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Panashea

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Everything posted by Panashea

  1. A burned haruspex watches his blood continue to flow within the annals of history. A simple journey to the desert was victory enough.
  2. "It seems even de Dominus am to be forgotten these tiks." the orc chuckles, "Perhaps there am more work to be done for we, agh Korgarr's team ob writers." The orc notes the missive, beginning his journey to Kor'garr.
  3. Need Werewolf to start formatting my posts. In serious notes, this submission is much better then the last and I don't really have any complaints. I think the combative effects have been tuned well, and I enjoy the changes to the abilities. My only suggestion would be some kind of ability to help newer players carve out their niche as players, to help guide them as to what they're suppose to do- I don't want to suggest things to claim that I know the cleric niche, but I know that its difficult to often onboard people to what literally is a deific order from the gods above. edit: I will also ask the Shaman question, as I always do- I assume that because Shamans do have pacts attached to their soul, similar to blood mages they'd both be considered permanently unexposed darkspawn, while their constructs would be exposed? I'm also unsure where a Voidstalker would stand since they have a voidal tear inside of them.
  4. I dont have any initial comments yet mostly because of how confusing it is to read- you have important details hidden in some spoilers, and then redlines in others, sometimes both. If you're going to use spoilers, it should hide the non-necessary information, rather then the opposite. Preferably a format like this for spells and features: 2-3 sentence description [spoiler] full details Redlines Some kind of changelog to reference from what's different or some explanation spoiler would also do a world of help. Good luck with your amendment.
  5. A burned figure laments the loss of another shaman, adding it to the scores of countless others who have fallen in his centuries. His mind looks toward the future, a means of rebuilding what was lost.
  6. The target, if directly struck, suffers a stinging, lasting pain akin to being set aflame that holds true for [2] emotes. This pain will always prevent the target from casting, but grant no wounds or deeper harm. A target is still free to move or defend themselves by other means even during the duration of the pain. If the target is wearing plate-mail, or other heavy plated armors (Laminar, Lamellar, Brigandine, etc) they will find their casting disrupted for [1] Emote. Half-Plate is not sufficient in blocking from the Echoes, and they too would suffer a [2] emote burn. Its a spell that stops someone from casting and ignites them for two emotes, even if someone is "tough" they can't cast. CC on lotc is extremely unbalanced and preventing people from moving, taking action, or being able to defend themselves is just powergaming. If this spell had greater effects it would mean anytime it went off anyone would immediately lose the conflict- worse if there were multiple Lutaumancers. Spells that instantly kill people or provide the ability to do so are in poor taste. Keep in mind Lutauman is only a 1 spell magic slot that's compatible with a ton of other magics, doesn't impact strength or armor requirements, and is backed up by all of the supportive material for Shamanism. It doesn't need to be as powerful as Necromancy or Mysticism because it doesn't suffer from the same caveats. Plenty of magics cause supernatural fatigue, harm, or physical restriction from using their abilities. Tawkin and even Animism are have abilities similar to this, but almost all voidal and dark magics have physical weakness constantly, its kind of insane to have the expectation that Shamanism should have insta-kill boons but also no caveats either all for being a 1 slot magic. You can move while casting the spell, you're only restrained by a block, and even then its a close ranged ability. It's not supposed to have long range. If they run away from the conflict you won. Writing out a flowchart to fully flesh out what creatures a single spell works on is completely unnecessary purely to gain combative advantage. Every ghost and undead works differently and expecting both the Lutauman and target to be fully aware of their lore when basic mistakes about spells or Shamanism being able to work on everything like this is why it's simplified. Shamanism isn't just an end all be all to dark creatures. What do you think the vibe of the magic is? You haven't been able to interact with Greater Spirits for months without ST intervention, so I'm confused how the style of the pact would really matter to anyone. The current Lutaumancy submission doesn't have anything to do with pacting with Kor, nor could you have made one when Spirit Pacting came out. I'd really like to hear more of your thoughts on this because I'm definitely concerned with how some of the new players see Shamanism and are conflating it with the ability to become hyper deity mages with no drawbacks or penalties. If you are doing cost evaluation on magic you should really rethink why you want to be a playerbase of the community you're a part of. This is a creative space with the purpose of creating good story and narrative. I worry that your focus on needing a ton of combat ability is kind of overlooking the whole purpose of why we create magic and lore on the server. It's never been about how many emotes you can kill someone in or how much damage you can do. No one remembers that. No one has fun from casting long range deific spells that works on all undead and ghosts, its just ego-fulfillment. Magic should serve to create good narrative. Writing overpowered spells is not good narrative. Lutaumancy is engrained with Ancestralism and Spirit Lore, its literally the place they base their power from, so there shouldn't just be a way to ignore the burden of such purely to be a murderhobo. If you're not a fan of lore why would you take up the magic, or any magic for that matter? If there's more shaman stuff you have in mind in discussing, let me know. None of the people I credit with helping me write are responsible for what I submit.
  7. Eating ghosts was an ability written before Mysticism even existed, as the current version of lutau is a bastardized rendition hedge and I worked on pre-2016. It doesn't make sense conceptually as life-force and ectoplasm have become their own resources and rules that can't simply ignored simply by a Lutauman snapping their fingers. It was a very lazy combat ability reflective of very early years of lore.
  8. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  9. As we all hop on the forums I'd like to remind you that orc and shamanic characters are engaging and interesting and that if you're unsure what kind of character to play next map, an orc or shaman is definitely a good choice. DM me if you need help making a character or understanding shamanism!
  10. can we ban romance rp if combat rp is banned this temp map

    1. TreeSmoothie

      TreeSmoothie

      +1 stop locking all the houses and then romance rping in them u freaks go explore

    2. ThatFunkyBunch

      ThatFunkyBunch

      Lat wanna...hold grabbahs...?

  11. Introduction 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. The domain of the Spirits had been pried open with mortal artifice, and with it, the Spiritual Realms. Krug, the most capable of his people, saw to it that the Realm of Kor was a place in which the honorable could be venerated. He, and the Immortal Spirit of Death sought to circumvent the eternal corruption of Iblees. The Ancestral Realm would house Mortal souls, a shield to the darkness. Kor, its gatekeeper and judge would ensure the Shamans who followed it would protect the Realm from the great evils of the world. A Lutauman acts upon forces of life and death itself, whether as a warrior, or as a priest. Lutauman hear and act upon the voices of the dead, compelling them to nobler lives, or madness wrought by their grave burden. Magic Explanation Echoes of The Matumdâg: The resource required for Lutaumancers to cast specific spells, representative of the connection to the Ancestral Realm. A Lutaumancer may pact with a Lesser Spirit of Kor, allowing their soul to channel their power and utilize their deific power from the Ancestral Realm. This pact marks the Lutauman’s soul and allows them to undergo transformation as they progress in power. In return for service to this Realm, and guiding that which should be dead to the Ancestral Realm, these shamans are gifted visitation to Stargush’Stroh. As Lutauman cast spells, their Echoes manifest as a result of their spell usage. Lutaumancy costs [1] spell slot, taken up once the pact and MA are made. Echoes may appear as: - Elemental auras, particles, mists, or smoke that twist around the body or the area around them. - Ghostly, ethereal light beneath the skin - A skeletal or withered illusion of flesh upon the Lutauman's form, imitating the appearance of Kor. Lutauman are limited to casting a certain amount of spells per day with their spell usage returning every 24 OOC hours. As a Lutauman nears the limits of potential casting their body grows exhausted and Spiritual wounds begin to manifest on their flesh. The closer a Lutauman reaches to this spell limitation, the more intense the pain becomes- beginning as a minor itch or irritation. This pain would grow into more serious sensations like bruises and minor burns, capping at an extremely debilitating agony should the Lutauman grow close to expunging all their spell usages. These wounds will only vanish if the Lutauman rests, and should a Lutauman try to cast beyond their spell limits, their spell would fail and they would be knocked unconscious. Spell Uses: T1: Incitement {Unlimited} T2: Spectral Sense {2}, Spirit Walk {2} Mundane Item Usage{5}, Final Rites{2} T3: Invoke Echoes{3} T4:Weapon of Kor creation {1}, Weapon Activation {2} T5: Purgation{2 per day} Creation of Banishment Site {Once Per Month per ST approval, Banishment Site Ritual {2 per week} Old Lutauman: MENTAL AND PHYSICAL EFFECTS: Lutauman develop a spectral sense once they reach Tier 2, plaguing them with paranoia and sights of the fallen. A Lutauman lacks a true clairvoyance of the dead, but still may choose to see their faces within shadow, or hear their voices upon the wind. These harrowing effects often lead Lutauman toward reclusive and religious lives, or to wander as fervor-filled prophets. These superstitions and false feelings can be overcome through serving Kor, utilizing his tools and power. The power of Kor is not endless however, as Kor's magic is capable of being extinguished by the forces of dark and other Aengudaemons, silencing Echoes should their magic collide or defend against a Lutauman's power. All of Lutauman's spells will be resisted or blocked should they be matched in tier or overpowered by these other magics. In addition, Echoes have no effect on creatures completely devoid of a soul or some magical alternative. Lutauman are incapable of casting where Shamanism does not work(I.e a realm where the Spirits cannot be contacted, the Void, or anti-deific wards). Compatibility: Feats/Misc: All that are compatible with deific magics Void magics: Incompatible Deity magics: Shamanism, Seer Dark magics: Blood Magic Shamans are incapable of directly using the magic of other Aengudaemons like Druidism, Templarism, or Paladinism, or magics incompatible with deity magics like Heraldry. A Shaman that breaks their pact with Kor or a tenant of Shamanism is forcibly disconnected from the magic, incapable of creating a new Lutaumancy [MA] for 3 months. Should a prospective student break the tenants of Shamanism (i.e practice an incompatible magic), they would be incapable of learning Lutaumancy. SPELLS [T1] Incite/Incitement: At T1 the Lutaumancer is able to incite the Echoes in their body. Echoes may manifest as any of the effects described above, changing at the discretion of the Lutauman. This is done in tandem with chanting Old Blah, with initial effects beginning after the second emote, and manifesting themselves fully on the third, even if the caster should stop chanting or move. This effect only applies to the Lutaumancers' body during Tiers 1 and 2. At Tier 3 the Lutaumancer may have these effects spread around them within a three block range. At Tier 4 these can extend five blocks from the Lutaumancer. At Tier 5 these can extend seven blocks from the Lutaumancer. Incitement may be performed indefinitely, so long as the Lutauman continuously channels the spell. Incitement will allow a haruspex’s divine ink to activate while being cast, allowing them to weave magical stories in tandem with their casting. Certain abilities require Incite/Incitement to be invoked before they can occur, as Incitement serves as connection to the Ancestral Plane. Redlines: The cosmetic effects from Incitement must be emoted in #rp or greater, clearly visible to all around them, but the extent of them do not have to meet the block range at higher tiers, however a clear sign of connection and casting must be displayed as the Lutamancers casting Tell. The effects of Incitement themselves are never combative nor interact with the world beyond illusory appearance alone. Incitement serves as the Lutaumancers casting ‘tell’. Incitement has no interaction with combat and cannot be used to gain a combative advantage either by harming someone, obscuring their vision, or warping their senses. [T2] Spectral Sense Lutauman develop a passive ability once they reach Tier 2. This develops as their Pact matures within their soul. This strange sense plagues the Lutauman’s mind with horrible dreams and superstition, only abated by utilizing the Mundane Crafts of Kor successfully once an IRL month. This ability allows for the identification of wayward or untouched souls in objects through direct touch should they channel Incitement for three emotes. These objects would include Mysticism related objects like hexed objects, phylacteries, or the other magical objects from other magic subtypes that house a soul. In addition, Lutauman are capable of identifying shamanic objects with this ability as well. Should an object be identified, the magical reaction would bring the Lutauman minor pain, in addition to blinding them for a single emote. This blindness would be guaranteed even if granted vision by supernatural or alchemical means. Spectral Sense allows a Lutauman to cast Echo Location, a combative ability learned when the Lutauman gains the spell Invoke Echoes. This ability allows the Shaman to track a target and its effects are described below the Invoke Echoes spell. Redlines: A Lutauman can only use Spectral Sense on objects. This ability does not tell the Lutauman the source of the magic or the creator of the object. The lutauman cannot identify whether the magic is “good, or bad”, only if it is Shamanism or not. This only sense only affects wayward souls or objects with souls in them. Items enshrouded in other magic sources that do not involve the soul(blood runes, voidal enchantments, etc) will have Spectral Sense fail. This ability can be used to look at NPC menhir, event objects, or event sites to glean more information with ST permission. A Shaman Seer may still use this ability, and will be blinded from its effects. [T2] [Non-Combative]Spirit Walk At Tier 2 the Lutaumancer is able to invoke passage to the Ancestral Realm of Stargush’Stroh. This is done through meditation for {2} emotes, invoking Old Blah for {3}, and tethering souls with {1} emote. Passage to the Stargush'Stroh requires the Shaman to use their soul as a tether to bring themselves and other souls into the Stargush'Stroh temporarily. This soul transfer prevents items or other items from the Mortal Realm from being taken to the Spirit Realm, though characters may touch and interact with the realm as if they were physically present. This ritual requires a respect towards the Spirits, as they are capable of harming others within the realm or kicking them out. To directly manifest within a specific realm in Stargush’Stroh the Lutaumancer must utilize a Mundane Item of Kor, invoking the place they wish to travel and chanting for an additional two emotes. Once a Lutaumancer reaches T3, they are capable of summoning themselves into different portions of the realm so long as an additional emote of chanting or ritual is performed. If no direct manifestation is attempted, the Lutaumancer and those waking end up within the domain of Gundâr Broshan, and must travel on foot through the various areas of the Stargush'Stroh. A Lutauman may bring additional members along the Spirit Walk, increasing the number of people with tier, to a maximum of an additional 5 at T5. When attempting to find specific Ancestral Spirits, a Lutaumancer must have a ‘relic’ of said Ancestral Spirit. Relics must be enchanted items made from the individual, or an item made in their likeness at a T2 Shrine in accordance with Spirit Pacting Lore. An Ancestral may respond to an item forged from a Spirit associated with them, for example a Ram- Leyd, the Spirit of Strength, or a Raguk- Gazigash. MArts already associated with specific Spirits are capable of being used as relics should the Lutauman perform the ritual near the object. Visiting Greater Ancestral Spirits will always require a MArt as a tether or ST approval. Lack of a relic will have the Lutaumancer wandering aimlessly through Stargush'Stroh with no way of finding the spirit they seek. Should a Lutaumancer encounter an Ancestor, they would be capable of forging the mundane shamanic items previously owned/created by the Ancestral in question[I.E the Horn of Yar, a cultural landmark, a famous mundane weapon, etc] These items would have no effect unless approved with a MArt. Lutauman 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, Lutauman may use this ritual to learn how to recreate Shamanic MArts or create new MArts. Redlines [T2][Non-Combative]Mundane Items of Kor [Player Signed] The Lutaumancer is able to craft mundane items embedded with their Echoes. Their activation will require the Lutaumancer to use Incitement. These items may be found below. The Lutaumancer is able to craft three mundane items every OOC day. Censers of Kor The Lutaumancer is able to imbue a crafted Censer with their Echoes. The censer must be a handheld object, and is capable of being destroyed through any mundane means or magic. To utilize the effects of the censer, the Lutauman must invoke Incitement [3 emotes], then these Censers begin to produce a deep vapor in the color of the wielder’s aura. For each block the Lutaumancer passes over, the Censer spreads this vapor 1x1x1 blocks from the Censer. Censers after incitement may produce these effects for six emotes, unless combat is initiated. In such cases, the vapor from the censer recedes rapidly into it over the course of an emote. The Lutaumancer may begin to shape and weave the vapor to their liking and even invoke visages of Ancestors within it, old battlefields, great hunts. Vapors that comes through the censer is thin and see through, lacking depth or clarity without the aid of a Haruspice. {Haruspice may use their divine ink to add other senses to the experience by adding it to the censers during creation, though these effects have no effect in combat.} {Effects on Spiritual Enemies(Undead, Inferi, Mystics,Frost Witches, etc) or the Dying} If not in combat, an extreme sense of calm washes over them, only fading if their ire is invoked. The longer someone remains in the vapor, the deeper this ethereal calm fills them. Over time, they begin to hear the soft whispers of Kor lulling them to the Soulstream. Kor may manifest as a variety of familiar or unfamiliar voices and presences to the target, though may be as vague as an emotional feeling should the target be unaware of the Spirits. The censers can be used to temporarily abate the common negative mental effects of dark magic or undead existence. These effects may be resisted through sheer will alone, akin to overcoming intense anxiety, and is to be roleplayed at the discretion of the effected. A Lutauman with consent may issue Last Rites with the censer, and bring the soul to the Stargush’Stroh immediately through the rising vapors of the censer. Kor graciously accepts these willing beings into his promised paradise. Redlines: Disguised CAs would have no reaction to the censer. Censers of Kor can not be used in combat. Roleplay of creation of a Censer must be done for the item to be used. Censers are player signed. Activation of the Censer takes two emotes of Incitement. Censers of Kor with Divine Ink added during creation are able to invoke small amounts of sounds, smells and colors during the active manipulation of the vapor. Said effect must be noted in the item description and state it was made with haruspexy. Effects on Undead/Specters do not work in combat. Nor do these effects make the Undead/Specter fully docile. It will however, make them calmer, and harder to upset. This does not mean that a Lutaumancer will not be able to make the Undead/Specter angry and provoke ire, it simply requires more to do so. Should combat start within the Vapor, or an Undead/Specter grows angry enough to try and attack the Lutaumancer, the vapor recedes instantly into the Censer once more. Undead that are willingly banished by a Censer of Kor are instantly accepted into Stargush’Stroh. They appear within Olû Tiil Frautal- The Walk to Final rest and become an Ancestral Spirit during their journey with the ferryman Matum’Lur. Beings locked to the Mortal or other Realms through magic and other clauses would be incapable of traveling performing Last Rites. The effects of the Censers of Kor cannot be used to meta-detect magic affiliation or sense emotions from a target. The feelings from it are at the discretion of the affected. {OOC Notice: These Censers are designed to help Lutaumancers setup areas of banishment if they are smart enough, or meet with the Undead/Specter of even ground to try and convince them to accept Banishment, barter with the Undead/Specter, or just talk in general.} Ancestral Mask The Lutaumancer is able to imbue a crafted mask embedded with their Echoes. The mask must be a handheld object, and is capable of being destroyed through any mundane means or magic. By invoking Incitement [three emotes], these masks are able to invoke the visage and voices of the Ancestor they are linked to for so long as Echoes are fed into it. The visage and voice of the Ancestral is an ethereal thing, wrapping around the Lutauman while words are spoken through their mouth. The way in which they may manifest reflects the nature within their past life. The effects of Ancestral Masks to last for [6] emotes. A Lutauman can invoke Incitement for another two emotes, and continue the effects. {Additionally, Haruspex may use their divine ink to add other perceived senses to the experience by adding it to the mask during creation of the mask} {Effects on Spiritual Enemies(Undead, Inferi, Mystics,Frost Witches, etc) or the Dying} If not in combat, a sense of fear washes over them while they look at the mask, only fading if they seek to challenge it. The longer someone looks at the mask, the deeper this supernatural fear fills them. Over time, they begin to hear Kor’s anger goading them to the Stargush’Stroh within their mind. Kor may manifest as a variety of familiar or unfamiliar voices and presences to the target, though may be as vague as an emotional feeling should the target be unaware of the Spirits. These effects may be resisted through sheer will alone, akin to overcoming intense anxiety, and is to be roleplayed at the discretion of the effected. A Lutauman with OOC consent may issue Last Rites with the mask, and bring the soul to the Stargush’Stroh immediately through the holes in the mask. Kor graciously accepts these willing beings into his promised paradise. Redlines: Ancestral Mirrors The Lutaumancer is able to create two way mirrors which grant communion with a Lesser Ancestral Spirit. Respectively, a Mirror is tied to a certain area in Stargush’Stroh. This will allow any who witnesses the mirror to speak to ancestors on the other-side upon its activation. Lutauman must construct this Mirror from or within a reflective surface, though may enchant it to take on other features through the aid of other shamans. This is done by a mirror being created within the Mortal Realm, enchanting it with Echoes. To connect a Mirror to Stargush’Stroh, the Lutaumancer must go into Stargush’Stroh, find the Lesser Ancestral they wish to connect with, and perform a [4] emote ritual with a relic, which will manifest the mirror within the Spirit Realm. Relics must be enchanted items made from the former individual, or an item made in their likeness at a T2 Shrine in accordance with Spirit Pacting Lore. An Ancestral may respond to an item forged from a Spirit associated with them, for example a Ram- Leyd, the Spirit of Strength, or a Raguk- Gazigash. Ancestral Mirrors in the Mortal Plane may be enchanted with Haruspexy to allow for the sounds and visuals associated with the Lesser Ancestral Spirit to emanate from the mirror in the radius from which it speaks. Ancestral Mirrors cannot show the different parts of the Stargush'Stroh, but may be used by the Lesser Ancestral Spirit in question to tell stories or paint visions. Witchdoctors, Animists, and Farseers may enchant the mirror and allow it to adopt the aesthetics of the Spirit it was forged with. An Ancestral Mirror of Fiarza may float or fill the room with gusts of wind, or an Ancestral Mirror of Gazigash formed from a blood pool. These effects are purely aesthetic, allowing the mirror to suit the culture and craft of those who use it. Enchanting the mirror requires a ritual where a Pacted Shaman or Haruspex (of any tier) calls upon their respective spirit or performs a spirit-related ritual for [6] emotes. Active The Lutaumancer is able to channel [4] emotes into the Mirror to try and establish contact with any Lesser Ancestral Spirit in the Stargush’Stroh for a maximum of [8] emotes. This will not give the Lutaumancer a direct location, but will allow them to speak with the Ancestral briefly. A successful ritual is determined by at least a 10 from a d20, with failure only resulting in the Lutauman utilizing one of their daily spell uses. Should a Lutauman sacrifice one of their relics, they would be guaranteed to talk with a Lesser Ancestral Spirit. Lesser Ancestral Spirits may speak from the mirror in a maximum of #q. Player-character Ancestrals must be played by their respective players, though Lutauman are free to play NPC Ancestrals. Lore significant characters, and Greater Ancestrals require a MArt or ST permission. Redlines [T3][Non-Combative] Last Rites Should a soul be completely unbound, corrupted, or a ghost without any means of being kept upon the Mortal Plane, A Lutauman would be capable of using their Echoes and directly usher them up into the Stargush’Stroh. A Lutauman cannot use this spell to banish a ghost forcefully, utilizing the Mundane Tools of Kor to provide them the alms and prayers to cross over. This ritual may also be used to carry up the dying, as a form of last rites. This ability would always require OOC consent, and may be performed through freeform ritual with the Mundane Tools of Kor. Creatures like Nephilim, Wights, Eidola, and Frost Witches, bound by physical means to the Mortal Realm like Phylacteries, Drakeshrines and Menhir must have their anchors destroyed before Last Rites are possible. This would PK the target. CAs like Inferi, with no anchor to the Mortal Realm could have Last Rites performed on them, though are dragged back to the Mortal Realm or their respective plane when summoned through ritual. This form of banishment can be considered a soft-PK, shackled away until someone intervenes for them. Creatures truly without souls like Homunculi and Sorvians are completely incapable of having this ritual performed on them, and cannot be turned into Ancestral Spirits. Redlines Last Rites will always require OOC consent. Last Rites cannot be used on a soul that is bound to another realm or the Mortal Plane by other magics or clauses. Last Rites would PK a target incapable of leaving the Spirit Realm, allowing them to become a Lesser Ancestral Spirit. Targets capable of escaping the Spirit Realm through summoning rituals would be imprisoned, but never transformed into Lesser Ancestral Spirits. Creatures without any soul like Homunculi cannot have Last Rites performed on them. [T3][Combative] Invoke Echoes: At Tier 3 the Lutaumancer has the ability to strike a single target with a manifestation of their Echoes, casting a projectile capable of striking from [x tier] blocks away. This is done by summoning Echoes over the course of one emote, then the wrath of an ancestral spirit in Old Blah for one emote, with the attack striking the target on the third. During this, the shaman has a limited range of movement[three blocks per emote]. An invocation of Echoes will always start from the shaman and travel to the target, taking on any shape the shaman desires, whether a ball of condensed Echoes, or a spear of Echoes that travels to its victim. This spell can be disrupted like any other magic user with the breaking of concentration via effects like Hound’s Howl, being shoved over, or extreme pain. The range that the Lutaumancer can throw these echoes depends upon tier. T3: Echoes - 4 blocks from self. T4: Echoes - 6 blocks from self. T5: Echoes - 8 blocks from self. EFFECTS Physical Effects: Regardless of appearance, Invoke Echoes will always travel at the same speed[an arrow] and effective range[tier dependent]. The attack itself has no concussive or piercing force, washing a target in Kor's wrath rather than throwing them back. Echoes travel to their target on the [3]rd Emote. If the target is able to put a solid object between themselves and the manifested echo on the [3]rd emote, such as a door, a window, a full body shield, iron bars, a tree. The Echoes will collide with it instead of them. Echoes will still pass through permeable objects like leaves, cobwebs etc. The target, if directly struck, suffers a stinging, lasting pain akin to being set aflame that holds true for [2] emotes. This pain will always prevent the target from casting, but grant no wounds or deeper harm. A target is still free to move or defend themselves by other means even during the duration of the pain. If the target is wearing plate-mail, or other heavy plated armors (Laminar, Lamellar, Brigandine, etc) they will find their casting disrupted for [1] Emote. Half-Plate is not sufficient in blocking from the Echoes, and they too would suffer a [2] emote burn. Direct Effects on Ghosts/Undead/Soul-Altered: This attack leaves no lasting damage to descendants and other mortal creatures, though ghosts, undead, and similar may emote the effects of supernatural damage purely for aesthetic purposes(burned form, ashen body, etc). Echoes’ deific power restores the sensations of mortality within the undying or those who have forgone their mortality. Senses normally lost are returned with a disorientating clarity, both physical and mental. Creatures with lost souls anchored to them feel this effect to be extremely painful based upon the number of souls within their body. Echoes' additional effects will affect them for [2] emotes. Echo Location Should the Echoes directly strike the target, it would mark the target for the Lutaumancer, allowing them to be seen through their Spectral Sense. Without taking up their primary action, a Lutauman is capable of invoking their Spectral Sense and have vision of their target regardless of status for {4 emotes}. A Lutauman may see the target for these emotes should they be obscured through magical haze, alchemy, or if the Lutauman themselves are blinded during the encounter. Once these effects end however, the Lutauman would be blinded for 1 emote, even if granted vision by supernatural or alchemical means. Should the target displace, leap, or move supernaturally and attack the Lutauman during these 4 emotes, the Lutauman would be capable of defending themselves as if the attack was made point blank from the Lutauman. Weaknesses: Echoes are capable of being snuffed 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 Echoes before they were capable of having their effect on their intended target. Invoke Echoes would have no effect on constructs or creatures without a soul. Redlines Lutaumancers are able to decide what tier they will cast Invoke Echoes at by indicating at the start of the spell. This allows them to freely choose the range of Invoke Echoes, so long as they describe its range within the final emote. Lutaumancers must remain within block range of their target depending on tier by their third emote or the invokement fails and travels nowhere. Creatures truly without souls like Homunculi and Sorvians are immune to Invoke Echoes. Invoke Echoes has no effect on flora and animals beyond the pain of the Echoes. This would still harm fae, treelords, and other creatures the same as normal descendants. If Invoke Echoes strikes while a Persona is casting, this will fully interrupt their casting. Ergo, after the effect is over, they can begin casting anew. A Lutauman is not immune to Invoke Echoes of other Lutauman. A Lutaumancer may only use Incitement for Invoke Echoes with the intent to cast Invoke Echoes. Invoke Echoes requires Incitement before hand, and will never allow a Lutaumancer to ‘Sit’ on a casting. Lutaumancers must maintain line of sight on the target for the duration of incitement, and two emotes of chanting Old Blah. Lutaumancers are not able to cast other Magical Abilities or make use of Active Enchantments or other Magical Items while casting Invoke Echoes. Lutaumancers may not access their full movement while invoking Echoes, limited to three blocks per emote. Moving beyond this speed breaks the Lutaumancer’s concentration. [T4] [Combative]Weapons of Kor Lutauman are able to quickly cast Invoke Echoes upon their physical weapons, granting them the effect of Invoke Echoes upon contact. Weapons of Kor possess the same effects as Invoke Echoes, causing great pain and allowing the Lutauman to invoke Spectral Sense upon a target. The Lutaumancer is required over the course of [2] emotes to feed Echoes into the weapon. The weapon may warp and twist unnaturally as it is enwreathed in Echoes, taking on the visage of old ancestral weapons or infamous tools of the past. Active Invokement The effect of Echoes will occur with the next {4} successful strikes from this weapon. The Lutauman must perform the spell again should they wish to have the effects continue. A lutauman may only perform Active Invokement two times per combat encounter. Once a Lutauman reaches T5, they may use one of their two Active Invokement to perform Purgation upon a defeated or restrained target, executing them through mortally wounding them with the imbued weapon. Redlines Weapons of Kor may not be Lanterns, Torches, Bows, Crossbows, or thrown/ranged items. Weapons of Kor cannot be used on enchanted weapons incompatible with Shamanism. Weapons of Kor cannot be “double buffed” with the effects of alchemy or other salves. Weapons of Kor may be used with ST and Open Materials so long as the material is compatible with Shamanism. Weapons of Kor still adhere to all the redlines of Invoke Echoes. Active Invokement may only be cast two times per combat encounter. Purgation can only be used on already restrained/defeated enemies. [T5] Purgation Non-Combative At the fifth Tier the Lutaumancer is able to banish ghosts, specters, and unbound undead/dark CAs from this realm and into the Gundâr Broshan directly. Banishment is done through the creation of a Site of Banishment, or a Weapon of Kor with Active Invokement. Banishment follows displacement lore of the respective creature, removing them from the Mortal Realm as if they were killed by Holy Magics. These souls are sent to Gundâr Broshan to await judgment from Kor in the Ashlandic Purgatory of Stargush'Stroh. Within this land, they either earn their right for passage into Stargush'Stroh, aided by a Lutaumancer to gain approval from Kor to enter. ST creatures, special event characters, and large/unnatural creations through MArts that contain a soul or some derivative may be ushered to Kor for purging through Purgation so long as the Shamans receive ST Approval for playing/interacting with the character in question or a MArt is created. Shamans may not use banishment within events without explicit permission before the event. Targets are free to resist at the discretion of ST. Should a victim choose, they may consent to a PK, or if the shamans are capable of fulfilling the PK clause of a creature during the ritual(i.e, destroying their mortal anchor), they are liable to PK. All magics capable of resummoning or recreating the target of a Purgation would be capable so long as they fulfill the requirements of their lore, pulling them from the Gundâr Broshan and back into the Mortal Realm. Purgation requires a single T5 Lutauman and an already created Site of Banishment, in which the Lutauman spends [5] emotes on a restrained/defeated target and calls upon the Spirits to rip them into the Gundâr Broshan. Combat A Lutauman may also perform a combative variant of this spell in combat on defeated/restrained targets through Active Invokement, fully expending a use of the spell. Once a Lutauman casts Active Invokement they may execute the target with the weapon. This does not reward the Lutauman in the same way using a Site of Banishment or the Mundane Tools of Kor provides for the Shaman, and is instead a last resort. Redlines: Soul-bound or Soul-anchored creatures by Necromancy, Mysticism, or similar future magics cannot be purged from them unless their shackles to the Mortal Realm are destroyed. Creatures truly without souls like Homunculi and Sorvians are immune to Purgation. Physical means of destroying the Sites of Banishments suffice in allowing the evil to escape it early, mundane tools or magic capable of undoing the seal. Mystics, Necromancers, Blood Mages, Frost Witches and Naztherak gain an awareness of the general direction of a banishment site within {50} blocks of it. It would produce an unnerving aura, felt like a sixth sense. This aura can be represented with rpsigns or event area messages. Destroying it frees the creature banished early. This may serve as a PK if the player in question so desires it to be so. This is done by either the target deciding to PK, having the Lutaumancer guide the spirit in Gundâr Broshan to Kor’s Gate for judgment, or the PK clause for the player met(i.e their tawkin klone destroyed)This should serve as further RP and the Lutauman should OOCly explain the process first. By default, a banished undead or player not wanting to PK will only be bound in Gundâr Broshan for as long as their own 'displacement' lore. If the player wishes to have the character remain longer until freed, this is perfectly fine. Sites of Banishment can not be used as Meta-Detectors. Should someone try to bring an unknown or non undead/mystic, etc within the sites of banishment as a means of identifying them, no answer will be given and the ritual will fail. Repeated infractions will lead to a blacklist. Both Ritual and Site Banishment Sites adhere to the above in addition to their own Redlines. Once a target is banished, they may not be banished again for another two weeks without OOC consent. [Site of Banishment] [ST Signed] Led by a T5 Lutaumancer with at least three other Lutaumancers of T5, each site of Banishment requires a build at least 4x4 showcasing some magical representation of spiritual imprisonment. The site created reaches a 10x10 area of effect, showcasing Spiritual binding, an aspect of the Stargush’Stroh, or the Lutauman’s Echoes. Lutauman may also enchant this area with the help of other shamans. A target may be brought to a site of permanent banishment where the ritual is conducted, subjecting them to Purgation should they be subdued and present for the entire banishment. CREATION The ritual to create the site is completely freeform, with the only requirements being at least 4 T4 Lutauman inciting Echoes, and a symbolic conduit of power that will banish the creature in question. This conduit provides the area with its aura, and would free the entrapped upon its destruction. These sites are ST signed. A Site of Banishment may be enchanted with Haruspexy to allow the story of the banishment to be evoked upon its container, recalling the sounds and memories required to take part in such an ordeal. Great myths were born from these canopic jars, of great evils sealed away to be labeled by fateful haruspice. Witchdoctors, Animists, and Farseers may respectively enchant the Site of Banishment by allowing it to adopt the aesthetics of the Spirit it was forged with. A Site of Banishment enchanted with Fiarza may float or entomb the victim within a magical tornado, or a Site of Banishment enchanted with Gazigash formed a blood prison from which the target can never escape. These effects are purely aesthetic, allowing the Site of Banishment to suit the culture and craft of those who use it. Enchanting the Site of Banishment requires a ritual where a Pacted Shaman or Haruspex (of any tier) calls upon their respective spirits and perform an empowering ritual [6] emotes. BANISHMENT RITUAL Using a Site of Banishment to cast Purgation requires [5] emotes of Incitement from at least one Lutaumancer at T5 Banishment to occur. The target must be fully subdued for all [5] emotes, before the effects take place, with any interruptions in the casting requiring the Lutauman to start from the beginning. This spell cannot be performed in combat, though a Lutauman may act as Kor's executioner, in which the Lutauman executes them after performing Active Invokement. Should a Site of Banishment be used to purge an Undead, the Lutauman would regain their spell slots as if they had waited a full 24 Hours, allowing them to refresh their abilities should they successfully perform Kor's will. A Site of Banishment can only be used by a Lutauman twice, allowing them to refresh their abilities before being unable to participate in the ritual for a week. Redlines Banishment Sites require documentation and ST signature to be created. Should one of the four pillars or more be fully destroyed the Banishment Site requires at least three Lutaumancers who are T4 to repair the damage. Banishment Sites require an ST sign stating it is active and approved. A Banishment Ritual can be used twice before needing a cooldown of 1 OOC week before it can be performed again. Tier Progression Locations in the Stargush'Stroh: The Stargush'Stroh is a massive realm, filled with countless Ancestral Spirits. While these places are accessible for visiting by a Lutaumancer, it still adheres to all the redline of a Spirit Walk, and require a MArt for extending these limitations. Teaching: A Lutauman must be taught Old Blah, Spirit Walk, Invoke Echoes, Mundane Items, and Purgation. Spectral Sense is a passive effect that develops over time, and Weapons of Kor is an implementation of Invoke Echoes. A Lutauman must have all the spells learned in order to make a [TA]. Self Teach Clause: In accordance with Spirit Pacting Lore, A Witch Doctor or a Farseer is able to visit Kor’s Immortal Realm themselves and make a Pact with a Lesser Spirit of Kor. A Pact with a Lesser Spirit of Kor will allow them to self teach Lutaumancy, granted they submit an MA and provide screen shots of the Roleplay of meeting a Lesser Spirit of Kor and pacting with them. This will follow all guidelines of any Self Taught magic. CREDITS ColonelSoberFunk,M4nnam4nnaa,Evonpire
  12. I've decided to compile what I've written over the years of being an orc in addition to pieces that have inspired me. I hope that this collection of lore, culture, and ideas inspires more people to make orcs and to use these resources when developing more nuanced characters. If you have any questions, or interested in having your submission featured here, leave a comment. GUIDES: Need to know how to play an orc or a specific role within society? DAILY LIFE: Need to know what to do during the day and how to roleplay? WILDLIFE/EVENT RESOURCES: Need to know what you can use freely for events? ARCHITECTURE/CRAFTSMANSHIP: How and What Orcs build. CULTURE How is orcish society different from others? LANGUAGE How and Why Orcs speak a collection of differently languages. SPIRITUALISM Spiritualism is the cultural practice of worshipping the Spirits SHAMANISM Shamanism is the magical practice of utilizing the Spirits
  13. I'm going to make an orc hub compiling all of the culture I and others have written over the years soon

  14. Good post, I think if there was a easily place new players had resources like this to understand roleplay better (rather then taking from video games/anime), it may improve the quality of RP for everyone.
  15. Ghoraza's hands still smolder and drip with embers, made flame by the gore and entrails it now studied. The orc rarely sleeped, and now the creature had been drawn up into the machinations of something greater. Twisted circles lattice around the orc and enchanted entrails, forming more rituals to higher powers. "The wheel will be halted by our hand."
  16. A lot of orc books were lost to the book bug, like 2-4 centuries of stuff is just permanently gone :(. I highly encourage everyone to try and preserve server history. It's more important then you think.
  17. "Stolen valour," the orc frowns. "Shara speak of good-will and virtue yet affirm ignorance by spitting in the face of those who still live with brazen lies. No uruk has ever heard of Horren, nor a Krug without axe, Shamanism, and honor. The wounds of Horen's mercy killing run deep. Truth and the urukim will prevail even if Horen's cubs have yet to learn from their krankluk's cowardice."
  18. This is a hub location to describe the purposes of Asceticism and its practical uses. Asceticism is a unique Feat and Magic, purposefully written to slot into any magic group, faith or religion on the server. Rather then writing and assigning Asceticism to a specific identity, its identity is malleable enough for anyone to use to fit their niche. Asceticism serves as a means for independent players to form their own magic groups and religions with tangible backbones, in addition to serving the magic community by giving them a host of prospective players. Vetting players is often difficult, and finding good "cultists" often leaves new players left to dry or waiting to be taught a magic rather then pursuing an engaging narrative. Asceticism serves to fill that gap by creating self-sufficient magic users who are compatible with every magic sub-type and aesthetic. Currently Asceticism is two pieces, though may expand should someone want integrate it with their lore submission. The first is the [MA+FA], and the second a marriage piece. ASCETICISM THE SOUL BLOOD RITES DEFINITIONS Obeisance - The curse or affliction that allows an Ascetic to make their FA. Glyph - The OOC name for a Specific Spell Ascetic - An individual who can use Glyphs not through Shamanism or Blood Magic. Idol - An illusory device capable of portraying horrible images and voices into the minds of the gullible. Idols that mature are ST Signed and immobile. Sutra - A device that allows an Ascetic to permanently keep their FA and make an MA. Altar of Mending - A way to create Sutras and spread Obeisances. Egregore - A psychological creature birthed from a Sutra. Obeisance Explanation:
  19. EXPLANATION PREFACE Whether through the machinations of Shamans and their soul artes, or the false imagery of Aengudaemonic entities as Spirits, or the sprouts of folklore and superstition throughout the centuries- the nature of Glyphs has spread to the fearful, the paranoid, and willing. While Glyphs were carved from shamanic purpose, Spirits have no qualms with deceiving the dark and maligned into sacrificing souls to their cause. Like Ixli, Leyd, Ikuras, and the countless Lesser Spirits who have deceived mortal kin, their greed is abounding, regardless of affiliation. Glyphs are loosely divided into tiers, with each progressive tier requiring further magic or knowledge. In roleplay, these invocations will NOT be called Glyphs. Due to the nature of Glyphs being used by a variety of communities, magic groups and aesthetics, every community should strive to have their own name. The names provided are example names, with the actual Glyph described below for the convenience of signing items and OOC contextualization. DEFINITIONS Obeisance - The curse or affliction that allows an Ascetic to make their FA. Glyph - The OOC name for a Specific Spell Ascetic - An individual who can use Glyphs not through Shamanism or Blood Magic Idol - An illusory device capable of portraying horrible images and voices into the minds of the gullible. Idols that mature are ST Signed and immobile. Sutra - A device that allows an Ascetic to permanently keep their FA and make an MA. Altar of Mending - A way to create Sutras and spread Obeisances. Egregore - A psychological creature birthed from a Sutra. TIERS [FA] - The Player has an Obeisance and posted on the forums describing their experience. [MA] - The Player has made a Sutra, a device capable of making an Obeisance permanent. Even if a Sutra is destroyed, the player retains their MA. [T1] - Reached Immediately after making an MA. [T2] - Reached after 1 Week of T1. [T3] - Reached after 2 Weeks of T2. The Ascetic can create their own Idols. An Ascetic can also utilize Body Mind and Soul Glyphs. [T4] - Reached after 3 Weeks of T3. They may cast Glamour and summon and create Egregores. [T5] - Reached after 4 weeks of T4. The Ascetic can create their own Sutras. COMPATIBILITY Anyone is capable of becoming a Feat Ascetic [FA] should they be able to take up the following requirements and the regular requirements of casting magic. The creation process of an Ascetic [MA] requires the user to wield a permanent curse* upon their soul, and would require creatures and constructs to reveal the location of whatever houses their soul and perform the ritual before it. Should this vessel, shrine, phylactery, or similar object be capable of being cursed, they would be capable of becoming an Ascetic [MA]. Ascetic[MA] would be incompatible with creatures with incomplete souls or lack them entirely like sorvians and anthroparions due to not being able to hold a soul curse. Restrictions from other magic types that would prevent the target from maintaining a curse would also prevent them from becoming an Ascetic [MA]. Voidal constructs would be incapable of taking up any form of Asceticism in addition to Ologs due to their voidal nature and the complexity of ritual respectively. * A curse is defined as any soul affliction given through magics (whether deific or dark). This must be a curse stated to be made permanents through OOC consent with a respective lore piece like Shamanism, Necromancy, Mysticism, and Naztherak. A player may also choose to not cure a non-permanent curse for over two weeks to gain the same effects. Glyphs Glyphs are the primary way by which otherworldly invocations are made. They function as shorthand for shamanic ritual or affect, made specific and empowered through descendant influence or other magics. Ascetics are the people who primarily utilize Glyphs, though go by other names within roleplay. REDLINES: Glyphs can be made in a variety of ways, and hold no true symbol. A Glyph may be shaped as multiple symbols so long as it follows the ritual requirements. Additional Glyphs may be submitted as MArts even as a [FA] Ascetic. Glyphs are not Blood Runes. Like Shamanism’s loose interpretation of the Material Alphabet, they are a specific means of contacting the Spirits and invoking their power through material resources(emotion, a soul, a shaman’s mana, a name, a sense, etc). For example, Blood Mages are capable of using Glyphs through writing Blood Runes to contact the Spirits, this does not mean a Blood Mage has access to Shamanism , or vice versa. GLYPHS OF FOLKLORE AND SUPERSTITION[FA] Folklore Glyphs are evoked from the primordial emotions and sensations. Traumatic experiences often open the victim to the profound and metaphysical- whether coaxed through false saviors, or ushered in by maddened prophets. Urban legends were born from these Glyphs, drawn up by the power of fear. Folklore Glyphs are desperate invocations to the Spirits, the loosest form of contact to stir their power, oftentimes without true awareness. Folklore Glyphs are usable by anyone with an Obeisance. An Obeisance marks an individual as someone who has undergone a transformative experience like a Shaman’s Pact, a Blood Mage's Awakening or a Seer[Both Feat and Slotted]. Once a player gains an Obeisance, they may create a Feat application describing the method by which they gained it. Other alternative methods are described below. A player afflicted with a permanent curse (through their OOC acceptance or simply choosing not to cure it for over 2 weeks) may also gain an Obeisance. A player may also choose to permanently lose a major sense(Hearing, Sight,Speech) to gain an Obeisance. This can be done physically or magically for creatures with supernatural healing or abnormal senses. A player may find a Sutra[whether through player-event or found as an item], and immediately write an FA. Further steps described below to make an [MA]. All player and item Sutras cause the player who uses them to permanently lose a sense should they make a Feat. In the case of Blood Magic, Corcitura or Seer- Feats where a target is cursed or loses normal sight, the player gains an Obeisance until the Feat or MA is removed/cured. Should a player cure the cause for their Obeisance, they will lose their Feat and be unable to relearn the practice for a month. Folklore Glyphs do not need to be taught, and upon making the Feat the player is free to choose free-form rituals to mark their progress. Different cultures, magic, and faiths will follow their own path toward enlightenment. [FA]- Mending [Non-Combative] [The Glyph of Benevolence] Mending is a supernatural means of preserving or improving a specific area. Those willing to sacrifice others are rewarded with a miracle, a boon like food in famine, the repairing of machines or complex metal work. Commonly associated with sacrificial cults, cannibals, or ascetic religious figures, the glyph allows for peace to be held. This occult ward does not go unnoticed. Deific, Dark, and Sensing magics would be able to sense the true nature of the area- a curse, and with PRO or RO permission, ‘track’ the source through an aesthetic ritual of their choosing. Mending first needs an altar from which to perform rituals with. The Altar of Mending requires at least two witnesses and someone with an Obeisance. The ritual altar can be made through any free-form ritual involving sacrifice or protection for [7] emotes. The altar itself is player signed, labeled Glyph of Benevolence[Date Recharged]. It may take on any appearance [5x5] maximum, though it will always possess a strange aura. The altar is fueled through other players willingly offering themselves to it, whether giving a blood sacrifice, or some representative means. Once completed, the player would gain the same Obeisance as the one who created it, allowing the altar’s creator to spread their faith. The recipients then would be allowed to make Feat applications, allowing Obeisances to spread. A Feat application must include which altar and curse was given to the player. The Obeisance would persist even if the altar was destroyed, unable to be removed until the month passed. Once the month passed, the effects would be able to be cleared by anyone capable of creating or removing curses and blessings. Should someone not choose to remove them, these effects would remain indefinitely. The conductors of the ritual may choose ONE of the following, unable to change their effects until the next month. The altar must be within a 10 block radius of the object or ward receiving these effects, and cannot be buried or hidden. MERCY Mercy alleviates the effects of flora and fauna corruption (Shamanism, Necromancy, Naztherak, etc) within a 20x20 radius of the altar. Corrupted animals and plants in the presence of the ward would flee if possible, or wither respectively. Has no effect on voidal corruption or Druidism. Has no effects on players within the area. The effects may come from the altar directly, or a symbolic ward within 5 blocks of the altar. INDUSTRY A simple machine, building, or large tool(i.e a waterwheel) keeps its function and durability for the month. The object will still accrue regular damage from outside or external magical sources- and once the month expires, the collective damage would apply immediately, ruining it permanently unless performed again. FORTUNE Fortune blesses the physical land (the mines have gold, or the trees have amber, etc). This fortune would still physically have to be extracted, and once the month passed, the drought that came after would be twice as strong. Fortune cannot be used as a credence for ST builds/pastes, or physical resources in minecraft. This would be an event feature and only known through word of mouth, established by the playerbase. Should the Altar of Mending be destroyed, the positive effects would immediately end. Any prolonged attack or magic (4 emotes) would be sufficient in destroying the altar. Should anyone have an Obeisance created from the altar, yhey would lose their Feat apps and Obeisance once a month passed from the date of its destruction. Destruction of an Altar of Mending should be noted on the forums or with signs to ensure Ascetic applications are updated. The Altar of Mending also allows for Sutras to be made. Sutras are devices that allow for Ascetics to create MAs and retain their Obeisances when Altars of Mending are destroyed or their bodies are purified. ALTERNATIVE FUELING METHODS: REDLINES: Mending cannot be stacked with other protective regional wards and defensive magical means. Mending has no effect in combat. Using Mending requires PRO or RO permission In areas where the Spirits would be unable to be contacted, the Glyph would not function. Any dark or deific magic would be capable of dispelling the Glyph simply through prolonged touch or an aesthetic ritual (3 emotes). Allowing multiple people to make Obeisances does NOT charge the altar for multiple months. ST discretion may dictate that Mending fails against greater curses, or event curses they write up. Fortune may only be from natural resources already in the area and cannot create new resources. Resources are player-signed and possess no new abilities. Machines, buildings, and tools cannot be enchanted or in the presence of other forms of magic. Even in the case of compatible magic, this cannot be used to stack with other buildings, items, or tools. This resource does not generate nor give credence to additional physical materials (extra blocks/pastes, etc), it merely gives renown and enhanced roleplay. [FA] - Idols [Glyph of Whispers] [Non-Combative] The Glyph of Whispers creates an area in which rumors, phrases, and insecurities can be heard from a specific idol or piece of nature(a tree, a rock, a river, etc). The weakest form of curse, a juvenile Idol can be created with three Ascetics[FA] at an altar of Mending, whether through forging a new item, or imbuing an item with the curse. T2 Ascetics [MA] can create juvenile Idols independently through a ritual involving their Sutra and the object they wish to create. Every Idol will be capable of being sensed by any dark and deific magics simply through prolonged touch or an aesthetic magical identification of at least [2]emotes. These feeble curses are capable of being destroyed merely by destroying the idol, or a T3 magical blessing/curse surmounting the glyph. Idols function based on the subjective fear of the target. For those unable to believe the device has any power, the idol is mute. To the gullible, the idol is capable of typical paranormal sensations (cold air, chills, etc). The effects are completely SUBJECTIVE at the discretion of the affected. An Ascetic may allow an Idol to speak indefinitely through channeling- an ability that requires concentration and focus akin to a mage’s spell. These Idols are player signed and capable of being carried by players freely. Idols must include that the effects are subjective within the description for them to have an effect. To strengthen the effects, the Idol must be matured by constructing a build that endures for a week. Once a Glyph matures (7 OOC Days), it may grow in size and be rebuilt to reflect this. However, once the Idol is matured, it cannot be moved from its area, and destroying it would completely remove its effects. A person may break free from an Idol’s effects at any time, in addition to magical sight, shamanic sensing, or similar abilities capable of seeing through the effects. Mature Idols are at least 3-5 blocks in size, and require ST approval. An Idol may be a maximum of 15 blocks. Mature Idols have the same effects as their small counterparts, with the added benefit of illusory motion. A Mature Idol’s effects only affect the area in a 15x15 radius. A Mature Idol may shift and leer unnaturally, completely defying normal perception and victim’s senses should someone fall to their striking imagery. A Mature Idol still will only function should someone believe in its superstition. REDLINES: Idol effects are completely subjective. Utilizing an idol requires OOC consent for the effects. At any time a person can break free from the effects. Channeling an Idol can be broken by the same means of any spell. Juvenile Idols are player signed. The effects of an Idol would stop as soon as combat started. An Idol can never harm anyone. Idols cannot be used in combat. Idols in their base form are only limited to minor paranormal effects, but do not truly have an effect on the world around them. Idols cannot be used to receive prophecy, metagame, or learn about the world. The information received is entirely fiction. Mature Idols cannot be moved and require PRO [FA] - Sutra [The Glyph of Animation] [Magic Catalyst] EXPLANATION: Sutra is a means of permanently marking an Ascetic with a curse. Five individuals with an Obeisance[FA] can create a Sutra at an Altar of Mending. The ritual requires an item from which the Ascetics place their emotions and desire into. A single Ascetic is then branded to this object, immediately giving them an Obeisance should they not have one already. This curse may be one from within the Altar of Mending, or one of the sensory objects described above. This object must be worn or handheld, nearly at all times. A Sutra allows an individual to retain their Obeisance should their altar of Mending be destroyed. While individual Sutras may break and be purified, the ritual can be performed indefinitely so long as the Ascetic retains their MA, allowing them to create new ones to cast again. EFFECTS When casting, affected by intense emotions, and as an aesthetic cantrip, the aesthetic effects of an Obeisance can be amplified to supernatural levels. A blind Ascetic may have their eyes glow with deific light. An Ascetic with a Necromancer’s curse may have their arm wither or have the skin stripped- or a false Brand may form from an Ascetic with a permanent Malflame injury. Should a Sutra be made with multiple magics, the Sutra user may have the effects overlap so long as they are described within the application and approved. These effects are illusory, and will never harm or affect others. [MA] Ascetics can be cured of their curse and their body expunged of other aesthetic magic effects. Should a magic subtype typically associated with removing and creating curses, like Shamanism, Aengudaemonic Magics, Necromancy,Mysticism, etc change their body, it would prove to return them to their initial state. However, as long as an [MA] Ascetic retains their magic slot, they are capable of using Folklore Glyphs to recreate or make a new Sutra at an Altar of Mending, and continue their progress immediately. ASCETICISM [MA] Wielding a Sutra costs a single magic slot, and should one be made, it is ST signed. The initial Sutra that births someone as an Ascetic should be marked under the Ascetic’s MA application describing its creation. Sutras allow the wielder to utilize Body, Soul, Mind Glyphs. Should their Sutra be lost or destroyed, they’d be unable to cast those Glyphs until a new one was made at an Altar of Mending. Ascetics[MA] will be able to forge Sutras at the Altar of Mending at T5, functioning as a way for Ascetics to teach their students. Ascetics[MA] will always be able to use Folklore Glyphs, even without their Sutra. Sutras that are created will still force the user to have an Obeisance to used. A Sutra can be destroyed by any mundane means, only as strong as the material they are made out of. However, Holy, Dark, and Voidal magics are capable of purging or destroying Sutras through a freeform ritual of their choosing so long as at least 3 T5 magic users conduct it. Destroying a Sutra does not remove the Ascetics MA, or slow their learning. REDLINES: A Sutra can be destroyed but as long as an Ascetic retains their magic slots, they may remake a Sutra at an Alter of Mending An Ascetic cannot perform Body, Soul, Mind Glyphs without a Sutra. Sutras are ST signed. The aesthetic effects of a Sutra have no effect on the environment or other players. A player may only use and carry one Sutra. A Sutra's aesthetic effects only apply to the body. [Event Creature] Sutras that are abandoned grow, manifesting into a larger creature commonly associated with the bad spirits and other malevolent folklore creatures of the world. These Sutras may be used in player run events and serve as an additional method for someone to obtain an MA, stumbling upon a cursed sword or crown within the ruins of a forgotten place. For a player to make an MA, they must bind an Independent Sutra to an Altar of Mending. Event Sutras are imp-like creatures, or in the case of items with more significance, ravenous objects of malice, boiled over by the emotions the abandoned item was left with. Like the Glyph of Whispers, these objects grow from their renown and the mental state of the affected. Sutra are capable of infecting a variety of objects, affecting targets of different sizes differently, though all items share a singular ability. Should a victim be in a prolonged area with these objects, the negative feelings of the original owner are projected. BODY, MIND, SOUL GLYPHS[MA] BODY MIND SOUL Glyphs require an MA in a Shamanic Magic, Blood Magic, Asceticism, or a CA adjacent to any of the magics. TEACHING: Ascetics[MA] may teach themselves the rituals over time as their tier increases. Shamans and Blood Mages can self teach themselves and others these rituals so long as the Shaman or Blood Mage also have Feat Asceticism or slotted. Should they lose their FA, they would be unable to lead or teach these rituals. [MA]- Miasma [Glyph of Hatred] [Non-Combative] The Glyph of Hatred is an awful thing. Often used to punish other magi or reckless students, the Miasma is a means of marking someone with the imitation of dark or deific remains. This does little but stir the ire of all deific and dark-aligned deities and creatures, a ward of foul magic that stains the soul for the holy and dark to see. The Glyph of Hatred also is capable of sewing distrust among good and evil forces equally, masking allies or serving as a point of deception. The Glyph of Hatred can only be applied to the willing or someone subdued, and cannot be used in combat. This sort of minor cursing comes with caveats, as magics and constructs that warp the aura and presence of the soul it houses are resistant to this illusion. The most noteworthy are deific and dark magics, though they may be masked too should enough mages gather. This does not truly corrupt someone’s soul or body, but merely imitates such. It does not remove any current afflictions, and merely adds more weaknesses. To those who already possess a wicked or deific aura, stripping this aura would require an additional 2 T3 magic users. Targets who have been cursed with Miasma would require an equal number of magic users to cleanse them. ASCETICS[MA] BLOOD MAGIC SHAMANISM In the case of Dark affliction, Aurum tools will pain them to wield, and the lines commonly erected in front of cities will pain them to cross. Magical and alchemical sight would describe them the same as a ghost. Should a magic user of a “dark” magic capable of casting curses or blessings join in the ritual(via incantation or aesthetic implement), they are capable of enhancing the illusion to match the appropriate aesthetic. A participating necromancer may curse someone to appear to have stagnated lifeforce, a mystic binding a fake phantom to their soul, and a Naztherak allowing someone to gain the Hzakhadlu (Infernal brand). Shamans would be incapable of performing this ritual with conflicting magics. Ascetics and Blood Mages would have no restrictions. In the case of Light affliction, the target is made radiant. Their soul will glow with fake deific energy, and to creatures that prey upon descendant flesh and souls they will be seen as a bountiful meal, or grow intimidated by the new deific aura they possess. Should a magic user of a “deific” magic capable of casting curses or blessings join in the ritual(via incantation or aesthetic implement), they are capable of enhancing the illusion to the appropriate aesthetic. A participating shaman could mark a target with a fake blessing or curse. (Currently Shamanism and Druidism are the only deific magics compatible with Blood Magic). Light affliction will NOT remove the normal aurum weaknesses or other magical weaknesses of dark or soul-warped creatures, it merely disguises the soul. In the case of both rituals, the effects of the Glyph last for 1 OOC week, capable of being removed at any time by any magic wielder able to heal or create curses. The spell will always require more or equal cleansers to remove from a target should someone attempt to remove it. The Glyph has a week cooldown on a single target, though can be reapplied should it be cleansed early. REDLINES: The Glyph of Hatred only adds weaknesses and does not garner any boons. The Glyph of Hatred would not function on a creature that had its soul somewhere else(i.e an Archlich) Stripping the aura of a figure does not remove their powers or give other negative effects, it merely removes the aura they once had temporarily. The Glyph of Hatred does not remove any negative effects the afflicted is already suffering from. The Glyph of Hatred has a 1 Week Cooldown. [MA]- Glamour Glyph of Weaving [Non Combative] The Glyph of Weaving allows for Ascetics to disguise themselves among commonfolk. Typically associated with Shamanic Fleshsmithing and blessings, the initial ritual transforms the body, while the second half serves to hide the transmutation. Ascetics use their Sutra to utilize a Glamour, while Shamans and Blood Mages create trinkets, subjecting them to different clauses. An Ascetic cannot perform this ritual for others, but is capable of doing so to themselves without the drawbacks of a trinket. ASCETICS[MA] SHAMANISM BLOOD MAGIC REDLINES: The features added are completely non-combative. The trinket has no effects on someone who it was not made for. Players are only limited to one trinket effect. To switch, they must remove the initial effects and redo the ritual. The Glyph of Weaving cannot grow or remove limbs, it only has an effect on the target’s current physique. Should a target swap bodies, these effects would persist unless a new transformation overwrote them[CA] or they were forcibly cleansed. The trinket must be on the player’s person, otherwise they are assumed to be transformed. The trinket does not offer the creator any sort of control or mental impression over the user. The trinket cannot be used to disguise mutations, illusions, auras, or effects of other magics. The Glyph of Weaving can only be applied once, and cannot be used to affect multiple body parts. Shamans cannot perform this ritual on the enemies of the Spirits. Ascetics cannot perform their variant of the ritual on others. [MA]-Egregore [Glyph of Belief] A group of Ascetics are capable of forging an amalgamation of their curses, or manifestation of their faith made into a psychological creature. This construct possesses no tangible form, its nature subverting mortal understanding. Egregores are born through 5 T4 Ascetics utilizing an ST signed Mature Idol, birthing a creature made from their collective subconscious through freeform ritual. Egregores are only visible when summoned, remaining dormant within the Mature Idol they were carved from. Should the Mature Idol the Egregore was born from be destroyed, it would be incapable of being summoned and effectively perish. Egregores are completely psychological creatures, drawn out from the power of an Ascetic. Ascetics may summon their Egregore at a Mature Idol where they can take on any appearance, though most commonly, a reflection of the Sutras it was made from. This ritual will always require ST Oversight. Once an Egregore is made, a private recording of its aesthetics and ability are given to ST to ensure proper usage. Mature Idols already require an ST signature, and so once an Egregore is made with ST oversight, another sign is added with [Egregore]. Shamans and Blood Mages may take part in birthing Egregores, standing in as a T4 Ascetic, but are UNABLE to summon Egregores without their own Asceticism [MA] and Sutra. Egregores may be as small as a dog, or as large as 15ft. Should Ascetics seek to make an Egregore of a significant character’s likeness (i.e Azdromoth, a Spirit, Iblees, etc), they must let ST know, who have discretion to deny its creation. Egregores of players require OOC consent in addition to ST consent. Egregores may be bound to an Ascetic’s Sutra once they reach T4 through a freeform ritual requiring at least 2 T4 Ascetics. Each Egregore must also be added to an Ascetic’s MA marking which Egregore they can summon. Should the Mature Idol be destroyed, the Egregore would die alongside it, and end all summoned abilities. Ascetics may wield multiple Egregores, but may only summon one at a time and only one Egregore may rest within a Mature Idol. Egregores only have abilities while summoned by Ascetics. Ascetics cannot control the Egregore, but may use it as a representation of their patron or as a manifestation of their Sutra. It cannot attack other players, nor has a form to strike them with. However, An Egregore’s effects may be stalled upon being attacked with aurum or any magic. An Egregore would be completely intangible to mundane means of combat. Aurum stalls effects for one emote. Deific and Voidal Magics stall effects for two emotes. Dark Magics stall effects for two emotes. Thanium disables the effects for three emotes. An Egregore’s effects last for 10 emotes, before needing to be summoned again. An Egregore can be summoned by a single T5 Ascetic, though can also be summoned through group ritual. Group Summonings will allow the Egregore to remain for an additional 5 emotes for each additional T4 Ascetic that takes part in the ritual. Egregore summoning will take a minimum of 7 emotes[shared by the group's emotes], a freeform ritual that has their Sutra's incited and showcasing their magical effects. While summoned, Egregores are capable of performing the Glyph of Hatred as a freeform ritual. They may not speak without ST intervention, though possess Combative and Non-Combative effects described below. [Non-Combative] Ascetics may summon an Egregore out of combat to give the area surrounding the Mature Idol effects. Within the space of the Mature Idol(15x15), attempting to cast magics would fail due to being surrounded within a large malevolent curse. These effects would break once combat starts and differs from Voidal Hollows or other otherworldly forms of silencing- as every Egregore may manifest their silencing abilities in different ways. It will never actually affect the mana flow of casters or constructs, and enchantments would still function. These effects would only affect non-combative spells and cantrips. For example, a summoned Egregore may shriek or scream constantly to disorient casters while out of combat. A summoned Egregore may instill the area with an unnatural silence, or the sky may fill with maddening horrors that make it impossible to focus. These features would not be present unless the Ascetics summoned the Egregore, and they themselves would be susceptible to this effect. [Combative] A T5 Ascetic is capable of temporarily summoning their Egregore through their Sutra over the course of [5] emotes. The summoning of an Egregore will always activate the aesthetic effects of a Sutra and cannot be hidden. Once the Egregore is summoned, all channeled magic within a 4x4 range of the Ascetic takes an additional emote to cast. This has no effects on enchantments, instanteous or reactionary spells like a ward. Ascetics cannot cast or use alchemy while their Egregore is summoned, and are not immune to the effect should someone use it on them. A summoned Egregore in combat lasts [6] emotes, and will only have an effective range around the Ascetic. Should the Ascetic lose physical contact with their Sutra during this, the Egregore effects would immediately end. An Ascetic may only summon 1 Egregore individually in combat. The effects of an Egregore in combat will always affect everyone around them, regardless of affiliation. The emote slowing effects of an Egregore in combat may stack for each additional Egregore summoned, at a maximum of [3] additional emotes. These effects will always affect the people around the Acetic, regardless of who the Ascetic is fighting for. Ascetics cannot dual cast and use other magics while their Egregore is summoned, but may cancel their effects early. A Summoned Egregore can be purged in combat by the following means. Destroying the Sutra Separating the Sutra from the Caster Mortally wounding the Caster Striking the Ascetic with 3 combative spells. If combat begins while an Egregore is summoned through the non-combative ritual, the combative effects are applied for the remainder of the summoning duration. A Mature Idol or the Egregore itself may be MArted to give the creature more abilities, where the authors would be capable of mixing an Egregore’s effects with other magics. REDLINES: Egregores must be recorded by ST to ensure appropriate usage. Egregores cannot physically harm or affect players or the environment. Ascetics cannot dual cast while summoning an Egregore. The silencing effect of Egregores only works out of combat, and has no effect on combative spells. Ascetics cannot cast others or use alchemy once an Egregore is summoned and until the effects are canceled. Once a Mature Idol is destroyed, the Egregore’s effects are permanently removed. The casting of an Egregore must be visible, with the Sutra’s aesthetic effects being incited. Egregores have no affect on a caster or construct's actual mana flow, or their enchantments.
  20. The Soul Blood Rites weave the chaotic nature of Mortality’s control over the Material Realm with the pseudo-divinity of the Spirits. The Soul Blood Rites require an MA in both Shamanism and Blood Magic or Shamanism and Asceticism. Severance [Glyph of Cleaving] [Non-Combative and Combative][ST Signed Item] Born from the taboo arts of Shamanism throughout the centuries, Spirit Cleaving allows for a shaman to separate their shamanic self and soul within a pillar or vessel, allowing Shamans to split the mortal agent from their shamanic servant. Shamans may make an Anchor from which they imbue this Spiritual self totally. All Anchors made require an ST signature, and can be made in two separate ways. Should an Anchor be destroyed, the shaman would be liable to a PK upon their next death. A Shaman divided is known as a Severed Shaman, with the Severed Self being the half incapable of casting any Shamanism, and the Spirit Self being stored in the Anchor. Any Shaman with a Spirit pact is capable of becoming a Severed Shaman. A Severed Shaman is capable of reforming and splitting themselves, though are liable to different penalties when doing so. The Severed Self is functionally immortal, capable of being reforged so long as the Anchor remains intact. The Severed Self cannot use any Shamanism without the use of a special tool, though should it fuse with its Spirit half- and die, the shaman would still PK due to both halves being killed simultaneously. ASCETICS[MA] BLOOD MAGIC REFORGING Once Severed, the Shaman’s spiritual self is placed into the Anchor, while the mortal self is rebuilt into a flesh vessel, capable of invoking the spiritual self through a device called a Naakt. The Severed Shaman is completely incapable of casting Shamanism or using magic save for their Naakt, Asceticism, and Blood Magic while Severed. Severed Shamans are capable of performing all feats and non-mana magics should they be compatible with Shamanism. Should the Severed Self die, it is capable of being rebuilt with the help of Shamans or Blood Mages. Over time, if no one is capable of rebuilding the Severed Self, then it may reform at the Severed Shaman’s T2 Shrine associated with Spirit Pacting Lore. Severed Shamans lose the aura and aesthetic effects normally attributed to their pacts, blessings, and curses, but regain them upon utilizing their Naakt. Severed Shaman may call upon their Naakt to activate these passive effects temporarily if they channel for [1] emote, but will never have any effect on other individuals. This would include the effects brought on by an Obeisance. Reforging the body of a Severed Shaman requires a mortal effigy to be made by at least three T3 mages from one of the respective magics (Asceticism, Blood Magic, Shamanism). The effigy is then enchanted through ritual for 6 emotes, where these magi are free to mime other rituals, or create one of their own to revive the body. Should no one rebuild the body, it is capable of regenerating at the Severed Shaman’s Anchor or T2 Spirit Shrine(1 day). Until then, the Severed Shaman would be unable to play their character. Regardless of ritual, the Severed Self will always function and appear the same as the original Shaman’s body, though unable to cast Shamanism without a Naakt. Should the Anchor be destroyed before the Severed Shaman body is rebuilt, the shaman is PKed. Spirit Anchors are capable of being corrupted by anyone capable of making new CAs, allowing them to use it to create twisted beings should the anchor be stolen. A Severed Shaman would lose the Severed Self and Shamanism should they be transformed into an incompatible creature. SEVERED: Severed Shamans may not utilize any of their curses, blessings, enchantments, or abilities associated with their Shamanic pacts without use of a Naakt. A Naakt is a tool, though more oftenly is worn- for example a mask or a helmet. While using a Naakt, a Severed Shaman is enwreathed in the aura of the Spirit(s) they pact with within a [5] block radius, and an aesthetic incitement appears around them. A Naakt will always slow the casting of every single Shamanism spell by [1]emote, however, the shaman will no longer need to chant in Old Blah to cast to the Spirits. This aesthetic incitement will serve as their casting tell. Severed shamans need not chant or dance for their casting, and instead may simply use their Naakt and its aesthetic effects. Should a shaman with a Naakt try chanting and casting in usual fashion(Old Blah), it would sound perceivably incorrect to other shamans and fail. A Naakt may be destroyed and is especially susceptible to magics that temper and harm the soul. These would include but are not limited to magics like Necromancy, Mysticism, Naztherak, and Aengudaemonic magics, permanently destroying it should it be struck three times in combat with these magics, or purged via ritual in roleplay. Should a Naakt be destroyed, all the current Severed Shaman’s effects would end, and they would be incapable of casting again. Naakts may be reforged out of combat through an aesthetic choice, though a Severed Shaman is only capable of holding one on their person at a time. A Naakt is made with the Severed Shaman performing an aesthetic enchanting ritual at their Anchor, requiring [5] Emotes of forging or creation RP. A Naakt is completely incompatible with all enchantments save for the Glyph of Sacrifice. Severed Shamans are still capable of utilizing other compatible magics while Severed, most notably Asceticism. The Severed Self is capable of utilizing all spells within Asceticism including the Glyph of Sacrifice, in addition to being able to summon their Egregore 1 emote faster. SPIRIT: A Spirit Anchor allows for a Severed Shaman to call upon Shamanism through their Naakt. This Spirit Anchor may be shaped in a variety of methods, so long as it is at least [3] blocks, and no more than 3x6. The features of the Anchor reflect the shaman in question, specifically one of the pacts they’re associated with. The Anchor may be a variety of structures and materials so long as the structure fits the size requirement. Anchors possess an aesthetic aura attributed to the Shaman they’re pacted with and associated pacts, though only a [6] block radius. For example, A Severed Shaman pacted with Leyd and Enrohk may have bloody chains shifting around the vessel- an aura of wrath and war surrounding it. Spirit Anchors are ST signed. Anchors require the equivalent physical damage to four orc-sized attacks to destroy them , and like the Naakt, are susceptible to foul magics. An Anchor may be destroyed from two direct attacks by the aforementioned magics (Necromancy, Mysticism, Naztherak, and Aengudaemonic magics). Should an Anchor be destroyed and the Severed Shaman is still alive, they are given a small grace period from which they can rebuild their Anchor. A Severed Shaman will have one month to perform the forging rituals described above to remake their Anchor, otherwise the character will be soft-locked, left in the Spirit Realm until a new anchor is forged by others. WHOLE: A Shaman is capable of summoning the Spirit Self through the Naakt, channeling their entire Spirit self over the course of [6] emotes. Once this finishes, the Shaman would have access to their enchantments and usual shamanic powers. However, rejoining these forms would render the Shaman mortal once more, and liable to all the same mortal fallacies of death. Should a shaman die while Whole, they would still be liable to their PK clauses. This action would completely empty the Spirit Anchor, and leave it from being refilled for 3 days. Once 3 OOC days pass, a Severed Shaman may split themselves again on their own through an aesthetic ritual at their Anchor. REDLINES: - Destroying the Spirit Anchor would subject the shaman to a PK should they die before the Anchor is reforged. - Should the shaman be Whole, any death would subject them to a PK. - A Naakt cannot be enchanted with other effects save for the Glyph of Sacrifice. - A Severed Shaman would lose Shamanism and the Severed Self should their Anchor be stolen and the Shaman transformed into an incompatible creature. - A Naakt is only bound to one anchor, and a Severed Shaman cannot use someone else’s Naakt. - A Severed Shaman cannot be Kloned nor will shuffle bodies when split. - Naakts are Player Signed. - Spirit Anchors are ST signed. - Severed Shamans cannot chant to cast Shamanism, and it would sound noticeably incorrect to Shamans. - The Severed Self dying is still liable to all death clauses like memory loss upon death. - The Severed Self cannot use Shamanism without their Naakt. - Spirit Anchors cannot talk or be used as a proxy by the Severed Shaman as a means of communication, such would be considered Metagaming. T3 - Blood Animism [Glyph of Wrath] [Non-Combative and Combative] The volatile nature of working with the Elemental Spirits is a transcendental power to behold. Drawn from the Fruum they attach themselves to, an Animist is capable of cursing objects and targets with their devotion. However, Animists must brand themselves closer to the Spirits through a painful ritual that allows them to physically draw out and manifest their Fruum into something tangible. ASCETICS[MA] BLOOD MAGIC Once the ritual has been performed a single time, it is marked on the Animist's [MA] by ST, or within the pacting section of the forums by the player for documentation. As Animists are prone to the emotional nature of their Spirits, emotional outbursts and emotional spells harm affect them far greater. A fearful Water Animist may form thick sheets of ice on their skin, or an angry Fire Animist may glow and spit fire when provoked. These effects cannot be used to harm others. These effects mature when an Animist channels for [2] emotes, casts a spell, or holds an enchanted item of their respective Spirit. The aesthetic effects of Fruum grow into fully formed shapes that trail from the Animist’s bodies. These pieces are non-functional and harmless, but serve to highlight their bond. Typically, these are crowns, horns, and wings, though may shift with an additional [2] emotes of focus. These effects are permanent unless an Animist is purified through magics capable of removing or creating curses and blessings, though will always need an equivalent number of magic curers as initial ritual participants. This process would be extremely painful, though non-lethal. Should an Animist be disconnected from Blood Animism, the ritual would need to be re-performed. [Non-Combative] Animists may use this further connection for minor forms of destruction typically associated with arsonists and other maddened pagans, so long as they have PRO or RO permission. An Animist may perform a destructive spell in a ritual circle around a specific target, or vent the Fruum requirement from their body in an aesthetic form of hexing. The ritual is freeform and functions similarly to Evoke, though rather then affecting an entire region, the spell affects individual buildings and objects. The destruction of the building happens over the course of a [7] emote ritual, from which the Animist is free to bend their respective Element to destroy the structure, or some natural force strike it down. It also serves a combative use. [Combative] In combat, a T4 Animist may control their Fruum into a condensed and wicked hex. This hex in combat will always take [4] emotes in combat, Animists can also forge enchantments with the Glyph of Sacrifice, allowing this curse to be applied through prolonged contact(3 emotes) or injury. These effects will always last [4] emotes, and cannot be removed through mundane means. Alchemy, auric oil, or a means of dispelling and warding from curses is the only way to remove or block the effects of the curse. The attack cannot be dodged so long as the Animist retains their line of sight, and the target stays within a 6 block radius from the Animist. While Mundane Armor has no effect on the curse, Magical armors capable of disabling or resisting magic would protect the victim from the curse. 10 Fruum Air - (Lightweight) Curse a target to be susceptible to wind and become prone to being knocked over. Cursed targets no longer keep their size bonus to being knocked over should they be Orc or Olog sized for four emotes. Fire - (Immolate) Curse a target to be susceptible to flame. Cursed targets burn for longer, and should the target be burned, flames cannot be extinguished by mundane means (plain water/stop drop and roll) for four emotes. Has no effect on magical fires or fires drawn up from non-shamanic sources of magic. Water - (Permafrost) Curse a target to be susceptible to water and ice. Should a target be touched with water, the target will be slowed[2 blocks of reduced movement] for the duration of the curse, and should they be frozen by natural means, they’d be frozen for an additional emote. Has no effect on magical water or ice drawn up from non-shamanic sources of magic. Earth - (Crystallize) Curse a target to suffer a painful crystallization when struck with stone and other mundane crystals. The next wound would disable the target's limb, preventing them from being used or healed until the curse faded (4 emotes). Has no effect on magical earth drawn up from non-shamanic sources of magic. Storm - (Haze) Curse a target to permanently be within a haze, blinding them. This prevents them from locking onto targets with spells or ranged attacks for the duration of the curse (4 emotes). This does not silence casters. Metal - (Corrode) Curse a target to suffer a painful rot when struck with iron and mundane metals. The next wound would cause a lasting pain that would prevent casting, until the curse faded(4 emotes). Blood Animism comes with its drawbacks. Auric oil and similar forms of magic disruption would last [1] emote longer, in addition to emotional effects from magic lasting for an additional [1] emote. REDLINES: - Larger targets in CRP may only be cursed with ST discretion. - These effects do not stack with non-natural elements nor have any effect with them (dragonflame, frost witch ice, etc). - Multiple animists may share the cost of the spell, capable of splitting it between 5 counts of Fruum for two Animists, or 4 counts between three Animists. It will cost no less than 3 Fruum per Animist should more join. -An Animist may use Reagents to offset the cost of the spell. - 10 Fruum is the baseline for a single T5 Animist, and so casting this spell multiple times within a single combat encounter would be powergaming. - The combative hex will not cause any elements to move. Target must still be struck by the elements to receive these effects. -These effects will always require some extra catalyst to cause harm (elemental damage/a future wound, etc). T3 - Living Weapon Glyph of Sacrifice [Non-Combative and Combative] [ST Signed Item] A Glyph of Sacrifice provides the means of storing curses and blessings within enchantments. Items imbued with the Glyph of Sacrifice are capable of applying shamanic blessings or curses upon injury or prolonged contact for [4] emotes. These noteworthy artifacts are called ‘Living’ weapons, birthed from their ravenous nature. ASCETICS[MA] BLOOD MAGIC APPLICATION Within combat, the effects of a Living Weapon take three emotes to fully set in, and last no longer then 3 emotes unless reapplied. The effects cannot be refreshed until the 3 emote duration ends. Each usage of a Living Weapon requires the wielder to charge the weapon for [2] emotes, whether imbibing it blood, chanting, or some other aesthetic feature. Living Weapons may grow their own nature spawned from the curse or blessing housed within it, manifesting as it defeats enemies and grows in power. A Living Weapon may speak, though it is a twisted and capricious thing- often taunting or insulting those around it, or speaking upon its nature. A curse or blessing must be a combative spell, and non-combative effects cannot be applied to a living weapon. To use an Ascetic's Living Weapon, one must already be an Ascetic[MA], and possess a Sutra. A Living Weapon made by Blood Magic requires the wielder to possess an [MA] in Blood Magic or Asceticism. Living Weapons can possess a variety of aesthetics, from a manifestation of the curse attached to the weapon(a rot-dripping blade), or simply a flesh-writhing weapon with a maw. Living Weapons can be destroyed through use, and do not possess any additional durability or unique effects or combative abilities. The Living Weapon’s effects can be removed by 2 T5 Magic users capable of removing blessings or curses, and permanently erase its effects- returning it to mundane materials. To use the Shamanic curse and blessing effects of a Living Weapon, one must be a Shaman[MA]. Living Weapons must have the full description and effects of their curse upon their signing. Signed items must also state what type of magic is required to use the weapon. Redlines Living Weapons do not possess a memory and cannot recall any information from the target they consumed. Ascetic Living Weapons can only house 1 spell. Living Weapons are ST signed. A Player may only carry two Living Weapons on them at a time. Living Weapons can use ST materials except ones that would not allow shamanic enchantments (Thanium, rokodra, etc). Living Weapons cannot be paired with other combative enchantments. Living Weapons may be applied to Naakts. Living Weapons only work on melee tools. Living Weapons cannot be used to metagame or speak upon the nature of what it has consumed. Living weapons cannot be used to imitate characters, their voice will always be distinct and unnatural- limited to #rp. Living weapons can only remove and transfer shamanic blessings or curses.
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