Jump to content

[✗] [Magic Lore] Sycophantic Vexing

 Share


Badgermordakin

Recommended Posts

 

Sycophantic Vexing

AD_4nXcLVUW4stjB3tXoUcfkEh8XLVsDE58dH46i88bc7vl_5iC9H8x8Ef5Dl5QXlOmcji91qikn9qq4wFf1rZGM14cvIm9vOPnpvv1JJ_o8JtPFoen49-YkPVU86nVePN0AcnPPLEo6EQ?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

 AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Origin

Deep within the Fae Realm, events beyond mortal understanding unfold. A realm overflowing with vibrant magic and untamed life, where the fae live in harmony with the flourishing nature around them. The fae possess the ability to channel their soul’s energy, their Anima, to cast magics known as Sycophantic Vexing, allowing them to shape their world with ease. This magic is as boundless as it is varied. Deep and shallow, tall and short, constantly woven through every aspect of their existence.

 

Some of these fae have slipped beyond the veil and into the mortal realm where the connection between worlds remains strong. Some by accident, others seeking a new realm. These fae have preserved their craft, but in the material world, their powers are diminished, weakened by the absence of proximity to their realm’s rich energy. Some relentlessly search for a way to return to the Fae Realm, while others who have chosen to make a home among mortals reject their weakened state.

 

Often bored by the material plane and its lack of magics, these fae turn to the Anima of those in the material plane, hoping to use it to rekindle their strength. These fae, called Sycophants, embed themselves within the minds of their victims, like parasites, drawing upon the very souls of those they latch onto to cast magic and hoping to wrangle control. Even still, they find their powers far less potent than in the fae realm. Instead of their initial hopes, they are forced into a partnership with their hosts: unable to control them fully, yet finding the world without their magic too mundane and boring to leave.

 

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Magic Explanation

There are two distinct types of Sycophantic Vexers. The first are non-fae beings who have become hosts to a fae parasite, while the second are fae-born creatures, inherently attuned to vexing and able to cast without the need for such a parasite. A Sycophant cannot infiltrate the mind of a being already of fae origin such as epiphytes, treelords, or other fae kin. Non-fae hosts, however, often form an unusual bond with the fae that inhabits their mind, typically entering through the ear. These fae parasites are mischievous and unpredictable. Such behavior typically manifests in sudden cravings for tuna and minor hallucinations in their host. The fae are rarely subtle, often announcing their presence loudly in the victim’s head with grandiose flair. Though they do not have a physical form, the parasite may occasionally cause its host to see an illusion of the fae’s presence.

  • Sycophantic Vexing is split into two versions: a Feat and a [3] Slot Magic
  • Practising Sycophantic Vexing requires a valid [MA] or [FA] in Sycophantic Vexing
  • Feat level Sycophantic Vexing may be Self-Taught
  • Unless the holder is a being of fae origins (Sprite, Epiphyte, etc.), a  [MA] in Vexing requires a [FA] that has been valid for at least [1] OOC week
  • Slotted Sycophantic Vexing must be taught by someone with a valid [TA] in Sycophantic Vexing
  • A [TA] may be applied for once someone has reached T4 in Sycophantic Vexing
  • Sycophantic Vexing is incompatible with all Voidal, Dark, and Deific Magics barring Druidism and Seer
  • A Vexer who dies is not claimed by the Aspects like a druid would be and would be sent to wherever they would normally go otherwise
  • Sycophantic Vexing is powered by the caster’s Anima
  • This Anima use weakens the user to the point that they cannot wear heavy armor
  • Sycophantic Vexing can be used by all Descendants, Sprites, Epiphytes, Klones, Kha, Hou’zi, and Musin. 
  • Vexers who are originally fae in origin do not have access to the Feat level of this lore as they cannot be inhabited by a fae parasite

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Mental Effects

Once a Vexer becomes infected with a Sycophant or deepens their bond with Anima, they are consumed by an ever-growing sense of ennui and detachment from the mortal realm. This profound sense of apathy leaves them drifting through the days, seeking to stave off the gnawing emptiness with acts of whimsy and mischief. Vexers often find themselves drawn to tricking unsuspecting travelers, delighting in the chaos and confusion their tricks bring. These mischiefs are not always harmless; the more detached a Vexer becomes from the material world, the more cruel and sadistic their pranks can become. To them, the suffering of others is little more than a fleeting amusement, nothing more than a game to pass the time. This detachment from mortal concerns allows the Vexer to orchestrate their tricks without remorse, feeding on the vulnerability of those they target. This does not stem from evil, but indifference. For a Vexer, life is but a series of playful distractions, and the torment they sow is merely part of their unending search for entertainment. That said, when the time comes to focus, a Vexer can and often does, particularly when the matter comes to preserving nature. Vexers often feel that druids failed in their duties to protect the world’s balance and that the material world would be better off if all was turned to be more like the Fae Realm.

Spoiler
  • All Vexers feel some sort of detachment from the material realm and kinship with the Fae Realm
  • Vexers typically seek out ways to bring Fae creatures and influence from the Fae Realm into the material world so as to purify it against the encroachment of cities that druids failed to stop
  • Vexers are often prone to playing tricks and pranks on vulnerable people and rarely feel bad after the fact
  • Vexers find great joy in luring people into their traps

 

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Feat

AD_4nXcwO7Y7ZLdXSkP2lGAwO0uXxoWUBMFvmLifrSYfRda64_dXM1xzilHQGx1EzE9XyBXHAyEqBzOB2OohAiZDZ1ZwAI0eT83oUaKrHMsiHEz83vTeY4pnVw6oosXKaBiatoFR0RTjrQ?key=IUf8P5MxFLl-S55QWBwkyy9Z

Sycophants that have only recently taken residence within their hosts' minds often experience strain, as the relationship remains unfamiliar and unbalanced. Transitioning beyond this initial phase requires dedicated teaching and the cultivation of an understanding between host and parasite. In the early stages of a Sycophantic infestation, however, certain minor effects begin to manifest.

 

[Passive] Minor Hallucinations

Sycophants that occupy the minds of non-fae often grow restless and bored. These creatures take great delight in toying with their hosts, weaving subtle disturbances into their perception of reality, occasionally conjuring minor hallucinations to amuse themselves and unsettle their victims. A book might seem to flip to the wrong page, or a pencil could appear a few inches to the side of where it truly lies. 

Spoiler
  • Sycophants do not attempt to harm their host in any way, merely toy with them
  • Hallucinations will not appear in combat
  • You cannot hallucinate injuries on yourself or others
  • No body takeovers
  • Hallucinations are only visible to the Sycophant’s host
  • This cannot be mitigated by any means beyond total removal of the Sycophant

 

[Passive] Sycophantic Voice

A sycophant residing within a host is far from insular, often engaging in constant chatter, regardless of whether its host welcomes it or not. The comments tend to be more playful than cruel, ranging from harmless teasing, like mocking a shirt choice, to lighthearted insults, such as critiquing one’s cooking.

Spoiler
  • Sycophants will speak to their hosts at random, mildly annoying them at worst. No severe trauma or deep-seated insecurities
  • The voice can only be heard by the host of the Sycophant, nobody else
  • Cannot be used to metagame information you do not know or as a middleman to talk with nature
  • This cannot be mitigated by any means beyond total removal of the Sycophant

 

[Passive] Housekeeping

Sycophants are not inherently sadistic beings. While their nature may be mischievous, they often feel a compulsion to compensate their hosts by mending and maintaining their physical well-being, mending particular areas over the course of [10] OOC weeks at a time. Whether this drive stems from a desire to keep their host in good health so they may remain in their mind, or if it is born of true goodwill, can vary greatly depending on the individual sycophant.

Spoiler
  • Housekeeping extends to issues such as heart problems, weak vision, or diseases. It cannot fix externally caused wounds
  • Housekeeping ceases immediately in combat
  • Sycophants cannot learn how to heal wounds
  • Sycophants cannot grow back missing limbs or eyes
  • Sycophants cannot cure blindness or infertility
  • At most you will have base level health for your race, Sycophants cannot enhance anything
  • Scars are able to be healed but do not always
  • Anything fatal cannot be fixed through Housekeeping
  • Only one thing can be worked on by Housekeeping at a time

 

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Weaknesses

Corruption:

Due to their deep connection to the Fae Realm, Vexers are particularly vulnerable to the corrupting pull of voidal and dark magics. Casting spells within [15] blocks of a Vexer causes them great discomfort, accompanied by waves of nausea and a lingering sense of unease, as their very essence reacts to the malevolent energy.

 

Azhl:

The corruptive essence of Azhl proves especially potent against a Vexer, accelerating the onset of Azhl anemia and weakening their connection to magic. Each encounter with Azhl drains their vitality, expending [1] unit of exhaustion with every touch.

 

Aurum:

Owing to their deep ties to the Fae Realm, Aurum would burn a Vexer with excruciating pain, disrupting their focus and inflicting severe injury. The searing contact would break their concentration, leaving them vulnerable and weakened. Each instance of contact with Aurum expends [1] unit of exhaustion, draining their strength and deepening their suffering.

 

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Removal

A Sycophant can be coaxed out of a Vexer’s mind through the use of Druidic Communion. The Sycophant would be reluctant to leave but could ultimately be coaxed out if needed. A Vexer may not do this on themselves.

Spoiler
  • Removal of a Sycophant results in disconnection from the magic and immediate denial of the [FA/MA]
  • Vexers without Sycophants can disconnect from the magic willingly on command should they so choose

 

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Purpose (OOC)

Spoiler

This lore is written with the intention of filling the dreadfully underused fae niche of rp that I believe can open up a lot of opportunities for interesting storytelling. Speaking as a druid myself, I have always held a distaste for Druids having sole ownership over natural type RP and I believe that there can and should be more conflict between different types of natural guardians. The framework for it has existed for a long time with Sprites, but few ever rp them as sprites lack the ability to provide meaningful rp. While tangentially connected to Druidism via a shared relation with the fae realm, I wish to emphasize that this lore is in no way connected to Druidism beyond that. There is little to no overlap and is intended to be entirely independent of Druidism. I have, however, left open the opportunity for a base level druid who has only taken 2 slots in the magic to mix as I believe an epiphyte character type that wants to walk in both worlds but not master them deserves merit. I also have written this piece with the intention of filling the sort of ‘warlock’ niche that is already filled on the server but not really on the player side. Deities rarely, if ever, interact with their followers. The implementation of the Sycophant for non-fae is done with the intention of decentralizing the interaction between a player and the being that gives them power, making for more possible player rp interactions and flavor. In the attempt to stay within the archetype of a detached trickster, I should note that no spell does any direct damage to a combatant in a combat situation. This is expected to be maintained should the magic ever be expanded upon. The feat level of this magic is intended to replace the current Sycophants of Boletius Feat and should carry over for anyone with a valid FA in Sycophants of Boletius.

 

 

Citations:

 

Credits:

Badgermordakin - Author

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

 


 

 

Trained Sycophantic Vexing

AD_4nXdSS84gZYCobh23w5McyQc5qDVlpLpo8xJf9bw69azhLr4fHm1L_oWNQznq61eyWYu954TsG3_kwtIXb4pUxfFBiyogGcPVtL8YwVsSBmoBTfFZsJ4LwRzJ8KvecjTjjxu0_TqWgQ?key=IUf8P5MxFLl-S55QWBwkyy9Z

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

Magic Explanation

Non-Fae Vexers who seek out a teacher to guide them and their sycophant often discover a path to reclaiming fragments of the magic their parasitic companions once wielded in the Fae Realm. It is not the host that casts the magic, but rather that they convince their Fae to cast it on their behalf, using their anima in a parasitic relationship. Similarly, Fae-born Vexers can use their teachers to refine their inherent Anima, learning to harness spells that are more easily woven within the Fae Realm itself. Both types of Vexers draw upon the Anima within themselves, however Non-Fae Vexers face issues with their sycophants constantly siphon away portions of their Anima, limiting the maximum capacity for power that they can channel. As a result, their ability to cast is slightly hindered compared to their Fae-blooded counterparts, whose connection to the Fae Realm remains stronger and more direct. All casting of Sycophantic Vexing spells are preceded by a connection of the animas of non-fae and their sycophants, often manifesting as the Vexer coaxing their Sycophant into casting, if this connection has already been emoted and focus has not been broken it is not necessary to re-emote for the next spell, effectively bringing down the emote cost by one. Fae beings’ connection is rply represented through consolidation of anima rather than coaxing of a sycophant.

  • Casting Slotted Sycophantic Vexing requires a valid [MA] in Sycophantic Vexing
  • Taking the slotted version of Sycophantic Vexing takes up [3] Magic Slots
  • Non-Fae Sycophantic Vexers cannot cast T5 Vexing spells due to their anima being constantly drawn upon by their Sycophants
  • Connection focus can be broken by a solid strike to a Vexer, a good punch or kick would be sufficient. Loud sudden noises or bright flashes of light could also cause disconnection
  • If focus is broken, connection must be emoted again
  • All spells cast by a Vexer have a range of [20] blocks
  • Should a Vexer become a fae-being by some means (Epiphytes, Tree Lords, etc.) they will gain access to T5 Vexing spells immediately as long as they have held the [MA] long enough
  • All T5 spells are Self-Taught to avoid situations where a non-fae teacher cannot finish teaching the magic for a fae learner

 

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Exhaustion

For a Vexer, maintaining the flow of spellcasting especially in the heat of battle is no simple feat. Each cast drains their Anima, leaving them weakened and in need of time to restore their energy. The process of replenishing their power takes a full [1] OOC Day, after which they may once again channel their magic.

Spoiler
  • It is not necessary to rp exhaustion out of combat, but it is when in a CRP. Consider what you have already casted recently if entering a CRP in the middle of an RP that contained casting
  • When casting it is necessary to emote a clear tell. Each spell has a different tell, however they can be stylized by the user incorporating different colors and shapes from magical auras
  • Vexers do not feel any exhaustion when in the Fae Realm, a Fae Ring, or their Fae Sanctuary (see below)

 

[3] Total Combative Casts

As a Vexer expends their Anima, the strain begins to become evident perspiration beads upon their brow, their breath grows heavier, and the weight of the effort begins to settle upon them. Despite the exertion, their movements remain largely unhindered, allowing them to continue as they would under normal circumstances, though with the faintest edge of fatigue.

 

[8] Total Combative Casts

Once a Vexer has expended much of their Anima, their movements become labored and exhausting. Sweat pours from their brow, and sharp headaches begin to cloud their mind. The toll of the magic weighs heavily upon them, slowing their motions to a crawl, reducing their movement by half until they can recover.

 

[10] Total Combative Casts

After [10] emotes, a Vexer will find themselves teetering on the edge of collapse. Their body drenched in sweat, they will struggle to remain upright, each breath coming in ragged gasps. Even the simple act of lifting a hand becomes an arduous task. At this point, the strain is almost too great, and all casting emote counts are doubled, as their body battles against the overwhelming toll.

 

[10+] Total Combative Casts

A Vexer with a Sycophant will find that their Sycophant refuses to cast anymore after [10] casts. A Vexer without a Sycophant who casts past [10] emotes will finally succumb to exhaustion, falling unconscious. They will require [3] full OOC days of rest to fully recover before they can summon the strength to cast again.

 

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Magic Abilities

AD_4nXdY1W7IrjHr3PmCaR_PcLNcZ8qHL937NC49nCIuAJ-I5kly56LgBt39CCDczEEPiSxgYJVOj-KYt2qdQCmam9ZbQb8dyNmznCoqRe6eJ78LqHuJ1a9-9qmB86flN_bIiARlIwO5Tg?key=IUf8P5MxFLl-S55QWBwkyy9Z

Sycophantic Shifting - T1 [NC] 

Over the course of [2] Emotes: [Connection] [Cast], a Vexer is able to alter their form or voice to shift and change what they look and sound like. Some use it to appear more ethereal, larger, beautiful, make their voices deeper, lighter, etc. This effect is obviously of magical origins to all who witness it and may last for up to [10] emotes.

 

Tells: Vexers casting this magic will pop and fizz when casting, with fae-like energies shooting out the top of their head.

 

Spoiler
  • A Vexer cannot exceed the normal proportions of their race when shifting with this spell e.g. a human suddenly growing quite fat or an elf shortening themselves
  • This effect is clearly magical in nature to those who see it
  • This cannot be used to mimic or disguise oneself as someone else. The caster is always clearly the same person 
  • This cannot be used in combat, should combat begin the spell is immediately reversed

 

Vexer’s Path - T1 [NC] 

A Vexer might find themselves wanting to remember a path or lead an unwitting traveller down a certain route to be pranked. Over the course of [2] Emotes: [Connection] [Cast], a Vexer might use their faelike energies to produce a shimmering line, marking a path to be followed. Such paths often resemble faelike characteristics such as ethereal arrows or fireflies.

 

Tells: Vexers casting this spell will shimmer with light, off-focus and blurry to the outside observer as they glow with the color of their aura.

 

Spoiler
  • This cannot be used to metagame information unknown to the Vexer or anyone they are leading
  • A Vexer can make their pathing disappear at any time at will
  • If a Vexer intends to keep a path when they are not there, they must place an rp sign down representing its existence
  • This cannot be used in combat

 

Bubble - T2 [NC]

When traversing around the fae realm, some terrain is proven to be more perilous than others. Thus, fae have developed a spell wherein they form a large bubble around themselves or willing partners that levitates roughly [3] inches off the ground. Creating this bubble requires [2] Emotes: [Connection] [Cast]. When encased in the bubble, beings typically feel an incredible sense of lightness and weightlessness.

 

Tells: Vexers casting this spell will have large to small bubbles come out of their mouths, ears, and noses. These bubbles are often adorned with various different colors and shapes left up to the caster.

 

Spoiler
  • This can be cast on anyone, though up to [3] bubbles can exist at once from one Vexer
  • Only one person may exist in a bubble at one time, to include another would require creating a new bubble for them
  • Vexer Bubbles are as fragile as normal bubbles and can be broken when touched by anyone, thus making it effectively useless against someone who does not want to be encased within a bubble. A person within a bubble is suspended in the middle and does not touch the edges to break it unless they so choose
  • Another person in a bubble is ‘drive’ by the Vexer, they cannot control the bubble
  • Movement when in a bubble is equivalent to walking, not mounted movement
  • The Vexer must retain line of sight to any bubbles

 

Tittering Touch - T2 [C]

Fae are known for their playful yet often frustrating nature. When they become bored, they sometimes use their magic to toy with other beings. While these spells may seem harmless, they can have more potent effects. One such spell, Tittering Touch, causes mild but persistent annoyance in the target. Over the course of [3] Emotes: [Connection] [Charge] [Cast], the Vexer weaves their magic, inducing sensations like uncontrollable laughter or constant itching. While it won’t cause permanent harm, the annoyance becomes draining. The victim will find themselves gradually becoming more tired from the constant distraction. The effects of the spell have a duration of 5 Emotes.

 

Tells: Vexers casting this spell will exhibit the annoyed effect they are trying to inflict on another, coughing up fae-like energies or Sneezing out flowers.

 

Spoiler
  • The mildly annoying effects are determined by the caster. Possible effects include: Uncontrollable Laughing, Hiccuping, Itching, Burping, Sneezing, Coughing, Yawning, or Shivering
  • When used in combat the effects of this spell will not cause the subject to be unable to continue as they normally would, they would be able to power through the effects spell
  • When casted, this spell would induce on its victim a level of exhaustion equivalent to if they had casted a Tier 2 spell. This exhaustion sets in immediately on casting, not when the effects end
  • This spell will break the concentration of its victim
  • This spell will break the concentration of its victim ONLY when it is initially casted, they may concentrate during following the [5] Emotes when they are being affected 

 

Sylvan Corrosion - T3 [C] 

When facing a heavily armored foe, a Fae often finds themselves unable to break through the armor with their more fragile frames. As such, the Fae of the Fae Realm created the Sylvan corrosion spell. This spell conjures forth toxins of the Fae Realm that have potent temporary corrosive abilities against metals. Over the course of [3] Emotes [Connection] [Charge] [Cast], a Vexer may conjure toxins that are launched at a foe wearing metal armor. When making contact, these toxins will swiftly corrode the metal, weakening it down [1] tier of armor for the duration of [7] emotes.

 

Tells: Vexers casting this spell will appear as if melting slightly, the features on their face beginning to droop out of place unnaturally as they glow with connection to the magic.

 

Spoiler
  • This spell will weaken armor down [1] tier e.g. heavy armor will become medium armor
  • If casted on light armor, it will be as if the subject is not wearing armor
  • If this spell is casted, the subject does get the benefits of the new tier of armor e.g. heavy armor users would be able to move faster
  • This spell does not have permanent effects on the item it is being cast on. After [7] emotes, it is back to as it was
  • If used on someone not wearing armor, this spell will have no effect
  • This spell will have no effect on ST material items

 

Faelike Charm - T3 [NC/C] 

Charming a subject is often an important part of Fae trickery. Manipulating them and charming them to make them more susceptible to pranks. A Fae casting Fae’s Charm will fill the senses of their subjects with positive feelings, leaving the subject more inclined toward the Fae. When used in combat, a subject will be unwilling to attack the Fae casting the spell unless attacked by the Fae. This charm requires [3] Emotes: [Connection] [Charge] [Cast] and only has a duration of [4] emotes.

 

Tells: Vexers casting this spell will radiate with soft light and warmth, glowing brightly. 

 

Spoiler
  • When charmed in combat, a subject will be unaffected other than their inherent refusal to attack the casting Vexer. If the casting Vexer attacks the subject, this spell is broken and the subject may attack after.
  • This spell may only be cast [1] time in a CRP
  • Any glow produced by the tell of this spell is not enough to be a source of light where one might not normally have light 
  • Outside of combat, this spell will fill someone’s senses with warm, positive feelings when interacting with the Fae. This will by no means influence their mind, but they are likely to be more conducive to the Vexer’s interaction when in such a happy state.

 

Gossamer Binding - T4 [C] 

Over the course of [3] Emotes: [Connection] [Binding] [Cast], a Vexer can bind two beings together with hundreds of very fine and thin ethereal gossamer bindings. Conjured by the Vexer, these bindings prevent the bound beings from straying more than [10] blocks away from each other for the duration of [7] emotes. Despite popular thought, these bindings do not wrap around their bodies but their thoughts and sentiments. Should one’s intent turn to fleeing entirely from the situation, the Bindings are not strong enough to contain them. 

 

Tells: Vexers casting this spell will find themselves enwreathed in fae-like energies resembling bindings before applying those bindings to their victims. Some bindings appear as if vines, some chains, some ropes, it is up to the caster.

 

Spoiler
  • Gossamer Bindings can apply to any played character or NPC creatures with consciousness. Beings that do not think or beings that think on much higher tiers such as Aenguls or Voidal Horrors are unable to be bound
  • Gossamer Bindings bind to consciousnesses, thereby making them impossible to break by physical means
  • Someone attempting to flee a combat cannot be bound and will have any existing bindings break upon announcing their intent to flee. They may not return to the combat
  • The casting Vexer may cancel the Binding at any time at will
  • The casting Vexer must maintain concentration for the duration of casting the spell, but once it is cast they do not need to maintain concentration for the Bindings to hold
  • These Bindings are visible to anyone, typically exuding a faelike energy
  • No wrapping the bindings around trees or anything like that to make it more confusing, the bindings will pass through anything that is not the two bound individuals
  • Someone bound may ‘tug’ on the binding to move the other person up to [3] blocks per emote
  • A Vexer may bind someone to themselves

 

Fae’s Rest - T5 [NC/C] 

Using their fae powers, a Vexer may lull others into a deep sleep, giving pleasant dreams and deep relaxation. After casting for [3] emotes: [Connection] [Charge] [Cast], a Vexer may induce a deep sleep on a subject. When performed in combat Vexers must maintain their focus on their subject for the duration of their sleep to a maximum duration of [4] emotes. After [4] emotes, or if the Vexer’s concentration is broken, the subject immediately awakens without semblance of grogginess. If the subject sleeps for the full [4] emotes, they will be fully rested and devoid of exhaustion when awakened. If used out of combat, the Vexer does not need to maintain focus to keep their subject asleep as their initial casting is not marred by distractions, this sleep can be ended at the discretion of the subject’s player.

 

Tells: Vexers casting this spell will feel rather tired themselves, causing eyes to droop and a warmth to emanate from their bodies.

 

Spoiler
  • Sleep can be used in combat against unwilling foes or on allies
  • The Vexer must maintain concentration on their subject throughout the duration of their sleep, if concentration is broken, the subject will immediately wake up without grogginess
  • Vexers cannot end focus on the spell at will when used against an unwilling subject, they must let it tick to [4] emotes if their consciousness is not externally broken
  • If the subject sleeps for the full [4] emotes without breaking concentration, they will be fully rested after the spell ends. This will enable them to cast or act again as if they were freshly entering a CRP
  • This spell is Self-Taught

 

Sensory Snare - T5 [NC/C] 

Often bored, Fae creatures find great joy in panic and suffering from those they toy with. Their detachment to the world often interpreted as sadism. When toying with subjects, Fae discovered the ability to temporarily remove one of their senses. Not only that, they were able to temporarily remove the very part that lended its sense to their victim, often causing a panic. This is done over the course of [4] Emotes [Connection] [Charge] [Charge] [Cast]. Once casted, the victim will find the part of their body relevant to one of the four senses (barring feeling) vanished from existence for a duration of [5] Emotes. Relevant parts include: ears, nose, eyes, and mouth. When casted to remove feeling, the victim will simply stop being able to sense feeling.

 

Tells: Vexers casting this spell will appear as if the body part they are removing is phasing in and out of reality on their own person. This is only an illusion though.

 

Spoiler
  • This cannot be used to kill anyone, breathing will be done through the nose if a mouth is gone or vice versa
  • Disappearance of parts can take many forms ranging from skin growing around it akin to a mouth the Matrix, or just complete disappearance of said part. It is up to the caster
  • This will have no long-term physical effects
  • Line of Sight must be Maintained
  • This can only be casted [1] time every OOC Day
  • This can be used in combat but the Vexer must maintain focus on the victim for the spell to persist
  • This spell is Self-Taught

 

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Fae Santuaries

AD_4nXdzbSLwDNM2JF7iej90v1W3MVxFZXX_fcejccXJhJlEwHrSklBxaVnCXfiDYO1SE3grSwiEDMBcMLvZ-AX783_8srMjpjN3KLcJ0f1XxXTsZghwl-TtSDfv7dYlAeeGuxA50FqD?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Fae Sanctuary - T5 [NC] 

At the height of their connection to their host, Fae have been able to use their anima to warp the material world to be more like the Fae Realm. Serving as sanctuaries for Vexers, these areas are imbued with heavy amounts of Fae Energy and resemble the flora of Fae Realm to a high degree, though no fauna come to live there. Fae Sanctuaries are often highly controlled and regulated by their Vexers, who tend to be very protective of their Sanctuaries. For a Vexer, it is an area of great relaxation, casting within a Sanctuary causes them no exhaustion. Sanctuaries are created through an intense meditation and expulsion of anima from the Vexer, rendering them unable to cast for [1] OOC Week. This ritual is freeform, but must be RP’d. Fae Sanctuaries may, at most, be 25x25 blocks. Once the Vexer has created their Sanctuaries, the flora within will rapidly shift and warp, taking on traits of the fae realm. Flowers that bloom in midair, fruit that tastes like starlight, and bioluminescence are all characteristic of Fae Sanctuaries, though each is different.

Spoiler
  • Fae Sanctuaries must be ST signed and approved
  • The true nature and origin of Fae Sanctuaries is only known to those who know how to make them and those who they tell
  • Fae Sanctuary creation is Self-Taught at the time of reaching Tier 5
  • A Vexer may only have [1] Fae Sanctuary at any given time
  • Fae Sanctuaries can be removed by burning or corruption
  • Druidic communion with Fae Sanctuaries will see an overabundance of life that is difficult to commune with and feels eerie and out of place in the material world
  • Non-Druids/Vexers/Fae stepping within a Fae Sanctuary will feel effects similar to a less potent Fae Ring. Headaches, dizziness, etc. Though this is not as insurmountable as it would be in a Fae Ring and is bearable
  • Fae Sanctuaries are mostly freeform in their make, depending on the caster, though they must resemble the Fae Realm 
  • Fae Sanctuaries may only be created in nature, warping existing plants. They cannot be created in concrete cities for example
  • Any Fae Sanctuary builds must be approved by the PRO

 

As Sanctuaries progress, Vexers have been able to discover various additions and modifications that could be made to improve their Sanctuaries. These additions can only be made after a Sanctuary has existed for [2] OOC Months. They cannot be removed, to switch modifications a Vexer would have to make a whole new Sanctuary. Each enabling a more interesting area possibly prone to luring in more victims for pranks to stave off boredom. Though only one may exist in any given Sanctuary. Sanctuary additions are made in similar fashion to Sanctuary creation, a great expulsion of anima into the area leaving the Vexer unable to cast for [3] OOC days this time.

 

The Reflection Pool

Astute Vexers might imbue the pools of water within their Fae Sanctuary to lure unsuspecting travellers. Those who gaze into their reflection within the pool will see themselves as they most desire, showered in gold, affection, whatever may be. Travellers are often completely taken by this sight and waste away their days staring at themselves as they wish to be, getting lost in the reflection and making perfect targets for Fae trickery.

Spoiler
  • Must be mechanically represented with a player sign
  • People looking into a reflection will see what their character most desires, a very intoxicating sight, but something that can be resisted

 

Fae Ring 

Given the rarity and unpredictable nature of Fae Rings that bind the Fae Realm to the material realm, it is little wonder that Fae have developed a method to grow a Fae Ring within their Sanctuaries. This ritual was made to finally remove chance from the equation of Fae Rings and bring order to some level of Fae chaos.

Spoiler
  • Any Fae Rings must be approved by ST
  • Follows all redlines of Fae Rings

 

Fountain of Youth 

Meant to entice weary stray travellers and adventurers alike for trickery, the Fountain of Youth is made to lure in those who never seek to be devoid of their beauty. The waters are, however, a trick. For victims do gain their eternal youth, but at great cost. Anyone who drinks from the waters of a Fae Sanctuary modified with the Fountain of Youth will gain eternally youthful features but find that their lifespans are halved.

Spoiler
  • Fountains of Youth must be signed by ST
  • Anyone who drinks from a Fountain of Youth will have their aging process freeze where it is if still young, and revert to youth if old. However, the typical lifespan for their race will be halved for them
  • The true effects of the Fountain of Youth are only rply known to those who know how to make them and anyone they tell
  • Anyone who drinks from the Fountain should be informed OOCly of the consequences prior to doing so. Always receive OOC confirmation of understanding before having rp continue
  • This will only affect descendants and will not work on Klones
  • If someone is already over half the lifespan of their race they will have [3] OOC days before their character is required to PK

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Tier Progression

Tier 1 - Puckling [0] OOC Weeks Total

The first tier of a slotted Vexer, they are just starting to get a hang of their abilities and connection..

Spells: Sycophantic Shifting, Vexer’s Path

 

Tier 2 - Flicker [2] OOC Weeks Total

A Vexer is getting better experience with connections, almost mastering it and moving up to more expansive spells.

Spells: Bubble, Tittering Touch

 

Tier 3 - Tasselwing [5] OOC Weeks Total

A Vexer has now mastered connection in and out of stressful situations, they have also properly delved into the magic and are able to cast a wider array of spells.

Spells: Sylvan Corrosion, Faelike Charm

 

Tier 4 - Feylark [10] OOC Weeks Total

A Vexer has nearly mastered the craft, becoming adept at most spells available and is able to cast with great precision. This is the last tier a non-fae being can attain.

Spells: Gossamer Binding

 

Tier 5 - Dewdreamer [16] OOC Weeks Total

A Vexer has Truly mastered their craft, casting with precision and ability at a high level. Only fae may attain this level of Vexing. All T5 spells are self-taught.

Spells: Fae’s Rest, Sensory Snare

 

AD_4nXenHfkWYw-4xx2oybMFtJIfVVk5fdOxaSzIiu3gHmgtNZZGcpsVQazOrvKvp1FIRUH2tmNhDIjgzJiWCrxfDCnexAwJqaiBKlA1HiL64NZdfZ1RFy2P0Op5cBOgTWx56cvt-DQXzg?key=IUf8P5MxFLl-S55QWBwkyy9Z

 

Link to post
Share on other sites

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

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...