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Panashea

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Posts posted by Panashea

  1. 55 minutes ago, CorweenieTheJedi said:

    This sentence right here is going to allow people to completely ignore the spell because "oh my character is very tough and has a high pain tolerance so he ignores it and kills you". It should incapacitate people in some way, or do some sort of real harm - I don't understand the mindset of making these abilities ultimately harmless.

     

    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.

     

    55 minutes ago, CorweenieTheJedi said:

    Why such a debuff in exchange for literally just knowing where someone is? What other magic blinds you after using it?

     

    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.

     

     

    55 minutes ago, CorweenieTheJedi said:

    In that time my target will be 16 blocks away, and that's not even sprinting.

     

    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.

     

    55 minutes ago, CorweenieTheJedi said:

    Why do Echoes or Weapons of Kor not do real damage to ghosts or undead?

     

    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. 

     

    55 minutes ago, CorweenieTheJedi said:

    This makes it sound like I am losing my pact with Kor - if that's the case then that really makes no sense and kind of ruins the vibe of the whole magic.

     

    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. 

     

    55 minutes ago, CorweenieTheJedi said:

    With that being said, it's about as powerful as Housemagery. I understand that other magics have costs, as any magic should, but I don't see how the benefits of Lutamancy are even close to the cost, let alone the amount of shit that someone needs to learn (lore, magical mechanics, how to do a spirit walk. etc). Lutamancy was already kind of a tough sell, but I think this is going to make it essentially pointless to become a Lutamancer unless you are an old dark elf player or fan of the spirit/ancestral lore.

     

    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. 

     

  2. On 5/20/2023 at 11:50 AM, Boknice275 said:

    I wonder, what was the wisdom behind nullifying Lutaumancer's current ability to basically eat ghosts? This seems like a bit of a downgrade in some ways and an upgrade in others.

     

    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.  

  3. 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!

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    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:

     

    Spoiler

    Due to the complexity of the rewrite, all FA teachers will be removed, all T5 of the current FA will now have a T5  Lutaumancer MA.  Current students can adopt the new magic with their Tiers transferring over. Anyone wishing to teach the new magic must apply for a new TA. Those with a Grandfathered MA will also receive a pact with a Lesser Spirit of Kor and are encouraged to make a forum post detailing such a pact. 

     


    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

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    [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.

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    [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.

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    [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

    Spoiler

    A Lutaumancer may only spirit walk to The Ancestral Realm.

     

    Should the body be killed during the Spirit Walk, the Spirit's would return the soul to the Mortal Realm and allow them to be revived by Monks.

     

    A Spirit Walk is merely a travel of the souls to another plane, and so weapons, items, and other physical objects do not travel to the Spirit Realm while Spirit Walking. Items and objects may not be brought back for the same reason.

     

    Created mundane items have no effect and are player signed.

     

    Rituals and previously made MArts learned through this ritual must already be accepted lore, or a Shaman may use this ritual to create a new MArt. Usage of a new MArt still follows all rules of MArt submissions.

     

    The Soul Tether acts as consent to the spirit walk. It spreads from the shaman to the souls they wish to bring to Stargush'Stroh. If the persona fears the Tether it will not connect to them.

     

    Information gained from PK characters, or Kor/Lesser Spirits must be approved from Staff first, unless it pertains directly to areas of Stargush’Stroh.

     

    A Lutauman is incapable of bringing targets to the Ancestral Plane if the soul is incapable of being moved or brought into deific realms. The Spirits would find grievance with permanently transmuted and warped souls along the likes of [CA] like Inferi, Frost Witches, and Wights, and Azdrazi and so these creatures would be incapable of traveling. Dark arts incompatible with shamanism and other aengudaemonic magics would receive the same treatment.

     

    Creatures without a soul like Homunculi or Sorvians would be incapable of Spirit Walking.

     

    Requires RP consent to use when bringing other individuals,  as the shaman is bringing a target’s soul into the Spirit Realm. When in the Spirit Realm, the nature of the travellers' soul blueprint is entirely visible. This may result in revealing enchanted disguises, or one’s corrupted nature(soul afflictions) and so the target may choose to flee or refuse the tether before being ushered in. 

     

    The Lutauman is capable of ejecting those brought along their journey at any time through touch or chanting for three emotes asking Kor/Krug to usher them back to the Mortal Realm. This is to prevent trolls, or people from abusing the PK clause within the Spirit Realm. 

     

    A Lutauman abusing the tenants of a Spirit Walk and kill someone within the Spirit Realm during the Spirit Walk will have Kor intervene, locking the shaman away (PK), and returning the victim.

     

    Lutaumancer(and only the Lutaumancer) have their mortal body perish, they'd be subject to a PK as their soul is displaced during the walk.

     

    At Tier 2, a Lutaumancer can bring additional 1 person, at Tier 3, a Lutaumancer can bring  additional 3 people,  at Tier 5, a Lutaumancer can bring additional 5 people. 

     

    If used in an ST scenario, this number can be bent with approval of the presiding ST.             

     

    Cannot be used in Combat.

     

    Any player character that exists in Stargush requires that person's permission to roleplay them or have them be roleplayed by said player.

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    [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. 

     

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    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.} 

     

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    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:

    Spoiler

    Ancestral Masks do not give any combative or magical effects, protection, or advantages.  

     

    Ancestral Masks require Incitement to be activated. 

     

    Ancestral Masks are player signed.

     

    Ancestral Masks cannot be used to learn knowledge like alchemical recipes, MA's/Fa's from the Ancestral Realm.

     

    The visage of the Ancestral spirit called upon appears as a faint ethereal form over the Wearer. The voice of the Ancestral Spirit called upon echoes before and after the Wearer in both common and Old Blah. The Wearer's voice is still heard beneath these overlapping voices. 

     

    Masks with divine ink added from a Haruspex during creation are able to alter the physical form of the wearer of the mask to minor degrees. From tattoos appearing on the body, to wounds that wear bared. To more bizarre attributes such as horns, spikes along bones. These effects will disappear once the masks' effects cease to function. Said effect must be described in the item description, or state it was made with Divine Ink.

     

    Masks with Divine ink will never fully alter the body, change skin hue, or the wearer’s race. They may, to those unaware of the wearer, be a thinly veiled disguise while the effects are channeled.

     

    The effects of the Ancestral Mask 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. Disguised characters would have no reaction to the censer.

     

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    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

    Spoiler

    Ancestral Mirrors do not act as alarms, warnings, or the sort. They will never be able to give personas information of what has happened in the world around the location of the Mirror. No information of the world may be metagamed through an Ancestral Mirror. 

     

    Ancestral Mirrors will not reveal sections of the Stargush'Stroh to players.

     

    Ancestral Mirrors require Story Signature.

     

    Ancestral Mirrors are not capable of tracking Greater Ancestral Spirits without a MArt.

     

    Ancestral Mirrors may be as large as 3x5, requiring a MArt to be larger. 

     

    Should a target not be in the Ancestral Realm, or have the means to remain hidden, the Mirror would either reveal a random place in the realm, or no image at all.

     

    Ancestral Mirrors are only capable of being created in the Mortal Realm or Ancestral Realm without a MArt.

     

    The Ancestral Mirror within the Mortal Realm can be destroyed by any mundane means [2 emotes of attack] or magic, requiring the Lutauman to rebuild it.

     

    The mirror cannot be used for a Lutauman or others to talk from the Spirit Realm to the Mortal Plane.

     

    A Mirror must be anchored to a Counterpart in the Stargush’Stroh. No mirror can be connected to more than one mirror in the Stargush'Stroh, or vice versa. 

     

    Each Lutaumancer can only make one Mirror. 

     

    Ancestrals Mirrors are broken if their reflective surface is fully damaged or half of the total construct is broken in the Mortal Realm. 

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    [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.

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     [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.

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    [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.

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    [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.

     

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    [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.

     


     

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    Tier Progression

     

    Spoiler

    Tier 1 

     

    Tier 1, is reached upon acceptance of the MA. Has access to the following

     

    Old Blah

     

    Incitement of Echoes

     

    Tier 2 

     

    Tier 2, is reached Two weeks after T1. Has access to the following

     

    Old Blah

     

    Spirit Walk

     

    Tier 3

     

    Tier 3, is reached three weeks after T2. Has Access to the following

     

    Old Blah

     

    Incitement of Echoes

     

    Invoke Echoes

     

    Spirit Walk

     

    Mundane Tools of Kor

     

    Last Rites

     

    Tier 4

     

    Tier 4, is reached four weeks after T3. Has access to the following

     

    Old Blah

     

    Incitement of Echoes

     

    Invoke Echoes

     

    Spirit Walk

     

    Mundane Tools of Kor

     

    Last Rites

     

    Invoke Echoes

     

    Weapons of Kor

     

    Tier 5

     

    Tier 5 is reached Five weeks after T4. Can make a [TA]. Has access to the following

     

    Old Blah

     

    Incitement of Echoes

     

    Invoke Echoes

     

    Spirit Walk

     

    Mundane Tools of Kor

     

    Last Rites

     

    Weapons of Kor

     

    Purgation

     


     

    Locations in the Stargush'Stroh:

     

    Stargush.png

     

    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.

     

    Spoiler

    Gundâr Broshan: The Sea of Ashlandic Purgatory

    It is within this desolate landscape that the Ancestral Plane connects to the Soulstream. Endless dunes of ash, riddles with ruins of times past. Small shelters, shallow caves, salt flats, and dead trees act as the only refuge. The air is thick, and hard to breathe. It is lined by an endless sea, from which none who enter have returned. Wayward Spirits appear in fragments where they either fall back into Soulstream or materialize and walk the path to the Gate of Kor. However, this place is not without harm or risk.


    Those deemed unworthy of Stargush’Stroh, yet not desiring other realms remain in Gundâr Broshan for, sometimes thousands of years pass before Kor deems them fit to pass his gate. Many will remain in this land of ash for eternity. These lost souls rarely will be seen by Kor in a timely manner unless aided by a Lutaumancer.  Lutaumancers are capable of sending the wicked or wayward to this realm, a means of allowing the wicked and maligned to repent, even if it takes all of eternity.  With its proximity to the Soulstream, dark forces are able to break this rite, plucking wicked souls back through their own dark rituals.

     

    Doraz agh Kor - Kor’s Gateway 

    High above the ashen lands of Gundâr Broshan stands the bridge to the Stargush’Stroh: Kor’s Gateway. From here the Greater Spirit of the Dead himself stands as a warden of his lands.  An infinite procession of souls slowly make their way through the Doraz agh Kor, a slow weighing of moral scales that only Kor himself adjudicates.  Those that he deems worthy can live in the Stargush’Stroh. At his side, Daemurz, The Honalob Matûrz. A lesser of Kor, skeletal in appearance, who marks down which souls go beyond, or left to fester in Gundâr Broshan.  Those unlucky enough to warrant Kors malice are jettisoned back to the Soulstream, or worse, forced to wander the Gundar Broshan. 
     

    Those deemed worthy of entry are granted passage into the Ancestral Realm. Passing through Kor’s door is an extremely powerful process. As Kor judges the qualities of the person, their soul is transformed into an Ancestral Spirit. The merits, as well as the feats and renown of the person merits their strength and pantheon within the Stargush’Stroh. As such Lesser and Greater Ancestral Spirits exist within the realm, though new Greater Ancestral Spirits have not been made in centuries. The most powerful Greater Ancestral is Krug, while Greater Ancestral Spirits beneath him are also capable of wielding Kor’s power. Krug’s power is immeasurable, not only in indomitable strength, but in his connection with the Spirits. Krug is adored, not only by his children, but by the countless Spirits who bestowed him power thousands of years ago, and the many who would seek the greatest orc to ever live.

     

    Olû Tiil Frautal - River to Final Rest 

    From Kor’s Gate, the spirits venture forth into the boundaries of the Stargush’Stroh. Narrow paths beset on all sides by stone canyon walls, along a roaring river. Birds fly in droves, the air is crisp and clean. At the head of this river rests a large long boat with no sail, only a single spirit and his oar. Matûm'Lur - Ferryman of the Dead, a joyous spirit that gives embarking Ancestral spirits and Lutaumancers a quick ride down the Olû Tiil Frautal. Before making his way back upstream once more to begin the cycle again. From here, the bounty of Stargush’Stroh is beheld.  Within the river one would be able to see the reflection of the Stargush'Stroh's green sky, twinkling stars and shifting shadows that represent the many souls within the Gundâr Broshan.

     

    Ruzob Ukûzrii - The Hall of Eternal Joy
    Welcoming all to Stargush’Stroh stands The Hall of Eternal Joy, surrounded by tents and constant celebration. A mighty tower just beyond the Olû Tiil Frautal. Host to many a party, and feast. It is said that Krug himself built these halls upon arriving in the realm, as a testimony to his greatness. Spirits new to Stargush'Stroh are stopped here to be welcomed. Those that achieved greatness in their life are summoned to the top, to dine with Krug, if even for a day.

     

    Turu Dobu Ziimarum - The Many Fields of Tranquility 

    The endless fields act both as gathering grounds for many festivals outside and around Krug's grand tower of celebration, and farmland for the Ancestral realm. Touched by Arwa, these fields are home to copious amounts of fauna and flora both mundane and mystical as a means to give the Ancestral spirits that call this realm home a unique remembrance of their old life. From the great beasts of the Uruk to the strange caverns of the Ker-  everything grows and flourishes here. Trees gather and bloom, their wood composed of the enemies who to offend Kor. It is theorized the roots dig beneath the Gundâr Broshan, though no tools are granted to Lutauman or their guests.


    Familial Ancestral Spirits tend to linger here, memories of craft and husbandry stirring many to these nostalgic fields. Countless nameless Ancestrals to whom young orcs or Spiritualists derive their lineage from could be found here. Should someone have a relic of the past, whether physical or representative - a sword, a song, a secret, these forces would be capable of grabbing the attention of Lesser Ancestrals who have not moved on to other parts of the Ancestral Realm.  This plane is the most common for young Lutauman to practice and utilize their skills. As Ancestral Wardens, they bridge the gap between the Mortal and Ancestral planes - restoring ancient familial bonds or renewing ones broken by the touch of Kor.

     

    Skoiug Goiz - The Soaring Cities 

    A realm filled with towns and larger settlements that are located close to one another. In this realm, there are three larger cities where the many blargs (homes) of those that wish to settle in their eternal rest are placed.  The name of this grand city was given to it because it rests atop the flat plains that are surrounded by multiple mountains, making it an uninvadable location. Following the ever twisting path that led to the city gates, one would find themselves entering a city like no other. The city encompassed all manner of Uruk, ranging from warriors to Ruka craftsmen. 

     

    The city is divided into three levels. The first level, or the middle level is a massive trading hub, where the Ruka craftsmen that have long passed, continue to sell various goods and trinkets, while constantly honing their craft. The second level is the highest point of the city, multiple shrines dedicated to Spirits rest here. This is where many Uruk shamans that have passed onto the Ancestral Realm reside, continuing to spread their teachings about Spiritualism and the Spirits to both the ancestors that reside within the city and the mortals that approach them during their Spirit walks.

     

    Finally, the lowest level of the city, houses a massive forge, where many blacksmith Uruks hone away at their craft day and night. Should one wish to learn the secrets and gain the wisdom of the orcs of old, they venture to this forge and seek the ancestral smiths that labour here day and night.

     

    The Grand City of ‘Ker: Groth’Stroh - The Grey Haven 

    The name was given to this great mountain and its surrounding hills that house the dark elven souls who eventually find themselves within Stargush’stroh. The dark mountain is enveloped in a shroud of the eternal night that is only apparent when approaching the ‘Ker city’s foothills. This mountain is hollow, giving a vast expanse of eldritch caverns below. 

     

    The city is divided into three regions. The outer shell- great spires rise to the sky, where the ancient star charts of the Maehr are made whole once more, and knowledge is kept. A grand temple is barred from access to any that Velulaei, first of the Ker shamans, does not wish to see. Above her, an empty courtyard bestowing the area with the pale form of Luara, Greater Immortal Spirit of the Moon. Atop the mountain, stairs and lifts lead down into ancient clan halls beneath stone , a replica of Magara’lin. Fungi thrive, homes are carved out of the bowels of the earth. Most reside within this area as a residential complex In the depths are cave expansions vaster than life. Aquifers, fungi forests, and dark narrow tunnels- a place where fauna and flora of the under-realm flourish. Few ancestral Ker call this place home, though many dive down to its depths to test their skills and live as they once did in Magara’lin. For mortals exploring the depths, it is easy to become lost, and trapped in the caverns of Groth’Stroh.

     

    The Grand City of All: Raz’Thaguzg - The Strange Desert

    Unlike the other two cities, The Grand City of All, stands in its full glory in the middle of the desert plains, surrounded by massive dunes of golden sands. Even before one reaches the city, the smell of various foods, and different spices, lood one's senses, their ears would be filled with the chatter of Uruks, Ker and other descendants alike, coming from the bustling markets of the city, filled with all matter of curiosities.

     

    The city itself would be quite flat, as the buildings were made from sandstone and different kinds of wood, ranging from light colors, all the way to the dark color. The roads of the city are built of bricks, twisting and weaving into each and every corner of the beautiful city, in between each nook and cranny, as they skillfully led the people to all parts of the city. The city would contain various shops, taverns, libraries, markets, animals and anything else that the heart desired, making the city a true melting pot for many of the descendants that have embraced Kor’s will and have traveled to the Stargush’Stroh.

     

    With a single glance, one could see all manner of descendants inhabiting the city, be it orcs, humans, elves, or any other race that walked the ever so lively streets of the city. All these different descendants, brought to the city, opened its gates to all those that wished to find a place to rest. The city truly, is a thing of beauty. Something to marvel at, as the various smells and voices of the people overwhelm the senses. It is extremely easy to become lost within the never sleeping city. An intoxicating experience, engulfed by its never ending vibrancy.

    Tauob Bûbhosh Hoital - Forest of the Great Hunt 

    A large forest that seemingly goes on forever, comprised of massive trees that tickle the sky of the Stargush’Stroh. In the middle of the forest, there is a large clearing in which stands several large halls, filled with trophies of the Stargush’Strohs greatest hunts. It is here that many Ancestral spirits will bequeath quests on mortal travelers, or the ancients will ask these mortals to prove themselves. 

     

    For the Tauob Bûbhosh Hoital holds horrors that no longer walk the mortal realm, and worst. Many mortals are left stranded here, and must hope for a wandering Lutaumancer to free them or strike a costly bargain for an Ancestral Spirit to guide them to Kor's Gate. From ancient drakes, to towering lesser spirits of Votar and Freygoth that invade the realm to prove their might to ancestral spirits and mortals. Danger is ever present. 

     

    Ruzob Ukûnûrlug - Halls of Endless Study

    A realm that contains a multitude of different biomes filled with their respective flora and fauna diversity to be studied till the end of time. Bordering between Tauob Bûbhosh Hoital and Turu Dobu Ziimarum, the middle of this lands resides a large library, filled with books written by Ancestral Spirits. Their knowledge is too grand, and roaming these places holds little for a Lutaumancer or their guests. Mortals can not comprehend the extent of this knowledge.

     

    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

  5. 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? 
     

    Spoiler

     

     

     

     

     

     

     

    DAILY LIFE:

    Need to know what to do during the day and how to roleplay?
     

    Spoiler

     

     

     

     

     

     

     

     

     

    WILDLIFE/EVENT RESOURCES:
    Need to know what you can use freely for events?

    Spoiler

     

     

     


    ARCHITECTURE/CRAFTSMANSHIP:

    How and What Orcs build.

    Spoiler

     

     

     

     

    CULTURE

    How is orcish society different from others?

    Spoiler

     

     

     

     

     

     

     

    LANGUAGE

    How and Why Orcs speak a collection of differently languages.

    Spoiler

     

     

     

     

     

    SPIRITUALISM

    Spiritualism is the cultural practice of worshipping the Spirits

    Spoiler

     

     

     

     

     

     

     

     

     

     

     

     

     

    SHAMANISM

    Shamanism is the magical practice of utilizing the Spirits
     

    Spoiler

     

     

     


     

  6. 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.

  7. 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."

  8. 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.

  9. "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." 

  10. PentaGram’s Salemica

     

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    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.

     

    XDqhogG.png

     

    Obeisance Explanation:

    Spoiler

    Obeisances are always obtained through interacting with other magics or transformative experiences, allowing them to be easy to obtain while forcing the character to grow and develop through their newfound curse. This will also mean that magics tasked with cursing or cleansing curses now have an incentive to perform their duties to manage the forces of good and evil within the world as Ascetics seek their own power and interface with other groups. Ascetics may serve as spies, proxy cult members, or foot soldiers within a religious war.

     

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    EXPLANATION

    Spoiler

    The purpose of this piece is to tie a mix of lore pieces, cultural concepts, and magic pieces without saturating one archetype or overloading too many spells into a singular archetype/MA. Cultures and religions should be able to stand on their own should playerbases provide the RP to do so, and so a neutral faith and practice will service communities like the Red Faith, or Brathmordkin, or Kami, who don’t have a traditional magic system or abilities tied to them.  

    I hope to empower cultists and religious figures not necessarily prescribed to a singular magic community, as well as give magic communities a reason to recruit, vet, and inspire potential players.  Ascetics serve as both members to spread the faith and practices of other magic types, but also are self-sufficient and capable of forming their own cults and niches.


     

    XDqhogG.png

    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.


     

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    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. 

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    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. 

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    [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:

    Spoiler

    Ascetics: A single T5 ascetic[MA] is capable of fueling the altar on their own, placing their Sutra within or next to the Altar of Mending and performing freeform ritual- [4] emotes.

     

    Shamanism:

    A Pacted Shaman may chant over an altar for 6 emotes, and do a representative ritual(song,sacrifice, praise, etc).  Shamans will still require an Obeisance to make an altar.

     

    Blood Magic:

    A Blood Mage may abandon the Obeisance requirement through providing four units of genus to the altar. Blood Mages will still need an Obeisance to make the altar. 

     

    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. 

     

    I73ACjuo8VW5ZodYo4uEVRGSvgQLz71cZdm0X8D8-fB0CtjgFe52-_Uzk0iPwikQbJ21T2g7WlEwK7aDKuDlBEG292tRZQu2-wqhObWhl5bCNxnFoKNv_K4-ZTWLnor5LMKIn9yLvUmqZQi6f6NYl1o

    [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

    MId5Y_FJckEQgK5jlHyrXnNjUnbEifPx4Ar4H2QgYKnhoW9aCmXNy7FxSyKAH6IpgbWM6d_PgLbVNezqGs-d1eVbAFGt31S1-W5R6sQXxgEFoGtAC7hi2uPWcHQK-MgEmNAqoqQqXoq6KRkmesNAlg4

    [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. 

     

    Spoiler

    Independent Sutras are infected objects that can be worn or handheld- crowns, swords, goblets, and other ancient objects of great renown. Independent Sutras lack the identifying features of a specific magic type associated with them, and always have an effect on the host’s mental health in addition to taking one of the major senses described above. Once worn or in contact for prolonged time, the weak-willed, the callous, the angry and those susceptible to negative emotions would have them drawn out by prolonged contact with the object. For a Sutra to bind to a host, the wielder must be in contact with the item for an OOC month and have an Altar of Mending to bind it to. Independent Sutras may bind to another group’s altar, or create their own.  The host may then make an MA describing their prolonged contact with the object.

     

    Independent Sutras would be destroyed upon enchanting, blessing, aesthetically purifying, or forging a stronger curse within the object. These items must state that the curse will be destroyed in the item descriptions from the effects described above. These items would still require an ST signature. Independent Sutras grant no extra combative ability.

     

    Small: Fiends[1-3 blocks]

    Common in a variety of environments, small disregarded objects like toys, baubles and trinkets grow and manifest to cause minor trouble in a host of environments. Fiends can take on a variety of forms, as folklore has warped their image into a host of different shapes, sizes, and personalities based on the curse or affliction they were drawn from.  

     

    Fiends may take on the shapes of hybrid or impossible animals, or inorganic monsters composed of the material they’re made from. The Snipe is a common fiend, a bird-like animal with ever changing details and features composed of the culture they’re drawn from. Some Fiends may wield crude weapons, but will never possess any complex weapons like crossbows 

     

    Fiends commonly only steal or cause minor trouble by breaking or destroying common possessions. They can possess at a maximum strength equivalent to the common descendant at full size, but will always lack organs or valuables to extract upon death. A Fiend’s body is merely reduced to sludge and the tattered remnants of whatever item they infected. Fiends may only be used in player-run or ST events.

     

    Medium: Mimics[2-10 blocks]

    Commonly found in ruins, grottos, or abandoned places of magic significance, a Mimic is a mature Fiend, large enough to devour unsuspecting descendants. 

    A Mimic may shapeshift or infect common items, allowing it to grow appendages or in size.  A Mimic can possess up to an orc’s strength, but regardless of size, they will always move at half a descendant’s normal speed. Instead of speed, they are extremely durable, capable of taking several [5] orc-level blows before falling. Magic of any kind causes a mimic to combust, though it often may choose to flee or fling itself at its assailants in a minor explosion. 

     

    Mimics are ambush predators, and have no qualms working in tandem. An ancient vault may be little more than hungry predators.  Like their counterparts, mimics possess no valuables nor loot, for whatever remains is destroyed in the conflict. Mimics may only be used in player-run or ST events.

     

    REDLINES:

    Fiends and Mimics can not be used to give an MA.

    All of the following creatures are player event resources and thus are not meant to be played as a regular character or persona, and thus do not require a CA or application to use. These creatures exist explicitly for the purpose of OOCly coordinated events between players.  

    These creatures may not be tamed as pets or companions nor may they be played outside of the player event.  

    These creatures may not be used to attack other nations. 

    These creatures may not be used to defend your own nation. 

    The use of these creatures in events will not be granted any support from ST.

     9wFRzOl4KGZ2RzngBA8J8RaCZxYuE6f4EB03A0pacbfgjqhAsblaeqZ-NnFDPHPePkqg9A2jzdHOjPOIhARriKaGQNLgic8-x0e917DKUEHnZwZGtjCs5kdtvMkKmeA4QjPGTnZqqIwgefsy-JisO3U

    erv4yGK6JVjqZKsB4Zw77CWgMD_B17sPQkaWCf5vqxVZN5jtjlNVdCARsx_trb_8HTVm7iLtt50-XRIYwr7uzzbrPgy4xJek5sS0ILB19IRrEEfnk3hkG4QKh0tX--rSg4hvfkJn1B1rZwPZk7CdmPg

     

    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.  

     

    9wFRzOl4KGZ2RzngBA8J8RaCZxYuE6f4EB03A0pacbfgjqhAsblaeqZ-NnFDPHPePkqg9A2jzdHOjPOIhARriKaGQNLgic8-x0e917DKUEHnZwZGtjCs5kdtvMkKmeA4QjPGTnZqqIwgefsy-JisO3U

    FR7mZT_NiJbjV9DuzIG9L8odJsrtMs-GMTk-fks-bYBPy2-CdBljy7ifb_rou9VVhku3Kbzxm_XAfS_Vl6lzPDTEQW6rk_J_dVIooxDt9NoyJLXK1F8knayBaeFK4mvhiS95ecY_j3hp_Joe3sXx65A

     

    [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]

    Spoiler

    Multiple Ascetics wash the curse of their Sutra over someone, suffocating them beneath the supposed divinity or wrath of their belief. Ascetics are free to choose the ritual by which to perform this spell so long as it takes [6] emotes.  Ascetics are encouraged to use different rituals to reflect the culture or magic they are drawn up from, or to confuse adversaries. The Glyph of Hatred must be performed at an Altar of Mending, though can be performed by a single Ascetic at T3. Egregores are also capable of bestowing Miasma upon subdued targets.  

     

    BLOOD MAGIC

    Spoiler

    The Blood Mages may create this illusion through marking a victim's flesh with the corresponding blood rune upon their body (light or dark) and a ritual circle of sacrosanctum, power, and flesh. The Glyph costs four genus, and is activated when the blood mage brings an open wound to the circle. The blood mage must roll from a d20 for success, lest the familiar chaos of Elemental rituals befall them[moderate non-lethal harm].The Glyph of Hatred requires at least 1T5 Blood mage to lead. It follows the following modifiers.

     

    Add 1 for every Blood Mage for T3, T4, and FA Ascetic.

    Add 1 for every Pacted Shaman.

    Add 2 for every Blood Mage of T4 and T5, and MA Ascetic. 

     

    Failure requires rolling a 6 or lower. This ritual typically requires 4 to 6 emotes.

     

    SHAMANISM
     

    Spoiler

    1 T4+ Shaman with a pacted Spirit.  A Shaman may forge a curse or blessing in addition to the physical or alchemical representations of their Spirit in offering.  Any shaman pacted with a Spirit is capable of performing this glyph regardless of their affiliation. 

     

    Once the ritual was completed, the wound or aesthetic features used to grant the curse would vanish from the victim, removing any trace of the ritual.  

     

    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.

     

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    [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]

    Spoiler

    An Ascetic's Sutra can be used as the enchanted device for the Glyph of Weaving. Once an [MA] Ascetic reaches T4, they are capable of performing this ritual on themselves and using their Sutra as their enchanted device. Ascetics would be fully enveloped by their Obeisance, the aesthetic affects described within the Sutra overtaking their entire body. Ascetics may collaborate with any magics, transmuting their features with the appropriate aesthetic. While Ascetics[MA] cannot perform this ritual on others, they are capable of retaining their mundane form so long as they keep in contact with their Sutra. An Ascetic[MA] would be capable of using enchantments and magic while within their mundane form. Their Sutra would still be able be discovered through prolonged touch (3 emotes), by a deific, dark, or sensing magic. Ascetics are capable of switching between their transformations at anytime with a single emote, though it does not take their action to do so.

     

    SHAMANISM

    Spoiler

    A Glyph of Weaving allows for Blood Mages and Shamans to transmute the Soul, shaping the external appearance it manifests with. However, unlike fleshsmithing or shamanic transmutation, this ritual would allow for the target to return to their normal form via an enchanted trinket. Should this trinket be activated, it would hide the transformation they went under, disguised through an illusion.  This aesthetic transformation may be used for intimidation, disguise, reverence, or simply the work of those adept with flesh.

     

    This suppressive trinket would be incompatible with other enchantments, and would be deactivated upon their usage, forcibly transforming the wielder to their transformed state. A trinket may be a variety of sizes, though must be visible, from large gaudy rings, to walking sticks. So long as the item is carried, the person may be assumed in their normal form.

     

    Shamans are capable of performing this ritual through interaction with a Greater Spirit, which requires at least ONE of the following:

    3 T3 Shamans

    2 T4 Shamans

    A T5 Shaman pacted with a respective Lesser Spirit.

     

    Shamans may then choose ONE of these effects.

     

    A single part of the body (head, hands,legs, torso may be altered to include animalistic parts like horns, tusks, hooves, claws and mandibles.

     

    Skin color may be altered to unnatural means for all races to reflect a Spirit, in addition to its texture and feeling. 

     

    These features may be, but are not limited to corals and barnacles that appear upon the surface of the skin, a crystalline texture, or ashen and charcoal-like skin.

     

    These Shamans are allowed to use a freeform ritual, or spirit walk to conduct this transformation,  though are still limited by the normal constraints of Shamanism (A shaman would not be able to perform this upon an enemy of the Spirits, i.e an inferi). 

     

    Shamans are limited to these effects, though if a Blood Mage joins them in ritual, they are capable of adding non-functional mouths, eyes, and other facial features upon the body. 

     

    Regardless of the methods, once the ritual is completed, an item would be formed to signify the transformation- at the discretion of the conductors of the ritual. So long as the conditions are met with the amount of magic users present, the ritual will not fail unless done willingly, causing an explosion, a ruined mistake, or the transmutation failing to match the intended outcome. These effects however, are always non-lethal for the ritual host and participant.

     

    The transformation effects can be removed totally should the target be presented with at least two T4 magic users that can cure or create curses and perform a freeform ritual to remove the limb. The trinket may also be purged through a freeform ritual by the same magic users to force someone into transformation. 

     

    Trinkets can be rebuilt by any shaman or blood mage, even those who did not perform the ritual, simply by performing the ritual again upon the prospective target. This cannot be used to add additional effects atop old ones.

     

    The item should describe what kind of magic took place and the effects of the transformation. The name of the person does not need to directly be described on the item name, but a pseudonym may work instead- I.E the Bloodflame Shaman instead of Skaatchnak. Trinkets are player signed.

     

    BLOOD MAGIC

    Spoiler

    A Glyph of Weaving allows for Blood Mages transmute the Soul, shaping the external appearance it manifests with. However, unlike fleshsmithing or shamanic transmutation, this ritual would allow for the target to return to their normal form via an enchanted trinket. Should this trinket be activated, it would hide the transformation they went under, disguised through an illusion. 

     

    This suppressive trinket would be incompatible with other enchantments, and would be deactivated upon their usage, forcibly transforming the wielder to their transformed state. A trinket may be a variety of sizes, though must be visible, from large gaudy rings, to walking sticks. So long as the item is carried, the person may be assumed in their normal form.

     

    The Glyph of Weaving may be used once a T4 Blood Mage with an [FA] learns Ensorcell Flesh and Blood Bending. Blood Mages on their own are limited to minor aesthetic features, creating lattices of scars that move and writhe upon command, or gory transmutations of flesh like benign tumors or completely flayed skin, in addition to the same non-functional mouths, eyes, ears etc.  

     

    Blood Mages may collaborate in a similar fashion with other compatible magics, transmuting features with the appropriate aesthetic. Currently, these are limited to Necromancy, Naztherak, and Shamanism aforementioned, but may change pending clarifications or at the discretion of loreholders.  

     

    Blood Mages may ONLY perform this collaborative ritual with the use of blood runes, with the supporting magic presenting some aesthetic means( a reagent, blood, sigils, etc) in addition to the ritual. A limb may be transmuted to look completely withered and skeletal with the help of a necromancer, or a head warped akin to Inferi with the help of a Naztherak. These effects will always contrast the shamanic ones-  darkened mutations compared to the more natural spiritual effects.

     

    Regardless of the methods, once the ritual is completed, an item would be formed to signify the transformation- at the discretion of the conductors of the ritual. So long as the conditions are met with the amount of magic users present, the ritual will not fail unless done willingly, causing an explosion, a ruined mistake, or the transmutation failing to match the intended outcome. These effects however, are always non-lethal for the ritual host and participant.

     

    The transformation effects can be removed totally should the target be presented with at least two T4 magic users that can cure or create curses and perform a freeform ritual to remove the limb. The trinket may also be purged through a freeform ritual by the same magic users to force someone into transformation. 

     

    Trinkets can be rebuilt by any shaman or blood mage, even those who did not perform the ritual, simply by performing the ritual again upon the prospective target. This cannot be used to add additional effects atop old ones.

     

    The item should describe what kind of magic took place and the effects of the transformation. The name of the person does not need to directly be described on the item name, but a pseudonym may work instead- I.E the Bloodflame Shaman instead of Skaatchnak. Trinkets are player signed.

     

    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.

     

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    [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.

     

     

     

  12.   

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    Hamatsa_shaman2.jpg

     

     

    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.

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    f7VX-dngnGHzQ6Zj7Bx36XV-qZUFT0TldsvVsx-lcuYTevxf1vE7e2U4PWmwRlUN7Dkwx2gO4u9x3yvBkGrMeAtKpv8qH60S06qEspuWe_4Uv7ykjrn0juQj-1RlTzqXrMcUHKx_k_aVd8mk

    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]

    Spoiler

    Shamans with Asceticism are capable of performing a ritual with at least 2 T4 Shamans and 2 other T4 Ascetics. A Severed Shaman made this way must already be an Ascetic. Shamans are bound to Mature Idols through their Sutra, tethering their soul and creating a new Anchor from a Mature Idol. The ritual is freeform, so long as a Mature Idol and the Sutra interact for at least [6] emotes. An Ascetic bound to a Mature Idol may have the Severed Self reform from their T2 Pacted Shrines, or a Mature Idol, granting them a second means of revival to reward the proliferation of Mature Idols and Egregores.


    BLOOD MAGIC

    Spoiler

    The Spirit Cleaving ritual must possess at least 2 T4 Shamans, and at least 2 T4 Blood Mages.

     

    The prospective Severed Shaman is placed within a multi-phase ritual, where Lutauman separates the spiritual self from the physical. This is a collection of their pacts, the blessings and curses upon oneself and the soul, drawn out akin to Spirit Walking. Blood Mages are capable of utilizing that tether, establishing a ritual once the soul is drawn out. 

     

    With 8 genus- A rune of the ethereal connects the target shaman with the object or build chosen to be the anchor, and a rune of flesh is pressed up against the bottom of the first rune. An outer circle is formed with the rune of mortality, and once the Blood Mages press an open wound against the outer circle, they roll accordingly, with each additional T5 Lutauman adding +1, and the normal Blood Mage Modifiers for T4 and T5 adding +1 and +2 respectively.

     

    They must roll 7 or higher out of a d20, with lower results causing great harm to the ritual bearers in the form of an explosion, or the entire group suffering from shamanic curses. A Severed Shaman created through Blood Magic may have the Severed Self reform from their T2 Pacted Shrine or their Spirit Anchor, granting them a second means of revival to reward the proliferation of Pacted Shrines.

     

     

    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.

     


     

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    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]

    Spoiler

    Animists with Asceticism[MA] are capable of performing a ritual with at least 2 T5 Animists and 2 other T4 Ascetics. A Blood Animist made this way must already be an Ascetic. A Sutra may be enchanted with the elements to allow an Animist to use Blood Animism. The aesthetic ritual by which to enchant the object is at the discretion of the ritual conductors, whether it be inscribing a Sutra within the Blood of Two, or subjecting it to the elements while chanting and performing a personal ritual.

     

    BLOOD MAGIC

    Spoiler

    To be able to undergo this ritual, an Animist transmutes their body. At least Two T5 Animists and at least 3 T3 three Blood Mages with 8 genus are required to transform a single Animist.  

     

    The target is painted with the Blood of Two and placed within a lattice of runes.  The ritual circle is similar to that of Ensorcelling flesh, where a rune of mortality is drawn - providing the bond between the planar realm and the element - large enough to fit the following elemental rune in its upper right cup. A rune of flesh and a rune of power are then added to the circle begetting a stable union of element and mortal form.  The target is surrounded within a second circle of runes to invoke a greater wrath upon the body. A Rune of Binding is placed to connect the inner circle with the outer, which have Sacrosanctum and Power placed within it. The Blood of Two serves as the inscription, with the ritual starting should a Blood Mage bring a bloodied palm to its outer edge. The blood mage must roll from a d20 for success, lest the familiar chaos of Elemental rituals befall them[moderate non-lethal harm].

     

      The modifiers are still the same, with an additional compatible T4+ magic user (Animism or Blood Magic) in the ritual adding +1 to the ritual. T5 Blood Mages add +2.

     

    The Blood Mages must roll a 9 or higher on the ritual to be successful. The Animist is permanently transformed, amplifying their emotional and physical connection with the Elemental Spirits.

     

     

     

    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).

     


     

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    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]

    Spoiler

    A Living Weapon is made through enchanting a weapon with a Sutra by imbuing it with the same curse as the Sutra. While an Ascetic's[MA] Sutra may be born of multiple curses, an Ascetic is only capable of placing a shamanic one within a weapon. If no shamanic curse is available, an Ascetic may use one of the sensory features of Obeisances[blindness, deaf, speech].

    BLOOD MAGIC

    Spoiler

    A Living Weapon is made through imbuing a descendant soul or its genus equivalent [3] into an object, the Glyph of Sacrifice cementing its transferring abilities. The ritual to transcribe the curse or blessing onto an object may vary depending on the Spirit it wishes to invoke.

     

    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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