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[Addition and QOL] Demi Djinn & Cursed Djinn


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Demi Djinn - Quality of Life
حكيم وشيطان
Pyre Original Soundtrack - Path to Glory

QOL UPDATE - Party Hands
[Non-Combat]
[2 Emote Charge, 1 Emote Cast; 3 Emote Spell]

A spell possible for conjuration is one that is rather unique in its peculiar flashiness - an ability that allows the Demi-Djinn to lighten the mood with décor and sublime performances. In these displays, the palms of their hands summon forth beams of dim vibrant light that furnishes or arranges alluring spectacles.

Spoiler

Within charging energy around their hands, their shackles collect forth a vibrant glow in the hue of the Demi-Djinn’s choosing. This glow moves down to their palms following their second charge- to which the final act allows the Demi-Djinn to deliver a beam of light that manifests into illusionary feats of fireworks and sparks - being able to light up the skies in their show. These displays are nothing but mirages however, and cannot be used to damage anything. If outside [20] blocks, the Mirage cannot be seen. If within [20] blocks, the Mirage is as clear as day, and looks indiscernible from reality. Their hands are not just for summoning illusions, but may also bathe a room in décor- surfacing a peasant’s room with noble silk or instantly furnishing an empty room with a clap of their hands. They may conjure anything that they can comprehend so long as it is not combative. The equivalent of conjuring a small house would result in the Demi-Djinn becoming drained of their stamina. 

A Demi-Djinn may cast the spell on themselves or another object. In the case of themselves, they're able to become an object or mirage leaking their supposed mist, or any clear tell being that it's a Descendant bound to such, such as their body protruding out of the object. If the object is destroyed or chipped to a significant extent, they revert back to the form in which they casted in. For inanimate objects the Djinn can enchant an already-existing item to make it warp in appearance or action, although it still needs to retain the same base shape.

 - A mirage akin to something such as a firework cannot interact with the physical world.
- Decorations cannot be used in combat, only serving to translate roleplay into builds. A Djinn that has turned themselves into a decoration however may be used in combat, but obviously cannot wield themselves since they wouldn't be able to move.
- Only one mirage at a time may be summoned.
- A Djinn cannot cast Party Hands on themselves to turn into something complex like a cannon or arbalest, unless it is for an event. A Djinn cannot man their own complex machinery.
- When shapeshifted with Party Hands into the form of a mount, the Djinn gains the speed of a mount in balance-default CRP.


CHANGE:  15 blocks to 20 blocks so it fits within #rp range, if they don't see the emote, they don't see the mirage, simple as.
 

Combine: Contract Creation & Contract Removal

Contracts
[Non-Combat]
[1 Emote Spell]

When the Demi-Djinn finds someone worth forming a pact with, they typically scout them out from the sidelines within their mortal forms until the time is right. Once this time comes, it is typical of them to approach their chosen one within their true form, in whatever area that they deem private, where they gain access to the ability to form a Contract with them.

Spoiler

The Contract is not just a verbal agreement, but rather a linkage between the souls of their chosen and themselves- therefore, they must tap into their inner-strength. In doing so, they’d find that their hand would begin to become engulfed within their own aura, visible enough for their chosen to view. Once they shake hands, the pact has been made, and the Demi-Djinn is now bound to their chosen. The Demi-Djinn may use their aptitude in conjuration to summon anything to help them with this, such as a long contract, a quill and an ink pot.

To end a contract is incredibly simple, and does not require the presence of the contractor. All that must be done is for the Demi-Djinn to recast their spell, their smoking aura clad amongst their hands- and once the spell has been cast, their aura would crackle and dissipate, the Demi-Djinn and their chosen alike now feeling as though they no longer share a bond between each other. If the chosen was not in the presence of the Demi-Djinn at this time, they’d still receive the feeling that the Demi-Djinn has abandoned them- for they’d no longer hold a Djinn's Zakhrifa - their Holy Vessel.

- Must require an OOC and IC agreement between the player and the Demi-Djinn.
- Only three contracts with three different individuals may be made at a time.
- Only a Demi-Djinn may unbind a contract.
- A contract may be made through any aesthetic choice, such as the shake of a hand or the signing of an actual contract, but this may not aid them in any combat scenario whatsoever. Any items summoned must be mundane, and disappears once the contract is made. 

REASONING: Clean up the Lorepage a little bit so it isnt as long by combining spells that are similiar -Qard from the Zu

 COMBINE: Cloud Walker with Ghost Legs

Cloud Walker
[Non-Combat]
[1 Emote Spell]

Wrought from the vigor within, the body of a Demi-Djinn can take the form of weightless smoke so that they may travel great distances faster. Colored mist escapes from the seams of their clothes before fully enveloping them within its embrace, and their body begins to disappear with it- the cloud of that mist traveling to the destination within their mind; the trip in-between is nothing but a blur however, no memories gained due to a loss of sensory functions - a side effect of the transformation. Among these abilities is something commonly used by these spirits, allowing them to comfortably float in the air while discussing the topic of contracts.

Spoiler

The Demi-Djinn’s legs are able to morph into a trail of muddled fog, connecting to the ground below them as they hover comfortably- giving them the rather relaxing feeling of sitting upon air itself. The amount of space they may be able to take up exactly matches their legs, and cannot be extended or retracted; therefore they retain the same height. Any and all limitations to this power are rather simple, as it cannot be used if the Jinn is in water or above the ground. Should the smoke be disrupted by something- say, a blade - no harm would come to the Demi-Djinn’s legs, but they would find themselves losing their balance and inevitably tumbling as their lower half swiftly returns to its original shape. Furthermore, A Djinn is able to enchant an item with their fog so that it may fly (such as a broomstick, chariot, carpet, their shoes, etc.). Too are they able to emit a gust of fog that sends them four blocks forward once per encounter if the spell is already active. Finally, a Djinn may swallow any steed they're riding into their bodies from their legs, allowing them to become as fast as that animal until the spell is uncast, in which they resume riding their steed.

This spell also offers an alternative to the soulstone system, as well as a way to leave roleplay with an extra bit of flavor. It offers nothing in terms of roleplay between two parties save for the last emote of an encounter. The color of the cloud can be personalized by the Demi-Djinn themselves, but must abide to one solid color.

- This spell can only be used once per encounter, and only following the consensual departure of the Demi-Djinn’s player, to where they can emote being sent off before using their soulstone.
- Cloud Walker cannot be used to gain information during flight due to the loss of sense one experiences while adrift, nor can it be used to gain or lose anything in general. It is a moment void of roleplay in any sense, corresponding with the soulstone process.
- The ethereal fog summoned by Cloud Walker cannot be used in combat, as it can only be used to leave roleplay once given the go-ahead by all participating parties. -
- This spell's charging emotes can be used in tandem with shapeshifting emotes.
- Boosting themselves forward four blocks may only occur once per encounter.
- Cannot be used to lose nor gain height or weight- as well as aiding them in the instance of reaching what would normally be unreachable, such as elevating themselves. 
- The Djinn may hover over water but the spell cannot be used underwater, or if there is no ground to be found below the Demi-Djinn.


Credits: The Zu Crew

Cursed Djinn - Addition

ملعون الجن

Pyre Original Soundtrack - Never to Return

ADDITION: Playing Field
[Combat]
[1 Emote Spell] 

To fell a great beast is no easy task; the contractor may beseech their Djinn, to puppeteer the body of a creature for them to slay.

Spoiler

A spell that offers the Accursed to create demonic beasts (player-ran event creatures) from its smog that the Djinn puppeteers, basically an easy way to link Djinns to player events. They may also control the beast to be intentionally felled by the contractor to cause their grandeur to skyrocket amongst their peers and brothers-in-arms.

- Can only be used if under a contract, cannot be used randomly.
- Cannot be used in PK events, or to PK players. 
- Cannot be used to intentionally kill people.
- Cannot be used in the middle of normal combative situations or raids for the sake of helping the Accursed or the contractor, only for the pure sake of doing player-ran events. 
- If a player emotes their own death outside of the Djinn's control, it's not their burden to bare.


REASONING: Already a spell in Demi-Djinn that fits really well with Cursed Djinns aesthetic, with the only change being locking them to demonic looking creatures only.


UPDATE: removed weaving to comply with ST's feedback.

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Omg is that wowj from the Zu???

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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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