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[✗] [Feat + Magic Lore] Asceticism


Panashea
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EXPLANATION

Spoiler

The purpose of this piece is to tie a mix of lore pieces, cultural concepts, and magic pieces without saturating one archetype or overloading too many spells into a singular archetype/MA. Cultures and religions should be able to stand on their own should playerbases provide the RP to do so, and so a neutral faith and practice will service communities like the Red Faith, or Brathmordkin, or Kami, who don’t have a traditional magic system or abilities tied to them.  

I hope to empower cultists and religious figures not necessarily prescribed to a singular magic community, as well as give magic communities a reason to recruit, vet, and inspire potential players.  Ascetics serve as both members to spread the faith and practices of other magic types, but also are self-sufficient and capable of forming their own cults and niches.


 

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PREFACE

Whether through the machinations of Shamans and their soul artes, or the false imagery of Aengudaemonic entities as Spirits, or the sprouts of folklore and superstition throughout the centuries- the nature of Glyphs has spread to the fearful, the paranoid, and willing.

 

While Glyphs were carved from shamanic purpose, Spirits have no qualms with deceiving the dark and maligned into sacrificing souls to their cause. Like Ixli, Leyd,  Ikuras, and the countless Lesser Spirits who have deceived mortal kin, their greed is abounding, regardless of affiliation. 

 

Glyphs are loosely divided into tiers, with each progressive tier requiring further magic or knowledge. 

 

In roleplay, these invocations will NOT be called Glyphs. Due to the nature of Glyphs being used by a variety of communities, magic groups and aesthetics, every community should strive to have their own name. The names provided are example names, with the actual Glyph described below for the convenience of signing items and OOC contextualization.

 

DEFINITIONS

Obeisance - The curse or affliction that allows an Ascetic to make their FA.

Glyph - The OOC name for a Specific Spell

Ascetic - An individual who can use Glyphs not through Shamanism or Blood Magic

Idol - An illusory device capable of portraying horrible images and voices into the minds of the gullible. Idols that mature are ST Signed and immobile.

Sutra - A device that allows an Ascetic to permanently keep their FA and make an MA.  

Altar of Mending - A way to create Sutras and spread Obeisances.

Egregore - A psychological creature birthed from a Sutra.

TIERS

[FA] - The Player has an Obeisance and posted on the forums describing their experience.

[MA] - The Player has made a Sutra, a device capable of making an Obeisance permanent. Even if a Sutra is destroyed, the player retains their MA. 

[T1] - Reached Immediately after making an MA.

[T2] - Reached after 1 Week of T1.

[T3] - Reached after 2 Weeks of  T2. The Ascetic can create their own Idols. An Ascetic can also utilize Body Mind and Soul Glyphs.

[T4] - Reached after 3 Weeks of T3.   They may cast Glamour and summon and create Egregores.

[T5] - Reached after 4 weeks of T4. The Ascetic can create their own Sutras.

 

COMPATIBILITY

Anyone is capable of becoming a Feat Ascetic [FA] should they be able to take up the following requirements and the regular requirements of casting magic.

 

The creation process of an Ascetic [MA] requires the user to wield a permanent curse* upon their soul, and would require creatures and constructs to reveal the location of whatever houses their soul and perform the ritual before it. Should this vessel, shrine, phylactery, or similar object be capable of being cursed, they would be capable of becoming an Ascetic [MA].

 

Ascetic[MA] would be incompatible with creatures with incomplete souls or lack them entirely like sorvians and anthroparions due to not being able to hold a soul curse. Restrictions from other magic types that would prevent the target from maintaining a curse would also prevent them from becoming an Ascetic [MA].

 

Voidal constructs would be incapable of taking up any form of Asceticism in addition to Ologs due to their voidal nature and the complexity of ritual respectively.

 

* A curse is defined as any soul affliction given through magics (whether deific or dark). This must be a curse stated to be made permanents through OOC consent with a respective lore piece like Shamanism, Necromancy, Mysticism, and Naztherak. A player may also choose to not cure a non-permanent curse for over two weeks to gain the same effects.


 

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Glyphs

Glyphs are the primary way by which otherworldly invocations are made.  They function as shorthand for shamanic ritual or affect, made specific and empowered through descendant influence or other magics. Ascetics are the people who primarily utilize Glyphs, though go by other names within roleplay.

 

REDLINES:

Glyphs can be made in a variety of ways, and hold no true symbol. A Glyph may be shaped as multiple symbols so long as it follows the ritual requirements. Additional Glyphs may be submitted as MArts even as a [FA] Ascetic.

 

Glyphs are not Blood Runes. Like Shamanism’s loose interpretation of the Material Alphabet, they are a specific means of contacting the Spirits and invoking their power through material resources(emotion, a soul, a shaman’s mana, a name, a sense, etc). 

 

For example, Blood Mages are capable of using Glyphs through writing Blood Runes to contact the Spirits, this does not mean a Blood Mage has access to Shamanism , or vice versa. 

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GLYPHS OF FOLKLORE AND SUPERSTITION[FA]

Folklore Glyphs are evoked from the primordial emotions and sensations. Traumatic experiences often open the victim to the profound and metaphysical- whether coaxed through false saviors, or ushered in by maddened prophets. Urban legends were born from these Glyphs, drawn up by the power of fear.

 

Folklore Glyphs are desperate invocations to the Spirits, the loosest form of contact to stir their power, oftentimes without true awareness. Folklore Glyphs are usable by anyone with an Obeisance. 

 

An Obeisance marks an individual as someone who has undergone a transformative experience like a Shaman’s Pact, a Blood Mage's Awakening or a Seer[Both Feat and Slotted]. Once a player gains an Obeisance, they may create a Feat application describing the method by which they gained it. Other alternative methods are described below.

 

A player afflicted with a permanent curse (through their OOC acceptance or simply choosing not to cure it for over 2 weeks) may also gain an Obeisance. 

 

A player may also choose to permanently lose a major sense(Hearing, Sight,Speech) to gain an Obeisance. This can be done physically or magically for creatures with supernatural healing or abnormal senses. 

 

A player may find a Sutra[whether through player-event or found as an item], and immediately write an FA. Further steps described below to make an [MA]. All player and item Sutras cause the player who uses them to permanently lose a sense should they make a Feat.

 

In the case of Blood Magic, Corcitura or Seer- Feats where a target is cursed or loses normal sight, the player gains an Obeisance until the Feat or MA is removed/cured. 

 

Should a player cure the cause for their Obeisance, they will lose their Feat and be unable to relearn the practice for a month.

 

Folklore Glyphs do not need to be taught, and upon making the Feat the player is free to choose free-form rituals to mark their progress. Different cultures, magic, and faiths will follow their own path toward enlightenment. 

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[FA]- Mending

[Non-Combative]

[The Glyph of Benevolence]

 

Mending is a supernatural means of preserving or improving a specific area. Those willing to sacrifice others are rewarded with a miracle, a boon like food in famine, the repairing of machines or complex metal work. Commonly associated with sacrificial cults, cannibals, or ascetic religious figures, the glyph allows for peace to be held.

 

This occult ward does not go unnoticed. Deific, Dark, and Sensing magics would be able to sense the true nature of the area- a curse, and with PRO or RO permission, ‘track’ the source through an aesthetic ritual of their choosing. 

 

Mending first needs an altar from which to perform rituals with. The Altar of Mending requires at least two witnesses and someone with an Obeisance. The ritual altar can be made through any free-form ritual involving sacrifice or protection for [7] emotes. The altar itself is player signed, labeled Glyph of Benevolence[Date Recharged].  It may take on any appearance [5x5] maximum, though it will always possess a strange aura.

 

The altar is fueled through other players willingly offering themselves to it, whether giving a blood sacrifice, or some representative means. Once completed, the player would gain the same Obeisance as the one who created it, allowing the altar’s creator to spread their faith. The recipients then would be allowed to make Feat applications, allowing Obeisances to spread.

 

A Feat application must include which altar and curse was given to the player. 

 

The Obeisance would persist even if the altar was destroyed, unable to be removed until the month passed. Once the month passed, the effects would be able to be cleared by anyone capable of creating or removing curses and blessings. Should someone not choose to remove them, these effects would remain indefinitely.

 

The conductors of the ritual may choose ONE of the following, unable to change their effects until the next month. The altar must be within a 10 block radius of the object or ward receiving these effects, and cannot be buried or hidden. 

 

MERCY

Mercy alleviates the effects of flora and fauna corruption (Shamanism, Necromancy, Naztherak, etc) within a 20x20 radius of the altar. Corrupted animals and plants in the presence of the ward would flee if possible, or wither respectively.  Has no effect on voidal corruption or Druidism. Has no effects on players within the area. The effects may come from the altar directly, or a symbolic ward within 5 blocks of the altar.

INDUSTRY

A simple machine, building, or large tool(i.e a waterwheel) keeps its function and durability for the month. The object will still accrue regular damage from outside or external magical sources- and once the month expires, the collective damage would apply immediately, ruining it permanently unless performed again. 

FORTUNE

Fortune blesses the physical land (the mines have gold, or the trees have amber, etc). This fortune would still physically have to be extracted, and once the month passed, the drought that came after would be twice as strong. Fortune cannot be used as a credence for ST builds/pastes, or physical resources in minecraft. This would be an event feature and only known through word of mouth, established by the playerbase.

 

Should the Altar of Mending be destroyed, the  positive effects would immediately end. Any prolonged attack or magic (4 emotes) would be sufficient in destroying the altar. Should anyone have an Obeisance created from the altar, yhey would lose their Feat apps and Obeisance once a month passed from the date of its destruction. Destruction of an Altar of Mending should be noted on the forums or with signs to ensure Ascetic applications are updated.

 

The Altar of Mending also allows for Sutras to be made. Sutras are devices that allow for Ascetics to create MAs and retain their Obeisances when Altars of Mending are destroyed or their bodies are purified. 

 

ALTERNATIVE FUELING METHODS:

Spoiler

Ascetics: A single T5 ascetic[MA] is capable of fueling the altar on their own, placing their Sutra within or next to the Altar of Mending and performing freeform ritual- [4] emotes.

 

Shamanism:

A Pacted Shaman may chant over an altar for 6 emotes, and do a representative ritual(song,sacrifice, praise, etc).  Shamans will still require an Obeisance to make an altar.

 

Blood Magic:

A Blood Mage may abandon the Obeisance requirement through providing four units of genus to the altar. Blood Mages will still need an Obeisance to make the altar. 

 

REDLINES:

Mending cannot be stacked with other protective regional wards and defensive magical means.

Mending has no effect in combat.

Using Mending requires PRO or RO permission

In areas where the Spirits would be unable to be contacted, the Glyph would not function.

Any dark or deific magic would be capable of dispelling the Glyph simply through prolonged touch or an aesthetic ritual (3 emotes).

Allowing multiple people to make Obeisances does NOT charge the altar for multiple months.

ST discretion may dictate that Mending fails against greater curses, or event curses they write up. 

Fortune may only be from natural resources already in the area and cannot create new resources. 

Resources are player-signed and possess no new abilities.

Machines, buildings, and tools cannot be enchanted or in the presence of other forms of magic. Even in the case of compatible magic, this cannot be used to stack with other buildings, items, or tools. 

This resource does not generate nor give credence to additional physical materials (extra blocks/pastes, etc), it merely gives renown and enhanced roleplay. 

 

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[FA] - Idols 

[Glyph of Whispers]

[Non-Combative]

 

The Glyph of Whispers creates an area in which rumors, phrases, and insecurities can be heard from a specific idol or piece of nature(a tree, a rock, a river,  etc). The weakest form of curse, a juvenile Idol can be created with three Ascetics[FA] at an altar of Mending, whether through forging a new item, or imbuing an  item with the curse.  

 

T2 Ascetics [MA] can create juvenile Idols independently through a ritual involving their Sutra and the object they wish to create.

 

Every Idol will be capable of being sensed by any dark and deific magics simply through prolonged touch or an aesthetic magical identification of at least [2]emotes.  These feeble curses are capable of being destroyed merely by destroying the idol, or a T3 magical blessing/curse surmounting the glyph. 

 

Idols function based on the subjective fear of the target. For those unable to believe the device has any power, the idol is mute. To the gullible, the idol is capable of typical paranormal sensations (cold air, chills, etc). The effects are completely SUBJECTIVE at the discretion of the affected. An Ascetic may allow an Idol to speak indefinitely through channeling- an ability that requires concentration and focus akin to a mage’s spell. 

 

These Idols are player signed and capable of being carried by players freely. Idols must include that the effects are subjective within the description for them to have an effect. To strengthen the effects, the Idol must be matured by constructing a build that endures for a week. 

 

Once a Glyph matures (7 OOC Days), it may grow in size and be rebuilt to reflect this. However, once the Idol is matured, it cannot be moved from its area, and destroying it would completely remove its effects.

 

A person may break free from an Idol’s effects at any time, in addition to magical sight, shamanic sensing, or similar abilities capable of seeing through the effects.

 

Mature Idols are at least 3-5 blocks in size, and require ST approval. An Idol may be a maximum of 15 blocks. Mature Idols have the same effects as their small counterparts, with the added benefit of illusory motion. A Mature Idol’s effects only affect the area in a 15x15 radius.

 

A Mature Idol may shift and leer unnaturally, completely defying normal perception and victim’s senses should someone fall to their striking imagery. A Mature Idol still will only function should someone believe in its superstition.

 

REDLINES:

Idol effects are completely subjective.

Utilizing an idol requires OOC consent for the effects.

At any time a person can break free from the effects.

Channeling an Idol can be broken by the same means of any spell.

Juvenile Idols are player signed.

The effects of an Idol would stop as soon as combat started.

An Idol can never harm anyone.

Idols cannot be used in combat.

Idols in their base form are only limited to minor paranormal effects, but do not truly have an effect on the world around them. 

Idols cannot be used to receive prophecy, metagame, or learn about the world. The information received is entirely fiction.

Mature Idols cannot be moved and require PRO

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[FA] - Sutra 

[The Glyph of Animation]

[Magic Catalyst]

EXPLANATION:

Sutra is a means of permanently marking an Ascetic with a curse. Five individuals with an Obeisance[FA] can create a Sutra at an Altar of Mending. The ritual requires an item from which the Ascetics place their emotions and desire into. A single Ascetic is then branded to this object, immediately giving them an Obeisance should they not have one already. This curse may be one from within the Altar of Mending, or one of the sensory objects described above.

 

This object must be worn or handheld, nearly at all times.  A Sutra allows an individual to retain their Obeisance should their altar of Mending be destroyed.  While individual Sutras may break and be purified, the ritual can be performed indefinitely so long as the Ascetic retains their MA, allowing them to create new ones to cast again.

 

EFFECTS

When casting, affected by intense emotions, and as an aesthetic cantrip, the aesthetic effects of an Obeisance can be amplified to supernatural levels. A blind Ascetic may have their eyes glow with deific light. An Ascetic with a Necromancer’s curse may have their arm wither or have the skin stripped- or a false Brand may form from an Ascetic with a permanent Malflame injury. Should a Sutra be made with multiple magics, the Sutra user may have the effects overlap so long as they are described within the application and approved. These effects are illusory, and will never harm or affect others.

 

[MA] Ascetics can be cured of their curse and their body expunged of other aesthetic magic effects. Should a magic subtype typically associated with removing and creating curses, like Shamanism, Aengudaemonic Magics, Necromancy,Mysticism, etc change their body, it would prove to return them to their initial state. 

 

However, as long as an [MA] Ascetic retains their magic slot, they are capable of using Folklore Glyphs to recreate or make a new Sutra at an Altar of Mending, and continue their progress immediately. 

 

ASCETICISM [MA] 

Wielding a Sutra costs a single magic slot, and should one be made, it is ST signed.  The initial Sutra that births someone as an Ascetic should be marked under the Ascetic’s MA application describing its creation.  Sutras allow the wielder to utilize Body, Soul, Mind Glyphs.  Should their Sutra be lost or destroyed, they’d be unable to cast those Glyphs until a new one was made at an Altar of Mending. Ascetics[MA] will be able to forge Sutras at the Altar of Mending at T5, functioning as a way for Ascetics to teach their students. Ascetics[MA] will always be able to use Folklore Glyphs, even without their Sutra.

 

Sutras that are created will still force the user to have an Obeisance to used.

 

A Sutra can be destroyed by any mundane means, only as strong as the material they are made out of. However, Holy, Dark, and Voidal magics are capable of purging or destroying Sutras through a freeform ritual of their choosing so long as at least 3 T5 magic users conduct it.  Destroying a Sutra does not remove the Ascetics MA, or slow their learning. 

 

REDLINES:

A Sutra can be destroyed but as long as an Ascetic retains their magic slots, they may remake a Sutra at an Alter of Mending

An Ascetic cannot perform Body, Soul, Mind Glyphs without a Sutra.

Sutras are ST signed.

The aesthetic effects of a Sutra have no effect on the environment or other players.

A player may only use and carry one Sutra.

A Sutra's aesthetic effects only apply to the body.

 

[Event Creature]

Sutras that are abandoned grow, manifesting into a larger creature commonly associated with the bad spirits and other malevolent folklore creatures of the world.  

 

These Sutras may be used in player run events and serve as an additional method for someone to obtain an MA, stumbling upon a cursed sword or crown within the ruins of a forgotten place.  For a player to make an MA, they must bind an Independent Sutra to an Altar of Mending.

 

Event Sutras are imp-like creatures, or in the case of items with more significance, ravenous objects of malice, boiled over by the emotions the abandoned item was left with. Like the Glyph of Whispers, these objects grow from their renown and the mental state of the affected.  Sutra are capable of infecting a variety of objects, affecting targets of different sizes differently, though all items share a singular ability. Should a victim be in a prolonged area with these objects, the negative feelings of the original owner are projected. 

 

Spoiler

Independent Sutras are infected objects that can be worn or handheld- crowns, swords, goblets, and other ancient objects of great renown. Independent Sutras lack the identifying features of a specific magic type associated with them, and always have an effect on the host’s mental health in addition to taking one of the major senses described above. Once worn or in contact for prolonged time, the weak-willed, the callous, the angry and those susceptible to negative emotions would have them drawn out by prolonged contact with the object. For a Sutra to bind to a host, the wielder must be in contact with the item for an OOC month and have an Altar of Mending to bind it to. Independent Sutras may bind to another group’s altar, or create their own.  The host may then make an MA describing their prolonged contact with the object.

 

Independent Sutras would be destroyed upon enchanting, blessing, aesthetically purifying, or forging a stronger curse within the object. These items must state that the curse will be destroyed in the item descriptions from the effects described above. These items would still require an ST signature. Independent Sutras grant no extra combative ability.

 

Small: Fiends[1-3 blocks]

Common in a variety of environments, small disregarded objects like toys, baubles and trinkets grow and manifest to cause minor trouble in a host of environments. Fiends can take on a variety of forms, as folklore has warped their image into a host of different shapes, sizes, and personalities based on the curse or affliction they were drawn from.  

 

Fiends may take on the shapes of hybrid or impossible animals, or inorganic monsters composed of the material they’re made from. The Snipe is a common fiend, a bird-like animal with ever changing details and features composed of the culture they’re drawn from. Some Fiends may wield crude weapons, but will never possess any complex weapons like crossbows 

 

Fiends commonly only steal or cause minor trouble by breaking or destroying common possessions. They can possess at a maximum strength equivalent to the common descendant at full size, but will always lack organs or valuables to extract upon death. A Fiend’s body is merely reduced to sludge and the tattered remnants of whatever item they infected. Fiends may only be used in player-run or ST events.

 

Medium: Mimics[2-10 blocks]

Commonly found in ruins, grottos, or abandoned places of magic significance, a Mimic is a mature Fiend, large enough to devour unsuspecting descendants. 

A Mimic may shapeshift or infect common items, allowing it to grow appendages or in size.  A Mimic can possess up to an orc’s strength, but regardless of size, they will always move at half a descendant’s normal speed. Instead of speed, they are extremely durable, capable of taking several [5] orc-level blows before falling. Magic of any kind causes a mimic to combust, though it often may choose to flee or fling itself at its assailants in a minor explosion. 

 

Mimics are ambush predators, and have no qualms working in tandem. An ancient vault may be little more than hungry predators.  Like their counterparts, mimics possess no valuables nor loot, for whatever remains is destroyed in the conflict. Mimics may only be used in player-run or ST events.

 

REDLINES:

Fiends and Mimics can not be used to give an MA.

All of the following creatures are player event resources and thus are not meant to be played as a regular character or persona, and thus do not require a CA or application to use. These creatures exist explicitly for the purpose of OOCly coordinated events between players.  

These creatures may not be tamed as pets or companions nor may they be played outside of the player event.  

These creatures may not be used to attack other nations. 

These creatures may not be used to defend your own nation. 

The use of these creatures in events will not be granted any support from ST.

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BODY, MIND, SOUL GLYPHS[MA]

BODY MIND SOUL Glyphs require an MA in a Shamanic Magic, Blood Magic, Asceticism, or a CA adjacent to any of the magics. 

 

TEACHING:

Ascetics[MA] may teach themselves the rituals over time as their tier increases.   

 

Shamans and Blood Mages can self teach themselves and others these rituals so long as the Shaman or Blood Mage also have Feat Asceticism or slotted. Should they lose their FA, they would be unable to lead or teach these rituals.  

 

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[MA]- Miasma

[Glyph of Hatred] 

[Non-Combative]

 

The Glyph of Hatred is an awful thing. Often used to punish other magi or reckless students, the Miasma is a means of marking someone with the imitation of dark or deific remains. This does little but stir the ire of all deific and dark-aligned deities and creatures, a ward of foul magic that stains the soul for the holy and dark to see.  The Glyph of Hatred also is capable of sewing distrust among good and evil forces equally, masking allies or serving as a point of deception. 

 

The Glyph of Hatred can only be applied to the willing or someone subdued, and cannot be used in combat.

 

This sort of minor cursing comes with caveats, as magics and constructs that warp the aura and presence of the soul it houses are resistant to this illusion.  The most noteworthy are deific and dark magics, though they may be masked too should enough mages gather. 

 

This does not truly corrupt someone’s soul or body, but merely imitates such.  It does not remove any current afflictions, and merely adds more weaknesses. To those who already possess a wicked or deific aura, stripping this aura would require an additional 2 T3 magic users.  Targets who have been cursed with Miasma would require an equal number of magic users to cleanse them.

 

ASCETICS[MA]

Spoiler

Multiple Ascetics wash the curse of their Sutra over someone, suffocating them beneath the supposed divinity or wrath of their belief. Ascetics are free to choose the ritual by which to perform this spell so long as it takes [6] emotes.  Ascetics are encouraged to use different rituals to reflect the culture or magic they are drawn up from, or to confuse adversaries. The Glyph of Hatred must be performed at an Altar of Mending, though can be performed by a single Ascetic at T3. Egregores are also capable of bestowing Miasma upon subdued targets.  

 

BLOOD MAGIC

Spoiler

The Blood Mages may create this illusion through marking a victim's flesh with the corresponding blood rune upon their body (light or dark) and a ritual circle of sacrosanctum, power, and flesh. The Glyph costs four genus, and is activated when the blood mage brings an open wound to the circle. The blood mage must roll from a d20 for success, lest the familiar chaos of Elemental rituals befall them[moderate non-lethal harm].The Glyph of Hatred requires at least 1T5 Blood mage to lead. It follows the following modifiers.

 

Add 1 for every Blood Mage for T3, T4, and FA Ascetic.

Add 1 for every Pacted Shaman.

Add 2 for every Blood Mage of T4 and T5, and MA Ascetic. 

 

Failure requires rolling a 6 or lower. This ritual typically requires 4 to 6 emotes.

 

SHAMANISM
 

Spoiler

1 T4+ Shaman with a pacted Spirit.  A Shaman may forge a curse or blessing in addition to the physical or alchemical representations of their Spirit in offering.  Any shaman pacted with a Spirit is capable of performing this glyph regardless of their affiliation. 

 

Once the ritual was completed, the wound or aesthetic features used to grant the curse would vanish from the victim, removing any trace of the ritual.  

 

In the case of Dark affliction, Aurum tools will pain them to wield, and the lines commonly erected in front of cities will pain them to cross. Magical and alchemical sight would describe them the same as a ghost. Should a magic user of a “dark” magic capable of casting curses or blessings join in the ritual(via incantation or aesthetic implement), they are capable of enhancing the illusion to match the appropriate aesthetic. A participating necromancer may curse someone to appear to have stagnated lifeforce, a mystic binding a fake phantom to their soul, and a Naztherak allowing someone to gain the Hzakhadlu (Infernal brand). Shamans would be incapable of performing this ritual with conflicting magics. Ascetics and Blood Mages would have no restrictions.

 

In the case of Light affliction, the target is made radiant. Their soul will glow with fake deific energy, and to creatures that prey upon descendant flesh and souls they will be seen as a bountiful meal, or grow intimidated by the new deific aura they possess.  Should a magic user of a “deific” magic capable of casting curses or blessings join in the ritual(via incantation or aesthetic implement), they are capable of enhancing the illusion to the appropriate aesthetic. A participating shaman could mark a target with a fake blessing or curse. (Currently Shamanism and Druidism are the only deific magics compatible with Blood Magic). Light affliction will NOT remove the normal aurum weaknesses or other magical weaknesses of dark or soul-warped creatures, it merely disguises the soul. 

 

In the case of both rituals, the effects of the Glyph last for 1 OOC week, capable of being removed at any time by any magic wielder able to heal or create curses. The spell will always require more or equal cleansers to remove from a target should someone attempt to remove it. The Glyph has a week cooldown on a single target, though can be reapplied should it be cleansed early.

 

REDLINES:

The Glyph of Hatred only adds weaknesses and does not garner any boons.

The Glyph of Hatred would not function on a creature that had its soul somewhere else(i.e an Archlich)

Stripping the aura of a figure does not remove their powers or give other negative effects, it merely removes the aura they once had temporarily.

The Glyph of Hatred does not remove any negative effects the afflicted is already suffering from.

The Glyph of Hatred has a 1 Week Cooldown.

 

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[MA]- Glamour

Glyph of Weaving

[Non Combative]

The Glyph of Weaving allows for Ascetics to disguise themselves among commonfolk. Typically associated with Shamanic Fleshsmithing and blessings, the initial ritual transforms the body, while the second half serves to hide the transmutation. Ascetics use their Sutra to utilize a Glamour, while Shamans and Blood Mages create trinkets, subjecting them to different clauses. An Ascetic cannot perform this ritual for others, but is capable of doing so to themselves without the drawbacks of a trinket.

 

ASCETICS[MA]

Spoiler

An Ascetic's Sutra can be used as the enchanted device for the Glyph of Weaving. Once an [MA] Ascetic reaches T4, they are capable of performing this ritual on themselves and using their Sutra as their enchanted device. Ascetics would be fully enveloped by their Obeisance, the aesthetic affects described within the Sutra overtaking their entire body. Ascetics may collaborate with any magics, transmuting their features with the appropriate aesthetic. While Ascetics[MA] cannot perform this ritual on others, they are capable of retaining their mundane form so long as they keep in contact with their Sutra. An Ascetic[MA] would be capable of using enchantments and magic while within their mundane form. Their Sutra would still be able be discovered through prolonged touch (3 emotes), by a deific, dark, or sensing magic. Ascetics are capable of switching between their transformations at anytime with a single emote, though it does not take their action to do so.

 

SHAMANISM

Spoiler

A Glyph of Weaving allows for Blood Mages and Shamans to transmute the Soul, shaping the external appearance it manifests with. However, unlike fleshsmithing or shamanic transmutation, this ritual would allow for the target to return to their normal form via an enchanted trinket. Should this trinket be activated, it would hide the transformation they went under, disguised through an illusion.  This aesthetic transformation may be used for intimidation, disguise, reverence, or simply the work of those adept with flesh.

 

This suppressive trinket would be incompatible with other enchantments, and would be deactivated upon their usage, forcibly transforming the wielder to their transformed state. A trinket may be a variety of sizes, though must be visible, from large gaudy rings, to walking sticks. So long as the item is carried, the person may be assumed in their normal form.

 

Shamans are capable of performing this ritual through interaction with a Greater Spirit, which requires at least ONE of the following:

3 T3 Shamans

2 T4 Shamans

A T5 Shaman pacted with a respective Lesser Spirit.

 

Shamans may then choose ONE of these effects.

 

A single part of the body (head, hands,legs, torso may be altered to include animalistic parts like horns, tusks, hooves, claws and mandibles.

 

Skin color may be altered to unnatural means for all races to reflect a Spirit, in addition to its texture and feeling. 

 

These features may be, but are not limited to corals and barnacles that appear upon the surface of the skin, a crystalline texture, or ashen and charcoal-like skin.

 

These Shamans are allowed to use a freeform ritual, or spirit walk to conduct this transformation,  though are still limited by the normal constraints of Shamanism (A shaman would not be able to perform this upon an enemy of the Spirits, i.e an inferi). 

 

Shamans are limited to these effects, though if a Blood Mage joins them in ritual, they are capable of adding non-functional mouths, eyes, and other facial features upon the body. 

 

Regardless of the methods, once the ritual is completed, an item would be formed to signify the transformation- at the discretion of the conductors of the ritual. So long as the conditions are met with the amount of magic users present, the ritual will not fail unless done willingly, causing an explosion, a ruined mistake, or the transmutation failing to match the intended outcome. These effects however, are always non-lethal for the ritual host and participant.

 

The transformation effects can be removed totally should the target be presented with at least two T4 magic users that can cure or create curses and perform a freeform ritual to remove the limb. The trinket may also be purged through a freeform ritual by the same magic users to force someone into transformation. 

 

Trinkets can be rebuilt by any shaman or blood mage, even those who did not perform the ritual, simply by performing the ritual again upon the prospective target. This cannot be used to add additional effects atop old ones.

 

The item should describe what kind of magic took place and the effects of the transformation. The name of the person does not need to directly be described on the item name, but a pseudonym may work instead- I.E the Bloodflame Shaman instead of Skaatchnak. Trinkets are player signed.

 

BLOOD MAGIC

Spoiler

A Glyph of Weaving allows for Blood Mages transmute the Soul, shaping the external appearance it manifests with. However, unlike fleshsmithing or shamanic transmutation, this ritual would allow for the target to return to their normal form via an enchanted trinket. Should this trinket be activated, it would hide the transformation they went under, disguised through an illusion. 

 

This suppressive trinket would be incompatible with other enchantments, and would be deactivated upon their usage, forcibly transforming the wielder to their transformed state. A trinket may be a variety of sizes, though must be visible, from large gaudy rings, to walking sticks. So long as the item is carried, the person may be assumed in their normal form.

 

The Glyph of Weaving may be used once a T4 Blood Mage with an [FA] learns Ensorcell Flesh and Blood Bending. Blood Mages on their own are limited to minor aesthetic features, creating lattices of scars that move and writhe upon command, or gory transmutations of flesh like benign tumors or completely flayed skin, in addition to the same non-functional mouths, eyes, ears etc.  

 

Blood Mages may collaborate in a similar fashion with other compatible magics, transmuting features with the appropriate aesthetic. Currently, these are limited to Necromancy, Naztherak, and Shamanism aforementioned, but may change pending clarifications or at the discretion of loreholders.  

 

Blood Mages may ONLY perform this collaborative ritual with the use of blood runes, with the supporting magic presenting some aesthetic means( a reagent, blood, sigils, etc) in addition to the ritual. A limb may be transmuted to look completely withered and skeletal with the help of a necromancer, or a head warped akin to Inferi with the help of a Naztherak. These effects will always contrast the shamanic ones-  darkened mutations compared to the more natural spiritual effects.

 

Regardless of the methods, once the ritual is completed, an item would be formed to signify the transformation- at the discretion of the conductors of the ritual. So long as the conditions are met with the amount of magic users present, the ritual will not fail unless done willingly, causing an explosion, a ruined mistake, or the transmutation failing to match the intended outcome. These effects however, are always non-lethal for the ritual host and participant.

 

The transformation effects can be removed totally should the target be presented with at least two T4 magic users that can cure or create curses and perform a freeform ritual to remove the limb. The trinket may also be purged through a freeform ritual by the same magic users to force someone into transformation. 

 

Trinkets can be rebuilt by any shaman or blood mage, even those who did not perform the ritual, simply by performing the ritual again upon the prospective target. This cannot be used to add additional effects atop old ones.

 

The item should describe what kind of magic took place and the effects of the transformation. The name of the person does not need to directly be described on the item name, but a pseudonym may work instead- I.E the Bloodflame Shaman instead of Skaatchnak. Trinkets are player signed.

 

REDLINES:

The features added are completely non-combative.

The trinket has no effects on someone who it was not made for.

Players are only limited to one trinket effect. To switch, they must remove the initial effects and redo the ritual.

The Glyph of Weaving cannot grow or remove limbs, it only has an effect on the target’s current physique.

Should a target swap bodies, these effects would persist unless a new transformation overwrote them[CA] or they were forcibly cleansed.

The trinket must be on the player’s person, otherwise they are assumed to be transformed.

The trinket does not offer the creator any sort of control or mental impression over the user.

The trinket cannot be used to disguise mutations, illusions, auras, or effects of other magics.

The Glyph of Weaving can only be applied once, and cannot be used to affect multiple body parts.

Shamans cannot perform this ritual on the enemies of the Spirits.

Ascetics cannot perform their variant of the ritual on others.

 

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[MA]-Egregore

[Glyph of Belief]

 

A group of Ascetics are capable of forging an amalgamation of their curses, or manifestation of their faith made into a psychological creature. This construct possesses no tangible form, its nature subverting mortal understanding. Egregores are born through 5 T4 Ascetics utilizing an ST signed Mature Idol, birthing a creature made from their collective subconscious through freeform ritual.  Egregores are only visible when summoned, remaining dormant within the Mature Idol they were carved from. Should the Mature Idol the Egregore was born from be destroyed, it would be incapable of being summoned and effectively perish.

 

Egregores are completely psychological creatures, drawn out from the power of an Ascetic. Ascetics may summon their Egregore at a Mature Idol where they can take on any appearance, though most commonly, a reflection of the Sutras it was made from.  This ritual will always require ST Oversight. Once an Egregore is made, a private recording of its aesthetics and ability are given to ST to ensure proper usage. Mature Idols already require an ST signature, and so once an Egregore is made with ST oversight, another sign is added with [Egregore].

 

Shamans and Blood Mages may take part in birthing Egregores, standing in as a T4 Ascetic, but are UNABLE to summon Egregores without their own Asceticism [MA] and Sutra. 

 

Egregores may be as small as a dog, or as large as 15ft. Should Ascetics seek to make an Egregore of a significant character’s likeness (i.e Azdromoth, a Spirit, Iblees, etc), they must let ST know, who have discretion to deny its creation. Egregores of players require OOC consent in addition to ST consent.

 

Egregores may be bound to an Ascetic’s Sutra once they reach T4 through a freeform ritual requiring at least 2 T4 Ascetics. Each Egregore must also be added to an Ascetic’s MA marking which Egregore they can summon.

 

Should the Mature Idol be destroyed, the Egregore would die alongside it, and end all summoned abilities.  Ascetics may wield multiple Egregores, but may only summon one at a time and only one Egregore may rest within a Mature Idol.

 

Egregores only have abilities while summoned by Ascetics. Ascetics cannot control the Egregore, but may use it as a representation of their patron or as a manifestation of their Sutra. It cannot attack other players, nor has a form to strike them with.  However, An Egregore’s effects may be stalled upon being attacked with aurum or any magic.  An Egregore would be completely intangible to mundane means of combat.

 

Aurum stalls effects for one emote. 

Deific and Voidal Magics stall effects for two emotes.  

Dark Magics stall effects for two emotes.

Thanium disables the effects for three emotes.

 

An Egregore’s effects last for 10 emotes, before needing to be summoned again. An Egregore can be summoned by a single T5 Ascetic, though can also be summoned through group ritual.

 

Group Summonings will allow the Egregore to remain for an additional 5 emotes for each additional T4 Ascetic that takes part in the ritual. Egregore summoning will take a minimum of 7 emotes[shared by the group's emotes], a freeform ritual that has their Sutra's incited and showcasing their magical effects.

 

While summoned, Egregores are capable of performing the Glyph of Hatred as a freeform ritual. They may not speak without ST intervention, though possess Combative and Non-Combative effects described below.

 

[Non-Combative]

Ascetics may summon an Egregore out of combat to give the area surrounding the Mature Idol effects. Within the space of the Mature Idol(15x15), attempting to cast magics would fail due to being surrounded within a large malevolent curse.

 

These effects would break once combat starts and differs from Voidal Hollows or other otherworldly forms of silencing- as every Egregore may manifest their silencing abilities in different ways. It will never actually affect the mana flow of casters or constructs, and enchantments would still function. These effects would only affect non-combative spells and cantrips.

 

For example, a summoned Egregore may shriek or scream constantly to disorient casters while out of combat. A summoned Egregore may instill the area with an unnatural silence, or the sky may fill with maddening horrors that make it impossible to focus. These features would not be present unless the Ascetics summoned the Egregore, and they themselves would be susceptible to this effect.

 

[Combative]

A T5 Ascetic is capable of temporarily summoning their Egregore through their Sutra over the course of [5] emotes. The summoning of an Egregore will always activate the aesthetic effects of a Sutra and cannot be hidden. Once the Egregore is summoned, all channeled magic within a 4x4 range of the Ascetic takes an additional emote to cast. This has no effects on enchantments, instanteous or reactionary spells like a ward.

 

Ascetics cannot cast or use alchemy while their Egregore is summoned, and are not immune to the effect should someone use it on them.  A summoned Egregore in combat lasts [6] emotes, and will only have an effective range around the Ascetic. Should the Ascetic lose physical contact with their Sutra during this, the Egregore effects would immediately end.

 

An Ascetic may only summon 1 Egregore individually in combat. The effects of an Egregore in combat will always affect everyone around them, regardless of affiliation. The emote slowing effects of an Egregore in combat may stack for each additional Egregore summoned, at a maximum of [3] additional emotes. These effects will always affect the people around the Acetic, regardless of who the Ascetic is fighting for. Ascetics cannot dual cast and use other magics while their Egregore is summoned, but may cancel their effects early.

 

A Summoned Egregore can be purged in combat by the following means.

 

Destroying the Sutra

Separating the Sutra from the Caster

Mortally wounding the Caster

Striking the Ascetic with 3 combative spells.

 

If combat begins while an Egregore is summoned through the non-combative ritual, the combative effects are applied for the remainder of the summoning duration.

 

A Mature Idol or the Egregore itself may be MArted to give the creature more abilities, where the authors would be capable of mixing an Egregore’s effects with other magics. 

 

REDLINES:

Egregores must be recorded by ST to ensure appropriate usage. 

Egregores cannot physically harm or affect players or the environment. 

Ascetics cannot dual cast while summoning an Egregore.

The silencing effect of Egregores only works out of combat, and has no effect on combative spells.

Ascetics cannot cast others or use alchemy once an Egregore is summoned and until the effects are canceled.

Once a Mature Idol is destroyed, the Egregore’s effects are permanently removed.

The casting of an Egregore must be visible, with the Sutra’s aesthetic effects being incited.

Egregores have no affect on a caster or construct's actual mana flow, or their enchantments.

 

 

 

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Love what you've done with it, go Glyphs <3

My only criticisms might be that, in their current state, Egregores don't seem to have wild usage (and feels kinda pressured in usage with its emote count). I'd suggesting adding an OOC consent clause so Egregores might stick around more for interactions where everyone agrees, like a player event.

 

Also, some more clarification on an Ascetic's capability with Glyph of Weaving would be nice.

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Panashea is the greatest.
 

Oh and the lore is great too

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Splitting was the way to go, will read both pieces & give clear critique when I can. 

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yes, give us that sweet-sweet cultist inspo!

in all seriousness I think this lore piece would provide us, lore dwellers who are too lazy to write MAs new features to add to our roleplay!

Also, Idols would be great for desperate self-roleplayers (says as if he isn't 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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