or after a successful hunt.

 

SAMPLE EMOTES:

 

Spoiler

Tulgarok takes a seat near Grogluk, setting his needles and tools into place. The shaman notes the blemishes upon Grogluk’s forearm. He takes a moment to place his hands against the skin, muttering as a light blue glow appears, cleaning the area of the blemishes as they fade back into the skin as well as numbing it.

 

Tulgarok then begins his work on the Ankrus tattoo, fitting a needle into his hand and marking the skin with azure ink. He begins to chant in the guttural tongue of old blah as he works delicately upon Grogluk’s skin, “Akezo-hai, khlaar-izg! Khl-izg lat mum-at tab riip!”

 

Tulgarok continues to work as Grogluk begins to have the sensation of feeling something scaley rub against the area of the tattoo along with the soft sound of running water. If he went to look, nothing would be there.

 

Tulgarok continues his chant, “Goth dot’horn’ri-ob, Goth par’ri-ob! Gaakh mum-lab baduzg!” Grogluk can perhaps notice the scaly feeling begin to squirm, as if a fish was rubbing against him. The sound of running water becomes louder, a ship's horn blares as if it was in the distance.

 

The sensations fade into silence. For a second, everything seems fine as Tulgarok finishes the tattoo. Then out of nowhere, a sharp pain overcomes the area of Grogluk, as if being bitten. It quickly fades before revealing the marking of a tribal seahorse, which the tail began to curl and extend across his skin, as if it was swimming. Within a few seconds, the effect fades, only to reappear if Grogluk goes sailing upon the sea.

 

 

 

 

 

SPIRITUAL TATTOOS - Redlines:

Spoiler

 

  • Spiritual Tattoos do not give any additional powers or capabilities as they are purely aesthetic.
  • If the tattoo is cut off, it will not reappear.
  • The tattoo can only react to the spirit’s domain.
  • This spell can be upgraded with the Blessed Needles tool from the Ritual of Incitement.

 

  •  

 

PLANESTREADING

Spoiler

[Non-combat; All tiers]

Description:

The Planestreader is capable of sending their spirit or that of others into a spiritual plane of their choosing, in order to explore (and again, in later tiers, interact with) their surroundings.

 

Mechanics:

Much like the spirit walking of previous shamanism iterations. The shaman spends a few emotes describing their surroundings and meditation; most importantly, their chant of choice in old blah, but also any instruments nearby used to send them into a trance, the scents in the air, etc. After this, they may emote descending into the plane of their choice, and similarly describe the sights and scents from their initial landing position.

Keep in mind, connection to the spiritual planes counts as ONE (1) emote, as does disconnection. This means that in the planes themselves, a Tier 1 Planestreader would have SIX (6) emotes of walking and exploration, etc, before they must disconnect at the same spot that they were connected.

 

At this stage, get creative - the emote beyond the initial connection only begins when the first step is taken into the plane, and the landing position is random, so there is a nigh-endless amount of possibilities for appearance, and an unlimited number of emotes to describe it before you begin walking.

 

SAMPLE TIER 3 EMOTES:

 

Spoiler

Tulgarok seats himself at the centre of his ramshackle shaman den. Although the air, thick with the smoke of green, made it difficult to breathe, it seemed the aged shaman had grown used to this after years of practice. As his mind struggled to focus on his strained breathing, his ears were pulled elsewhere, to the jingling of nearby wind chimes.

 

His strained breathing turned into grunts, and these grunts into a chant written just a few nights before, and repeated over and over until it nearly joined the sounds of the bustling city outside as background noise.

“Frûm tau-ob, broshan-izg bot-lab-or… Baduzg-izg bot-lab!”

 

Before he knew it, he no longer had smoke, nor wind chimes to focus on. Instead, he had been plunged into what appeared to be a tunnel of some sort, bright sparks streaking by him impossibly fast - though again, his mind had little time to adjust to these new surroundings as he fell hard on soft, loamy earth. Soon, he felt himself being pulled into the earth, and without time to react, was expelled again, this time standing.

 

And where he was standing was impressive indeed. To his flanks, huge, constantly-warping trees mingled among themselves, their branches transferring between each other as if swinging from tree to tree. The ground beneath him was no less chaotic, with ponds and puddles surrounding him and constantly shifting shape and position. Yet, even in this chaos, it seemed that with each new step he took, the ground would extend ahead and melt into mud water behind...

 

[UP TO 18 EMOTES OF EXPLORATION AND RETURNING TO THE INITIAL SPOT]

 

...And somehow, despite their constantly-warping nature, the trees began once again feeling familiar. The sounds again muted themselves, as Tulgarok prepared himself to return to his material body. No matter how long he spent in the Spirits’ planes, her, as he found himself ankle-deep in softening mud - then calf, thigh, waist and chest-deep, until he could no longer fight the pull of the ground, and his eyesight was blackened, his maw filled with muck as he attempted to scream.e was never entirely sure how he would be returned. He had little time to spend pondering this, howev

 

And then, he opened his eyes. No longer did he feel worms squirming against his arms, or stones scraping against his chest. He was back in his shaman den, and not sinking into the earth. Perhaps this walk would take just a touch longer to recover from.

 

 

 

 

 


 

LOCATION EXAMPLES

 

Travelling between places isn’t always guaranteed(especially at earlier tiers).  There are a wide variety of areas, some dangerous, some pleasant, and some useful for other spells. While a planeswalker may be taught to travel to specific portions of a realm, or a specific spirit’s plane, they are unable to travel as freely and instead roll the dice. Tier and location act as a modifier to the roll. 

 

 

LOCATIONS [Exploration(Essentially RNG Spirit Walks)]

Travelling between places isn’t always guaranteed(especially at earlier tiers).  There are a wide variety of areas, some dangerous, some pleasant, and some useful for other spells. While a planeswalker may be taught to travel to specific portions of a realm, or a specific spirit’s plane, they are unable to travel as freely and instead roll the dice. Tier and location act as a modifier to the roll. 

 

Spoiler

Library of Theruz [Good]

A place filled with lots of books and history. This could be the place other shaman subtypes could learn Planeswalking (i.e an ST altar or a simple MA),  if brought by a farseer and bargained with Ghorza. To teach other Planeswalkers, they must go to the library of Theruz after receiving a blessing from Ghorza.  This explains the cost of Farseer's two magic slots, and this ritual becomes integral with Farseers who seek to learn these new actions.  It is often the place where farseers are taken first. 

 

The boon would allow for characters to draw from old or forgotten history. This would aid in reviving clans, old stories, and establishing pieces of shamanism to prospective students.. This spell does have the clauses similar haruspexy clauses, to prevent players from metagaming current actions within the real world, or 

 

Redlines:

The Library of Theruz is not an infinite plain of knowledge accessible by all shamans. What is accessible is reserved to knowledge on actions of past shamans, shamanic rituals, and the spiritual conflicts of the past.  

Utilizing the Library in this regard, beyond the teaching practice would require an event with ST oversight or approval.

A planeswalker cannot identify anyone in the library of Theruz unless they have extensive knowledge about the person within the story already, or have interacted with their tools or weapons via  lutauman ritual.

- “Extensive knowledge” implies knowing the person personally for at least one full IRP year (one IRL week), or being told about them in detail by someone who has known them personally for at least two full IRP years (two IRL weeks).

 

Ankrus’ Oasis [Neutral]

An eternal boatride. Giant monsters and seasickness aplenty. Difficult to leave or find an exit. Escaping involves travelling whirlpools, defeating sea monsters, and other kinds of nautical based achievements or hazards. Using this ability grants talking to sea life, or curing sea sickness once the cast has departed for 1 OOC day.

 

Ogrol’s Cage [Negative]

Ogrol’s cage is a horrible and twisted place. Often drawn when shamans invoke their powers with negative emotion, trapping them to this place. This also occurs when a planeswalker fails a roll. Planeswalkers drawn to this site are cursed- imprisoned temporarily and must offer a prized possession or some physical aspect of themselves. These pieces may be rescued after at least a week of roleplay suffering from this desperate place. 

 

To rescue them, the shaman must craft a new divining rod imbued with the aspect of their lost possession. A shaman who sacrificed their eyes may create a divining rod lined with the eyes of descendants. Someone who sacrificed their greed may craft a golden divining rod. Whatever is sacrificed to Ogrol must be represented and then placed in its stead. 

 

Ramhakhet’s Eye [Negative]

A tortuous place often used to train and gather a respite from the Mortal Realm. This impressive heat chokes out the life from most, but the orcish shamans whom carved the earth are familiar with such a place. While painful and difficult, it is easy to travel and leave this place so long as one has spent time within the deserts.  Here, quiet blessings to dessicate the earth may be made, much like the hex of witchdoctors. Instead, this is a boon, granting the heat of life. 

 

Luara’s Moonscape [Neutral]

A seemingly desolate place with large swaths of grey covering a craterous landscape. Scattered throughout the plain-like surface are strange, alien shaped constructions and sculptures made of a silvery that softly glows white.

 

 

PLANESTREADING - Redlines:

 

- The shaman may take one additional player on walks starting at tier 2, plus one more per blessed instrument in use during the initial connection

- Should the shaman be interrupted during the initial connection, they will not be connected to the spirit plane. After this, their body loses consciousness entirely and may not be reawoken until they complete their spirit walk

- Tier 1 and 2 Planestreaders are unable to interact with the world around them, as their spirits are not fully carried through to the spirit realm

 

 


 

 

RITUAL OF INNER FERVOUR

Spoiler

[Non-combat; 3 emotes; Tier 2+]

Description:

The planestreader is capable of calling upon a previously-pacted spirit (whose domain is nearby) to bless them personally in some way related to said spirit’s domain.

Mechanics:

The shaman beings with an emote collecting or physically touching whatever thing is in their chosen spirit’s domain (eg. rocks or sand for the spirit of earth, coins for the spirit of trade, etc) or by doing a related action. With the item now nearby or preparations made to do a related action, they may begin chanting and taking any other relevant actions for taste (Note: Chanting is not for taste, and is a requirement of casting the spell). The third emote is simply a description of the effects of the spell, after which the blessing will last accordingly for each tier of shaman:

 

TIER 2:

4 EMOTES DIVIDED WITH PACT PENALTY AFTER DESCRIPTION EMOTE

TIER 3:

8 EMOTES DIVIDED WITH PACT PENALTY AFTER DESCRIPTION EMOTE

TIER 4:

12 EMOTES DIVIDED WITH PACT PENALTY AFTER DESCRIPTION EMOTE

TIER 5:

16 EMOTES DIVIDED WITH PACT PENALTY AFTER DESCRIPTION EMOTE

 

The effects may also be dispelled at any time with a single emote.

 

Spoiler

SAMPLE TIER 3 EMOTES and SPELLS:

 

Tulgarok grew tired of the pain that the ship’s ropes brought against the palms of his hand. With each new knot to tie, a new painful callus formed along his hand’s creases. Having had enough of this, he took hold of one of the sodden fish on the ship’s deck with both hands, and gripped it tightly, closing his eyes.

 

The aged orc now scoured his mind for old blah words, forming scraps of a chant in his mind. He soon began mumbling it, and these mumbles evolved into mutters. Soon, he was speaking the black tongue of the spirits that he had done so many times before. “Frûm poshak-ob! Khlaar-izg! Larg-morûrz naakhrim-izg!”

 

The fish in his hands began squirming, as if alive again - though soon, the squirming stopped entirely and some crimson liquid began seeping from between the orc’s fingers. Dropping the animal, it had evidently been descaled almost entirely along its length. And, looking down at his own palms, Tulgarok saw precisely where these scales had gone. The palms of his hands were now entirely shielded with a layer of thick, fish-like scales which glimmered silver in the sunlight...

 

[UP TO 8 EMOTES OF USING THE SCALY HANDS]

 

...And, almost as if on cue, as Tulgarok released the ropes, the scales which were once on them appeared to dissolve into his hands, their silver gleam soon replaced with the calloused, dull green skin that had been there prior.

 

 

EXAMPLES OF RITUAL OBJECTS AND ACTIONS

 

Akathro -  Water and brine.

Bregthar -  Rocks and crystals.

Fiarza -  Wind and whistling.

Kulthark -  Metal and ore.

Votar - Hide and hunting tools.

Freygoth - Leaves and seeds.

Vulka  - Weaponry and bronze.

Jevex - One’s own blood and hard labour.

Glutros - Gold and food.

 

 

 

RITUAL OF INNER FERVOUR - Redlines:

- This spell may only bless the caster.

- The shaman may only use blessings for which they have a pact.

- Pact duration is reduced when the shaman exceeds the soft cap number for their particular tier.

-Spells are purely aesthetic and provide a visual effect or extra flavor to non-combative roleplay, they may not modulate physical abilities like strength, intelligence, or magical prowess.

- This spell cannot be used to gain advantage in combat or be used competitively.

 

 

 

RITUAL OF IMBUEMENT

Spoiler

[Non-combat; Tier 2+]

 

Description:

The shaman is able to call upon a spirit they have previously pacted with to bless an object with an aesthetic physical change.

 

Mechanics:

A planestreader must first have a mundane object on hand which is able to receive a blessing, this can range from weaponry to a block of wood. The shaman then must offer chants to the spirit in question while focusing on the object for four emotes. One emote preparing and focusing, two emotes including chants in old blah, and a fourth emote to display effects to the object.

 

The resulting object will be changed aesthetically in some way fitting the domain of the spirit. These blessings can include visual or auditory effects. An example would be coral and barnacles which grow upon the surface of a staff with Ankrus or vines and flowers which wrap around a sword with Freygoth.

 

The process is very straining to a shaman. Because of this, they can only create so many of these blessed objects at a time before needing to rest. The time between each blessing increases depending on the amount of pacts the shaman has. Every additional pact after the soft cap will add a day to the cooldown.

 

TIER 2:

ONE OBJECT PER 7 DAYS + X DAYS IF ABOVE SOFT CAP

TIER 3:

ONE OBJECT PER 4 DAYS + X DAYS IF ABOVE SOFT CAP

TIER 4:

ONE OBJECT PER 2 DAYS + X DAYS IF ABOVE SOFT CAP

TIER 5:

ONE OBJECT PER DAY + X DAYS IF ABOVE SOFT CAP

 

Sample Emotes:

 

Spoiler

Tulgarok sets his eyes upon his staff with weary eyes as he takes a seat upon the hide carpet within his home. He notes the details of the staff before relaxing, taking deep breaths as he holds both ends of the staff within his hands.

 

The orc focuses on the staff, tuning out the crackling fire in front of him. He begins to chant in the guttural tongue of old blah, muttering softly as he feels the crevasse and gnarls upon the old lumber. “Goth dot-ob! Goth dot’alai-ob! Khlaar-izg!”

 

The orc grips the staff tightly, raising it upwards as if offering it. His voice becomes firmer compared to the previous muttering. “Golm-izg par, Ankrus-hai. Khl-izg lat naakh-lab-ûr!”

 

An azure rime fog mist then envelops the staff, starting at the ends and flowing inwards towards the centre. The wood begins to morph to a rougher shape as the shape twists and turns, its hue becoming a twisting mixture of pinks, blues, and yellows. The resulting metamorphosis formed coral along the surface of the staff. Tulgarok lowers the staff and observes the results intently, bowing his head in a sort of thanks.

 

RITUAL OF IMBUEMENT - Redlines:

  • The shaman cannot use this spell during combat.
  • This spell cannot be used to gain advantage in combat or be used competitively.
  • Objects cannot have any additional abilities outside aesthetics or their mundane counterparts.
  • Aesthetics are limited to the scope of current shamanic spirits and do not mimic or mime the unnatural.
  • This spell will not work on MArts.

 

 

 

 


 

RITUAL OF INCITEMENT

[Non-combat; Tier 3+]

 

Description:

A step up from the ritual of imbuement, the ritual of incitement goes beyond the realm of aesthetic changes to granting abilities to objects. However, the list of possible tools is limited to a select few capable objects.

 

Mechanics:

Similar to the Ritual of Imbuement, a planestreader shaman must first have an applicable object on hand which is able to receive a blessing. The shaman then must offer chants to the spirit in question, if applicable, while focusing on the object for four emotes. One emote preparing and focusing, two emotes including chants in old blah, and a fourth emote to display effects to the object if applicable. If no physical changes are made to the object, a simple visual queue is acceptable such as a glow.

 

LIST OF TOOLS ABLE TO BE INCITED:

 

Spoiler

The Amplifier Totem:

A totem covered in shaman runes employed by Planestreaders to bestow blessings to multiple people within a chosen area. To make use of this ability, at least four totems must be made and placed within a square formation no bigger than 3x3. Once the field is made, those who wished to be blessed may enter the field. A planestreader may then bless the group with a standard blessing of empowerment. 

 

The Amplifier Totem Redlines:

 

  • Requires ST signature.
  • ONLY NON-COMBATIVE BLESSINGS CAN OCCUR. Any blessings meant for combat will fizzle out.
  • The area encompassed by the group blessing cannot be bigger than 3x3 blocks.
  • One person can be blessed per block, resulting in a maximum group size of 9 people. No stacking of persons allowed.
  • These totems must be physical blocks such as fences and lie outside the 3x3 space in the corners.
  • Knocking over any totem in the array will disrupt the blessing if it is still occurring. Does not require re-signing since it can simply be put back.
  • Only the complete array of totems must be ST signed. Singular totems cannot.
  • The array can be physically moved, but requires re-signing.

 

 

The Divining Rod:

A tool which allows planestreaders to locate objects in the real world should they discover them while planestreading. Examples of use include travelling to the realm of the lesser of lost artefacts to locate a lost relic, or travelling to the realm of lost ruins to locate a hidden city in the mortal realm. The lesser spirits are always lessers of loss or lessers of Dhukat, spirit of secrets who empower themselves with lost items. This means that they will not be happy that you are shrinking their realm by finding items, and may require a pact or great sacrifice to do so (e.g. lesser of lost ruins demanding to be packed before letting you find an important lost city, lesser of lost artefacts demanding you toss your prized possession into the sea, bury it while blindfolded, or sell it so it is lost forever in exchange for a different artefact.)

 

A Divining Rod is created through a ritual of incitement with the spirit of Travel, Ghorza. Ghorza grants the ability to traverse the immortal and elemental realms and so a Planeswalker may ask for their intercession to craft an item. Within the mortal realm, they imbue a shamanic implement, using the mana of their soul to allow it to travel with them when the planeswalker heads to the spiritual realms. On their initial travel, the blessing of Ghorza can imbue the device to travel between multiple realms.

 

The Divining Rod Redlines:

 

  • This tool is primarily used for ET events and spirit walks and requires ST/staff approval.
  • Cannot be used to metagame locations or items.
  • Does not require ST signature, but requires ET permission to use in events.
  • This tool can take on many shapes and forms, but cannot be used combatively.

 

 

The Blessed Needles:

A needle which serves as an addition to the Spiritual Tattoo spell. If a planestreader can acquire this tool, further enhancements can be made to spiritual tattoos such as voice changing, skin and hair modifications, glowing symbols, among other similar ideas depending on where the tattoo is placed. For example, a spiritual tattoo of Kor which is placed upon the neck will make one’s voice whisper-like and ethereal. Another example would be orcish symbols across an uruk’s arms which glow. However, the more extreme changes which create visual effects such as flame, water, lightning, smoke, etc requires one emote of old blah chants to the spirit who bestowed the blessing to use.

 

The Blessed Needles Redlines:

 

  • These tools require ST signing.
  • All rules and redlines of spiritual tattoos still apply. Meaning one must do an action related to the spirit to activate the effect.
  • Only those who know old blah can use tattoos with physical visual effects such as flame or lightning and one chant in old blah MUST go to the spirit who bestowed the blessing as well as doing an action related to the spirit’s domain.
  • Without old blah, one can change hair colour, skin colour, skin material, among other changes that do not create physical visual effects.
  • Alterations to the skin and hair cannot give additional combative properties (e.g. hardness, sharpness, etc.)
  • All physical visual effects cannot harm others. Fire will not burn, lightning will not hit, etc.

 

 

Scryers:

An object which allows multiple people to observe a vision and allows scrying visions from a pacted spirit. These objects vary in shape, but are usually no larger than a handheld object. When used to show a vision to others, it reacts similarly to that of the inflict vision spell, requiring old blah to invoke. When used to scry, the same emotes as the inflict vision are cast upon themself, using the Scryer as a focus. These visions must be done with a previously pacted spirit, showing the past, present, or future without knowing which it is.

 

Scryers Redlines:

 

  • Does not require ST signing.
  • Objects cannot be bigger than a handheld object.
  • Cannot be used in combat.
  • This follows all rules and redlines of inflict visions. Still requires the emote requirement for inflict vision to use.
  • All visions given to other players must be OOC consented beforehand.

 

RITUAL OF INCITEMENT - Redlines:

 

  • Some tools require ST signing, see individual item redlines to see if ST signing is needed.
  • The Planestreader of tier 3+ is required to use these tools.

CREDITS

 

Writers: Panashea, Astrophysical, Boomerzang, Dargrind

 

Original Post:

https://www.lordofthecraft.net/forums/topic/192908-✓-magic-lore-farseer/

 

 

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Change its name, theres already something called Planeswalking. It'll get confsuing!!!

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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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