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dev_clark

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  1. Name of the Artifact:

             The Third Conjoinment

     

    Is this a combat related Artifact? If marked as “no”, it will not be usable in combat situations:

             Yes

     

    MC Name of the person(s) currently in possession of the Artifact:

             dev_clark

     

     RP Name of the person(s) currently in possession of the Artifact:

             Arzyl

     

    MC Name of the creator(s) of the Artifact (N/A if not applicable, e.g. for event items):

             N/A (Artifact hasn't been made yet)

     

    RP Name of the creator(s) of the Artifact (N/A if not applicable):

             N/A (Artifact hasn't been made yet)

     

    Screenshots showcasing the attempted creation of the artifact (use an imgur album or a spoiler please | if an event item just screenshot the item itself | If you're resubmitting an old MArt put N/A:

             

    N/A Before attempting this ritual, I would like to get the idea approved.

     

     

    MC Item description (the exact description that will be used for the MC item if this MArt is accepted):

             

    N/A Conjoinment does not require an item.

     

     

    Effect(s) of the Artifact:

             

    Through a ritual of conjoinment, Arzyl will seance into the Eternal Forest with a Druidic artifact in search of a Druid’s soul. (OOC Note: I have a specific one in mind and their player’s approval. If it’s needed, I can provide the information.)

     

    During this seance, he shall convince the Druid of salvation— freeing him from the torture of the Eternal Forest.

     

    When the Druid is freed, they shall not be anchored but rather, a Wight will damage Arzyl’s soul and use the Druid’s soul to mend the wound, effectively conjoining Arzyl to the once Druid. 

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    Abilities

     

    Weirhency
    (Passive)


    With the conjoinment of a Druid's soul upon his own, Arzyl's soul has become masked by the melody of nature. This masking allows Azryl to masquerade amongst nature, being treated as one of the Aspect's duty-bound servants. Through this assimilated mimicry, Arzyl may utilize mysticism to influence nature in ways previously impossible, albeit he remains free of the Aspect's grasp, not bound to the Eternal Forest.

    Nature’s voice and song will only be faint to Arzyl– their soul essence calling  in pure whispers out but in order to truly hear anything louder, he must actively interact with it and will be limited when he does.

     
    ════

    Death’s Communion
    (Combative)

    By connecting to a piece of nature with his ghostly arm or by saturating his palm, Arzyl may reach forth and tug at nature’s soul essence. Being in contact with the essence will allow him to listen to nature fully, rather than just a faint whisper he has been relegated to.

    Arzyl is limited to anything within a five block range and may only listen to the individual voices for only five  emotes max  before nature will detect his deception and shut him out from listening any further. Regardless of how much Arzyl practices this ability, he may not extend the time that he has to listen to nature.

    However, should Arzyl extend a liturgy of ectoplasm and further saturate the ‘line’ he is working with, the range of his perception may increase. With the Veil drawing in closer, for every liturgy of ectoplasm expended, add two blocks to the range. However, despite being able to lengthen his range, he is still under the hold of potentially expending too much and suffering the consequences of ectoplasm sickness.

    If a piece of nature is hindered by using Mysticism's hindering cantrip, Arzyl will passively be able to listen and detect nature without needing to tug at its soul essence. He is still limited to a five block range, however, even if the piece of nature is hindered.

    Whilst listening and connecting to the specific creatures– Arzyl may ‘converse’ with them. Fragments of what he is trying to say can be offered to the animal. It requires an additional emote to be done in order to speak to the animal and a roll above ten for the animal not to shut him out. Should the roll be below ten, they will shut him out and refuse to converse with him.


    ════
    Weirhent Wail
    (Non-Combative)

    While linked to the soul essence of the natural world, Arzyl may let the woes of Ebrietaes seep into their minds and bodies– giving them knowledge of true demise and ultimately turning anything in range feral with hatred.

    By using his spectral arm, the user will place their hand upon the ground, plant, or animal to act as a conduit. He will let his ectoplasm saturate the conduit and allow it to course through nature– thrumming, similar to a sound wave. These waves will extend in a five block radius and will fill every piece of nature with sorrow. The act will communicate the despair of Ebrietaes, the horrors, the intense awareness of death.

    This will make everything within the area feral and dangerous to interact with. Animals living within this area will become hostile to anyone entering this new territory– causing them to attack if someone dares to tread within. Plants will begin to grow thorns, spurred by the need to protect themselves. Survival instinct will become heightened in this ring.

    If there is a piece of nature hindered within the radius, it can act as a small propeller and increase the radius by one block. This can be done up to two times before the waves are simply too weak to enact their will any further.

    Druids may commune nearby and use empathy in order to clear the nature here of its affliction.

    It requires one  liturgy in order to use Weirhent Wail and three emotes to complete. One emote to gleam, one emote to saturate the conduit, and one emotes for the waves to fully be sent out.


    ════

    The Veil’s Cradle
    (Non-combative)
     

    Using Mysticism’s hindering cantrip, plants and animals can be controlled through their imbuement of ectoplasm. Commanding hindered creatures does not harm them in any way.

     

    Once a plant or animal has been hindered, Arzyl may tap into the ectoplasm in order to command nature to bend to his will. This hold upon them is indefinite unless Arzyl ceases gleaming/is interrupted. This non-combative commandment requires one emote. For every 2 creatures added to the command, add an emote. Arzyl may command two of either type– two animals and two plants, no more
     

    Perception of the creatures involved is free flowing during this time, due to their hindrance and connection.

    Despite the one emote count and the hindrance, Arzyl must roll for every creature he is trying to command. Rolling below a ten threshold will cause the creature to suddenly become aware of the perverted connection and become terrified. Should they see through his lie, the animal will flee and run away and the plants will shrivel up – essentially shutting Arzyl out from commanding them.

    If the connection is successfully done and the rolls are a ten or above, Arzyl may now control the hindred nature. None of these hindered connections may be used in contact, if there is an attempt to do so, nature will resist and break off the connection. However, there will be no resistance for non-combative choices.

    Similar to the anchorment of a geist, animals who are being commanded will do anything that is asked of themselves except for combat or putting themselves in harm's way. Depending on what is asked, the animal will continue it even if Arzyl is no longer directly commanding them. For example, if Arzyl asks the animal to watch over an area and ends commandment after relaying this, the animal will continue to do it. They will not stop until they deem their task as finished or are forced to stop.

    Plants and the way they are commanded can be much different, however. While a plant may not be commanded or grow or wither, they may be commanded to grow in specific manners once they naturally do or they may be commanded to naturally begin to wither. Controlling plants is less of an immediate effect but rather the effects much after the commandment is finished. For example, a plant may be commanded to grow into a set of braids or grow to cover a door.  After being commanded, the plant will continue on, naturally growing in such a manner until it has successfully completed it. If the plant is unable to do the task, they will do it to the best of their ability. However, they will completely disregard the command if it puts them in harm's way.

     

    It requires one liturgy of ectoplasm to perform the commandment. (It does not require ectoplasm to hinder, however, per Mysticism lore)

     
    ════

    Warden’s Will
    (Combative)

     

    Through a form of expulsion, instead of attacking, the once-druid’s geist will forcibly hinder a five block  radius around Arzyl. Everything within it will hinder and if it is a plant or an animal, Arzyl will be able to will them to attack or slow others. This area will be filled with mists of deadbreath, forcing anybody without truesight rendered unable to see in or out. Audibly, those within will only hear the cries of the dead– but not just the undead of descendants but the cries of animals. Druids may feel utter and intense sorrow when within this hindered area.
     

    Unlike Veil’s Cradle, being controlled within this ability will allow nature to put itself in harm's way and enter combat under Arzyl’s command. Despite having control in this area, Arzyl may only command one plant and two animals during this. He will be limited to this amount even if more animals and plants have been hindered.

     

    Animals will be able to attack, feral like, and will follow the CRP guidelines for pets. Should an animal be a pet/have an owner that is not Arzyl and are hindered within the area, they will not be able to be commanded but will hesitate to follow commands from their owner – as they are fighting off the effects of their soul essence being tampered with. Arzyl will only be limited to medium sized animals.
     

    A plant being controlled may reach forth and inhibit movement speed to a victim. If one is snared by the plant being controlled, their movement speed will be cut in half.

    Any animal and plant that are within the area and hindered will still be privy to some sort of effect if they’re not being controlled. Plants will cry out in fear and shrivel up some, as if trying to hide. Animals will attempt to flee haphazardly but will remain stuck within the confines of the five block radius.

    This period will last for six emotes. When the six emotes are finished, everything will return to its normal state, purged of any ectoplasmic hindrance. Any animal within will flee beyond the confines, now that the ability is over. Hindrance does not protect animals or plants from any sort of harm. If hindered plants or animals die within this period, they will naturally be cremated due to being saturated with ectoplasm.

    It requires two liturgies of ectoplasm to use Warden’s will and four emotes to complete. One emote to gleam, one emote to expulse the geist, one emote for the geist to hinder, and one to connect to the chosen animals and plant.

     

     

     

     

    Red Lines of the Artifact:

    Weirhency
    -If the conjoinment is undone, this ability will be rendered null.
    -Arzyl is not tied to the Aspects in any way due to this.

    -Should Arzyl die and the souls of his companions be released (or should the conjoinment be undone) the Druid’s soul will not return to the Eternal Forest but will be sentenced to Ebrietes.

    -Arzyl cannot use any Druidic magic nor will he have any knowledge of the spells or intricacies of the magic, that is not the point or the possibility of this conjoinment.

    Death’s Communion
    -Requires amputation, cannot be used without amputation.
    -Limited to five block range.
    -Expending one liturgy may increase the block range by two.
    -The time range, however, cannot be increased and is limited to five emotes.
    -Can listen to any creature/flora.


    Weirhent Wail
    -Requires amputation, cannot be used without amputation.
    -Druids may fix this area through the use of Empathy.
    -Animals who have been affected will remain near/close to the original area.
    -Requires one liturgy.
    -Limited to two propellers.
    -Can be purged through Holy Magic.

    The Veil’s Cradle
    -Because hindering is a cantrip, it requires no liturgies to hinder.
    -Requires one liturgy to perform the full ability.
    -Commanded plants and animals cannot be put in harm's way under any circumstance - this must be done through the creature’s will only. (For example, a loyal pet choosing to protect/attack for the owner)

    -Animals or plants cannot break out of this hold unless they are being commanded for combat in which they will refuse to follow such.

    -Must roll a 10 or more to command more animals or plants.
    -If shut out, the animal cannot be contacted for 1 OOC day.
    -Cannot be used during combat.
    -Messages can be sent but must go through the use of the aviary plugin.

     


    Warden’s Will
    -Can only be used 1 per combat encounter.

    -Requires 2 liturgies of ectoplasm to perform.

    -Should an animal belong to someone else - they will be hindered but will not be able to be commanded by Arzyl (only hesitation).

    -Hindrance does not make the creatures immune in any sort of way to damage/harm.
    -When ensnared by a plant, movement speed is halved.
    -Can only control medium or below sized animals.
    -Cannot control wood.

    -Arzyl may perform major and minor actions while commanding. 
    -Hindered area will return to normal state after emote count.

             

     

     

    Explanation of the effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

             

    Explanation of Effects:


    For clarification, there are no additional liturgies or power-ups in terms of Mysticism through a third conjoinment. Arzyl will receive no buffs to his ectoplasm in the sense that no extra liturgies will be added, none of his spells will be Wight level, and he will still suffer consequences from overuse of liturgies. The idea presented here is that not only is he trusted by nature but because he is just a bit closer to the veil itself, he can interact and manipulate the lesser soul/soul essence of plants and animals.

    The effects of another conjoinment is meant to play out just as similarly to previous conjoinments with obviously a bit of tweaks. However, in terms of mental state, it will only worsen the mind. A ritual like this is dangerous. Mystics are already risking it by a second conjoinment therefore a third is even more taxing and should be roleplayed as such.

     

    Conjoining a Druid’s soul will give Arzyl no knowledge on Druid spells or any knowledge on the magic/being able to learn it - per Mysticism lore. However, the abilities gained through the conjoinment will be innate, spurred on by a subconscious ‘connection’. 

     

    None of these abilities can be taught to other Mystics but the possibility of this ritual being able to be replicated is not impossible. 

     

     

    Number of duplicates of this Artifact:

             None

     

    Do you understand that there is a three-month cooldown between posting MArts per-player, and that cooldown begins upon acceptance? (Denial does not trigger a cooldown period.)

             Yes

     

     Have you applied for this Artifact before, and had it denied? If so, link the app:

             No

  2. MC Name:

             dev_clark

     

    Character's Name:

             Arzyl

     

    Character's Age:

             40

     

    Character's Race:

             Devil (Elf)

     

    Link to your accepted MA:

             https://www.lordofthecraft.net/forums/topic/217688-mysticism-ma-idiottomato/?tab=comments#comment-1942240

     

    What magic(s) will you be teaching?

             Mysticism

     

    Describe this magic or a creature as a whole:

             

    Mysticism is a dark art, one in which the user walks the line of death and life. These practitioners are conjoined with a soul, in exchange for the use of Ectoplasm - a material made up of mana and lifeforce. Said occultists have certain amounts of ectoplasm - their liturgies - that can be expended. Overuse of their ectoplasm can render them sick.  As the mystic continues with their practice, they may choose to take on a second soul as to advance themselves further and delve down two different paths. The biggest feat a Mystic can reach is Wightdom, in which a Mystic consumes an apparition and is reborn purely of ectoplasm. 
     

     

    Are there different sections or subsections of magic? Can those be elaborated upon?

             

    Within Mysticism, there are two different subcategories: Mystic Blades and Mystic Conjurors. Mystic Blades consist of a more fighter based version, equipped with liturgies that can assist strongly in hand to hand combat. Mystic Conjurors are the mage-like category, supplied with liturgies that can support and empower practitioners or geists around them.

    Mystics may learn how to craft stone creatures known as Pale Knights/Eidola. These creatures are crafted through a menhir (A rock imbued with the Mystic’s ectoplasm) and tying a geist’s soul to it, allowing them to be reborn of rock and water.

    It’s to note that Mystics may only reach T3 after they are conjoined to a second soul - at which time Mysticism will become a two slot magic. After such, they will then be locked at T4 until they ascend to Wightdom which is T5 mastery. Due to this, a Mystic may apply to be a TA at T4


    Also in Mysticism is the appearance of Wightdom, a process in which a mystic may become a wight - a ghost like apparition. Wights are an immortal mass of souls - created through the process of Consumption. A mystic must defeat an apparition (An entity summoned through the collection of 15+ souls within a menhir), then consume all the souls within. Over the course of one OOC year, the mystics body will calcify before being reborn anew as this ethereal creature. Once the transformation is fully done, it is here that  one will reach T5 Mysticism.

     

    Can you give an example of a casting emote, of a spell of your choice?

             

     

    Deadbreath:
    [Emote 1] Arzyl’s figure became encompassed by a billowing white sheen. Ectoplasmic vines took hold of his appendages, rotten and decayed in nature. His face began to fade, turning translucent and displaying the bones that lay below. . . It was a sickly scene.
    [Emote 2] [!] The glow to his body emboldened, eyes lit with pure ivory. Those ethereal leaves flecked off his body  as he pulled at his reserves. Creeping vines coiled further about him, seeking for a sun they’d never be allowed to feel.
    [Emote 3] [!] The devil broke free of his vine like chains, forcing that mist to expel from his body. It seeped through the air, beginning close to his figure before ambling out into the air surrounding it. Clouds of white thickened and those without true sight would be rendered unable to see anything in or out less it be a meter in front of them.

     

     

    Can you give an example of a teaching-emote (interacting with another) of a spell of your choice?

             

     


    “Come, come,” said that devil, ushering his student along. They stood in an empty clearing - the only light being that of the man’s lantern and the moon’s rays. After a moment of ensuring their privacy, he began, “When we pull the veil upon ourselves, it is most useful on nights as such - where there is no sun to give you way to even the most perceptive mortal’s eye. . . and in the waters, you shall be near imperceptible.” Misty whites lifted to the sky, briefly, before settling on his student.

    “Gleam,” he spoke, simply enough.

    And so, his student obliged, bringing forth their tendrils of ectoplasm. It was the first step. As the apprentice’s figure was encompassed fully by their ephemeral shades, Arzyl continued.

    “... Let it consume you, be /one/ with it. Drown yourself in it if you must. . . and do not be afraid of what /could/ be. . .” A step was taken back by that teacher, entrusting the other with the gravity of such. Eyes devoid of pupils watched on, as the ectoplasmic figments of his student grew and billowed harsher. Translucency swallowed the other whole, enveloping them and sucking them into spectral waters.

    “Stay still, do not move an inch.”

    Panic flashes briefly in the trainee but Arzyl stood his ground watching on. . . In a few more moments, they began to fade from the mortal eye’s sight. Fear that had been building previously had fled them and their eyes had gone wide - as if unbelieving of what they had done.

    A pleased little look found itself unto that pallid face. Horned head tilted forward, in approval.
     

     

    Say your student powergames during or after teaching, how do you reprimand that?

             

    I talk to them, discuss the issue and how it’s powergaming - clarify with them how to use whatever they powergamed correctly so that they can avoid making the mistake in the future. If the issue persists, I contact an ST. 

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep the ST updated on the status of your magic app?:

             Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app.

             No

  3. MC Name:

             dev_clark

     

    Character's Name:

             Arzyl

     

    Character's Age:

             40

     

    Character's Original Race (N/A if not applicable):

             Devil (Elf)

     

    Transformed form:

             Klone

     

    Creator's MC Name:

             kill_p3d0s

     

    Creator's RP Name:

             Kraal

     

    Briefly explain the lore behind this construct or creature:

             

    Klones are an alchemical creation under Tawkins - called Reincarnation. There are two necessary products for creating a klone. That being the Vitae of Rebirth and Bogodan's Clay. The Vitae of Rebirth is created from certain fluids from an individual. These fluids are: Black bile, yellow bile, and the Individual's blood. The vessel will take on any of the traits from the Vitae of Rebirth. The Bogodan's Clay is what the vessel will grow from, an  alchemical creation that is shaped to form a crude fetus. Crafting such is not easy by any means as Bogodan's Clay requires a plethora of symbols. With a pot saturated with the Vitae and the Clay fetus within, the vase for the vessel will be filled with an oil - meant to provide the nutrients required for the vessel to grow. 

    It is possible for a klone's appearance to be changed through mutations, grafting, and other changes - allowing for a custom body. These changes can manifest them selves in different ages, hair color, eyes, and more. 

    After the ingredients have been made, the klone will be left to grow. It requires 6 OOC weeks in order for the vessel to be ready and to be inhabited. Attempting to use the klone before the 6 weeks will result in death of the vessel and soul. Throughout each week, the alchemist must check on the vessel and make sure it is developing correctly. Mutations may occur throughout the process with varying severity. If all is successful and the vessel proves to be living by the end of the 6 week period - the person in which it was made for may now inhabit it upon death. 

    Upon reincarnation (inhabiting the new vessel), the person will be subject to vomiting, dizziness, loss of touch, blindness, amongst other afflictions as they begin to adjust to the new body over the course of 1 OOC day. Then, after the course of 1 OOC week, the persona will acclimate fully to the new body and  any mutations that have come alongside it. 

    It is to note that reincarnation does not have to be upon death but can be done through the use of the Juliet's Potion. This potion allows one to switch between their klones through consumption of this. Their soul be displaced from the vessel they are currently in before being shuffled into the next available vessel. Should there not be any vessels for them to inhabit, they will be forced to PK upon drinking this potion. If one is not a klone, they will be revived by the monks per usual. 

    Klones are subject to a PK clause, upon the klone being used. Should a klone run out of vessels to inhabit upon a death, they will be forced to PK. 

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    As stated previously, klones may receive certain mutations that may alter the body. Some of these mutations may be purposefully placed upon the vessel but others may emerge from the process of it being grown. However, if no changes are done to the klone, they will follow the soul blueprint of the individual it was made from. 

    No mutations have been added to this klone to make it look any different from the original persona - Arzyl. Therefore, the aesthetic of this klone mimics that of the character's original vessel. 

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             None

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             Yes

     

    Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             No

  4. MC Name:

             dev_clark

     

    Character's Name:

             Arzyl

     

    Character's Age:

             39

     

    What feat(s) will you be learning?

             Devil (High Elf)

     

    Teacher's MC Name:

             Little_Lulah (Grandfathered App)

     

    Teacher's RP Name:

             Wyetta (Naztherak)

     

    Do you agree to keep Story updated on the status of your feat app?:

             yes

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             no

     

    Are you aware that if this feat is shelved, it will be unavailable to use?

             yes

     

  5. 2 hours ago, DISCOLIQUID said:

    In the past, giving +1 to rolls for single units of Blood to Naz for their marriage piece collapsed the risk + purpose of the rolling system. Remove the thing that gives +1 to blood magic modifiers for a resource and instead rely on knowing blood mages IRP. This way, you just need to dump a ton of goo into a vat & you need none of the connections that the original lore intended for blood mages to upkeep with one another. 

    I don't think removing modifiers as a whole for this piece would the best thing to do but I do agree that it should be altered to support RP. Liturgies may have not been the best modifier, simply from the idea that they replenish after use therefore diminishing their cost. I think what might be more beneficial is to keep the idea of using soul fragments for modifiers (since they're much more difficult to obtain) and then make it so that some of the Rites/Abilities require you to weave liturgies of ectoplasm into the genus you offer up. 

    2 hours ago, MeteorDragon said:

    I think it would be neat if it was possible, like in Infernal Blood, to do the rituals while having a Blood Mage and a Mystic instead of needing the Mystic to know Blood Magic. Sort of bouncing off of Disco, this could be why you need a Mystic as they will be able to imbue their Liturgies into the blood and that's how it becomes Elysian Blood

    I definitely agree that this would be neater if more the abilities were able to be used by Blood Mages with aid of a Mystic, and honestly, I should've written them to be more widely accessible - however, I am also still inclined to keep certain abilities remain only usable if one has both magics (Similar to the way some of the abilities are in Druidic BM, requiring you to be a druid with blood magic rather than just needing blood mages with a druid helping). Rite of the Puppeteer, Rite of Scouring, and Ensorcell Ethereality are the abilities that would be best changed to being a Blood Mage + help from Mystic, the rest I believe are best kept to a Blood Mage-Mystic. 

  6. Spoiler

     

     

    Elysian Blood Magic

    POoTpQXD0UoGVp1WKrQYpPvglytDAZynmVMu5WGuZHPJW8HY07tU3KfIwuI0DB6mhbLZw6ha0VuYo6-b3JMR3vaayD89xABBB5kbmcUz2aAHUGsX2PMnPZ7_6L8d8-RE42OSeEhWIhYDyJdrsGcpCQ-jtIRYV9j4AkDM3DDn8-rEQyvMTLrcNUL45jxvJw
     

    The banks of life, a union of the soul and genus— components which fuel and spark the lives of descendants. To know both is to understand the figments of life and death. To manipulate both is to blur the lines of mortality with ethereality. When one is so close to the beating of a pumping heart and the stillness of the afterlife, they find a middle ground. They find a spring unlike any other, hidden by the worlds, beckoning them to not only tread the veil but rather find home and peace within it.

     

    This font of the world truly may only be accessed by those who possess both understandings. The abilities privy to these individuals may be taught and shown but until one has languished in the essence of soul and blood, they will not be able to utilize any of these teachings by themselves. This is to say that all abilities and rituals require a Mystic to use and lead them

     

    Spoiler

    -- Elysian Blood Magic is a marriage piece between Mysticism and Blood Magic. This is not a new magic but rather a combination of the two and unique interactions.
    -- For the sake of this piece, abilities will refer to Mystic Blood mages as Elysian Blood mages/magery.
    -- Elysian Blood Magic is not innately known when either of these two magics are obtained without holding the other. Players may only innately know of this and may self teach by themself when they have Mysticism and Blood Magic at the same time.
    -- Players with only Mysticism or Blood Magic may freely RP a suspicion that such is possible and may learn of the recipes and rituals as they see fit should they be in contact with someone who knows the other magic. For example, a Blood Mage may freely seek out a Mystic to experiment and find out the rituals, but they will not know the intricacies of them beforehand.
    A separate MA is not needed.

     


    Modifiers: Mystics can imbue their ectoplasm with their genus, weaving the two together.
    This entanglement of the two can be offered up for an addition to their rolls. For one liturgy of ectoplasm offered to the ritual, there is a +1 to the roll given. Any offered soul fragments shall give a +1 to the roll.

    Spoiler

    -- Rolling a 1 will fail the ritual, regardless of any of the modifiers applied.
    -- In order to use a liturgy - the Mystic must emote gleaming and then weave their ectoplasm into each unit of the genus they are giving to the ritual.
    --A mystic with no blood magic cannot offer up their liturgies and cannot weave them into someone else’s genus.





    2JEKXp6-8DUBP_XWYVyDkB4hNpAEEBP3khgg0XXS8mt27c-PVe_iE9oPm9PSsBnyWNY9JW4RpbnqQ8qhNZN4QYJN032c2bhtXK7XVKaoFSSD5FzhaZBJgzCqcdvy2oZNqg-pVdF5-zyPSLH5laeeCh13cHtZVdv7eU98DaHHmkyqW20is7Swgc598EG8rg

    [Cursed Blood]
    “Bound to my body, a curse unto my own.”
    T3 Blood Mage and T3 Mysticism, Mystic must know hexing.

    (Non-Combative)
     

    Through a form hexing, Elysian Blood mages may temporarily hex their own genus and serve as a living curse.
     

    Spoiler

    During a ritual, mages will first craft a circle of blood with themselves in the center. The occultist will then inscribe a rune of Mortality and a rune of Ethereality upon the center of the circle. Then, the same will be done upon their body. Then, Elysian blood mage will gleam and draw forth a polygeist from Ebrietaes and into the circle of blood. After offering a precious memory to the geistl and one to two soul fragments (depending on the desired hex), they will then carve a wound nearby where they have placed the runes on their body and imbue the geist of choosing into the blood there. To fully set the geist, 3 units of genus must be offered to the circle. The imbuement will not fully seal this wound but rather, they will stop the bleeding and leave a bubbling and fleshy scab in return. A roll of 10+ is required for this ritual to work. Once this is done and the ritual is done correctly with a winning roll, the participant will have successfully received Cursed Blood which will last up to an OOC week.



    Rolls 3-9:The geist will be released and the wound will triple in length and depth.
    Rolls 1-2: The geist will attack anyone it sees and the wound area will quadruple in length and depth. The memory fragment will be lost as well alongside the soul fragment.

    Major hexes may only be done on oneself and/or someone who has partaken in Intertwinement. Should the participant not meet either of these requirements, they can only receive Minor hexes and will be subject to the effects of this Minor hex. Those without genus, the undead, or soulless creatures may not receive Cursed blood.

    After the allotted time has gone up, the geist will be released and the wound will be effectively sealed. During this time, due to the ‘openness’ of the wound, those with Cursed Blood will be more susceptible to blood diseases and illness. A bandage may be placed upon the imbuement area to lessen this but it will not be guaranteed. 


    Those who are immune to the hex upon themselves may use their hex on others. Cursed Blood hexes may only have one activation trigger and follow all Hexing redlines. This hex will have unlimited uses throughout the week it is active but can only be used once per combat encounter. When the wound has sealed, unlike normal destruction of hexes, the precious memory will not return to the Elysian Blood mage. Due to the nature of hexes, a placeholder item must be made and signed by ST.
     

    Redlines
    -- Major hexes may only be inscribed onto an Elysian blood mage or those who are actively in Intertwinement. They also may use their hexes (Minor or Major) on others.
    -- If one is not an Elysian Blood mage or is not actively in Intertwinement, they may only receive a minor hex and will be subject to the effects of the hex. They may not use the hex upon others.
    -- Due to the nature of hexes, an item must be made and ST signed detailing the area of the wound, the type of hex and effects, and the creator of the hex. This item must be purged after the time allotted has gone up.
    -- Incantation/Audible or Sight based hexes may only be triggered within #RP distance.
    -- Cursed Blood may only have one hex and one trigger.
    -- The hex cannot be removed or purged until the time has gone up. Cursed Blood is effectively ‘permanent’ until  ONE WEEK or seven days has passed and it will naturally seal and release the geist.
    -- Cursed Blood follows tier progression in the sense that you must be T4 to use the Sight/eye trigger in Cursed Blood.
    -- Participants do not have to be willing in order to receive Cursed Blood and does not require OOC consent.

    -- Hexes have no effects upon undead, spectral or corporeal.
    -- The soul fragments used to alter the polgygeist do not count for modifiers nor do the liturgies.


    Zf2CkryrIM6P-gnieiKKdo5PkcacgZ4uYyv8PjrLlnDxdaQifoRI816TjZAcRKVR2YVpTlt62bsTy5kTEVcjYOKE4PWBChO-4kmmevZpI59_-GFa0-vDV_6PAQEy1VQbvy66NGxFMmQ3feygcJ1JJYeFjQVx5cg_Xv0sxXEG3lQgSyMiHL8o0N67CBOSNg

    [Intertwinement]
    “Till death do us part.”
    T2 Blood Mage and T1 Mysticism
    (Non-Combative)


    Understanding the nuances of not only blood but soul, an occultist may craft a ritual in which they may intertwine their very soul and genus with others to create a connection beyond this plane.
     

    Spoiler

    Personal Insignias: These emblems are unique runes that pertain to the Elysian blood mage. They have no specific design quality required to them but should represent the character in some sense. These emblems also should match the aesthetic and design of Blood Magic runes.

    During this ritual, a circle will be crafted from blood. A rune of Flesh and Life will be placed on either side of the circle. Then, a rune of Binding and a Personal Insignia rune will be placed within the center of the circle alongside a rune of Mortality. When this is done, those who are involved will stand within the center of the circle. Then, the Elysian blood mage will etch the Personal Insignia rune upon themselves, as well as a rune of Binding on their body. Like ensorcell flesh, for this to be permanent, it’s best if this is tattooed or carved into oneself. When this is done, the leading mage will etch the same carvings into the other individuals involved. It is to note that the individuals involved do not need Blood Magic or Mysticism to partake. The only person who needs both magics is the leader of the ritual/the one that the others are being tied to. Upon making the carvings, the leading mage will gleam and saturate their palm with ectoplasm. With their saturated hand, they will place it upon the individual (should there be more than one individual, the following person will place their hand on the next person, acting as a conduit). Then, they will use another limb to place their hand upon the circle and offer up four units of genus. A roll of 10+ is required for this ritual to work.

    Should this ritual be successfully done, the soul tie will tether each individual to one another. Passively, those may be influenced by the emotions of others. However, it must take incredibly strong feelings for there to be considerable influence upon each other. For example, if one is completely overjoyed to the point of tears, the others may feel a warm sensation, as their troubles have been eased - so on and so forth. Actively, if those within the tie are within ten blocks of one another, they will find that any pain induced upon another will be induced upon themselves as a phantom pain. For example, if a person were to receive a laceration in range, those within the tie may feel a stinging sensation in the area. As the severity of the wound increases, so does the pain. Should someone within the soul tie die, this could render those in the tether in detrimental pain - as if a part of themselves has been ripped out. If these individuals are within 1-2 blocks of one another, they will be able to hear each other’s heartbeats, their blood coursing, and a few drifting thoughts (nothing concrete). If the individuals are making skin contact for more than 3 emotes, they may speak through one another through their minds. Through this, they may glean from thoughts Memory sharing is not allowed through this and this connection will break as soon as skin connection ceases. When speaking like this, individuals may be aloof and distracted outwardly.


    It is to note, that if someone within the soul tie receives a cursed blood hex, they may be immune to the effects and be unaffected by the hex - so long as they have a personal insignia etched on them.

    Should the leading mystic-blood mage soul tie break, everyone within the soul tie will be broken from it. If someone from the soul tie detaches themselves from intertwinement, only they will be privy to the loss of the effects. However, the loss of the soul tie may render those involved hopeless, as if they lost a part of themselves. This could send those into a spiraling mental state. This is why detwinning oneself should be a delicate process and why intertwinement should be a carefully discussed ritual - forcing one to be incredibly sure about taking part. 


    Redlines
    -- Intertwinement requires OOC consent from the players involved and all mechanics must be relayed to the players.
    -- Due to the nature of this ritual, players must keep an ST signed item that represents the insignia. This is simply a record of the ritual and to show if needed. This item must be kept on the persona at all times and cannot be taken in roleplay. If the personal insignia is destroyed IRP, the item must be destroyed as well.
    -- A Personal Insignia is completely unique to the Elysian Blood Mage and should be roleplayed as such.
    -- Animals cannot be apart of the soul tie
    -- Individuals must have genus and a soul in order to partake in this ritual


    UYFKXmdpziJaFm0E_JVsj0_kn_jm-Hr38qGTwbGJkMkhvvx_Ye-LBYA3HAwOd-pYsV91DVjcmmHmakQgVwkZSprylQGHBTTqAO8p_PL_IJS3fk82fBB3sZnFe9Uv_1Tvaw5CIZPXmx7GMe11u2iueiVq9jR8OhWZ6fNdxoFTfSQArxvDZiT5d0WjNivJ8g
    [Ensorcell Ethereality]
    “Even in this form, the world will change you.”
    T2 Blood Mage and T3 Mysticism - Must have undergone amputation.
    (Non-Combative)

     

    With the strength of a ghostly arm, runes can be inscribed on not just flesh and the ordinary object but to a wandering soul as well.

     

    Spoiler

    The ritual requires a circle to be made, A rune of Ethereality must be drawn within the shape’s center and then a rune of power, rune of life, as well as the elemental rune of choosing is to be added to the crest of the circle. Lasty, by gleaming their amputated arm, the mage shall inscribe the elemental rune directly into the geist’s soul. Only one elemental rune may be tied into the ghost’s soul at a time. This will change the geist depending on which element was called upon. This ritual will inflict some pain upon the geist but it is not detrimental. It is similar to a slash to someone. Should the ghost be demanifested, the rune will be lost and have to be remade. The ghost may choose to have this rune removed or swapped out. If it is being swapped out, the mystic blood made must go through the process of removing the rune and then redoing the ritual with the new rune. This ritual requires three units of genus to be offered up due to the non-genus having  nature of geists and eidola.
     

    Paleknights will also be privy to this ritual, however, the circle must be done near by their menhir with a blood trail connecting the two. The elemental rune must not only be inscribed upon the Eidola but their menhir as well. However, unlike geists, if the Eidola is destroyed, they will be reborn with the rune.
     

    A roll of 10+ is required for this ritual to be successful
    Rolling 3-10 will cause an explosion of the rune inscribed

    Rolling a 1-2 is critical failure, exploding the run and summoning a lesser threat such as inferi imps or voidal horrors



    Fire: The geist’s ectoplasm will look to be made of a pale blue flame, licking up in the air and may dwindle or expand to some extent depending on the ghost’ emotion. Unlike other geists, any with the Fire Rune will not inflict as terrorizing as a chill - the room, if anything, will feel slightly warmer. It is to note that ectoplasmic fire effects are purely aesthetic and cannot burn or deal any physical damage. Geists with this rune may be prone to more fury, recklessness, chaotic behavior, and lower their pain tolerance.
    Paleknights:The cracks in the eidola will give away to water that looks more like magma. A sickly red will permeate through their body. Upon touching the stone, those may feel a warmth to the construct body rather than cold rock. Their stone also may appear more reddish and look more like lava rock - seemingly porous - than simple cobblestone. This does not change the strength of the rock. They may be prone to more fury, recklessness, chaotic behavior, and lower their pain tolerance.

    Water: The geist’s ectoplasm will be warped to look like water and any light shone through them when corporeal will cause them to emit a light-warping effect. The ectoplasm drips off, similar to rain but never seems to wet the ground. Their ‘clothes’ may appear waterlogged and sag with dampness. Geists with this rune will make them more prone to mood swings and confusion.
    Paleknights: Paleknights may take on a mossy look to their stone and upon touching them - they may feel slippery and slimy, however this is entirely superficial and does not offer any sort of advantage. The sound of water dripping may come from them, despite none of their internal water leaking. They will be  more prone to mood swings and confusion.
    Earth: The geist’s ectoplasm will look similar to a rocky cliff, filled with cracks and a generally
    dusty look to it. Their hair and their clothes won’t seem to move much and will be near planted into place. This rune will cause ghosts to feel more patient, obedient, and more logical.
    Paleknights: Eidola will take on a dusty look to their stone - even when they rest in water to regenerate, they will never seem to be drenched with water. Their movements may come across as extra stiff, as if they’re too heavy to walk further.  This rune will cause them to feel more patient, obedient, and more logical.

    Air: Air runes will cause ectoplasm to appear more like gale of winds. Their hair will whirlwind about them and their clothes billow in the wind. These forces will only be enacted upon the ghost and may blur their figure slightly when affected by these winds. When inscribed by this rune, geists will feel more at peace, forgetful, and spontaneous.
    Paleknights: Despite being stone creatures, Eidola with this rune will move with more grace than usual, as if not weighed down by their stone. Their stone may appear generally lighter in color. When inscribed by this rune, they will feel more at peace, forgetful, and spontaneous.

    Dark: The geist’s ectoplasm may take on a darker shade of color, as if there is no sun shining on them. Shadows will bend to them, regardless of their corporeality. This cannot invoke any sort of stealth power and is purely aesthetic. Dark runes may repress some mental pain, cause slow thinking, and false sense of security.
    Paleknights: When inscribed by a dark rune, the stone upon a Paleknight may appear darker in color - appearing near almost like obsidian. Shadows will bend to this stone creature and lights may dim when they are around them. This cannot invoke any sort of stealth power and is purely aesthetic. Dark runes may repress some mental pain, cause slow thinking, and false sense of security.

    Light: When runed with Light, a geist will take on an unnatural brightness to their ectoplasm. This shine will not be bright but is more kin to the pale-light of a menhir. Ghosts will be able to shift their ectoplasm to up to three different tones. Light may make the ghost’s head clearer and increase dogmatism.
    Paleknights: When inscribed with a Light rune, the cracks of the Eidola will glow to the light of a torch and may shift between one to three colors. The light will be sickly and dull - muted in tone. Light may make the mental state of the eidola clearer and increase dogmatism.

    Metal: Ghosts inscribed with a metal rune will find that their ectoplasm has taken on a rusted ferrum look to it. Hits to the geists with a weapon may sound as if one is striking metal. Their voice may take some hollowness to it, as if reverberating. Metal can cause a geist to feel more stubborn, orderly, and mentally resilient to stronger emotions.
    Paleknights: With a metal rune, Eidola’s stone will appear more like armor than stone. The rock will appear metallic with its respective sheen. Should any damage be done to the stone, a metal ring will sound out. Metal can cause a stoneborn to feel more stubborn, orderly, and mentally resilient to stronger emotions.

    Lightning: When runed with Lightning, ghosts ectoplasm may appear cloudy, as if a rainstorm is on its way. The clouds will occasionally have minor flashes that happen within them - like little lightning strikes afflicting the ghost. Their voice may sound electrified and their movements jerky. Those with this rune may be more susceptible to burnout, wrathfulness, and mood swings.
    Paleknights: Should a lightning rune be made upon an Eidola, minor flashes will riddle the cracks within their stone - as if the stone are stormy clouds bearing a thunderstorm. 

    Again, it's to note that all of these changes are purely for aesthetic and altering geist’s mindstate.

     

    Redlines
    -- This ritual does not have a set emote count but should take 3-4 emotes to complete.
    -- Ensorcell Ethereality requires for the inscription to remain intact. Should a ghost be demanifested, the rune will be gone. However, for Paleknights, should the inscription be removed from their menhir - they will be reborn with no rune upon ‘death’.
    -- None of these enchantments can impact combat or be twisted to be mechanically relevant as they are purely aesthetic or internal. Fire cannot harm, dark cannot make someone entirely black to enable stealth, and so forth.
    -- Three units of genus are required, one specifically to sustain the rune of life. 

    -- The rune must be maintained in order for the effects to stay in place. A rune written in blood upon a menhir is more likely to be disturbed than it being carved directly into it. A rune upon a geist however can be disrupted by any amputated mystic regardless of having blood magery or not.
     


    xWTHnkFYsnN_unN0_izqHREG2dGjpc_LeEDv3z7fqv7aPLB0d_2ZHOfN9Q9SllyXJRzJ3KD4Wf0UKoJNkda4prSl_mqq742aK8U-uIAQCiQ6KzXwiv8o-9dYilYHOv2Sk54v3nEQSOiSw_tn-egwIzfjdUN4JTl07G1SRP2gAJ2oxAvJbrqe5hTAzDP_Bg
    [Ephemeral Vision]
    “In this realm, you are alone. Revel or languish in it.”
    T5 Blood Mage, T4 Mysticism
    (Combative)

    Through prolonged connection to someone’s circulation, Elysian blood mages may tap into someone’s very soul and silence it.


     

    Spoiler

    Mystic blood magic users may put someone through a soul silence. This act is done by honing in on a singular target and reaching out not only to their circulation but to their very soul. Over the duration of three emotes, the mystic must focus entirely on this target and nobody else. In this time, they may speak and gesture but they’ll be aloof and distracted - to the point they may not even be following any sort of conversation at all. It is to note that the player must emote a sense of the supernatural in the area. Whether that be a chill taking hold of the area through a sharp wind or whispers of disembodied voices streaming through the air. The mystic’s eyes will gleam with their shade of ectoplasm during this time.

    Should the person remain in their line of sight, the victim would suddenly notice that every person around them has vanished and the world has suddenly gone silent. All they will hear is the pump of their heart - the feeling of their blood rushing all throughout them. Their feet will feel glued to the ground, as if they had been frozen into place. Pure paranoia shall grip them and they will feel as if their nose, eyes, and ears are bleeding (Should they check, they’ll find their hands coated in blood). They may feel as if their heart will be torn from their very chest.  Should the victim attempt to speak during this, they will feel as though their mouth is brimming with blood, causing any words to come out gurgled.Over the course of two emotes, the victim will be locked into this state. When they have been unsilenced, the world returns, sound will continue on, and the blood they thought was there would not be at all.

    When a person is in this state, they cannot be broken out of it. No matter what anyone screams, they will not be able to hear it. Should the person be moved in this time - shaken for example, they feel gripped by utter coldness, as if something ghastly has taken hold of them. Being moved by an outside source may be detrimental - psychologically - to the victim.


    Redlines
    -- If the person leaves line of sight within three emotes (such as being blocked by something or someone), the cast will break and the target will not be affected.
    -- The mystic expends one liturgy in order to perform this spell.
    -- The person affected can be moved during this time but must emote worsening effects if they are. Regardless of where they are moved, they will still be soul silenced for the spell has already been cast. 

    -- The person cannot form words during this time.
    -- It is required that the caster must describe all parts of this spell to the player affected.
    -- While the victim may feel as if they are glued to the ground, they can still attempt to move/move very stiffly. They will find their movements incredibly slow.


    uvW7Vpb4xYWwoGVnkyQFgpifQJYlKfpA-KVJPBGG2inFk0CuTndORXxWiIsMdgxPzecrqL80W16VK_uudw3yEqZYL-XyE8IKkTnHCll8BiWNQDlBgjaCwwZogbky6-775XMUiDw95vhjWEfNmjeveJo_ILN36mNfcAa8UItRcnYtwZJSgudVk7-BT_TpkA
    [Rite of the Puppeteer]
    “Without a touch, they shall be terrorized.”
    T4 Blood Mage, T4 Mysticism
    (Non-Combative)

    With the aid of one’s genus and soul essence, an effigy can be crafted to exert an ephemeral influence. 

     

    Spoiler

    A ritual in which the Elysian Blood Mage uses a unit of genus and soul fragment from the same person and imbue it into a humanoid doll to create an effigy that they have jurisdiction over. Before the ritual begins, the mage must first have reaped one unit of genus and one soul fragment from their victim.Then,  they must also craft a doll. The size of the doll must be larger than five inches but cannot exceed two feet. While the doll does not have to resemble the victim, it must have defining features such as a head, two arms, and two legs.

    When these tasks have been completed, the ritual may proceed. A circle must be drawn, with a rune of mortality in the middle and the doll placed atop of it. In the crescent of the circle, the runes of Ethereal, Mortality, Power, Binding, and Life are to be inscribed. When all is done, the mage will offer up three units worth of genus (Not including the genus from the person). A roll of 14+ is required for this ritual to work.

    Rolls 6-14: An explosion of all the runes ensues, filling the room with ghastly screams.
    Rolls 2-5:The doll comes to ‘life’ and begins to attack.
    Roll 1: The doll comes alive and summons Inferi Imps and Voidal Horrors.

    Should the ritual be completed and the effigy created, the holder of the doll will now have a unique set of influence upon the victim.

    It is to note that this doll cannot directly control the victim. All the effects here are meant to be psychological influence that does not have total control over someone. This is not meant to rip a character away from someone, this is simply meant as a form of inconveniencing someone mildly.

    The doll is now a direct tie to the victim, meaning, whoever holds it, may inflict certain forces upon the doll and in turn, inflicting the same feeling upon the real person. Examples of this are - drowning the doll will make the victim feel as if they cannot breathe well, as if suffering the effects of asthma or pneumonia. Surrounding the doll with fire will cause the person to feel as if they're burning up - like a fever. Placing them in ice/snow will make the person feel beyond frigid and cause them to shiver. The holder can also relay words. In order to produce a mere whisper in the victim’s mind, the words must be screamed at. In general, the rule of thumb is that whatever is inflicted on the doll must be extreme in order for it to have an effect on the victim.

    If the user is in close proximity to the doll when these effects are being inflicted, the symptoms may feel more heightened. It is to note that these afflictions cannot cause true physical harm, these are all mental afflictions and should be roleplayed as such.

    In their dreams, the user may receive vague visions as to where the doll is located. These vague interpretations may be depictions of the city/area it is in, the room in which it is in, and how it is stored. If it is on a person, they may gleam what the figure generally looks like albeit with blurry depictions. It is required that the creator provide these visions.


    Redlines
    -- This ritual does not have a set emote count but should take 3-4 emotes to complete
    -- The soul fragment and genus MUST come from the same person or else the ritual will be rendered null.
    -- Dolls must be ST approved.
    -- The fragment and genus do not have to be collected at the same time. They can be from different encounters.
    -- Item must have the character’s name and MC name of the victim.
    -- Does not require OOC consent from the player
    -- Dolls last for 7 OOC days and should be roleplayed as such.
    -- Dolls must be mechanically accessible and cannot be played in ender chests.
    -- When the doll is rendered null, the creator must give it to ST for the item to be destroyed.
    -- Dolls cannot be made from someone with no genus.
    -- Evidence of fragment and genus collection must be provided.
    -- Evidence of the doll creation must be provided.
    -- Evidence of the ritual must be provided.

     


    cdfBewJWehlJiY4l0CMYwRugBzgrwNUd-5Yu1pdAcQbvaUHjBxXQL11IfN22oH0QZt4M1Bs4A2jWmyTMOE3g8sSOYFMILhomFw7Ex9zFzsQlC0x1dp4c7YsXHEFf4WgV1_LYS0upqPVnaaMCPdFAP063VB027dXf4bqAe2Monfz9_FP78EbIRNBy0-y5Bg
    [Rite of Scouring]

    “Chained by blood and sentenced to the wastes.”
    T5 Blood Mage and T4 Mysticism
    (Mystic must know Unbound Fates, Banishment, and Scrubbing)
    (Combative)

    A dangerous ritual in which Blood Mages create a circle near an Apparition to purge it. 


     

    Spoiler

    The process in purging an apparition through blood magic is incredibly finicky, taxing, and beyond risky. A circle of blood must be created, near  the apparition (10-20 block range). Once the circle is made, the mages must draw a Rune of: Ethereal, Draining, Power, and Binding - within the crests of the circle. Lastly, the mages must offer fifteen total units of genus. This unit is not changed regardless of the size of apparition. There is no restriction as to how the units of genus are divided up. In order for this ritual to succeed, the leading mage must roll a 16+ (including modifiers). It is to note that this circle may be done in a scrubbing area but this means that no ectoplasm can be offered up for modifiers.

    Should the ritual succeed, chains of blood will shoot out from the edges of the circle and bind themselves to the apparition. The apparition will be powerless to fight against these chains. A gateway will appear beneath the mass of souls - stemming from the Rune of Draining. It shall open entirely wide and swallow the apparition whole, casting every soul within it to the wastes and effectively purging them.

    A roll between 11-16 is failure however not necessarily as detrimental. The chains will shoot out, briefly stunning the apparition but after a few moments it will be able to break free afterward.

    A roll between 2-10 is critical failure. Instead of being bound by bloody chains -, the apparition shall reap from the essence provided to the ritual and receive a buff of 5-10 souls -. The apparition will also receive a second turn in combat before anyone else does.

    A roll of 1 is catastrophic failure. The apparition shall reap not only from the essence provided from the ritual but from the mages themselves - drawing out all units of genus they have left as well as liturgies should they have them. This shall send all mages into hypovolemic shock and suffer from ectoplasmic sickness (if applicable). In turn, the apparition receives a 15 soul buff. It is up to not only ST but the players involved to roleplay this accordingly.

    It is to note that the ‘buff’ of souls is not truly receiving souls but rather, a way for members involved to calculate the strength difference within the apparition should the ritual fail. It is also to note that this ritual is meant to be a risky thing to undergo and should be planned out with care. 

     

    Redlines
    -- This ritual does not have a set emote count but should take 4-5 emotes to perform
    -- The rite of consumption cannot be done following this rite if it is successful. However, if the ritual does not succeed and the apparition is killed through ‘normal’ means, consumption will still be possible.
    -- Only an Elysian Blood Mage may lead this ritual and must adhere to the requirements listed above.

    -- ST can deny the use of the ritual within the event should they see it fit. 

    -- The ST will teleport the leading mage away to do any rolling.


    Citations:
    Mysticism
    Blood Magic

    Credits:
    dev_clark (Writing)
    Unbaed (Consultation and ideation)
    christmanism (Consultation and feedback)

    Special thanks to:
    Zarsies, for letting me use the Blood Magic rolling system.


     

  7. MC Name:

             dev_clark

     

    Character's Name:

             Arzyl

     

    Character's Age:

             36

     

    What feat(s) will you be learning?

             Alchemy

     

    Teacher's MC Name:

             Lockages

     

    Teacher's RP Name:

             Watanabe Ayako

     

    Do you agree to keep Story updated on the status of your feat app?:

             yes

     

    Have you applied for this feat on this character before, and had it denied? If so, link the app:

             no

     

    Are you aware that if this feat is shelved, it will be unavailable to use?

             yes

     

  8. MC Name:

             dev_clark

     

    Character's Name:

             Lilaccia

     

    Character's Age:

             idk old enough

     

    Character's Race:

             Elf

     

    What magic(s) will you be learning?

             Atronach Forging

     

    Teacher's MC Name:

             AnythingGoes

     

    Teacher's RP Name:

             Slots

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             no

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, it will be unavailable to use?

             Yes

  9. MC Name:

             IdiotTomato

     

    Character's Name:

             Arzyl

     

    Character's Age:

             16

     

    Character's Race:

             Elf

     

    What magic(s) will you be learning?

             Mysticism

     

    Teacher's MC Name:

             Mordu

     

    Teacher's RP Name:

             Abdiel

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, it will be unavailable to use?

             Yes

  10. MC Name:

             IdiotTomato

     

    Character's Name:

             Lilaccia

     

    Character's Age:

             230’s

     

    Character's Race:

             Elf

     

    What magic(s) will you be learning?

             Conjuration

     

    Teacher's MC Name:

             AnythingGoes

     

    Teacher's RP Name:

             Slots

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             Yes

  11. MC Name:

             IdiotTomato

     

    Character's Name:

             Lilaccia

     

    Character's Age:

             230's

     

    Character's Race:

             Elf

     

    What magic(s) will you be learning?

             Transfiguration

     

    Teacher's MC Name:

             AnythingGoes

     

    Teacher's RP Name:

             Slots

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             Yes

  12. MC Name:

             IdiotTomato

     

    Character's Name:

             Lilaccia

     

    Character's Age:

             231

     

    Character's Race:

             Elf

     

    What magic(s) will you be learning?

             Fire Evocation

     

    Teacher's MC Name:

             Remothy

     

    Teacher's RP Name:

             Thessalia

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, that you may no longer use it in character?

             Yes

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