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[MA] RUNESMITHING


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RUNE SMITHING

 

Explanation

 Blood magic Rune smithing hinges on runes genus, the esoteric bloodborne runeborne energy of passion, rage, power, and vitality hidden within blood typically found alongside greater souls, the most common form of sentient life, and otherwise in beings of supernatural power dwarves.  Genus is bound to veins and goes unnoticed by typical sorcerers and priests, requiring ancient and grim knowledge to break its shackles and harness. As an energy embodying mortal potential and creativity the powers genus can manifest are diverse and numerous but also volatile and potent, a substance capable of great feats when coupled with direction and intent just as mortal lives can create prosperity or devastation. Like all energies native to the mortal realm and mortal bodies genus can only be harnessed through mortal magic; Dark magic. Occult ritualism utilizing blood is commonly held to be ignoble, wicked, and deadly for good reason and as an art hinging on bloodshed - be it through willing sacrifice or violence - blood magic is cousin to the black crafts of necromancy, mysticism, naztherak, and all mortal-borne, self-reliant magics.

 

With blood mana as ink and runes as letters blood mages rune smiths can inscribe ritual rune circles as though sentences to evoke meaning and effect. Genus is fleeting and is only retained in fresh blood, however there is also a subtle link between the living and their blood wherein upon death not only does blood begin its clock on potency but there is an immediate loss of quality; a ritual is better fueled by the blood of those still living even if only for the time being (elaborated on under Blood Rites).
 

-Genus is held in the blood of greater soul-having creatures meaning sentient life (most of which can learn or cast magic but not necessarily) and not animals. Fresh blood is defined as blood spilled within one narrative day or 3 OOC hours. Blood cannot be stored in order to remain fresh. Dwarves only can learn rune smithing.

 

Blood magic Rune smithing is initially learned through awakening, the act of sparking a mortal’s innate sensitivity to genus the material alphabet which defies language and reason as it cannot be explained or taught, only shown and felt. When a person is awakened and their mind becomes suddenly and acutely aware of runes. the beating of their heart, the throbbing of their veins, and heat of their breath, the strength in their muscles, and so forth, they become capable of learning the rites and runes of blood magic as they can then sense the energy they manipulate. Awakening is achieved through touching the surface of a beardshard, bloodshard, an ancient relic of extreme value which contains exhaustive accounts of information and the soul of Uguan. a silit Archon. A mere touch will flood a mortal’s mind with the detailed insights and physiological sensitivities of genus and begin their journey (elaborated on under Rune of Insight). Once awakened the individual can begin their studies with a teacher given their newfound ability to feel and gingerly tug at the power hidden in blood.

 

-Given awakening and the use of blood magic including the activation of rituals require the individual to have genus-having blood, blood magic cannot be learned by people or creatures without it. Entities which cannot use blood magic include animals, golems, animii, atronachs, sorvians, liches, darkstalkers, ghosts, gravens, wights, eidola, striga, and vargs.

 

Runes

The origin and reasoning behind the shapes of blood runes are unknown and the truth behind their nature is unlikely if not impossible to ever be discovered; they are veritably ancient - even prehistoric - and therefore mysterious. The best theory occult scholars have come to is that there is some relationship with is the Material Alphabet and the notion of the innate nature of Creation, Mortality, and the world, but this conclusion is unfinished and uncertain. Nonetheless, specific shapes accurately drawn in fresh, mana living blood within spellbound circles of geometric design evoke particular meaning, both physical and symbolic, and produce magical effects. The library of blood runes is not wholly known and even the legendary archives of Malghourn Urguan cannot contain them all - if there is even a limit - but their use is known and documented among practitioners as follows:

 

 

Ensorcell Runify Material - Noncombative
By invoking a single element within a ritual circle a blood mage runesmith can bewitch an object with the physical attributes or conceptual meaning of the appropriate rune.

This ritual is conducted on objects and items where they are granted additional properties embodying the element used. This ritual requires a comparatively simple circle composed of the rune of mortality - providing the bond between the planar realm and the element - large enough to fit the following elemental rune within its upper right crescent. The item to be ensorcelled runified is then placed atop the elemental rune, the circle is activated by the blood mage runesmith placing an open wound against its outer edge, and blood mage rolls out of 20 to determine success if necessary. Depending on tier, if the roll is at or below the threshold the ritual results in a failure and the ritual circle violently releases the element in question. This will at most cut, bruise, knock back, and/or impair the blood mage. Such failures tend to produce scars. Critical failures - rolling a 1 - results in which a lesser threat is conjured by mishap hostile to the blood mage such as 1-3 celestial horrors, 1-3 inferi imps, or an otherwise caustic effect that may cause worse damage than typical failure. The item bears no mark and is permanently enchanted unless broken or outright destroyed by any physical or magical means.

Once the ritual circle is prepared the blood mage runesmith must activate it by placing an open wound against its outer edge and the player leading the ritual rolls out of 20 and add appropriate modifiers to determine the outcome. Unlike typical rituals a ST is not contacted and the blood mage runesmiths involved must self-RP the consequences of ritual failure.

 

Tier 1: Roll 8 or lower.
Tier 2: Roll 7 or lower.
Tier 3: Roll 6 or lower.
Tier 4: Roll 4 or lower.
Tier 5: Roll 2 or lower.

Larger objects such as builds (e.g. an altar) or things that cannot be carried (e.g. a boat) may be runified but require ST oversight to ensure the boundaries of the magic are not pushed and/or mechanics are stretched. An example of this may be a blood mage runesmith using a rune of light to make an altar produce a sunny, radiant glow or a rune of water to make a boat capable of transforming into a wagon (which would be mechanically represented by a horse in addition to the boat item). Such larger objects require a ritual circle large enough to encompass them.

Ensorcellments that are mechanical in nature and apply to combat may only have 1 of the following elemental effects (note: a non-combative object may have the properties listed for weapons or armor but weapon and armor effects are otherwise mutually exclusive):

 

 

 

Fire: the object becomes blunted and slightly lighter in the spirit of burnt wood. Weapons are dulled and yield imprecise, uneven cuts and are flammable; if touched by fire or wet with a touch of blood mana it will ignite with mundane flame sustained for up to 4 emotes or 5 narrative minutes. Armor will be resilient to the cold, offering its wearer perpetual heat allowing them to be comfortable in a frigid climate; it too cannot withstand battle and easily splinters and tears.
-Objects may have only certain areas burn as to allow for safe areas to hold.
-The flame is mundane and can be extinguished by normal means, including vigorous swinging. Rain will extinguish the flame in 2 emotes whereas submerging in water is instant.

 

-The blunting of weapons cannot be negated through metal ensorcellment.

 


Water: the object becomes hydrophobic and buoyant, able to keep its wielder or wearer dry and afloat. If ensorcelled with another object of similar shape and/or size the two combine and like water may fluidly transform between its two forms with 1 emote when wet with blood mana. If the object is combative in nature (weapon or armor) it transforms over 2 emotes. Armor will be resilient to heat, offering its wearer perpetual coolness allowing them to be comfortable in a sweltering climate
-The object will not repeatedly transform back and forth when wet; after triggering once the wielder/wearer may will it back and forth so long as it is bloodied mana'd and held/worn with the same emote count.
-When approved by ST, water ensorcellments must be screened to ensure the objects in question are roughly equivalent. Ex: umbrella/sword/cane, helmet/hat, spyglass/dagger, boat/cart, etc.

 


Earth: the object becomes cumbersome and strongly sound-resistant in the spirit of heavy earth. Weapons and armor become twice as heavy but twice as durable, making weapons difficult to swing but yield increased force and armor burdensome yet more steadfast.
-The object’s magical heaviness may force the wielder or wearer to be unable to utilize quick reaction time if the object’s new weight is too heavy for them to efficiently use, making them unable to reactionarily parry if held or dodge if worn. For example, contrary to common depiction in media the average sword is 3lbs / 1.3kg and doubling it would make the sword far less wieldy; the average claymore is 5.5lbs / 2.5kg and it becoming 11lbs / 5kg would make its use far less viable for the average person. Guts’ sword is fantasy.
-Durability is limited to: cloth becomes like leather, leather becomes like chain, chain becomes like plate, and plate becomes akin to thick stone that requires orcish+ strength to even move in.

 


Air: the object becomes light and graceful like a bird. Weapons and armor are half as heavy but half as effective; weapons swing much easier and strike with precision and agility but create wounds and cause damage far less lethal whereas armor is noticeably more practicable but is less protective and more easily dents or tears.
-Weapons do not gain supernatural accuracy their user is not capable of. As well, their strikes should be treated as if dealt by someone young or feeble to represent their lessened force.
-Effectiveness is limited to: extreme armor (e.g. excessive metal, stone) becomes like plate, plate becomes like chain, chain becomes like leather, leather becomes like cloth, and cloth becomes like paper.

 

 

 

Metal: the object becomes lustrous or sparkly and mildly conductive; metal objects ensorcelled with metal become extreme conductors and may inadvertently call down lighting during a storm. If wet with blood mana the object becomes honed as if sharpened by a smith and retains and restores its edge.
-In no way can the conductive effect of the object be used to weaponize lightning not already in the user’s arsenal, meaning without lightning evocation or storm elementalism this is irrelevant outside events.
-Objects ensorcelled with metal can still break, bend, or otherwise be damaged but blood mana will restore their sharpness.

 


Ensorcellments Runic engravings that are aesthetic in nature and are irrelevant to combat may have up to 2 of the following elemental effects, some requiring more study due to their paired rune requirements:

 

 

 

Lightning: the object flickers or flashes like a bad light bulb and emits a shrill and sharp pop and crackle when drug against metal or metal ensorcelled objects. Weapons and armor give off a static shock when wet with blood manathat lingers for 4 emotes until the blood mana burns away in sparks wherein skin contact with the object delivers a numbing zap that deprives all sensation for 2 emotes where touched.
-The shrill screech effect is not deafening or painful, only alarming. As well, blood mana that contacts the objects burn away in sparks that cannot blind or harm.
-The numbing effect is surface level, meaning it does not incapacitate or paralyze a person when touched and only removes their sense of feeling in the area.

 

 

 

Dark: the object becomes visibly shaded as if underwater and instead of reflecting light on its edges it instead ‘glows’ with shadow and has dark patches. Shadows subtly tug towards the object as if reaching out to caress it and if wet with blood mana becomes completely and utterly jet black.
-Only shadows within 5 blocks may lean towards the object and by no means enables stealth.
-This cannot be paired with the light ensorcellment.

 


Light: the object has no shadow and intensifies light sources nearby, kindling torches or aggravating lanterns. If wet with blood mana the object sheds a glowing light ranging in intensity from moonlight to a torch for up to 2 narrative hours or 30 OOC minutes of any one singular color or it may repeatedly shift between two.
-The object cannot emit light greater than a torch’s light and therefore cannot blind unless forced into someone’s face to fleeting effect.
-This cannot be paired with the dark ensorcellment.

 


Mist [T2]: utilizing a rune of power in the circle the object may emit steam with a rune of fire and water conjoined, fog with a rune of air and water, or smoke with a rune of fire and air conjoined. This mist may be one singular color or it may shift between two if created with the light ensorcellment. It is only mildly obstructive and imparts mild heat and/or mild fumes. If desired, the aesthetic of the mist may match another effect (e.g. lightning + mist may create a stormcloud sort of look around the object when triggered by blood mana).
-Steam cannot burn or otherwise cause harm, at most producing a sweat from prolonged contact. Smoke cannot cause harm other than very mild eye irritation and/or coughing. None of the types of mist can be used to create smokescreens or mimic the effects of deadbreath.

 


Particle [T2]: utilizing a rune of power in the circle the object may exude ash or cinders with a rune of fire and earth conjoined, mud or filth with a rune of water and earth conjoined, or dust or sand with a rune of air and earth conjoined. These particles may be one singular color or it may shift between two if created with the light ensorcellment. They flake, drip, or fall from the object and leave trails that do not and cannot amount to any additional effect such as starting a fire or making the ground slippery.  If desired, the aesthetic of the particle may match another effect (e.g. water + particle may create a briney sludge effect dripping off the object when triggered by blood mana).
-The object exudes the effect without additional effect, especially combat. Cinders cannot start fires, mud cannot make a floor slippery, and dust cannot blind someone.

 


Ensorcell Runify Material is a ritual that does not require an emote count but should take around 3-4 emotes to perform, including the drawing of the circle in fresh blood mana, drawing the rune inscription, and the ritual activation. This ritual can be performed alone as it requires 2 units of mana but is quite dangerous and application of builds or larger objects as aforementioned require an additional 1 unit of emote per 6 blocks/meters in question.   

 

 

 

Red Lines:
-This ritual cannot be used to mass produce enchantments; a blood mage runesmith may create 3 objects per day (with any amount of allowed effects as listed with repeated uses of the ritual).
-Ensorcellments Runifications require ST approval.
-Ensorcelled Runified objects may have only 1 mechanical effect and up to 2 aesthetic effects. But multiple runes may be applied in one application; You can apply an earth rune for effect and two other aesthetic runes in one ritual for no additional genus mana.
-Should ensorcelling runification be performed on arrows or other ammunition then the effect can be applied to a maximum of 10 pieces.

 

Spoiler

Enjoy my low effort april fools

 

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Just now, alexmagus said:

It’s not April 1st anymore.

yeah this is legit ofc

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Spoiler

Stream Malding by nino | Listen online for free on SoundCloud

"Meh runesmit'eng! Gev et to meh!!! Oi need et more t'an Grimdugan!" 

 

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isnt this basicly an copy of regular blood magic runes?

Edited by inshadowofyou
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Just now, inshadowofyou said:

isnt this basicly an copy of regular blood magic runes?

you wouldn't say...

 

implement this

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1 minute ago, inshadowofyou said:

isnt this basicly an copy of regular blood magic runes?

its totally original

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Spoiler

To apply for this MA you must have at least 2000 hours or lvl 99 strength on old school runescape, whichever comes first.

 

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wow, this is some great and original lore, good job!

 

 

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Ez accepted lore.

 

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