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BlessChu

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  1. I agree that was probably the point the article was probably attempting to make but I don't believe it made it very well. While shooting swords are not the same as actual sword fighting at a distance; Blade dancing was defined in the topic as "using a form of telekinesis which allows the user to manipulate floating blades around them, or weapons of some other kind" so even though yes, this hypothetical is just shooting swords at people it is still blade dancing under the given definition. You could add more substance to the concept using the bow and arrows mechanics as a base if you wanted to; for example a bow and arrow takes 2 emotes, and attacks on the third. Maybe with Blade Dancing you could choose between an attack or a defense emote on that third emote to protect an ally from a distance for that turn. Personally I don't see that as too unbalanced since it takes 3 emotes, and you're sacrificing one of your few chances to attack to defend an ally. But with just this minor change the lore piece becomes very slow sword fighting at a distance, that leaves the caster almost completely vulnerable during this process, but I wouldn't say this concept is fundamentally flawed yet. I don't really understand why whether a sword is magically swinging or being shot into an opponent matters. A flying sword slashing an enemy versus an arrow firing into someone are both narrative ways to deal damage to an opposing player, the bow and arrow is just LoTC's primary method of ranged combat. Which is why I felt it was the most relevant set of mechanics to mimic if one wanted to add this aesthetic to lore. Unless the fact an arrow does a more piercing kind of damage is relevant to the ranged mechanics in any way? I was under the impression though that 3 emote mechanic of the bow was put in place because of the range an archer can utilize and not way it harms the opponent. As for defensive capabilities that's a pretty good point. My first thought would be to make floating weapons ethereal when they are "idle" (maybe there is a pre-combat emote that must be taken before combat to make your flying weapons ethereal) and floating around a player and then they channel with 2 emotes to give the blade enough of a form that it'll harm but not so much they fall out the sky. This could act as an alternative justification to why the flying swords do the equivalent damage to what an arrow would. and then finally attack on the third. Or if you want to make it alot simpler; just only allow one flying sword at a time. I appreciate your insight on this topic. I worry that with how the article is presented players will be dissuaded from even trying as in the article there is the extremely intimidating line "we strongly, strongly suggest not writing these pieces else you wish for a swift denial". And just before that; "While spite is a great fuel and naivety is a blessing," which I think is a concerning thing to be telling the aspiring writers of the community. There is no way that this is going to be true of every writer that approaches these concepts, infact in my experience writing there was a 10 minute conflict after me and another, more experienced lotcer and writer submitted the same concept within the same week before we looked at one another's sources of inspiration and decided to work together instead. Well umm- yes. If your cake can be manipulated in the air then under the definition of blade dancing from the articles paragraph (or even Telekinesis in the article in general), yes it is. Unless you're point is that this hypothetical isn't the same as the kind of blade dancing the article is referring to, in that case sure I agree, but that's not what it says.
  2. Good day fellow role-players, I wanted to address the fundamental flaws of Blade dancing, from the point of view of someone who has attempted many iterations of this lore piece, and its place as a bad lore piece. For those interested this is the passage I will be responding too; This comes from the following article; Now, with that out of the way. I do agree with a lot of this. Blade dancing is an extremely challenging lore piece to balance mechanically as you might struggle to balance weight, weapon mobility, and adequate weakness' for the caster so that they are not so far ahead in using weaponry at range that there is no reason to bother fighting martially. However a line out of this explanation made me realize something extremely important; "While again, a super cool and thematic idea". This line does well to outline the appeal, and reason people want blade dancing at all; it is a cool thematic way to combat opponents. And so I present my reasoning as to why I don't think the idea is fundamentally bad, my solution to the presented problems, and why this piece does not belong in this explanation topic. The goal of blade dancing as a lore piece doesn't necessarily need to put all of the issues that have been laid out into consideration. For example, if Blade Dancing was mechanically identical to LoTC's archery combat, simply reskinned with channeling flying swords instead of knocking arrows and drawing a bow, then they will be no stronger then an archer. We can justify this extremely easy within lore too. I will go through each concern, treating Blade Dancing as a reskinned bow and arrow combat: "What stops the user from not only manipulating blades, but having one of their own?" Alright, instead of knocking the arrow, and a drawing or aiming emote (Emote 1 and 2) we state that player must channel magic into the weapon for 2 emotes before the final, attack emote. The player cannot use another weapon simultaneously because they're too busy holding their hands out focusing on making the flying weapon attack to actually use another blade of their own. "Can they move just fine?" Yes, you can do this with a bow so I don't see why you could not in this instance. You can move up to 4 blocks, and then use a major action to progress channeling the flying-sword-attack, Just like how under the Honor Default combat rules you can move as well as take a major action such as notching an arrow, or drawing the bow. "Are they still strong?" On the cast emote, the strength of the attack is equal to the damage an arrow would have dealt to the target player. You can justify this as a strain caused by using magic at a distance affecting the strength of the flying-weapons swing. This solution would also fix the weight issue; it doesn't matter what weight the weapon is if every weapon deals the same amount of damage towards their opponent. By treating all melee weapons as a mechanically equal weapon, we allow archetypes (Like a rogue using flying knives vs dark knight using a flying greatsword) without their being any power difference between the two choices. "What cost is there to their lore?" If, mechanically speaking, the lore piece is identical to a bow and arrow, there doesn't need to be a cost. Because remember; the hypothetical piece we're making here is simply a reskinned bow and arrow. In exchange for the range these attacks offer us, we have to take longer to make our attack. "How long can they keep it up?" With a bow and arrow you must re-notch and re-draw your arrow each shot, so for Blade Dancing we will say that after the flying sword have swung majestically across the bare chest of the well-oiled barbarian you're fighting; the sword returns to the caster floating in front of them to be re-channeled for a next attack. Again, this is basically a magic-bow-and-arrow. You will be able to use it just as frequently. "What stops them from just stabbing people in the back with undodgeable strikes constantly?" I understand why so many people see this as an issue but it has such an easy solution. The weapon returns to its caster if it ever leaves the casters line of sight. Or even falls out of the air entirely, either works. One might argue that other players will just stand in front of the casters target to break line of sight- and sure. They should become the new target. If this was a bow and arrow they'd get shot instead. And, just a like a bow and arrow, you can utilize things like cover to break a casters line of sight and avoid getting hit. I truly believe that blade dancing's place as a fundamentally flawed concept is only true if you overthink the concepts possible mechanics. And I know this all too well as someone who fell into the same trap. The concept, if made as a reskinned version of the bow and arrows combat mechanics, could exist as a feat that has no further spells. That only exists to give players that unique aesthetic they are looking for. Unfortunately though, now that it is labelled a fundamentally flawed lore piece no one is going to want to try. As in the lore teams own words; "we strongly, strongly suggest not writing these pieces else you wish for a swift denial."
  3. This seems to be a more uplifting wholesome magic. I like it, there's already a large pool of dark and gritty magics to choose from so this will hopefully appeal to those more interested in the higher fantasy. The whole write is also oozing with personality. Very fitting for Bardmancy +1
  4. Yeah, I can't say I'm the most familiar with Abjuration. Initially the magic didn't have Abjuration as having any effect on Vessels. It was a feedback dot point on my last submission to add it though
  5. Sure thing, I've been asked that in my pm's too so it'd be good to have it posted here :) In accordance to LoTC's magic submissions page, it states the a 1 slot magic is a magic that has 5 to 10 spells. Now, while Armiger would technically be a 1 slot magic under this definition with 8 spells, it's primary boon is allowing players to use a melee weapon, and up to 3 objects at a distance to enhance combat or roleplay respectively. So I decided that the magic is probably giving players enough to warrant a second spell slot.
  6. For long the dance between a swordsman and his blade has been described as a very personal act. The blade, acting as an extension of one's body like a limb has been taught fore-long, however there is more truth to this sentiment then the Descendants had thought. A caster who’s blade flies through the air, capable of swordplay alongside the one who wields them is called an Armiger, “one who bears arms”. The birth of Armiger began with a conscripted housemage. This man was not a soldier, however he had spent so many days at war that he became more familiar with the sound of a blade being drawn from it’s sheathe than the rhythmic sound of sweeping broomsticks he had been used to at home. In battle, he lost a close blood brother who he had promised to teach his housemagery too during gentle respite between battles. The soldier held his comrade's blade close weeping at the thought of what calm, homey pleasantries they would never experience again. While imaging his confidant, grin on his face at the thought of his brother first mastering how to manipulate a mop into doing a task the soldier unintentionally imbued the fallen brothers blade with a mana pool creating the first Combative Vessel. It’s believed by those who’d studied the history of the Armiger art that the soldiers familiarity of Housemagery greatly aided the discovery of this magic, as it similarly contains the ability to move objects through mana. Those familiar with the history will sometimes refer to Combative Vessels as Fallen Brothers, although this is lesser known terminology, only aware by those who’d study the arts history thoroughly. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/340092209343393863/ "Hexblade Warlock by Veronika Dobrzhanska" Those who have a true understanding of an object control the power of a Vessel. Unlike conventional weapons or objects these arms and objects move through the world at the Armiger’s whim. When something is imbued with a large amount of mana by an Armiger, the object gains its own mana pool. As every user of mana has a unique Aura, this mana pool shares this unique signature and can only be connected by its creator. The Vessel will float around essentially “following” its Armiger if not physically holstered, until a consistent flow of mana is sent into the Vessels mana pool allowing the Armiger to control it at will. To learn this is the study of Armiger. There are two types of Vessels, Combative Vessels and Mundane Vessels. Combative Vessels are used in combat, taking the form of varying types of weaponry. Mundane Vessels however are everyday-objects, and can range from a miners lamp and pickaxe to a seamstress’ sewing needle and measuring tape. The difference between a Mundane Vessel, and a housemagery item is that Mundane Vessels are more mobile, not being limited to a household or single location. Due to the straining nature of keeping constant connection to a Vessel, and fighting, it’s impossible to connect to multiple combat Vessels. An Armiger can connect to up to two Mundane Vessels however. A Vessel can take on any appearance, however will always (Unless hidden with a cloaking spell) show the effect of the Armiger’s Aura. For information about Mana Aura’s, see https://www.lordofthecraft.net/forums/topic/199959-✓-the-aura-of-mana/ Armiger must be taught to someone by a player with a valid TA. It takes up 2 spell slots and requires a mana connection to learn. Image courtesy of Pinterest https://www.pinterest.com.au/pin/187462403228691100/ "Agent of Fates by Matthew Stewart" Mana Burnout To utilize Mana in most Mana-based magics will cause exhaustion and the magic of the Armiger is no exception. However, to use Vessels an Armiger is not only creating a mana pool in an object but tapping into a constantly flowing connection between Caster and object while the Vessel(s) are in use. Because of this, there are varying consequences that come from using certain spells. These consequences primarily affect your characters roleplay outside of combat, and are listed under some spell effects, as well as under later Tier progressions when the Armiger is capable of connecting to more Vessels at once. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/437975132493690858/ "Suit of Swords by Sara Kipin" Materials, Spells and Vessels What materials a Vessel can be crafted from are very limited, however weapons made from different materials can have unique effects when they come in contact with a Vessel. Volatite/Boomsteel If a Vessel comes in contact with the blast of low density Boomsteel, the Vessel will shatter (and be destroyed) causing the Shatter spell effect and harm anyone in a 2 meter radius. Thanhium When a Vessel comes in contact with Thanhium, the material's mana-absorbing properties will cause the Vessel to lose its connection to its caster. After 5 direct strikes from a Thanhium weapon, the Vessel will return to the state of a regular weapon or object. Abjuration Similarly to Thanhium, when Abjuration is cast upon a Vessel it’s constant mana connection to the caster will be harmed. Abjuration cast by a Tier 4 mage would take 2 direct strikes of Abjuration to return a Vessel to the state of a regular weapon or object. Abjuration cast by a Tier 5 mage would take 1 direct strike of Abjuration to do the same. Auric Oil When exposed to Auric Oil during combat, a Vessel’s connection will waver for a short period of time causing it to return to the same state as a regular object or weapon until the end of combat. When exposed to Auric Oil outside of combat, the above effect lasts 1 IRL hour Small Vessels; Dagger, Short Sword, War axe, War scythe, Medium Vessels; Mace, Shield, Warhammer, Longsword, Spear, Glaive Heavy Vessels; Greatsword, Greathammer, Greataxe, Pike, Lance When a Titan’s Eye gemstone is fashioned into a weapon or object before being crafted into a Vessel, it will modify the Aura surrounding the Vessel. E.G: If a blue Titan’s Eye gemstone is fashioned into a Vessel dagger, the dagger will produce the gemstones blue aura weaving and mixed throughout the casters aura. If Cloak is cast, the Titan’s Eye’s Aura will not be hidden. Only the casters Aura will be cloaked. Keep in mind while crafting that all Vessels can only move as fast as the average human could swing. Also keep in mind that Mundane Vessels can not cause harm. If swinging an object would physically harm the average human, then that object would be inanimate as a Vessel and be incapable of movement. E.G; An Anvil would make for a useless Mundane Vessel, as they would cause harm to the caster if physically swung held and therefore cannot move at all as a flying Vessel. Thanhium, Azhl and Boomsteel cannot be crafted into Vessels. Vessels must be ST signed and require a ticket to be crafted. If the Imbue spell is cast upon an enchant weapon or object, the item will lose its enchantment. A Vessel cannot be crafted until the Armiger has been taught the Imbue spell by a teacher with a valid TA. To craft a Vessel, the Imbue spell must be used upon the desired object; [ 1 Connect, 1 Charge, 1 Cast ] A player cannot craft a second combat Vessel until the one they are currently bound to has been shattered or destroyed. The ST taking the ticket will ask for the shattered Vessels item and delete it before the player receives their new Vessel. Likewise, a player cannot craft more Mundane Vessels than their tier allows (T2: 1 Vessel, T3: 2 Vessels, T4, 3 Vessels) unless one or more of their Mundane Vessels shatter. After a Vessel has shattered, it may be repaired with the appropriate rp (The Imbue spell that created the Vessel in the first place) or, a new Vessel may be crafted in its place. A Mundane vessel cannot be larger than something the average human could lift without harming themself. Combat Vessels cannot be used until the Awaken spell has been cast. 1 emote to connect, 1 emote to cast. Vessels can hover/fly up to 1 blocks away from the player at Tier 2, 2 blocks away from the player at Tier 3, and then up to 3 blocks away from the player at Tier 5. Vessels move (fly/hover) through the air as fast as the average human would be capable of moving/swinging the Vessel physically. Likewise, the strength of a Combat Vessel’s swing is equal to the strength of an average human's swing. You cannot throw a Vessel. Vessel Durability and movement speed: Small Vessels: Can sustain 5 direct strikes before shattering. Casters movement speed is reduced to 3 blocks per turn. Medium Vessels: Can sustain 6 direct strikes before shattering. Casters movement speed is reduced to 2 blocks per turn. Heavy Vessels: Can sustain 7 direct strikes before shattering. Casters movement speed is reduced to 1 block per turn. Shattering: When a Vessel breaks and shatters, the Vessel is left destroyed and returns to the state of a regular weapon. A shattered Vessel will not cause harm to anyone unless stated otherwise (E.G; It comes in contact with a Boomsteel blast.) When fighting with a combat Vessel, you cannot both attack and defend in the same emote. When fighting with a combat Vessel, you cannot use both a weapon physically held, as well as their Vessel in the same emote. An emote should focus on one or the other. You cannot use a Vessel in combat during the Connect, Charge or Cast emote/turn of a spell. This includes spells from other magics, emotes to prepare or cast a spell from another magic must be in their own emote/turn. Imbue [ Non-Combat ] The Armiger imbues mana from themselves into an object, turning it into a Vessel. 1 Connect, 1 Charge, 1 Cast After casting this spell, the caster will experience exhaustion and tiredness that stops them from doing any intense physical activity for the next IRP day. The above effect does not apply to Imbuing Magegold, which is significantly easier to Imbue. Imbuing a weapon, or object into a Vessel must follow all Redlines for Crafting Vessels. Taught Spell: This spell must be taught to the caster by someone with a valid TA, and is not naturally known like base spells. An object or weapon must be imbued before any other spells can be used. Awaken [ Combat ] The Armiger tugs on the connection between their Vessel and their own mana pool, allowing Vessel combat. 1 emote to connect, 1 emote to cast An Armiger cannot use any combat Vessel until they have connected to their Vessel with this spell. Feint [ Non-Combat ] The Armiger imbues a pulse of mana into a Vessel, causing the effect of their aura to burst outwards explosively from a Vessel momentarily. 1 emote to connect, 1 emote to cast Feint has a radius of 1 block. Feint is a purely aesthetic spell, and cannot blind or harm. Cloak [ Non-Combat ] The Armiger hides their Aura from their weapon while holstered, causing it to appear like any other common armament. 1 emote to connect, 1 emote to cast Allows the caster to hide their Vessels From others by removing the visible aura that surrounds them. Weapons must be physically holstered on the casters body to maintain the spell, and cannot float at the casters side like it can without this spell. Upon entering a combat encounter, the effect of Cloak ends. Arcane Specialist [ Non-Combat ] The usage of Mundane Vessels for the Armiger has become second-nature. They can now set looping motions with little thought. 1 Emote to connect, 1 emote to cast This spell allows the caster to set an object to do an action repeatedly without having to emote the action every turn. The two emotes required to cast this spell should explain exactly what the Vessel's looping action is doing, so that players and ST know that the action is happening. An action or movement of a Vessel can never be assumed or inferred to be happening without explanation. Reinforce [ Combat ] The Armiger sends out a pulse of mana into their Vessel, instantly repairing some of the damage that has been previously dealt to it. 1 emote to connect, 1 emote to charge, 1 emote to cast Repairs the damage of 1 direct strike at Tier 4, and 2 direct strikes at Tier 5. After combat has ended, the caster will experience exhaustion and tiredness that stops them from doing any intense physical activity for the next IRP day. This spell can only be used once per combat encounter. Shatter [ Combat ] The Vessel points itself toward it’s target, flying forth and shattering into small glass-like shards mid air. Because this spell maims the caster just as badly as this spell can harm the victim, and disarms them from their Vessel entirely, this spell is usually considered a last resort. 1 emote to connect, 2 emotes to charge, 1 emote to cast 3 shards the size of a steak knife that fling towards 1 limb on the targets body (a leg, an arm, the torso, head) The shards move as fast as a thrown dagger. The shards are capable of embedding into wherever they hit, and have the same effect as being stabbed with a dagger. After combat has ended, the caster will experience exhaustion and tiredness that stops them from doing any intense physical activity for the next IRP day. The shards cannot pierce through plate armor. The Vessel is destroyed upon shattering, maiming the caster in the process causing the inability to use magic as well as immense pain equivalent to losing a limb that impacts the ability to fight until sufficiently recovered. Blade Dance [ Non-Combat ] A harmless but showy ability. The Armiger clears their mind, allowing their Vessels (both Mundane and/or combative) and their Aura to move in spectacular, flashy ways around the Armiger’s person with precision and flare. 1 emote to connect, 1 emote to cast A purely aesthetic spell. The spell's range is limited to a 3x3 area of effect centered on the caster. This spell cannot be used to blind or harm. If another player is within the range of Blade Dance, the Vessels will weave around them with ease. Only Descendants are able to pick up Armiger magic with the exception of Kha. Mundane Vessels cannot cause any harm. Any magic that stops a character from being able to utilize or connect to their Mana cannot be used with this magic. An Armiger may carry at Tier 5, 1 combat Vessel and up to 3 Mundane Vessels in their inventory. An Armiger can not possess or create any more than this. Tier 1 [ Tier 1 lasts for 2 years IRP, or 2 IRL weeks. ] A connecting Armiger cannot yet craft, fight, or wield any Vessels of any kind. During this stage, they will spend their time connecting with their inner mana. Skill Level The caster is not capable of casting any spells, or utilizing a Vessel yet. They must learn to first juggle combat and the use of floating objects at the same time, by practicing these individually. Tier 2 [ Tier 2 lasts for 3 years IRP, or 3 IRL weeks ] The Armiger is now capable of learning how to imbue their first Vessel, and will begin to familiarize themselves with manipulating the Vessel at their will. Spells: Imbue, Awaken, Feint Skill Level: The caster is capable of crafting and connecting to 1 Combat vessel, and 1 Mundane Vessel. Vessels have a range of 1 block from the caster. Tier 3 [ Tier 3 lasts for 4 years IRP, or 4 IRL weeks ] The Armiger has begun to show confidence with the use of their Vessel, whether it be in combat or for mundane use. Spells: Imbue, Awaken, Feint, Cloak, Arcane Specialist Skill Level: The caster is capable of crafting and connecting to 1 Combat Vessel, and 2 Mundane Vessels. Vessel range increases to 2 blocks away from the Caster. Mana Burnout: When the Caster has a Combat Vessel and 2 Mundane Vessels connected to them, they will experience minor memory loss during their everyday life and outside-of-combat RP. Examples: Forgetting a task they’re doing while they are doing it. Forgetting people they do not constantly see and know. Forgetting where they are the majority of the time. Tier 4 [ Tier 4 lasts for 6 years IRP, or 6 IRL weeks. ] The Armiger has become impressively skilled in both Combat and Mundane Vessel usage. Spells: Imbue, Awaken, Feint, Cloak, Arcane Specialist, Reinforce Skill Level: The caster is capable of crafting and connecting to 1 Combat Vessel, and 3 Mundane Vessels. Vessels have a range of 2 blocks away from the Caster. Mana Burnout: When the Caster has a Combat Vessel and 2 Mundane Vessels connected to them, they will experience minor memory loss during their everyday life and outside-of-combat RP. Examples: Forgetting a task they’re doing while they are doing it. Forgetting people they do not constantly see and know. Forgetting where they are the majority of the time. When the Caster has a Combat Vessel and 3 Mundane Vessels connected to them, the Caster will experience auditory hallucinations (For example; their name being called out) during their everyday life and outside-of-combat rp. Examples: Hearing their own name being called out when it hasn’t been. Hearing the sounds of creatures or beasts that are not present. Hearing a high pitched squeal at random intervals. Tier 5 The Armiger is a spectacle to behold, skilled in both Combat and Mundane Vessels. Spells: Imbue, Awaken, Feint, Cloak, Arcane Specialist, Reinforce, Shatter, Blade Dance Skill Level: The caster is capable of crafting and connecting to 1 Combat Vessel, and 3 Mundane Vessels. Vessel range increases to 3 blocks away from the Caster. Mana Burnout: When the Caster has a Combat Vessel and 2 Mundane Vessels connected to them, they will experience minor memory loss during their everyday life and outside-of-combat RP. Examples: Forgetting a task they’re doing while they are doing it. Forgetting people they do not constantly see and know. Forgetting where they are the majority of the time. When the Caster has a Combat Vessel and 3 Mundane Vessels connected to them, the Caster will experience auditory hallucinations (For example; their name being called out) during their everyday life and outside-of-combat rp. Examples: Hearing their own name being called out when it hasn’t been. Hearing the sounds of creatures or beasts that are not present. Hearing a high pitched squeal at random intervals. During our time on LoTC many of us have dreamed of roleplaying with flying magic swords alongside one another. It’s been a conversation I’ve had many times with many people, and the demands for such a magic undeniably exist. However it’s well known to be a very difficult thing to balance and implement fairly. Therefore, many of us have been working together to try our hand once more at putting together a fair lore that can offer something new to one's roleplay experience. We hope that with the broader scope of what can become a “Vessel” will allow more flying doctor-strange cloaks and charmed musicians to join the fray, and with tighter and clearer redlines we bring a balanced enhancement and flavor to CRP martial combat. - My thanks goes out to the following; Crines, RinIsSalty, Imstuckinhell, Hylofear, Xocolataphobia and Basicdoctor for their feedback, thoughts and having fun in general thinking up how to make a balanced, cool feeling combat magic with me in the initial version of the lore. And to the Lore team who has to put up with my persistence, and making them re-observe this in another loremag. The special thanks goes to Charbi and Qizu who made the artworks for titles and headings, and to Unduibatily and Squak who gave a lot of insightful advice and feedback on what mindset all of us involved in writing this lore should adopt going into it. And a final, grandiose thanks towards Americansimp and Qizu who had also written a very similar concept lore. The two of them created this rewrite alongside me with a lot of feedback from brainstorming, and the feedback both of our lore pieces received - V.3.1
  7. More ascendant magic has felt sorely needed and this has that non-generic vibe that I adore in a magic lore, big +1
  8. Amazing lore, bard's are a staple of the fantasy setting and with this being a feat there's no reason a musician or bard player wouldn't benifit from seeking this out. Big +1 In the section this comments replying too, there is a redline that's there twice. Ez fix! "- Story of Sight has no turn-limit, and will last as long as the bard wishes to tell their tale." Hope this passes!
  9. TELUMKINESIS AND ARMIGERS - THE SOUL OF THE SWORD Lore Overview For long the dance between a swordsman and his blade has been described as a very personal act. The blade, acting as an extension of one's body like a limb has been taught fore-long, however there is more truth to this sentiment then the Descendants had thought. A caster who’s blade flies through the air, capable of swordplay alongside the one who wields them is called an Armiger, “one who bears arms”, while the magic that they wield is called Blade Manipulation or Telumkinesis. OOC; Telumkinesis must be taught to someone by a player with a valid TA. It takes up 2 spell slots to learn. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/340092209343393863/ The Armiger and their Vessel; How it works Those who have a true understanding of an object control the power of a Vessel. Unlike conventional weapons or objects these arms and things move through the world at the Armiger’s whim. The way Vessels work is that when imbued with a large amount of mana by an Armiger, the object gains its own mana pool. As every user of mana has a unique Aura, this mana pool shares this unique signature and can only be connected by its creator. The Vessel will float around essentially “following” its Armiger if not physically holstered, until a consistent flow of mana is sent into the Vessels mana pool allowing the Armiger to control it at will. To learn this is the study of Telumkinesis. There are two types of Vessels, Combative Vessels and Mundane Vessels. Combative Vessels are used in combat, taking the form of varying types of weaponry. Mundane Vessels however are everyday-objects, and can range from a miners lamp and pickaxe to a seamstress’ sewing needle and measuring tape. Due to the straining nature of both keeping consistent connection to a Vessel and fighting, it’s impossible to connect to multiple combat Vessels whilst one can connect to up to two Mundane Vessels. A Vessel can take on any appearance, however will always (Unless hidden with a cloaking spell) show the effect of the Armiger’s Aura. For information about Mana Aura’s, see https://www.lordofthecraft.net/forums/topic/199959-✓-the-aura-of-mana/ The Origin of Telumkinesis The birth of Telumkinesis begun with two conscripted brothers, a Housemage and a knight. The Housemage wasn’t a fighter, however had spent so many days at war that he became more familiar with a blade than the rhythmic sound of a sweeping broom. The Housemage lost his brother, overwhelmed with the regret of being unable to fulfill a promise made during the gentle respite of camp between battles. the soldier held his comrade's blade close weeping at the thought of what calm, homey pleasantries they would never experience again. Imaging his confidant, grin on their face as they first master how to manipulate a mop into doing a task the soldier unintentionally imbued the fallen brothers blade with a mana pool creating the first Combative Vessel. It’s believed by those who’d studied the history of the Telumkenetic art that the soldiers familiarity of Housemagery greatly aided the discovery of this magic, as it similarly contains the ability to move objects through mana on a lesser level. Those familiar with the history will sometimes refer to Combative Vessels as Fallen Brothers, although this is lesser known terminology, only aware by those who’d study the arts history thoroughly. Image courtesy of Pinterest https://www.pinterest.com.au/pin/187462403228691100/ Mana Burnout A consistent flow between Vessel and Armiger makes Telumkinesis highly mana intensive, and will cause intense strain during use for the Armiger. To keep a reasonable amount of energy during Vessel usage, Telumkinesis causes extreme narcolepsy in everyday life. This comes with various obstacles; Armigers will experience the following symptoms when outside of combat as a result of their lethargic nature once they reach Tier 2. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/437975132493690858/ Purpose During our time on LoTC many of us have dreamed of roleplaying with flying magic swords alongside one another. It’s been a conversation I’ve had many times with many people, and the demands for such a magic undeniably exist. However it’s well known to be a very difficult thing to balance and implement fairly. Therefore, many of us have been working together to try our hand once more at putting together a fair lore that can offer something new to one's roleplay experience. We hope that with the broader scope of what can become a “Vessel” will allow more flying doctor-strange cloaks and charmed musicians to join the fray, and with tighter and clearer redlines we bring a balanced enhancement and flavor to CRP martial combat. Skill Tiers [!] Telumkinesis takes up 2 Spell slots. The following is the mechanics of Telumkinesis. Tier 1 [ Tier 1 lasts for 2 years IRP, or 2 IRL weeks. ] A connecting Armiger cannot yet craft, fight, or wield any Vessels of any kind. During this stage, they will spend their time connecting with their inner mana. Teaching Tip 1st - 2nd year of study. The student must be taught how to connect an object to their personal mana pool. This must be done in a calm environment, where the student can concentrate without fear of distraction. 1 IRP lesson should take place during this time. Tier 2 [ Tier 2 lasts for 3 years IRP, or 3 IRL weeks ] The Armiger is now capable of learning how to imbue their first Vessel. They are capable of connecting 1 Combat Vessel, and 1 Mundane Vessel. Spells Teaching Tip 3rd - 5th year of study. The student can now confidently summon their Aura, and imbue a pulse of their mana into an object. Now, the student will begin learning how to sustain that connection through the object and their personal mana pool. They can do this by directing a constant flow of their mana into an object, and manipulating it in various ways. For example the student could flow mana into a small toy, causing it to dance back and forth. ~ 2 IRP lessons should take place during this time. Tier 3 [ Tier 3 lasts for 4 years IRP, or 4 IRL weeks ] The Armiger has begun to show confidence with the use of their Vessel, whether it be in combat or for mundane use. They are capable of connecting 1 Combat Vessel, and 2 Mundane Vessels. Spells Teaching Tip 5th - 8th year of study. Now that the student is comfortable with Vessel combat, they may consider now moving their focus from martial art to the mundane, and learn how to use two Mundane Vessels at one time. This is very tiring, and will cause extreme lethargicness after training. ~ 2 IRP lessons should take place during this time. Tier 4 [ Tier 4 lasts for 6 years IRP, or 6 IRL weeks. ] The Armiger has become impressively skilled in both Combat and Mundane Vessel usage. They are capable of connecting 1 Combat Vessel, and 3 Mundane Vessels. Spells Teaching Tip 8th - 13th year of study The Armiger now understands the inner workings of Blade Manipulation magic, and must simply practice honing their skills to gain proficiency. ~ 3 IRP lessons should take place during this time. Tier 5 The Armiger is a spectacle to behold, skilled in both Combat and Mundane Vessels. Redlines Redlines - Crafting Vessels Redlines - Combat Vessels Redlines - Mundane Vessels Changelog N/A Credit - My thanks goes out to the following Crines, RinIsSalty, Imstuckinhell, Hylofear, Xocolataphobia and Basicdoctor for their feedback, thoughts and having fun in general thinking up how to make a balanced, cool feeling combat magic with me in the initial version of the lore. The special thanks goes to Charbi who made the icon and Armiger title artwork, and to Unduibatily who gave a lot of insightful advice to myself and Americansimp on what mindset we should adopt in writing magic lore. And a final, grandiose thanks towards Americansimp and Qizu who had also written a very similar concept lore. The two of them created this rewrite alongside me with a lot of feedback from brainstorming from our past experience in attempting this lore, and the Loremag feedback we'd received. -
  10. Jack let out a hearty cheer; "Ellathor! The boy, we expect great things." before being hastily shushed by the sleeping family of the clan house.
  11. I'm not familiar with the enwreathe spell, but future magics is a good point I didn't consider. If it's going to better balance it I'm more then happy to edit out the capability of using enchantments and use of magic through Vessels and redline it. That'll all depend on the review process and whether its put on pending to make such edits of course. If those sections get removed, would you still view it as a 1 slot or 2 slot magic? It's something I'm still a bit unsure of. By future or already-present niches, are you also referring to referencing future magics like Kunuk? If so, I'd also like to hear your opinion on whether removing and redlining magic through Vessels would fix this issue :) Thanks for the criticism so far both of you.
  12. Overview & Lore Over the ages, the descendants have been experimenting with their mana in creative ways utilizing this connection to manipulate objects in their environment. One otherwise unnoteworthy day, an aspiring Housemage and swordsman discovered a way to imbue his mana into his weapon, creating a Vessel; a floating weapon with the capability to aid and compliment the swordsman in combat. The swordsman delved into this discovery becoming the first Armiger (Latin for Arms-Bearer); an intimate style of fighting that binds one to their weapons. Since Armiger's have begun to appear around Almaris, studies have been made on how exactly Vessels, and the Armiger's use of mana works. When an Armiger initially imbues an item with mana, they are using active mana to constantly feed into what they are turning into a Vessel. Because of this, the mana makeup of the object is twisted and churned around, mixed with the personal mana of the caster. This is what causes the Casters aura to overtake the appearance of the object, and makes the Vessel act like a limb of the caster. Armiger’s can be taught by a teacher with a valid TA, and require lessons from this teacher with the appropriate role play to learn certain aspects such as Vessel crafting. This magic takes up 2 magic slots to use. Purpose During my time on LoTC, I have noticed a lack of magic made with the intention of complimenting or enhancing melee weapon combat besides Transfiguration enchantments. Taking inspiration from some of LoTC’s Mana based lore; Housemagery, the States of Mana, Mana Aura's, Kani, and Final Fantasy XV’s flying very aesthetic flying sword magic, I want to bring a magic that allows players to play a magic that enhances their combat in a balanced manner, whilst also making players feel cool doing it. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/187462403228691100/ Connecting [ Tier 1 ] A Connecting Armiger cannot yet create a Vessel. They must first connect and spend this time connecting to their personal mana, and gain a deep understanding of mana in order to be able to manipulate it. Unlike most magics, this is the longest tier. This is because it takes a deep understanding of one's personal mana, that goes further beyond a Housemages ability to make a knife float. And so, the fledgling Armiger must gain a greater understanding over many years. [ Tier 1 lasts for 6 years IRP, or 6 IRL weeks. ] Trainee [ Tier 2 ] A Trainee Armiger is now capable of learning how to craft their first Vessel. With their advanced understanding of how their personal mana flows, they have the ability to Imbue a melee weapon with their Mana, binding it to them. This gives them the ability to cast spells through their Vessel, or use it at mid-range during combat. Using a Vessel puts immense strain on a Trainee, as it is a much more advanced maneuver as it is like learning how to function a newly attached limb. As such, they cannot yet even comprehend the idea of casting spells through their Vessel yet and can only use 1 Vessel in combat. [Tier 2 lasts for 3 years IRP, or 3 IRL weeks. ] Skilled [ Tier 3 ] A Skilled Armiger will now begin to learn how to cast spells through their Vessel. This is done by allowing an enchantment on the Vessel activate via the enchantments trigger. Armiger’s at Tier 3 can use Transfiguration spells through their Vessel(s) (See Armiger’s & Transfiguration below for more information). [Tier 3 lasts for 3 years IRP, or 3 IRL weeks.] Swordsman [ Tier 4 ] A Swordsman should have mastered the use of their Vessel in combat, and it’s now time to begin learning how to wield multiple Vessels. This is not easy, and to a swordsman feels like trying to get your two hands to do separate motions while learning piano, with a constant strain. It takes many years to become proficient and comfortable with using multiple Vessels at once. At this Tier, the swordsman may have two Vessels at the same time on their person. [Tier 4 lasts for 4 years IRP, or 4 IRL weeks.] Master Swordsman [ Tier 5 ] Having finally achieved the proficiency to skillfully wield multiple Vessels at once, the master arms bearer is now able to keep a third Vessel on their person. Master Swordsmen are formidable foes to anyone within their reach, wielding their Vessels with ease. An Armiger is constantly feeding a mana connecting into their imbued Vessel. This is not an easy feat to uphold, as all mages experience tiredness upon exerting their mana and may cause the Armiger to notice some effects on their body. In order to uphold a mana connection with their Vessels, an Armiger’s body will demand more sleep from them making them sleepy during their everyday life. The only time an Armiger seems truly awake, and highly energetic is when they are in combat. Image courtesy of Pinterest: https://www.pinterest.com.au/pin/458030224575800567/ This section is the bread and butter of the Armiger. Vessels that are made to be used during combat can only be swung and moved as quickly as their caster would be capable of doing physically. The purpose of combat via a Vessel, is the mid-range use and multiple weapons, allowing the Armiger to combat multiple opponents from a short distance. A Vessel can move up to 4 blocks away from the caster. Roleplaying combat at range is exactly like one would crping close up. You would emote slashing, thrusting, bludgeoning and blocking the same way you would without the magic. When a Vessel is not in use, it can be placed in a holster on the person or, remain idle floating at it’s casters side. When called to arms, it takes 3 emotes spur into action, moving on the third emote. [ 1 emote to connect, 1 emote to charge and 1 emote to cast ] This is to avoid players simply flinging knives into shoulders at bars and giving the victim no reaction time. Make sure to observe all red lines, and follow them appropriately when using range vessels in combat. Vessels may take on many unique appearances connected to their user. It’s noticeable that when a weapon turns into a Vessel, they will become partially see-through and gain a faint glow the same color as the casters Mana aura. The effect of the casters' aura may also emanate off a Vessel. For example a Armiger who has a red misty aura will notice their Vessel upon successfully being crafted will don a transparent red form, with a misty red effect. See this page for more information about Mana and Aura's; Notable Weakness An Armiger’s strength lies solely inside this 4 block bubble around the caster. Within this area, they are notable adversaries that use empowered weapons that allow them to fend off multiple opponents at once, especially if at the higher tiers. However, outside of this 4 block bubble an Armiger is practically useless. This means that voidal mages, archers, or any combat with a decent range to them could easily spread out and overwhelm an Armiger. Vessels are objects that are imbued by a casters mana, and have a constant source feeding into them from their caster. Because of this, Vessels are especially weak towards Kani, which manipulates the mana within their environment. In this case, the environment being the Vessel. Redlines - Vessel Combat Image courtesy of Pinterest: https://www.pinterest.com.au/pin/706994841490323290/ Vessel Crafting To craft a Vessel, the Armiger must take a weapon, with that weapon the Armiger will treat it like as the name suggests a Vessel. They then imbue a large amount of their mana into its form. This connects the weapon to its caster, altering its appearance and allowing it to be manipulated and controlled by the casters will. Vessels must be ST signed, and appropriate roleplay must be conducted for a Vessel to be used in combat. If a Vessel is shattered, it will return to it’s broken material weapon state, and not be usable anymore without repair. To repair a Vessel, the weapon simply needs to be physically repaired before being re-imbued. An Sreq is not required for a repair however if caught not having done the appropriate rp or repairing more Vessels than the redlines allow, ST will intervene and administer appropriate infractions. Due to the immense amount of mana required to craft a Vessel, only 1 Vessel may be made per 3 IRP months (3 IRL days). However, when a casters Vessel shatters; a bond between the two will shatter with it, comparable to having just lost a limb. It will take longer for that inner mana to accumulate within the person. They will have to wait 3 IRP month or 3 IRL days before being able to craft a Vessel again, even if they had not yet made one that day. Redlines - Crafting Image courtesy of Pinterest On its own, Armiger’s can only use Vessel or close combat and not spells. However, if a weapon has been enhanced with Transfiguration prior to becoming a Vessel, an Armiger of Tier 3 or higher will be capable of casting spells from their Vessels. On LoTC, a player may only have up to 3 combat enchants on their person at a given time and Vessels enchanted with Transfiguration enchantments count towards this limit. This creates unique opportunities for varying playstyles amongst Armiger users. Someone may decline the magical boons gained when mixing in Transfiguration in order to avoid the hastily stacking drawbacks such as; Using up 4 of their spell slots while mixing Mana burnout with the voidal poisoning inflicts, which makes it impossible to use a heavy Vessel at all. Or an Armiger may embrace it, taking up Transfiguration to enchant their Vessels with spells and be able to reapply them with greater ease. Granting magical boons to their arms while allowing their physical strength to deteriorate. An Armiger could also allowed to get another Transfiguration caster to enchant their weapons for them, however when an enchanted Vessel is shattered it will lose all enchantments, and so not only will the Vessel have to be re-repaired and imbued but re-enchanted. To keep that spell overtime can be a very difficult feat to repeatedly do if an Armiger is relying on another Transfiguration caster. There are also two spells that Armiger’s may be taught after they have reached Tier 5, by another Armiger user with a TA; Cloak [Tier 3] Shatter [Tier 5] Image courtesy of Pinterest: https://www.pinterest.com.au/pin/340092209343393863/ Teaching and learning This guide explains what is to be taught, and how during the teaching process of each Tier for the Armiger. How the student is taught is entirely up to the teacher! This is simply a criteria on what they need to be taught. Connecting [ Tier 1 ] Trainee [ Tier 2 ] Skilled [ Tier 3 ] Swordsman [ Tier 4 ] - My thanks goes out to, Crines, Rin, Imstuckinhell, Xocolataphobia and Basicdoctor for their feedback, thoughts and having fun in general thinking up how to make a balanced, cool feeling combat magic with me. A special thanks to Charbi who made the icons and title artworks. -
  13. Light, gleeful laughter emanated from the ker as he read over the offer, before hastily quietening down as a childs shrill voice demanded silence at such a dreadful hour of the night. "I do hope they accept our extended hand." He would whisper to whatever may listen; "Yong ping always had a beauty to it. They always tolerated our... naivety as we learn what's acceptable within their beautifully unique culture."
  14. The Decurion let out a long defeated sigh, his head thudding against desk cluttered with numbers and coin. Atop the pile a missive sat with attentive pride. "Norland defended us when Oren came to our door, demanding we recede from Norland and join them in the war. We stood steadfast by our kingdoms side, with no intent of Betrayal. Made up more of their soldiers during the war then any vassal should and yet we let in one person whom leadership didn't even know was banished and we're stripped of our status? I as Ranger leadership know all to well the hoops we jumped through to follow Norland's rules. When Oren sent people to recruit Norlanders as spies it was me who told the high keeper, a Ranger. And all despite bribery and offerage from these men. Does our proof of loyalty to them mean so little when placed beside what mistakes we have made? Do they really have the expectation of perfection over our people?" He lean back into his seat, holding a hand up to his nose. "I am not perfect. Maybe they need to realize neither are they. If they want to throw aside their most loyal vassal then fine. There are no Rangers to call upon the next time they wage war or need to defend there beloved capital anymore."
  15. Heyo! Yes dragon people, Adrazi are a thing. If you wanna read up on them take a gander at the lore for it, but remember you can't meta game this information in roleplay, and need your character to learn such information in game.
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