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[✗] [Re-write] The Farseer


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Artist Credit: jagannath.art
The Shamanic pillars of Spiritual Might



Begin at One magic slot. May Reach Five Magic Slots. Certain abilities require a Shamanic Spirit Pact
 

Spoiler

 

 


 

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 of one another. All Farseers currently will be raised to Tier Five if this piece is accepted, though all Farseers TA's will be removed and must be re-submitted. 


THE SOUL BRAND
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Artist Credit: Frazer Irving. Cover of the comic Annihilator Issue #4.



To begin their path, the learning Farseer shall be taken into the Spirit Realm. The Soul Brand is etched upon the very soul. It shall act as a beacon within the Spirit Realm to show, this shaman is able and willing to act as a conduit for the spirits and pursue pacts. As the Farseer conducts more pacts, the mark grows larger and changes.

Redlines: 

 

Grants no combative affects whatsoever except in the Spirit Realm, in which, if the Mark bears Pacts of that spirits domain, they will be less likely to stir ire, but can stir it nonetheless. The Soul Brand is only typically visible within the Spirit Realm, a. It is merely a sign of Spiritual Devotion and will act as the medium to the realm of the spirits. 

 

The Soul Brand can be gleaned in the Mortal Realm by magics that can detect soul alterations. Being of the spirits, this mark is an active representation of the Shaman's Soul. A Cruel's Soul Mark will reflect this in the case of the example, thorns, and embers. Whilst a Kind's Soul Mark will be soft, and more pleasant to the eyes. 


PACTING
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Artist Credit Jabrix Art



To utilise certain spells of Farseer, a shaman must 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. Elemental Pacts count towards half a magic slot. And will allow a Farseer to self teach Animism of that elemental subtype. Immortal Spirit Pacts count as 1 Magic Slot. There is only one Greater Immortal Spirit that can openly be pacted with. That is Kor. Must still be documented in short form on the Farseers MA and documented in long form in the Shamanic Pacting Subforum. This, if approved, may let the Farseer submit a Self Teach Lutaumancy MA. 
 

 

Redlines: 

 

Spirit Pacts will be documented in short form on the Farseers MA, and documented in long form in the Shamanic Pacting subforum.


Spiritual Favour
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Artist Credit Currently Unknown. Will update if found.


Certain Abilities of Farseer Require Favour of the Spirits to be cast. Through a Farseers Soulbrand, Favour is granted. A testament to the Spirits shining down praise and Favour to those that willingly serve them. Favour is expended to cast shamanic spells.


Spells for Farseer are spent per day. Favour per spell held by Tier
In the case of ET or LT events, with an ET or LT's permission, spells per day may be altered or ignored. 
Each Shamanic Pact with a spirit adds an additional +1 to all spell uses per day. 


T1: Farsight {Once Per Day} Incitement {Unlimited}
T2: Spirit Walk {Unlimited}
T3: Icon Creation{2 Per Day} Icon Activation {5 Per Day} Inflict Visions {5 Per Day} Vision Draught {Unlimited}. Cultivation {Once Per day}
T4:
T5: Shamanic Blessings of a Spirit {5 Per Day}


Regaining Favour
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Artist Credit Mark Molchan


A Farseers Spell usage returns every 24 OOC hours.

Certain actions can be undertaken by the Farseer to regain this Favour faster, OUT OF COMBAT.
In the case of ET or LT events, with an ET or LT's permission, these rituals may take place in combat. 

Spoiler

Prayer: A six emote ritual that will regain Tier 1 spell uses. 

Offerings upon a shrine: A six emote ritual that will regain Tier 2-3 spell uses. 

Sacrifices: Offerings of blood, destruction of items, animals or mortals over the course of six emotes to regain Tier 4-5 spell uses.

 


 [T1] INCITEMENT (No Pact Required)

(Combative/Non-Combative)

 

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At T1 the Farseer can incite favour of the spirits in their body. This appears in a variety of ways, from smoke-like mists erupting from their form to harmless flames which reflect their aura and Spirit Pacts they might have. The ground around the Farseer may turn vibrant colours.  Emblematic faces or other shapes appear.  In some instances, crackling ethereal energy in the colour of their aura rumbles around them like lightning in a storm. 

This is done in tandem with chanting Old Blah, with initial affects beginning after the second emote, and manifesting themselves fully on the third, even if the caster should stop chanting or move. 

 

This affect only applies to the Farseers ' body during Tiers 1 and 2

At Tier 3 the Farseer may have these affects spread around them within a three-block range. Ethereal clouds gather and crackle with lightning across the air. Stone shifts and the visage of a spirit appears. Or from their aura, appears a spiritual visage.

 

At Tier 4 these can extend five blocks from the Farseer

 

At Tier 5 these can extend seven blocks from the Farseer.

 

Incitement may be performed indefinitely only aesthetically 

Abilities require Incite/Incitement to be invoked before they can occur, Incitement serves as a connection to the spiritual realm.

Redlines: 

The cosmetic affects from Incitement must be emoted in #rp or greater, clearly visible to all around them, but the extent of them does not have to meet the block range at higher tiers, however, a clear sign of connection and casting must be displayed as the Farseers casting Tell.  The affects of Incitement themselves are never combative nor interact with the world beyond appearance alone.

 

Incitement serves as the Farseer casting ‘tell’


[T1] FARSIGHT (No Pact Required)

(Non-Combative)

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A Farseer can 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 not limited to, events, story teams, and prophecy. Messages and visions can be of the past, present, or future and are usually vague, containing symbolism and half-truths.

The ritual of Farsight must be conducted near a spirit shrine and requires at the very least {10} Emotes of incitement in addition to an offering. Be it blood or a religious icon. Alchemical regents that the shaman has gathered represent the nature of the information trying to be gleaned. 

 

Those around the Farseer can ‘partake’ within a vision of Farsight should Farsight be conducted at a pool that has been affected by [T3] Vision Draught, or consumed food or liquid infused with Vision Draught. {Vision Draught may be found in lower passages beneath [T3] Inflict Visions.} When conducted near a pool that is affected by Vision Draught, the Farsight vision will appear within the water. When conducted near mortals that have consumed Vision Draught, all can experience the Farsight within a small mental scape.

At the Third Tier of Farseer, within any Spirit Walk, the Farseer may use Farsight to grant them guidance in the realm beyond. To help with the puzzles or tricks of a spirit. 


{This is done, following the shaman or ST member conducting the Spirit Walk, and serves as a flavour tool in Spirit Walks. Or to help them out of a bind.} 

 

Redlines: 


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


This spell can never be used to Meta-game information about an event or any player under any circumstance. If the Farseer is attempting interaction with an event, they must contact the ET or LT in question and set this up. 


To glean prophecies or visions of events within the realm, the Farseer must contact the LT in charge of the event, or the ET in charge of the event. They will either deny or accept the request and give those involved a vision described by them.


ET or LT in charge of a Farsight vision can and likely will alter the cost required to conduct the ritual, but should do so in a fashion that helps the Farseer or Farseers reach this goal.


When Farsight is used within the Spirit Realm, the shaman or ST member conducting the spirit walk must give OOC consent first, and will act as the ruling factor of what a Farseer might see or glean from the insight of a Spirit. 


 [T2]SPIRIT WALK (No Pact Required)
(Non-Combative)

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Artist Credit: Theo Prins



Farseers have the innate ability to tether their souls so that they may enter the Immortal and Elemental spiritual planes of existence by the use of narcotics, meditation, and old blah chants. First, {2} emotes must be made of meditation and focusing. Then {3} subsequent emotes must be made in old blah, invoking the spirit. Finally, {1} emote must be made of tethering the soul(s) to the spiritual realm in question. As a Farseer progresses through the tiers, they may begin to bring other people with them.

 

T2: A Farseer may bring themselves.

T3: A Farseer may bring up to 2 people along.

T4: A Farseer may bring up to 4 people along.

T5: A Farseer may bring up to 6 people along.


Redlines: 

A Spirit Walk is merely a travel of the souls to another plane, and so weapons, items, and other physical objects do not travel to the Spirit Realm while Spirit Walking. Items and objects may not be brought back for the same reason.


The Soul Tether acts as consent to the spirit walk. It spreads from the shaman to the souls they wish to bring to the Spirit Realm. If the persona fears the Tether. It will not connect to them unless the target is being dragged to the Spirit Realm to purge their affliction or punish them.


Requires RP consent to use when bringing other individuals,  as the shaman is bringing a target’s soul into the Spirit Realm. When in the Spirit Realm, the nature of the soul blueprint is entirely visible. This may result in revealing disguises, the true identity of a tawkin klone, or one’s voidal/undead nature and so the target may choose to flee or refuse the tether through traditional means. 


Shamans are still capable of taking a subdued target’s soul or similar alternatives ( targets capable of being affected by curses/blessings, etc) for execution or punishment should one not consent to a PK. This will be taken from one of the Hexes of Witch Doctor or default to the Curse of Kor within Lutuamancy Redlines.  


The Farseer is capable of ejecting those brought along on their journey at any time through touch or chanting for three emotes asking the Realm to usher them back to the Mortal Realm. This is to prevent trolls or people from abusing the PK clause within the Spirit Realm. 


A Farseer abusing the tenants of a Spirit Walk and killing someone within the Spirit Realm will have The Greater of the Realm intervene, locking the shaman away (PK), and returning the victim.

 

If used in an ET scenario, this number can be bent with the approval of the presiding ET.             

 

Cannot be used in Combat. So long as within the spirit realm Combat is approved by a Greater of the Realm and not done to attack a lesser spirit without permission, combat roleplay in a spirit walk is fine.


[T3] INFLICT VISIONS (Pact Required)
(Combative/Non-Combative) 

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Artist Credit: Sander Bos. 



A Farseer eventually, with time and study, can inflict visions upon others. These visions, unlike those in Farsight which appear suddenly, are usually about past experiences or perhaps the futures of those inflicted or the Farseer themselves. A Farseer, temporarily ‘shunts’ a target soul into a pocket domain of their pacted Lesser Spirit, giving them control of what is seen within. Known only to the afflicted and the inflicting Farseer


To inflict visions upon another, one must emote three times, with {1} emote focusing on the target and two of Incitement. Afterwards, the vision is given to the inflicted, preferably by private means. This lasts one {1} emote and stuns the target. 


This vision acts following one of the Farseers' Pacts. This is to say, a vision granted by a lesser of Enrohk will be violent. A vision granted by a lesser of Isuz will be tranquil. 

 

Range:

 

T3:12 blocks

T4:16 blocks

T5:26 blocks. Should a farseer have some reagent of the target’s body, they do not require a line of sight. 


[T3] Vision Draught(Pact Required)

(Non-Combative)

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Artist Credit John Stephens



With the knowledge of Inflict Visions, they can infuse their shamanic visions into liquids, to be consumed, added to foods, or pools of liquids. (Blood, Water, Etc).  The shaman will throughout four emotes, drip both their mana and blood into the liquid they wish to turn into Vision Draught. 

 

Vision Draught Redlines

Follows all Inflict Vision Redlines.

Can not be used in combat. Meaning that pools affected by vision draught do not trigger in CRP, nor can bottled Vision Draught be thrown for combative affects.

 

Pools and ponds can not be bigger than 8x8x8 when affected by Vision Draught.

Bottles and food affected by Vision Draught last two OOC weeks from their creation date before they expire.


Pools and ponds affected by Vision Draught last three OOC weeks from their creation date.

A Farseer can only make Bottled and Food afflicted Vision Draught three times an OOC week.

A Farseer can only afflict a Pond or Pool once every Two OOC weeks.

 

Inflict Visions General Redlines

A Farseer cannot grant a vision until Tier 3.
Per Combat encounter, a Farseer may only Inflict a certain number of times based on Tier.
T3- Once Per combat encounter per target 

T4 - Twice Per combat encounter per target 

T5 - Thrice Per combat encounter per target
This clause may be bent and altered or ignored during ET events at the discretion of the ET. All parties involved in CRP must agree for any of these clauses to be bent or altered.


Three (3) emotes are required to invoke a vision, two (2) of which must contain an Old Blah chant requesting a Spirits aid. An additional emote is then required to describe the vision the target is receiving to a satisfactory level to both parties involved.

The vision lasts for one (1) emote but can last longer with OOC permission in an agreed amount of emotes if the inflicted is willing. During this 1 emote, the shaman will be standing still and require focus on the target- unable to act or move. If the target is attacked during this one emote of being stunned, they are never to be Coup De Gra, they may be struck, but this should never serve as an easy instant kill without direct OOC consent, attacks on the Inflicted can never be majority crippling, meaning that spines may not be broken, nor jaws, nor legs. If a vision lasts longer(with the victim’s consent), the shaman is required to remain still or the vision fades. 


Farseers are not capable of reading the target's thoughts in any capacity. Only the affected can see the vision within the pacted spirits domain, though the Farseer will be aware of it, as they are the ones inflicting it. 


They are not required to be factual visions, the Farseer can invoke whatever images they desire. Nearly all creatures can not respond to what is in the vision, only mentally.  Demi Djiin is the only exception, able to speak, and minorly interact with the vision, but is unable to fully alter it.  


A Farseer must be looking at his target, to invoke a vision until Tier 5, at which point they may conduct a long-range vision as long as they possess a reagent from the target's body. They must be within {24} blocks of the target if they contain a reagent from the target's body.


The target would feel as if the vision was a thought or a (day)dream. The target has the OOC choice of whether they believe the vision to be real or not.


Reagents gathered must have screenshot proof of collection with the date and time visible. This is to prevent OOC abuse by hoarding incredibly old body parts.


While OOC consent is not mandatory, it is encouraged to do so to create a smoother and more pleasant RP experience for both sides.

 

No imagery or acts that go against Terms of Service in Inflict Visions. Do not use old reagents from dead bodies. Visions only affect targets with a Soul. A Farseer must possess a Spirit Pact to Inflict Visions 


[T3] CULTIVATION (No Pact Required)

(Non-Combative) 

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Farseers can bless the land, infusing it with the power of the Spirits. This blesses the flora,  and landscape of an affected area. These blessings are the longest lasting of a Farseer’s arsenal, able to become self-sustainable through the use of a Totem found in Spirit Pacting Lore. [link here]. The size of the land is determined by the tier of the Farseer and how many Farseers assist with the rituals.

 

Tier Three Farseer: 10 x 10 x 10 blocks, + 2 x 2 blocks per shaman assisting.

Tier Four Farseer: 20 x 20 x 20 blocks, + 3 x 3 blocks per shaman assisting.

Tier Five Farseer: 30 x 30 x 30 blocks, + 5 x 5 blocks per shaman assisting.

 

Creation


Spoiler

Casting Cultivation is an elaborate process, requiring a large-scale ritual. The process requires one Farseer to do 1 emotes, 3 of which prepare the ritual (this can be drawing symbols, burning incense, and other ritual-like processes associated with the Spirit in question), 4 emotes in old blah, 2 of which cast the spell incitement, and 1 emoting the affects.

Farseers may use this ability to purify voidal taint and other magical aberrations consistent with adjacent lore pieces (i.e a heith hedran).

 

Affects: Visual, Auditory, Flora, and Cosmetic

 


 

Spoiler

A Cultivated area is tied to the spirit that has been invoked during the ritual creation of Cultivation. Lights and ethereal pockets of energy sparkle to life and fade soon after. Flora's shape can twist and warp, growing to strange lengths and shapes. But never beyond the areas of a Cultivations affect range.  These Floras' natural behaviour will embody the concept of the called spirit domain is tied to. For example, a Cultivation of Glutros would make the land look more valuable, in addition to Flora. They would swell up in size, and horde water for themselves. 


The land itself can be heavily augmented in hue and texture as well. Whispers of the spirits leak through in this spiritually marked area. Speaking out in Old Blah. Simple phrases that are tied to their domain. 



Affects: Non-Spiritual Magical Anchors or Constructs. 


 

Spoiler

Once a Cultivation blessing is in place, the area will be given an aesthetic related to the spirit which has been called and holds an affect related to their spirit group. If Cultivation is directly performed at a magical building or construction, such as Mana Obelisks,  Cultivation can temporarily disable its affects until the area is cleansed in some way. However, magics of any type can sense this discrepancy and must be given an OOC warning before the ritual takes place. 


Once confirmation is given, the “opposing force”, will have up to three OOC days (does not need to be scheduled concurrently) to act before the ritual takes place. They are not forced to be present but may bolster their forces, or with the consent of ST/LT have an antagonist/be present OOCly to combat the shamanic forces. This does not mean they can move/hide the region in question, nor shamans instantly nuke a magical area immediately without consent. 


 If a Cultivation exists on land with at least one Tier Two Pacted Shrine, the Shrine(s) must be destroyed before the cultivation can be purged. 

Cultivated land with a Tier Three (MArt) Pacted Shrine does not require any Up-Keep.


Siliti, Voidal Magi, Undead, Necromancers, Pale Lords, Darkstalkers, Mystics, and other Dark Magics like Frost Witches in the area hear constant wrathful echoes in Old Blah upon the land. 

Druii, Paladins of Xan, and Azdrazi hear constant mocking echoes in Old Blah upon the land.


Druii, Treelords, and Epiphytes notice the change instantly upon stepping within {10} Blocks of a Cultivated area. Communion with Flora responds in response to the concept the land has been changed to. Example, A Cultivated area of Freygoth: The Flora are more welcoming, but openly mock Druii or other Aspect-bound creations for not serving the spirits.  A Cultivated area of Rolfizh: The Flora is aggressive, hostile, and openly hateful towards those attempting to Commune with them.


Up-Keep



Once every Two OOC Weeks, shamans must venture to the cultivated area to conduct the ritual of creation once more to keep the land with its shamanic affects.

 

Redlines 

Cultivation blessings can only reach a maximum size of 50 x 50  x 50 blocks. Cultivation affects cannot be applied to players or fauna, only plants.

 

Cultivations are incompatible with other non-shamanic magics, even if they are of similar aesthetics. Cultivation blessings would require RO permission to be cast upon the land, with a sign stating the affects. Cultivations are capable of being purged by MAs or CAs which can cleanse the land.

 

If a Cultivation exists on land with at least one Tier Two Pacted Shrine, the Shrine(s) must be destroyed before the cultivation can be purged. This may bypass upkeep, so long as an ST Tier Two shrine is on the Cultivation.
 

Cultivation will never affect any magic casting positively or negatively. Cultivations do not stop Voidal Tears from appearing, nor Heith-Hidran Rifts. They can be used, however, to remove voidal taint in the area the cultivation has taken place.

Magical buildings and constructions, such as Mana Obelisks, will be disabled until the area is cleansed in some way. However, this requires the ritual of Cultivation to be cast at the sight of a Phylactery, or Mana Obelisk. Which is to say, within 5 blocks of the object.  This still requires OOC consent to be given, in addition to the opposing party giving time to prepare and react. However, Cultivation will never force a CA or MA into a PK due to any magical ‘anchor’ that the CA bears that are required for its ‘resurrection in lore’ Example, Frost Witch Altars, Mehnir stones, and the sort. 


Cultivations do not allow Mana Obelisks to be constructed in the area, in addition, Pale Lords can not make a throne upon the land, nor can Mystics make any Mehnir in which they bind ghosts. Nor are Treelords able to make their anchor upon the land. 

 

Non-spirit affiliated constructs can be made here, though Constructions from compatible sources. Animii, etc, can be made here.

Cultivated Flora represents the spirit they are tied to. And never give any magic affects, or unique properties if harvested. Flora taken from a Cultivated area returns to its normal state. Flora in a Cultivated area gives no alchemical bonuses. This is to say, if one makes a Cultivation of Scorthuz, Flora can not be used in any way, shape, or form, to help purify anything. They are merely aesthetic.  Any verbal Old Blah from a Cultivation can never in any way shape or form be used to meta game information, or talk about any death/actions/conversations in the area that has occurred. Or teach any sort of information 

Abuse of this ability may result in a MA being revoked or Cultivation being removed from Farseer. Don’t be wacky. >:(


 

 [T3] SHAMANIC ICONS OF PROTECTION

(Combative/Non-Combative)
(ST Signed Item)

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Icons are objects which hold a protective blessing, they are best compared to protective charms. Regardless of their creator, Icons operate on the Tier of the Farseer holding them. This means an Icon made by a T5 Farseer, and used by a T3 Farseer will operate based on being T3. 

 

T3 - Once Per Target, each combat encounter

T4 - Twice Per Target, each combat encounter

T5 - Thrice Per Target, each combat encounter


Icon Creation: (Requires Pact)


 

Spoiler


To create an Icon, a Farseer must acquire a symbolic object or representation of their pacted Spirit. Though they are not pacted (typically) with a Greater Spirit, through this pact the Farseer can call upon the might of the Pacted Realm itself. 

 
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.

 
When created, the Icon must list which type of Icon it is. A list will be located below. Icons are Player signed items. 


Each realm is tied to a different kind of Icon. And requires a pact tied to one of the subtypes of Icon for a Farseer to be able to create an Icon. 

 

 

Redlines


Icons require Favour to keep their spiritual power going. Once every three OOC weeks, a Farseer must spend at least five emotes of Incitement imbuing an Icon with shamanic energy to re-apply its affects. This does not have to be the Icons creator but must be done by a Farseer.


Icons are ST signed items that specify their affects and what icon domain it is bound to. Farseers require a pact with an Icons over all domain to create such an icon. If a Farseer does not possess a pact that is within the domain of example, mental protection. That Farseer is unable to make said Icon.


Icons can become badly damaged and cease to function, as such, will require maintenance or re-creation. 

Icons may be any object which can be held by the yielder's hand, but can not be smaller than a foot tall and be at least six inches wide. 


[T3] Activation of an Icon (No Pact Required)



Only Farseers can activate an Icon. It will recognize their Soul Brand, and even if the Farseer is not pacted to the realm the Icon is tied to, can fully use it.

Icons require at least {3} emotes of Incitement to be activated.


Range:


T3: 12 blocks from Farseer
T4: 16 blocks from Farseer
T5: 25 blocks from Farseer


AFFECTS OF ICONS


The following affects will be grouped by pacted domains.


These Icons may only affect targets with a Soul. Soulless constructs such as Atronachs etc, can not be affected by an Icon.  


Icons can be interrupted like any spell. During this, the shaman has a limited range of movement, three blocks per emote. They can be disrupted as any other magic user is with the breaking of concentration via affects like Hound’s Howl, being shoved over, or extreme pain.


Icons of Mental/Emotional Protection
Pacted Realms: Ixli, Lethrothak, Shezept, Jevex, Ublulhar, Veist, Theruz, Ikuras, Drelthok, Kotrestruu, Xaakt, Enrohk, Ogrol, Leyd, Paxaharu, Kezt, Krathol, Glutros, Isuz, Kesaroth, Betharuz, Etna, Letrothak, Amul

Active affects: 



Icons of Mental Protection shield the target for [x Tier] from Mental affects. Be positive or negative. Magical affects which affect the mind, fear, paranoia, and hallucinations, will no longer have affects, and mind-altering potions will no longer have affects for the duration. This can help with more mundane mental affects such as natural mortal emotions such as rage, and depression. Once the Icons affects have ended, if these affects would still active, they take hold of the target. 


How these Icons bestow this affect varies on the pacted domain. Enrohk may bestow resistance to fear due to a need for a proper good war. Betharuz may numb the mind to such a state akin to being on heavy narcotics. This affect serves purely as flavour and does not affect how the Icon itself operates. 


: Affect Duration:


T3: 2 Emotes

T4: 3 Emotes

T5: 4 Emotes
 

Redlines

This does not grant protection from physical affects or magical affects. Necrotic Life drain etc only grants protection from mental affects, such as fear, paranoia, and hallucinations. 


In the case of magical mental and visual affects like illusions, the physical representation would remain, but the protection would allow the target to identify the illusion is magical in nature.  


Icons of Mental protection only offer brief protection from these affects. This is to say should the icons' power weigh and fade, and the mental affliction persists longer, they are fully affected. 

Spells caster at a higher tier than the wielder of the Icon overpower its warding affects. 


 Icons of Physical Protection

Pacted Realms: Ghorza, Vulka, Rolfish, Trokorl, Velkumest, Gentharuz, Votar, Dazkur, Leyd, Kezt, Gazigazh, Kulthark.
Active affects:



Icons of Physical Protection shield the target for [x Tier] strikes against them. Physical strikes bounce harmlessly off the bubble created around the target. Any strike orc tier or greater would shatter the bubble, regardless of tier within two strikes. In addition, physical affects can not leave the shielded area, meaning you cannot attack inside the bubble. Nothing in, nothing out. These shields press down on the target and render them unable to sprint. Base movement is 4 blocks per emote. These shields extend 1x1x1 around the target and move with them as the origin point. These shields do not protect against magical spells but will protect against physical strikes and physical alchemical solutions that are not Null Arcana or Auric Oil(ex: a blasting potion).


: Affect Duration:


This shield can be overwhelmed. Below describes the maximum number of hits a shield can endure.

 

 

T3

Two Arrows from a bow or Crossbow. 

One strike from a weapon possessed by a being without Uruk strength. 

T4

Three Arrows from a bow or Crossbow. 

One from an Arbalest.

Two Strikes from a weapon possessed by a being without Uruk Strength. 

One strike from a weapon possessed by a being with Uruk strength. 

One alchemical solution.

T5

Four Arrows from a bow or Crossbow. 

Two from an Arbalest. 

Three Strikes from a weapon possessed by a being without Uruk Strength. 

Two strikes from a weapon possessed by a being with Uruk strength. 

One Strike from a being with Olog Strength. 

Two alchemical solutions.

Once activated, protection remains until shattered or {4} emotes have passed.

 

 Redlines
Does not bestow protection from magical spells or affects. Example. Bolts blessed with Xannic Fervour or made from Xannic Armament from Paladins of Xan, or Sunlight or Daybreak Spears will still pierce, and shatter the shield.  Druidic vines will be able to enter and shatter the shield. A Necromancer's lifedrain will bypass the shield. Malflame enters, Ectoplasma does as well. 

 

Blasting Potions, Arctic Mists, and Dragons Breath, or Hounds Howl,  from Alchemy, weaken a T5 Shield to the point it can only take one strike from a weapon possessed by a being without Uruk Strength. And one arrow from a bow or Crossbow. In addition, the spell concentration disruption affects of Hounds Howl still travel through the barrier. Strikes would shatter the shield fully, pass through, unhampered by any means. 

 

In short, deific connections and ranged abilities will immediately pierce and break the shield, in addition to corrupted soul forces and similarly associated magics like ectoplasm and malflame. 


The table above does not display what it can take over all before it shatters but what of each type it can withstand. Further detail. T4 Farseer uses Physical Protection Icon. This shield takes three arrows. It can withstand one more arrow- one more strike in general before it shatters.  


Icons of Magical Protection

Pacted Domains: Freygoth, Kor, Ankrus, Anyhuluz, Luara, Ramakhet, Kinul, Urin, Scorthuz, Aztran, Eathruz, Akezo, Arwa.
Active affects



Magical protection does not extend to mind-altering affects from magics. Instead against directly combative magical affects such as necrotic life drain, malflame, and ectoplasm. Xannic Bolts, and some voidal magics. Such as Transfiguration or non-elemental-based Evocations. Once activated, protection remains until shattered or {6} emotes have passed.

 

T3: Protects from 1 T3 spell.
T4: Protects from 1 T3 Spells, halves 1 T4 Spells affects.
T5: Protects from 2 T3 Spells, 1 T4 Spell affects.

 

Redlines
Does not grant protection from magical spells such as spells from Fire, Water, Air, Earth Voidal Evocation. 

 

Does not grant protection from magical spells that bestow fear, or other mental affects. 

Spells cast at higher tiers than the wielder of the Icon will fully overpower and bypass the magical protection. 


Halfen spell affects mean the offensive spell partly travels through. This is to say, not as affective. Example. Daybreak Spears will still cause kinetic damage but not pierce their target. Time or emote counter based affects are halved, example: A hex from a Witch Doctor lasts only half of its total emote counter.


 Icons of Elemental Protection
Pacted Domains: Skathach, Akathro, Bregthar, Fiarza, Neizdark 


Active affects


Grants Elemental Protection for [X Tier] Emotes in accordance with the Elemental Icon.
 

Fire: Protect against Fire/Heat for the duration.

Water: Protects against Water/Ice for the duration.

 

Air: Protects against Air for the duration.

Earth: Protects against Earth for the duration. 

 

Storm: Protects against Storms for the Duration.

 

T3:Protects against an Element for 1 Emote
T4:Protects Against an Element for 2 Emotes
T5:Protects against an Element for 3 Emotes.

 

 Redlines

Elemental protection is not protection from extreme conditions such as, flame from Wyverns and flame attacks from dragons. Sub-thermal waters that would kill any mortal due to the extreme colds in minutes. Or rock falls larger than 8x8, cave ins, or extreme storms such as tornados, typhons, hurricanes. Things that would normally incapacitate a target will still do so.

Elemental protection only extends for the duration. Harmful elemental spells such found in Evocation or Frost Witch, will only allow protection against one spell before the shield shatters fully. This is extended to alchemical solutions as well that deal elemental damage. Such as Will'o'Wisps, Artic Mists, Dragons Breath. The initial impact is protected, however area affects that last longer than 1 emote will still affect the protected.


Elemental protection will protect against the element it is bound to for a few moments. This may allow the protected target to withstand extreme gusts of air. A sudden rush of water, magma flares, cold or boiling waters.

 

Ice summoned and manipulated by a Frost Witch, operates in accordance to its own lore. The elemental protections granted by water only slightly negate such effects. Example. Ice spikes that penetrate armor will dent armor and still apply damage to the flesh beneath in the form of bruises and broken/fractured bone. Such spells casted at a higher tier than the Icon Wielding Farseers tier over power the shield and fully transfer all affects through.


In the case of Voidal Evocations, Fire, Water, Air, and Earth they can only defend against a single Evocation spell equal to the tier of the Farseer holding the Icon. HOWEVER, NO ELEMENTAL ICON CAN PROTECT AGAINST ANY T5 EVOCATION SPELL.

Affects at T4 will travel through, and only slightly be dampened. ¾ of the spell will travel through. Against T3 Evocation spells, ½ of the spell travels through. This is to say. If an affect from a water evocation spell would send a target 12 blocks and is a T4 spell, they are pushed 9 blocks.

If affects would leave third-degree burns upon contact from a spell of flame, only first-degree burns are applied. 


Icon Redlines

Only Two Types of Icon may be used by a single Farseer per combat situation. This clause may be overruled if all parties involved are in agreement with it. Or if an ET or player event Host is alright with it. 


Farseers can only make an Icon that is tied to their pacted domain. This means that a Farseer not pacted to a spirit in the Mental domain can not create an Icon of Mental Protection, and so forth. In the situation of Elemental Icons, A pact with Fire only grants the affects of Fire, and so forth. 

 

A Farseer cannot have more than four icons on them at a time.

 

A Farseer must have a line of sight when attempting to use the affects of an Icon. 


Icons are not metadectors and will not tell if a target bears a CA or dark magic, as Icons can affect anything with a soul, and can fail on the Farseer’s choice, ST involvement, or the Spirit’s whims. 

 

Icons can not affect targets without a soul. This is limited to only a few numbers of CA’s. 


Icon usage may be extended or ignored in the event of ET, LT or player ran events in which the member hosting the event gives express permission to do so. Or if all parties involved in CRP agree.

 

Icons affects can not be channelled before combat starts, to not allow someone to ‘cook’ a spell. 

Icons are ST signed items that specify their affects and what icon domain it is bound to. Farseers require a pact with an Icons over all domain to create such an icon. If a Farseer does not possess a pact that is within the domain of example, mental protection. That Farseer is unable to make said Icon.


Icons can become badly damaged and sense to function, as such, will require maintenance or re-creation. 


Icon affects do not stack, meaning only one Icon affect can be put on the same target. This is not to say an affect can not be placed on a different target. 


Icons must be visible when being used. Icons must be able to be held in one hand. They can be made of any material, be a staff, a small totem, A religious shield or a weapon. But must follow the redlines above. In the case of a trinket being a weapon, it must follow redlines of the material made and bears no magical properties besides being tied to a spirit and being able to be used as an Icon. Icons can not be an item tied to magic the spirits do not approve of. So no voidal enchanted item, no Necromancer, Paladin, Druid, Mystic, or Ghost-like item may be made into an Icon. 


When channelling an Icon, the Farseer must focus on that but has free range of movement. Unable to attack during the channelling of an Icon. And can be disrupted like any other magic spell. 

 


[T5]The Shamanic Blessing of a Spirit (Requires A Pact)

(Combative/Non-Combative)



Pj9_Zi2k4WbGbQewLM5NAA3vti7Gq1yehXrGKbg40ox3Sz7kyuPfb7T0Khlsyn5963XEQJicSz8JBXD6cHQ1Wh2X85DWgvDnPMIe8pmqNMbG77_Z8BVK3Jp2Gt8v0sy6DEigLaev-vdcr5aAmcbzuZs
Artist Credit: Conorburkeart.



When a Farseer reaches Tier 5 and possesses a Spirit Pact, they are capable of casting a keystone blessing signature to their style of  Spirit.


A Farseer is only able to cast a Shamanic Blessing of a Spirit should they possess a pact with a spirit. In addition, the Farseer is only able to invoke the blessing tied to the domain that the spirit is pacted to. 

 

At Tier Five, the range of these is 28 blocks. 
Redlines


A Farseer must have a pact with a spirit to cast a blessing, and in addition, to cast certain blessings below, the Farseer must be pacted with a spirit listed at the top of the blessing. A Farseer can not cast Pain Split if they do not hold any pact with the spirits listed above Pain Split.

The Shamanic Blessings of a Spirit can only affect targets with souls. This does however still include most Undead CA’s, in addition to souls bound in metal or stone by a Mehnir, Inferi, Wights, etc. However, this does not affect such CA’s as Animii or Homunculus they have no soul to afflict.


A Farseer must have a line of sight with the target they wish to afflict with the Shamanic Blessings of a Spirit. 

During ET events, the range, affectiveness, and number of souls afflicted by it can be discussed at their discretion


Immortal Blessings


As a Farseer grows in power, their pact and rewards from this pact grow as well. The blessings of Immortal Spirits vary depending upon the collective blessing each pacted domain is tied to. The casting time of these blessings varies from blessing to blessing.


Votar, Enrohk, Leyd, Kesaroth, Anyhuluz, Xaakt, Aztran, Kor.

{Strength Bolster}



A Farseer is capable of sacrificing their physical strength and bolstering it to another- an inversion of the plague so commonly associated with voidal magics, or a boon akin to Blood Magic’s Augmentation.  


A Pacted Farseer may spend 4 emotes, both in and out of combat,  Inciting and performing a ritual associated with their respective spirits. This passing of strength may be something seen visually through the weakening of the caster’s muscles and form, or an aura that envelopes the target.


The target is bolstered with four emotes, removing the debilitating physical shackles of magical afflictions brought on by the afflicted, or physical condition. Such as Azhl. 


A target is brought to a tier above its natural strength. This does not work to bolster Ologs beyond Olog Strength. Uruk affected by this blessing are bolstered to their full strength.


The Farseer's strength is sapped for the duration of the spell, and an additional three emotes after. As The Farseer transfers their strength to the target. 


The Shaman can still cast and move freely, though heavy equipment(armour) will cause the shaman to lose two blocks of movement while sapped of strength. 


If multiple Farseer {2+} channel this spell in unison, they may increase the duration of the spell by one additional emote per [T4+] Farseer. The Farseers involved have their strength sapped for the duration of the spell, and two emotes after. This can never go beyond Four additional emotes.  The cost of Favour will be spent by the Leading Farseer of the Ritual

 

Redlines

This ability does not permanently augment strength, nor does it increase the body's natural vitality, or Stamina.  The body's reflexes are not increased.  


The casting Farseer, or any Farseer channelling this spell as a group are unable to target themselves with the affects of this blessing. 


This Ability will not make the afflicted able to bypass lore rulings such as Enscroll: Earth upon armament as found in Blood Magic. This is to say that it will not make such artifacts lighter to carry.

The duration and the cap of Farseers extending these affects may be altered during ET events at the discretion of the ET. 


Strength Bolster does not allow for one-hit kills and can never be used to enforce such a thing upon another player. Players will dictate how damage is applied to their firm within the confines of CRP.

Regardless of use (solo or group), Strength Bolster will always cost 1 blessing out of the three possible Farseer can cast per day. This one blessing will be taken from the Leading Farseer  The cost of Favour will be spent by the Leading Farseer of the Ritual

 


 Ankrus, Freygoth, Ogrol, Krathol, Kinul, Veist, Akezo, Arwa, Luara, Scorthuz, Gazigash, 
{ Pain Split }



A Farseer is capable of sacrificing parts of their body, a willing descendant, or a living animal to mend an injury of many kinds- physical, mental- or the soul. 


This can be used to heal things like broken limbs, lacerations, and even grievous wounds- though half the damage is reflected onto the caster or a living alternative.   


A Pacted Farseer may spend 4 emotes, both in and out of combat,  Inciting and performing a ritual associated with their respective spirits. This healing and transfer of pain may be something seen visually through a wound magically closing, or an aura that envelopes the target.

Two [T3+] Farseers lower the sacrifice tier of this blessing by one, and Three [T3+] Farseers lower the sacrifice tier by Two, with an additional [T3+] Farseer capable of making the spell “free” on a singular target. Regardless of use (solo or group), Pain Split will always cost 1 blessing out of the three possible shamans can cast per day.  The cost of Favour will be spent by the Leading Farseer of the Ritual


As a Farseer heals these wounds/afflictions throughout their magical career, the formerly afflicted will take on a shamanic nature dependent upon the Farseers Shamanic Pact. 


In this case, gangrene from Kinul or chain-like bruises from Ogrol may be tattooed onto the formerly afflicted. This extends to mental affects and soul afflictions upon the afflicted. Viewable within the spirit realm, as a living testament of the spirits marking upon the target. These soul marks can be visible to any magic MA or CA that bears the ability to view Soul Afflictions. The Soul of a target that has had a Necrotic curse removed from them, is marked fully by the pacted spirit domain that the casting Farseer is tied to. Example: If the Necrotic curse was lifted by Glutroz, the area that would have been afflicted appears to be made of constant shimmering gold. 

 

[Cuts, Lacerations, Common Injury, T3 Mental/SoulAfflictions]


The simplest wounds are capable of being restored through a shaman performing Pain Split upon a small animal like a bird or squirrel, crippling the animal. Upon a larger animal, or the shaman, the target and the shaman would be left with matching scars, with lingering faint pain for one emote. 

 

[Broken Bones,  Deep wounds, Natural Disfigurement, Stabilising Critical Patients, T4 Mental/Soul Afflictions]


Larger and more serious wounds are difficult to heal, and a shaman is required to completely sacrifice a smaller animal. In the case of large animals, or the shaman themselves, they are wounded- a new sprain, a shallow cut to quickly bandage, or a minor disfigurement, in the form of a sprain typically. 


In the case of stabilising patients, the blessing would allow the target to survive for an OOC day should no other treatment come to them- any other proper treatment afterwards capable of keeping them alive. 

 

[Life Threatening Wounds, Severed Body Parts, Severe Impairments, T5 Mental/Soul Afflictions]


The most severe of injuries (dismemberment, impalement, etc) is capable of being stabilised through this ability, This requires the shaman to either mutilate themselves, break a limb, remove a finger, flay flesh or fully sacrifice two smaller animals or one larger animal. 


Redlines

A shaman cannot perform Pain Split if the action would kill themselves.

 

A shaman must perform all emotes of Incitement and casting before the healing begins.

Healing is done fully over the body, removing ailments and the sort, as well as natural disfigurements such as blindness. Pain Split is unable to heal something from nothing. Lost limbs can not be replaced. Severed limbs may be re-attached so long as the limb is mostly intact and has been retrieved within 3 OOC hours of being severed. Needless to say, this spell is unable to bring back the dead or re-attach heads. 


A Farseer is not able to enforce damages from Pain Split onto hostile players in CRP without direct OOC Consent. They are allowed to enforce damages on NPC animals on a whim.

The duration and the cap of Farseers extending these affects may be altered during ET events at the discretion of the ET. 


Ixli, Ikuras, Isuz, Paxahru, Kezt, Thulezia, Kesaroth, Brimztra, Etna, Xaakt, Betharuz, Glutroz, Rolfizh, Ublulhar, Veist, Drelthrok, Letrothak.

{Emotional Shift}



This blessing imbues the afflicted with an aura of emotion. Felt by those around it for better or worse. These affects do not tell between friend and foe. Should the target lack the ability to express these emotions naturally, these blessings overpower the senses, invoking these emotions regardless. A Pacted Farseer may spend 4 emotes, both in and out of combat,  Inciting and performing a ritual associated with their respective spirits.

If multiple [T3+] Farseer {2+} channel this spell in unison, they may increase the duration and range of the spell by one additional emote, one additional 1x1x1 per [T3+] Farseer. This can never go beyond Four additional emotes or an additional 4x4x4.  The cost of Favour will be spent by the Leading Farseer of the Ritual


{Courage}: Those within range of the afflicted are imbued with an extreme sense of Courage, able to surpass magical fears and mental fears of the mind. They shall be able to move towards even known death without fear of their foes. This affect lasts for eight emotes. 

 

Range: 8x8x8 from afflicted

{Fear}: Those around the afflicted of this blessing will be imbued with an extreme sense of Fear, causing those within range of the afflicted to flee in panic and fear, a minimum of four blocks from the afflicted, upwards to 8 blocks from the afflicted. This fear does not spread to the afflicted, only those around the afflicted.  This affect lasts four emotes.

 

Range: 4x4x4 from afflicted

{Rage}: The afflicted of this blessing are sent into a frenzy, attacking anything within 3 blocks of themselves. Unable to tell friend from foe, these lines will become blurred, so that all are the afflicted foes.  This affect lasts for three emotes

Range: Single Target 

 

Redlines

Only one Emotion can be enforced by a single Farseer upon an afflicted or around the afflicted at a single time. Other Farseers may not override another Emotional Shift. 

 

Emotional Shift does not create permanent emotional changes within a target.

Movement from emotional shift is enforced, as it is magical based movement. The emotional affects are decided upon the afflicted if they wish to feel them or roleplay them.

 

Rage requires OOC consent to be used upon a player target.

Emotional shift works on targets with a soul. Constructs such as Pale Lords, or likewise Undead CA that do not naturally feel these emotions, may find them even more confusing but can feel such things once again through the might of a spirit.

Emotional Shifts do not force those afflicted by the affects to stop spell casting, nor act as means to interrupt spell casting. 


The duration of the cap of Farseers extending these affects may be altered during ET events at the discretion of the ET.


Urin, Ramakhet. 

{Blinding Storm}



This blessing creates a 12x12x12 area in which a small blight of weather creates a blinding cloud. Those within the affected range naturally are only able to peer within a 3-block radius of them unless they are aided by magical or alchemical means. A Pacted Farseer may spend 4 emotes, both in and out of combat,  Inciting and performing a ritual associated with their respective spirits. This affect lasts six emotes. 


If multiple [T3+] Farseer {2+} channel this spell in unison, they may increase the duration and range of the spell by one additional emote, one additional 1x1x1 per [T3+] Farseer. This can never go beyond Four additional emotes or an additional 4x4x4. The cost of Favour will be spent by the Leading Farseer of the Ritual.


Redlines
This affect can be cleared with affects that can create gusts of wind such, Air Evocation. Or Air Purifier Potions, following their lore and rulings. {Expect for Air Purifier, that will clear 6x6x6 of this blessing affects instead of its normal 3x3x3} 


Those within the affects of this ability are fully able to use alchemical lenses to counteract its affects such as Arcana Flow or Heat Sight. 
 

A Slotted Seer is fully immune to the blinding affects of this blessing.


Those within the affects of this ability are not hindered in their ability to move or fight. Only vision is hindered.  


The Storm created by this will adhere to the region it is invoked in. Rain clouds in tropical areas, or areas with more water than land like a marsh. Sand storms in dry areas, dust storms in grassy areas. Snow storms in cold areas. 


If not cast in combat, or for CRP use in general, this blessing may be cast around a target or a group, and travel along with the group as they move for its duration. If CRP starts, this affect fades instantly. ET may bend this ruling at their discretion.

The duration of the cap of Farseers extending these affects may be altered during ET events at the discretion of the ET. 


Vulka, Velkumest, Rolfish, Jevex, Shezept, Ghorza, Gentharuz, Dazkur, Theruz, Amul, Kotrestruu, Trokorl, Eathruz

{Greater Icon} 

{ST Signed Icon}



This blessing, if used during the creation of a Shamanic Icon of Protection, creates a Greater Icon. The affects of a Greater Icon radiate in a 5x5x5 from the object or caster, and last an additional three emotes longer, yet wield the same durability as referenced in Shamanic Icons of Protection. 


Should the Icon become destroyed, or the Farseer revokes the Favour tied to it, they regain the Favour used to create the Greater Icon.

Greater Icons can be used by any Farseer, but only if they have a pact with the spirits that the Icons Domain is pacted to, unlike normal Icons. This means that a Farseer will only be able to use a Greater Icon of Physical Protection if they have a pact with one of the domains of Physical Protection. 


Redlines
Greater Icons follow all redlines of normal Icons, only with their affect range increased and duration extended. The protective Icons' shield durability is NOT increased. Greater Icons require a pact with the domain they are tied to for a Farseer to use them. A Farseer without a spirit pact within the Physical Protection Domain can not use a [Greater Icon of Physical Protection]

Greater Icons are required to be signed by an ST, stating what they are a Greater Icon of. For example, [Greater Icon of Mental Protection], and will be documented on their MA that such a Greater Icon has been created. 

 

If a Greater Icon is broken, the Favour will return to the Farseers Favour pool that had created them. 


Elemental Blessings
Skathach, Akathro, Bregthar, Fiarza, Kulthark, Neizdark 



A Pacted Farseer may spend 4 emotes, both in and out of combat,  Inciting and performing a ritual associated with their respective spirits. The Farseer will carve an object, an Elemental Sigil which may be destroyed/sacrificed during the Animists ritual {This is a player-signed item} This Elemental Sigil will be bound to an Elemental Realm. A Farseer with a pact tied to the domain of flame may only create Fire Elemental Sigils. This sigil will allow an Animist to bypass group requirements for spells in addition to avoiding the bodily harm brought on by Fruum. 


A Farseer may only create Elemental Sigils their pact is bound to. Fire to Fire, Water to Water, Earth to Earth.  


If multiple [T3+] Farseer {2+} channel this spell in unison, they may increase the number of Elemental Sigils created upon items by one additional Elemental Sigil. This affect can not be applied beyond five Elemental Sigils in one single casting of this blessing.

Redlines
Animist are still required to follow all emotes that must be performed with their rituals, as well as any regents that are required to be met. 


The Farseer must have a respective pact to create an Elemental Sigil. A Farseer without a water pact can not create a Water Sigil. A Farseer with a fire pact may create a Fire Sigil.

This blessing will allow the Farseer to create an object with an Elemental Sigil upon it. An Animist must have this player-signed item in their inventory and destroy it for the beneficial affects of an Elemental Sigil. 


This item acts as means for an Animist to cast the Fruum from Animist Rituals onto the sigil instead of themselves, in addition to bypassing the group requirements of Animist Rituals. Each sigil can only be used once before it is fully destroyed. This Item will expire two OOC weeks after it has been created. 


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. The Farseer is able to use Incitement


T2 (2 weeks after acceptance): The Farseer gains the ability to Spirit Walk. While Spirit walking they may only travel by themselves.


T3 (5 weeks after acceptance): At this stage, a Farseer may begin to craft Icons if they have a Pact. While Spirit walking they may only travel with two additional people. This Farseer may Inflict Visions if they have a pact. The Farseer can cultivate the land. The Farseer is able to use Icons at this tier, and is able to create Vision Draught.


T4 (10 weeks after acceptance): At this stage, a Farseer begins to cultivate a better connection to the spirits. While Spirit walking they may only travel with four additional people. The Farseer may Inflict Visions at a greater range. Their use of Icons strengthens. 


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. They are at the height of their power and may be able to Invoke all Farseer abilities granted they have the Pacts required. The Farseer may cast Shamanic Blessings of a Spirit.


CREDITS

Writing Credits

Panashea, Astrophysical, , Evonpire, Lhindir_, ColonelKuehl1, ColonelSoberFunk.

Review Credits

M4nna, ClassyNewt.

 

Art Credits

Maksym Harahulin

Anato Finnstark

Scott Harris

A. Shipwright

Spencer McKeown

Belén Mezzanotte

Irina Nordsol Kuzmina

Rui-Rou "Rey" Teo

Pim Huisman

Spoiler

I die on this hill this time. Opening up this piece for review by the community. Changes will be cataloged within the change log. Divine bby <3 Big shout out to Classy and Divine for this one.

CHANGE-LOG
 

Spoiler

Removed Magical Icons Ability to defend against T5 spells. Does not seem worth while to have a defensive means against a spell of T5 nature, and is poor faith to deny affects if someone has fully gotten off a T5 ability 3/23/2023: (Will change back if proficient feed back is given). 

Removed Cultivations being able to shut down voidal tears. 

Removed Spirit Markings as another lore piece does the same thing, as seen in the Lesser and Greater Spirit re-write. 

Removed Conduit of the spirits. It is being moved to Multi Pacting. 

Completely changed how the favour spell system works. Now operates on Spells per day. 

Made Icons of Protection ST signed items. 

Condensed Soul Brand, and Pacting. Trimmed redlines and merged redlines. Added Spirit Pacting Link

 

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I'm simple. I see farseer rewrite, I click. Excited to read this.

 

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There is nothing about seeing far in this whole rewrite!

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If Farseer has a million fans, then I'm one of them.
If Farseer has one fan, then I'm THAT ONE.
If Farseer has no fans, that means I'm dead.

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This is cool as hell. I know I ragged on it when I first saw the changes, but I'm totally willing to drop MA's to make pacts. This is the updated Farseer needed. 

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This is truly wonderful work, and I approve. 

 

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Love the writing, though I have my own personal opinions on it (like maybe instead of 3 spells a day its till someone loses their favour.) But otherwise. Its a good write and I wish it luck on review +1 :goldstar:

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The shamans shall rise

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Finally they're being made mutually exclusive. 

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I enjoy

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Evonpire? 

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+1 for sure! I love what you've done, even when I'm not a Farseer myself

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