Metamancy 1774 Share Posted September 8, 2024 (edited) Magic Submission Soulfueling "There was a glow." "Once upon a time, there was a man. No one knew his name." The children listened intently. "He spent his entire life dedicated to looking into his own soul. He'd spend hours, upon hours, meditating, speaking to himself, trying to find inner peace. But inner peace was not something that would come easily. The people of the village would call him insane as he sat under the waterfall day by day, eyes closed. 'He's crazy,' they said. 'What does he think he'll achieve?' But one day, something within him changed. Some say he saw a vision. Some say he simply found the truth, the meaning, of existence. But one day, there was a glow, and the man was able to tap into his soul." "From that day on, the man was known as the soulfueler - for he had discovered that through inner peace, miracles were true." The children then watched, entranced, as the storyteller put his hands to his heart; and there was a glow. Overview Soulfueling is exactly as the name implies - tapping into the pool of the soul, also known as anima, to achieve miracles. This is a wholesome magic revolving around individuality, inner peace and the usage of the energy of one's soul and manifesting it in the world around the caster. Anima is the the raw energy of the soul when separated from the soul itself. Mortal souls are born with a set amount of anima, and this amount cannot be changed without the use of undeath or ascending into a deific soul itself. Soulfueling is the art of channelling this anima and separating it from the soul, hence the alternative name Animic Channelling, thereby using it to influence the mortal realm. As one can imagine, however, the art of ripping the energy of one's soul away from it is one that requires serious introspection and understanding of oneself as well as sacrifice of other magical distractions, and is therefore a [3] slot magic. Those that are learned in the art of Soulfueling will, without exception, become highly introspective and philosophical, tending to develop strong ideals and belief in oneself. As a Soulfueler, it is also impossible to sacrifice one's soul to the void or possess dark magic, as is impossible to devote one's soul to a deity, effectively barring all other magic types save for Housemagery, Bardmancy and Kani (see what I did there with 3 slots for Soulfueling and 2 slots for Kani? Wink wink). Since all mortal beings have a limited source of anima, Soulfueling cannot be cast indefinitely. Anima will, however, replenish over time. Soulfueling may be self-taught, but takes significantly more time. It may not be learned from any book and must be self-realized through meditation and introspection. If self-teaching, adequate RP must be provided on the MA. Self-teaching must also make sense within the confines of the character - an arrogant, hot-headed soldier would most certainly not able to self-teach Soulfueling, whereas a monk that meditates often, searching for inner peace might. Obtaining Soulfueling as a magic cannot be one's main goal when self-teaching; the ultimate goal should be inner peace, Soulfueling simply being a perk that comes with it. If an ST member deems the RP provided on the MA inadequate or unrealistic to the character, the MA may be denied with no further explanation provided. Also, when Tiering up via self-teaching, an ST member must be given adequate proof of RP of the character meditating and their journey to finding their inner self. A self-taught Soulfueler may not Tier up without ST member permission. (Sorry, ST. Lots of sreqs coming your way from the self-teaching Soulfuelers.) Spoiler Redlines: - As mentioned above, Soulfueling is incompatible with all Voidal, Deific and Dark magics, effectively making Miscellaneous magics your only choice. - Any being with a full soul that can manipulate mana with its Anima can learn Soulfueling, with training and honing the mind to be able to control its anima. - Constructs such as golems or sorvians cannot learn Soulfueling. Beings with lesser souls, such as Musin, CAN, but at a price - keep reading. - Should a character permanently lose their individuality and inner peace at any point by turning to a deity for help, loathing themselves or others or be tempted by all the wonders mortal life has to offer (becoming an alcoholic, indulging in excessive romantic activity), they will permanently lose their Soulfueling. The player themselves or ST can deem when this is the case. They do, however, get their magic slots back and can pick up other magics, as well as reclaim their inner peace and learn Soulfueling again, though in this case they must start from scratch. Mechanics of Anima Soulfueling is, obviously, heavily dependent on anima. Soulfuelers have a limited pool of anima, and the amount they can draw from is even more limited, only being able to tap into their full soul at Tier 5. At Tier 1, Soulfuelers are unable to cast any spells. At Tier 2, Soulfuelers have 10 anima. At Tier 3, this goes up to 20. At Tier 4, this goes up to 25, before capping at 35 at Tier 5. Beings with lesser souls have half this amount, rounded down. Anima is consumed when casting spells, regardless of whether the caster is in combat or not. Soulfuelers are expected to keep track of their anima, and if are ever caught abusing their hard cap, ST should be contacted. As Soulfueling spells tend to be powerful (but no powergaming, of course!), Soulfuelers regenerate a small amount of anima every OOC day (resetting at 12:00 AM), regenerating 3 anima a day at Tier 2, 5 anima a day at Tier 3, 8 anima a day at Tier 4 and 10 anima a day at Tier 5. Beings with lesser souls regenerate half of this amount, rounded down. Spoiler Redlines: - I cannot stress this point enough. Keep track of your anima. Seriously. It completely ruins the magic if you don't. You can keep track of the anima using a prefix, on your character card, on a google doc, I don't care. Just make sure you keep track of it. - Should a player forget to replenish their anima one day, they are able to replenish double the next day. However, should they tier up during that day, they will still only replenish the amount equal to the amount they would have replenished at the Tier of the day they should have replenished their anima. - If you have 3 anima left, you can't cast a 4 anima spell, vice versa. However, beings with lesser souls can cast a spell greater than their cap by consuming all their anima, only if they are at max anima to begin with. - When anima falls below 10 (excluding 10), Soulfuelers will find themselves mildly fatigued, being unable to perform to be highest of their intellectual or physical ability, regardless of Tier. This fatigue does not apply while in Introspection. - Beings with lesser souls cannot reach Tier 5. - When at Tier 5 (or Tier 4 for beings with lesser souls) and reaching 0 anima, the character will enter a coma, rendering them unplayable until their anima regenerates. Spells (NC for Non-Combat, C for Combat) [T1 | NC] Introspection - ALL other spells require the caster to be in Introspection. - Introspection takes [1] emote of assuming the proper meditational stance (back straight, eyes closed, etc.), [2] emotes of connection and focus, and [2] emotes of entering Introspection. At Tier 3 and above, assuming the proper stance no longer becomes necessary. At Tier 4 and above, only 1 emote of connection is required. At Tier 5, only 1 emote of entering meditation is required. - Introspection can be interrupted during the 2-5 emotes of entering it by any forms of aggressive physical contact, but once Introspection is entered, only critical or lethal damage can knock a Soulfueler out of it (a limb being cut off, stabbed in the heart, etc.) When Introspection is interrupted, it must completely restart. - Introspection consumes no anima. - During the 1-2 emotes of entering introspection, a faint glow of the caster's color choice will begin to form at their heart, and their heart only. This glow will be maintained throughout, as long as Introspection is active. This glow is purely aesthetic and is unable to light up anything besides the caster. In complete darkness, however, the caster will be faintly visible during Introspection. - When Introspection is active, casters must have their eyes closed, regardless of Tier. They are, however, able to sense a 2-block radius around them at Tier 1, 6 blocks at Tier 2, 12 blocks at Tier 3, 20 blocks at Tier 4, and 40 blocks at Tier 5, similarly to Seer magic. They can only discern the shapes of things in this state, making them unable to read or notice patterns, unless the patterns are engraved. - When moving, all spells require 1 extra emote to cast. Spells cannot be cast while sprinting. When sitting down, all spells require 1 less emote to cast. Sitting down does, however, take a full emote. - Introspection takes 2 extra emotes, 1 for connection and 1 for entering Introspection, for beings with lesser souls, regardless of Tier. - When entering Introspection, Soulfuelers become essentially deaf to the world, being unable to notice anything going on around them. Once Introspection is fully entered, they can interact with the world again. - ANY strong emotion, be it happiness or anger, will knock the caster out of Introspection. [T2 | NC] Soulglow - Takes [2] emotes to cast, going down to [1] emote at Tier 4. - The glow at the Soulfueler's heart brightens, being able to light up a 2 block radius at Tier 2, 4 blocks at Tier 3, 6 blocks at Tier 4, and 8 blocks at Tier 5. - Consumes 1 anima. Cannot be cast if already active. - No blinding people. - Does not cause pain to ghosts or anything else that feels pain under sunlight. - Cannot be cast in battle. [T2 | NC/C] Calm Mind - Takes [3] emotes to cast, even if sitting down. - The Soulfueler enters an even deeper state of Introspection. They are able to charge two spells at once in this state, but can still only cast one at a time. On a casting emote, another spell cannot be charged. When Calm Mind is entered, they are unable to be forced out of Introspection by strong emotion. - Can only be cast while sitting down. - Consumes 5 anima. Cannot be cast if already active. - Does not mean the caster is completely unable to feel any emotion; they are simply unable to be knocked out of it forcefully. If a loved one is killed in battle, they may still voluntarily break focus. - Can be interrupted if in combat, but only during casting. If interrupted, the caster is returned to normal Introspection and must try again to enter Calm Mind. [T2 | NC/C] Stillness - Takes [3] emotes to cast, going down to [2] emotes at Tier 4. - Inflict a feeling of calm in an 8-block radius (increasing to 12 blocks at Tier 4 and 20 at Tier 5), discouraging conflict and inducing relative peace of mind. This can be used to numb physical pain, encourage one to rethink their actions, or even make one drop their blade if their aggression is mild enough. For example, can be used to help a bard with artist's block or encourage a king or queen to think hard before going before the people to make a speech. - Consumes 5 anima. This goes down to 4 anima at Tier 5. If cast while already active, furthers this feeling of peace and introspection. - DOES NOT immediately negate CRP scenarios, simply puts both allies and enemies in an introspective state. - Players will be knocked out of Stillness if struck. - This is not a command to calm down, more of a subtle suggestion. Stillness is not intended for combat, more for calming nerves. - If another player's redlines state that they will be angered, this can not, in any scenario, negate it (for example, a Templar's rage when receiving critical damage could not be negated). [T3 | NC] Animic Mending - Takes [4] emotes to cast. - Use anima to mend wounds or revitalize plants, channelling the essence of the soul to heal. If healing someone other than the caster, both hands must be placed on their body. Any surface-level lacerations or burns all across the body will be cured by this. At Tier 5, illnesses (if non-magical), deeper wounds and broken bones will further be cured. - Consumes 10 anima, and consumes 15 if healing someone other than the caster. If Tier 5, 5 extra anima must be used for enhanced healing. 5 anima may be used instead of 10 if healing nature or plants. - Cannot be used in combat. - Be realistic about what wounds can be healed, and keep in mind that when healing oneself, focus can be broken by intense pain. - If the injury is severe enough, it is possible for the one being healed to die before the casting is complete. [T3 | NC/C] Propel - Takes [3] emotes to cast. - The Soulfueler channels their anima into the physical world, summoning a harmless blast beneath their feet. This launches them up to 8 blocks in any direction, increasing to 12 at Tier 5, given that the location they are propelling themselves to is mechanically reachable. - Cannot be cast while sitting down. - Consumes 5 anima. - If in combat, feel free to do a super cool emote of blasting yourself into your enemies! - No harming people with the blast itself. - If you blast into something, you'll take recoil, even if you blast into an enemy. Duh. - Despite being able to be used in combat, this is not intended for combat due to the heavy recoil of blasting into something, more for reaching unreachable locations. [T3 | NC] Sense Emotion - Takes [3] emotes to cast. - Read the emotion, but not specific thought, of a person in Introspective "sight". The victim must be faced. The victim can sense that their heart is being read. This must be done by /msg-ing the player and indicating that their soul is being inspected (e.g. *You feel a tingling in your chest as the figure, who had their eyes closed, faced your direction. [Sense Emotion - T3 - Tell me how your character feels at the moment.]) At Tier 5, a simple thought can be read. - Consumes 4 anima. - A "simple thought" is defined as an intention, such as "I want to attack him," but not "I hate him because of an argument we had, so I want to attack him." - Cannot be used in combat, but can be used to sense aggression before CRP begins. [T4 | C] Animic Strength - Takes [3] emotes to cast. - When cast, the Soulfueler's eyes can be opened. With intense concentration and the use of anima, the Soulfueler enhances their physical capabilities. While Animic Strength is active, no other spells can be cast. Weapons that would typically require both hands to be held effectively can be held with one, 2 blocks can be jumped instead of 1, 12 blocks can be sprinted instead of 8, minor woulds would become negligible, all weapon strikes would hit with the strength of an olog (if strength is already equivalent to that of an olog, a buff), a standard ferrum blade able to dent armor, and the caster's bare hands would equate to the strength of a large rock thrown by a grown man. Projectiles such as arrows and javelins are fired at twice the speed and are able to travel twice the distance. When Animic Strength is completed, the Soulfueler would be forced out of Introspection and would be stunned for 1 emote, and would be unable to sprint, evade attacks, or effectively make powerful attacks for the rest of CRP. - Consumes 5 anima per emote active. - Physical benefits are strictly limited to those mentioned above. - When stunned, the caster is vulnerable to all attacks and can make no attempt to dodge or run. Even when the stun is over, they do not make a full recovery, finding themselves severely fatigued for the rest of combat. - Once animic strength is completed, the caster's strength would equate that of a musin for the rest of CRP. If strength is already that of a musin to begin with, due to natural strength, a weakening spell, or otherwise, the caster faints. [T4 | C] Evasion - Takes [3] emotes to cast and takes [1] emote to cast if Animic Strength is already active. - When cast, the Soulfueler's instincts become sharply enhanced, allowing them to dodge most melee attacks, physical and magical, unless the redlines of the attack clearly state it is unable to be dodged. If the Soulfueler chooses to dodge an attack with Animic Strength active, a follow-up attack would consume just as much anima, consuming 10 anima in one emote if an attack is dodged with Animic Strength active. If stunned by Animic Strength, the caster would also automatically be knocked out of Evasion. If not in Animic Strength, however, Evasion can last indefinitely, given there is sufficient anima to do so. - Consumes 5 anima per attack dodged and 3 anima per emote active, even if an attack is not dodged during that emote (making 8 anima consumed if an attack is dodged.) - If being attacked by more than one attack in one emote, only one can be dodged. 10 anima cannot be consumed to dodge 2 attacks. - Dodging a ranged attack consumes 8 anima instead of 5, making 11 anima consumed in a single turn. - Area attacks cannot be dodged. Area attacks are defined as attacks that attack a 2x2x2 area centered around the Soulfueler simultaneously. [T4 | NC/C] Animic Conjuring - Takes [2] emotes to cast. - Fueled by the power of anima, the Soulfueler summons a glowing object. This object maintains all of the physical (but not magical) properties of the object it is imitating, save for the weight; it is, regardless of the object, weightless. The object would be translucent in appearance and would take the color of the Soulfueler's glow. This object will dissipate upon command, not taking an emote to do so, or will automatically dissipate at the end of the RP encounter or CRP. - Consumes 7 anima per object summoned. - Nothing bigger than half the size of the caster may be summoned. - Any weapons summoned will, no matter what, take on the weak physical properties of aurum, without its magical properties, such as its ability to cause a burning sensation in darkspawn, or its trapping properties. At Tier 5, the durability upgrades to the durability of slayersteel. This makes summoning armor probably not the best idea, as it will dissipate quite easily. - Weapons summoned are able to hit darkspawn such as ghosts but not cause a burning sensation as aurum would. - If a weapon were to be damaged or bent as aurum or slayersteel would, it would simply dissipate instead of being damaged. - Up to 2 objects can be conjured at a time, consuming 7 anima per object summoned. At Tier 5, this goes up to 3. - Objects cannot have details; a book summoned would not be able to have writing on it, a painting frame would not be able to have a discernible painting within it. - Summoned objects may float within a 1-block radius of the caster. This is purely aesthetic; weapons must be handheld to attack. - Animic Conjuring, while able to summon weapons, is not intended for combat. Summoned weapons will be no match for normal weapons forged by even a half-decent smith under any circumstance, and is primarily intended for either aesthetics or last-ditch efforts in CRP. [T5 | NC] Haven - Takes [3] OOC days to bind to a location. - Once the art of Soulfuelling is fully mastered, a Soulfueler can bind their Soul over 3 consecutive OOC days to a specific 5x5x5 location by channelling all their anima into it, creating a Haven. They must go to their chosen location and enter Introspection at least once every one of the three OOC days. This location should be a natural location with no personal significance (e.g. a waterfall, a lake, under a tree). Should this location be destroyed (destroyed being defined as more than just simple vandalism, if it were a waterfall "destroyed" would mean run dry, or if under a large tree if the tree were burned down), the Soulfueler will lose their ability to cast magic - and all types of magic - forever. To destroy a Haven, ST member oversight is required. - When a Soulfueler is in their Haven, all spells can be cast with 1 emote, and anima is never consumed. - When entering a Soulfueler's Haven, all creatures would be overwhelmed by a feeling of peace and introspection. This makes it an ideal location to help students find their inner peace. - Consumes 30 anima once the binding is complete. - Havens must be ST approved with an ST-approved sign, with screenshots to prove that Introspection was entered at the location at least once for three consecutive OOC days. - No combat spells may be used within one's Haven, unless strictly for self-defense and self-defense only. If the Soulfueler is being attacked within their Haven, or their Haven is being attacked, they may use combat spells for self-defense, but for self-defense only. In this case, their primary goal should be to make the opponent cease their attacking and retreat, not harm them. No serious damage can be dealt to others within one's Haven. For example, if a bandit followed a Soulfueler to their Haven and attacked them, the Soulfueler could use Evasion to dodge their attacks and pin them to the ground, but could not use Animic Strength to severely injure them. This is to prevent powergaming within one's Haven. - Havens are intended to be used to teach students, practice spells or make for creative RP encounters, not combat. Soulfuelers should not aim to lure enemies into their Haven to outmatch them immediately. [T5 | NC/C] Silence - Takes [5] emotes to cast. - Upon casting, the Soulfueler steadies their mind and channels all their anima into the world, dulling the minds of all those around them, effectively freezing time for all within a 20-block radius. Upon casting, the Soulfueler may take 3 consecutive, uninterrupted emotes, whether it be attacking, sprinting away, or readying another spell. During these three emotes, no other player in a 20-block radius may make an emote, and any player that enters this 20-block radius will immediately be frozen in place until the three emotes are up. - Once the three emotes are up, the Soulfueler will be knocked out of Introspection and stricken with an intense fatigue for the rest of the RP encounter or CRP, and will be stunned for [2] emotes. - Consumes 30 anima. - Intense fatigue is defined as being unable to sprint, make effective attacks, dodge attacks, think clearly, enter Introspection again, or speak with clarity. - Any attacks made in these three emotes will only register once the three emotes are up. Multiple attacks can be made against the same player, and all of them will register at once. - If there is movement, once the three emotes are up, the Soulfueler will appear to teleport to all in a 20-block radius. - Any actions made may only be made as if time was not frozen. The Soulfueler gains no physical benefit from the spell itself. The sheer amount of anima this spell consumes also makes it virtually impossible to use it alongside Animic Strength. - Due to the intense focus that Silence requires, limiting physical power, fatal or critical blows can never be dealt in Silence. The most severe injury that may be caused in Silence is a deep stab to a non-vital organ of the body such as the shoulder or leg. Even in these areas, in no circumstance can the Soulfueler "cut an artery" or "luckily hit a vital muscle." [T5 | NC] Regeneration - Takes [7] emotes to cast. - The Soulfueler draws upon the anima of those around them, regenerating their anima to full. At least 3 other players with Greater Souls (beings with lesser souls require 2 players to make up for 1 player with a greater soul) must be in a direct 5x5x5 vicinity during the entirety of the casting. - Those whose anima has been drawn upon will be stricken with a feeling of strong fatigue and lethargy, lasting for 1 OOC day. - Regenerates anima to 35. - Can only be used if the caster, and all the players having their anima drawn from, is within their Haven. - Can only be used once every [1] OOC week. - Cannot be used in combat. - Only willing players can have their anima drawn upon, making it impossible to capture 3 Descendants and forcibly draw their anima from them. Tier Progression Tier 1 The Soulfueler has just begun to make their connection to their soul, and may only enter Introspection with much effort and are unable to cast spells. Spells: Introspection Tier 2 This Tier is reached after 1 OOC week at Tier 1, or 2 weeks if self-teaching. The Soulfueler has begun to discover their inner selves and is able to cast rudimentary spells. Spells: Introspection, Soulglow, Calm Mind, Stillness Tier 3 This Tier is reached after 3 OOC weeks at Tier 2, or 5 weeks if self-teaching. The Soulfueler has now maintained a stable connection to their soul and are able to use their anima to influence the world around them to better effect. Spells: Introspection, Soulglow, Calm Mind, Stillness, Animic Mending, Propel, Sense Emotion Tier 4 This Tier is reached 4 OOC weeks at Tier 3, or 5 weeks if self-teaching. The Soulfueler is now highly capable and adept with spells and has a comprehensive understanding of their soul and is merely a step away from inner peace. Spells: Introspection, Soulglow, Calm Mind, Stillness, Animic Mending, Propel, Sense Emotion, Animic Strength, Evasion, Animic Conjuring Tier 5 This Tier is reached 4 OOC weeks at Tier 4, and 12 weeks total. If self-teaching, this Tier is reached 6 weeks at Tier 4, and 18 weeks total. The Soulfueler has now reached full inner peace and has mastered the art of the soul. They are able to help others on their journey to inner peace by teaching them the art of Soulfueling and are able to establish their own Haven. Spells: Introspection, Soulglow, Calm Mind, Stillness, Animic Mending, Propel, Sense Emotion, Animic Strength, Evasion, Animic Conjuring, Haven, Silence, Regeneration OOC Purpose I always thought there weren't enough powerful miscellaneous magics in LOTC; and thought that some nicher religions, in this case Buddhism, needed better representation. Soulfueling is the LOTC equivalent of Buddhism and is designed for those that do not want to sell their soul to the void, a deity, or turn to dark magic. It is a wholesome yet powerful magic that is quite heavily time-gated due to the anima system. It also encourages characters to go on more personal journeys rather than interact with other characters all the time. My hope is to encourage people to gain a better understanding of their persona through this magic and have fun, interesting and unique RP encounters. This piece provides a very specific playstyle for those that want a magic that revolves around the character rather than a magic system. Changelog - Sep 8, 2024 - Modified Redlines. - Sep 9, 2024 - Nerfed all combative abilities. Credits Writing: @Metamancy Feedback: @ichigomaster98, @PestyWarlock, @PanicZealot, @McSteve, @ThatFunkyBunch Edited September 9, 2024 by Metamancy 2 Link to post Share on other sites More sharing options...
ThatFunkyBunch 2818 Share Posted September 8, 2024 Neat little concept but I think it needs to go back to the drawing board. A lot of staff over sight required for this atop of all other work already being done. It is neat but I think it doesn't fully follow Canon Energies. Anima also moves and produces Mana inside the soul. (So anything with a soul that can move it's Mana with its Anima could Soulfuel. In enjoy the idea of an apotheosis like magic. I think a few people here could help you with ideas as well, I notice no credits to any peer support. 1 Link to post Share on other sites More sharing options...
framalam 837 Share Posted September 9, 2024 if you have to say no powergaming on every combative ability there might be issues with the ability or your redlines Link to post Share on other sites More sharing options...
Metamancy 1774 Author Share Posted September 9, 2024 Changelog updated from comment feedback. Link to post Share on other sites More sharing options...
Islamadon 9158 Share Posted October 21, 2024 This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours. Link to post Share on other sites More sharing options...
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