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[Amendment] Mysticism Hotfixes !!!!


meowmaxer

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Conjoinment

Spoiler

OLD: 

To connect an individual to Mysticism, a TA holding Mystic or Wight who has been taught the means of Conjoinment may conduct a freeform ritual pertaining to themes of the dead and the occult in order to connect an individual to Mysticism with OOC consent. The ability to conjoin is to be marked on one’s TA, and any who have been taught the means of Conjoinment may teach it to other TA holders.

 

- A mystic’s conjoinment implants them with a surplus of anima due to harbouring souls additional to their own. Relevant effects that directly damage the soul may bring harm up to twofold depending on their chosen connection, those being the ethereal binds of a Conjurer, or the tangible of the Blades. A Mystic Blade may suffer increased pain, whereas Conjurers will face diminished suffering by comparison.

 

NEW:

To connect an individual to Mysticism, a TA holding Mystic or Wight who has been taught the means of Conjoinment may conduct a freeform ritual pertaining to themes of the dead and the occult in order to connect an individual to Mysticism with OOC consent. The ability to conjoin is to be marked on one’s TA, and any who have been taught the means of Conjoinment may teach it to other TA holders.

 

- A mystic’s conjoinment implants them with a surplus of anima due to harbouring souls additional to their own. Relevant effects that directly damage the soul may bring harm up to twofold depending on their chosen connection, those being the ethereal binds of a Conjurer, or the tangible of the Blades. A Mystic Blade may suffer increased pain, whereas Conjurers will face diminished suffering by comparison.

- A Mystic may be created by being Conjoined with a phantom by a Wight or TA holding Mystic. Conjoinment, when taught, must be put on a mystic's MA for them to be eligable for making a TA.

- A Mystic may be Conjoined with an existing Phantom, provided the Phantom consents OOCly - as such will result in the denial of their application, as they are effectively PK’d in the process. 

- The ghost or graven may be either an NPC or PK’d character, requiring OOC consent. The NPC or character cannot tell the mystic of their death in line with normal death and phantom rules. 

- A Mystic character may not be Conjoined with one of their player’s former characters.

- Mysticism takes [1] slot at T1 & T2, and [2] slots at T3 & T4.

- At T5, Wights take [3] magic slots.

- A Mystic may not drop Mysticism. The only way a Mystic may be disconnected is by a Wight sapping them. 

- They will be unable to pick up Mysticism again unless this process is reversed by someone with Conjoinment marked on their MA.

- Mysticism is incompatible with other heavily soul-altering arts or creatures, such as Frost Witchdom, and Nephilim, or Holy/Deific Magics save for Seer. It retains compatibility with Voidal Magic, alongside other Dark Magics except where specifically deemed incompatible. 

- Mystics are capable of holding [3] soul fragments at a time.

 


Ectoplasm

Spoiler

Old:

T1 - 1-2 liturgies

T2 - 2-3 liturgies

T3 - 3-4 liturgies

T4 - 4-5 liturgies

T5 - 5-6 liturgies

 

New:

T1 - 2 Liturgies
T2 - 3 Liturgies
T3 - 4 Liturgies
T4 - 5 Liturgies

T5 - 6 Liturgies


Undertow

Spoiler

OLD:

Tier Progression;

T1 & T2 - two block radius around the conjurer

T3 & T4 - three block radius around the conjurer

T5 - five block radius around the conjurer

 

 

NEW:

Tier Progression;

T2 - two block radius around the conjurer

T3 & T4 - three block radius around the conjurer

T5 - five block radius around the conjurer


Enervation

Spoiler

OLD: 

- Over the course of two emotes, a mystic blade may imbue an individual with the cold, stagnating effects of ectoplasm through the expenditure of a single liturgy, causing their movement to be hindered and restricting them to a speed proportional to the tier of the mystic. This requires direct touch to be applied, the duration of the effects and the degree to which they exert themselves dependant on the mystic’s tier. Upon such touch, the ectoplasm will soak into the victim’s flesh, making it feel stiff and cold somewhat similar to that of a corpse.

Tier Progression

  • T1 - The individual will feel mild achiness throughout their body, their movement relatively unaffected in terms of speed, though they will be prone to wearing out after prolonged exertion. Two emote effect duration.
  • T2 - The individual will feel a sharp ache in their joints, their movement limited to a light jog as they struggle to move minor appendages such as fingers and will tire out faster after some degree of exertion. Two emote effect duration.
  • T3 - The individual will feel moderate achy pains throughout them, their movement limited to a brisk walking pace as they will find it difficult to move joints and limbs, their movements stiff and rigid. Three emote effect duration.
  • T4 - The individual will feel incredibly fatigued and achy, unable to move faster than a walking pace as they will have trouble moving most anything without extreme achy pains and immense exhaustion. Four emote effect duration.
  • T5 - The individual will feel as if they had not slept in days, the effects of the enervation far more pronounced upon them than could be by a mortal mystic. Each significant step or motion requires that the victim roll out of twenty, any roll less than eight preventing them from moving. Five emote effect duration.
     
  • Physical contact with flesh is required, though may still be effective if the individual is wearing no more than half an inch of cloth or fabric.
  • Wights must maintain eye contact within four meters to incite from a distance.
  • Total paralysis can never be induced, at most making basic movement incredibly difficult though never completely impossible. 
  • While the afflicted individual is not made physically “weak”, they will likely be unable to apply force at T4 and T5 due to the pain and lethargy.

NEW:

- Over the course of two emotes, a mystic blade may imbue an individual with the cold, stagnating effects of ectoplasm through the expenditure of [2] liturgies, causing their movement to be hindered and restricting them to a speed proportional to the tier of the mystic. This requires direct touch to be applied, the duration of the effects and the degree to which they exert themselves dependant on the mystic’s tier. Upon such touch, the ectoplasm will soak into the victim’s flesh, making it feel stiff and cold somewhat similar to that of a corpse.

Tier Progression

  • T2 - The individual will feel mild achiness throughout their body, their movement relatively unaffected in terms of speed, though they will be prone to wearing out after prolonged exertion. [2] emote effect duration.
  • T3 - The individual will feel a sharp ache in their joints, their sprinting distance limited to [6] blocks as they struggle to move minor appendages such as fingers and will tire out faster after some degree of exertion. [3] emote effect duration. 
  • T4 - The individual will feel moderate achy pains throughout them, their movement limited to a brisk walking pace as they will find it difficult to move joints and limbs, their movements stiff and rigid. [4] emote effect duration.
  • T5 - The individual will feel incredibly fatigued and achy, unable to move faster than a walking pace as they will have trouble moving most anything without extreme achy pains and immense exhaustion. [5] emote effect duration.
     
  • Physical contact with flesh is required, though may still be effective if the individual is wearing no more than half an inch of cloth or fabric.
  • Wights must maintain eye contact within four meters to incite from a distance.
  • Total paralysis can never be induced, at most making basic movement incredibly difficult though never completely impossible. 
  • While the afflicted individual is not made physically “weak”, they will likely be unable to apply force at T4 and T5 due to the pain and lethargy.
  • Those slowed by a T3 mystic will find their movement lowered by [-1] block, regardless if they sprint or walk.
  • Those slowed by a T4 mystic will find their movement lowered by [-2] blocks, regardless if they sprint or walk. 
  • Those slowed by a T5 mystic will be unable to sprint, and find their movement lowered by [-2] blocks.


Walling:

Spoiler
  • OLD: 

    Over the course of three emotes, an amputated mystic may conjure forth a night impenetrable shield of ectoplasm to defend themselves. This is a precarious process, requiring the mystic to maintain utmost stillness as their spectral limb fuels the spell. The mystic must concentrate heavily to maintain this barrier, at most able to sustain it for a set duration of ten minutes - roughly ten to twelve emotes in roleplay - whichever takes longer to occur. It might also be ended early by severing the mystic's hold on the ectoplasm or moving their amputated limb. Should their spectral limb be attacked, moved, or otherwise disturbed and not pointed at the wall or top of the bubble the shield will splinter and dissolve immediately. 

     

    Walling can be performed in the shapes of either bubbles, that being a three by three area - or walled barriers which entail up to twenty-eight blocks along a singular plane.

    To break an occultist's wall requires six emotes of charged Fi', holy, or some other energy or ward-based magic consistently drilling away at the wall for six emotes, or four IRL minutes, whichever of the two is longer. Consistent heavy blunt force will crack and shatter through a wall after eight emotes of attack.  

  • Nothing, not even phantoms may pass through walled shields.
  • Walling ends if the mystic's arm is dropped or disturbed from facing the shield, if their line of sight is block, or if they move more than three blocks away.
  • Walling consumes two units of ectoplasm to perform.
  • The mystic must have undergone amputation to perform walling.
  • NEW: 

    Over the course of three emotes, an amputated mystic may conjure forth a nigh impenetrable shield of ectoplasm to defend themselves in a [3]x[3] dome - or walled barriers which can reach up to [5]x[5] along a singular plane. This process demands the mystic to maintain utmost stillness and focus as their spectral limb fuels the spell, at most able to sustain it for [8] emotes

     

    Breaking an occultist's wall requires [2] strikes from holy magic, abjurations, & aurum, while malflame only requires [1] emote to destroy. Consistent heavy blunt force will crack and shatter through a wall after [4] strikes. It might also be ended early by abjuring the mystic's ectoplasm or attacking, moving or otherwise disturbing their amputated arm, where the barrier will immediately dissolve.

  • Nothing, not even phantoms may pass through walled shields.
  • Walling ends if the mystic's arm is dropped or disturbed from facing the shield, if their line of sight is block, or if they move more than three blocks away.
  • Walling consumes two units of ectoplasm to perform.
  • The mystic must have undergone amputation to perform walling.
  • Requires [2] strikes from holy magic, aurum, or abjurations.
  • Requires [4] strikes from mundane blunt/sharp weaponry will shatter the wall.
  • Malflame requires [1] strike to destroy the wall, on account of its soul-burning properties.

 

 

Manipulation:

Spoiler
  • OLD: 

    All forms of manipulation require a total of three emotes and one liturgy of ectoplasm to complete. During these emotes, a mystic brings their geist to the forefront, and then extends a ranged tether. This tether latches to their target and allows the conjurer to affect that target with their own ectoplasm. A conjurer may drain ectoplasm and be gifted back with one liturgy, making the cost a net gain of 1 unit. Alternatively, they may choose to bolster their target with ectoplasm. This grants a myriad of effects.

     

    - A specter can house a capped number of ectoplasm units. Any supplement over this cap will cause a range of effects depending on the nature of the specter. All specters would immediately be met with a healing effect. Each unit given can restore two limbs of the geist and heal wounds associated with them over the course of three emotes. More severe injuries could render a geist unmanifested. It would require three units of ectoplasm to bring an unmanifested geist back from beyond. Wights, Eidolas and Apparitions cannot be revived in this way. If a specter has not accrued damage, they instead gain a benefit conditional on their nature.

     

    - Tangible ghost-like creatures gain an additional third of their strength, incorporeal creatures gain 3 more meters to their influence and Eidola are granted an additional bout of movement speed.

     

    - In the case of removing ectoplasm from a source, there is a limit to what can be drained before a creature is forcefully unmanifested. Ghosts require 2 drainings. Eidola require four, wights six, and apparitions vary, although usually require a minimum of 7.

  • Over the course of the three emotes, the target can take any number of actions to dodge or avoid the tether. It has a range of 20 meters and if it misses a target by the third  emote, then it would require recasting. To dodge, it would require using an entire emote to move, running faster than the tether can trail after.
  • This is a single target spell and the target must be designated at the beginning of the casting. This aiming cannot be altered once casting begins or if the target moves to somewhere out of the mystic’s sight.
  • Tethers do not latch and remain, they disappear after draining or feeding and must be recast.
  •  

    NEW

    Over the course of [3] emotes Conjurers can expend [1] liturgy to either hinder or help spectral entities and other mystics. During these emotes, a mystic brings their geist to their relic, and then extends a ranged tether towards their target. This tether latches onto them and allows the conjurer to affect the target’s ectoplasm. A conjurer may drain ectoplasm or liturgies and be gifted back with one liturgy, effectively costing nothing. Alternatively, they may choose to bolster their target with their ectoplasm, giving [1] liturgy or rejuvenating them. 

     

    Wights and Ghosts can only be gifted a total of [2] liturgies, each unit given would result in a healing effect, restoring up to [2] limbs and [2] major wounds over the course of [3] emotes, while unable to save them from any grievous injuries that result in demanifestation. Though ghosts may be brought back from the beyond if [3] liturgies are offered to where it fell [3] emotes after demanifesting, while Wights, Eidolas, and Apparitions are unable to be revived via this method.

     

    Both tangible and intangible Wights and Ghosts, if not damaged, can gain a bonus. Tangible ghosts gain an unstackable bonus in strength, bringing them to the peak of their race’s strength for [3] emotes, while intangible ghosts gain [3] blocks to their influence for [3] emotes. Eidola on the other hand may only receive [1] liturgy, adding [1] block to their movement speed for [3] emotes.

     

    In the case of draining ectoplasm, there is a limit to what can be drained before a creature is manifested. Ghosts require [2] drainings, Eidola [4], Wights [6] and Apparition vary, although sit usually at [8]. If a mystic is drained they will experience ectoplasm after half of their liturgies are drained, while all of them result in unconsciousness.

  • Over the course of the three emotes, the target can take any number of actions to dodge or avoid the tether. It has a range of 20 meters and if it misses a target by the third  emote, then it would require recasting. To dodge, it would require using an entire emote to move, running faster than the tether can trail after.
  • This is a single target spell and the target must be designated at the beginning of the casting. This aiming cannot be altered once casting begins or if the target moves to somewhere out of the mystic’s sight.
  • Tethers do not latch and remain, they disappear after draining or feeding and must be recast.
  • Manipulation only affects other mystics and spectral beings. Ex.mystic blade, mystic conjurers, ghosts, wights, eidola and apparitions.
  • Wights and Ghosts may only heal once from Manipulation, able to restore up to [2] limbs and mend [2] major wounds, their ectoplasm congealing and growing over the course of [3] emotes.
  • Manipulation is unable to heal a Wight or Ghost from any attacks that would demanifest them.
  • Ghosts can only be revived once per OOC day, requiring [3] liturgies within [3] emotes at the location of their death.
  • Wights and Ghosts, if undamaged and tangible/husked, will have their strength placed at the peak of descendant race for [3] emotes twice over a combative encounter.
  • Eidola may once per combative encounter gain [1] block to their movements for [3] emotes for [1] liturgy.


Shrouding:

Spoiler
  • OLD: 

    Those beyond the edge of this domain are unable to view the happenings within, as the shroud takes the form of a shifting smoke or mist that obstructs vision. Any sound created within the barrier, regardless of volume, that might escape the barrier will become muffled and hard to discern. Those not accustomed to undeath who venture into the Shroud bear witness to harrowing sights. The lessening of the veil allows them to see the lost souls of the unliving, akin to an individual with True Sight. Alongside this effect, the terrain within the shroud appears monochrome and distorted.

     

    Shrouding takes two emotes to cast, one for the storing of ectoplasm inside the Relic, the second for the expulsion of the shroud. When this ability is used, the Relic appears to take on a gleam that progressively intensifies up until release. The barrier extends out to a 8 meter radius and lasts for a total of 6 turns. Victims of this domain will be able to see the stagnant souls inside the Elysian Wastes for as long as they remain in it, and the sound of their voice struggles to pass through the mist. From the outside one would only see a churning dome of mist, but from the inside looking outwards, the affected will perceive the outside as if it had mirrored the Wastes.

     

  • Two emotes to cast, extends out to an 8 meter radius, lasts for a total of 6 turns.
  • Shrouding costs one liturgy to cast.
  • Emotes inside the shroud must be written in #q, those outside only hearing any spoken voice sounding as if it were muffled, disjointed and unliving, making it difficult to discern who might've said what.
  • All barriers are 6 inches thick at maximum  and cannot impede movement. Moving through one is akin to walking through a wall of mist.
  •  

     

    NEW: 

    Over the course of [2] emotes a Conjurer can project a thick veil from their Relic in a [8] radius for [6] emotes. One emote the mystic fills their Relic with ectoplasm, a second for the expulsion of the dome. Anyone caught inside this domain will witness that this veil allows them to see the lost souls of the unliving, akin to an individual with True Sight. Alongside this effect, the terrain within the shroud appears monochrome and distorted. 

     

    Beyond the edge of this domain are unable to view the happenings within, as the shroud takes the form of a shifting smoke or mist that obstructs sight. All sounds created inside the barrier, regardless of volume, that escapes will be muffled and hard to discern.

  • Two emotes to cast, extends out to an 8 meter radius, lasts for a total of 6 turns.
  • Shrouding costs one liturgy to cast.
  • Emotes inside the shroud must be written in #q, those outside only hearing any spoken voice sounding as if it were muffled, disjointed and unliving, making it difficult to discern who might've said what.
  • All barriers are 6 inches thick at maximum and cannot impede movement. Moving through one is akin to walking through a wall of mist.
  • Shrouding may be dispelled by any magic/alchemic potion capable of conjuring bright lights,displacing air, or has purging properties such as holy magic,


Tyking:

Spoiler

OLD: 

A Conjurer is capable of summoning two of the three mindless phantoms that dwell within their relics to intervene in the course of combat and additionally may create chains to control those not beneath their will.

 

- With a controlled release, the conjurer may unleash up to two phantoms from their relic to fight beside them. These tykes are bound by means of a line of ectoplasm, typically appearing as chains, tendrils, or anything else that will reasonably link the phantom to its Relic. The looks of the phantoms themselves are wholly up to the player's discretion, but must be humanoid and of average human stature. Due to the fact that they are already bound by a tether, this may be used to drain the phantoms of their ectoplasm, following the same descriptions and redlines for phantoms detailed under Manipulation and the effects relating to Relics under Relics - Uses.

 

- Handling a phantom outside of the Relic can be done by use of similar tethers created when summoning a tyke. These take four emotes to conjure and the conjurer must weave their ectoplasm into forms such as, but not restricted to, spectral nets, chains, or any other type of tether that may expand outwards in a five metre radius. This projectile attack moves at the speed of a thrown ball, and can be avoided with reasonable awareness and mobility. This claims two of the mystic’s liturgies and forces the spectral creature to the fullest extent for one IRL hour or twelve emotes, whichever is shorter, before the phantom’s will returns. Additional guidelines and redlines below.

 

Summoning a tyke costs one liturgy and takes three emotes to do, these phantoms last for a duration of 6 turns (in combat, indefinite during non-crp) and are capable of the following;

 

Movement

Tykes are limited to a 4 block radius around the caster, unable to move further than this due to the range of their bindings, and can move up to 4 blocks per turn. This can be extended by use of a shroud, in which tykes may travel out as far as the shroud’s boundary freely and become able to move up to 6 blocks per turn. Tykes cannot phase through physical barriers as the Mystic must have line of sight to retain their tether.

 

NEW: 
 

-Tykes can be temporarily ‘killed’ by any means of disrupting or destroying ectoplasm, voidal and holy magics are effective, as well as spells from mysticism and naztherak's malflame, auric oil, aurum, and thanhium. A tyke takes four turns to recuperate when dealt with by any of these means. Wholly mundane items are ineffective.

-Tykes cannot be used to block mundane projectiles, any shot will simply pass through and remain on course due to their lacking corporeality. Magical spells may be blocked so long as the tyke can feasibly get into range of doing so, however this will result in the tyke’s ‘death’.

-Tykes are one-shot by any attack that hits and can damage them (all methods detailed above).

-A tykes action may be done during the caster's. Focus is not required to command a tyke, however it is for summoning. 

-Tykes, when summoned out of combat, demanifest when combat starts, needing to be resummoned after.

 

With the expense of [1] liturgy, a conjurer may unleash up to two phantoms from their relic to fight beside them known as Tykes within [3] emotes, lasting for a total of [6] emotes while indefinite outside of combat scenarios.These phantoms appear to be bound by a line of ectoplasm, typically appearing as chains, tendrils, or anything else that would reasonably link the phantom to its Relic. Due to their ethereal tethering to a relic, this may be used to drain the phantom via Manipulation and the effects related under Relics under Reclis - Uses. The appearance of the phantoms are wholly up to player discretion, but must be humanoid and of average human stature. 

 

When a Tyke is summoned, their movement is limited to a [4] block radius around the Conjurer, unable to move further than this lest they be pulled back and may move a full [4] blocks per turn. This limitation is shed by use of a shroud, which tykes may travel out as far as the boundary of their shroud and are able to move up to [6] blocks per turn.

 

In regard to [CA]/[ET] Phantoms outside of a conjurer’s relic can be done by casting forth the same tethers used to bind Tykes. This process takes [4] emotes where the conjurer must weave their ectoplasm in forms such as, but not restricted to, spectral nets, chains, or any other type of tether that could expand outwards a [4] block radius. The speed of this projectiles moves at the speed of a thrown ball, and can be avoided with reasonable awareness and mobility. Unlike standard Tyking, this claims [2] liturgies and binds the spectral to its fullest extent for [12] emotes, before the phantom’s will returns.

 

Saturation:

Spoiler
  • OLD: 

  • Saturation requires OOC consent from the victim to create a phantom.
    • Death by Saturation does not entail a PK without this.
  • Saturated weaponry has no supernatural effects such as intangibility, etc.
  • Failing to land the killing blow wastes the liturgy of ectoplasm.
  • Those who have been scavenged will be unable to recall exact details of the encounter, seeming to them like only a feverish blur. They may still recall vague flashes of the interaction, but not enough that they could discern faces, locations, or other niche details to any accusatory extent. 
  • Mortals who have been scavenged are immune to it for three IRL days after.
  • The wound received from Scavenging does not kill the victim. Its presence may be lessened to some extent, but cannot be fully healed outside of deific magics.
  • The Essence yielded from Scavenging constitutes a singular Soul Fragment. 
  • When utilizing the liturgy “Saturation” or the Sacrament “Rite of Harvest,” the Occultist may store the reaped essence of a singular victim within their conjoined Phantom, for later deposit at a Menhir or an Eidolon’s Apparition Cradle. On a non-pk death, a singular count of Essence/Soul Fragment is yielded, while on a PK death a count of 3 is yielded. 
  •  

    NEW: 

  • Saturation requires OOC consent from the victim to create a phantom.
    • Death by Saturation does not entail a PK without this.
  • Saturated weaponry has no supernatural effects such as intangibility, etc.
  • Failing to land the killing blow wastes the liturgy of ectoplasm.
  • Those who have been scavenged will be unable to recall exact details of the encounter, seeming to them like only a feverish blur. They may still recall vague flashes of the interaction, but not enough that they could discern faces, locations, or other niche details to any accusatory extent. 
  • Mortals who have been scavenged are immune to it for three IRL days after.
  • The wound received from Scavenging does not kill the victim. Its presence may be lessened to some extent, but cannot be fully healed outside of deific magics.
  • The Essence yielded from Scavenging constitutes a singular Soul Fragment. 
  • When utilizing the liturgy “Saturation” or the Sacrament “Rite of Harvest,” the Occultist may store the reaped essence of a singular victim within their conjoined Phantom, for later deposit at a Menhir or an Eidolon’s Apparition Cradle. On a non-pk death, a singular count of Essence/Soul Fragment is yielded, while on a PK death a count of 3 is yielded. 
  • Mystics are incapable of harvesting the souls of other Mystics, and things with inferior souls, or the lack of one entirely. 
  • NPCs are unable to be harvested.


Rite of Harvest:

Spoiler
  • OLD: 

  • Tells of the occult are allowed to be subtle, though still must be displayed to the extent described within this rite. Premonitions experienced as a result of this rite’s usage on an individual don’t grant them legitimate foresight, though they may certainly believe it to be such - these brief visions being entirely to the design of the victim. 
  • Supernatural phenomena occurring while this rite is underway are entirely for flavor and non-combative. This may include things like an ethereal breeze blowing throughout the nearby area, books flipping pages of their own accord, ghostly whispers being spoken from the shadows, etc.
  • The Lethargy experienced as a result of this rite’s use does not prohibit an individual from fighting back, fleeing an encounter, etc. more akin to general grogginess and tiredness than debilitating exhaustion. 
  • Victims of this rite are immune to it for 7 IRL days afterwards. They must be soul-bearing Descendants (or Kharajyr) in order to be considered valid targets for this ritual. 
  • Tier 3 Sacrament, may not be performed in combat. 
  •  

    NEW: 

  • Tells of the occult are allowed to be subtle, though still must be displayed to the extent described within this rite. Premonitions experienced as a result of this rite’s usage on an individual don’t grant them legitimate foresight, though they may certainly believe it to be such - these brief visions being entirely to the design of the victim. 
  • Supernatural phenomena occurring while this rite is underway are entirely for flavor and non-combative. This may include things like an ethereal breeze blowing throughout the nearby area, books flipping pages of their own accord, ghostly whispers being spoken from the shadows, etc.
  • The Lethargy experienced as a result of this rite’s use does not prohibit an individual from fighting back, fleeing an encounter, etc. more akin to general grogginess and tiredness than debilitating exhaustion. 
  • Victims of this rite are immune to it for 7 IRL days afterwards. They must be soul-bearing Descendants (or Kharajyr) in order to be considered valid targets for this ritual. 
  • Tier 2 Sacrament, may not be performed in combat. 
  • Mystics are incapable of harvesting the souls of other Mystics, and things with inferior souls, or the lack of one entirely. 
  • NPCs are unable to be harvested.

 

Arcane Hindering:

Spoiler
  • OLD: 

  • As with ordinary Hindering, spells cast via Arcane Hindering are by no means inherently weaker or stronger, or more or less effective than their usual variants.
  • Spells cast via Arcane Hindering utilise mana and the void in the same fashion as specified in their respective lore pieces. The miniscule amount of ectoplasm used to apply the hindered aesthetic - as with ordinary use of mystic Hindering - does not cost liturgies. That is to say, hindered spells are still subject to the same potency and detriments as written in their lore, and do not receive any additional boons or banes (For instance they will not cause more harm to ghosts, nor will they be dispelled by aurum or holy magic not designed to counter voidal spells).
  • Translucency and ‘ghostliness’ applied to spells cannot make them any less visible to the naked eye.  
  • Arcane Hindering cannot be applied to magics not listed above, and would require consultation with the ST to amend in.
  •  

    NEW: 

  • As with ordinary Hindering, spells cast via Arcane Hindering are by no means inherently weaker or stronger, or more or less effective than their usual variants.
  • Spells cast via Arcane Hindering utilise mana and the void in the same fashion as specified in their respective lore pieces. The miniscule amount of ectoplasm used to apply the hindered aesthetic - as with ordinary use of mystic Hindering - does not cost liturgies. That is to say, hindered spells are still subject to the same potency and detriments as written in their lore, and do not receive any additional boons or banes (For instance they will not cause more harm to ghosts, nor will they be dispelled by aurum or holy magic not designed to counter voidal spells).
  • Translucency and ‘ghostliness’ applied to spells cannot make them any less visible to the naked eye.  
  • Arcane Hindering cannot be applied to magics not listed above, and would require consultation with the ST to amend in.
  • Arcane Hindering is not dual-casting and is aesthetic flair; a Mystic may not cast both voidal and mystic spells at the same time. Any attempt will result in their current connection to the magic severed in replacement of the other.


Tier Progression

Spoiler
  • OLD:

    Tier One

    The Mystic has just been conjoined with their first phantom, feeling dizzy and often uncomfortable as their soul adjusts to the new presence, their ectoplasm stores just barely forming, not offering much to draw upon. Though the phantom is weak, its presence within the soul of the Mystic is one inflicting great destress, restless and uneasily as it attempts to meld further with the occultist’s own spirit. 

     

     

    Tier Two

    The Mystic has now settled more with the conjoined phantom, becoming somewhat more adept with their Mystical skills, though still fairly weak. The mental disturbances and discordant uttering continue to grow, as well as the physical traits of the occultist, the Mystic now feeling beginning to take on a few of their phantom’s traits as it has adapted more to the Occultist. 

     

     

    Tier Three

    The Mystic has been conjoined with another phantom, the presence of the two phantoms taking a heavy toll upon the Mystic’s sanity and soul, traits from each of them slowly melding with the Mystic, yet also growing their power and connection to the Ebrietaes and the Elysian. It is often during this stage, above all, save Wightdom, that the Mystic is put into true mental agony, the two spirits within them wrestling for dominance and respite, nigh tearing the occultist’s own apart. They may also successfully partake of the Rite of Amputation, truly dedicating themselves too Mysticism. 

     

     

    Tier Four

    The Mystic has now completely mastered all they can as a mortal occultist, their connection to the realm of the dead as close as can be for one still bound to the material plane. They have balanced themselves with their phantoms, now able to draw upon all mortal powers of Mysticism and its Sacraments. They may now maintain an apparition within them to ascend to Wightdom. One may apply for a TA in Mysticism 6 weeks after reaching Tier Four, or upon reaching Tier Five, provided they have learnt all available liturgies. 

     

     

    Tier Five – Wightdom

    The Mystic has just chosen to consume an apparition, being slowly petrified in stone over the course of a week, the mortal vessel fading as they wrestle with the apparition within them. Once this phase is completed, the Mystic will now emerge as a Wight, still rather disoriented with all the souls conjoined within them, yet over time they may perhaps become more accustomed to such a presence, the Wight now having completely mastered Mysticism in all its aspects. 

     

    NEW:

    Tier One

    The Mystic has just been conjoined with their first phantom, feeling dizzy and often uncomfortable as their soul adjusts to the new presence, their ectoplasm stores just barely forming, not offering much to draw upon. Though the phantom is weak, its presence within the soul of the Mystic is one inflicting great distress, restless and uneasily as it attempts to meld further with the occultist’s own spirit. Lasts for[ 2] weeks. [1] magic slot dedicated.

     

  • Spells: Saturation, Deadbreath, Spiriting [Blade], Manipulation [Conjurer]
  • Rituals: Hindering, Cremation, Beseeching

    Tier Two
    The Mystic has now settled more with the conjoined phantom, becoming somewhat more adept with their Mystical skills, though still fairly weak. The mental disturbances and discordant uttering continue to grow, as well as the physical traits of the occultist, the Mystic now feeling beginning to take on a few of their phantom’s traits as it has adapted more to the Occultist. Lasts for [4] weeks.
     
  • Spells: Enervation [Blade], Diminishing [Blade], Shrouding [Conjurer], Undertow [Conjurer], Tyking [Conjurer] 
  • Rituals: Scrubbing, Harvesting, Hexing [Touch/Consumption]

    Tier Three
    The Mystic has been conjoined with another phantom, the presence of the two phantoms taking a heavy toll upon the Mystic’s sanity and soul, traits from each of them slowly melding with the Mystic, yet also growing their power and connection to the Ebrietaes and the Elysian. It is often during this stage, above all, save Wightdom, that the Mystic is put into true mental agony, the two spirits within them wrestling for dominance and respite, nigh tearing the occultist’s own apart. They may also successfully partake of the Rite of Amputation, truly dedicating themselves to Mysticism. At this stage, they are capable of undergoing the rite of Amputation. Lasts for [6] weeks. [2] magic slots dedicated.
     
  • Spells: Walling, Expulsion [Blade]
  • Rituals: Anchoring, Hexing [Audible], Eidola Creation

    Tier Four
    The Mystic has now completely mastered all they can as a mortal occultist, their connection to the realm of the dead as close as can be for one still bound to the material plane. They have balanced themselves with their phantoms, now able to draw upon all mortal powers of Mysticism and its Sacraments. They may now maintain an apparition within them to ascend to Wightdom. 

    Spells: N/A
    Rituals: Rite of Orthostat, Rite of Consumption, Hexing [Sight] 

    Tier Five – Wightdom
    The Mystic has just chosen to consume an apparition, being slowly petrified in stone over the course of a week, the mortal vessel fading as they wrestle with the apparition within them. Once this phase is completed, the Mystic will now emerge as a Wight, still rather disoriented with all the souls conjoined within them, yet over time they may perhaps become more accustomed to such a presence, the Wight now having completely mastered Mysticism in all its aspects. [3] magic slots dedicated.
     

  • Formatting's pretty bad, I'll fix it later.

    Credits: Me, femurlord - writing

    Changelog:

     

    Spoiler
    • Removed Liturgy disparity between each class.

    • Removed Expulsion's lowered cost as a result of ^.

     

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making mysticism not garbage, one fix at a time

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rewrite the magic

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implement this shit NOW11!!1!!!!!!!! Except the magic slot thing. It doesn't make sense lore or lore-making-rules as to what slots actually mean for a magic. Find some other way to nerf blade like making invis take up liturgies even when not in combat.

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Holy shit this really is a hotfix, actually telling me how many slots it takes up. That's amazing.

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Agree with most of these, though changing the slot allocation seems unnecessary

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Unnecessary to change slots without even greatly adding to spell count to balance it out. No problem with other aspects of the amendment though.

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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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