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[✗] [Amendment] Blood Magic - ST Oversight

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PrimnyaQuorum

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Purpose:

Given these are mostly enchantment rituals like Ensorcellment, these changes are being proposed to ensure more of Blood Magic is accessible to players without hurdles and to reduce the burden on ST. To clarify, ST Signatures are NOT being removed from areas/items. Some changes have been made to each ritual to account for the alterations to lore and/or the rituals function on a presumption of wider usage.

 


Quiet - Noncombative
By empowering the rune of silence a blood mage may place an aura of muffling or outright silence upon an area.

 

 

Spoiler

Mechanics:

Akin to the consecration ritual, the quieting rite creates an area effect utilising the runes of silence and binding which may muffle or mute sound within the interior of a building or otherwise broad space of some vague perimeter no larger than 20x20. This requires the circle to be inscribed with runes of silence, mortality, and power to establish a smothering blanket in the area paired with runes of binding to cement it. The blood mages then accompany them with an additional runes of power to decide whether the effect will muffle or mute:

 

Muffle: sound produced within the area or heard from outside is muffled and may seem as though it were underwater, heard from a distant, faded and washed out, or scattered and disseminated throughout the area. Sounds from emotes or speech lower in intensity from shout to RP to quiet to whisper to silence. This requires no additional rune of power to the ritual circle.

Mute: sound within the area is completely and utterly extinguished and the space is silent, all noise unable to enter, exit, or be in the space. The absolute silence is unnerving and may trigger tinnitus in some. This requires an additional rune of power to the ritual circle.

 

Quited spaces are maintained via a rune of life which must be applied on a smooth, clean surface somewhere within the affected area that is facing the open space and is very near to the air. Should this rune be disturbed - cut, washed away, bled over, etc. - the active effect will fail. ST who certify the area must record the location of said rune when logging the enchantment. Typically blood mages hide such runes under carpets, behind paintings, or merely out of arm’s reach. The rune of life must be able to ‘breathe’ in the space and will deactivate if the attempt to conceal it makes it impossible to access via blocking.

 

Once the ritual circle is prepared at least three blood mages must activate it by placing open wounds against its outer edge, one of which must be at least tier 3. Once the ritual circle is prepared the blood mage must activate it by placing an open wound against its outer edge and the player leading the ritual rolls out of 20 and add appropriate modifiers to determine the outcome. Unlike typical rituals a ST is not contacted and the blood mages involved must self-RP the consequences of ritual failure.

 

Roll 1-4: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a Voidal terror or inferis, a temporary black hole that deprives the area of air, a noxious fume cloud, chunks of a landscape or magma, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a terror) if the ritualists are ill-prepared.

Roll 5-11: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a lesser Voidal terror or inferi imps, a gravity well, blinding and choking smoke,  etc. The immediate result (e.g. explosion) should not be overly damaging and may knock back/over, wound, and/or impair but what follows may be more dangerous (e.g. imps) if the ritualists are ill-prepared.

Roll 12-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results.


Quiet is a ritual that does not require an emote count but should take around 6-8 emotes to perform, including the drawing of the circle and its runes in fresh blood and the ritual activation. This ritual requires 5 units of genus. 

 

Red Lines:
-Requires at least 3 blood mages, one of which must be at least tier 3.
-The rune of life which sustains the area must be recorded by ST, cannot be moved once made without destroying the enchantment, and can only loosely be covered by thin materials wherein the rune is still accessible through common roleplay and is not, for example, hidden behind a boulder, written on the inside of a wall, covered by metal, or otherwise inaccessible.

-It is ST discretion if Quiet can affect a space larger than [20x20]. Quiet cannot affect random open spaces and should always be limited to a closed off perimeter or room.
-Because of how the ritual magically exhausts participants, those who participate in or lead a ritual cannot participate in or lead another group ritual for 1 IRL day.

-Quiet does not require ST Oversight to perform the ritual. An [/Sreq] must be submitted after the ritual, showing all required components, genus, and proper rolls were done. Lying or deceiving this is grounds for ST Intervention.

 

 

 


Gilding - Noncombative

Arms enchanted with the rune of draining in this rite make for weapons fit for gruesome, bloody deeds.

 

 

Spoiler

Mechanics:

Coveted as implements of brutality, arms which undergo the ritual of gilding are commonly called weeping weapons on account of their inclination to profusely weep like lethal wounds and amplify the carnage and gore of combat. Weeping weapons conduct blood meaning genus-having blood will trail up their lengths and augment their edges and surfaces, from the fine blade of a dagger or spearhead to the spikes of kanabo or maces. Being wet with blood activates the weapon’s key magical features in that wounds they inflict are applied as though the weapon were serrated, a minor yet torturous effect intended to ensure lasting wounds difficult to mend, keen to bleed, and viciously ache. Additionally, weeping weapons’ manifestation of the rune of draining causes genus to be tugged at and stripped from blood upon contact not to drain their victim but to satiate its own enchantment and in doing so proliferate the splatter and carnage of battle; weeping weapons excessively multiply bloodshed as dramatic and gruesome splatters and gushes of inert, genus-less blood. This is purely a visceral aesthetic and does not cause additional blood loss. Walls may be painted and floors may gather pools with this amplification. Lastly, because of this stripping of genus that gathers in the weapon, moroi and corcituri may magically feed via touch with the armament should they spill an equivalent amount of blood from a victim (one fourth third).

 

The gilding ritual requires the circle to be inscribed similarly to an elemental ritual wherein a large rune of mortality is drawn and the emblematic rune of draining is put in its crescent. The circle is then added to with runes of metal, draining, and power and activated with a uniquely expensive sacrifice of genus to satiate the rune of draining.

 

Once the ritual circle is prepared at least two blood mages must activate it by placing open wounds against its outer edge, one of which must be at least tier 4. Once the ritual circle is prepared the blood mage must activate it by placing an open wound against its outer edge and the player leading the ritual rolls out of 20 and add appropriate modifiers to determine the outcome. Unlike typical rituals a ST is not contacted and the blood mages involved must self-RP the consequences of ritual failure.

 

Roll 1-4: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a Voidal terror or inferis, and/or the appropriate mutation of the intended subjects spinning off  the runes and/or magics used, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a terror) if the ritualists are ill-prepared.

Roll 5-11: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a lesser Voidal terror or inferi imps, a gravity well, blinding and choking smoke,  etc. The immediate result (e.g. explosion) should not be overly damaging and may knock back/over, wound, and/or impair but what follows may be more dangerous (e.g. imps) if the ritualists are ill-prepared.

Roll 12-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results.


Gilding is a ritual that does not require an emote count but should take around 4-5 emotes to perform, including the drawing of the circle and its runes in fresh blood and the ritual activation. This ritual requires 3 units of genus.

 

Red Lines:
-Requires at least 2 blood mages, one of which must be at least tier 4.
-Weeping weapons are only relevant to flesh wounds and otherwise are normal weapons which retain their edge (unless the item has a fire ensorcellment wherein they still break apart) akin to metal ensorcellment.
-The excessive multiplication of blood shed with weeping weapons have no mechanical effect and are mostly an aesthetic wherein battle becomes impossibly bloody and rooms may be painted and pools may form. Rationally, stone-like floors that collect pools of inert blood may become slippery because of this. As well, this inert blood is ineffectual and cannot be used for blood magic, for consumption by other creatures or magics, and does not trigger blood-related effects in other magics or creatures (e.g. striga corcituri will not be overcome with bloodlust feeding frenzy in the presence of the immense gore alone). The blood is still physical however and will cling and collect as per usual.
-Weeping weapons require ST approval.
-The weeping weapon effect can be stacked with any other enchantment such as Voidal or Dark ones but does not negate their detriments. For example fire ensorcellment overrides a weeping weapon’s ability to retain its edge.
-Should gilding be performed on arrows or other ammunition then the effect can be applied to a maximum of 10 pieces.

-Gilding does not require ST Oversight to perform the ritual. An [/Sreq] must be submitted after the ritual, showing all required components, genus, and proper rolls were done. Lying or deceiving this is grounds for ST Intervention.

 

 


Spiritspell - Noncombative
A favored ritual by wizards, blood mages may force artificial life into a spell to make it constant and unyielding.
 

 

Spoiler

Mechanics:

Seen as the pinnacle of the union of blood and Voidal sorcery by ambitious wizards, the spiritspell ritual entails granting prolonged and sustained life to a spell which would otherwise fall flat unless directly fueled by a mage. With such permanent spells the boundaries of those limitations can be tested; telekinetic forces could hold a structure aloft, a transmutation could be made eternal, a portal could be maintained and so forth but these living spells still require power which is maintained by genus but needn’t rely on Voidal magics alone and can be applied to any magic willing to mingle with it. After establishing such a spell the rune of life which sustains it must be visited periodically to feed it units of genus lest it collapse in on itself in its hunger and undo the spell, typically a cataclysmic affair that leads to localized destruction akin to a failed ritual. However, in order to take hold a spiritspell must be made with a magic’s spell which does not cause harm lest the instability of the effect cause the spiritspell to immediately falter upon attempted creation.

 

This requires the circle to be inscribed with as many relevant runes as possible to describe the spell to help hone the accuracy of the rite such as air, earth, transcendence, power, and binding to cement a telekinetic grasp on a building or water, light, divinity, power, and binding to create a permanent aura of environmental growth with druidic blight healing. 

 

Once successful the spell is fixed in place and cannot be moved. Spiritspells are maintained via a rune of life akin to the consecration and quieting rituals which must be applied on a smooth, clean surface somewhere within the affected area that is facing the open space and is very near to the air. Should this rune be disturbed - cut, washed away, bled over, etc. - the active effect will fail. ST who certify the area must record the location of said rune when logging the enchantment. Wherever the enchantment is, ST then place a sign detailing how on what IRL date the spiritspell will die which may then be updated by ST in the future. Typically blood mages hide such runes under carpets, behind paintings, or merely out of arm’s reach. The rune of life must be able to ‘breathe’ in the space and will deactivate if the attempt to conceal it makes it impossible to access via blocking. Then, because the spell actively drains the rune’s power to continue its casting it requires genus to endure. For every 2 units of genus given to the rune it will endure for 1 IRL week and extend its life which ST must record in the lore-pixel-chat. However, for every IRL week the enchantment has left and therein the larger the well of genus the rune has the larger and more dramatic its destruction will be if the rune is destroyed; a spiritspell dying from running out of genus might singe the immediate area whereas 3 IRL weeks of excess genus will lead to a violent elemental explosion if the rune is broken.

 

Once the ritual circle is prepared at least three blood mages must activate it by placing open wounds against its outer edge, one of which must be at least tier 5 and one of which must be at least tier 4 while the appropriate magician casts into the circle with their intended spell. Once the ritual circle is prepared the blood mage must activate it by placing an open wound against its outer edge and the player leading the ritual rolls out of 20 and add appropriate modifiers to determine the outcome. Unlike typical rituals a ST is not always contacted and the blood mages involved must self-RP the consequences of ritual failure.

 

Roll 1-6: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a Voidal terror or inferis, and/or the appropriate mutation of the intended subjects spinning off  the runes and/or magics used, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a terror) if the ritualists are ill-prepared.

Roll 7-12: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a lesser Voidal terror or inferi imps, a gravity well, blinding and choking smoke,  etc. The immediate result (e.g. explosion) should not be overly damaging and may knock back/over, wound, and/or impair but what follows may be more dangerous (e.g. imps) if the ritualists are ill-prepared.

Roll 13-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results, especially since the ritual site is the point of origin of the disaster.


Spiritspell is a ritual that does not require an emote count but should take around 4-5 emotes to perform, including the drawing of the circle and its runes in fresh blood of which there are likely many, the casting of additional magic, and the ritual activation. This ritual requires 8 units of genus.

 

Spiritspell is a work of high blood magic and requires further dedication for a blood mage to lead the ritual (elaborated on under Blood Rites above).
 

 

Red Lines:
-Requires at least 3 blood mages, one of which must be at least tier 5 and another which must be at least tier 4.
-Because this ritual is freeform and a creative avenue for unique, localized enchantments the ST has full discretion on what can and cannot work and to what degree. The ST may approve a floating 10x10 building 8 blocks off the ground but not a 30x30 building 20 blocks off the ground and so forth. 

-Spiritspell does not require ST Consultation or oversight if the spell being captured is not exceeding the mechanics within its original lore. This does not extend to spells without clear limitations in their application, such as Voidal Conjure Fire
-The rune of life which sustains the area must be recorded by ST, cannot be moved once made without destroying (and therefore cannot be applied to a moving object) the enchantment, and can only loosely be covered by thin materials wherein the rune is still accessible through common roleplay and is not, for example, hidden behind a boulder, written on the inside of a wall, covered by metal, or otherwise inaccessible.
-Should the rune of life run dry any ST may run an event to roleplay its destruction and the failure of the spell. As well, should the rune be destroyed it will output an effect akin to a failed ritual proportional to how many IRL weeks it had left in its well; 3 is a sizable amount, 6 is very large and dangerous, and 9 or more is extreme and likely disastrous. If the blood mages do not own the location and break a rune of life intentionally they will need PRO permission.
-Because of how the ritual magically exhausts participants, those who participate in or lead the ritual cannot participate in or lead another group ritual for 1 IRL day.

-Spiritspell does not require ST Oversight to perform the ritual. An [/Sreq] must be submitted after the ritual. showing all required components, genus, and proper rolls were done. Lying or deceiving this is grounds for ST Intervention.

-In the event a Spiritspell is applied to a non-combative spell that lacks constraints or is otherwise beyond its normal constraints [I.E Voidal Conjure Fire] or is a mixture of non-combative spells, ST should be consulted before attempting & the ritual will require ST Oversight.

 

 


Engorge - Noncombative
Reaching for the powers of ancient blood magic, the application of the rune of power allows blood mages who are enfeebled by magic to temporarily cast off their yoke at the expense of their magic. 
 

 

Spoiler

Mechanics:

Dubbed the ritual of engorging on account of its notion of filling one’s self with blood and therein power, blood mages can utilize clothing, armor, or other attire enchanted to embody the rune of power to undergo a quelling process to silence their enfeebling magics in order to temporarily undo its weakening effect on their body, most commonly employed to counteract the enfeeblement of Void magics. By willing the rune of power to take hold the blood mage becomes overwhelmed with lethargy for 10 emotes or 15 narrative minutes, making them wholly unfit for combat. As such blood mages engage their engorged attire far in advance of combat, often hours, lest they be caught off guard and effortlessly felled. This flip restores the blood mage to the bodily strength they would otherwise have - meaning a mage who studies and lives a sedentary lifestyle would have the typical strength of someone with such a lifestyle rather than being subject to Voidal or other weakness - and does not truly empower them, only restore them. In doing so an active mage may forsake their arts so they may efficiently take up a blade and heavy armor. Once the user chooses they may deactivate the rune to restore their magic and therein accept its weakness but doing so brings on the same acute lethargy and weakness protracted over 1 narrative hour or 15 OOC minutes, something done in seclusion and safety.

 

This ritual is conducted by inscribing a ritual circle with runes of flesh, mortality, binding, and silence, wherein a rune of power is put in the rune of mortality’s crescent just like ensorcelling and the article of clothing is put atop it. If successful a blood mage wearing the article can sense the rune of power’s effect and choose to embrace it, therein silencing their weakening magic for the trade of having their strength return.

 

Once the ritual circle is prepared at least two blood mages must activate it by placing open wounds against its outer edge, both of which must be at least tier 4. Once the ritual circle is prepared the blood mage must activate it by placing an open wound against its outer edge and the player leading the ritual rolls out of 20 and add appropriate modifiers to determine the outcome. Unlike typical rituals a ST is not contacted and the blood mages involved must self-RP the consequences of ritual failure.

 

Roll 1-4: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a Voidal terror or inferis, and/or the appropriate mutation of the intended subjects spinning off  the runes and/or magics used, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a terror) if the ritualists are ill-prepared.

Roll 5-10: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a lesser Voidal terror or inferi imps, a gravity well, blinding and choking smoke,  etc. The immediate result (e.g. explosion) should not be overly damaging and may knock back/over, wound, and/or impair but what follows may be more dangerous (e.g. imps) if the ritualists are ill-prepared.

Roll 11-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results.


Engorge is a ritual that does not require an emote count but should take around 4-5 emotes to perform, including the drawing of the circle and its runes in fresh blood and the ritual activation. This ritual requires 5 units of genus.

 

Red Lines:
-Requires at least 2 blood mages, both of which must be at least tier 4.
-Engorge has no effect on individuals not practicing physically hindering magics, i.e. engorge could be used to make a human mage as strong as a human knight, but not a human knight as strong as an orc.
-Only blood mages can use engorged attire. Engorged Attire requires ST Signature.
-Because of how the ritual magically exhausts participants, those who participate in or lead the ritual cannot participate in or lead another group ritual for 1 IRL day.

-Engorge does not require ST Oversight to perform the ritual. An [/Sreq] must be submitted after the ritual. showing all required components, genus, and proper rolls were done. Lying or deceiving this is grounds for ST Intervention.

 


 

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This lore has been denied.

This proposal went to a vote in amendment chat and did not pass.

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