Badgermordakin 594 Popular Post Share Posted July 28, 2023 Wizards’ Hats Explanation: For centuries wizards have worn hats. The stories and songs depict old men wearing hats and walking with large staves and long robes. Naturally, any scholar of the void understands why wizards chose large staves and long robes. The staves served as great foci for the casting of spells and the robes were fashionable alternatives to the clothes the poisoning of the void prevented them from wearing. But why the hat? No particular advantage to them and as such they’ve fallen out of use. It seems, until now. Creation: Wizards' hats are created via a ritual containing multiple mages. The process, while not difficult, can be timely as it requires the collection of materials and the crafting of a nice and sturdy hat. First the mage must make or acquire a hat of some sort. The hat must then have magegold or arcanium wire wrapped around it covering at the very least a fifth of its surface. The leading mage must then imbue their mana into the hat alongside any other mages involved in the ritual. The magegold or arcanium will seep into the weaves of the hat and cause it to be imbued with its voidal powers. If the mage weave the hat with arcanium wire as opposed to magegold, the hat will take on an arcane appearance coinciding with any voidal MA a participant of the ritual may possess: Spoiler Air Evocation: The hat will appear as if made of a cloud. Fire Evocation: The hat will appear as either smoke in the form of the hat or a blaze of fire upon the mage’s head. Water Evocation: The hat will appear to be made of mist dripping with water or of ice. Earth Evocation: The hat will appear to be made of stone, sand or crystal. Life Evocation: The hat will appear to be growing either plant life or a menagerie of animal parts in various places. Transfiguration: The hat will appear to glow an ephemeral color coinciding with the mage’s aura. Translocation: The hat will appear to be littered with hundreds of glittering stars against what appears to be similar to the night sky. Sensory Illusion: The hat will appear as if shifting in and out of reality or splotchy as if not fully there. Red Lines/Restrictions: Spoiler All mages in the ritual must have a valid MA in a voidal magic. Requires a greater source of mana, such as a voidstalker, mana obelisk, voidal tear, or equivalent. Any cosmetic properties of the hat will not have any application beyond aesthetics i.e. no fire burning, ice freezing etc. Participating mages cannot cast for 12 OOC hours after creating a Wizard's hat. Wizards' hats must be made from cloth or similar clothing material, NO HELMETS. Wizards' hats do not necessarily need to be the stereotypical floppy pointed hat. Wizards might find themselves working with turbans, or a fez, or perhaps a top hat. It merely needs to be worn on the head. The Arcanium aesthetic effects of a Wizard’s hat only shows when worn and the hat immediately reverts to its original appearance upon being removed from its mage’s head. The ritual for Wizard’s Hat creation requires at minimum 2 mages. ST reserves the right to reject any type of hat for not being hat enough. The ritual for Wizard’s Hat creation is open knowledge and can be easily learned through participation in a ritual, reading in a book, being told etc. whilst possessing a valid voidal MA. Capabilities: A Wizard hat’s job is the general upkeep and light protection of the mage that created them. Slight movements such as waking them up, making sure they’re fed, or scooching themselves over to cushion their mage’s head from bumping into a ceiling. Wizard hats have been known to often shift around independently to ensure the best air flow to their mage’s face to help cool it down on hot days or perhaps shift to cause friction and warm their mage’s heads. More notably though, mage hats have tasked themselves with the protection of their mage when the mage is no longer capable of doing such. An unconscious mage might find themselves clumsily dragged away from trouble or fed medicine or food wrapped up in the loose strands of their turban. Wizards' hats are often known to lightly tug their mages toward obelisks for their abundance of mana or away from hollows for their horrific safety violations. Red Lines/Restrictions: Spoiler Wizards' hats must be worn on the head and the primary portion of the hat must remain rooted there at all times. Wizards' hats cannot leave the head while in use i.e. no cowboy hats jumping off of your head to treat and bandage a leg wound. Wizards' hats may not be used to metagame any information i.e. a tug away from a particular person who’s secretly a darkspawn or a tug toward a voidstalker for mana abundance. Wizards' hats must be created via ritual as instructed above. Wizards' hats can be used as focus, but such must be stated in the description. Wizards' hats are suitable for use as Jings ONLY IF made of all natural material in accordance with Jing lore. This also must be stated in the description. Wizards' hats immediately lose all use when not worn on the head of the creator. Wizards' hats immediately go dormant all use if the creator no longer has an valid MA in a Voidal magic. Wizards' hats can only drag their mage if unconscious or asleep. A mage being dragged by a hat is extraordinarily slow and clumsy and can be easily stopped by outside force with minimal effort. For the purposes of CRP hats can drag their mages at a rate of 1 block per emote. Any mage moved by their hat i.e. dragged to safety, within an encounter CANNOT wake up again during the same encounter by any means. Wizards' Hats require an player signature with the name of the creator written in the description. Purpose (OOC) A wizard’s hat is a staple of any good wizard archetype but I’ve found (myself included) a severe lack of them on the server. While, yes, you can chalk this up to stylization, I like the idea of producing lore to help perhaps revive these hats and add an additional level of flavor to voidal magic and mages. Citation: Spoiler General ritual was heavily inspired by Classy’s Yisar write (I was polite and asked, she said it was cool): https://www.lordofthecraft.net/forums/topic/215322-%E2%9C%93-creature-lore-yisar/ And then all the materials and uses of the hat: https://www.lordofthecraft.net/forums/topic/189547-%E2%9C%93-world-lore-arcanium-gift-of-the-void/ https://www.lordofthecraft.net/forums/topic/199629-%E2%9C%93-magic-invention-arcane-focus/ https://www.lordofthecraft.net/forums/topic/196318-%E2%9C%93-world-lore-magegold-arcaurum/ Changelog: Spoiler -fixed some formatting -added clarification on obelisk and hollow behavior -added redline on movement during ensconcing -removed ensconcement -fixed pictures 31 Link to post Share on other sites More sharing options...
hemomancy 2851 Share Posted July 28, 2023 i love this 10/10 Link to post Share on other sites More sharing options...
ClassyDryad 1733 Share Posted July 28, 2023 HAT Link to post Share on other sites More sharing options...
satinkira 5931 Share Posted July 28, 2023 we gotta get ourselves non-voidal wizard hats, these look so good 1 Link to post Share on other sites More sharing options...
Gaea_Foundation 581 Share Posted July 28, 2023 omg badger lore Link to post Share on other sites More sharing options...
ULTRAMIDI 258 Share Posted July 28, 2023 Someone please write a Druidic form of this Link to post Share on other sites More sharing options...
Minuvas 2887 Share Posted July 28, 2023 My recommendation would be to remove the ST signature requirement. There doesn't seem to be anything in this lore that is so special that would require involving the staff and the materials/ritual is not dissimilar from Yissar creation which requires no ST oversight. Can a Non-Voidal mage wear this hat? My recommendation is YES while following redlines for enchantments. Some things to consider (Though I think the lore stands well on its own) Can the hat itself can be abjured or otherwise affected by magic? Does their behavior change within a Hollow, or the area of an Obelisk? I also recommend you allow voidal Mages to continue to connect and be able to cast while ensconced, however the cost is the inability to project magic in a certain arc (Perhaps the person must choose: Full ensconcement, preventing any magic from projecting - or a Half-Ensconcement which allows magic to be projected outwards towards the other half? Or consider lowering this to a 3x emote cast ability. A 4x Cast emote makes this one of the higher requirements emote abilities and I think that meets a valid 'cost' or 'penalty' for this use without also incurring a no magic cost ability. I really like this lore (Nice photo by the way - Plus for Turban inclusion). Min 3 Link to post Share on other sites More sharing options...
Morigung-oog 2358 Share Posted July 28, 2023 Valindra's tricorn about to become 100x more badass. 1 Link to post Share on other sites More sharing options...
SimonItorp 64 Share Posted July 28, 2023 I love this. +1 Link to post Share on other sites More sharing options...
Badgermordakin 594 Author Share Posted July 29, 2023 1 hour ago, Minuvas said: My recommendation would be to remove the ST signature requirement. There doesn't seem to be anything in this lore that is so special that would require involving the staff and the materials/ritual is not dissimilar from Yissar creation which requires no ST oversight. I do generally agree with this if I'm being honest, I'd prefer if the lore was more available to the common mage especially with it already being locked behind an MA. However due to the nature of ensconcing being similar too and but a bit of a crappier Ward Shield I feel it warrants an ST signature in a similar manner to enchantments. Quote Can a Non-Voidal mage wear this hat? My recommendation is YES while following redlines for enchantments. I could see myself being ok with this to this one yeah. I just generally wanted to divorce it from non-voidal magic stuff and nerf it a bit so that mages can't use each other's hats. But I wouldn't mind with switching that up a bit. Quote Does their behavior change within a Hollow, or the area of an Obelisk? I like both of these considerations and will be adding them in. Quote I also recommend you allow voidal Mages to continue to connect and be able to cast while ensconced, however the cost is the inability to project magic in a certain arc (Perhaps the person must choose: Full ensconcement, preventing any magic from projecting - or a Half-Ensconcement which allows magic to be projected outwards towards the other half? Or consider lowering this to a 3x emote cast ability. A 4x Cast emote makes this one of the higher requirements emote abilities and I think that meets a valid 'cost' or 'penalty' for this use without also incurring a no magic cost ability. Originally I had it so that mages could cast while ensconced but went back and changed it as I figured doing so would be a bit too similar to casting while also having some sort of warding shield up or the like. Just felt a bit overpowered, especially because then theoretically if you wanted to min/max you could do all the emotes for a spell whilst under the hat and then pop up to cast and turtle shell once more on the next emote. And that's lame. Generally, I don't want ensconcing to be particularly good in a fight. In fact, it's almost always the wrong answer as the opposition can just come up and stab you and you can't do anything about it. The 4x emote cast comes also from warding shield cast, as I don't want this to be on par with it. I also originally had it at 3x emotes but changed it so that it was a bit of a crappier version of the spell. I'd be partial to changing it to 3x as that feels a bit less in the way of word vomit to fill emote requirements but I think 4x is just more likely to assuage ST. Link to post Share on other sites More sharing options...
sam33497 2793 Share Posted July 29, 2023 lmao wtf Link to post Share on other sites More sharing options...
DeusVult 564 Share Posted July 29, 2023 Borders on goofy. Goofy is why I hate rp Link to post Share on other sites More sharing options...
squakhawk 7943 Share Posted September 1, 2023 This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly. 3 Link to post Share on other sites More sharing options...
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