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[CA Amendment] Demi-Djinn Revision [QOL DLC Pack]


NightOfTheWind

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Demi-Djinn and Cursed Djinn Revision

b57821bcef1a6ced88a612a2dd2a9493.jpg

 

Overall Changes to Demi-Djinn and Cursed Djinn

Spoiler

- Rename Finger Quill to Inner Ink. The ink can now come out of any part of the Demi-Djinn’s body.
- Combine Chameleon Cloak with Inner Ink.

- Rename Weaving to Mutate.

- Combine Crafting Cauldron with Mutate. Also, adjust its affects so that turning into a cauldron is optional and add the ability to enchant containers.

- Add a redline to Crafting Cauldron so Djinn cant use it for themselves.

- Retainment isn't very good in comparison with other ways to regain limbs since it actually has a cost so we're adding an aesthetic to the limb gained and/or the body feature taken away. Enforce a player signature on such if a glamour is applied, one item can be used for both.

- Sometimes players have a hard time communicating what they want ICly so a sub-ability will be added to Eyes of the Wiseman that allows one to perceive their desires.

- Put the effects of Kin-Sense into Eyes of the Wiseman and remove Kin-Sense.

- Remove a Djinn's ability to only have three active contractors at a time due to the fact that a player suddenly going inactive and leaving them with an unfinished or prolonged contract can stall roleplay with other players.

- Increase the range of Sands of Time to roleplay range (20x20x20)

 


 

Inner Ink (formerly Finger Quill and Chameleon Cloak) Changes

Old:

Spoiler

Finger Quill
[Non-Combat]
[1 Emote Spell] 

Conjuring the common scribe’s ink from their fingertips, this spell is mainly used to write contracts without the necessity to carry an inkpot and quill around with the Demi-Djinn at all times. This spell has other uses however, depending on how creative the wielder is. The pen is, in some cases, mightier than the sword.

With the tips of their fingers glowing a vibrant hue of their choice, the Demi-Djinn’s trace follows with it a trail of mundane black ink. This ink does not have to be on paper, however. Should the Demi-Djinn choose, it can even be used to draw pictures in the air in front of them. Furthermore, the output of ink they sprawl onto a page can be adjusted to their choosing and once per OOC day, a full inkpot’s worth of ink can be sprayed out from their finger- but all the ink they have is gone for the rest of said day. With a bit more vigor, their ink can also be made to quickly fade away following their sprawl, only to reappear if there is no light to be found around it. Furthermore, they may make their ink glow on command. Finally, someone who IC consents may also gain a tattoo on their skin using this spell, the process of how it is done being up to the Djinn.

 

 - A Demi-Djinn’s ink reserves are rendered empty if emptied out in one instance, only to be regenerated after a full OOC day. 
- Ink drawn in the air will immediately melt away if not in a 5x5 block radius of the Demi-Djinn; the ink can be melted on command and evaporates soon after hitting the floor.

 


 

 

Chameleon's Cloak

[Non-Combat]
[1 Emote Spell] 

One of more familiar subsets of magic to a Demi-Djinn is the art of modifying their own bodies, and upon the discovery of this spell they find their proficiency in shifting the pigments of their skin. With this, they’re able to change portions of their body- most Demi-Djinn using this ability to form tattoos upon the mystical bodies they shift between.

Upon charging the energies within themselves, the Demi-Djinn can allow the pigment of their skin to change. This spell can be draining to use if used too much throughout the day, mostly serving as a way to give a bit of flare onto their new bodies. They may be able to choose where and what the markings may look like with nothing but a thought. In one emote, they may also make their tattoos glow with the intensity of a redstone torch.


- This spell's charging emotes can be used in tandem with shapeshifting emotes.

 

New:

Spoiler

Inner Ink

[Non-Combat]
[1 Emote Spell] 

A Demi-Djinn's body is able to conjure and manipulate ink in their skin, able to scribe with it from any part of their body. This spell is mainly used to write contracts without the necessity to carry an inkpot and quill around the Demi-Djinn at all times, as well as provide glamour with their skin. This spell has other uses however, depending on how creative the wielder is. The pen is, in some cases, mightier than the sword.

The Demi-Djinn’s trace follows with it a trail of mundane ink. This ink does not have to be on paper, however. Should the Demi-Djinn choose, it can even be used to draw pictures in the air in front of them. Furthermore, the output of ink they sprawl onto a page can be adjusted to their choosing and once per OOC day, a full inkpot’s worth of ink can be sprayed out from their finger- but all the ink they have is gone for the rest of said day. With a bit more vigor, their ink can also be made to quickly fade away following their sprawl, only to reappear if there is no light to be found around it. Furthermore, they may make their ink glow on command.

This ink does not have to leave their body however. Upon charging the energies within themselves, the Demi-Djinn can allow the pigment of their skin to change. This spell can be draining to use if used too much throughout the day, mostly serving as a way to give a bit of flare onto their new bodies. They may be able to choose where and what the markings may look like with nothing but a thought. In one emote, they may also make their tattoos glow with the intensity of a redstone torch. Not only able to manipulate their own skin, someone who IC consents may also gain a tattoo on their skin using this spell, the process of how it is done being up to the Djinn.

 

 - A Demi-Djinn’s ink reserves are rendered empty if emptied out in one instance, only to be regenerated after a full OOC day. 
- Ink drawn in the air will immediately melt away if not in a 5x5 block radius of the Demi-Djinn; the ink can be melted on command and evaporates soon after hitting the floor.

!!! - This spell's charging emotes can be used in tandem with shapeshifting emotes.

 

 


 

Mutate (formerly Weaving and Crafting Cauldron) Changes

Old:

Spoiler

Weaving
[Non-Combat]
[1 Emote Spell]

Not everyone is born equal. This fact is self-evident just by those who wander streets littered with peasants and beggars, stricken poor and without jobs, or just too unmotivated to claim their own riches. Although, there are those who are graced with the silver spoon, wandering said streets with their eyes instead of their legs as they look upon these common folk from their ivory towers; their wardrobes filled with the finest silk clothing and threads that lack holes or patches stitched into the seams. A nobleman who dresses nice is presumably wealthy, and people treasure that reputation. The Demi-Djinn is able to magically weave these materials onto their contractors for the purpose of being someone they are not - someone with a reputation, akin to a worthy aristocrat.

Conjured from the magic residing within their ethereal fog, their mists can envelop over a person’s clothing and transform it into something per their own tastes as tattered rags becoming fine fabrics fit for noblemen. While these threads can vary in colors and styles, they cannot be conjured with special properties or anything beyond a Demi-Djinn’s understanding.

 

- Armor summoned by Weaving cannot be summoned in the midst of combat.

- These silks cannot be conjured out of nothing, and must be transformed from the threads of the contractor.

New:

Spoiler

Mutate
[Non-Combat]
[1 Emote Spell]

Not everyone is born equal. This fact is self-evident just by those who wander streets littered with peasants and beggars, stricken poor and without jobs, or just too unmotivated to claim their own riches. Although, there are those who are graced with the silver spoon, wandering said streets with their eyes instead of their legs as they look upon these common folk from their ivory towers; their wardrobes filled with the finest silk clothing and threads that lack holes or patches stitched into the seams. People are drawn to gold and silk. The Demi-Djinn is able to magically weave these materials together, and since ancient times, were employed to lessen the means of their craft.

The Djinn may persist as an alchemist's assistant, turning themselves into a cauldron-like container of their make filled with a steaming bubbling liquid. Anything thrown inside, ingredient or no, will be melded together and making something the alchemist wishes. The alchemist may skip any processing through this, although the Djinn may trick them by having the product spawn into something malformed or as something else entirely. They do not need to turn into a cauldron, able to weave materials together or change their shape by enveloping the materials with their magical tells. This could include a person's clothing to transform it into something per their own tastes as tattered rags becoming fine fabrics fit for noblemen. While these threads can vary in colors and styles, they cannot be conjured with special properties or anything beyond a Demi-Djinn’s understanding.

 

!!! - Anything summoned in combat cannot be used to give a combative advantage.

- These silks cannot be conjured out of nothing, and must be transformed from the threads of the contractor.

!!! - Although they don't have to turn into a cauldron, the cauldron cannot be used in combat. 
!!! - Cannot be used for the Djinn to memorize an alchemist's recipes, but if the alchemist knows the recipe, the Djinn should as well.

!!! - The cauldron cannot absorb sentient living things such as other players but it can absorb things required for the crafting.

!!! - The effects of Mutate cannot be used for the advantage of the Djinn themselves; they cannot use this on their own personal belongings unless its in the interest of a contract.

 


 

 Retainment Changes

Old:

Spoiler

Retainment
[Non-Combat]
[2 Emote Charge, 1 Emote Cast; 3 Emote Spell] 

Equivalent exchange; the act of sacrificing one thing to gain another of equal value - for it is this art that allows the lost pieces of one's body to return for a price.

A Demi-Djinn may directly harm one’s body for the equivalent exchange of restoring something lost to their contractor. A Djinn’s energy is known to manipulate their own bodies; in this case, this twisted curse is able to morph the bodies of others.
First, the Demi-Djinn must make physical contact with their contractor’s affected area. Then, the chosen limb or body part would crumble into sand. Finally, that sand would form into a tight cloud, expanding or condensing until finally taking shape into the new part the contractor would then receive. The only parts the Djinn are able to bring back are as follows:

 

-  To regain an arm, one eye must be sacrificed. 
- To regain an eye, one hand must be sacrificed.
- To regain a leg, one eye or one hand must be sacrificed.
- To regain an elf’s ears, three fingers must be sacrificed. The contractor can choose which fingers they will lose.
- To regain any other feature of limbs such as fingers or toes, one eye must be sacrificed.
- To regain any other facial feature including a repaired jaw, hair, nose etcetera, three fingers must be sacrificed. 
The contractor can choose which fingers they will lose.


- OOC and IC consent must be given following the signing of the contract before casting; only organic limbs may be taken/returned.
- Any body part returned to the contractor mirrors their original part, so for instance eye color cannot be changed.
- Curses adhere to normal prosthetics, however any foreign magic or enchantment such as golemic limbs or a Seer’s sight is blocked by the curse.

New:

Spoiler

Retainment
[Non-Combat]
[2 Emote Charge, 1 Emote Cast; 3 Emote Spell] 

Equivalent exchange; the act of sacrificing one thing to gain another of equal value - for it is this art that allows the lost pieces of one's body to return for a price.

A Demi-Djinn may directly harm one’s body for the equivalent exchange of restoring something lost to their contractor. A Djinn’s energy is known to manipulate their own bodies; in this case, this twisted curse is able to morph the bodies of others.
First, the Demi-Djinn must make physical contact with their contractor’s affected area. Then, the chosen limb or body part would crumble into sand. Finally, that sand would form into a tight cloud, expanding or condensing until finally taking shape into the new part the contractor would then receive. This new part received and/or lost can take any form so long as it falls in line with the regular aesthetic glamour's of a Djinn's Second or Third Phase. The only parts the Djinn are able to bring back are as follows:

 

-  To regain an arm, one eye must be sacrificed. 
- To regain an eye, one hand must be sacrificed.
- To regain a leg, one eye or one hand must be sacrificed.
- To regain an elf’s ears, three fingers must be sacrificed. The contractor can choose which fingers they will lose.
- To regain any other feature of limbs such as fingers or toes, one eye must be sacrificed.
- To regain any other facial feature including a repaired jaw, hair, nose etcetera, three fingers must be sacrificed. 
The contractor can choose which fingers they will lose.


- OOC and IC consent must be given following the signing of the contract before casting; only organic limbs may be taken/returned.

!!! - If an aesthetic glamour is applied to the features lost/gained, a player-signed item must be made by the Djinn for one or both. 
- Curses adhere to normal prosthetics, however any foreign magic or enchantment such as golemic limbs or a Seer’s sight is blocked by the curse.

 


 Eyes of the Wiseman (and Kin-Sense) Changes

Old:

Spoiler

Eyes of the Wiseman
[Non-Combat]
[1 Emote Spell] 

Jinn have always had the attribute to associate themselves with mortals with ease - language only serving as a fickle obstruction between two entities. With a Jinn’s eyes, the Demi-Djinn house the ability to understand any language that meets their spectral gaze.

Connected by mind to the prowess of a natural Jinn, the eyes of a Demi-Djinn are able to draw forth a latent power that allows them to understand foreign texts for the purpose of understanding any of all mortals that wish to form a contract with them. Everything has its limitations- just as a Demi-Djinn views something that is beyond their own comprehension, such as a magical text that avoids their own wisdom.

 

- The Eyes of the Wiseman ability can only be used to read languages that the Demi-Djinn themselves do not understand, so using it in a verbal conversation is out of the question.
-  Cultural languages derived from Descendants (Thuadian, Elven common, Illatian) can be deciphered but not texts proposed in magical languages can be deciphered (Ilzakarn, Al'tarhn). In the case of an event language however, the ST in question may decide on whether or not the language can be deciphered.

- This spell's charging emotes can be used in tandem with shapeshifting emotes.

New:

Spoiler

Eyes of the Wiseman
[Non-Combat]
[1 Emote Spell] 

Jinn have always had the attribute to associate themselves with mortals with ease - language only serving as a fickle obstruction between two entities. With a Jinn’s eyes, the Demi-Djinn house the ability to understand any language that meets their spectral gaze, even including those that house the essence of the Wiseman.

Connected by mind to the prowess of a natural Jinn, the eyes of a Demi-Djinn are able to draw forth a latent power that allows them to understand foreign texts for the purpose of understanding any of all mortals that wish to form a contract with them. Everything has its limitations- just as a Demi-Djinn views something that is beyond their own comprehension, such as a magical text that avoids their own wisdom. Furthermore, their eyes are able to gaze deep into the soul of someone, allowing them (with IC or OOC consent) to be able to perceive their desires- the extent of which is limited by what they're able to willingly give.

Being able to gaze into the soul of another makes it so that their eyes are able to resonate with those of their kin. In order to do so however, one must first make eye-contact with the person they are attempting to sense. In most cases, this is accidental. They also hold the ability to hide their presence from any stray eyes as some Demi-Djinn value their privacy above all else. Furthermore they are able to see if a player is contract-bound to another Djinn, as well as sense other Zakhrifas in their general vicinity and if they're being held by a player.

 

- The Eyes of the Wiseman ability can only be used to read languages that the Demi-Djinn themselves do not understand, so using it in a verbal conversation is out of the question.
-  Cultural languages derived from Descendants (Thuadian, Elven common, Illatian) can be deciphered but not texts proposed in magical languages can be deciphered (Ilzakarn, Al'tarhn). In the case of an event language however, the ST in question may decide on whether or not the language can be deciphered.

- This spell's charging emotes can be used in tandem with shapeshifting emotes.

!!! -  Being able to perceive someone's desires requires IC or OOC consent, to which it is up to the player on how much they wish to convey to the Djinn's player.

!!! - Sensing another Djinn can only be used once OOC permission has been confirmed by both parties.
!!! - Sensing another Djinn can only be used if the caster emotes looking at the other Demi-Djinn.

!!! - This spell's charging emotes can be used in tandem with shapeshifting emotes.

 


 Contracts Changes

Old:

Spoiler

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.

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 eachother. 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.

New:

Spoiler

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.

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 eachother. 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. 

[Redline Removed]

- 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.

- Only a Demi-Djinn may unbind a contract.

 


 Sands of Time Changes

Old:

Spoiler

Sands of Time
[Non-Combat]
[1 Emote Spell] 

A Jinn’s mythology is one crafted from the Farfolk. Therefore, sand is incorporated into the very essence of a Jinn’s being. A Demi-Djinn is no different. They may manipulate it to their heart’s content in order to craft their very own tale, whether this be to serve them well in contracts or not.

While a Demi-Djinn is nearby a collection of sand, whether this be a small bowl of such or the shore of a beach, they’re able to manipulate it to their preferred aesthetics when they deem fit to do so. It can take the form and shape of whatever they imagine, the only limit being the size and range of their cast. That is, a Demi-Djinn can only cast in a 4x4x4 block radius. 

On top of this, the Djinn may repair any nonorganic object so long as it fits within that same radius as well as if they have enough sand in the area to fix it. Mundane weapons, armor, and miscellaneous items may be restored to their former glory.

 

- The sand can only be manipulated if it is mundane sand - anything that isn’t your average collection of sand or anything magical would not be able to be manipulated by the Demi-Djinn. This means that other powders cannot be used.
- Sands of Time is mainly meant used as a flavorful way to tell a story or display something, therefore the sands they use cannot be manipulated with malicious intent; that being said, it cannot be used in a combative scenario in any way, shape or form. 

- This spell's charging emotes can be used in tandem with shapeshifting emotes.

- Enchanted items and constructs that are beyond a Djinn's understanding cannot be repaired.

- Wounds cannot be healed within Sands of Time, since organic matter cannot be repaired with sand.

New:

Spoiler

Sands of Time
[Non-Combat]
[1 Emote Spell] 

A Jinn’s mythology is one crafted from the Farfolk. Therefore, sand is incorporated into the very essence of a Jinn’s being. A Demi-Djinn is no different. They may manipulate it to their heart’s content in order to craft their very own tale, whether this be to serve them well in contracts or not.

While a Demi-Djinn is nearby a collection of sand, whether this be a small bowl of such or the shore of a beach, they’re able to manipulate it to their preferred aesthetics when they deem fit to do so. It can take the form and shape of whatever they imagine, the only limit being the size and range of their cast. That is, a Demi-Djinn can only cast in a 20x20x20 8x8x8 block radius. 

On top of this, the Djinn may repair any nonorganic object so long as it fits within that same radius as well as if they have enough sand in the area to fix it. Mundane weapons, armor, and miscellaneous items may be restored to their former glory.

 

- The sand can only be manipulated if it is mundane sand - anything that isn’t your average collection of sand or anything magical would not be able to be manipulated by the Demi-Djinn. This means that other powders cannot be used.
- Sands of Time is mainly meant used as a flavorful way to tell a story or display something, therefore the sands they use cannot be manipulated with malicious intent; that being said, it cannot be used in a combative scenario in any way, shape or form. 

- This spell's charging emotes can be used in tandem with shapeshifting emotes.

- Enchanted items and constructs that are beyond a Djinn's understanding cannot be repaired.

- Wounds cannot be healed within Sands of Time, since organic matter cannot be repaired with sand.

 

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the only way to get this update out was to make my update

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I think you could've included this in the twenty four stealth edits to the demi-djinn lore page 

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can I have this CA i think id be really good at being super annoying

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9 minutes ago, milksoda said:

can I have this CA i think id be really good at being super annoying

no

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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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