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[✗] [Magic Lore] - Nocturgy

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DarkParty

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Posted (edited)

Note: Yes. I know. I probably should have waited to do another lore piece, but I just enjoy making them so much. To be honest I am not sure what I will do if one gets accepted. Make more? So just one more attempt and then I will REALLY try to not write any more lore for a while.

Eerie medieval ballroom

"Entertainment was a trivial pursuit. But terror! Ah, now THERE was something..."

-Ahab Amaru Mordecai, the "Man of Shadows"                                                    

Nocturgy

Origin

The art of manipulating, animating, and corporealizing shadows was first discovered by Ahab Amaru Mordekai. He first sought to delight and entertain with his magic shadows.  Then, shortly after his 30th birthday, Ahab almost died of a mysterious illness. When he finally recovered, he behaved as if he were another person. He delved into far darker applications for his craft, using his shadows to kill and destroy. Still, part of him was still a showman, and he longed for someone to whom he should pass on his skills. Where he is now is anyone's guess...

 

Explanation

Nocturgy is the art of manipulating shadows be it for aesthetic, utility, or even combat purposes. Everything from making a shadow move on the ground to wielding a sword's shadow against the swordsman is possible. Novice Nocturgists can only make a shadow move slowly on the ground, or slightly warp its shape, while masters could dream of raising an army of darkness from the ground. Nocturgists first must learn to manipulate ordinary shadows before they can make use of them physically.

-Nocturgy is a [2] slot magic.

-Nocturgy may be learned with a valid [MA] under a character with a Nocturgy [TA]

 

Nocturgy Abilities

 

Manipulate Shadow [T1-NC]: Novice Nocturgists have the ability slightly manipulate the shape and position of shadows, to an only aesthetic or utilitarian extent.

Mechanics:

Spoiler

The Nocturgist may aesthetically shift the shape or position of a shadow (e.g. bending a tree's shadow) within 10 meters over [2] emotes. This has no effect other than perhaps to provide shade or entertain. 

Redlines:

Spoiler

-This spell has NO combat potential

-Immediately upon spell ending, the shape will remain in the warped shape for 2 emotes before snapping back to the natural shape. It cannot be corporealized or animated in this time.

 

 

Corporealize Shadow [T2-NC/C]: Nocturgists with a bit more experience may manipulate their lifeforce to give a shadow a tangible form, akin to that which cast it. This only applies to objects; shadows of living beings will essentially be non-necromancable and non-lootable corpses.

Mechanics:

Spoiler

Over the course of [5] emotes, the Nocturgist may imbue a line-of-sight shadow within 8 meters with lifeforce, giving it physical form. The physical object will be in the same position as the shadow (In other words, sideways on the ground.) This applies to inanimate objects, allowing a Nocturgist to wield a shadow's sword, etc. The spell ends after [3] emotes or when the mage chooses to end it. Any corporealized shadows will have the exact same properties as what cast them. (e.g. a sword is sharp; a cannonball is heavy and hard.) When the spell ends, the shadow object will dissolve, and the shadow will slowly fade back into its correct place. Until the mage reaches T4, they may only corporealize objects up to the size of an average Uruk. Once they reach T4 they may corporealize objects up to the size of a large olog.

Redlines:

Spoiler

-Any animate object can be corporealized, but the shadow will be "dead" on the ground.

-A mage may only corporealize one object at a time.

-Shadow objects cannot be altered in physical attributes (A dull shadow sword cannot be sharpened.)

-Partial shadows or shadows that Nocturgist can only partly see will likewise corporealize broken.

-Shadows retain weight, making some hard to lift.

-Shadows are not unbreakable. Durability carries over as well.

-No magical or alchemical properties carry over into shadows. 

 

 

Darken Area [T3-NC/C]: Apprentice Nocturgists may meld shadows into a massive nondescript shape to cover an area in darkness that only Nocturgists would be able to see through.

Mechanics:

Spoiler

Taking [3] emotes to meld nearby shadows into a massive "blob," On the fourth emote a 6x6 meter area around the caster would become shrouded in pitch darkness. Nocturgists would be able to see through the dark, but only a short distance. Anyone else would be disoriented and completely blind. The darkness dissipates after [2] emotes back into the source shadows.

Redlines:

Spoiler

-T3 Nocturgists may see 3 meters in the shadow, T4 5, and T5 6.

-Non-Nocturgists are not completely vulnerable, every sense but sight stays entirely intact. 

-Aurum weaponry will disperse the darkness in a [2] meter radius for [1] emote.

-Shadow "blob" may not be corporealized.

-Shadow areas cannot stack or overlap.

-No light sources would provide better vision.

 

 

Animate Shadow [T4-NC/C]: Giving shadows sentience takes a huge effort of will. This spell allows Nocturgists to corporealize and animate shadows of living beings, essentially giving them a mind of their own. Animated shadows will follow all commands given by the Nocturgist.

Mechanics:

Spoiler

Over the course of [8/12/17/] emotes, A Nocturgist may corporealize 1/2/3 shadows of living beings each up the size of a small olog within line-of-sight and within 6 meters. The shadows will corporealize with the shadows of all the gear and weapons that they had on. Corporealized shadows will have exactly the same strength as the being from which they were taken, up to that of an Uruk. When the spell ends after [3], the animated shadow will dissolve, and the shadow will slowly fade back into its correct place. 

Redlines:

Spoiler

-Inanimate objects' shadows cannot be animated.

-Commanding a shadow to do something and it doing it completely takes up one emote. The mage may not take any other action.

-Living shadows cannot be altered (such as getting stronger.)

-Shadows can only complete basic tasks such as picking something up, attacking someone, etc.

-Partial shadows or shadows that the Nocturgist can only partly see will likewise corporealize missing limbs etc. but not in pain from such.

-Each time a shadow would be struck a fatal blow, its remaining emotes or corporeality are decreased by [1] emote. It dissolves should they be decreased to zero.

-Shadows can do nothing on their own volition, they require commands, which must be simple, direct, and achievable within 2 emotes.

-Strength of shadows caps at that of a large Uruk. 

-Shadows may move a maximum of [4] meters per emote

-Animated shadows will instantly dissolve if they are more than 10 meters away from the caster.

-Shadows cannot talk or communicate in any way.

-Shadows do not retain MAs, FAs, or any other magics or abilities from the source.

 

Umbrakinesis: Master Nocturgists may essentially eliminate the constraints of weight, mentally manipulating corporealized shadows.

Mechanics:

Spoiler

Over the course of [5] emotes, the Nocturgist obtains a good grasp on the shadow within 5 meters, (no bigger than an average tree) and uses the next [2] emotes to move or hurl it. Should they not hurl it within the two emotes, it is dropped and instantly dissolves. While this spell is ongoing, corporealized shadows cannot dissolve. However, they always do so instantly when the spell is finished.

Redlines:

Spoiler

-This spell has a [5] emote cooldown between uses. 

-This spell may not be used on animate shadows or shadows controlled/summoned by another Nocturgist.

-"Held" objects may not be moved more than [3] meters per emote. They may not be hurled more than [5] meters.

-This spell does not corporealize objects. Corporealize Shadow must be cast beforehand.

-The force is always around an average man throwing a rock. Size may influence damage, however.

 

Tier Progression:

Spoiler

Tier 1 [2 OOC weeks]: 

Spells: Manipulate Shadow.

 

Tier 2 [3 OOC weeks]:

Spells: Manipulate Shadow, Corporealize Shadow

 

Tier 3 [5 OOC weeks]

Spells: Manipulate Shadow, Corporealize Shadow, Darken Area

Upgrades: Corporealize shadow max size increased.

 

Tier 4 [6 OOC weeks]:

Spells: Manipulate Shadow, Corporealize Shadow, Darken Area, Animate Shadow.

Upgrades: Darken Area vision increased.

 

Tier 5:

Spells: Manipulate Shadow, Corporealize Shadow, Darken Area, Animate Shadow, Umbrakinesis

Upgrades: Darken Area vision increased.

 

General Redlines:

Spoiler

-Nocturgists may not learn deity magic unless they drop Nocturgy

-All shadows will instantly dissolve if hit with an aurum weapon. Nocturgists also experience a mild discomfort around the material

-Nocturgists are prone to bouts of depression and melancholy, similar to phantoms.

-A newly appeared shadow cannot be manipulated, corporealized, or animate for [3] emotes. (e.g. someone drawing a sword and thus casting its shadow.)

OOC Purpose

Spoiler

I have been trying to make a "Darkness Evocation" magic for a while now, but I could not really think of a way to do it. Nocturgy was what I finally landed on. I think it proposes a new, fresh, magic to the table of dark magics. I do not have a grandfather for this but will make one if it gets accepted.

DISCLAIMER:

Spoiler

AI AIDED with this piece. No part of this lore is directly written by AI. I just used it to help me figure out balancing and redline problems, because I don't have a readily available test group to get an overview of my lore. I am aware that AI written lore will not be accepted, but I do not see this as such. I still understand if this is denied on that count, however.

 

Edited by DarkParty
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heyhey! this is a LOT better than your last piece.

first off, this actually makes sense - kind of. you're framing it as a voidal magic, which is strange in its own right because every other voidal magic is [1] slot, but this is [2]. 

also, i feel this niche is already somewhat covered by mysticism. mysticism is the magic that deals with ghosts, and although your idea of "shadows" is a bit different, a lot of these abilities feel a bit strange and not quite right for LOTC.

i'm not gonna go into a full rant about why this probably won't work, but i REALLY REALLY REALLY want you to listen when i say write some amendments and additions first. tackling ANY new magic is a HUGE undertaking that takes really experienced players MONTHS. 

i get that writing magics is fun, but if you want to do something like this, i would start your own, independent worldbuilding project. LOTC's lore is just a bit too strict for creative ideas like these.

 

tldr, don't try to write ambitious lorepieces like this one, start smaller (please)

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Honestly DarkParty, If you enjoy writing lore KEEP posting it.
I also suggest reading a lot of lore as well so you understand it better!

Because the way to get good at ANYTHING is to do it a bunch, if you want you can try posting these attempts in https://www.lordofthecraft.net/forums/forum/23-miscellany/ and ask for feedback and help to hone your craft, people will also respect you more.

Also the suggestion to try to write amendments is a good one!

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I have 2 notes for you.

1. Keep writing. Maybe not new lore, but ammendments and story posts could be fun. Its actually really nice to see someone just put shit out there, to just be creative. Because that's the point of lotc. A shared story, shared creativity.

 

2. If you do try again, don't try voidal magic - it's already an incredibly bloated category of magic (7 different magics or something) so you likely will not be able to add to it.

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Posted (edited)

Ok lots of good feedback!

Out of curiosity do you think a CA/ET creature would be better/easier to build than a magic? Because my main aim here is to create something original and a amendment/addition just feels...like a plop-on. (For lack of better wording.)

 

Also, instead of SDing I have decided to just wait and see if I get incredibly lucky, but I did clarify a few things and switched this to a dark magic. (I was a little confused as to whether a magic where you connect to the void at all was automatically "voidal."

Edited by DarkParty
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12 minutes ago, DarkParty said:

Ok lots of good feedback!

Out of curiosity do you think a CA/ET creature would be better/easier to build than a magic? Because my main aim here is to create something original and a amendment/addition just feels...like a plop-on. (For lack of better wording.)

Actually I think creating a non ET creature would be a great place for your to start :D Just an open creature. 

https://www.lordofthecraft.net/forums/forum/914-non-playable-creaturesevent-creatures/

I recommend reading some of these first though! 

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Posted (edited)

By which you mean an open race or a CA? Cause can you even make an open race? (Out of curiosity, I am still prob gonna make a CA.)

 

Edited by DarkParty
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46 minutes ago, DarkParty said:

By which you mean an open race or a CA? Cause can you even make an open race? (Out of curiosity, I am still prob gonna make a CA.)

there are creatures that are not playable, but can be used in player or story team events

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On 5/24/2026 at 2:46 PM, PrimnyaQuorum said:

A shadow is an absence of light. A mage cannot summon an absence of something. Not a good voidal magic

SHUT

UP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

 

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hellll yeah

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I have changed the used energy from mana to lifeforce for two reasons:

 

  1. Mana still implies a voidal magic.
  2. I made the shadows weak to aurum which I realized makes no sense with mana.
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This lore has been denied. 

 

Hey there, I would highly recommend heavily getting some time on the server to roleplay as other CAs/MAs to get a feel for how the server, its setting, and its mechanics blend together to make a cohesive lorepiece. Most people who submit lore don't get it accepted within their first year of playing the server as they're still adjusting to the setting and getting a feel for how things are done. There is an extensive Lore Criteria (the first two subforums) which covers a ton of ground for what lore is expected to look like, what succeeds, where to innovate and where you will fail. I immensely recommend reading through those subforums in full, as an understanding of them helped me a lot in writing better lore myself.

 

Writing a new lorepiece- let alone a rewrite nor a reimplementation of old lore- is perhaps the hardest thing to write in LotC. A new magic takes dozens of hours of writing usually to be anywhere near a degree needed to pass, often taking months on end- its genuinely something which needs a lot of work to create. Writing anything on LotC takes a lot of time when going into it, and I suggest that deeply- don't rush into anything, be slow about this, and analyze what you are working on carefully; posting your ideas in Creative Writing helps greatly.

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