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[✗] [Amendment] Animism -[Fullmetal Animist Update]


Panashea
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Animism Changes

These changes are a mix of hotfixes and minor added spells to make Animist more practical to newer and older players, as well as clarify some of the confusing aspects of how to roleplay Animism. The original write was excessively punishing and confusing, and so spells were added/tweak to help round out that initial hurdle.


Beneath Element Specific Mechanics:

Add:

Fruum is recovered fully at the end of an OOC day.

 

Reason: 

Standardizing the Magic Resource + Reducing the punishment for utilizing Animism.


Fruum

This is measured through Fruum, which increases every time an Animist casts a spell. Fruum is essentially how much tolerance one has to channel the raw, primal powers of the Elemental Spirits. Using any spell that relates to Animism will cause the user to suffer both mental and physical conditions. Time and training are required to endure the physical and mental demands of the magic, increasing the Fruum tolerance of the Animist.

 

Add:

Animists are capable of showcasing this Fruum and passively exuding it as one or many of their elements, whether as an emotional outburst as a harmless cantrip. This is harmless and cannot affect others, or the environment. Animists are capable of showcasing multiple effects and elements as a byproduct of the pact on their soul, rather than cantrips being multicast.

 

Reason:

This is already in the guide and something Animists can do, but it was unclear for prospective players within the original submission.


Dominion

OLD:

[3 T4s]

[25 Fruum]

This spell requires a great deal of preparation. It is broken into three stages defined by the ritual’s development. Dominion can only be used three times per month, and until the ritual reaches Stage 3, an Animist cannot participate in other Dominion ceremonies.

 

Stage 2: The symbols are infused via ritual and The Blood of Two.  It is at this point a 10x10 area of influence may slowly begin to manifest over the course of 2 OOC days. A 5x5 region on the first day, and a 10x10 on the second. The symbols must be charged with spiritual energy on two separate occasions. This practice takes a total of 6 Emotes. 

 

Stage 3: The ritual site exists as a foci of power for the surrounding area. It is completely engulfed by spiritual presence. To reach stage three, Animists construct three Totems within the same tile.  Totems serve to harness the initial ritual sites’ power and are tethered to it.  Totems themselves offer no regional effects, but extend the powers of the ritual site by 20 blocks. Each totem must be recharged with 15 Fruum every month. Totems must be placed in accessible areas.

 

When all totems are active, supernatural aspects can be taken to showcase the element’s dominance within a tile. Examples include floating rocks, geysers of fire, or ceaseless storms are all acceptable. The spiritual area will reflect the realm of the elemental spirit, creating miraculous environments of fire, water, air, metal, and earth.

 

NEW:

[2 T4] 

[10 Fruum]

This spell requires a great deal of preparation. It is broken into three stages defined by the ritual’s development.  Dominion can be used twice per week, though once an Animist may only ask ST to supervise for larger rituals within their region once a month, requiring a cooldown. 

 

Stage 2: The symbols are infused via ritual and The Blood of Two.  It is at this point a 10x10 area of influence may slowly begin to manifest over the course of 2 OOC days. A 5x5 region on the first day, and a 10x10 on the second. The symbols must be charged with spiritual energy on two separate occasions. This practice takes a total of 6 Emotes. An area of influence is one described where the elements can persist beyond natural means. An empowered ritual site may provide an oasis within a desert, a localized storm within clear skies, and so on.

 

Stage 3: The ritual site exists as a foci of power for the surrounding area. It is completely engulfed by spiritual presence. To reach stage three, Animists construct ONE Totem within a tile. Totems serve to harness the initial ritual sites’ power and are tethered to it.  Totems offer minor regional effects, and extend the powers of the ritual site by 20 blocks. Totems must be placed in accessible regions.

 

Within this region, Animists may perform rituals that require Blood of Two or Reagents without needing the material.  The active effects of Blood of Two may freely be used by the Animists(Elemental attraction and manipulation) as an expression of an Animist’s Fruum in this area. These effects are recharged once a month by an Animist(s) offering 10 Fruum.

 

When more than two totems are active on a tile, supernatural aspects can be taken to showcase the element’s dominance within a tile. Examples include floating rocks, geysers of fire, or ceaseless storms are all acceptable. The spiritual area will reflect the realm of the elemental spirit, creating miraculous environments of fire, water, air, metal, and earth. Dominion Totems do not need to be of the same kind for their supernatural effects to be added.

 

Reason: 

The cost for Totems for smaller groups of Animists was difficult, in addition lock them out of interacting with the rest of magic to recharge.


Commune:

OLD:

Some forms of sacrifice must be done, whether physical (animal/descendant/offering), verbal (prayer or chanting), spiritual (fasting/bloodletting/etc). This sacrifice ritual must last at least 3 emotes. -The aspect of the Elemental Spirit is imbued with strength, and revered for at least 5 emotes.

 

NEW: 

This sacrifice ritual must last at least 2 emotes. The aspect of the Elemental Spirit is imbued with strength, and revered for at least 2 emotes. Commune does not require PRO unless the spell’s damage is severe (I.E breaking the surrounding area). Damage can be described through RP signs. Commune may be performed to contact other Elemental Spirits, so long as a Reagent or Blood of Two of the Spirit in question is present. As Commune is a form of Spirit Walking, Animists may use this ritual to self-teach themselves, or allow others to take up the pact of Spirits.

 

Reason: 

This spell serves the function of a Spirit Walk, having the emote count be nearly twice as long is unnecessary. The original intent was to have multiple members perform different parts of the ritual, but this is simpler.


Change Elemental Cycle to following:
Fire against Water 

Earth against Air 

Storm against Metal

 

*While Animist’s Spirits may hold ire for each other, this does not mean Animists are forbidden from working together, or taking the pacts of opposing Spirits. The determinant for the element within a ritual is merely the Animist(s) leading the ritual.

 

Reason: 

Earth was listed twice in the old elemental cycle as well as to clarify that the conflict is merely flavor roleplay between Spirits. ANIMISTS CAN WORK TOGETHER EVEN IF THEIR OF OPPOSING TYPES. Something often confused by people taking the interactions too seriously.


Reagents:

Add: 

The freeform nature of creating Reagents can be done with Fruum-empowered rituals, allowing Animists to create supernatural Reagents like Staves of ice or hammers of storm, still capable of their Blood of Two Effects. These objects would still expire in a month, and have no combative advantage.

 

OLD:
Effigy - Reagent used in most forms of Elementalism. These effigies are crafted by ritualistic means with the aid of an Animist,  calling upon the Elementalist’s patron to grant power within such. An Effigy is any living sacrifice or offering made in likeness to the Spirit. The Effigy must be chanted over for 6 emotes in order to grant 1 Fruum during the ritual.
 

NEW:

Reagent used in most forms of Elementalism. These effigies are crafted by ritualistic means with the aid of an Animist, calling upon the Elementalist’s patron to grant power within such. An Effigy is any living sacrifice or offering made in likeness to the Spirit. 

Effigies can be used to heal the effects of Fruum, allowing an Animist to undo their injuries while on the go. This would destroy the Reagent, but heal the Animist 1 Fruum in turn. The Effigy must be chanted over for 4 emotes for this to occur. 

 

Reason: 

The point of Effigies was to create freeform items, but also for Animists to choose between having these cool tools with them, or destroying them to undo the effects of Fruum. 

 

OLD:

Storm Animists are able to create a fluid that reacts to the presence of storms. In the presence of an upcoming storm, the fluid would be attracted to the strongest point of the storm.  When soaked by rain (not water) the fluid will change color and mix accordingly.


Water Animists are able to create a fluid that serves as an attractor to other fluids. If prayed over for three emotes, it would be able to pull a maximum of 3 gallons of natural water from other inert liquids to use for ritual ceremonies in a three block radius. This water would be purified. Blood Like Water has little smell, save for the blood used in its instrumentation. 

 

NEW:

Storm Animists are able to create a fluid that creates minor weather patterns[rain,clouds,faux lightining, hail, etc] in a 2 block radius. 

 

Water Animists are able to create a fluid that serves as an attractor to other fluids. If prayed over for three emotes, it would be able to pull a maximum of 3 gallons of natural water from other inert liquids to use for ritual ceremonies in a three block radius.This water would be purified. Blood Like Water has little smell, save for the blood used in its instrumentation. In addition, this fluid can be used to freeze water, or revert it to liquid, and vice versa.

 

Reason: 

Some Animists also like Ice - Water and Storm are unique in having multiple states of matter compared to the other subtypes.


NEW GENERAL SPELL: 

[T5] Shelter [Combative]

[2 Fruum]

An Animist can create a protective ward that delays non-magical elemental and alchemical attacks. Each subtype allows the Animist to have their Fruum delay the secondary effects of these attacks by a single [1] emote. An Animist will still feel all the concussive force and physical pain, though are still able to move should the attack not outright stun them. Once this emote ends, the greater effects of elemental attacks would apply. This [1] emote delay would give the Animist the time to extinguish themselves, run to water, or prepare a cure.

 

To summon a ward, the Animist must take two emotes to channel and connect with their Elemental Spirit after a third emote of chanting, and then a fourth emote of the ward forming around the shaman. This ward may be represented as the Animist’s skin changing color, or a manifestation of their element surrounding them.

 

The ward created will only last for 5 emotes,  though may be broken early. Wards can be broken though typical anti-magic means[Thanium, null arcana, etc], in addition to Aengudaemonic magics and dark magic attacks upon the soul, and magics capable of removing wards.

 

Metal/Fire - An Animist is capable of delaying the effects of burns for one emote, though has no effects on magical flame, or third degree burns. Has no effect on stuns or slows.

Water - An Animist is capable of delaying the effects of hypothermia for one emote, though has no effects on magical ice, or being frozen solid. Has no effect on stuns or slows.

Earth - An Animist is capable of delaying the effects of petrification for one emote, though as no effects on magical petrification, or the kinetic properties of rocks and other projectiles. Has no effect on stuns or slows.

Storm/Air - An Animist is capable of creating a pocket of air, granting them one additional emote of breath should there be no available air. Has no effect on stuns or slows.

 

Redlines

Shelter only delays the effects of natural and alchemical attacks, Animists will still receive all the pain and concussive force of the attack. The delay merely affects the descriptions provided.

Animists will still suffer all effects of Crowd Control (Slow, Snare, Stun, etc) from attacks.

The pain of an attack will still prevent an Animist from casting.

Shelter has no effect on magical attacks. The ward can be broken through typical anti-magic means, in addition to Aengudaemonic magics and dark magic attacks upon the soul, and magics capable of removing wards.

 

Reason: 

A general spell within combat to better balance out the archetype of Animism.


Absolution

Current: [3 T4] 

Add:

A single Animist at T5 may also perform Absolution at their T2 Shrine. 

 

Reason: 

T2 Shrines already serve as purging sites, but with Animism being the most “mortal” of magics, their costs to destroy evil should be reduced. This also encourages Animist’s to build their shrines and make champions.


Evoke: 

From: [3 T5 + 2 T4] to [2 T5 + 1 T4]

 

Reason: 

Animists are innately more adept at weaving the Elements than Blood Mages, and the reduction in cost makes it more feasible. 


Air

Vent

OLD:

They must take two emotes to channel and connect with their Elemental Spirit after a third emote of chanting, and then a fourth emote of the substance in the air beginning to dissipate.  Two emotes later, and the volume of a small room (3x3) would be cleared. This technique would be effective in bringing forth new and fresh air into the area surrounding the shaman. This venting only lasts for four emotes, and will eventually return the air within the area to whatever was contained within it before. It is capable of expelling natural and magical toxins in the air, but the force of the wind itself is harmless. Vent does not displace oxygen, and cannot be used to extinguish fires, merely manipulate gasses away from the caster.

 

NEW:

They must take two emotes to channel and connect with their Elemental Spirit and then a third emote of the substance in the air beginning to dissipate.  Two emotes later, and the volume of a small room (3x3) would be cleared. This technique would be effective in bringing forth new and fresh air into the area surrounding the shaman. 

 

Reason:

Vent is a very slow spell, with the few active hazards  dissipating before this spell releases.

 

 

NEW SPELL [Combative]

[T4] Quelling Winds: An Air Animist is capable of extinguishing flames and shielding themselves against storms to heal themselves from 1 Fruum. They must take two emotes to channel and connect with their Elemental Spirit, and then a third emote of winds beginning to affect the surrounding area.  Two emotes later, and the volume of a small room (3x3) would be extinguished by the Animist. Quelling Winds may also be used to shield from storms and natural weather, bending rain and harsh winds around the Animist within the volume of a small room (3x3). This spell would remove 1 Fruum and heal the Air Animist.

 

Redlines:

- Until the fourth emote, the fire will not begin to clear up. Effects will still be present until the fifth emote.

- Cannot be used while moving.

- Quelling Winds has no effect on magical fire such as evoked voidal flame.

- Quelling Winds has no effect on magical storms such as a Frost witch's Cursed Ice.

- The extinguishing force of Quelling Winds is akin to a small fire extinguisher, it cannot stop wildfires or fire around the area.

- Quelling Winds cannot be used to “catch” spells, or shield from projectiles. The fire must already be on the ground, attached to a block or within the Shaman’s area of effect. 

- Quelling Winds has no actual harm to those around it. 

- Should the spell be interrupted on the third emote, the fire would return to its normal state.

 

Reason:

Quelling Winds serves as a practical way for Air Animists to utilize their abilities, as actually evoking Wind purposefully doesn't exist in their toolset. In addition, offer a spell to regain Fruum, as few exist and to encourage taking up Air or multi-pact.


Fire

NEW SPELL [Combative]

[T4] Ravenous Flame: A Fire Animist is capable of absorbing flame, smoke, and ash to heal themselves from 1 Fruum. They must take two emotes to channel and connect with their Elemental Spirit, and then a third emote of the substance beginning to be absorbed by the Animist, whether through physical or magical representation.  Two emotes later, and the volume of a small room (3x3) would be absorbed by the Animist. This spell would remove 1 Fruum and heal the Fire Animist.

 

Redlines:

- Until the fourth emote, the fire will not begin to clear up. Effects will still be present until the fifth emote.

- Cannot be used while moving.

- Ravenous Flame has no effect on magical fire such as evoked voidal flame.

- The extinguishing force of Ravenous Flame is akin to a small fire extinguisher, it cannot stop wildfires or fire around the area.

- Ravenous Flame cannot be used to “catch” spells, or fire projectiles. The fire must already be on the ground, attached to a block or within the Shaman’s area of effect. 

- Ravenous Flame has no actual harm to those around it. 

- Should the spell be interrupted on the third emote, the fire would return to its normal state.

 

Reason:

Ravenous Flame serves as a practical way for Animists to utilize their abilities without being a direct nuke spell. In addition, offer a spell to regain Fruum, as few exist and to encourage taking up fire or multi-pact.

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Sacred Flame 

OLD:

[2 T4 Animists]

6 Fruum and 6 Blood Like Fire

Bless an individual to be unharmed by mundane flames and fires. To do so, two T4 Animists would begin a ritual ordaining the participant with symbols of fire. This could be symbolic- ashen sigils, or literal, with brands. After 3 emotes of this initial inscription, the Animists utilize the Blood of Two to empower their target. After 3 emotes of chanting in Old Blah or other derivatives of spiritual tongues, the target is blessed for 10 emotes.

 

NEW:

[1 T4 Animist]

6 Fruum

Bless an individual to be unharmed by mundane flames and fires. To do so, an T4 Animist would begin a ritual ordaining the participant with symbols of fire. This could be symbolic- ashen sigils, or literal, with brands. After 3 emotes of this initial inscription, the Animists chant in Old Blah or other derivatives of spiritual tongues, the target is blessed for 10 emotes. 

 

Reason:

6 Blood Like Fire would take a minimum of 3 Days to make with a singular Animist, essentially making this spell unusable. 


Metal

[T2] Metal Stitching

 

OLD:

[Non-Combative]

 

NEW:

[Combative]

 

Reason:

Practicality. 

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NEW SPELL [Combative]:

[T4] Endure

[4 Fruum]

A Metal Animist is capable of using their Fruum to create a padding around their skin that only functions against changes in temperature as if the Animist had worn warm padding, or cold metal to absorb heat. There are two variants of this spell, one COLD, and one HOT, at the discretion of the caster. To use this spell, they must take two emotes to channel and connect with their Elemental Spirit after a third emote of chanting, and then a fourth emote of their skin changing. Animists may choose to have this manifest as the flesh changing into the element, or some supernatural variation.


COLD:
While the spell is active, the wielder may grip hot tools and materials as if they had worn blacksmith’s gloves. This spell can also resist natural colds, as if they had worn an extra layer of warm padding.

 

HOT:

While the spell is active, the wielder may find themselves cool within hot environments as if they had a cool piece of metal to transfer their body heat. The Animist may also hold very cold materials with their bare hands, as if they had worn metal gloves to hold it. 

 

Endure Redlines

- Will not protect against heat or cold that is not mundane.

- Will not protect any area larger than two limbs and their torso.

- Adds no extra strength/resistance. 

- Will not protect against extreme heat or cold( i.e lava)

 

Reason:

Shared with Earth Animists, this spell serves a practical use and representation of an Animist’s relationship with nature. 


Earth

Transmute

OLD: 

A single Animist may transmute a space of 2 blocks, but each additional Animist may add another two blocks if they work in tandem.

 

NEW:

A single Animist may transmute a radius of five blocks, but each additional Animist may add another five blocks to the radius if they work in tandem. Should more than 5 Animists be present, they would be allowed to effectively terraform small regions with ST discretion.

 

Reason: 

Two blocks is too small of an area especially when breaking the blocks and replacing them is feasible in a game like minecraft. 

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NEW SPELL [Combative]:

[T4]Endure

[4 Fruum]

An Earth Animist is capable of using their Fruum to create a padding around their skin that only functions against changes in temperature as if the Animist had worn warm padding, or cold metal to absorb heat. There are two variants of this spell, one COLD, and one HOT, at the discretion of the caster. To use this spell, they must take two emotes to channel and connect with their Elemental Spirit after a third emote of chanting, and then a fourth emote of their skin beginning to change.  Animists may choose to have this manifest as the flesh changing into the element, or some supernatural variation.


COLD:
While this spell offers no protection against supernatural heat/cold, while the spell is active, the wielder may grip hot tools and materials as if they had blacksmith’s gloves. This spell can also resist natural colds, as if they had worn an extra layer of warm padding.

 

HOT:

While this spell offers no protection against supernatural heat/cold, while the spell is active, the wielder may find themselves cool within hot environments as if they had a cool piece of metal to transfer their body heat.  The Animist may also hold very cold materials with their bare hands, as if they had worn metal gloves to hold it. 

 

Endure Redlines

- Will not protect against heat or cold that is not mundane.

- Will not protect any area larger than two limbs and their torso.

- Adds no extra strength/resistance. 

- Will not protect against extreme heat or cold( i.e lava)

 

Reason:

Shared with Metal Animists, this spell serves a practical use and representation of an Animist’s relationship with nature. 


Water

NEW SPELL [Non-Combative]:

[T4] Transpose

[3 Fruum]

Water Animists can transmute mundane forms of Water with a two emote ritual that requires them to touch the surface they are manipulating. They are able to turn water into ice, or ice into water, and vice versa.  A single Animist may transmute a radius of 5 blocks no deeper than 3 blocks, but each additional Animist may add another five blocks to the radius if they work in tandem. Should more than 5 Animists be present, they would be allowed to effectively terraform small regions with ST discretion.

 

These effects would dissipate after 5 emotes, unless sustained by a shamanic spell that permanently manipulates the area. [A T2 Pacted Shrine, a Totem from an Animist’s Dominion, an Animist’s Evoke, or  another elemental land spell, etc]. 

 

Transpose Redlines

- Will not work on magical ice or water.

- Transposes’ effects are not immune to ambient temperature changes, fire, or other means of temperature shift unless sustained with other Shamanic power.


Storm

NEW SPELL [Combative]:

[T4] Tempest

[3 Fruum]

A Storm Animist can create transparent fogs and minor meteorological effects (rain, hail, wind, snow) so long as they have space to form these substances (i.e they are outside). They must take two emotes to channel and connect with their Elemental Spirit after a third emote of chanting, and then a fourth emote of the substance beginning to form in the air.  Two emotes later, and the volume of a small room (3x3) would be formed around the Animist. This technique would be effective in minor weather events in the surrounding area (10 blocks). This elemental conjuring only lasts for four [4] emotes and the environment returns to normal. It is capable of expelling natural and magical toxins in the air, but the force of the wind and temperature shift will cause bruises and minor pain to those who feel sensitivity to cold. Tempest can be used to extinguish small fires within the space of the spell.

 

Tempest Redlines

- Can only extinguish flames no larger than 3x3.

- The temperature shift is not enough to freeze water.

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Precipitate

OLD:

It cannot be used to evoke lightning, or create powerful storms. To do so, they would fill a bottle with the Blood of Two, an elemental reagent, and water, mixing it while chanting over the spell. 

 

NEW:

It cannot be used to evoke lightning, or create powerful storms. To do so, they would fill a bottle with an elemental reagent and water, mixing it while chanting over the spell. 

 

Reason: 

Animists are only capable of making 2 Reagents a day. Requiring an Animist to use two reagents for one spell is unnecessary.

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Raindance[Combative]

OLD:

[2 T3]

The rain dance is essential in many Storm Animist rituals. The rain dance, over the course of 8 emotes, evokes a powerful rainstorm. This ritual will require Blood Like Storm to create a ritual site. It is here the Storm Animists perform their ritual to usher or beckon a storm from the clouds. The ritual may vary each time; from effigy manipulation to sacrifices, once the emotes are complete the clouds begin to darken and rain may come down should they each roll a d10 and get higher than a 10 combined. This spell may be cast in combat but will have no effects beyond mundane rain. 

 

NEW:

[1 T3]

The rain dance is essential in many Storm Animist rituals. The rain dance, over the course of 5 emotes, evokes a powerful rainstorm.This ritual will require Blood Like Storm to create a ritual site. It is here the Storm Animists perform their ritual to usher or beckon a storm from the clouds. The ritual may vary each time; from effigy manipulation to sacrifices, once the emotes are complete the clouds begin to darken and rain may come down.

 

Reason:

The complexity and extreme nature of Raindance essentially makes it unusable. Rain possesses little effect in combat(save to other Animists), and so it’s been retooled. The redlines stay the same.


MULTIPACTING

OLD:

They no longer can use the ability Pilgrimage, and still are subjected to normal casting rules (cannot cast two different spells at the same time). 

NEW:

Animists are subjected to normal casting rules (cannot cast two different spells at the same time). 

Reason:

Multipacted Animists should be able to cast Pilgrimage, an important spell for the earlier tiers to have some abilities before initially reaching T3. Barring them is unnecessary.

Edited by Panashea
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This looks good! My only request would be to allow the old option of blood of storm to be an option since I have a few rituals that rely on it's functions.

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I ask for a simple ruling at T5. Animist are able to invoke old blah to move their pacted element over the course of three emotes. One chant being 5 blocks for a 1foot by 1foot element. Two emotes for a emote 8block range by 1foot by 1foot. Three emotes for a 12 block range of 2 feet by 2 feet. 

 

Give our Elementalist a bit of punch. Call it 'Calling upon element's

 

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