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[✗] [Bloodmagic] 2 Slotted Rewrite

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PREFACE 

 

Spoiler

This piece is to rewrite PART of the original lore piece of Bloodmagic, A write for those Who have decided to devote their second slot to the MA and a reason to do so, while  Content itself isn't lacking, it's more of the lack of purpose one has to devote a second slot. This right serves to bring about  the subtypes/classes of blood magic and to encourage not frequent but moderate use of these rituals, they have potential to drive narratives further but lacks the grounds or momentum to allow it

 

I thought of writing something more combative for bloodmagic but later realized that is futile, so instead of creating something from the ground up it is better to try and improve on a greater lacking aspect of the magic. While the original rituals are the exact same, some have been moved to the second slot with the addition of 2 new abilities.



 

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[ ExᴘʟᴀɴᴀᴛɪᴏN ] 

ꜰʀᴏᴍ ᴛʜᴇ ᴠᴇʀʏ ꜰɪʀꜱᴛ ꜱʜᴀʀᴅꜱ ᴛʜᴀᴛ ᴍᴀʟɢʜᴏᴜʀɴ ꜱᴏ ꜱᴇʟꜰɪꜱʜʟʏ ʜᴇʟᴅ ꜰᴏʀ ʜɪᴍꜱᴇʟꜰ ʙʟᴏᴏᴅᴍᴀɢɪ ʜᴀᴠᴇ ᴀʟᴡᴀʏꜱ ʙᴇᴇɴ ᴀʙʟᴇ ᴛᴏ ᴛᴀᴘ ᴅᴇᴇᴘᴇʀ ɪɴᴛᴏ ᴛʜᴇɪʀ ᴍᴀɢɪᴄ, ꜰʀᴏᴍ ᴛʜᴀᴛ ꜱᴀᴍᴇ ꜱʜᴀʀᴅ ᴛʜᴇʏ ʜᴀᴅ ᴀᴡᴀᴋᴇɴᴇᴅ ᴛʜᴇɪʀ ɢᴇɴᴜꜱ ᴘᴏᴛᴇɴᴛ ᴘᴏᴛᴇɴᴛɪᴀʟ ꜰʀᴏᴍ. ɪᴛ ɪꜱ ꜰʀᴏᴍ ᴛʜɪꜱ ꜱᴀᴍᴇ ꜱʜᴀʀᴅ ᴛʜᴇʏ ᴀʀᴇ ᴀʙʟᴇ ᴛᴏ ᴅᴇᴠᴏᴛᴇ ᴀ ꜰᴜʀᴛʜᴇʀ ꜰʀᴀᴄᴛɪᴏɴ ᴏꜰ ᴍᴏʀᴛᴀʟɪᴛʏ ɪᴛꜱᴇʟꜰ ɪɴ ᴏʀᴅᴇʀ ᴛᴏ ᴜɴʟᴏᴄᴋ ᴀ ᴅᴇᴇᴘᴇʀ ᴜɴᴅᴇʀꜱᴛᴀɴᴅɪɴɢ ᴏꜰ ᴛʜᴇ ᴘᴏᴛᴇɴᴛɪᴀʟ ᴛʜᴀᴛ ʟɪᴇꜱ ᴡɪᴛʜɪɴ ᴛʜᴇɪʀ  ꜰʟᴇꜱʜ.

 

[ Rɪᴛᴇ ᴏꜰ ᴇxꜱᴀɴɢᴜɪɴᴀᴛɪᴏN ]

 

ᴛᴏ ᴅᴏ ꜱᴏ ʀᴇǫᴜɪʀᴇꜱ ᴀ ʀɪᴛᴜᴀʟ ꜱɪᴍɪʟɪᴀʀ ᴛᴏ ᴛʜᴇ ᴏɴᴇ ᴛʜᴀᴛ ᴛʜᴇ ᴍᴀɢɪ ʜᴀᴅ ꜰɪʀꜱᴛ ɪɴᴅᴜʟɢᴇᴅ ɪɴ ᴛᴏ ᴄᴏɴɴᴇᴄᴛ ᴀɴᴅ ᴀᴡᴀᴋᴇɴ ᴛᴏ ᴛʜᴇɪʀ ᴍᴀɢɪᴄ, ᴛʜᴏᴜɢʜ ᴛʜɪꜱ ᴏɴᴇ ɪꜱ ꜰᴀʀ ᴍᴏʀᴇ ᴠᴀꜱᴛ ᴀɴᴅ ᴅʀᴀᴍᴀᴛɪᴄ, ʀᴇǫᴜɪʀɪɴɢ ᴛʜᴇ ᴘʀᴇꜱᴇɴᴄᴇ ᴏꜰ [3] ᴛ𝟦 ʙʟᴏᴏᴅᴍᴀɢɪ ᴏʀ [1] ᴛ𝟧 ᴀɴᴅ [2] ʙʟᴏᴏᴅᴍᴀɢɪ ᴡɪᴛʜ ᴛʜᴇ ᴛ𝟧 ᴍᴀɢᴇ ᴘᴀʀᴛɪᴄɪᴘᴀᴛɪɴɢ ɪɴ ᴛʜᴇ ʀɪᴛᴜᴀʟ ᴀʟʀᴇᴀᴅʏ ʜᴀᴠɪɴɢ ᴅᴇᴠᴏᴛᴇᴅ ᴛʜᴇɪʀ ꜱᴇᴄᴏɴᴅ ꜱʟᴏᴛ. ᴛʜᴇ ᴅᴇᴠᴏᴛɪɴɢ ᴍᴀɢᴇ ᴍᴜꜱᴛ ʙᴀᴛʜᴇ ᴛʜᴇᴍꜱᴇʟᴠᴇꜱ ɪɴ ᴀ ᴘᴏᴏʟ ᴏꜰ ʙʟᴏᴏᴅ, ʙᴀꜱᴋɪɴɢ ɪɴ ɪᴛꜱ ᴘᴜʀɪᴛʏ ᴀɴᴅ [8] ᴜɴɪᴛꜱ ᴏꜰ ɢᴇɴᴜꜱ ꜰʀᴏᴍ ᴛʜᴇʀᴇ ᴛʜᴇ ᴏᴛʜᴇʀ ᴘᴀʀᴛɪᴄɪᴘᴀᴛɪɴɢ ᴍᴀɢɪ ᴍᴜꜱᴛ ᴛʜᴇɴ ᴅʀᴀᴡ ᴀ ᴄɪʀᴄʟᴇ ᴀʀᴏᴜɴᴅ ᴛʜᴇ ᴘᴏᴏʟ ᴏꜰ ᴡɪᴛʜ ʟɪɴᴇꜱ ʟᴇᴀᴅɪɴɢ ꜰʀᴏᴍ ɪᴛ, ꜰᴀꜱʜɪᴏɴɪɴɢ ᴛʜᴇ ᴛɪᴘꜱ ᴡɪᴛʜ ᴛʜᴇ ʀᴜɴᴇꜱ ᴏꜰ ᴍᴏʀᴛᴀʟɪᴛʏ, ꜰʟᴇꜱʜ ᴀɴᴅ ᴅʀᴀɪɴɪɴɢ, ᴡɪᴛʜ ᴛʜᴇ ʀᴜɴᴇ ᴏꜰ ʟɪꜰᴇ ʟᴇᴀᴅɪɴɢ ꜰʀᴏᴍ ᴛʜᴇ ᴅɪʀᴇᴄᴛɪᴏɴ ᴏꜰ ᴛʜᴇ ʜᴇᴀᴅ ᴏꜰ ᴛʜᴇ ᴅᴇᴠᴏᴛᴇᴇ. ᴛʜᴇɴ ᴛʜᴇ ᴍᴀɢɪ ᴍᴜꜱᴛ ᴀᴄᴛɪᴠᴀᴛᴇ ᴛʜᴇ ʀɪᴛᴜᴀʟ ʙʏ ᴀʟʟ ᴘʟᴀᴄɪɴɢ ᴡᴏᴜɴᴅꜱ ᴀɢᴀɪɴꜱᴛ ᴛʜᴇ ᴄɪʀᴄʟᴇ- ᴛʜᴇɴ ᴏɴᴄᴇ ᴀᴄᴛɪᴠᴀᴛᴇᴅ ᴛʜᴇ ᴘᴏᴏʟ ᴏꜰ ʙʟᴏᴏᴅ ᴡɪʟʟ ʙᴇɢɪɴ ᴛᴏ ꜱᴛᴏʀᴍ ᴀʀᴏᴜɴᴅ ᴛʜᴇ ᴅᴇᴠᴏᴛᴇᴇ ᴀɴᴅ ꜱᴏᴏɴ ᴇɴᴄᴀᴘꜱᴜʟᴀᴛᴇ ᴛʜᴇ ᴍᴀɢɪ ɪɴ ᴀ ʀᴇᴅ ᴘᴜʟꜱᴀᴛɪɴɢ ᴄʀʏꜱᴛᴀʟ, ʜᴀᴠɪɴɢ ᴛʜᴇᴍ ꜰᴀʟʟ ɪɴᴛᴏ ᴀ ꜱᴛᴀᴛᴇ ᴏꜰ ʜɪʙᴇʀɴᴀᴛɪᴏɴ ᴡʜᴇʀᴇ ᴛʜᴇʏ ᴅʀᴇᴀᴍ ᴏꜰ ᴛʜᴇ ᴠᴀʀɪᴏᴜꜱ ɴᴇᴡ ꜱᴘᴇʟʟꜱ, ʀɪᴛᴜᴀʟꜱ ᴀɴᴅ ᴘᴏꜱꜱɪʙɪʟɪᴛɪᴇꜱ ᴛʜᴀᴛ ᴛʜᴇʏ ᴀᴡᴀᴋᴇɴ ᴏɴᴄᴇ ᴍᴏʀᴇ, ᴛʜᴇɴ ᴀɴ ꜱᴛ ᴛɪᴄᴋᴇᴛ ᴍᴜꜱᴛ ʙᴇ ᴍᴀᴅᴇ ᴛᴏ ᴅᴇɴᴏᴛᴇ ᴛʜᴇ ᴅᴇᴅɪᴄᴀᴛɪᴏɴ ᴏꜰ ᴀ ꜱᴇᴄᴏɴᴅ ꜱʟᴏᴛ ᴛᴏ ʙʟᴏᴏᴅᴍᴀɢɪᴄ.

 

Rᴇᴅʟɪɴᴇꜱ:

The Rite of Exsanguination requires [3] T4+ Bloodmagi or [1] Exsanguinated T5 and [2] Bloodmagi of any tier.

This ritual requires [8] units of Genus to perform and a minimum of [6] flavorful emotes to be deemed sufficient.

The Bloodmagi must have learned all base spells from T1 - T4 in order to be Exsanguinated. 

The Bloodmagi who have participated in the ritual cannot participate in another for [1] OOC Week.

The Exsanginated must create an ST ticket with proof of the roleplay and will fall into an incubated state until the ticket has been resolved, being unplayable until that is done


···—–——–—···

 

[ AʙɪʟɪᴛɪᴇS ]

After the Exsanguinated bloodmage has dedicated their second slot to the magic they gain an array of abilities through the dreams during their  hibernation. The pulsating crystal represents the beating of information that invades their mind and thrums through their brain.. A plethora of runes and images of long forgotten times, incomprehensible to them are translated to prophetic visions during this sleep. To symbolize such a change in the magic it will be represented through the shifting of the nine shards and current two slotted magi will receive these visions of this  change. 

 

The Exsanguinated are able to select between these three main rituals to specialize in. Doing so allows them to lead the rituals and add modifiers to bring about a larger success rate. Those modifiers are as follows:

 

+3 For every Exsanguinated that specializes in the Embark ritual.

+ 2 For every Exsanguinated that specializes in the Hail ritual

+ 2 for every Exsanguinated that specializes in the Invent Ritual and must be the one that posts the MArt application

 

Rᴇᴅʟɪɴᴇꜱ:

The denotion of the specialization is done in the same request the initial connection ST ticket is made and poseidon the MA “x Has devoted a second slot, Specializing in x ritual”.
These rituals cannot be done without the leading of an Exsanguinated bloodmage that specializes in the respective ritual.
 


 

Eᴍʙᴀʀᴋ - [Noncombative]

An incredibly dangerous rite, the opening of rifts has long been the obsession of wizards and scientists hellbent on realizing the wider cosmos.

 

Spoiler

Mᴇᴄʜᴀɴɪᴄꜱ

This ritual is conducted to create a rift, a bleeding portal from one place to another, typically another plane. This requires the circle to be inscribed with as many relevant runes as possible to describe the place intended to hone the accuracy of the rite such as metal, light, divinity, sacrosanctum, and power to travel to Xan’s Realm of Order or earth, water, air, flora, and mortality to travel to Anthos. As alluded to, rifts are notoriously fickle and when it opens to reveal what lay ahead it may not at all be the intended destination, just something like it, and given the vast multitude of planes and descriptions it is not always certain to succeed. Rifts remain open for a relatively brief time, 10 narrative minutes or [30] OOC minutes, and display the world ahead of them in an eerie crimson light after which they slowly stitch back together like a sealing wound. To enter a blood rift is to accept a PK clause as there is no guarantee a character can conduct the ritual again to return home (which requires no roll as they are anchored to return home, they need only the necessary blood) and the monks cannot rescue them. Characters with resurrection abilities may not circumvent this if the embark is to another realm. All uses of this ritual require ST manager approval as succeeding may create a prolonged and detail-oriented event for the ST who may need to prepare. Note that the ST are by no means obligated to approve any or all requests and are not obligated to explain their reasoning.

 

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. Then, the ST event actor presiding over the summoning will briefly teleport away to somewhere hidden to roll out of 20 in secret, add the appropriate modifier (see Blood Rites under Abilities), and return to roleplay the result of the ritual.

 

Roll 1-5: 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 6-12: 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 if the rift is to a guarded or especially violent place wherein an entity may exit the rift to confront the ritualists such as an inferi from Moz Strimoza, a zhuanth from the Fae Realm, and so forth which may then remain on the mortal realm or return through the rift as the ST see fit. Additionally, ST (with manager approval) may choose to allow for the rift to remain open permanently and create a wound in the fabric of space that refuses to heal.


Embark 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 of which there are likely many and the ritual activation. This ritual requires 6 units of genus and an additional [2] units of genus if used to open a rift to a deity’s plane who may adamantly protect it and seek to actively deny entry.

 

Further, a blood mage acting alone can utilize Embark to create multiple minor blood rifts linked at predetermined destinations that are higher or lower on the same median plane, allowing one to create ‘portals’ that can send the user though otherwise solid spaces without necessitating the construction of physical lifts, stairs or ladders (mechanically represented by lift signs). These minor rifts may be left active at all times following creation.

 

Rᴇᴅʟɪɴᴇꜱ:

Requires at least 3 blood mages, one of which must be at least tier 3.

This ritual requires ST to be performed to play the creature(s) involved and requires ST manager approval. To reiterate once more, ST may choose to deny a ritual for any reason; if it would be too involved and too much of a hassle to manage characters roaming, say, the ruins of Asulon then so be it. Because of this it is highly encouraged for blood mages to cooperate with the ST and be understanding the scope and breadth of their rift requests.

Entering a rift necessitates the acceptance of a PK clause as the character may end up with no avenue for returning. If entering another realm, characters who may persist past death such as animii, ghosts, gravens, wights, eidola, siliti, striga, tree lords, darkstalkers, archliches, and so forth may not circumvent this PK clause.

Rifts are fickle and even a success could lead blood mages to an unintended destination. ST decide and describe the location, allowed to do so entirely through text or with a build prepared for representation. The ST may, at the conclusion of the event, decide whether the characters have the means to return, if they can acquire the means to return, to continue the event in-game or over Discord at a later date, or that the characters are lost if not already dead and effectively PK where they are stuck in that place. With ST approval blood mages may attempt to open a rift once more at a later date in an attempt to find and free such a person should they still be alive.

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.

Vertical rifts are represented by typical CraftBook lift signs and are functionally identical. IRP they are activated by genus-having blood, typically from select individuals, and then the operator(s) may allow any to pass through them. They are not capable of facilitating horizontal travel, only vertical; it’s to be treated as a lore explanation for blood mages wanting to use lift signs.

 

Hᴀɪʟ - [Noncombative]

In a complex ritual circle a group of blood mages may call forth a generic entity or, with immense luck and additional reagents, a specific entity or object.

 

Spoiler

Mᴇᴄʜᴀɴɪᴄꜱ

This ritual is conducted to commonly yield the summoning of a generic creature from somewhere on a mortal realm (e.g. a troll, scaddernack, wyrm, etc.). This requires the circle to be inscribed with as many relevant runes as possible to describe the entity to help hone the accuracy of the rite such as water, flesh, divinity, mortality, and power to summon a hydra; however, while returning to its roots, blood magic can still be volatile and rituals can fail to varying degrees. That same string of runes could conjure a similar but unintended creature or it could outright explode if fate wills it. Blood mages must be keenly aware of the possibility of disaster as well as success for whatever they summon, intended or otherwise, has no inherent kindness or subservient nature towards them and at best will be neutral and dismissive of them.

 

Entities from other planes such as inferi as well as specific, named creatures or objects can also be summoned but with much less reliability. First the blood mages must use additional reagents to assist in describing the entity or object such as ritualistic offerings or the blood of specific race or creature; additionally, this requires ST manager approval. An example of this might be metal, divinity, sacrosanctum, power, and life to summon a reever of Garumdir that requires the blood of an artisan and the burning of alchemical reagents. Such additional offerings are nigh always improvised. Attempting this ritual without additional reagents connected to a specific object/entity leaves the results to chance. Invoking the aengudaemonic requires even greater sacrifice, typically objects or relics linked to deities or their realms. Note that the ST are by no means obligated to approve any or all requests of this nature and are not obligated to explain their reasoning. Summoning specific entities also entails a normal event PK clause should non-immortal characters perish after the ritual succeeds as well as requires an additional blood mage of at least tier 3.

 

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. Then, the ST event actor presiding over the summoning will briefly teleport away to somewhere hidden to roll out of 20 in secret, add the appropriate modifier (see Blood Rites under Abilities), and return to roleplay the result of the ritual. 

 

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, especially if the ritual is to summon a specific entity or an object.


Hail 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 of which there are likely many and the ritual activation. This ritual requires [6] units of genus and an additional [2] units of genus if used to summon a specific, non-generic creature or an object.

 

Rᴇᴅʟɪɴᴇꜱ:
Requires at least 3 blood mages, one of which must be at least tier 3.
-This ritual requires ST to be performed to play the creature(s) involved and requires ST manager approval to attempt summoning a specific creature or object.
If conducted inside of a city or a nation's capital region, consent to conduct the Hail ritual is required from at least one region owner. This does not apply across entire nation tiles.
To summon a specific creature or object the blood mages involved must be aware of their existence in roleplay and the limits of their understanding give the ST more room to flex creative freedom. For example, blood mages may attempt to summon Satar, a drake guardian of the Abyss, and with appropriate reagents they just might but they may instead summon Elden, a dragon servant of Mordring with the same runic description. If blood mages attempt to summon a “demon lord” then their result could vary from a zar’akal to a zar’kiel or zentherak of any banner or band. Additionally, summoning an object may have unintended consequences; summoning the Sword of Horen - an unlikely event - might bring with it an angelic protector intent on reclaiming the artifact whereas summoning the Planar Dictate may cause an unforeseen, bewildering planar anomaly of torn space. Lastly, doing so requires a fourth blood mage who is at least tier 3.
Summoned creatures are never docile/friendly, being neutral at best, and oftentimes are hostile and dangerous things which cannot be tamed or (usually) reasoned with. The summoning ritual is not intended to give pets or allies and at best could be used to, for example, summon a horror-type Voidal horror to speak with. However, prepared ritualists may have means of frightening the entity or otherwise force it in a direction they wish for it to go such as towards a nearby city to wreak havoc.
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.

Objects being hailed must have sufficient space when summoned or risk being destroyed. A house being hailed would not make space for itself, for example and would require an already open area. For example, a basement or cavern underground would not cut out a new space

 

Iɴᴠᴇɴᴛ - [Noncombative]

In a union of blood runes and the influences of other magics, blood mages may produce a unique object or entity of their own design.

 

Spoiler

Mᴇᴄʜᴀɴɪᴄꜱ

This rite is the epitome of creation rituals, used as a freeform method of invention. This requires the circle to be inscribed with as many relevant runes as possible to describe the intended final product alongside possible objects or creatures to act as a base form. Additional magics of any origin or source may be cast into the ritual circle as it is triggered to help guide the invention, epitomizing blood magic’s ability to bind with all powers be they divine, arcane, mortal, or otherwise.

 

An example may be a circle of fire, metal, light, divinity, sacrosanctum, and power combined with fire evocation and a templar’s strike with a hatchet to create a glittering, flaming war axe fit to embody Malchediael’s glory. Another example may be a circle of water, air, ethereal, transcendence, power, and draining combined with necromancy and fjarriagua witchcraft with cursed ice and an appropriate heirloom to resurrect a fallen frost witch as a wrathful banshee spirit of winter.

 

To use this ritual, users must first organize and submit a MArt of their design and await an ST verdict; it is encouraged applicants coordinate with ST ahead of time to hash out concepts to avoid pushing boundaries and making an egregious, overpowered submission. In this submission screenshots of roleplay are not necessary as the roleplay cannot commence until the MArt is approved. If approved, users may then conduct the ritual repeatedly until they succeed. Note that the ST are by no means obligated to approve any or all requests and are not obligated to explain their reasoning.

 

Once the ritual circle is prepared at least three blood mages must activate it by placing open wounds against its outer edge, two of which must be at least tier 3. Then, the ST event actor presiding over the summoning will briefly teleport away to somewhere hidden to roll out of 20 in secret, add the appropriate modifier (see Blood Rites under Abilities), and return to roleplay the result of the ritual. 

 

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 7-13: 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 14-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results, allowing for minor edits or stipulations to be made to MArts if the ST desires. 


Invent 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 of which there are likely many, the casting of additional magic, and the ritual activation. This ritual requires 8 units of genus.

 

Rᴇᴅʟɪɴᴇꜱ:

Requires at least 3 blood mages, two of which must be at least tier 3.

This ritual requires a MArt to be posted and approved prior to attempting and requires an ST to be performed to play the creature(s) involved.

MArt approval and denial is purely up to ST discretion and they may set the precedent for MArts however they wish. As well, the ST may intervene in a situation if they believe an individual or group is producing too many MArts too quickly and may therein deny them at will.

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.

 

Sᴘɪʀɪᴛꜱᴘᴇʟʟ - [Noncombative]

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

 

Spoiler

Mᴇᴄʜᴀɴɪᴄꜱ

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, divinty, 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. Then, the ST event actor presiding over the summoning will briefly teleport away to somewhere hidden to roll out of 20 in secret, add the appropriate modifier (see Blood Rites under Abilities), and return to roleplay the result of the ritual. 

 

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.

 

Rᴇᴅʟɪɴᴇꜱ:

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. 

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.

 

Sᴜʙᴠᴇʀꜱᴇ -  [Noncombative] 

Through the connection of the shard and the unknown awakening of the genus inside of them bloodmages are able to bend their own  blood how they will it.

 

Spoiler

Mᴇᴄʜᴀɴɪᴄꜱ

Through the vast practices and generations of using the magic bloodmagi are able to draw blood from a wound of their own and manipulate it in anyway they so please, The limitations of his spell is dependent on how much blood the mage is willing to draw from themselves for if they draw too much they may still fall victim to the current mechanics of drawing blood from their respective race.

 

This casting requires one emote to perform and cannot be activated during combat, the mage can also conjure items from their own blood that may exist outside the casting. Doing so requires [2] emotes to create: One of the blood magi drawing the blood from their own wound then manipulates it into any form they wish, the second emote of that blood turning to a solid, red prickly state or crystal like state by the bloodmage. This requires [1] Unit of Genus from the blood magi and is therefore binded to their form- should the item leave possession of the mage it will begin to disintegrate or melt back into its original form. 

 

Rᴇᴅʟɪɴᴇꜱ:

This spell cannot be used in combat and is solely for flavour

Items made by this rite cannot be used in combat- they are too fragile and will crumble/melt easily from any damage given to them.

Items made from this spell  does not require an ST signature to create, merely a player signature should the bloodmage want to make it an actual item

Ensorcellments cannot be applied to these items to circumvent the noncombative nature of the items. While a bloodmage can create a crystalized scythe of their own blood and ensorcell it with the rune of light- they cannot do so with Earth in order to strengthen it and make it combative.

 

Mᴀꜱꜱᴇᴅ -  [Combative]

Through the further development of their magic, through the combination of scabbing and hemorrhaging blood magi can strip blood from a part of their body to solidify its defense.

 

Spoiler

Mᴇᴄʜᴀɴɪᴄꜱ

Bloodmages are able to draw blood from an existing wound on their form and drench it with blood, then solidifying it to a crystal like state to add a chitin like defensive layer to their skin. This spell requires [2] emotes to perform, [1] Emote denoting the blood willingly/unwillingly seeping from the wound and [1] denoting the blood solidifying around the area, giving it the effect of chitin for the following [3] emotes if not damaged. The amount of genus needed to give the blood such a power depends on the area they choose to defend.

 

Small appendages, fists, ankles, shoulders etc. Requires [1] Unit of Genus to perform.

Limbs, Sensitive areas such as the ribs or abdomen Requires [2] Units of Genus to perform.

 

The areas solidified in the blood become difficult to move or control. A fist covered in blood will remain a fist and unusable otherwise until the blood is destroyed or disintegrates after the sufficient remote count. 

A mace/blunt strikes focused on the area will reduce its durability by [1] emote every time it is attacked, being resistable to slashes and stabs.

 

Rᴇᴅʟɪɴᴇꜱ:

This spell requires [2] emotes to perform, [1] Emote denoting the blood willingly/unwillingly seeping from the wound and [1] denoting the blood solidifying around the area and the durability can be reduced by [1] Emote if hit by a blunt strike/mace

The areas covered and solidified in the blood become difficult to move in such a state, if the feet are covered their movement is reduced by [1] meter, if legs are covered their movement is reduced by [3] meters. Fists are unable to wield weapons and the added blood will hurt the same as a mace. But will instantly shatter if struck against plated armour, denting it in the wake of its destruction.


Credits: Me
 

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His first lore piece .. they grow up so fast 🥺🥺

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I dont know why your idea of a 2 slot rewrite is to remove content from 1 slot BMs and then just add wacky high modifiers to 2nd slots? For a single combative spell? Why is becoming a 2nd slot now a ritual? 

 

I don't think this actually addresses the issue of current 2 slot BM [3 rites doesnt make a slot, and 3 rites AND 2 spells certainly dont make a slot either] and just makes it worse by putting an artificial barrier to entry. -1

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12 minutes ago, PrimnyaQuorum said:

I dont know why your idea of a 2 slot rewrite is to remove content from 1 slot BMs and then just add wacky high modifiers to 2nd slots? For a single combative spell? Why is becoming a 2nd slot now a ritual? 

 

I don't think this actually addresses the issue of current 2 slot BM [3 rites doesnt make a slot, and 3 rites AND 2 spells certainly dont make a slot either] and just makes it worse by putting an artificial barrier to entry. -1


This is to give the magic's 2nd slot devotion an identity for lack of a better term, bloodmagic's 1 slot abilities are enough considering it's a fairly simple magic to get into, the second slot stuff is for more dedicated and experienced players to get into. The 'acritical barrier of entry' is just to hand more experienced players the responsibility of leading large rituals like those.

If you could too state your current issues with two slotted BM, i believe the amount of spells or rites doesn't make a magic2 slots but its the responsibility of leading those rites and teaching 'em.

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4 minutes ago, PolarLoLs said:


This is to give the magic's 2nd slot devotion an identity for lack of a better term, bloodmagic's 1 slot abilities are enough considering it's a fairly simple magic to get into, the second slot stuff is for more dedicated and experienced players to get into. The 'acritical barrier of entry' is just to hand more experienced players the responsibility of leading large rituals like those.

If you could too state your current issues with two slotted BM, i believe the amount of spells or rites doesn't make a magic2 slots but its the responsibility of leading those rites and teaching 'em.

 

You havent "given" 2 slot an identity by taking already accepted rites from 1 slot, and moving them to 2 slot exclusive. My issue with 2 slot BM is that its the ability to lead 3 rites, and thats it; I don't think giving 2 slots a higher modifier, and then giving them the same 3 rites + 2 spells [you moved invent to one slot? to replace it with hail?] is anything close to a good idea. Youre not "giving more experienced players the responsibility of leading" because leading a BM rite just boils down to being the guy of tier to say *sparks rite and do the roll, if they even get to roll instead of the mandatory ST Actor for most rites.

 

This write doesnt address the lack of stuff 2nd slot has, it just adds 2 bloodbending spells [one of which you should just be powergaming as your noncombative flavor anyway] and a blood armor that doesnt fit with blood magic thematically and re-arranges which rites are/are not 2 slot by swapping invent with hail, and adding a ritual barrier to entry. Not everything needs some grandeous ritual of gatekeeping to get entry [a entire MONTH of 4 people being unable to make anyone else a 2nd slot? for 3 rites and 2 spells?]. 2nd Slot just needs more oomph. 

 

 

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My boy a writer now??

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Just now, PrimnyaQuorum said:

 

You havent "given" 2 slot an identity by taking already accepted rites from 1 slot, and moving them to 2 slot exclusive. My issue with 2 slot BM is that its the ability to lead 3 rites, and thats it; I don't think giving 2 slots a higher modifier, and then giving them the same 3 rites + 2 spells [you moved invent to one slot? to replace it with hail?] is anything close to a good idea. Youre not "giving more experienced players the responsibility of leading" because leading a BM rite just boils down to being the guy of tier to say *sparks rite and do the roll, if they even get to roll instead of the mandatory ST Actor for most rites.

 

This write doesnt address the lack of stuff 2nd slot has, it just adds 2 bloodbending spells [one of which you should just be powergaming as your noncombative flavor anyway] and a blood armor that doesnt fit with blood magic thematically and re-arranges which rites are/are not 2 slot by swapping invent with hail, and adding a ritual barrier to entry. Not everything needs some grandeous ritual of gatekeeping to get entry [a entire MONTH of 4 people being unable to make anyone else a 2nd slot? for 3 rites and 2 spells?]. 2nd Slot just needs more oomph. 

 

 

Invent supposed to be in there too, not sure why it didnt paste over ill fix that in a second but these issues you're mentioning has existed since its initial write and there have been no attempts to amend or addresss these exact issues, so why not try atleast something out for better hopes of the magic, the one month cooldown can be changed, just didn't want to leave it on no cooldown and the ritual itself is an idea i think would fit it and is cool, for the combative i think is cool too

Denied or not, this is just to bring out the issues with the magic instead of players brooding on it in their coups going "will rewrite it" to never do jack

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Idk anything about blood magic, but I'll always encourage people to give lore writing a shot. Don't give up even if it's not received well

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1 hour ago, PrimnyaQuorum said:

I dont know why your idea of a 2 slot rewrite is to remove content from 1 slot BMs and then just add wacky high modifiers to 2nd slots? For a single combative spell? Why is becoming a 2nd slot now a ritual? 

 

I don't think this actually addresses the issue of current 2 slot BM [3 rites doesnt make a slot, and 3 rites AND 2 spells certainly dont make a slot either] and just makes it worse by putting an artificial barrier to entry. -1

voidal magic did this no one bats an eye

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1 hour ago, PolarLoLs said:

The Rite of Exsanguination requires [3] T4 Bloodmagi or [1] T5 and [2] Bloodmagi with the T5 mage already having devoted their two slots to the magic.

 

the wording of this line confuses me, i suggest changing it slightly.

 

The Rite of Exsanguination requires [3] T4+ Bloodmagi or [1] Exsanguinated T5 and [2] Bloodmagi of any tier.

 

also the 1 month cooldown is crazy, id say a week at max for this kind of ritual and maybe less genus. tbh i havent gotten around to getting people for any of the bigger rituals but 10 seems like overkill for an ascension type ritual lowkey. highest currently are call calamity (15), invent (8), and spiritspell (8).

 

and i agree with prima for the most part. while it would be cool to choso larp i dont think blood armor fits bm thematically and i think applying a cost to non-combative blood manipulation is kinda strange. id understand just having it noted as a non-combat ability you gain since its powergamed for flavor anyways.

 

however, i do like the idea of an ascension ritual to progress further into bm, but idk if it'd be worth it without giving the second slot the love it needs. good luck with this write though.

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13 minutes ago, Air said:

 

the wording of this line confuses me, i suggest changing it slightly.

 

The Rite of Exsanguination requires [3] T4+ Bloodmagi or [1] Exsanguinated T5 and [2] Bloodmagi of any tier.

 

also the 1 month cooldown is crazy, id say a week at max for this kind of ritual and maybe less genus. tbh i havent gotten around to getting people for any of the bigger rituals but 10 seems like overkill for an ascension type ritual lowkey. highest currently are call calamity (15), invent (8), and spiritspell (8).

 

and i agree with prima for the most part. while it would be cool to choso larp i dont think blood armor fits bm thematically and i think applying a cost to non-combative blood manipulation is kinda strange. id understand just having it noted as a non-combat ability you gain since its powergamed for flavor anyways.

 

however, i do like the idea of an ascension ritual to progress further into bm, but idk if it'd be worth it without giving the second slot the love it needs. good luck with this write though.

I'll drop it to 8 and the cooldown probably a week would do ya, for your other points i just wanted to add a more defense combative spell that draws from your active genus and isn't a projectile. But thats what its here for to try new things out 

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As an ex blood mage player of two years… this would be a really good change. Well written lore and makes taking the second slot have more significance and point to it. I love the new spells as they don’t add anything overpowered but sensible for it. Amazing work!

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There's currently absolutely nothing in regards to make one dedicate a second slot other than making a req and going 'yo, second slot plz'. 

 

So take that how you will in a very heavy ritual/roll kind of magic. 

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10 hours ago, Cheese said:

voidal magic did this no one bats an eye

 i dont think anyone in air evo is missing surge that they werent using before but /shrug its true. I think theres a difference though between moving some spells to 2nd slot and adding 4-5 new ones per evo rewrite and just moving 1 rite into 2nd slot for a non-combative and combative spell. 

 

 

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I don't think this is the fix for 2 slot BM. The issues with blood magic go beyond just the lack of flavour or reasoning to dedicate a second slot. The issue lies in the fact that blood magic is not engaging except if you have a multitude of people to roleplay it out with you.

 

As was mentioned above removing spells from 1 slot BM, whose main purpose right now is being an item printer through ensorcell doesn't really strike me as the solution.

 

In my opinion blood magic needs to be rebuilt from the ground up if it wants to fix its 1 slot vs 2 slot issue, or see the 2nd slot properly dedicated to meaningful spells that would see active usage.

 

In addition, I think locking this behind a 10 genus paywall with a multitude of other magi needed is not solving any issues which again relate to the magic requiring a larger group of people to be fun/useful. An example would be myself, even if I don't actively play right now, even with a TA I have only a handful (3) of blood mages my character would find himself engaging in rituals in. Of course this is not the case for all, but the magic should not be limited to just group efforts and should also allow for singular players/small groups to at least get more out of it than they currently are able to.

 

Credit where credit is due however, since I like the writing and the effort put into this. I just do not believe it is the solution for a magic plagued by far larger problems than just its second slot being lackluster.

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