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[✗] [Marriage] The Soul Blood Rites


Panashea
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Hamatsa_shaman2.jpg

 

 

The Soul Blood Rites weave the chaotic nature of Mortality’s control over the Material Realm with the pseudo-divinity of the Spirits. The Soul Blood Rites require an MA in both Shamanism and Blood Magic or Shamanism and Asceticism.

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Severance

[Glyph of Cleaving]

[Non-Combative and Combative][ST Signed Item]

 

Born from the taboo arts of Shamanism throughout the centuries, Spirit Cleaving allows for a shaman to separate their shamanic self and soul within a pillar or vessel, allowing Shamans to split the mortal agent from their shamanic servant. Shamans may make an Anchor from which they imbue this Spiritual self totally.  All Anchors made require an ST signature, and can be made in two separate ways. Should an Anchor be destroyed, the shaman would be liable to a PK upon their next death. A Shaman divided is known as a Severed Shaman, with the Severed Self being the half incapable of casting any Shamanism, and the Spirit Self being stored in the Anchor.

 

Any Shaman with a Spirit pact is capable of becoming a Severed Shaman. A Severed Shaman is capable of reforming and splitting themselves, though are liable to different penalties when doing so. The Severed Self is functionally immortal, capable of being reforged so long as the Anchor remains intact. The Severed Self cannot use any Shamanism without the use of a special tool, though should it fuse with its Spirit half- and die, the shaman would still PK due to both halves being killed simultaneously.


ASCETICS[MA]

Spoiler

Shamans with Asceticism are capable of performing a ritual with at least 2 T4 Shamans and 2 other T4 Ascetics. A Severed Shaman made this way must already be an Ascetic. Shamans are bound to Mature Idols through their Sutra, tethering their soul and creating a new Anchor from a Mature Idol. The ritual is freeform, so long as a Mature Idol and the Sutra interact for at least [6] emotes. An Ascetic bound to a Mature Idol may have the Severed Self reform from their T2 Pacted Shrines, or a Mature Idol, granting them a second means of revival to reward the proliferation of Mature Idols and Egregores.


BLOOD MAGIC

Spoiler

The Spirit Cleaving ritual must possess at least 2 T4 Shamans, and at least 2 T4 Blood Mages.

 

The prospective Severed Shaman is placed within a multi-phase ritual, where Lutauman separates the spiritual self from the physical. This is a collection of their pacts, the blessings and curses upon oneself and the soul, drawn out akin to Spirit Walking. Blood Mages are capable of utilizing that tether, establishing a ritual once the soul is drawn out. 

 

With 8 genus- A rune of the ethereal connects the target shaman with the object or build chosen to be the anchor, and a rune of flesh is pressed up against the bottom of the first rune. An outer circle is formed with the rune of mortality, and once the Blood Mages press an open wound against the outer circle, they roll accordingly, with each additional T5 Lutauman adding +1, and the normal Blood Mage Modifiers for T4 and T5 adding +1 and +2 respectively.

 

They must roll 7 or higher out of a d20, with lower results causing great harm to the ritual bearers in the form of an explosion, or the entire group suffering from shamanic curses. A Severed Shaman created through Blood Magic may have the Severed Self reform from their T2 Pacted Shrine or their Spirit Anchor, granting them a second means of revival to reward the proliferation of Pacted Shrines.

 

 

REFORGING

Once Severed, the Shaman’s spiritual self is placed into the Anchor, while the mortal self is rebuilt into a flesh vessel, capable of invoking the spiritual self through a device called a Naakt. The Severed Shaman is completely incapable of casting Shamanism or using magic save for their Naakt, Asceticism, and Blood Magic while Severed. Severed Shamans are capable of performing all feats and non-mana magics should they be compatible with Shamanism.

 

Should the Severed Self die, it is capable of being rebuilt with the help of Shamans or Blood Mages. Over time, if no one is capable of rebuilding the Severed Self, then it may reform at the Severed Shaman’s T2 Shrine associated with Spirit Pacting Lore.

 

Severed Shamans lose the aura and aesthetic effects normally attributed to their pacts, blessings, and curses, but regain them upon utilizing their Naakt. Severed Shaman may call upon their Naakt to activate these passive effects temporarily if they channel for [1] emote, but will never have any effect on other individuals. This would include the effects brought on by an Obeisance.

 

Reforging the body of a Severed Shaman requires a mortal effigy to be made by at least three T3 mages from one of the respective magics (Asceticism, Blood Magic, Shamanism). The effigy is then enchanted through ritual for 6 emotes, where these magi are free to mime other rituals, or create one of their own to revive the body.

 

Should no one rebuild the body, it is capable of regenerating at the Severed Shaman’s Anchor or T2 Spirit Shrine(1 day). Until then, the Severed Shaman would be unable to play their character.

 

Regardless of ritual, the Severed Self will always function and appear the same as the original Shaman’s body, though unable to cast Shamanism without a Naakt.

 

Should the Anchor be destroyed before the Severed Shaman body is rebuilt, the shaman is PKed. Spirit Anchors are capable of being corrupted by anyone capable of making new CAs, allowing them to use it to create twisted beings should the anchor be stolen.  A Severed Shaman would lose the Severed Self and Shamanism should they be transformed into an incompatible creature.

 

SEVERED:

Severed Shamans may not utilize any of their curses, blessings, enchantments, or abilities associated with their Shamanic pacts without use of a Naakt. A Naakt is a tool, though more oftenly is worn- for example a mask or a helmet. While using a Naakt, a Severed Shaman is enwreathed in the aura of the Spirit(s) they pact with within a [5] block radius, and an aesthetic incitement appears around them. A Naakt will always slow the casting of every single Shamanism spell by [1]emote, however, the shaman will no longer need to chant in Old Blah to cast to the Spirits. This aesthetic incitement will serve as their casting tell. 

 

Severed shamans need not chant or dance for their casting, and instead may simply use their Naakt and its aesthetic effects. Should a shaman with a Naakt try chanting and casting in usual fashion(Old Blah), it would sound perceivably incorrect to other shamans and fail. 

 

A Naakt may be destroyed and is especially susceptible to magics that temper and harm the soul. These would include but are not limited to magics like Necromancy, Mysticism, Naztherak, and Aengudaemonic magics, permanently destroying it should it be struck three times in combat with these magics, or purged via ritual in roleplay. 

 

Should a Naakt be destroyed, all the current Severed Shaman’s effects would end, and they would be incapable of casting again. Naakts may be reforged out of combat through an aesthetic choice, though a Severed Shaman is only capable of holding one on their person at a time.  

 

A Naakt is made with the Severed Shaman performing an aesthetic enchanting ritual at their Anchor, requiring [5] Emotes of forging or creation RP. A Naakt is completely incompatible with all enchantments save for the Glyph of Sacrifice. 

 

Severed Shamans are still capable of utilizing other compatible magics while Severed, most notably Asceticism. The Severed Self is capable of utilizing all spells within Asceticism including the Glyph of Sacrifice, in addition to being able to summon their Egregore 1 emote faster.

 

SPIRIT:

A Spirit Anchor allows for a Severed Shaman to call upon Shamanism through their Naakt. This Spirit Anchor may be shaped in a variety of methods, so long as it is at least [3] blocks, and no more than 3x6. The features of the Anchor reflect the shaman in question, specifically one of the pacts they’re associated with. The Anchor may be a variety of structures and materials so long as the structure fits the size requirement. Anchors possess an aesthetic aura attributed to the Shaman they’re pacted with and associated pacts, though only a [6] block radius. For example, A Severed Shaman pacted with Leyd and Enrohk may have bloody chains shifting around the vessel- an aura of wrath and war surrounding it. Spirit Anchors are ST signed. 

 

Anchors require the equivalent physical damage to four orc-sized attacks to destroy them , and like the Naakt, are susceptible to foul magics. An Anchor may be destroyed from two direct attacks by the aforementioned magics (Necromancy, Mysticism, Naztherak, and Aengudaemonic magics).

 

Should an Anchor be destroyed and the Severed Shaman is still alive, they are given a small grace period from which they can rebuild their Anchor. A Severed Shaman will have one month to perform the forging rituals described above to remake their Anchor, otherwise the character will be soft-locked, left in the Spirit Realm until a new anchor is forged by others.

 

WHOLE:

A Shaman is capable of summoning the Spirit Self through the Naakt, channeling their entire Spirit self over the course of [6] emotes. Once this finishes, the Shaman would have access to their enchantments and usual shamanic powers. However, rejoining these forms would render the Shaman mortal once more, and liable to all the same mortal fallacies of death. Should a shaman die while Whole, they would still be liable to their PK clauses. 

 

This action would completely empty the Spirit Anchor, and leave it from being refilled for 3 days.  Once 3 OOC days pass, a Severed Shaman may split themselves again on their own through an aesthetic ritual at their Anchor. 

 

REDLINES:

- Destroying the Spirit Anchor would subject the shaman to a PK should they die before the Anchor is reforged.

- Should the shaman be Whole, any death would subject them to a PK.

- A Naakt cannot be enchanted with other effects save for the Glyph of Sacrifice.

- A Severed Shaman would lose Shamanism and the Severed Self should their Anchor be stolen and the Shaman transformed into an incompatible creature.

- A Naakt is only bound to one anchor, and a Severed Shaman cannot use someone else’s Naakt. 

- A Severed Shaman cannot be Kloned nor will shuffle bodies when split. 

- Naakts are Player Signed.

- Spirit Anchors are ST signed.

- Severed Shamans cannot chant to cast Shamanism, and it would sound noticeably incorrect to Shamans.

- The Severed Self dying is still liable to all death clauses like memory loss upon death.

- The Severed Self cannot use Shamanism without their Naakt.

- Spirit Anchors cannot talk or be used as a proxy by the Severed Shaman as a means of communication, such would be considered Metagaming.

 


 

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T3 - Blood Animism

[Glyph of Wrath]

[Non-Combative and Combative] 

The volatile nature of working with the Elemental Spirits is a transcendental power to behold. Drawn from the Fruum they attach themselves to, an Animist is capable of cursing objects and targets with their devotion. However, Animists must brand themselves closer to the Spirits through a painful ritual that allows them to physically draw out and manifest their Fruum into something tangible. 

 

ASCETICS[MA]

Spoiler

Animists with Asceticism[MA] are capable of performing a ritual with at least 2 T5 Animists and 2 other T4 Ascetics. A Blood Animist made this way must already be an Ascetic. A Sutra may be enchanted with the elements to allow an Animist to use Blood Animism. The aesthetic ritual by which to enchant the object is at the discretion of the ritual conductors, whether it be inscribing a Sutra within the Blood of Two, or subjecting it to the elements while chanting and performing a personal ritual.

 

BLOOD MAGIC

Spoiler

To be able to undergo this ritual, an Animist transmutes their body. At least Two T5 Animists and at least 3 T3 three Blood Mages with 8 genus are required to transform a single Animist.  

 

The target is painted with the Blood of Two and placed within a lattice of runes.  The ritual circle is similar to that of Ensorcelling flesh, where a rune of mortality is drawn - providing the bond between the planar realm and the element - large enough to fit the following elemental rune in its upper right cup. A rune of flesh and a rune of power are then added to the circle begetting a stable union of element and mortal form.  The target is surrounded within a second circle of runes to invoke a greater wrath upon the body. A Rune of Binding is placed to connect the inner circle with the outer, which have Sacrosanctum and Power placed within it. The Blood of Two serves as the inscription, with the ritual starting should a Blood Mage bring a bloodied palm to its outer edge. The blood mage must roll from a d20 for success, lest the familiar chaos of Elemental rituals befall them[moderate non-lethal harm].

 

  The modifiers are still the same, with an additional compatible T4+ magic user (Animism or Blood Magic) in the ritual adding +1 to the ritual. T5 Blood Mages add +2.

 

The Blood Mages must roll a 9 or higher on the ritual to be successful. The Animist is permanently transformed, amplifying their emotional and physical connection with the Elemental Spirits.

 

 

 

Once the ritual has been performed a single time, it is marked on the Animist's [MA] by ST, or within the pacting section of the forums by the player for documentation.

 

As Animists are prone to the emotional nature of their Spirits, emotional outbursts and emotional spells harm affect them far greater. A fearful Water Animist may form thick sheets of ice on their skin, or an angry Fire Animist may glow and spit fire when provoked. These effects cannot be used to harm others.  

 

These effects mature when an Animist channels for [2] emotes, casts a spell, or holds an enchanted item of their respective Spirit.  The aesthetic effects of Fruum grow into fully formed shapes that trail from the Animist’s bodies. These pieces are non-functional and harmless, but serve to highlight their bond. Typically, these are crowns, horns, and wings, though may shift with an additional [2] emotes of focus. These effects are permanent unless an Animist is purified through magics capable of removing or creating curses and blessings, though will always need an equivalent number of magic curers as initial ritual participants. This process would be extremely painful, though non-lethal.

 

Should an Animist be disconnected from Blood Animism, the ritual would need to be re-performed.

[Non-Combative]

Animists may use this further connection for minor forms of destruction typically associated with arsonists and other maddened pagans, so long as they have PRO or RO permission. An Animist may perform a destructive spell in a ritual circle around a specific target, or vent the Fruum requirement from their body in an aesthetic form of hexing.  The ritual is freeform and functions similarly to Evoke, though rather then affecting an entire region, the spell affects individual buildings and objects. The destruction of the building happens over the course of a [7] emote ritual, from which the Animist is free to bend their respective Element to destroy the structure, or some natural force strike it down.

 

It also serves a combative use.

 

[Combative]

In combat, a T4 Animist may control their Fruum into a condensed and wicked hex. This hex in combat will always take [4] emotes in combat, Animists can also forge enchantments with the Glyph of Sacrifice, allowing this curse to be applied through prolonged contact(3 emotes) or injury. These effects will always last [4] emotes, and cannot be removed through mundane means. Alchemy, auric oil, or a means of dispelling and warding from curses is the only way to remove or block the effects of the curse. The attack cannot be dodged so long as the Animist retains their line of sight, and the target stays within a 6 block radius from the Animist.

 

While Mundane Armor has no effect on the curse, Magical armors capable of disabling or resisting magic would protect the victim from the curse.

 

 

10 Fruum 

Air - (Lightweight) Curse a target to be susceptible to wind and become prone to being knocked over. Cursed targets no longer keep their size bonus to being knocked over should they be Orc or Olog sized for four emotes.

 

Fire - (Immolate) Curse a target to be susceptible to flame. Cursed targets burn for longer, and should the target be burned,  flames cannot be extinguished by mundane means (plain water/stop drop and roll) for four emotes. Has no effect on magical fires or fires drawn up from non-shamanic sources of magic.

 

Water - (Permafrost) Curse a target to be susceptible to water and ice. Should a target be touched with water, the target will be slowed[2 blocks of reduced movement] for the duration of the curse, and should they be frozen by natural means, they’d be frozen for an additional emote. Has no effect on magical water or ice drawn up from non-shamanic sources of magic.

 

Earth - (Crystallize) Curse a target to suffer a painful crystallization when struck with stone and other mundane crystals. The next wound would disable the target's limb, preventing them from being used or healed until the curse faded (4 emotes). Has no effect on magical earth drawn up from non-shamanic sources of magic.

 

Storm - (Haze) Curse a target to permanently be within a haze, blinding them. This prevents them from locking onto targets with spells or ranged attacks for the duration of the curse (4 emotes). This does not silence casters.

 

Metal - (Corrode) Curse a target to suffer a painful rot when struck with iron and mundane metals. The next wound would cause a lasting pain that would prevent casting, until the curse faded(4 emotes).

 

Blood Animism comes with its drawbacks. Auric oil and similar forms of magic disruption would last [1] emote longer, in addition to emotional effects from magic lasting for an additional [1] emote.

 

REDLINES:

-  Larger targets in CRP may only be cursed with ST discretion. 

- These effects do not stack with non-natural elements nor have any effect with them (dragonflame, frost witch ice, etc).

- Multiple animists may share the cost of the spell, capable of splitting it between 5 counts of Fruum for two Animists, or 4 counts between three Animists. It will cost no less than 3 Fruum per Animist should more join.

-An Animist may use Reagents to offset the cost of the spell.

- 10 Fruum is the baseline for a single T5 Animist, and so casting this spell multiple times within a single combat encounter would be powergaming.

- The combative hex will not cause any elements to move. Target must still be struck by the elements to receive these effects.

-These effects will always require some extra catalyst to cause harm (elemental damage/a future wound, etc).

 


 

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T3 - Living Weapon

Glyph of Sacrifice

[Non-Combative and Combative] [ST Signed Item]

 

A Glyph of Sacrifice provides the means of storing curses and blessings within enchantments. Items imbued with the Glyph of Sacrifice are capable of applying  shamanic blessings or curses upon injury or prolonged contact for [4] emotes. These noteworthy artifacts are called ‘Living’ weapons, birthed from their ravenous nature.

 

ASCETICS[MA]

Spoiler

A Living Weapon is made through enchanting a weapon with a Sutra by imbuing it with the same curse as the Sutra. While an Ascetic's[MA] Sutra may be born of multiple curses, an Ascetic is only capable of placing a shamanic one within a weapon. If no shamanic curse is available, an Ascetic may use one of the sensory features of Obeisances[blindness, deaf, speech].

BLOOD MAGIC

Spoiler

A Living Weapon is made through imbuing a descendant soul or its genus equivalent [3] into an object, the Glyph of Sacrifice cementing its transferring abilities. The ritual to transcribe the curse or blessing onto an object may vary depending on the Spirit it wishes to invoke.

 

APPLICATION

Within combat, the effects of a Living Weapon take three emotes to fully set in, and last no longer then 3 emotes unless reapplied. The effects cannot be refreshed until the 3 emote duration ends. Each usage of a Living Weapon requires the wielder to charge the weapon for [2] emotes, whether imbibing it blood, chanting, or some other aesthetic feature.

 

Living Weapons may grow their own nature spawned from the curse or blessing housed within it, manifesting as it defeats enemies and grows in power.  A Living Weapon may speak, though it is a twisted and capricious thing- often taunting or insulting those around it, or speaking upon its nature. A curse or blessing must be a combative spell, and non-combative effects cannot be applied to a living weapon. To use an Ascetic's Living Weapon, one must already be an Ascetic[MA], and possess a Sutra. A Living Weapon made by Blood Magic requires the wielder to possess an [MA] in Blood Magic or Asceticism.

 

Living Weapons can possess a variety of aesthetics, from a manifestation of the curse attached to the weapon(a rot-dripping blade), or simply a flesh-writhing weapon with a maw.

 

Living Weapons can be destroyed through use, and do not possess any additional durability or unique effects or combative abilities. The Living Weapon’s effects can be removed by 2 T5 Magic users capable of removing blessings or curses, and permanently erase its effects- returning it to mundane materials. To use the Shamanic curse and blessing effects of a Living Weapon, one must be a Shaman[MA].

 

Living Weapons must have the full description and effects of their curse upon their signing. Signed items must also state what type of magic is required to use the weapon.

 

Redlines

Living Weapons do not possess a memory and cannot recall any information from the target they consumed.

Ascetic Living Weapons can only house 1 spell.

Living Weapons are ST signed.

A Player may only carry two Living Weapons on them at a time.

Living Weapons can use ST materials except ones that would not allow shamanic enchantments (Thanium, rokodra, etc).

Living Weapons cannot be paired with other combative enchantments. 

Living Weapons may be applied to Naakts.

Living Weapons only work on melee tools.

Living Weapons cannot be used to metagame or speak upon the nature of what it has consumed.

Living weapons cannot be used to imitate characters, their voice will always be distinct and unnatural- limited to #rp.

Living weapons can only remove and transfer shamanic blessings or curses.

 

 

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While I love the lore... why does everything need a blood magic addition?

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polygamist lore :*

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4 hours ago, HIGH_FIRE said:

While I love the lore... why does everything need a blood magic addition?

Everything must be blood

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6 hours ago, HIGH_FIRE said:

While I love the lore... why does everything need a blood magic addition?

i think panashea likes blood magic guys

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6 hours ago, HIGH_FIRE said:

While I love the lore... why does everything need a blood magic addition?

This piece would help the actual blood mages to do more player-based interaction without waiting for an St to close your ticket

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Blood magic marriages lead to blood magic divorces

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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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