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[✗] [MA] Farseer Rewrite


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FARSEER

Shamans of Spiritual Balance

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Definitions:

Farseer: A practitioner of shamanism who pacts with Spirits.

Greater Spirit: The pinnacle of spiritual strength, represents broader ideas and objects as a domain. A host of Lessers serve and exist beneath them.

Lesser Spirit: The Spirits most commonly interacted with by Shamans. They serve as envoys of Greater Spirits and often represent the more specific domains of the respective Greater Spirit they serve.

Soul Affliction: Beings who have had their souls altered by unnatural means, gaining the ire of the Spirits. These beings include but are not limited to Necromancers, Azdrazi, Silit, Paladins, Templars, other incompatible Aengudaemonic magics, Zezimar, Void Mages, Wights, Frost Witches, and Vargr.

 

Note: This submission follows Spirit Pacting Lore found here: Each Spirit pacted costs one Spell slot. 

 

Following this submission, Farseer and Witchdoctor will both take 1 Magic slot, with the two magics being mutually exclusive. Someone with both TAs will still be able to teach both magics, but no longer utilize both spell trees.

 

SPIRIT CLASSIFICATION 

Elemental Spirits

Akathro, Bregthar, Skathach, Kulthark, Fiarza, Neizdark

 

Natural Spirits

Freygoth, Kor, Ankrus, Anyhuluz, Luara, Ramakhet, Kinul, Urin, Scorthuz, Aztran, Eathruz, Akezo, Arwa

 

Spirits of Emotion

Ogrol, Leyd, Paxaharu, Kezt, Krathol, Glutros, Isuz, Kesaroth, Betharuz, Etna, Letrothak

 

Spirits of the Mind

Ixli, Lethrothak, Shezept, Jevex, Ublulhar, Veist, Theruz, Ikuras, Drelthok, Kotrestruu, Xaakt, Enrohk

 

Occupational Spirits
Ghorza, Vulka, Rolfish, Trokorl, Velkumest, Gentharuz, Votar

 

TIERS

T1: A Farseer spends the first week of the magic learning the Old Blah to communicate with the Spirits. They must spend time meditating and learning to establish their tether from their mortal body to the Spiritual Realm. They may receive Farsight visions.

T2 (2 weeks after acceptance): At this stage a Farseer may use Incitement and Spiritual Markings as well as begin working with cultivation and trinkets. While Spirit walking they may only travel by themselves.

T3 (5 weeks after acceptance): At this stage a Farseer may begin to craft Icons. While Spirit walking they may only travel with two additional people.

T4 (10 weeks after acceptance): At this stage a Farseer begins to cultivate a better connection to the spirits, being able to create companions and conduct miracles. While Spirit walking they may only travel with four additional people.

T5 (16 weeks after acceptance): At this stage a Farseer has reached the peak of their ability. While Spirit walking they may only travel with six additional people.

PACTING

To utilize the spells of the Spirits, a shaman must Spirit walk to a respective Spirit and establish some kind of contractual obligation. For Farseers, this is generally an obeisance, a means of showing one’s strength and devotion to the Spirits.


 

SPELLS

[T1] FARSIGHT

(Non-Combative)

 

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

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

 

 

Farsight Redlines:

 

- Cannot be used to metagame information.

 

- This spell can be used outside events and prophecy posts to describe the relationships of Lesser Spirits. For interaction with Greater Spirits, prophecy and divined information is not necessarily true or come to pass.

 


 

[T1] INCITEMENT

(Non-Combative)

 

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Farseers are able to invoke the aspect of their respective Spirit in an aesthetic display of shamanic prowess, or as a shamanic tell as they begin casting. This incitement of the Spirits begins after the second emote of channeling a spell, or as a cantrip (basic spell) after two emotes of Old Blah. The aesthetic effects may only be present in a 2 block radius at tier 1, and provide no use in combat or manipulation. Aesthetic effects brought on by incitement last for up to 7 emotes, before the environment returns to the state before incitement was cast. As a shaman increases in tier, the radius expands by 1 block, to a maximum of a 7 block radius around the shaman at T5.

 

Example:

A Farseer lifts his hands, the stone and rocks beginning to shift and twist. “Bregthar! Goth gund-ob agh ghaamp-ob! Khlaar-lat izg!”

 

With a crackle of Old Blah, the shaman continues to call upon the Spirits, “Traum-lat ul naakh-lab!”

 

The rocks shift to form a face akin to the shaman’s, one that booms with the gravely rumble of earth.

 

Incitement Redlines:

 

- Casting aesthetic affects cannot affect other people and animals, it may only affect the caster, flora, and non-living aspects of the environment.

 

- Do not use inappropriate effects.

 

- These effects only last for up to 7 emotes, and the environment will return to normal.


 

[T2]SPIRITUAL MARKINGS

(Non-Combative)

 

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A Farseer can choose to mark the skin of themselves or others as well as objects with ink, dye, or blood with the help of needles or other tools. Once this marking is complete, and they make a ritual to their pacted spirit, the resulting marking can have aesthetic properties.

Spiritual Markings are limited to the strength of ensorcelled flesh and aesthetic aengudaemonic boons.  This is to say that a Spiritual Marking is capable of transmuting flesh, but incapable of growing new appendages or granting combative boons. New protrusions or growths may form that match the aspects of the Spirits.The target will still remain entirely descendant, and still be recognized as such. 

Item Examples:

- A halo of bright light marked by a Spiritual marking atop the crown of someone’s head. The symbol is devoted to Scorthuz, Spirit of Purity.

- Forge-like breath from a neck tattoo depicting a lesser of Gentharuz.

- A brand of Votar that ignites upon the proposition of a good hunt.

When Spiritual Markings are granted to an item, they gain similar aesthetic effects, in addition to speech as if they were alive, so long as the markings remain.

A walking stick of Ghorza that speaks upon the weather and fortune Spirits.

A club of Lethrothak that chastises the user every time they miss an attack. 

A mirror of Etna, giving the reflection of the user’s intrusive thoughts.

Casting:

These markings require five emotes to create. One to prepare the skin or object by blessing the chosen area, if this area is skin, it is temporarily numbed and cleaned. For three emotes, the Farseer works on the marking, two of which must include the spell incitement. Once the marking is complete, if the marking is applied on skin, the recipient of the marking will receive a sharp pain in the area that was previously blessed.

Example:
 

Spoiler

[1] 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. 

[2] Tulgarok then begins his work on the Ankrus tattoo, fitting a needle into his hand and marking the skin with azure ink.

[3 + Incitement] 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!” 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.

[4 + Incitement] Tulgarok continues his chant, “Goth dot’horn’ri-ob, Goth par’ri-ob! Gaakh mum-lab baduzg!” Grogluk can perhaps notice the scaly feeling begins 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. 

[5 + Effects] 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.

Effects:

The completed markings' effects can range from:

- Lights

- Sounds

- Minor Incitement in a 1 block radius.

- Spiritual Aura

These effects can be turned off and on at will by the one who has the markings if applied to skin. Objects are active The effects must be related to the Farseer’s pacted spirit in some way.  

Spiritual Markings Redlines:

- Spiritual Markings do not give any additional powers or capabilities as they are purely aesthetic.

- If the marking is removed (cut off, burned, scraped) it will not reappear until the marking is redrawn.

- Item representation of needles and tools are optional.

- Cannot be used to cover up magical wounds, brands, or scars (ex. Herald of Azdromoth Tattoos).

- Cannot be used to move or levitate objects.

- The Spiritual effects of Tools cannot serve any combative purpose, and are unable to be evoked from in combat.

 


 

[T2]TRINKETS

(Non-Combative)

 

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Farseers are able to create physical items that have caveats like a monkey's paw. These trinkets are created the same way as spiritual markings are made. When Active, Trinkets possess the ability of temporarily suppressing curses and magical mental effects. A shaman is capable of making a maximum of two trinkets per day, a free-form ritual requiring the creation of some object, as well as inciting it and chanting over it for at least 3 emotes.

 

Elemental Trinkets: When active, Elemental Trinkets are able to bestow the wielder with the ability to imbue a non-physical aspect of your body with an element. The caveat is an elemental curse, manipulating your emotions toward the respective Spirit.

 

- A jade carving of Kulthark, when you hold it tightly your voice booms like thunder, but you cannot prevent yourself from speaking your thoughts earnestly.

 

Immortal Spirits improve the health of their wielder, though possess the caveat of some form of tithing, sickness, or condition associated with the Spirit.

 

- A trinket of Ghorza, a cane that allows the elderly to walk unimpeded, but they must drop a gold coin every few steps. 

 

- A trinket of Kor, a clay mask that hides your old age, but makes you incredibly ugly.

 

A trinkets’ effects last for 7 emotes, and counteract the effect of curses for their duration. A trinket may only suppress curses invoked by a single assailant. Trinkets are made by a shaman casting incitement over themselves, spreading that energy to the object that they wish to enchant.


 

Trinket Redlines:

 

- Trinkets are player signed.

 

- Trinkets cannot undo outerplanar/ST/Ibleesian-esque curses, only ones cast by singular players or objects.

 

- Trinkets cannot improve someone’s health beyond normal means.

 

- Trinkets will not grant extra effects.

 

- A trinket has no effect if someone is cursed by multiple magic users.

 

- Trinkets possess no combative ability, nor can their effects be used in combat.

 

- If trinket tithes are not roleplayed, it is the same as powergaming.

 

- Mass production of trinkets will lead to a removal of the pact with that Spirit.

 

 


 

[T2] CULTIVATION

(Non-Combative)

 

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Farseers are able to bless the land, infusing it with the power of the Spirits. This blesses the flora, fauna, and landscape of an affected area. These blessings are the longest lasting of a Farseer’s arsenal, self-sustainable unless cleansed by other magical means. The size of the land is determined by the tier of Farseer and how many Farseers assist with the rituals.

 

TIER 3: 10 x 10 blocks, + 2 x 2 blocks if assisting.

TIER 4: 20 x 20 blocks, + 3 x 3 blocks if assisting.

TIER 5: 30 x 30 blocks, + 5 x 5 blocks if assisting.

 

Casting:

Casting Cultivation is an elaborate process, requiring a large scale ritual. The process requires one Farseer to do 7 emotes, 3 of which prepare the ritual (this can be drawing symbols, burning incense, and other ritual-like processes), 1 emote in old blah, 2 of which casting the spell incitement, and 1 emoting the effects.

 

Once a Cultivation reaches Tier 4, it is capable of removing the magical taint and afflicted regions from otherworldly and non-shamanic influence. If not explicitly outlined in another lore submission, these effects would be permanent, so long as there are enough shamans. The ritual is freeform, though generally follows the same practice as casting an initial influence. It requires 1T5 shaman to lead, capable of removing a 10x10 area on their own. With each additional T3 shaman, the area expands by 5x5.

 

Shamans must fully purge the area for the effects to remain permanent. Should part of an area be tainted after the ritual, the effects will return after 3 OOC days.

 

Example:


 

Spoiler

*Assume the ritualists follow in suit of Malog.


[1 + Preparation] Malog sets forth a set of blessed animal bones to his 3 followers, beckoning them to take them into hand, taking one for himself. Each of them breaks the bones, placing it within the earth.


[2 + Preparation] Malog outstretched his right hand, letting his palm face the crackling sky above. Storm clouds flow downwards to the earth below, staining it in a purple hue. He leans to the earth below as he begins to draw old blahic symbols into the muddied dirt.


[3 + Preparation] Malog lifts himself as he wipes mud along his wrinkled face, leaving a streak of gray across it. The orc nods once slowly before extracting miscellaneous bones from his side pouch to throw into the center of the circle he and his followers have formed.


[4 + Old Blah] He raises his hands to the sky, as he begins to chant in the elder tongue of old blah, “Goth dushtala-ob! Goth bumbullaum-ob!”


[5 + Incitement] Around the shaman, the bones shake and crackle with lightning, arcs of purple dancing along the earth. The orc continues to chant “Lup-izishu lat-û, gûr-al nût-ob! Gaakh golm-izishu lat azhtrim.”


[6 + Incitement] The bones beneath the orc begin to fly upwards and the storm crackles furiously.  “Gaakh blord-gothrim-izubu! Lup Urin! Af-mok-izubu!”

 

[7 + Effect] The bones soar into the storm clouds above, swallowing them within the billowing surface. A moment of silence with only the pattering of rain occurs before a great lightning bolt strikes the center of the ritual, marking the land with the power of the spirit. From that spot, azure energy begins to crack the earth outwards, scouring the land until the surroundings become one with the domain of Urin. The plants begin to crackle with energy and begin to grow taller to form lightning rods and the animals begin to arc with lightning across their flesh.

 

Effects:

Once a Cultivation blessing is in place, the area will be given an aesthetic related to the spirit which has been called and hold an effect related to their spirit group. Magical buildings and constructions, such as Mana Obelisks, will be disabled until the area is cleansed in some way. If a Cultivation exists on a Tier Two Pacted Shrine, the Shrine must be destroyed before the cultivation can be purged.


 

Cultivation Redlines:

 

- Cultivation blessings can only reach a maximum size of 75 x 75 blocks.

 

- Cultivation effects cannot be applied to players, only animals and plants.

 

- Cultivations are incompatible with other non-shamanic magics, even if they are of similar aesthetics (i.e A Frost Witch and an elemental Farseer).

 

- Cultivation blessings would require RO permission to be cast upon the land, with a sign stating the effects.

 

- Cultivations are capable of being purged by MAs which can cleanse land.

 

- Cultivations cannot make wild animals subservient to one’s control without a MArt.

 

- Animals cannot be overly mutated– they must keep a semblance to their original form.

 

- Blessed animals can only be increased by one size only (Mouse > Dog > Bear > Elephant) 

 

- Elephant and larger sized animals cannot grow any larger, but will still possess aspects of the Spirit in question.

 

- Blessed animals are not tammable without a MArt.

 

- At the discretion of ST or PRO, animals may be used for events, following all the redlines of the Hunter’s Grimoire

 


 

[T3] ICONS

(Combative)

 

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Icons are objects which hold a blessing, they are best compared to protective charms. Icons possess two abilities. They may activate when the wielder is harmed at their discretion, or a Farseer chants and incantation to cast it onto another target. A Farseer may use an Icon multiple times as their tier increases.

 

T3- Once Per combat encounter

T4 - Three Per combat encounter

T5 - Five Per combat encounter

 

Icon Creation:

To create an Icon, a Farseer must acquire an object that is symbolic or representative of the pacted Spirit. An example of this can be a metallic orb for Kulthark, or a miniature totem made of hide and bones for Votar. 

 

The Farseer must first commit 2 emotes of preparing a ritual. Following this, the Farseer must use Incitement for two emotes mixed with one additional emote of chanting with Old Blah to call the Spirit unto the desired object, the Icon will adopt aesthetic features resembling that Spirit and obtain the ability to bless targets.

 

Example:

Spoiler

[1 + Preparation] Azluk takes a knife and cuts his finger, letting blood flow from it as he begins to draw old blahic runes in a circular pattern upon the ground.

 

[2 + Preparation] Azluk offers an orcish blade within a ritual circle lined with runes of Old blah and symbols of Leyd. His hands splay towards the sky, praising the great Spirit with a crackle of Old Blah and guttural tongue.

 

[3 + Incitement] The air shakes with the presence of Leyd, the familiar sounds of chains rattling through the air. “Leyd-hai, goth burûrz gaiumri-ob, goth mor riip-ob, lup-izg lat-ûr khlaar-at izg!”

 

[4 + Incitement] A hiss of vile breath pours over the ritual circle, ensnaring the shaman in the divine. “Khl-izg khlaat-lab-ûr, hul-lat lapus-ishi!”

 

[5 + Old Blah] “Gaakh gûr-uzg hiisht-û! Gaakh uf-lat darûkûrz!” Azluk slams the table with strength as he finishes his chant, a showing of his strength.

 

[6 + Effect] Chains materialize from the ritual circle, ensuring the sword within a nest of metal that constantly coils around the weapon like a ball of snakes. The icon is made, and is able to be used. [Show signed item showing effect, emote count, and Farseer use requirement] 

 

Icon Creation Redlines:

 

- Icons must be ST signed.

 

- An Icon can only be related to one type of spirit within the classifying groups (Elemental, Nature, Mind, Emotion, or Occupational) and must be listed on the item description at the bottom with a [Icon of ________ ].

 

- The item description of an Icon must describe its latent and aesthetic effects.

 

- Icons may have any aesthetic features akin to other casting implements and aura abilities when incited, or as a passive effect.

 

- Icons do not grant any other bonuses or benefits to the objects outside of the abilities included in its creation.

 

- Icons cannot be heavier than 50 pounds or have more volume than a cubic meter.

 

- A Farseer may only have a maximum of 2 icons with them at a time.

 

- Farseers may use the Icons of other shamans so long as they know the incantation.

 

Casting:

Icons activate when an event strikes the wielder, or the wielder chooses to cast a blessing onto someone else. These events vary depending on the type of spirit. The use of an Icon is rather simple and requires only a single emote to describe the effects. This reaction counts as a major action for the shaman choosing to use their Icon.

 

Supernatural Clause:

An Icon is a soul blessing. The Spiritual Afflicted, similar CAs, and MAs with a soul or its substitutes will never be able to receive a blessing. An Icon can also fail if someone has disrespected the Spirits, or at the Shaman's discretion. A farseer is able to bolster the soul to reduce the worldly effects of harmful magics associated with a respective Spirit.

 

For example, an Elemental Icon may reduce the speed at which a frostbite develops from a Frostwitch’s Ice, or the severity of burns from an Azdrazi’s flame. 

 

eJgQClV.png

ICON EFFECTS

 

Elemental: Elemental Icons protect a person from the mundane effects of an element, including the natural effects of voidally evocated elements.

 

Fire: Fire is snuffed out when the Icon is activated, however it will not stop physical force such as combustion. Burns from an attack would be reduced by one degree (A second degree burn becomes a first degree burn).

 

Water: Water evaporates once the Icon is activated, however things within water will not be stopped. Ice and frostbite would take 5 additional emotes to develop. 

 

Storm: Lightning strikes are no longer lethal for 5 emotes once activated. Does not give control over lightning.

 

Earth/Metal: Once activated, Icons strengthen clothing or armor. They weaken the effectiveness of kinetic attacks for five emotes. (Child < Descendant < Uruk < Olog ).

 

Air: Harmful gasbourne effects will not affect the person’s breath once the icon is activated for 5 emotes. This includes magical and alchemical toxins spread by the air, providing the target with a respirator.  Abilities or toxins that react to skin or eyesight would still have their total effect.

 

Natural: Natural Icons protect a person from the Spirit’s respective domain. They are capable of delaying corruption, magical taint, or disease for 5 emotes. These defenses are only effective against magic and soul-damaging afflictions. These would have no effect on voidal corruption, or metals like Azhl and Thanium.  In the case of Kor, this would not prevent the target from death, but stall the manipulation of lifeforce or soul-manipulation like through a necromancer’s life drain.

 

Emotion and Mind: Emotional and Mind Icons activate on the shaman when affected by an unwilling mental or emotional effect. It will resist the change for the next five emotes. A Farseer may apply these effects to someone through the correct incantation. It affects conjured illusions, mental or emotional auras and intrusions of the mind. When foreign information is placed in the mind through magical means, the icon does not identify its origin or type. It is more akin to a “danger sense”, where something feels amiss.  It has no effect on magic outside of the combat encounter.

 

Occupational: 
Occupational Icons restore the strength or health of a target struck by magical weakness. It cures poisons and similar sappings of one’s strength through magical means, restoring them to baseline over the course of 5 emotes.  This has no effect on self-casted magics or items by the target.

 

eJgQClV.png

 

General Icon Redlines:

 

- Icons can not be activated post-encounter (e.g. Already has a disease).

 

- A failed Icon cannot be used to identify dark MAs/CAs. It merely tells the shaman the Spirit does not favor them.

 

- An Icon costs a major action to use and cannot be activated reactively when a shaman is doing another major action.

 

- Icons cannot cure effects gained before combat.

 

- A target may only be affected by a maximum of two icons per combat encounter.

 

- Icons must be visible while casting.

 

- An Icon cannot increase someone’s abilities beyond their baseline.

 

- An Icon cannot extend someone’s constitution or stamina.

 

- An Icon cannot undo the effects of an item used by the affected. It only responds to negative attacks.

 

- A Farseer must have line of sight of the target they want to bless.

 

- Icons that are badly damaged or broken will become unusable.

 

- Only Farseers can utilize an Icon.

 

- Farseers use the Icons of other shamans so long as they know the incantation.

 

- Icons need to have direct contact with the user to be cast with.

 

- Icons cannot break or permanently disrupt the magic of another, at their best, they delay effects.

 

- Icons cannot grant users True Sight or the perfect ability to distinguish magics or illusions.

 

- An Icon cannot be used to bless the Soul-Afflicted or similar CAs/MAs (See definitions for examples)

 


 

 

[T4] Miracles

(Non-Combative)

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Once a CULTIVATION reaches 20 x 20, three shamans are able to perform a ritual within this incited area. A T4 Shaman must lead this ritual, the assisting shamans can be any tier. This ritual allows for Miracles to be performed through the Spirits. The shamans must gather around and perform another ritual like the initial Influence. 

 

Casting:

This entails 7 emotes, 3 of which prepare the ritual (this can be drawing symbols, burning incense, and other ritual-like processes), 1 of which includes a chant in old blah, 2 of which casting the spell incitement, and 1 emoting the effects.

 

Example:

Spoiler

*Assume assisting shamans do the same as Burbur.


[1 + Preparation] Burbur takes a seat on his knees before a small shrine shrine which has been constructed of small animal bones. He sets forward a cup filled with incense, taking a candle to light it.


[2 + Preparation] Burbur takes a deep breath in as the sweet smelling smoke from the incense begins to plume towards the heavens within the cultivated land. He begins to draw upon the fertile earth with pale chalk, inscribing runes in the elder tongue of old blah.


[3 + Preparation] Lastly, Burbur puts forward a small bird, which has been killed, before the shrine, setting it down gingerly.


[4 + Old blah] Burbur begins to chant in the elder tongue of old blah, becoming the adherents to follow in suit, “Arwa blûg-ob! Arwa dob-ob! Khlaar-lat mog’izubu!


[5 + Incitement] The grains of the field begin to sway slowly despite there being no wind. The sweet smell of grain intertwines with the scent of the incense. “Lat-ugil matûrz fiil, thrug-uz hoit-al-izri!”


[6 + Incitement] Pollen from the golden fields begin to float like butterflies around the ritual site. The grasses whistle in song as the chant finishes “Hul-lat solarium fiil-ishi! Gaakh fiil-tulk urzkû!”


[7 + Effects] The singing reaches a crescendo as a lime green mist plumes from the bird. Before long, the grain stops dancing and the singing stops. The pollen settles to the ground and the bird. Within a moment, the bird twitches its wings, then rises back to life as if nothing happened.

 

Effects:

The use of a miracle requires a FA describing which effect is chosen.  A Miracle can only take place once in a Cultivation once per month.

 

Elemental Miracles

Elemental Miracles allow for Farseers to create deific trinkets capable of containing an Elemental and Immortal Spirit’s power within it. They have two caveats, one for each Spirit. See trinkets for more information.

 

Natural Miracles

Prolong: Extends the lifetime of a target player by a total of 10 narrative years (10 OOC weeks). This can only be used one time per person.  Prolong can only be used once per individual, marking them with a Spiritual tattoo, and subjecting their Soul to the realm of the aforementioned Spirit.

Resurrect: Revives a target animal that has recently deceased in the past 24 OOC hours. This will not work on animals which have died of old age. Resurrect cannot work on animals larger than a bear.

 

Emotional + Mental Miracles

Prophecy: Can make those present in the area to witness a prophecy.

Shift: Changes the mental state of a target. Previously prevalent fears may become non-existant or magically caused personality traits can change or be removed.

 

Occupational Miracles

Artifact: With one item presented in ritual, the item is blessed with the aspects of the spirits, creating a religious Icon. These icons inspire religious wonder and ire from dark forces.

 

If Shamans wish to create a Miracle that extends beyond the scope of these options, imbue other shamanic compatible magics to a Miracle, or expand the effects of the Cultivation, they may submit a MArt to create new Miracles. MArt miracles must still be documented when used.

 

Miracle Redlines:

- The assisting shamans do not have to be T4 farseers, only the ritual leader.

- Feat Miracles must indicate what they do and their effect within the Feat Application for tracking purposes.

- Mental effects of Miracles are at the discretion of the affected.

- Miracles cannot compel someone to do anything.


 

[T4] Companions

(Non-Combative)

 

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Companions are objects which have been imbued with spiritual energy by a Shaman. Consisting of the complex art of transferring part of one’s own soul into an object, the creation of companions is an advanced ritual. Companions themselves serve as a conduit of spiritual power of the pacted spirit’s domain, having the ability to channel spiritual energy.

 

Companions hold the intelligence not too dissimilar to a dog or cat, and are able to follow commands by their creator. Alongside this, they are extraordinarily weak and will deactivate when struck once. Despite this, they are capable of providing a Trinket’s effects once per narrative encounter, essentially allowing Farseers to have non-combative blessings on the go without needing to make Icons.  They follow all the redlines of a Trinket, though a Farseer is able to change their effects so long as it correlates with the respective Spirit.

 

Casting:

The creation of companions requires two phases. One phase being the creation of the vessel. This can be freeform in length and complexity, as long as it is made in roleplay.They are then player signed. To activate the companion, one must give four emotes. One preparing the vessel, two incitement emotes, and one effect emote.

 

Example:

Spoiler

[1 + Preparation] Thurak wipes his brow as he gingerly places the large clay sphere upon the table, held by a large ring. The uruk takes a moment to retrieve his carving tools before beginning work once more upon the object, pressing symbols of the material alphabet upon its surface, the symbols of mud, push, and lifting.

 

[2 + Incitement] Thurak nods in approval as he sets his hands upon the completed vessel’s smooth surface. He then chants in the same language inscribed upon it, “Ghorza-hai! Goth mûl’ri-ob! Goth Goth draug’ri-ob! Bugd-izg!” The vessel hums  softly as the elder tongue is spoken.

 

[3 + Incitement] The inscriptions upon the clay orb slowly pulses once a golden hue in response to the chanting. Thurak continues the chant, his voice melodic as he bobs his head to the beat “Khlaar-Ghorza izish! Lûp-izg lat hul-at bot-ishi!

 

[4 + Effect] The inscriptions upon the orb hum to life, emanating the same golden light as before. The vessel slowly levitates a foot above the table, rotating at its maximum height. The clay orb then morphs and contorts as it transforms itself into the shape of a large coin with a square hole within its center. A single large eye sprouts above the coin, and the clay forms tentacles from which the companion can move. The ritual is complete.

 

Effects:

The effects of a Companion are the same as a Trinket, and still adhere to some caveat corresponding to the Spirit it was made with.

 

Companions Redlines:

 

- Companions cannot be used in combat.

 

- Companions de-manifest on a single hit.

 

- Scratching or breaking the inscriptions will cause the companion to return to a dormant state and must be repaired with the same ritual as creation.

 

- Companions are incapable of speech and cannot communicate.

 

- Cannot be used to metagame information. (e.g. Being sent into a room to spy on a meeting and returning to its shaman.)

 

- Companions require the presence of their shaman. and cannot be away from them for an extended period (Must be within a 3 block radius of their shaman or turn dormant).

 

- Companions cannot be used by other people other than the creator.

 

- Only one companion per Farseer.

 


 

CREDITS

Writing Credits

Panashea, Astrophysical, TheAmazingSewer, Evonpire

 

Art Credits

Maksym Harahulin

Anato Finnstark

Scott Harris

A. Shipwright

Spencer McKeown

Belén Mezzanotte

Irina Nordsol Kuzmina

Rui-Rou "Rey" Teo

Pim Huisman

 

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You can self teach this by eating alot of carrots. 

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Sandy loam, who is sh- wait wrong lore.

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Farseer companions... i want one

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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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