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Panashea

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Everything posted by Panashea

  1. if my microsoft account got stolen and recovery doesnt work what do i do about my premium character and roleplay experience

    1. MokoMochi

      MokoMochi

      Gotta get a new one): You can either report it stolen to Microsoft and get a coupon for Minecraft, buy new one if customer service sucks, or goodbye forever. 

    2. Charles The Bald

      Charles The Bald

      email microsoft, it's quite hard to get but you'll have to give some ips and some info away but it can be done via support

    3. BakedPotato

      BakedPotato

      and im sure once you get an account you will be able to contact admins and tech and recover your inventory from your old accounts personas, same with locked chests though that would require an admin afaik

  2. The bones quake at the shifting sands, for the blood of Akaal lives on through the actions of many, whether known or unknown.
  3. I didn't actually finish writing this submission so I'm unsure why you reposted it again and then credited me without asking since the last time you posted it you ended up hiding it immediately. I am confusion
  4. "Brudda nub'azh gruks who latz am.Yellers are Raguk-speak."
  5. A new missive is melted over the old one, some mix of blood, sinew and congealed soot allowing it to be molded over. A disappointing lie from a disappointing uruk. You willingly choose to omit every detail. 1. Destroying Spirits? Did your trials teach you nothing? Why would we teach others shamanism and establish shrines if the clan sought to remove the Spirits? Why would they make the Gate of Dom and other artifacts if they sought to remove that connection from the world? Why would you sew further distrust when it is our clan that has proliferated shamanism more than any other? This Ascension you speak of is the same ascension any shaman undergoes. We explained such to you and choose to lie again, perhaps that is why you so brazenly fail your duties as a Witchdoctor. You willingly ignore the Spirits in hopes of causing more bloodshed. An Ismuth Anchor is an invention of LEYD, a feat impossible if Akaal sought to destroy the Spirits. 2. You claim blood ritual but fail to see that countless orcs have risen in times past. You claim these fears of the Stargush while an Inferi who has died countless tiems over seeks to become Rex. Why are you afraid of people who have sacrificed themselves to Krug? Is this a joke or merely a cry for attention? 3. The "rituals" you speak of is a mural in the center of the goi- something made by the Yazgurtan and approved by all before the city was even built. Akaal is made of three clans, Ram, Mog, and Izig. Gadhaal is his grandfather. These "deceased dark shamans" you speak of are the same as murals decorated all over the city. One of Krugmar's many murals is etched here. 4. Another strange lie. Borok died defending against the Mori, the same as countless orcs and descendants. While you were never in Almaris(and so I wonder how you assume this), he held far greater honor then posting a cowardly missive and running away. How do you claim to protect and honor our kin when you sew falsehoods in the midst of conflict? 5. All orcs are related to dark shamans, whether Lur, Lak, Dom, Azog, or Akaal. Is this empty claim some attempt at tying a connection between them? 6. YOU ARE THE ONLY ONE WHO DESTROYED A SHRINE BECAUSE YOU FAILED TO UNDERSTAND THE TRIAL. You claim sanctity amongst our people yet create this vile rumor in hopes of allowing a known Inferic demon to become Rex. He has been slain countless times over by the other nations yet you welcome this corruption with open arms. Your cowardice will be met with the same fate of the dark shamans- for it is Skaatchnak'Akaal who killed them off. Ghoraza is glad your darkness has left the Goi. KAAL'AKAAL
  6. the premium roleplay experience is creating redlines to prevent dark CAs and magic users from romance and ERP! Tbh i think its hilarious how every dark CA has needed this added into their lore - something that reflects more on the nature of how we spend our time on LOTC and our attitude toward romance on a kid's server than any actual lore submission. This is good, but romance rp should generally just be removed all together for everyone's safety/OOC experience.
  7. please help, i'm locked out of my persona slot since I lost my pex so all my items/details are locked away on the third persona

    1. Show previous comments  4 more
    2. AndrewTech

      AndrewTech

      I had the exact same problem a while back. I can't remember exactly what I did, but I'm pretty sure I used a free nitro trial to boost the LotC server to get an extra persona slot. Then I got my stuff off of it and deleted it I think.

    3. Panashea

      Panashea

      deleting spare personas didnt unlock the third slot, its the third slot i need unlocked

    4. riorr

      riorr

      That's strange, those are what Admin told me to do when I had the same issue and that one worked. I didn't try the other

  8. MUSIC[Photosensitivity Warning]: In the desolate, scorching expanse of the desert, where the sun bore down with an unrelenting fury, a group of orcs embarked to expunge themselves of their shadow. Rumor and superstition had bred disharmony within the clan, and so the Flame sought to expunge it.Swathed in the bone armaments of their clan, they trudged forth with a sense of purpose emanating from a force larger than themselves. They chanted hymns to their Spirits and Ancestors, guttural voices rough with a fervent zeal. The oppressive shadows that danced upon their minds revealed themselves in the shadow of the darkened sky. The night offered no respite, shrouded in a darkness deeper than the blackest abyss, where the howls of their secrets resonated through the sands. The light of fire granted them the clarity to unify over a greater cause. A war in which the chaos of their souls themselves would be tamed, and the shadows extinguished. In the quiet moments beneath the vast, star-studded canopy, they whispered a covenant to the unseen forces that guided their footsteps. The Shamans must ascend to meet with their Spirits. Prophecy calls out to the children of Krug. THE PROPHECY[Photo-sensitivity Warning]:
  9. i am balling i am faded

    1. Nug

      Nug

      help me to breatheeeeee (weed)

  10. "Betrayed?" A burned figure replies with pained surprise. "A hug is a betrayal for lat kin? We hold no anger for the grieving priest, but confused on why lat wished to describe we akin to the worms. Even still, lat infighting will never prevent we from helping achieve greater ambition." Blood and Flame.
  11. If anyone is into Fear and Hunger pls dm me i have big brain ideas.

    1. Show previous comments  1 more
    2. pkdon

      pkdon

      @Cobblerand he fears a salad, im sure the game was made for him

    3. K0ekie

      K0ekie

      @cobbler please dont encourage vermy to eat even more

       

    4. TreeSmoothie
  12. A burned orc labors over mounds of salt, using its Spiritual powers to boil seawater away into massive mounds of white powder. Its hands smolder with flame as he turns from his task to read over the missive. "A glorious day for grizh to be spilt."
  13. How Did Your Orc Die? Kharak’Raguk, the Worldbreaker. Felled by the Spirits who he ushered into this Realm. The Stargush’Stroh is one of the few places on LOTC where PKed players may be spoken to, and in visiting Lesser Ancestral Spirits, Lutaumancy is given a greater purpose in looking back to the many amazing characters of the past. With the Lutaumancy rewrite on the horizon I’d like to gather the many fallen orcs of the past so that the Lutaumancy playerbase may contact/reference older players, as well as share in the decade of stories of fallen heroes(or villains) in ages past. Please leave your stories here, or if you’re available to play one of these Lesser Ancestrals for the current playerbase. MY STORY How did your orc die? Do you think it was a justified death? Are they in the Stargush’Stroh? Are they able to be contacted by Lutauman? Clan/Name:
  14. This is a bad precedent. No magic should have no resource requirements and be a catchall for any kind of healing. Shamanic healing in its current state has no exhaustion, no caveats, or redlines or real requirements. It invalidates all injuries, and essentially makes any lingering effects pointless. Shamans shouldn't be the best healers, the best offensive/defensive casters, and the best support mages all at once. Having reduced healing options and the ability to use it in combat makes it more practical, especially when you could do the same thing in one session in combat rather than 3. It's unclear whether you can even conduct different sessions in combat, or if that part of the spell is something entirely different. It's not just cursed healing, as cursed healing was basically the Farseer spell watered down and made worse. There's no reason for the archetypes to share the spell, and so Spirit Binding is for giving people limbs and augmented bodies moreso than being the catchall healing spell with extremely loose redlines and conditions. This is a better alternative to permanent curses, and requires ST intervention the same as adding any other magical/supernatural limbs onto someone. Having it be curable means that these limbs have value in being protected and utilized as significant artifacts, rather than a convenient after combat eraser or a worse version of a spell that already exists for a Farseer. I'm completely lost on what you mean by the combat stuff in comparing it to void magic which has entirely different rules, drawbacks, lore, mechanics and ability compared to Shamans. I linked the redlines earlier, but the 5 emote curses that strike three targets can't be used in combat, and hexes are so poorly redlined and outlined it's basically been a guess as to what actually works and what doesn't. There's no way to know how the lore is actually supposed to work because its constantly contradicting itself. I already agreed with you on this, so I changed Farseer's rift to essentially be the the stand-in for Spirit Walking in addition to allow it to be performed on Consecrated Grounds. I slightly amended pacting too because having a PK clause over someone just to start learning is inane. I'm still waiting 5+ months on the Lesser and Greater Spirits Submission as a more Spirit interaction is given there as well. Using the current system is not a good precedent. It describes being capable of removing voidal magic yet voidal magic is the complete anthesis to Shamanism. How would a Shaman remove a voidal tear in a place where their magic doesn't work? I don't think anything you listed has any description of being capable of being purged/removed by deific magic, so I'm confused why it would extend to those areas. It only affects areas that possess afflictions of the soul or stagnant life force, druidic magic manipulates lifeforce but it doesn't corrupt it(as far as i know), and so it'd be unaffected. Curse can have multiple targets affected with Circle Magic in addition to it being redlined to make soft-pking people impossible. It's always stated that you can't put people to sleep indefinitely and the like- while the old variant does not. I'm confused on what you mean by non-griefing uses compared to the old one when has had multiple issues because of the lack of redlining and soft-pking people. I don't think its also beneficial or necessary to have people endlessly cursed- and the choice is there with Spirit Binding. That's not how prophecy lore works, not all prophecies are accessible even if a Farseer has the ability to see them, and so "debunking" a player made prophecy would be as credible as "it came to me in a vision". There's no way for a Farseer to actually provide evidence on whether something is true nor not. Chain, Bubble, and the others were just minor tweaks or clarifications.
  15. I already explained how cursed healing and farseer healing was buffed and simplified in the previous comment. The current Farseer and Witchdoctor spells are even more mild and slower, so it's not true that these are somehow nerfed. Curses are pretty much the same without the complex infographic or skirting around the nonsensical redlines. I'm unsure what you mean by certain curses but more often than not, the only practical Farseer and Witchdoctor abilities were ones where people would ignore the general redlines, or find someway to subvert the confusing rules. https://imgur.com/a/i1FaUYS This was an ultimatum made by ST. While I don't fully agree with it, traveling between dimensions for any magic is a PK clause according to the ST, even for Spirit Walking. Regardless, there are plenty of submissions I've written to interact with Spirits in the mortal realm without needing to Spirit Walk or holds the same PK clause(Remnant Hexes, an Animist's Commune, Spirit Pacting,etc )My hope is that it encourages Shamans actually utilize these lore pieces rather than defaulting to Spirit Walks. A tough change, but one that can be leveraged for the better. The PK clause will be something part of every rewrite unless you foundationally want to change it to not interact with the Spirit Realm. You didn't specify what vagueness there is in the submission, but feel free to talk in shaman chat or outline your specific concerns here.
  16. Witchdoctor and Farseer are just straight up slot investments to get the extra spells, it doesn't involve pacting. Yep, you can go from Witchdoctor to Farseer and back to Witchdoctor. No real need for a limit since you're spending time to relearn the magic again. WD and Farseer are just 1 extra magic slot within base shamanism, so it doesn't affect who you pact with. The old healing contradicted itself in stating that it could reattach limbs, and instantly heal life-threatening wounds, yet that any wound greater than "minor" required multiple sessions. I would describe the use of critical to be synonymous with fatal: Injuries that won't immediately kill someone but if left untreated will eventually kill the individual. Things like blindness or physical disabilities are more a Witchdoctor's craft with Spirit-Binding than a Farseer's catchall. We increased the time to reattach limbs in addition to removing the multiple session clause so that it's more logical and practical to use in combat and rp. I think increasing the timer even further might be useful since I know schedules lining up is often difficult. I like the idea of Circle Magic being used to improve/empower spells but I'm unsure it'd fit the scope of this submission. Added, appreciate you looking everything over.
  17. SHAMANISM TIER CLAUSE: TA CLAUSE: Background/Origin When the Spirits descended upon the Mortal Realm- a power beyond mortal comprehension, it was Krug who first carved their strength into tangible hands. As a titan who stood against Iblees, his courage was something to be coveted. The Spirits forged a covenant with the great warrior, bestowing the first of the Orcs with unbridled power. Volatile and unwieldly, Krug's magic was later tamed by his first daughter. Dom, The Mother of Shamanism, lacking her father's brutality, saw to it that their people were capable of evoking the powers of their greatest ancestor. She created the first pacts, establishing a truer connection with the Spirits in an attempt to sift through the strength and chaos of her father. In imbibing their power however, she consumed the raw chaos of the realms beyond. Life and death, fire and water, disease and health- the world unraveled beneath the Truth, and their desires became hers. The Spirits had bound themselves to her soul. A Shaman had been born. Definitions Spirit Realm: A deific plane where all Spirits reside. This plane is divided further into different realms, separating the different kinds of Spirits. This realm is attached to the Soulstream, allowing for willing souls to enter it upon death, or most commonly through Spirit Walks in the subtypes of Shamanism. Greater Spirit: A Greater Spirit is the most powerful Spirit of the aspects and concepts it rules over. A host of Lesser Spirits sit beneath it as proxies, envoys, and workers. Greater Spirits own their own domains within Spirit Realms, from which Lesser spirits carve up their own territories. Lesser Spirit: The most common kind of Spirit and the Spirits shamans pact with to utilize the different subtypes. Lesser Spirits exist under Greater Spirits, and so their aspect reflects the Greater Spirit they exist under. Elemental Spirit: The first and most powerful Spirits, the Elemental Spirits are volatile and impossibly temperamental. Elemental Spirits commonly represent the most fundamental aspects of nature - Fire, Water, Earth, Air, and so on. Immortal Spirit: Immortal Spirits represent concepts, emotions, and the material aspects of the Mortal Realm like Swamps and Cities. Ancestral Spirit: Mortal Souls who die and are honorable may pass onto the Ancestral Realm to become Ancestral Spirits. Magic Explanation Shamanism is gained as a magic when a player pacts with a lesser Immortal or Elemental spirit. This in turn will make up the one [1] slot as per the spirit pacting lore. One pacted slot is always needed to allow the user to use all Non-Path Abilities. Other shaman subtypes will have respective lore describing their requirements, so long as the player possesses a pact of that respective lore (meaning one [1] magic slot) with an Elemental, Immortal, or Ancestral Spirit. Non-Path Abilities are self taught, with the exception of Old Blah. However, RP is encouraged to flesh out this progress. Once a Shaman reaches T3, they are capable of specializing in the arts of Witch Doctor or Farseer. Choosing either of these paths takes up one [1] additional magic slot. Although a shaman can take many paths, the path between Farseer and Witch Doctor is mutually exclusive. A shaman may switch between Farseer and Witch Doctor by reverting to T2. This switch must be applied for with another MA as self teaching and a link to their previous MA. Shamans are limited to casting a certain amount of spells per day with their spell usage returning every 24 OOC hours. As a Shaman nears the limits of potential casting their body grows exhausted and Spiritual wounds begin to manifest on their flesh. These wounds will only vanish if the Shaman rests. Should a Shaman try to cast beyond their spell limits, their spell would fail and they would be knocked unconscious. If a shaman has not pacted with a specific yet as a requirement for this lore, they must choose one to reflect the aesthetics of their abilities. A Shaman must have a pact with a specific Spirit to utilize shaman spells. The Tenant(Compatibility) The spirits are forgiving beings, however, there is one tenant in place in which a shaman may not break lest they lose their pact(s) and thus their connection to the magic. Shamans cannot use the magic, feats, or enchantments of Aengudaemons, Voidal Magic, Necromancy, Mysticism, and other magics or CAs which corrupt the soul are incompatible with Shamanism. Exceptions to this rule are magics that are explicitly said to be compatible in their respective lore or use personal mana such as but not limited to Seer, Housemagery, and Blood Magic. CA's or MA's which warp the soul or have them claimed by other sources would also make someone ineligible for Shamanism. While shamans may keep and physically use the trophies of their enemies, they are incapable of casting or using their own enchantments when these items are in their inventory. Should the enchantment require a magical catalyst or reagent of corrupted nature (i.e ectoplasm), a shaman would be completely unable to utilize its effects. List of Spirits The Spirits are divided into different realms all within the Spiritual Plane. Each Plane hosts its own assortment of Greater and Lesser Spirits, forming allegiances as they bicker and fight over power and followers. The realms are divided thusly. Players and ST are free to create their own Lesser Spirits so long as they derive from a Greater Spirit, and so this list will document all of the available Greater Spirits and a handful of Lesser Spirits. Spirits are capable of an assortment of identities and manifestations- adopting countless names by mortality, and so their names, visages, and personalities may differ in roleplay or player experience. ELEMENTAL REALM The first and most powerful of the Spiritual Realms, the Elemental Spirits birthed the Elementalists of ancient lore, and the Animists of today. Due to the intense power of the Spirits, the only Spirits capable of ever being interacted with are marked with a *. The first six spirits are the only ones able to be contacted; the last eight cannot be pacted with, spoken to, or interacted with in any way. Lessers of these Spirits cannot be made. IMMORTAL REALM The Immortal Realm is the most plentiful and chaotic of Spiritual Realms, filled with countless aspects, emotions, and properties of the Mortal Realm. Spirits within the Immortal Realm spill their power into the Mortal Realm, most commonly shaping Witchdoctors and Farseers to carve their power. ANCESTRAL REALM The Ancestral Realm was created by Krug and Kor as a place for the noble descendants to rest once their live had ended. The Lesser Spirits within this realm are the Spiritualists and honorable descendants who passed on from the Mortal Realm in death. The Greater Ancestral Spirits are then the famed heroes of the realm who truly changed the Mortal Realm. Abilities/Spells Spell Uses: Abilities marked with a * represent Witchdoctor or Farseer exclusive abilities. Abilities marked with a [P] represent spells that require at least two slots dedicated to Shamanism. T1: Old Blah, Incitement{Unlimited} T2: Spirit Walk {2}, Imbue {5} T3: Soul Cleanse{2}, Curse{3}*, Farsight*, Consecrate* T4: [P] Avatar {2}, [P] Circle Magic {2}, Inflict*, Venerate{3}* T5: [P] Rebuke{2}, Spirit Binding{3}* Old Blah [Passive] [T1] Old Blah is an ancient and complex language, perhaps the oldest language known to descendants. This speech is how the Spirits communicate and thus how Shamans draw power from them. To learn this language is difficult, taking two [2] OOC weeks to be comprehensible. As time continues, the shaman will become fluent in the language. Old Blah Redlines: Incite [Non-Combative] [Cantrip] [T1] Shamans are able to incite their pacted spirit in minor feats of spiritual power. These aesthetic displays of a spirit’s domain are invoked whenever a Shaman casts a spell or by choice by holding their focus for one [1] emote. The spell will last as long as the shaman holds focus. While focus is held, the shaman can speak and walk normally. However, Incite by choice dispels once the shaman enters combat or makes an attack upon another. Incite affects the shaman themselves or in the area around them in a two [2] block radius. Incite may not affect any non-shamanic items or other characters and figures. Examples: - A shaman of Laklul will create a swampy area around himself. - A shaman of Fiarza will have gust in their hair. - A shaman of Ixli will have multiple eyes forming around the ground. Incite Redlines: Spirit Walking [Non-Combative] [Active] [T2] Shamans are able to meditate or commence a ritual, with optional assistance of drugs / narcotics and Old Blah or use of an Incited Tool, to allow a connection to the Spirit Realm. Shamans are only able to visit the Immortal and Elemental realms of the spirits. Only Lutaumen can visit the Ancestral Realm. It requires three [3] emotes to connect one's soul and those present to the Spirit Realm. After this, all present will be rendered unconscious. Once there, it is the Shaman’s responsibility to create an enjoyable experience for those present, describing landscapes, characters, and event points. Shamans may also use this ritual to self-teach themselves further rituals within the magic, or other accepted lore piece rituals like the Remnant Hexes. With ST permission, Shamans may use this ritual to learn how to recreate Shamanic MArts or create new MArts. Spirit Walking Redlines: Imbue [Non-Combative] [Active] [T2] CREATION Imbue is a spell that allows the imbuing of items with the energy of a pacted spirit’s domain. The creation of such items requires an existing item and a four or more [4+] emote ritual including Old Blah. ACTIVATION Imbued items can provide weak connection to Spirits, allowing a Shaman to construct a false vision from within the object should they actively perform a ritual where they incite themselves and the object. Imbued items once incited may act supernaturally - floating, moving, emitting harmless sparks, or speaking while they are channeled upon. Imbued items allow for Shamans to channel Incite to a larger radius, expanding the spell’s range to a five [5] block radius should the Shaman remain in physical contact with the object. Handheld imbued items are player signed describing their channeled effect from the Shaman who created it. Larger items, whether for religious purpose or aesthetic may be imbued so long as RP signs label its effects. These large items may only be made once a week, and are ST signed. Examples: - A weapon imbued by Skathach that exhibits harmless flame that wreaths the weapon. - A glass orb imbued by Ankrus will transform it into a pearl-like visage capable of showing visions of the Spirit’s will. - A warhammer imbued by the Great Maw will grow teeth and a mouth that will try to eat nearby foods. Imbue Redlines: Soul Cleanse [Non-Combative] [Active] [T3] Shamans have the ability to purify areas and affliction of the soul or stagnate lifeforce such as Heith-Hedran and other lore significant areas capable of being cleansed by deific magic. This spell requires at least four [4] emote ritual including Old Blah. Different regions will require a different number of shamans, described in their respective lore pieces, or at the discretion of ST. At a minimum, this ritual requires at least 3 T4 Shamans, their success determined by a D20 roll, with each T5 Shaman acting as a +2 modifier. These numbers may be shifted at the discretion of ST. At T4 any Shaman is capable of purging soul curses and afflictions capable of being removed by deific magic, performing a [4] emote purging ritual for afflictions like a necromancer’s curse should it be capable of being removed. This spell cannot be used on targets with corrupted souls or by enemies of the Spirits should their identity be easily seen. Should a Shaman try these effects on a disguised/husked character who was corrupted, the spell would simply fail. Soul Cleanse Redlines: Non-Path Multi-Pact Abilities Once a Shaman reaches T3 they are capable of taking up additional pacts with Spirits, allowing them to take up additional archetypes and additional spells. Spells that require multiple Spirit pacts are marked with a [P], requiring the Shaman to have at least two [2+] magic slots dedicated to Shamanism. This may be done by taking up Witchdoctor or Farseer, or additional pacts for Lutaumancy/Animism, a Shaman would receive these spells. [P] Avatar [Non-Combative and Combative] [T4] Avatar is a spell which requires a shaman to have pacts with multiple Spirits, allowing them to manifest the marks upon their soul as spiritual energy around their body. These semi-permanent manifestations represent the multiple connections bound to a Shaman’s soul through their pacts, an amalgamation of their psyche and the power they wield. This can be considered an upgrade to Incite, which comes with unique Effects. These effects manifest over the course of two [2] Emotes, and will remain active indefinitely unless struck by Thanium, Voidal, Aengudaemonic, or Dark magic spells of the same tier. Should the Avatar be forcefully dissipated, it requires four [4] emotes to remanifest until the end of combat. Should a shaman spend [2] emotes to summon their Avatar within combat, all combative Shamanic spells are shortened by one [1] emote (usually one less old blah emote) until the Avatar is forcefully dissipated, or the Shaman de-manifests them. An Avatar’s manifestation must be an ephemeral spiritual being which stays in close radius to the Shaman. The Avatar may also manifest as a visual aura or construct of the Shaman’s mana. A Shaman of Kor may possess a ghostly shade while casting spells. A Shaman of Leyd may have their muscles naturally writhe. These effects can affect the environment around them non-combatively and vanish immediately once combat begins. Wielding an Avatar in combat is physically exhausting, restricting the Shaman’s movement by one block for all actions within the duration of its summoning. A Shaman may only summon their Avatar twice per day. Avatar Redlines: [P] Circle Magic [Non-Combative] [T5] Circle Magic allows a shaman with at least two pacts to channel a non-combative single-target spell, allowing it to target two players. Each T5 Shaman that participates within the ritual increases the amount of effective players by one [1] upwards to ten [10] players. Shamans may also perform Circle Magic on flora/fauna for events, adhering to the same event clauses as the Hunter's Grimoire and other player event resources for animals or plants made through this group spell. This would allow Shamans to create groups of spiritually altered creatures, so long as they perform a ritual capable of effecting Flora and Fauna. Circle Magic Redlines: [P] Rebuke [Combative] [T5] A shaman is capable of expelling the soul energy of their bonded pacts in a [2] block radius around them for [2] emotes. This attack’s aesthetics may manifest to reflect the different pacts a shaman possesses, but its effects will always be the same. Targets struck by Rebuke will feel minor concussive force, capable of bruising flesh, even when armored. This move only damages the target slightly, and forces them back three [3] blocks. Rebuke is performed through [5] emotes, Two [2] emote of connection, two [2] emotes of Old Blah or use of an Incited Tool, and one [1] emote of casting. This spell is capable of being defended by any anti-spell or anti-soul properties like Thanium, Aurum, or other magic. Magic capable of producing their own energies or forces are capable of defending the spell or producing their own attack to counter out the spell. This includes but is not limited to Voidal magic, Aengudaemonic magics, or magics that manipulate the soul or life force, like Naztherak, Necromancy, and Mysticism. The energy created by Rebuke is part of a Shaman's soul, capable of shielding against attacks from the soul like a Witchdoctor's curse, or the draining spells of Mystic or Necromancer. Magical soul attacks of the same tier or weaker within the radius of the Shaman would latch onto the spell, reacting as if it was the intended target. Once a spell was redirected, Rebuke would immediately end. This has no effect on AOE spells[i.e deadbreath, a pillar or cone of malflame, etc], or the concussive/physical damage brought on by any of these spells. A shaman may cast this spell twice per combat encounter. Rebuke Redlines Witch Doctor Abilities These abilities are taught by a Witch Doctor with a valid TA. Curse [Non-Combative] [Active] [T3] Curse is a broad spell which covers any infliction upon a soul bearing being and comes in a variety of forms, reflecting the spirit called upon. To bestow a curse, a freeform length ritual greater than four [4] emotes must take place which requires chanting in Old Blah or an Incited Object like a voodoo doll or ritual instrument. These rituals can be as complex as one wishes as long as intent is present. Curse must be performed on a target that is subdued, though afflicting these targets does not require OOC consent. A target must be within arm's reach of a Shaman, or the use of Incited objects to extend the range of the spell to [5] blocks. Curse effects relate to the pacted spirit in terms of aesthetics, yet cannot bring direct harm to others who are in proximity of the victim. Curses can never kill a target, nor prevent them from roleplaying[i.e, this curse puts the target to sleep for an OOC day.] Examples of Curses: - A curse of Laklul turns a person’s skin frog like. - A curse of Kinul gives a person a violent cough. - A curse of Skathach will have painful fire manifest on their skin that cannot be put out and is harmless to others who touch it. - A curse of Ixli that covers a person's skin with words that release maddening whispers and cause harmless headaches. - A curse of Enrohk that gives someone crooked bloody horns that cause one's primal emotions such as anger to be most prominent Curses last 24 OOC hours with an additional 24 OOC hours added by each accompanying Witch Doctor with a maximum of an OOC week. Curse can be performed with Circle Magic to increase the amount of people affected. Curses last until cured by alchemy or any magic capable of removing curses (dark, deific, etc). Monk revival removes the curse from the afflicted. Curses must derive from the list of effects below. Curses List: Curse Redlines: Inflict [Combative] [Active] [T4] Inflict is a simple incantation that allows a Witch Doctor to inflict harm upon soul-bearing beings. This is done over the course of four [4] emotes, One [1] emote of connection, two [2] emotes of Old Blah or use of an Incited Tool, and one [1] emote of casting. These spells are combat oriented and come in three types: Wound, Weaken, and Daunt. Inflict is capable of being defended against or canceled out by stronger or equal magical spells, especially those of Mysticism, Naztherak, Voidal, soul-manipulating and Aengudaemonic magics. A practitioner of these arts or similar who is capable of coating, enchanting, or shielding themselves, a weapon, ward, or another character with these magics or their sources of appropriate tier(Malflame, Ectoplasm, Lifeforce, Xannic Mists, etc) is able to defend themselves. Should they cast a spell of matching tier or greater that meets this requirement, or the spell is intended for defense, these forces would eat away the spell before they were capable of having their effect on their intended target. Inflict would have no effect on constructs or creatures without a soul. The typical anti-magic materials and alchemical resources also prove a means to counteract the spell or resist its effects. While Inflict may hold specific aesthetics related to a pacted Spirit, the attack will always travel as fast as an arrow, striking the target should they not dodge or have some magical means to protect themselves. A target must be in a 10 block range and within line of sight of the Shaman. A Witchdoctor may move during this spell cast, though should they to take a separate action[i.e dodge, sprint, attack with a weapon, be hit with crowd control/concussive effects,etc]- the spell would fail. A shaman is limited to casting Inflict 5 times per conflict encounter. Wound An affliction that creates a burning sensation upon the flesh or mind of a person over the course of two [2] emotes, interrupting focus. As the name suggests, the spell optionally leaves an open wound upon a person. Wound Redlines: Weaken An affliction that drains the victim of physical strength over the course of two [2] emotes. After the end of the second emote, the victim’s strength returns. Weaken Redlines: Chain An affliction that keeps a victim within one place over the course of two [2] emotes. After the end of the second emote, the victim’s mobility returns. The aesthetics of this effect can be both physical or mental. Chain is capable of being defended or ended early by any anti-spell or anti-soul properties like Thanium, Aurum, or other magic. Magic capable of producing their own energies or forces are capable of defending the spell or producing their own attack to counter out the spell. This includes but is not limited to Voidal magic, anti-magic/curse alchemy, Aengudaemonic magics, or magics that manipulate the soul or life force, like Naztherak, Necromancy, and Mysticism. Allies cannot physically free their targets from Chain unless using one of the methods provided above, striking them or the physical manifestation with one of these effects to end the spell early. Chain Redlines: General Inflict Redlines: Spirit Binding [Non-Combative] [Active] [T5] A T5 Witchdoctor is capable of embedding a curse within a target through attaching a Spiritual material. Oftentimes a warped limb, or persistent curse, this spell requires OOC consent and must be performed on someone willing or captured. Each Spirit-Binding has a curse bound to the recipient’s soul through the use of Viscera, a material made by Shamans to apply Spirit Binding. Shamans may also take parts from other creatures and flora, cursing them and converting them into Viscera. A character may have a maximum of three Viscera attached to them. Each Viscera only works on the person it was made for, and must describe its effects and the owner within the item description. Once the ritual is performed and the item made, the ST signs it. Spirit-Binding curses may be spread to other targets temporarily through prolonged touch [4] emotes both in and out of combat, afflicting them with the same effects described in the signed item. This active cursing must be done while the Spirit Bind is active and its effects visible. A curse may only be applied with a grafted Spirit Bind[i.e attatched to someone]. These curses are limited to the list of effects described in Curse, and only last for 24 OOC Hours, capable of being cured early through any means of curing a Shamanic curse. WEAKNESSES Viscera can be cured by any magic or alchemy capable of removing soul curses, especially other Aengudaemonic magics, or magics that manipulate the soul or life force, like Naztherak, Necromancy, and Mysticism. Destroying the Viscera through magical means would immediately remove all effects. Should Viscera be in the place of a vital organ (i.e a heart of iron), the cleansing or removal of these effects would restore them to their natural state and leave the victim unharmed. Spirit-Binding Redlines: Farseer Abilities These abilities are taught by a Farseer with a valid TA. Farsight [Non-Combative] [Passive / Active] [T3] Farsight is the innate ability to see seemingly random and incomprehensible visions of the past and future. These visions often plague the Farseers of earlier tiers and progressively become clearer as the Farseer travels down the path. This allows sight into Prophecy posts on the forums. A Farseer is also able to see visions with aesthetic tools such as cards, oracle bones, or other fortune-telling devices within the material plane while awake. Farseers may also use this ritual to draft prophecy and conflict between Lesser Spirits within the Spiritual Realm, carving up the identity of the LESSER Spirits and the conflict they might face. These prophetic visions may affect shamans, but also within the minds of adherents of a particular Spirit. A vision from Laklul might affect all members within the Lak clan, while a vision from Luara could affect all dark elves who still believe in her words. Incited Tools and Structures allow for Farseers to share their visions with others as they perform the ritual of Farsight, requiring two [2] emotes of Incite, two [2] emotes of Old Blah or use of an Incited Tool and one [1] emote of casting. Farsight Rift At T4, a Farseer may use this ability to create a physical manifestation of the Spirit's they are pacted with to speak or perform observations on their realm. By connecting with the souls of those present for the ritual and their pacted Spirit, Farseers are capable of creating a Spiritual "bubble", a 10 x 10 block maximum “tear” in reality to peer into the Spiritual Realm of which they are pacted with with freeform emotes. In connecting with souls of those present, this tear can emit feelings, emotions, and senses relating to that domain to create a vision, explore the Spiritual Realm superficially, or frighten those who view the tear. This version of mutual Farsight requires OOC consent and a soul capable of being interacted with by Shamanism. Farsight Rifts may be performed with Circle Magic, increasing the size of the tear by 10 blocks per Shaman within the ritual. Farsight Rifts are performed the same as a Farsight ritual, though the Farseer must use a central object to channel and connect all those present. This rift will last until the Farseer cancels the spell, rendering all those unconscious within the tear until the ritual ends. Farseers may expel targets from the ritual through touch or simplify detaching their soul from the central object with a single emote, leaving them unconscious until the ritual ends. Should someone walk into the ritual break the central object from the outside, the ritual would immediately end, waking all those present. A Farseer may utilize this spell as a means of curing mental and emotional afflictions temporarily. At a Farseer's discretion, in journeying and exploring a rift the targets present feel the benevolence of the Spirits, relieving negative mental and emotional afflictions for 1 OOC day. This would be incapable of affecting magical afflictions. Farsight Redlines: Consecrate [Non-Combative] [Active] [T3] Consecrate is a ritual site which blesses the ground around a shrine, totem, or other ritual related object. Within this area, shamanic rituals become far easier to use and with less strain to the body. Within these hallowed grounds, emotions, feelings, and senses may be influenced according to the domain of the pacted spirit used. The land itself can be shifted and molded to the ideal of the Spirit. Supernatural weather, strange arches, to floating pillars of land. These affects also effect Flora and Fauna, capable of manipulating them and allowing them to take on minor aesthetics associated with Spirits. These animals and plants may exist for the sake of aesthetic, though cannot be used to provide supernatural items. The flora and fauna within the area would be especially unnatural to those attuned with nature or sharing a relationship with it, though its shamanic origin could only be revealed from identifying the ritual object itself. These areas are created in a [6+] emote freeform emote ritual in which the Shaman establishes an area from which to invoke one of their Pacted Spirits. A shaman is limited to one Consecrated Land(a tile) per Spirit Pact. Should the venerated object, shrine, or totem be destroyed, the effects of Consecrated Land would immediately end. Consecrated Grounds begin in a 15x15 area with the initial ritual. Each subsequent ritual is marked with screenshots, and should the Shamans want to expand the region within one tile, they’d create another totem, at a maximum of once per week. If enough a tile is claimed (To the discretion of ST, affected players, and the Farseers enacting the roleplay), it may be completely terraformed to represent the new transformation. Consecrated Grounds cannot be performed in lands affected with incompatible magics, [I.E a voidal heath, Heith-hedran, hintered land, etc]. These afflictions must be cured before the spell could succeed. Shamans are encouraged to label the area with signs to describe the effects present in addition to preparing a build before Consecrated Grounds are performed, as they are responsible for the area. Consecrated Grounds have the added effect of being able to cleanse and alleviate negative mental effects while Spiritualists or the weary seek refuge inside it. A Farseer may perform an aesthetic ritual of [4] emotes that involve religious imagery or cultural therapy to invoke the power of the Spiritual lands. Once performed, the affected target would have their negative mental affects abated for [1] OOC week. Should they become a Spirit Champion, these effects would be permanent. *[Note that magics/CA's incompatible with Shamanism cannot become Champions]. Should the character experience new negative mental effects [magic, trauma, etc], they would need to undergo the ritual again to have these effects cleansed or treated. While incompatible magic users/CA's may have their negative effects temporarily abated, it can never be permanent, a grace of the Spirits performed once per Consecrated Ground. These areas must be recharged once every two weeks, requiring the same [6] emote ritual by a T3+ shaman, or any other shamanic ritual to take place upon the land. These areas are ST signed, with players recharging, building, and logging rituals at the site. These sites also allow for three unique rituals. All Shamans receive an additional count of their spells while casting within Consecrated ground. Consecrate can be undone by holy magic and forms of natural healing(Paladinism,blight healing, etc). A general rule is magics that affect the soul or can alter flora/fauna so long as they have access to the initial ritual site or totem. Dark magic, Alchemy, abjuration or anti-magic attacks are all also sufficient means of destroying the Consecrated Idol, requiring [3] hits from these attacks to be destroyed, or physical destruction requiring at least [4] emotes of demolition. Consecrate Redlines: Venerate [Combative / Non-Combative] [Active] [T4] Farseers are capable of affecting souls with the influence of their Spirit, its severity categorized by three levels. These are all done over four [4] emotes. One [1] emote of connection, two [2] emotes of Old Blah or use of an Incited Tool, and one [1] emote of casting. First Level: Cantrip This level of blessing may be cast as a cantrip, though only possesses temporary or permanent effects upon flora and fauna. This can come in many forms such as altering the being’s form or bestowing feelings and emotions. Farseers may use this for events, altering flora and fauna to match the nature of their Spirit. This magic ends within the day, or upon the killing of the flora/fauna. First Level Redlines: Second Level: Incantation This level of blessing can only be cast on creatures with Greater Souls, altering their appearance or the way they think or feel. When casting this spell, a farseer may choose to apply mental or physical effects. A Farseer may cast this ability three times per day. Physical Effects: This blessing holds some weight, and might just make a difference if put in the right place. A creature is noticeably stronger, able to exert itself as if it was at its race's prime or sneak or dance with natural ease with no need for preparation, depending on the respective Spirit’s blessing. Mental Effects: The affected would be able to feel an unnatural change of their person as the blessing it set upon them, as if the direction of their thoughts has been set towards a specific aspect. It still cannot make something go against their nature (A whimpering child won't rush to battle), but this blessing prompts a creature or person to act suddenly and insistently in a certain way depending on the Farseer’s chosen pacted Spirit. Once the spell ends, all the fatigue, exhaustion and physical damage quickly accumulate, preventing the target from being blessed again for 1 OOC day. Second Level Redlines: Third Level: Battle Incantation This level of blessing can be cast during times of battle, however their effects are near immediate and do not linger long if at all. These are however limited to three forms: Heal, Bolster, and Vision. A Farseer may cast this ability three times per combat encounter. Heal Heal allows the healing and stabilization of wounds. It may attach limbs, though only if the individual has had the limb severed within 24 OOC hours. Heal may be used to stabilize critical injuries, but provides no respite or boon toward later recovery. Critical injuries are described as those that are life-threatening if not treated over time. Heal Redlines: Bolster Bolster is a spell that places a bubble of protective spiritual power around the Farseer or an ally. However, these bubbles are fragile and will shatter after a hard strike. The bubble lasts for four emotes before dissipating and will shatter immediately from orc or greater attacks. Bolster Redlines: Vision Influence is a spell that inflicts a vision upon a person, granting them a vision similar to Farsight, strange and alien. This will stun the victim for one [1] emote. Vision Redlines: Venerate General Redlines: Tier Progression Abilities marked with a * represent Witchdoctor or Farseer exclusive abilities. Abilities marked with a [P] represent spells that require at least two slots dedicated to Shamanism. Purpose (OOC) Shamanism was in desperate need of a rewrite even before lore games. This modernization will hopefully clarify the magic for future playerbases and Staff as well. Citations Writers Panashea, Astrophysical Relevant Lore Images
  18. Animism Changes These changes are a mix of hotfixes and minor added spells to make Animist more practical to newer and older players, as well as clarify some of the confusing aspects of how to roleplay Animism. The original write was excessively punishing and confusing, and so spells were added/tweak to help round out that initial hurdle. Beneath Element Specific Mechanics: Add: Fruum is recovered fully at the end of an OOC day. Reason: Standardizing the Magic Resource + Reducing the punishment for utilizing Animism. Fruum This is measured through Fruum, which increases every time an Animist casts a spell. Fruum is essentially how much tolerance one has to channel the raw, primal powers of the Elemental Spirits. Using any spell that relates to Animism will cause the user to suffer both mental and physical conditions. Time and training are required to endure the physical and mental demands of the magic, increasing the Fruum tolerance of the Animist. Add: Animists are capable of showcasing this Fruum and passively exuding it as one or many of their elements, whether as an emotional outburst as a harmless cantrip. This is harmless and cannot affect others, or the environment. Animists are capable of showcasing multiple effects and elements as a byproduct of the pact on their soul, rather than cantrips being multicast. Reason: This is already in the guide and something Animists can do, but it was unclear for prospective players within the original submission. Dominion OLD: [3 T4s] [25 Fruum] This spell requires a great deal of preparation. It is broken into three stages defined by the ritual’s development. Dominion can only be used three times per month, and until the ritual reaches Stage 3, an Animist cannot participate in other Dominion ceremonies. Stage 2: The symbols are infused via ritual and The Blood of Two. It is at this point a 10x10 area of influence may slowly begin to manifest over the course of 2 OOC days. A 5x5 region on the first day, and a 10x10 on the second. The symbols must be charged with spiritual energy on two separate occasions. This practice takes a total of 6 Emotes. Stage 3: The ritual site exists as a foci of power for the surrounding area. It is completely engulfed by spiritual presence. To reach stage three, Animists construct three Totems within the same tile. Totems serve to harness the initial ritual sites’ power and are tethered to it. Totems themselves offer no regional effects, but extend the powers of the ritual site by 20 blocks. Each totem must be recharged with 15 Fruum every month. Totems must be placed in accessible areas. When all totems are active, supernatural aspects can be taken to showcase the element’s dominance within a tile. Examples include floating rocks, geysers of fire, or ceaseless storms are all acceptable. The spiritual area will reflect the realm of the elemental spirit, creating miraculous environments of fire, water, air, metal, and earth. NEW: [2 T4] [10 Fruum] This spell requires a great deal of preparation. It is broken into three stages defined by the ritual’s development. Dominion can be used twice per week, though once an Animist may only ask ST to supervise for larger rituals within their region once a month, requiring a cooldown. Stage 2: The symbols are infused via ritual and The Blood of Two. It is at this point a 10x10 area of influence may slowly begin to manifest over the course of 2 OOC days. A 5x5 region on the first day, and a 10x10 on the second. The symbols must be charged with spiritual energy on two separate occasions. This practice takes a total of 6 Emotes. An area of influence is one described where the elements can persist beyond natural means. An empowered ritual site may provide an oasis within a desert, a localized storm within clear skies, and so on. Stage 3: The ritual site exists as a foci of power for the surrounding area. It is completely engulfed by spiritual presence. To reach stage three, Animists construct ONE Totem within a tile. Totems serve to harness the initial ritual sites’ power and are tethered to it. Totems offer minor regional effects, and extend the powers of the ritual site by 20 blocks. Totems must be placed in accessible regions. Within this region, Animists may perform rituals that require Blood of Two or Reagents without needing the material. The active effects of Blood of Two may freely be used by the Animists(Elemental attraction and manipulation) as an expression of an Animist’s Fruum in this area. These effects are recharged once a month by an Animist(s) offering 10 Fruum. When more than two totems are active on a tile, supernatural aspects can be taken to showcase the element’s dominance within a tile. Examples include floating rocks, geysers of fire, or ceaseless storms are all acceptable. The spiritual area will reflect the realm of the elemental spirit, creating miraculous environments of fire, water, air, metal, and earth. Dominion Totems do not need to be of the same kind for their supernatural effects to be added. Reason: The cost for Totems for smaller groups of Animists was difficult, in addition lock them out of interacting with the rest of magic to recharge. Commune: OLD: Some forms of sacrifice must be done, whether physical (animal/descendant/offering), verbal (prayer or chanting), spiritual (fasting/bloodletting/etc). This sacrifice ritual must last at least 3 emotes. -The aspect of the Elemental Spirit is imbued with strength, and revered for at least 5 emotes. NEW: This sacrifice ritual must last at least 2 emotes. The aspect of the Elemental Spirit is imbued with strength, and revered for at least 2 emotes. Commune does not require PRO unless the spell’s damage is severe (I.E breaking the surrounding area). Damage can be described through RP signs. Commune may be performed to contact other Elemental Spirits, so long as a Reagent or Blood of Two of the Spirit in question is present. As Commune is a form of Spirit Walking, Animists may use this ritual to self-teach themselves, or allow others to take up the pact of Spirits. Reason: This spell serves the function of a Spirit Walk, having the emote count be nearly twice as long is unnecessary. The original intent was to have multiple members perform different parts of the ritual, but this is simpler. Change Elemental Cycle to following: Fire against Water Earth against Air Storm against Metal *While Animist’s Spirits may hold ire for each other, this does not mean Animists are forbidden from working together, or taking the pacts of opposing Spirits. The determinant for the element within a ritual is merely the Animist(s) leading the ritual. Reason: Earth was listed twice in the old elemental cycle as well as to clarify that the conflict is merely flavor roleplay between Spirits. ANIMISTS CAN WORK TOGETHER EVEN IF THEIR OF OPPOSING TYPES. Something often confused by people taking the interactions too seriously. Reagents: Add: The freeform nature of creating Reagents can be done with Fruum-empowered rituals, allowing Animists to create supernatural Reagents like Staves of ice or hammers of storm, still capable of their Blood of Two Effects. These objects would still expire in a month, and have no combative advantage. OLD: Effigy - Reagent used in most forms of Elementalism. These effigies are crafted by ritualistic means with the aid of an Animist, calling upon the Elementalist’s patron to grant power within such. An Effigy is any living sacrifice or offering made in likeness to the Spirit. The Effigy must be chanted over for 6 emotes in order to grant 1 Fruum during the ritual. NEW: Reagent used in most forms of Elementalism. These effigies are crafted by ritualistic means with the aid of an Animist, calling upon the Elementalist’s patron to grant power within such. An Effigy is any living sacrifice or offering made in likeness to the Spirit. Effigies can be used to heal the effects of Fruum, allowing an Animist to undo their injuries while on the go. This would destroy the Reagent, but heal the Animist 1 Fruum in turn. The Effigy must be chanted over for 4 emotes for this to occur. Reason: The point of Effigies was to create freeform items, but also for Animists to choose between having these cool tools with them, or destroying them to undo the effects of Fruum. OLD: Storm Animists are able to create a fluid that reacts to the presence of storms. In the presence of an upcoming storm, the fluid would be attracted to the strongest point of the storm. When soaked by rain (not water) the fluid will change color and mix accordingly. Water Animists are able to create a fluid that serves as an attractor to other fluids. If prayed over for three emotes, it would be able to pull a maximum of 3 gallons of natural water from other inert liquids to use for ritual ceremonies in a three block radius. This water would be purified. Blood Like Water has little smell, save for the blood used in its instrumentation. NEW: Storm Animists are able to create a fluid that creates minor weather patterns[rain,clouds,faux lightining, hail, etc] in a 2 block radius. Water Animists are able to create a fluid that serves as an attractor to other fluids. If prayed over for three emotes, it would be able to pull a maximum of 3 gallons of natural water from other inert liquids to use for ritual ceremonies in a three block radius.This water would be purified. Blood Like Water has little smell, save for the blood used in its instrumentation. In addition, this fluid can be used to freeze water, or revert it to liquid, and vice versa. Reason: Some Animists also like Ice - Water and Storm are unique in having multiple states of matter compared to the other subtypes. NEW GENERAL SPELL: [T5] Shelter [Combative] [2 Fruum] An Animist can create a protective ward that delays non-magical elemental and alchemical attacks. Each subtype allows the Animist to have their Fruum delay the secondary effects of these attacks by a single [1] emote. An Animist will still feel all the concussive force and physical pain, though are still able to move should the attack not outright stun them. Once this emote ends, the greater effects of elemental attacks would apply. This [1] emote delay would give the Animist the time to extinguish themselves, run to water, or prepare a cure. To summon a ward, the Animist must take two emotes to channel and connect with their Elemental Spirit after a third emote of chanting, and then a fourth emote of the ward forming around the shaman. This ward may be represented as the Animist’s skin changing color, or a manifestation of their element surrounding them. The ward created will only last for 5 emotes, though may be broken early. Wards can be broken though typical anti-magic means[Thanium, null arcana, etc], in addition to Aengudaemonic magics and dark magic attacks upon the soul, and magics capable of removing wards. Metal/Fire - An Animist is capable of delaying the effects of burns for one emote, though has no effects on magical flame, or third degree burns. Has no effect on stuns or slows. Water - An Animist is capable of delaying the effects of hypothermia for one emote, though has no effects on magical ice, or being frozen solid. Has no effect on stuns or slows. Earth - An Animist is capable of delaying the effects of petrification for one emote, though as no effects on magical petrification, or the kinetic properties of rocks and other projectiles. Has no effect on stuns or slows. Storm/Air - An Animist is capable of creating a pocket of air, granting them one additional emote of breath should there be no available air. Has no effect on stuns or slows. Redlines Shelter only delays the effects of natural and alchemical attacks, Animists will still receive all the pain and concussive force of the attack. The delay merely affects the descriptions provided. Animists will still suffer all effects of Crowd Control (Slow, Snare, Stun, etc) from attacks. The pain of an attack will still prevent an Animist from casting. Shelter has no effect on magical attacks. The ward can be broken through typical anti-magic means, in addition to Aengudaemonic magics and dark magic attacks upon the soul, and magics capable of removing wards. Reason: A general spell within combat to better balance out the archetype of Animism. Absolution Current: [3 T4] Add: A single Animist at T5 may also perform Absolution at their T2 Shrine. Reason: T2 Shrines already serve as purging sites, but with Animism being the most “mortal” of magics, their costs to destroy evil should be reduced. This also encourages Animist’s to build their shrines and make champions. Evoke: From: [3 T5 + 2 T4] to [2 T5 + 1 T4] Reason: Animists are innately more adept at weaving the Elements than Blood Mages, and the reduction in cost makes it more feasible. Air Vent OLD: They must take two emotes to channel and connect with their Elemental Spirit after a third emote of chanting, and then a fourth emote of the substance in the air beginning to dissipate. Two emotes later, and the volume of a small room (3x3) would be cleared. This technique would be effective in bringing forth new and fresh air into the area surrounding the shaman. This venting only lasts for four emotes, and will eventually return the air within the area to whatever was contained within it before. It is capable of expelling natural and magical toxins in the air, but the force of the wind itself is harmless. Vent does not displace oxygen, and cannot be used to extinguish fires, merely manipulate gasses away from the caster. NEW: They must take two emotes to channel and connect with their Elemental Spirit and then a third emote of the substance in the air beginning to dissipate. Two emotes later, and the volume of a small room (3x3) would be cleared. This technique would be effective in bringing forth new and fresh air into the area surrounding the shaman. Reason: Vent is a very slow spell, with the few active hazards dissipating before this spell releases. NEW SPELL [Combative] [T4] Quelling Winds: An Air Animist is capable of extinguishing flames and shielding themselves against storms to heal themselves from 1 Fruum. They must take two emotes to channel and connect with their Elemental Spirit, and then a third emote of winds beginning to affect the surrounding area. Two emotes later, and the volume of a small room (3x3) would be extinguished by the Animist. Quelling Winds may also be used to shield from storms and natural weather, bending rain and harsh winds around the Animist within the volume of a small room (3x3). This spell would remove 1 Fruum and heal the Air Animist. Redlines: - Until the fourth emote, the fire will not begin to clear up. Effects will still be present until the fifth emote. - Cannot be used while moving. - Quelling Winds has no effect on magical fire such as evoked voidal flame. - Quelling Winds has no effect on magical storms such as a Frost witch's Cursed Ice. - The extinguishing force of Quelling Winds is akin to a small fire extinguisher, it cannot stop wildfires or fire around the area. - Quelling Winds cannot be used to “catch” spells, or shield from projectiles. The fire must already be on the ground, attached to a block or within the Shaman’s area of effect. - Quelling Winds has no actual harm to those around it. - Should the spell be interrupted on the third emote, the fire would return to its normal state. Reason: Quelling Winds serves as a practical way for Air Animists to utilize their abilities, as actually evoking Wind purposefully doesn't exist in their toolset. In addition, offer a spell to regain Fruum, as few exist and to encourage taking up Air or multi-pact. Fire NEW SPELL [Combative] [T4] Ravenous Flame: A Fire Animist is capable of absorbing flame, smoke, and ash to heal themselves from 1 Fruum. They must take two emotes to channel and connect with their Elemental Spirit, and then a third emote of the substance beginning to be absorbed by the Animist, whether through physical or magical representation. Two emotes later, and the volume of a small room (3x3) would be absorbed by the Animist. This spell would remove 1 Fruum and heal the Fire Animist. Redlines: - Until the fourth emote, the fire will not begin to clear up. Effects will still be present until the fifth emote. - Cannot be used while moving. - Ravenous Flame has no effect on magical fire such as evoked voidal flame. - The extinguishing force of Ravenous Flame is akin to a small fire extinguisher, it cannot stop wildfires or fire around the area. - Ravenous Flame cannot be used to “catch” spells, or fire projectiles. The fire must already be on the ground, attached to a block or within the Shaman’s area of effect. - Ravenous Flame has no actual harm to those around it. - Should the spell be interrupted on the third emote, the fire would return to its normal state. Reason: Ravenous Flame serves as a practical way for Animists to utilize their abilities without being a direct nuke spell. In addition, offer a spell to regain Fruum, as few exist and to encourage taking up fire or multi-pact. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Sacred Flame OLD: [2 T4 Animists] 6 Fruum and 6 Blood Like Fire Bless an individual to be unharmed by mundane flames and fires. To do so, two T4 Animists would begin a ritual ordaining the participant with symbols of fire. This could be symbolic- ashen sigils, or literal, with brands. After 3 emotes of this initial inscription, the Animists utilize the Blood of Two to empower their target. After 3 emotes of chanting in Old Blah or other derivatives of spiritual tongues, the target is blessed for 10 emotes. NEW: [1 T4 Animist] 6 Fruum Bless an individual to be unharmed by mundane flames and fires. To do so, an T4 Animist would begin a ritual ordaining the participant with symbols of fire. This could be symbolic- ashen sigils, or literal, with brands. After 3 emotes of this initial inscription, the Animists chant in Old Blah or other derivatives of spiritual tongues, the target is blessed for 10 emotes. Reason: 6 Blood Like Fire would take a minimum of 3 Days to make with a singular Animist, essentially making this spell unusable. Metal [T2] Metal Stitching OLD: [Non-Combative] NEW: [Combative] Reason: Practicality. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ NEW SPELL [Combative]: [T4] Endure [4 Fruum] A Metal Animist is capable of using their Fruum to create a padding around their skin that only functions against changes in temperature as if the Animist had worn warm padding, or cold metal to absorb heat. There are two variants of this spell, one COLD, and one HOT, at the discretion of the caster. To use this spell, they must take two emotes to channel and connect with their Elemental Spirit after a third emote of chanting, and then a fourth emote of their skin changing. Animists may choose to have this manifest as the flesh changing into the element, or some supernatural variation. COLD: While the spell is active, the wielder may grip hot tools and materials as if they had worn blacksmith’s gloves. This spell can also resist natural colds, as if they had worn an extra layer of warm padding. HOT: While the spell is active, the wielder may find themselves cool within hot environments as if they had a cool piece of metal to transfer their body heat. The Animist may also hold very cold materials with their bare hands, as if they had worn metal gloves to hold it. Endure Redlines - Will not protect against heat or cold that is not mundane. - Will not protect any area larger than two limbs and their torso. - Adds no extra strength/resistance. - Will not protect against extreme heat or cold( i.e lava) Reason: Shared with Earth Animists, this spell serves a practical use and representation of an Animist’s relationship with nature. Earth Transmute OLD: A single Animist may transmute a space of 2 blocks, but each additional Animist may add another two blocks if they work in tandem. NEW: A single Animist may transmute a radius of five blocks, but each additional Animist may add another five blocks to the radius if they work in tandem. Should more than 5 Animists be present, they would be allowed to effectively terraform small regions with ST discretion. Reason: Two blocks is too small of an area especially when breaking the blocks and replacing them is feasible in a game like minecraft. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ NEW SPELL [Combative]: [T4]Endure [4 Fruum] An Earth Animist is capable of using their Fruum to create a padding around their skin that only functions against changes in temperature as if the Animist had worn warm padding, or cold metal to absorb heat. There are two variants of this spell, one COLD, and one HOT, at the discretion of the caster. To use this spell, they must take two emotes to channel and connect with their Elemental Spirit after a third emote of chanting, and then a fourth emote of their skin beginning to change. Animists may choose to have this manifest as the flesh changing into the element, or some supernatural variation. COLD: While this spell offers no protection against supernatural heat/cold, while the spell is active, the wielder may grip hot tools and materials as if they had blacksmith’s gloves. This spell can also resist natural colds, as if they had worn an extra layer of warm padding. HOT: While this spell offers no protection against supernatural heat/cold, while the spell is active, the wielder may find themselves cool within hot environments as if they had a cool piece of metal to transfer their body heat. The Animist may also hold very cold materials with their bare hands, as if they had worn metal gloves to hold it. Endure Redlines - Will not protect against heat or cold that is not mundane. - Will not protect any area larger than two limbs and their torso. - Adds no extra strength/resistance. - Will not protect against extreme heat or cold( i.e lava) Reason: Shared with Metal Animists, this spell serves a practical use and representation of an Animist’s relationship with nature. Water NEW SPELL [Non-Combative]: [T4] Transpose [3 Fruum] Water Animists can transmute mundane forms of Water with a two emote ritual that requires them to touch the surface they are manipulating. They are able to turn water into ice, or ice into water, and vice versa. A single Animist may transmute a radius of 5 blocks no deeper than 3 blocks, but each additional Animist may add another five blocks to the radius if they work in tandem. Should more than 5 Animists be present, they would be allowed to effectively terraform small regions with ST discretion. These effects would dissipate after 5 emotes, unless sustained by a shamanic spell that permanently manipulates the area. [A T2 Pacted Shrine, a Totem from an Animist’s Dominion, an Animist’s Evoke, or another elemental land spell, etc]. Transpose Redlines - Will not work on magical ice or water. - Transposes’ effects are not immune to ambient temperature changes, fire, or other means of temperature shift unless sustained with other Shamanic power. Storm NEW SPELL [Combative]: [T4] Tempest [3 Fruum] A Storm Animist can create transparent fogs and minor meteorological effects (rain, hail, wind, snow) so long as they have space to form these substances (i.e they are outside). They must take two emotes to channel and connect with their Elemental Spirit after a third emote of chanting, and then a fourth emote of the substance beginning to form in the air. Two emotes later, and the volume of a small room (3x3) would be formed around the Animist. This technique would be effective in minor weather events in the surrounding area (10 blocks). This elemental conjuring only lasts for four [4] emotes and the environment returns to normal. It is capable of expelling natural and magical toxins in the air, but the force of the wind and temperature shift will cause bruises and minor pain to those who feel sensitivity to cold. Tempest can be used to extinguish small fires within the space of the spell. Tempest Redlines - Can only extinguish flames no larger than 3x3. - The temperature shift is not enough to freeze water. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Precipitate OLD: It cannot be used to evoke lightning, or create powerful storms. To do so, they would fill a bottle with the Blood of Two, an elemental reagent, and water, mixing it while chanting over the spell. NEW: It cannot be used to evoke lightning, or create powerful storms. To do so, they would fill a bottle with an elemental reagent and water, mixing it while chanting over the spell. Reason: Animists are only capable of making 2 Reagents a day. Requiring an Animist to use two reagents for one spell is unnecessary. ‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒‒ Raindance[Combative] OLD: [2 T3] The rain dance is essential in many Storm Animist rituals. The rain dance, over the course of 8 emotes, evokes a powerful rainstorm. This ritual will require Blood Like Storm to create a ritual site. It is here the Storm Animists perform their ritual to usher or beckon a storm from the clouds. The ritual may vary each time; from effigy manipulation to sacrifices, once the emotes are complete the clouds begin to darken and rain may come down should they each roll a d10 and get higher than a 10 combined. This spell may be cast in combat but will have no effects beyond mundane rain. NEW: [1 T3] The rain dance is essential in many Storm Animist rituals. The rain dance, over the course of 5 emotes, evokes a powerful rainstorm.This ritual will require Blood Like Storm to create a ritual site. It is here the Storm Animists perform their ritual to usher or beckon a storm from the clouds. The ritual may vary each time; from effigy manipulation to sacrifices, once the emotes are complete the clouds begin to darken and rain may come down. Reason: The complexity and extreme nature of Raindance essentially makes it unusable. Rain possesses little effect in combat(save to other Animists), and so it’s been retooled. The redlines stay the same. MULTIPACTING OLD: They no longer can use the ability Pilgrimage, and still are subjected to normal casting rules (cannot cast two different spells at the same time). NEW: Animists are subjected to normal casting rules (cannot cast two different spells at the same time). Reason: Multipacted Animists should be able to cast Pilgrimage, an important spell for the earlier tiers to have some abilities before initially reaching T3. Barring them is unnecessary.
  19. TO THE CURIOUS An ancient sigil is carved at the top of the message, a glowing design tinged with the scent of blood and smoke. It seems enchanted, some magical symbol made of greater design. My war upon ignorance within this realm has led me to understand many faiths and creeds. I too seek the almsgiving of wisdom, and offer you my blood in journey towards absolution. A shaman bound by crimson and fire. Find us within the home of the orcs, the first wielders of the Spirits. I hope to shape a better world. Ghoraza
  20. day 100 of asking staff to add warp signs to CT, adding pointless inconvenience to travel around the map is pointless

    1. Tigergiri

      Tigergiri

      has it really been 100 days?

       

    2. Adelemphii
  21. Changelog 9/13/23: Clarified Origins Fixed Formatting Removed Regaining Echoes Clarified the revival mechanics for Spirit Walking: The Spirits merely send the soul back and the character is revived through monk means, the same as if they had been killed anywhere else, due to the spell being a flavor spell with no tangible benefits. Clarified tawkin spirit walks: Due to a Spirit Walk taking the soul/soul blueprint of someone in question, the original soul would be brought into the Spirit Realm rather then the Tawkin shell. Clarified Weapons of Kor Activation can be used [2] times per combat encounter. Clarified Purgation Emote accounts and clarified Purgation can occur in combat through an Active Invokement. Clarified how the banishment ritual functions, reunderlined that targets are subdued/restrained/defeated for purgation in both forms. Changed rolling Mechanics for Ancestral Mirrors Added ST Signature for Ancestral Mirrors Clarified which creatures Last Rites can be performed on. Reduced blindness from Spectral Sense and added extra abilities involving other lore pieces. Clarified Censer size, emote count, destruction mechanics, and effects Clarified discretion for Mundane tools of Kor. Removed Mark of Kor. Clarified Relic Clarified Ancestral mirror's effects and purpose. Reworked Purgation to serve as a banishment ritual to reward Lutauman to perform their duty, limiting it to be used twice a week. Added Exhaustion, Compatibility, Clarified Physical/Mental Effects and Weaknesses Clarified who plays Ancestrals Clarified who Last Rites,Invoke Echoes and Purgation can be performed on. Changed emote count for Invoke Echoes. Added execution with Active Invokement at T5. Fixed Tawkin discrepancy, Spirit Walking PK clause and more use for the ritual itself.
  22. I enjoy Xionism conceptually as one of the original dark shamans of Devirad, but I think Islamadon captures the problems with it pretty well. The actions taken by Xionism aren't really congruent with what the message is (overthrowing the aengudaemons and making mortalkind supreme). It's extremely rare a Xionist would ever simply help descendant-kind rather then fedora-tip or nozpost about the nature of reality when just basic humanitarianism is a far easier path then taking up a dark magic. For most communities Xionism doesn't really make sense, but as an orc it fits quite neatly since Spirits are not Aengudaemons and loathe them. I've written a bunch about orcish Xionism and dark shamanism since it differs from the traditional paths of Xionism. It always rubbed me the wrong way how Spirits were always lumped into being the same as Aengudaemons without any real credence or rational despite shamans always being anti-aengudaemonic, and Krug cannonically being the first to fight against them. I will always shill the shaman agenda so my own bias is definitely here- but I think if Xionism actually included pieces of server canon to rationalize its tenants and stepped away from pseud/only being dark magics and something more palatable/rational/organized then it would give greater credence to groups working together and its ideals being utilized.
  23. what can i do as an old orc player with limited time on the server for more people to get involved with our community and magic?

    1. Show previous comments  6 more
    2. Mannamannaa

      Mannamannaa

      I have tried for two years, and continue efforts, to defeat the stereotype of 2016-2018 era Orcs on this server. As soon as anything about orcs as a community is mentioned the same points are flung into conversation over and over again by various outsiders who rarely if ever interact with orcs. New players can get discord PMed and told awful things about the community because they made their first person an orc or goblin. It's hard to beat that with internal changes while outsiders refuse to see past things that happened over half a decade ago and actively push these stereotypes because of it.

       

    3. MCVDK

      MCVDK

      @Panashea @Mannamannaa

       

      I want to preface this with the fact that if you want to have an indepth detailed discussion, you are free to contact me on Discord (@ mcvdk) as I’ll most likely miss further comments on this status, considering I get a thousand pings a day. 

      Love you both and the work you do. Keep it up. This is simply my perspective which may or may not aid you in your quest. No harm intended.

       

      Now I would argue you are both focusing on the wrong message of the response above considering nearly most, if not all, of your response was in defense of the section which mentions prior orcish toxicity; I specifically refer to past perceptions and formerly found for the reason that I wholeheartedly believe the orcs HAVE changed over the last few years. Though considering both of your responses this continues to cause issues, which was my train of thought as well, and therefore I want to reiterrate my final point of the section: “but I would argue there is a distinctive importantance in marketing orcs in this newer ‘rebranded’ version.”

       

      New onto the point I was trying to make - I do not doubt the orcs have culture, nor do I doubt shamanism has culture, and I am very aware of the deep ties to older server lore which orcs hold because I used to play an orc due to that. This culture is simply not evident compared to a lot of other cultures in my entirely honest opinion. This is the reason I refer to “insignificance” and not because I hold a grudge with the orcs (I have in fact tried to get involved with orcs over the last few years) yet there is an evident lack of awareness OUTSIDE of the orcish community of the culture significance compared to other cultures. (Best example thereof being the humans - everyone knows of Canonism, at the very least in periphery vision). 
       

      I think a large amount of this is due to forum activity and the fact the human or elven communities post more culturally relevant posts than orcs (or at least the perception thereof) which may be something the orcs can work on. Here I do not mean to post a singular culture post and call it a day - but do expansion over multiple posts, stories related to those, ect.

       

      Finally I do not think it is fair to claim anyone is lying about the experience of theirs. Everyone has had an individual experience, some more traumatising than others, and everyone is allowed to hold that experience close to their heart. We both know there has been eras of orcs with less fortunate ideologies and people yet the orcs have largely overcome that - I don’t think the issue is that people lie about the experience they’ve had, clearly enough people have experienced for this to be issue, yet more so that the current orcish community hasn’t truly managed to push through that thought of rebrand to those who used to be orcs but more so has focused on newer orcs, which honestly is fair enough and a decent approach but unless the community actively tries to push the thought of “a new orcish era” to the people who left due to the old, then complaining about people discussing the past becomes somewhat useless. 

    4. _Jandy_

      _Jandy_

      The general stigma against orcs isn't going to be 'toxicity' in any form. Elves have the most groomers by far, humans have always had the least desirable and scummy ooc communities. The major OOC dissuasion for orcs is the insincerity of their thematic. For years and year the WAR NATION was absolutely humiliated in every major conflict that they looked at. Krugmar bounced from tile to tile many times after being totally stomped out in a war, only permitted to reestablish themselves because the orcs are a staple race. Similar to how the halflings have only been allowed to scrape by on meager activity by staff mercy. This is despite all of my best efforts throughout my entire time on the server - I spent my entire time fighting with Krugmar in losing wars and trying to conjure up halfling activity. But it's the reality. People see through the bullshit. And this perspective isn't to say that Orcs should steer away from being a hyper-militarized psuedo-kratocracy ethnostate, it's absolutely their niche. However it's not for everybody - particularly the standard LotC player who probably just wants to sit in a city square while in a discord call and OOCly hoard magics on 5 shelved characters. Numbers are great, but not at the cost of selling out the Orc identity. 

      Instead, focus on selling these outsiders on an Orcish vision. Fight the baby minded stigma against PVP, make Krugmar's first and foremost mission to finish Krug's work and hunt spooks undead/black magi/Iblees spawn, let the Orcs be a hub of toxic masculinity (because it's fun and fun draws players in), rebrand away from being a WAR NATION until you can actually meaningfully subjugate other nations, strip shamanism of combat power and social prestige so as to disincentivize outsiders who would wish to try and hoard or abuse it, and end the focus on clan identities otherwise you'll always have orc players infighting and building resentment towards each other.

       

      Unban Wud and don't change things to appeal to the repugnant playerbase that this server has to offer.

  24. I already posted this in staff chat a month ago and I was told it was intentionally made obtuse :(
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