ClassyDryad 1733 Popular Post Share Posted September 14, 2023 Deep, deep are the roots which wind around worlds, bringing that green lifeblood which fuels verdant life. It manifests itself in many ways, capricious as it is unchanging and as whimsical as it is malicious. In its natural form, it is the mischievous inspiration of the fae. Vexing is a [1-2] Slot MA which pertains to the utilization of inherent fae energy, the deific mana which steeps the Fae Realm and flows through the various conduits of the world. The means which this fairy magic is utilized varies from court to court, as varied as the fae themselves. Requirements - Inherit fae energy, requiring the mage to either possess an Epiphyte or Sprite CA, or possess a Sycophant FA. - Does not have any magic other than those included in the following (Druidism, Sycophant, Seer, any Misc Magic). - Does not possess any CA other than Sprite, Epiphyte, Kha, Klone, Sorvian, Tree Lord, or Musin. - 1 Unused Magic Slot, taken up by Vexing. - A teacher with a valid TA in Vexing, or the character themselves possessing a sprite CA (allowing sprites to self teach themselves.) Connection “Within the fluttering of the heart and the shine of dew I see my own majesty reflected back upon me, like a warm smile upon the crest of spring.” Unlike the trials and tribulations of most magics, the process of empowering a demifae or creating a mortal envoy of the sylvan requires a series of rituals unique to each court. These rituals serve to slowly wedge the Vex from the mortal world, allowing the deific mana of the fae realm to respond to their intentions. Vexes will begin showing minor traits akin to fae, such as changes in their eyes or hair, their blood becoming sap, horns, or plants blooming around their body. Mortals with a sycophant gain a stronger connection to the fae they host, able to draw upon the fae energy inherent to the creature at the cost of strengthening its influence over their mind. Azhl does not force the fae away from its host, nor can a druid force the creature from them unwillingly, but their hallucinations can exceed their normal limitations. Additionally, they will be set to an afterlife within the fae realm, reincarnating as countless fae creatures across the ages. Sprites, due to their nature as a true fae, are able to gain the power of a Vex without the need for rituals in order to self teach themselves. It is important to note that any Vex, regardless of origin, will be limited in their power without a court to call home. Spoiler The rituals performed to connect a Vex are up to the teacher’s choice, so long as they are themed around the fae and nature. The connection process is considered open knowledge to any Vex possessing a TA. Those with incompatible magics other than blood magic must be disconnected before they may learn Vexing. Blood mages will find themselves unwilling to cast their magic, disconnecting themselves at the soonest opportunity due to their new disdain for it (See Banes.) Vexes with sycophants no longer lose the feat upon being struck by azhl, but their hallucinations progress from minor to major (the effects being up to the discretion of the player.) Vexes may not progress beyond tier 3 without being bound to a court. Those beyond tier 3 are limited to the capabilities of a tier 3 Vex should they not be bound to a court for more than an OOC week. Becoming a Vex of tier higher than 3 requires an additional slot to be devoted to the magic. This should be marked on the MA by ST. Sprites may self teach the magic, though they are still unable to progress beyond tier Visual changes to the appearance of a Vex go into effect at tier 3, and are entirely cosmetic in nature. They must be nature/fae themed and minor. Should a non-epiphyte/sprite drop their Sychophant, they drop Vexing as well. Obtaining a TA in vexing requires the Vex to have possessed the magic for at least 12 OOC weeks. Courtless and 1 Slot Vexes can possess a TA, though they can only teach spells they know and can actively use. Banes “What power is greater than its vast roots? What morality bears depth that surpasses the Deepwood?” Not without consequence, the inherent connection to the fairy magic needed to perform Vexing comes with various psychological and physical determinants not expressed by mundane mortals or even elder druii. These effects settle in as soon as the rituals upon the Vex have completed, only fading should they abandon the magic altogether. Azhl Vulnerability: The most notable of weaknesses for a Vex, being wounded by Azhl works akin to thanhium on them, preventing them from casting for the remainder of the conflict while slowly withering at their strength. Spoiler Being cut by Azhl prevents any casting (not just Vexing) from being cast until 1 narrative hour after crp has ended. Being cut will also wither at the Vex’s strength, reducing them to that of a voidal mage after [10] emotes have passed. With each additional strike reducing this count by 2. Epiphytes, Tree Lords and Sprites succumb to this effect in [5] emotes instead. Fae’s Disdain: The champion of the fae finds themselves with a certain disdain for unnatural things, unable to use certain items or enchantments. This revolting feeling often extends to practitioners of dark and voidal magics the most, making any form of social relationship difficult. Spoiler Vexes are unable to activate enchantments of magics they are incompatible with, nor utilize materials born from said magics (Arcanium, Rokodra, etc.) Vexes are similarly unwilling to use things which disrupt their magic or nature, such as Thanhium, Azhl, Null Arcana, or Smogger constructs. Hand of the Sylvan: The movements of the arm are heavily important to a Vex. They may not cast without one arm being open and not covered in armor greater than that of hardened leather. They similarly feel irrationally uncomfortable with their body entirely encased in hardened material, forcing them to limit their armor even while not using their magic. Spoiler In order to use Vexing, one arm must be lightly armored as described, and not being used for anything else (holding a shield, two handed weapon, etc.) The hand may still interact with a held object for the purpose of aesthetics, such as pulling the string of a bow back to form a spell like an arrow from it or strumming an instrument. Whatever done cannot assist in combat in any way. Vexes must keep at least two parts of their body lightly armored or unarmored at all times, or be unable to participate in crp to any offensive degree. These body parts must be from (Entire Arm or leg, Upper or Lower torso, Head and Neck.) Powers of the Root Tier 1 [1 OOC week]: Glimmer [Nc] Tier 2 [3 OOC weeks]: Sylvan Ray [C], Pixie Dust [C/Nc] Tier 3 [4 OOC weeks]: Weird [C/Nc], Enthral [Nc] Tier 4 + Bound Court [4 OOC weeks]: Courtly Summons [Nc], Boomsong [C] Tier 5 + Bound Court: Misdirection [C], Greenwalking [Nc] When casting, the Vex will have some obvious nature/fae themed tell akin to other magics. This can be a display of mana curling into ferns around their arm, leaves around them turning to autumnal colors, butterflies congregating around the caster, etc. Additionally, the magic may be interrupted by any attack wounding enough to cause pain, such as a solid punch or weapon strike, burns, attempting to sprint/attack/dodge/block/etc, or any other effect which ends spell casting. Spells can have various visuals depending on who is casting them, though they must remain within the nature/fae theme of the magic. A vex could manifest a ray of orange mana and autumnal leaves or Glimmer [Non Combative][Tier 1][2 Emotes] The most basic utilization of the deific mana of Vexes, the mage may spend [2] emotes to charge this mana and place it upon an object while not in combat. This alters the perception of the item, causing it to obtain natural or fae ascetics, such as appearing made entirely of roiling sap, being entwined in flowering vines, or releasing clouds of glitter and a pleasant tune. This spell may be used a number of times per ooc day equal to the casting tier of the Vex. Spoiler Can only be placed upon objects which aren’t alive, such as a dagger or a plank of wood. The effects on the object are purely cosmetic and do not assist in combat any way (lights only glow, thorns on vines will not prick, sound cannot deafen, etc.) The chosen effects must fit within the themes of the magic. No swords engulfed in infernal flame. Can be placed on items altered or enhanced by compatible magics (such as druidically infused items) but not those which are incompatible (Azhl or voidal enchanted items.) Items made from this spell are player signed. Sylvan Ray [Combative][Tier 2][3/5 Emotes] The only directly harmful spell available to a practitioner of fairy magic, a Vex may spend [3] Emotes to charge fae energy in their hand, admixing it with other energies in their own body before releasing it in a ray or arrow-sized projectile of the vex’s aura color at a target within shout range. This ray bears properties akin to any mundane projectile, save for the fact it delivers none of the piercing force of the strike. Armor may be dented, skin bruised, and bones beneath fractured or broken akin to an longbow strike, but the flesh nor organs will be gouged in any way. Detrimentally, the arm used to fire the spell becomes overcome with deific mana to a point it is rendered unusable, shrouded in the casting tell of the Vex for [4] emotes. For this duration, it is unable to do anything but assist in casting spells (unable to grasp a weapon or shield, moved to block an attack, etc.) At tier 5, a Vex may spend an additional use of the spell and [2] additional emotes channeling power. Upon striking a target, the ray would also possess additional concussive force which, rather than damaging the target more, launches them back up to [3] meters. This spell may be used a number of times per ooc day equal to the total tier of the Vex. Spoiler The ray can dent or cave in plate, bruise and fracture bone, or break bone entirely. It cannot pierce into flesh or vital organs. It is not concentrated enough to strike through small gaps in armor either. The spell has a range of shout, though beyond 20 meters it becomes inaccurate, easily dodged by someone spending their action to do so. The spell can be redirected by any magic able to redirect a mundane arrow, or blocked by a shield raised to block the emote before. The duration in which an arm becomes unusable begins when the spell ends, whether it be from its proper completion or early ending through the mage abandoning the spell or the spell being forcibly interrupted. When channeled further, the blast may launch the target back at most 3 blocks. This is assuming the target weighs as much as an average human, and may be less effective at the discretion of the target (with an olog likely being entirely unaffected.) Totally not Eldritch Blast from Dungeons and Dragons. Pixie Dust [Non Combative/Combative][Tier 2][2 Emotes] Utilizing an iconic power of fairies, a Vex may scatter their mana over an object or person over the course of [2] emotes while not in combat to reduce their size and weight by up to ten times. This remains so for a narrative day should it be placed on a person or object not held by the Vex. This spell may be used a number of times per ooc day equal to the Vex’s tier. Even should one enter combat in this shrunken state, it can be reversed in [1] emote of effort by the shrunken individual should they be in a safe place with enough room. Handheld objects can similarly be returned to their normal size and weight by spending [1] emote, acting as a flavorful way of drawing a weapon. Spoiler Shrinking another person or a creature owned by another person requires OOC consent. Unshrinking cannot be done in any way which harms anything (no dropping pianos onto people’s heads, or attacking the same emote a weapon is unshrunk.) Only handheld items, such as weapons, shields, quivers, etc may be unshrunk in combat. You cannot throw a barricade in front of yourself for instance. Objects need space to return to their normal size, not doing so until they are able to. (If you find yourself stuck in a place where you cannot return to normal you get to live with the consequences of your actions.) Objects on a shrunken person shrink with them, and their physical capabilities reduce to become essentially harmless. A shrunken person cannot move more than two blocks per emote in crp. Only objects which would fit in a 3 by 3 by 3 area can be shrunken, save for Fae Plants which may be reduced with OOC consent of the Epiphyte player in order to transport them. Spells, enchantments, and alchemy cannot be utilized combatively by shrunken individuals. Not sure what this movie "Ferngully" is but every thought is creative I'm sure it's unrelated. Weird [Non Combative / Combative][Tier 3][1/2 Emotes] Pulling from the capricious mischief of the fae, a Vex may shroud objects in mana to interrupt physical actions in almost comedic ways. This may be used as [1] emote any number of times out of combat to perform a harmless prank, such as causing a slipper puddle to appear beneath someone’s feet or someone’s keys to appear as a cluster of flowers instead. These effects must be within shout range of the Vex, and will shimmer with their aura color. In combat, this may be used to essentially dodge a mundane attack from individuals within [20] blocks of the Vex by spending [2] emotes. It does not put the target in a vulnerable position nor interrupt any non-attack related action, simply allowing the Vex to escape unharmed. This can manifest in any natural manner, such as a sword suddenly feeling heavier than normal or the mage appearing somewhat displaced as to throw off the aim of an arrow. This may be used once per ooc day in combat, and an additional time for each tier above 3. Spoiler When used out of combat, the effects are harmless and can be easily determined as fabrications by all those involved, essentially acting as a means of performing harmless pranks. It can cause items to appear, seemingly disappear, or become something else for a short time. The effects must be minor, creating nothing larger than the volume of a three meter cube at once. Unlike voidal illusions, these sensations cannot cause pain and are noticeable by all around them. In combat, the spell can only be used to evade mundane attacks, and only those targeted at the mage themselves. It cannot be used to interrupt someone’s defensive action (blocking with a shield) nor an attack against someone else. Seers, and those wearing alchemic goggles able to see mana, are able to ignore the effect entirely. Cannot further disadvantage the target beyond messing up their attack, such as leading them into someone else’s attack, off a cliff, etc. Enthral [Non Combative][Tier 3][2/3 Emotes] To invoke the majesty of the sylvan, a Vex may shroud themselves in mana to cause alterations in their form or the sounds of their voice as a [2] emote spell, which can continue indefinitely. This can be used to make the mage appear more beautiful, animalistic, or make their voice sound melodic/beastial/etc. This effect is obviously magical to all who witness it. By spending [3] emotes, a tier 4 Vex may extend this effect out further into their surroundings, making them appear more vibrant, more wild, or have their details muddied like a bright light. They may use this to hide up to [5] individuals within [20] meters of themselves to an extent, though there will always be some indication those individuals are there (plants moving, sounds of footsteps, etc.) After casting, this effect may be maintained for up to [10] emotes total throughout the day, which can be spread across multiple castings if desired. Spoiler The effects of the spell must appear natural/fae in some way. You cannot make yourself look like a demon for instance. The effects are similarly easily detectable as magical in origin. The greater form of the spell may hide a number of individuals at once equal to your tier in Vexing, though they must always leave tells of where they are which others can gleam. Seers and those with alchemic goggles able to see mana can see through the manipulation with ease. Should combat begin or a hidden individual make an aggressive action, the spell will fade away immediately. Courtly Summons [Non Combative][Tier 4][2 Emotes] While bound to a court, a Vex may call forth minor fae from that space any number of times by spending [2] emotes. These fae are harmless, only carrying out tasks or pranks for the Vex for 1 narrative day before vanishing once again. They must remain within [20] blocks of the Vex at all times, vanishing should they leave or if combat begins. Spoiler The details of minor fae are found within the court section, being identical to them. A Vex can have up to 5 of these fae summoned at once. The fae will vanish should combat begin, or should they be struck with any amount of force. The Vex can have them assist in tasks, but they will never do something against their nature nor put themselves in risk of corruption. Should they be corrupted in some way they will return to the court. Unable to be summoned again until the corruption is removed. Courtly summons cannot be used while a court is disrupted. Boomsong [Combative][Tier 4][3 Emotes] By channeling mana towards a being within [20] meters, the Vex may cause them to be struck by a flash of nature’s song. This takes [3] emotes to cast and can be cast once per ooc day, and an additional time at tier 5. Should something be struck they will not be wounded, but instead become disoriented for [1] emote and have any casting/focus intensive activity they are performing interrupted. Spoiler It is up to the target how they experience the song of nature, but it can manifest in any number of ways (visual effects, chaotic noise, invasive impulses, etc.) Boomsong is not as harmful as a fae ring, only affecting the target for a moment. They won’t be struck to their knees or incapacitated by the spell. Druids, Epiphytes, Sprites, Fae, Animals, and Vexes are immune to the effects of the spell, finding it pleasant if anything. The spell may be counteracted by anything which repels deific magic, or by simply putting a physical boundary between themselves and the caster. A Vex is limited to 3 blocks per movement while casting this spell. Misdirection [Combative][Tier 5][3 Emotes] A most potent but somewhat limited spell, a Vex may spend [3] emotes before extending their magic out to shroud around a single summoned or otherwise lesser companion creature to disorient them, causing its directions to be heard in a constantly changing manner. This causes the creature to remain stationary, only taking defensive actions for [6] emotes or until the Vex is disrupted. Spoiler For the 6 emotes after the spell is cast, the Vex is allowed to perform mundane combative actions (such as attack, block, or dodge) but is unable to cast any magic or use alchemical potions of any kind. It may be disrupted by any other means which would disrupt the Vex. This spell may only be used once per ooc day. Should the spell be directed to a dependent summon, the controller of that creature will find themselves able to act as if they were not controlling it for the duration of the spell. The caster is innately aware of this freedom, and has a 2 emote window after the spell ends to reassume control of their dependent companion before it vanishes or leaves combat. In events this can be used on creatures of low intelligence to disorient them, but the exact effects are up to ET discretion. The creature will not suddenly attack its controller or throw itself off a cliff, it will instead default to ensuring its own safety, blocking or dodging attacks as able until the spell ends. A Vex is limited to 3 blocks per movement while casting the spell, and 4 blocks per movement while it is active. Greenwalking [Non Combative][Tier 5][Passive] Upon reaching the height of their power, a Vex finds themselves able to traverse and harvest from nature with ease. While not in combat, the mage finds themselves able to float up to a meter off the ground. Mundane plants will additionally shift to clear out of the way of the mage. Finally, the mage can harvest herbs without risking negative effects caused by harvesting them improperly. Spoiler Greenwalking is essentially flavor, not assisting someone to harm others in any way. Greenwalking has no effect on plants being directed by a druid. Should combat begin, the effects of Greenwalking will end. Greenwalking does not need to be taught, becoming innate upon reaching tier 5. Rites of the Deepwood “The sylvan is not one soul. The court contains multitudes” A unifying factor, those touched by the fae who walk the mortal world may perform esoteric rituals to perform greater feats of magic. Rather than requiring one specific kind or number of individuals, a rite may be performed should the participants possess a combined ‘rite power’ of the required number or higher. Characters with a Sycophant: 1 Rite Power Epiphyte or Sprite: 2 Rite Power Vexing (Tier 3 or higher): +1 Rite Power Spoiler Deepwood rites may not be performed in combat, nor in places influenced by incompatible magic (such as the range of a Voidal Tear or Tier 2 Shamanic Shrine.) Rites may only be performed within a functioning Fae Court or Fae Ring, other than a ritual to create or repair a Fae Court. Those with sycophants with dark magics other than blood magic or voidal magic do not possess rite power. Each ritual requires at least 3 emotes from each participant. Used rite power is exhausted, renewing each ooc day. Deepwood rites are common knowledge to any with rite power. Rite of the Root [Rite Power 4/8] The most common of the deepwood rites, the rite of the root may be initially performed to form a new court upon the mortal world. The chosen place (contained within a 40 by 40 cubic block area, begins to surge with life, plants and animals within taking on fae characteristics. Similarly, harmless minor fae such as pixies or brownies, begin to populate the area. Possessing a bound court amplifies the power of Vexing to those within and allows the bound to reform within the court after death rather than somewhere else. Using the rite this way requires [4] Rite Power. Should a new member need to be bound, this rite may be performed again around that individual, binding them to the court at the cost of [4] Rite Power. Should someone need to be forcibly removed from the court instead, this may be done by performing the ritual upon the incapacitated target and spending [8] Rite Power. Spoiler A fae court may be destroyed through rampant mundane actions or a ritual performed by dark mages (requiring 5 or more dark mages or played dark creatures). It remains in a damaged state until the rite is performed once again. Minor fae are essentially just humanoids/animals of less than a foot in height with animalistic/floral/other natural characteristics. They can speak broken common and perform minor tricks (as if casting Weird non combatively like a Vex), but are otherwise harmless. Upon creating a new court, each participant may choose to bind to this court should they wish. A character can only be bound to one court at a time. Those bound to a court can innately tell if another person is bound to the same court. Someone forcibly removed from a court is immediately reduced to tier 3 capacity if they possess Vexing, unable to bind to a new court for 5 OOC weeks afterwards. Removing a willing individual from a court only costs 4 rite power, and does not cause the immediate reduction of tier nor the cooldown to bind to a new court. Sprites connected to a court achieve better control of their communion, able to transmit messages to others without causing headaches. The site of a court must be approved with a sign by the ST. ST are not responsible for the build of said court, which must be done by the players involved. Rite of Vein Bleeding [Rite Power 3] A process developed by courts without stable or positive relationships with druii, a circle of fae may remove affliction from one of their kin by transposing it upon a natural creature of the mortal world. A single animal or plant must be brought to the site of the rite, gaining any curses, corruption, etc harbored by the corrupted fae. Spoiler Only works from fae to mortal wildlife. Fae cannot have corruption forced on them, nor can wildlife be purged with this ability. Vein Bleeding is a painful process for the fae as the corruption is essentially drained out of them. They are too exhausted to cast or perform combative activities for 2 OOC hours. Anything which could be cured with Druidic Blight healing upon a fae may be cured with Vein Bleeding. For event curses/afflictions, the success of the rite is up to ET discretion. The target of Vein Bleeding cannot be one of the participants contributing rite power. Rite of Summoning [Rite Power 1/2/3] By forming a temporary ring of sap and mana, a ritualist may call forth a greater form of fae than which normally inhabits the court. [1] Ritual power is required to call or recall a Sycophant, which will fade away should it immediately not be granted a host. The seed of a Fae plant can similarly be called forth by expending [2] Ritual power (although it withers if it spends more than 1 OOC week without a host. Finally, a sprite may be called by spending [3] Ritual power. Spoiler Summoned sprites need a valid CA to be played. This rite essentially acts as a flavorful way of acquiring open fae lore. It can not be used to one’s advantage or to metagame information in any way. Rite of Creation [Rite Power 8] Through union of many bound fae, their power might be combined into a well of fae energy, then bound to an object or individual to grant them great power. This rite allows the leader of the Rite or its recipient to post a MArt application to create a magical artifact or potent rebirth. This rite requires [8] rite power at minimum, though more powerful items may require more power. Spoiler This rite is a flavorful means of creating MArt items using the magic, or producing MArt Epiphyte rebirths. The target of the ritual will show no signs of whether the rite succeeded, only becoming apparent should the MArt application be accepted. It may additionally be used to produce MArt Deepwood Rites and Vexing spells, though an individual may only ever make one of each. Rite of Season’s Blessings [Rite Power 4] A pleasant distraction, many hands may come together to bring about a temporary change to their surroundings. This can manifest in a sudden surplus of fruit, a change in seasons, nature changing form, or glowing displays of mana appearing in patterns determined by the ritualist. This rite lasts within the court for 1 ooc day, and an additional ooc day for each rite power spent above [4], or continuous until the rite is performed again if 12 or more power is spent. Spoiler The rite bears only cosmetic or mundane effects, bringing no harm to anyone. With PRO consent, the rite may be extended out to the entire tile containing the court/ring, or any neighboring tile with the consent of the PRO of said tile. ST are not responsible for changes to a build caused by the rite. The rite’s effects my be ended by performing it again, or by the combined action of at least 3 druids with blight healing, paladins with purging, 3 farseers with a blessing of Scorthuz, etc. OOC Purpose Spoiler The server contains a great number of fae lore pieces which are distinct from druid lore, creating essentially an unfilled niche as the three most important ones (epiphytes, sprites, sycophants) essentially have no interaction with each other despite their lore connections. This magic intends to serve as the connection between these lore pieces so they no longer require an otherwise separate magic for their interactions. This magic is also intended to fill the more tricksy/whimsical fairy magic niche which is absent from magics on the server, helping enable the mischievous roleplay that fae CA’s have no real way of doing (insert joke about sprite mosquitoes here.) I tried to give the magic its own downsides and flexibility in what kinds of things can use it in order to make it an option for a wide range of communities, while not being essentially a free magic. The severe weakness to azhl (normally a non factor as fae just wear full plate which nullifies this weakness) is essentially made always a risk by the requirement of light armor. Both of these, and their inability to use magic other magical items, are prescient whether or not they are actively using their magic in order to ensure they are always bearing some downsides for their use of the magic (rather than just having a weakness which at worst makes them as bad off as any mundane person.) People who looked at it and did cool stuff I guess Spoiler @ClassyDryad @Ztrog @Fleur___ @Josifmatic @Gaea_Foundation @Creete Related Lore Spoiler https://en.wikipedia.org/wiki/Ferret 32 Link to post Share on other sites More sharing options...
ClassyDryad 1733 Author Share Posted September 14, 2023 Ignore me trying to viciously fight with the forums to make this look not bad 4 Link to post Share on other sites More sharing options...
Tav 1381 Share Posted September 14, 2023 babe wake up new classy magic dropped 6 Link to post Share on other sites More sharing options...
Ztrog 1031 Share Posted September 14, 2023 2 Link to post Share on other sites More sharing options...
ClassyDryad 1733 Author Share Posted September 14, 2023 Just now, Tav said: babe wake up new classy magic dropped 3 Link to post Share on other sites More sharing options...
Creete 427 Share Posted September 14, 2023 I love, love, love this so much! Adore the concept of this, really would love to see this accepted. +1 3 Link to post Share on other sites More sharing options...
Tav 1381 Share Posted September 14, 2023 1 minute ago, Tav said: babe wake up new classy magic dropped wait babe go back to sleep it’s druidism 6 Link to post Share on other sites More sharing options...
ClassyDryad 1733 Author Share Posted September 14, 2023 1 minute ago, Tav said: wait babe go back to sleep it’s druidism NVM your my bestie PLZ ITS NOT DRUIDISM 4 Link to post Share on other sites More sharing options...
Rayalia 285 Share Posted September 14, 2023 fae magic fae magic fae magic faE MAGIC FAE MAGIC FAE MAGIC FAE MAG- 2 Link to post Share on other sites More sharing options...
Josif 439 Share Posted September 14, 2023 Read through this while they were working on it, very cool, much needed. +1 2 Link to post Share on other sites More sharing options...
Pengin 198 Share Posted September 14, 2023 I pray this gets accepted so I can act like some sort of exotic animal poacher, but instead of shooting elephants and rhinos I go around catching sprites with nets. It'll be like jellyfishing from spongebob I bet. 6 Link to post Share on other sites More sharing options...
Gaea_Foundation 581 Share Posted September 14, 2023 Seems like a nice niche that adds a nature magic that is not directly attached to the druids or the aspects, a +1 from me! 6 Link to post Share on other sites More sharing options...
KudosMetro 121 Share Posted September 14, 2023 gasp— PLANT MAGIC???+1 from me babes 1 Link to post Share on other sites More sharing options...
sam33497 2794 Share Posted September 14, 2023 Really cool magic and niche in general +1 1 Link to post Share on other sites More sharing options...
𝙻𝚞𝚟 XO 3066 Share Posted September 15, 2023 pride month’s over, what do you mean they’re talking about fairies on the forums? wait a minute… honestly? werk 🧚♂️ +10 6 Link to post Share on other sites More sharing options...
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