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Posts posted by ClassyDryad
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NO WAY!
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5 hours ago, ECS1999 said:
The problem is not the city being empty, is the hours that the raid occur and either if people are in the square or somewhere else
^^^ IDK why people purposely choose to raid at like midnight when barely anyone can even get on.
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Looks interesting, though I don't think there is really any such thing as a 'holy' spirit. Even Akezo graciously accepts human sacrifice/is prone to such dealings themselves.
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He uses teaching a kha as an example (very cringe, deny this immediately for the sin.)
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1 hour ago, Panashea said:
This is a bad precedent. No magic should have no resource requirements and be a catchall for any kind of healing. Shamanic healing in its current state has no exhaustion, no caveats, or redlines or real requirements. It invalidates all injuries, and essentially makes any lingering effects pointless. Shamans shouldn't be the best healers, the best offensive/defensive casters, and the best support mages all at once. Having reduced healing options and the ability to use it in combat makes it more practical, especially when you could do the same thing in one session in combat rather than 3. It's unclear whether you can even conduct different sessions in combat, or if that part of the spell is something entirely different.
It's not just cursed healing, as cursed healing was basically the Farseer spell watered down and made worse. There's no reason for the archetypes to share the spell, and so Spirit Binding is for giving people limbs and augmented bodies moreso than being the catchall healing spell with extremely loose redlines and conditions. This is a better alternative to permanent curses, and requires ST intervention the same as adding any other magical/supernatural limbs onto someone. Having it be curable means that these limbs have value in being protected and utilized as significant artifacts, rather than a convenient after combat eraser or a worse version of a spell that already exists for a Farseer.
My response was mostly to the statement that healing is improved in this write. I'd agree that at least witch doctors should not have immense healing abilities (although most healing magics already just heal over all injuries without lingering effects.) Healing in the current write is vague and frustrating, but it does work effectively.1 hour ago, Panashea said:I'm completely lost on what you mean by the combat stuff in comparing it to void magic which has entirely different rules, drawbacks, lore, mechanics and ability compared to Shamans. I linked the redlines earlier, but the 5 emote curses that strike three targets can't be used in combat, and hexes are so poorly redlined and outlined it's basically been a guess as to what actually works and what doesn't. There's no way to know how the lore is actually supposed to work because its constantly contradicting itself.
The ability functions almost identically to voidstalker withering, but halved, hence the comparison. It would be better for the magic to be stronger in other areas than have a spell which is too ineffective to be useful.In addition of the many instances of orc witch doctors I have seen in crp, all but two have used curses in crp that I witnessed, and the one of them who wasn't was powergaming a different part of the magic. The 'casting at a range is fine' implies that the spell can be cast so long as nobody does anything to interrupt it. If this is not the case there is a serious amount of powergaming going on in the magic.
1 hour ago, Panashea said:I already agreed with you on this, so I changed Farseer's rift to essentially be the the stand-in for Spirit Walking in addition to allow it to be performed on Consecrated Grounds. I slightly amended pacting too because having a PK clause over someone just to start learning is inane. I'm still waiting 5+ months on the Lesser and Greater Spirits Submission as a more Spirit interaction is given there as well.
All of those methods are interesting, but in my opinion none of them are still as compelling as a spirit walk (and should not be limited to just farseers if its a stand in for the central point of shamanism.) I'd still heavily encourage at least an option to perform a spirit walk without needing the soul to go to the realm. Maybe say greater spirits cannot appear/the scenery feels dreamier/people will look like they do in the mortal world/spirits can't tell if someone's soul is tainted while the soul remains in the body. Allowing both options would be the best solution to preserve the centrally important spell while also fitting into LT demands.1 hour ago, Panashea said:Curse can have multiple targets affected with Circle Magic in addition to it being redlined to make soft-pking people impossible. It's always stated that you can't put people to sleep indefinitely and the like- while the old variant does not. I'm confused on what you mean by non-griefing uses compared to the old one when has had multiple issues because of the lack of redlining and soft-pking people. I don't think its also beneficial or necessary to have people endlessly cursed- and the choice is there with Spirit Binding.
You can use use current cursing for hallucinatory visions, elevating painful sensations, changing a persons perspective, etc. This version lacks much of that. Soft-pking as well, while possible technically, is not practical since the person has to choose the effects of the curse themselves and hexes have to be directly approved by ST. The new redline preventing people from making it so characters cannot interact with others certainly fixes this concern though!
1 hour ago, Panashea said:That's not how prophecy lore works, not all prophecies are accessible even if a Farseer has the ability to see them, and so "debunking" a player made prophecy would be as credible as "it came to me in a vision". There's no way for a Farseer to actually provide evidence on whether something is true nor not.
This would not spot people from doing it, and it still cuts off a large number of prophecies for no reason. I don't know what the point of removing player made prophecies is.
A lot of the other changes look good though! I'm definitely feeling more confident about this write helping the communities.
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10 hours ago, Panashea said:
I already explained how cursed healing and farseer healing was buffed and simplified in the previous comment. The current Farseer and Witchdoctor spells are even more mild and slower, so it's not true that these are somehow nerfed. Curses are pretty much the same without the complex infographic or skirting around the nonsensical redlines. I'm unsure what you mean by certain curses but more often than not, the only practical Farseer and Witchdoctor abilities were ones where people would ignore the general redlines, or find someway to subvert the confusing rules.
https://imgur.com/a/i1FaUYSThis was an ultimatum made by ST. While I don't fully agree with it, traveling between dimensions for any magic is a PK clause according to the ST, even for Spirit Walking. Regardless, there are plenty of submissions I've written to interact with Spirits in the mortal realm without needing to Spirit Walk or holds the same PK clause(Remnant Hexes, an Animist's Commune, Spirit Pacting,etc )My hope is that it encourages Shamans actually utilize these lore pieces rather than defaulting to Spirit Walks. A tough change, but one that can be leveraged for the better. The PK clause will be something part of every rewrite unless you foundationally want to change it to not interact with the Spirit Realm.
You didn't specify what vagueness there is in the submission, but feel free to talk in shaman chat or outline your specific concerns here.
I'll break things down in bits to make it easier to work through
Healing: In this rewrite healing is limited to st signed flesh replacements for cursed healing, where in the current write it can heal essentially anything and does not require st intervention. Farseer on the other hand gets a healing spell which works on one minor wound per casting, and only stabilizes major wounds, compared to a version which does the same thing but allows for additional castings to heal the person further. I know additional healing sessions can be annoying but neither of these new spells seem to be remotely as useful as the old ones.
Combat: If you add this redline not included in your screenshot, its clear that those redlines are a privative way of saying that you cannot cast while actively dodging/hitting people over the head/etc. Don't think people are ignoring the way the spells are supposed to work, considering a lot of how it works is clearly intended for combative interests as well. As for milder spells, 4 emote arrows or voidstalker withering thats half as effective, half the range, half the duration, and twice the casting time and 5 emote spells with basically whisper range will see less use than 5 emote curses that strike three targets at once or two emote spiritual curse poisons. Even in a noncombative sense though the parts of blessing and cursing that will actually make it past review are much shallower compared to what's possible now.
Spoiler- One cannot participate in battle when Blessing, they can however cast this magic in battle. Keep in mind, however, the Farseer will be a sitting duck, and cannot move or divert their attention away from blessings to defend themselves.
Spirit Walking: I'll reiterate that spirit walks are quite literally the core of the magic, and no amount of fixes elsewhere will counteract the harm that a PK clause would inflict to the magic. In the dark elven community we use spirit walks not just for pacting or healing or talking to specific spirits, but for trials, events, introducing new players to spiritualism, exploration, character development, etc. Now you have a situation where shamans will be afraid to spirit walk for fear of getting gooned on, a troll expelled from the walk turning around and stabbing them, or just any amount of bad faith that it would enable. If LT are entirely unwavering on this I strongly encourage you make an alternative version or change the way the spell works so/that it does not require the soul to travel there. A spirit granted vision journey where the participants are just unconcious would both solve the PK issue and remove the kind of questionable metagaming elements spirit walks allow. It does not need to fall into the level of disuse similar abilities face in other magics.
I also understand there are other ways of interacting with the spirits, though in all honestly none of these are as compelling as spirit walks, and sometimes it is unclear how much freedom/use these have.
Vagueness/Mildness/Etc: I'll cover this spell by spell
- Soul Purging: One I'd ask why a d20 roll is being introduced when current rift lore does not have an RNG system. Secondly, it is implied that it just works as a cure for any soul curses or afflictions curable by other deific magics. This implies it has the abilities of essentially both paladinism and blight healing in one, able to purge plants, fae, tree lords, etc of essentially most things those magics can do in addition to the land itself. You could argue this can even extend to corrupted azdrazi.- Avatar: The concentration emote principle is a thing in multiple magics, but only in this magic is it both two emotes and limited to a few uses per day. Most combats will not last so long that you'd ever see the benefit of this, assuming a voidal mage does not cast a tier 1, one emote pebble spell to immediately break the avatar. Similarly it does not clearly state whether this works on all shamanic magics or just specifically this shamanic magic.
- Circle Magic: How this is used for player events is not very well explained.
- Rebuke: 5 emotes for a 2 block radius burst is not remotely usable, even in events. There are very few situations where something will be in range and yet unable to interrupt the casting, let along multiple things.
- Curse: Current curse lasts twice as long at minimum, has a 20 (or 48 its unclear) block range, can be cast over three people, and can be extended at the will of the person receiving it. This has half the duration, needs 7 shamans to achieve the same duration someone could just do if they wanted before, requires touch, and has a limited, mostly pestilence oriented selection of effects. These effects however are at times too vague: can you stack multiple of the same category on someone to blind and deafen them, can the extent of pain/headaches/migraines be debilitating, how are subjective things like uglyness and negative emotions treated, why is full on forcing emotions on people allowed without ooc consent or any means of preventing people from doing lust/other nasty curses? As written, this has less non-griefing uses compared to the old one while allowing the shaman to essentially soft pk a character for days on end, perhaps indefinitely if they keep casting it on them.
- Chain: It is not clear to what extent someone is unable to move. Are their legs rooted, are they stuck in their specific minecraft square but able to dodge, can allies grab or push them?
- Spirit Binding: ST do not need to be involved in a healing spell, especially if that spell can be easily cured with no consequence by anyone with the ability to do so (which would include the witch doctor themselves in this write, essentially making it a chore on ST for no reason.)
- Farsight: Passive farsight only working on event/lore prophecies is both limiting and would allow farseers to 'debunk' player made prophecies.- Bubble: I am not sure what the purpose of this spell is. Being broken by one hit but requiring so many emotes and doing nothing about casting just makes it an overly clunky shield. The standard emote count for this kind of spell is 2.
Sorry if I seem overly aggressive/judgmental hear. I have personal stakes in the preservation of some aspects of shamanism this rewrite would remove, and I was also told you wanted feedback on this (and negative feedback is often the best kind.)
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In my honest opinion the additions and changes to the magic in this rewrite are mild, vague, and do not serve to expand for fix the magic in a meaningful way. Old things useful to the magic (cursed healing, applications, certain curses, farseer healing, etc) are needlessly nerfed in favor of adding several crp abilities far too mild and slow to ever see practical use. The addition of a pk clause is perhaps most egregious, turning a spell used primarily for cultural practices (and is the foundational reason most people I know PLAY shamans) serves to act as major detriment to the stability of the magic as a whole. At this point I think just amending the current lore would be a better route to progressing the magic, because frankly this ain't it.
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Accept or the book gets it0 -
MC Name:
ClassyDryad
Character's Name:
Dal'lisse Oussana
Character's Age:
96
Character's Race:
Dark Elf
What magic(s) will you be learning?
Bardomancy (All Forms)
Teacher's MC Name:
A Book (Self Teach)
Teacher's RP Name:
A Book (Self Teach)
Do you have a magic(s) you are dropping due to this app? If so, link it:
A random spirit pact. These are not monitored by story team though.
Do you agree to keep Story updated on the status of your magic app?:
Yes
Are you aware that if this magic is shelved, it will be unavailable to use?
Yes
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Ew druidism. I thought I knew you Creete :/
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17 minutes ago, RaiderBlue said:
As for your second point, I am a bit lost on the point you are attempting to make as Arcanium is tied deeply in with Voidal magic so I'm not understanding on what you are wishing for. Is it that you believe a redline should be in place saying Druidism cannot be used on Arcanium or with it? Or is it a concern infusions not having a specific redline stating they can be destroyed with it. If so I don't find and issue with it as there is a redline saying they can be broken through mundane means. Which could be as simple as hitting it a bunch until it breaks.
Don't think I explained it super well. Basically if thanhium hits an enchanted item it heats up as if it was hit by a spell of that tier (and presumably destroys the enchanted item.) An example of how this can be a problem: lets say someone puts a singing infusion on a cloak of moss and club. Since they have two tier 5 enchanted items, someone can block a strike of the weapon with their cloak and then swing their club at it, essentially immediately destroying the thanhic weapon. Limiting the tier of easier to make player signed infusions prevents this from becoming an issue. Alternatively just saying thanhium does not heat up from striking them also would work. (i.e. the oposite of what I said came across as, I think?)0 -
Replace the following redline
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Epiphytes are only able to will themselves to produce a fae seed should the plant be dead, should there be a map change, or should leaving the plant result in certain death or corruption.
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Producing a fae seed is incredibly painful to an epiphyte. They are incapable of using epiphyte abilities for 1 OOC day, producing a fae seed for 1 OOC week, increase their effective number of experienced rebirths by one, and find their next rebirth occurring 20 OOC weeks earlier than it should (to a minimum of 10 as normal.) This does not apply to map transition, initial placements, or pasting errors.
OOC Purpose
The vagueness of creating fae seeds in current lore seems to be confusing people, as on multiple instances I've seen it treated as just a chore rather than a painful sacrifice on behalf of the epiphyte themselves. It is supposed to act as a final last resort for an epiphyte or a penalty to not properly protecting a fae plant, which I hope this amendment will provide.5 -
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The Pathless Way
The lie held at the heart of the old ways is the belief we are forever separate from nature. They have taught us that the knowers of the oak are mere servants, that the fae of the boughs are misplaced, that our true place in nature is one of distant impassive watchers. From the words of the Nameless One I have borne a different truth, that we are called to be more than servants. We are nature, we always have been, and how we carry ourselves ought to be in line with this identity.
Nature is a great and boundless thing, a beating heart which entwines its roots across every realm to build to a vastness that dwarfs all but the incomprehensible void itself. Nature is the only true divinity in this world, and as such the only true path is to be one with it. We must walk no path laid by mortal hands.
-- The Three-Eleven Forms --
The ways of no path are categorized into three forms, each with its own importance to those who walk as nature. The branches are those beliefs which are valued as guidance to live a natural life, but are by no means something which a being of nature must follow. Roots are more concrete beliefs, essential to a life within nature. The Trunk bears the sole truth of the way, one which all who walk without mortal paths must accept.
Branch of Divinity: Does the mouse worship the cat? So too should we abstain from the veneration of the greater beings within nature. The divinity of nature lies within its immeasurable whole that finds part in each of us.
Branch of Lore: There is a great truth to the world, as many souls build together to one vibrant song. Find the truth, so you may better understand your own nature.
Branch of Change: Death is a sickly solution to the threats of nature, for it only snuffs what might otherwise grow nature. What is mortal may be turned over to the song, as is the truth of the green dragon.
Branch of Song: A mortal’s ignorance is born of their deafness to the wild. Your voice is your song, and so you speak for the verdance of nature.
Branch of Immortality: The comforts of the mortal world are as sweet as honey and as sickening as venom. Abstain from their temptation lest you sully the image of the primal beauty.
Trunk of Nature: Let this truth into your heart: I am a part of nature, of this verdant multitude. Let my voice be song and my truth my bond. As I live, I stride for many. Without paths to guide my step, I walk this way.
Root of Woe: Beneath the shadow of the mortal soul lies a great many evils. That which sickens us bears no place in the world which belongs to nature. Cast it out, or strike it down.
Root of Truth: However you live, live as yourself. Live with honor where honor is due, and to the natural let your word be your bond. Find the answers to your place.
Root of Growth: Does the wolf stop for the interests of the stag? Let yourself grow, let nature spread to its full potential, let the forces control as they are meant to.
Root of Preservation: Venerate all which has come before you and preserve their ways. From the animals of the weald to the ancestors who once were, the growth is built on all that came before.
Root of Stewardship: We are not one, but many. Protect all that is natural, guide all that is natural, grow all that is natural. Do this without cost, so they may exchange the crow’s gratitude.
-- The Wild Symbols --
Among the best forms of preserving the ways are shared symbols which evoke the proper concepts of a creed. As many creeds bear their own iconography, a few can be counted among the pathless.
The Antler: The antler of a creature, most often a moose, calls forth the truth of divinity.
The Moon and Sun: The lights which dictate the cycle of night and day. The moon and sun call forth the truth of the world.
The Oak: The eldest dryad tree, the wise oak tells us of the truth of self and the past.
The Dogwood: The blooming tree which calls forth the experience of dryads. The humble dogwood associates with rebirth, purity, and resilience.
The Seasons: The four seasons reflect many things: the process in which the mortal becomes natural, the process in which nature grows, the process in which an epiphyte heals.
-- The Green Ways --
Hold no illusion that these ‘traditions’ are something built upon the ages as many others do. They are my own guidance, brought about by my experiences and thoughts. A new seed may grow from any branch, and so they may change and expand as other voices join into this chorus.
The Woad Oaths: It is the tradition of the four creeds to mark their aspirant’s flesh. This tradition displaces that of the dryad, who’s eternal body sheds such marks too often for them to bear their normal meaning. Instead I suggest such marks be kept as items made to reflect the aspirant’s growth and oaths.
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The Nameless Oath: A trinket made from antler bone should reflect adherence to the way and full completion of its rites.
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The Herald’s Oath: A trinket made from oak should reflect one sworn to guide others on the Pathless Way.
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The Yeoman’s Oath: A trinket made of dogwood should reflect a commitment to cultivate some region of natural land to its full potential.
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The Knight’s Oath: A trinket made of rust-iron should reflect a commitment to defending nature in all its forms, as well as the burrow which the aspirant calls home.
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The Singer’s Oath: A trinket made of crystal should reflect a commitment to the service of nature, especially kin, without price.
Artisanal Veneration: To venerate nature, that which lives and has lived, a good means of doing so is concrete creation rather than simple prayer. Inscribing history, prayers, depictions of nature, and tales upon items is a common way of doing this. Let your action be your worship, not your words.
The Rites: Trials should not turn one away from achieving the proper state of being, but certain rites are required to give meaning to the oath one makes. These are to be secretive, oft tailored to the student themselves, though should finalize into achieving some ‘oneness’ with nature.
Green Cloaking: We need not limit the cultivation of nature to the soil beneath our feet, for the frame of our own bodies is a trellis for growth. To shroud one’s self in living flora, to pain in the ichors of the world, these are certain ways to uphold the way.
So I sing,
The Oracle of the Pathless Way
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11 hours ago, RaiderBlue said:
I'll go through each one at at time.
1. The cooldown of infusions in this write has been brought down to 1 day, I did see that the redlines did not get switched from the last write. Although I will not be removing the exhaustion rules for the ST signed Infusions as I believe there should be a realistic draw back to their creation.
2. Most magics have implemented rules at how many ST signed enchantments you may carry. The same applies to this druidism rewrite.
3. I suggest you look over the mental effects when one loses it is now up to how the druid wishes to rp the lack of voices effecting them. It no longer makes them go insane instantly it can cause them to become worried or perhaps agitated. That being said I can see a concern of how the redline was written I believe Glassy had intended it to be casting within combat that was weakened so I've made an adjustment to it.
1. This just isnt true and I feel we've already had a repeat of this on the previous post, Epiphyte plants as I have just checked do have a way to move their plants without the need of a druid. In addition to this Soul Tree's currently have their own spell also deemed Ungrowth, as its marked as a specific ability within its own lore page. That being said I see no harm within it so it's been made to be allowed with OOC consent of the Host.
2. I'd say yes as at its most basic approach it is the process of sharing energy with another person so some comfort could be found in it. But that honestly can just remain as a flavor function without a need for further explanation. For now I won't add a redline but I will think on it.
Thanks for the response!
I think st signed infusions should have some form of cooldown, I don't disagree on that point. My main two things here are:
- As far as I can tell, there is no redline stating player signed infusions do not have a cooldown
- Nor is there a redline saying player signed infusions are not tier 3 or some other low tier. This doesn't seem important but due to what arcanium established, thanhium striking an enchanted object basically heats it up as if struck by a spell of that tier. Attaching this onto a player signed item enables thanhium destroying items to be mass produced without supervision of the st.Spoiler-Arcanium counts as a Tier 5 Enchantment, affecting any magic and lore effectively as so (E.x. immunity to Auric Oil, the ability to overpower and overwhelm Thanhium.)
The redline incase some random person tries to um actually me again.
The enchantment limit thing is a holdover due to it being an old standard rule, which has been slowly removed from most magics through ammendments (including current druidism.) As for the mental effects, I can see how the change would make it less problematic but unfortunately it then raises the problem of mudding a bit of the history/identity/downsides of druidism. Druidism as a whole only really has the effect of song disruptions/silence as a downside, and if anything I think this should be increased with ways to exploit it outside of just events.
On the epiphyte fae plant thing. Planting a fae seed can only be done if your plant's body has already been destroyed, through map transitions, or due to some immediate existential threat (someone put a voidal tear right nearby would be an example of that.) This is because doing so is supposed to be a really stressful/straining process for an epiphyte, though I think I will have to make an amendment to make that a more concrete thing.
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6 hours ago, NightcastorKitty said:
I was wondering where the Treelord thing applied until I read it. While this indeed is balanced in terms of the requirements of four people, you however have it where liches can learn this rather immediately and it can never be used on them.
The Treelord situation is referring to a group of Treelords in the past that used the lore of them unable to be disconnected by a husk and them able to hide their trees in just impossible areas to find or get too in order to target non Treelord druids to control them. That is until the lore was forced changed to make it more equal again.
My suggestion here is if you wish for this type of thing, have it adjusted to make it more equal/balanced with all parties involved. Otherwise, and as many said here, there will most likely be ooc disconnection wars.
Thanks for explaining it! I was a big dum dum for not doing so myself.
Personally I think an ooc or irp consent thing would suit this magic better, but at the very least only giving it to a subsect immune to its effects is a recipe for disaster ready to be exploited by some lone lich and their personal army of undead.0 -
Let it pk the funny undead or you'll have the treelord situation again (temp shelving rituals are not a solution to that. Also plenty of magics on the server work absolutely fine without a consentless disconnection ritual)
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This looks good! My only request would be to allow the old option of blood of storm to be an option since I have a few rituals that rely on it's functions.
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5 hours ago, DragonofTaters said:
Two comments from here:
For ungrowth, you specifically state that it may not be used on Epiphyte plants or Soul Trees. However this ability is the only ability they have to move their plants. Both lores state that you must have permission oocly and icly for ungrowing to be used however. Do you mean for these CAs to no longer be able to move their plants, or can this be altered to reflect their current CA lore and allow for use with given permission?The other is a purely aesthetic question. Powersharing currently has a non combative, non utility purpose. Granting warmth and comfort to another Druid when used by sharing the harmony and life of the world with a distressed Druid. Would it be possible to maintain that aesthetic/non combative use, or would it cause conflict with Powersharing’s new function?
I second this, missed it. Its an issue I had with the previous write and I'm not sure why it is here again. Some epiphytes are literally unable to move their plants without druidic help unless their tile is about to get hollowed.0 -
I like this submission a lot more than the previous one, though I have some thoughts on Druidic Infusion for this.
- The recent amendment made it so player signed infusions tier 3 enchantments while also removing the 3 day cooldown for said infusions. Reverting that and leaving those infusions player signed would revert the purpose of that amendment. I'd ask if this can be changed back.
- The 3 combative/st signed enchantment on a person at once thing is something which is no longer policy, which is similarly why it was removed from current infusion. So it probably does not need to be here.
- One redline implies druids no longer hear the song while recovering, which based on established druid lore would drive them insane during the entire time period. Moreso adding on physical exhaustion to the magical exhaustion for the entire period seems a bit extreme and even moreso than currend druidism. The combination of problems makes it so a druid goes from being annoying restricted for 3 days to essentially unplayable for that same amount of time.0 -
1 minute ago, Tav said:
wait babe go back to sleep it’s druidism
NVM your my bestie PLZ ITS NOT DRUIDISM4 -
Just now, Tav said:
babe wake up new classy magic dropped
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Ignore me trying to viciously fight with the forums to make this look not bad
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- Popular Post
- Popular Post
Deep, deep are the roots which wind around worlds, bringing that green lifeblood which fuels verdant life. It manifests itself in many ways, capricious as it is unchanging and as whimsical as it is malicious. In its natural form, it is the mischievous inspiration of the fae.
Vexing is a [1-2] Slot MA which pertains to the utilization of inherent fae energy, the deific mana which steeps the Fae Realm and flows through the various conduits of the world. The means which this fairy magic is utilized varies from court to court, as varied as the fae themselves.
Requirements
- Inherit fae energy, requiring the mage to either possess an Epiphyte or Sprite CA, or possess a Sycophant FA.
- Does not have any magic other than those included in the following (Druidism, Sycophant, Seer, any Misc Magic).
- Does not possess any CA other than Sprite, Epiphyte, Kha, Klone, Sorvian, Tree Lord, or Musin.
- 1 Unused Magic Slot, taken up by Vexing.
- A teacher with a valid TA in Vexing, or the character themselves possessing a sprite CA (allowing sprites to self teach themselves.)
Connection
“Within the fluttering of the heart and the shine of dew I see my own majesty reflected back upon me, like a warm smile upon the crest of spring.”
Unlike the trials and tribulations of most magics, the process of empowering a demifae or creating a mortal envoy of the sylvan requires a series of rituals unique to each court. These rituals serve to slowly wedge the Vex from the mortal world, allowing the deific mana of the fae realm to respond to their intentions. Vexes will begin showing minor traits akin to fae, such as changes in their eyes or hair, their blood becoming sap, horns, or plants blooming around their body.
Mortals with a sycophant gain a stronger connection to the fae they host, able to draw upon the fae energy inherent to the creature at the cost of strengthening its influence over their mind. Azhl does not force the fae away from its host, nor can a druid force the creature from them unwillingly, but their hallucinations can exceed their normal limitations. Additionally, they will be set to an afterlife within the fae realm, reincarnating as countless fae creatures across the ages.
Sprites, due to their nature as a true fae, are able to gain the power of a Vex without the need for rituals in order to self teach themselves. It is important to note that any Vex, regardless of origin, will be limited in their power without a court to call home.
Spoiler- The rituals performed to connect a Vex are up to the teacher’s choice, so long as they are themed around the fae and nature.
- The connection process is considered open knowledge to any Vex possessing a TA.
- Those with incompatible magics other than blood magic must be disconnected before they may learn Vexing. Blood mages will find themselves unwilling to cast their magic, disconnecting themselves at the soonest opportunity due to their new disdain for it (See Banes.)
- Vexes with sycophants no longer lose the feat upon being struck by azhl, but their hallucinations progress from minor to major (the effects being up to the discretion of the player.)
- Vexes may not progress beyond tier 3 without being bound to a court. Those beyond tier 3 are limited to the capabilities of a tier 3 Vex should they not be bound to a court for more than an OOC week.
- Becoming a Vex of tier higher than 3 requires an additional slot to be devoted to the magic. This should be marked on the MA by ST.
- Sprites may self teach the magic, though they are still unable to progress beyond tier
- Visual changes to the appearance of a Vex go into effect at tier 3, and are entirely cosmetic in nature. They must be nature/fae themed and minor.
- Should a non-epiphyte/sprite drop their Sychophant, they drop Vexing as well.
- Obtaining a TA in vexing requires the Vex to have possessed the magic for at least 12 OOC weeks.
- Courtless and 1 Slot Vexes can possess a TA, though they can only teach spells they know and can actively use.
Banes
“What power is greater than its vast roots? What morality bears depth that surpasses the Deepwood?”
Not without consequence, the inherent connection to the fairy magic needed to perform Vexing comes with various psychological and physical determinants not expressed by mundane mortals or even elder druii. These effects settle in as soon as the rituals upon the Vex have completed, only fading should they abandon the magic altogether.
Azhl Vulnerability: The most notable of weaknesses for a Vex, being wounded by Azhl works akin to thanhium on them, preventing them from casting for the remainder of the conflict while slowly withering at their strength.
Spoiler- Being cut by Azhl prevents any casting (not just Vexing) from being cast until 1 narrative hour after crp has ended.
- Being cut will also wither at the Vex’s strength, reducing them to that of a voidal mage after [10] emotes have passed. With each additional strike reducing this count by 2.
- Epiphytes, Tree Lords and Sprites succumb to this effect in [5] emotes instead.
Fae’s Disdain: The champion of the fae finds themselves with a certain disdain for unnatural things, unable to use certain items or enchantments. This revolting feeling often extends to practitioners of dark and voidal magics the most, making any form of social relationship difficult.
Spoiler- Vexes are unable to activate enchantments of magics they are incompatible with, nor utilize materials born from said magics (Arcanium, Rokodra, etc.)
- Vexes are similarly unwilling to use things which disrupt their magic or nature, such as Thanhium, Azhl, Null Arcana, or Smogger constructs.
Hand of the Sylvan: The movements of the arm are heavily important to a Vex. They may not cast without one arm being open and not covered in armor greater than that of hardened leather. They similarly feel irrationally uncomfortable with their body entirely encased in hardened material, forcing them to limit their armor even while not using their magic.
Spoiler- In order to use Vexing, one arm must be lightly armored as described, and not being used for anything else (holding a shield, two handed weapon, etc.)
- The hand may still interact with a held object for the purpose of aesthetics, such as pulling the string of a bow back to form a spell like an arrow from it or strumming an instrument. Whatever done cannot assist in combat in any way.
- Vexes must keep at least two parts of their body lightly armored or unarmored at all times, or be unable to participate in crp to any offensive degree. These body parts must be from (Entire Arm or leg, Upper or Lower torso, Head and Neck.)
Powers of the Root
Tier 1 [1 OOC week]: Glimmer [Nc]
Tier 2 [3 OOC weeks]: Sylvan Ray [C], Pixie Dust [C/Nc]
Tier 3 [4 OOC weeks]: Weird [C/Nc], Enthral [Nc]
Tier 4 + Bound Court [4 OOC weeks]: Courtly Summons [Nc], Boomsong [C]
Tier 5 + Bound Court: Misdirection [C], Greenwalking [Nc]
When casting, the Vex will have some obvious nature/fae themed tell akin to other magics. This can be a display of mana curling into ferns around their arm, leaves around them turning to autumnal colors, butterflies congregating around the caster, etc. Additionally, the magic may be interrupted by any attack wounding enough to cause pain, such as a solid punch or weapon strike, burns, attempting to sprint/attack/dodge/block/etc, or any other effect which ends spell casting.
Spells can have various visuals depending on who is casting them, though they must remain within the nature/fae theme of the magic. A vex could manifest a ray of orange mana and autumnal leaves or
Glimmer
[Non Combative][Tier 1][2 Emotes]
The most basic utilization of the deific mana of Vexes, the mage may spend [2] emotes to charge this mana and place it upon an object while not in combat. This alters the perception of the item, causing it to obtain natural or fae ascetics, such as appearing made entirely of roiling sap, being entwined in flowering vines, or releasing clouds of glitter and a pleasant tune. This spell may be used a number of times per ooc day equal to the casting tier of the Vex.
Spoiler-
Can only be placed upon objects which aren’t alive, such as a dagger or a plank of wood.
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The effects on the object are purely cosmetic and do not assist in combat any way (lights only glow, thorns on vines will not prick, sound cannot deafen, etc.)
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The chosen effects must fit within the themes of the magic. No swords engulfed in infernal flame.
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Can be placed on items altered or enhanced by compatible magics (such as druidically infused items) but not those which are incompatible (Azhl or voidal enchanted items.)
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Items made from this spell are player signed.
Sylvan Ray
[Combative][Tier 2][3/5 Emotes]
The only directly harmful spell available to a practitioner of fairy magic, a Vex may spend [3] Emotes to charge fae energy in their hand, admixing it with other energies in their own body before releasing it in a ray or arrow-sized projectile of the vex’s aura color at a target within shout range. This ray bears properties akin to any mundane projectile, save for the fact it delivers none of the piercing force of the strike. Armor may be dented, skin bruised, and bones beneath fractured or broken akin to an longbow strike, but the flesh nor organs will be gouged in any way.
Detrimentally, the arm used to fire the spell becomes overcome with deific mana to a point it is rendered unusable, shrouded in the casting tell of the Vex for [4] emotes. For this duration, it is unable to do anything but assist in casting spells (unable to grasp a weapon or shield, moved to block an attack, etc.)
At tier 5, a Vex may spend an additional use of the spell and [2] additional emotes channeling power. Upon striking a target, the ray would also possess additional concussive force which, rather than damaging the target more, launches them back up to [3] meters. This spell may be used a number of times per ooc day equal to the total tier of the Vex.
Spoiler-
The ray can dent or cave in plate, bruise and fracture bone, or break bone entirely. It cannot pierce into flesh or vital organs. It is not concentrated enough to strike through small gaps in armor either.
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The spell has a range of shout, though beyond 20 meters it becomes inaccurate, easily dodged by someone spending their action to do so.
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The spell can be redirected by any magic able to redirect a mundane arrow, or blocked by a shield raised to block the emote before.
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The duration in which an arm becomes unusable begins when the spell ends, whether it be from its proper completion or early ending through the mage abandoning the spell or the spell being forcibly interrupted.
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When channeled further, the blast may launch the target back at most 3 blocks. This is assuming the target weighs as much as an average human, and may be less effective at the discretion of the target (with an olog likely being entirely unaffected.)
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Totally not Eldritch Blast from Dungeons and Dragons.
Pixie Dust
[Non Combative/Combative][Tier 2][2 Emotes]
Utilizing an iconic power of fairies, a Vex may scatter their mana over an object or person over the course of [2] emotes while not in combat to reduce their size and weight by up to ten times. This remains so for a narrative day should it be placed on a person or object not held by the Vex. This spell may be used a number of times per ooc day equal to the Vex’s tier.
Even should one enter combat in this shrunken state, it can be reversed in [1] emote of effort by the shrunken individual should they be in a safe place with enough room. Handheld objects can similarly be returned to their normal size and weight by spending [1] emote, acting as a flavorful way of drawing a weapon.
Spoiler- Shrinking another person or a creature owned by another person requires OOC consent.
- Unshrinking cannot be done in any way which harms anything (no dropping pianos onto people’s heads, or attacking the same emote a weapon is unshrunk.)
- Only handheld items, such as weapons, shields, quivers, etc may be unshrunk in combat. You cannot throw a barricade in front of yourself for instance.
- Objects need space to return to their normal size, not doing so until they are able to. (If you find yourself stuck in a place where you cannot return to normal you get to live with the consequences of your actions.)
- Objects on a shrunken person shrink with them, and their physical capabilities reduce to become essentially harmless. A shrunken person cannot move more than two blocks per emote in crp.
- Only objects which would fit in a 3 by 3 by 3 area can be shrunken, save for Fae Plants which may be reduced with OOC consent of the Epiphyte player in order to transport them.
- Spells, enchantments, and alchemy cannot be utilized combatively by shrunken individuals.
- Not sure what this movie "Ferngully" is but every thought is creative I'm sure it's unrelated.
Weird
[Non Combative / Combative][Tier 3][1/2 Emotes]
Pulling from the capricious mischief of the fae, a Vex may shroud objects in mana to interrupt physical actions in almost comedic ways. This may be used as [1] emote any number of times out of combat to perform a harmless prank, such as causing a slipper puddle to appear beneath someone’s feet or someone’s keys to appear as a cluster of flowers instead. These effects must be within shout range of the Vex, and will shimmer with their aura color.
In combat, this may be used to essentially dodge a mundane attack from individuals within [20] blocks of the Vex by spending [2] emotes. It does not put the target in a vulnerable position nor interrupt any non-attack related action, simply allowing the Vex to escape unharmed. This can manifest in any natural manner, such as a sword suddenly feeling heavier than normal or the mage appearing somewhat displaced as to throw off the aim of an arrow. This may be used once per ooc day in combat, and an additional time for each tier above 3.
Spoiler- When used out of combat, the effects are harmless and can be easily determined as fabrications by all those involved, essentially acting as a means of performing harmless pranks. It can cause items to appear, seemingly disappear, or become something else for a short time.
- The effects must be minor, creating nothing larger than the volume of a three meter cube at once.
- Unlike voidal illusions, these sensations cannot cause pain and are noticeable by all around them.
- In combat, the spell can only be used to evade mundane attacks, and only those targeted at the mage themselves. It cannot be used to interrupt someone’s defensive action (blocking with a shield) nor an attack against someone else.
- Seers, and those wearing alchemic goggles able to see mana, are able to ignore the effect entirely.
- Cannot further disadvantage the target beyond messing up their attack, such as leading them into someone else’s attack, off a cliff, etc.
Enthral
[Non Combative][Tier 3][2/3 Emotes]
To invoke the majesty of the sylvan, a Vex may shroud themselves in mana to cause alterations in their form or the sounds of their voice as a [2] emote spell, which can continue indefinitely. This can be used to make the mage appear more beautiful, animalistic, or make their voice sound melodic/beastial/etc. This effect is obviously magical to all who witness it.
By spending [3] emotes, a tier 4 Vex may extend this effect out further into their surroundings, making them appear more vibrant, more wild, or have their details muddied like a bright light. They may use this to hide up to [5] individuals within [20] meters of themselves to an extent, though there will always be some indication those individuals are there (plants moving, sounds of footsteps, etc.) After casting, this effect may be maintained for up to [10] emotes total throughout the day, which can be spread across multiple castings if desired.
Spoiler- The effects of the spell must appear natural/fae in some way. You cannot make yourself look like a demon for instance.
- The effects are similarly easily detectable as magical in origin.
- The greater form of the spell may hide a number of individuals at once equal to your tier in Vexing, though they must always leave tells of where they are which others can gleam.
- Seers and those with alchemic goggles able to see mana can see through the manipulation with ease.
- Should combat begin or a hidden individual make an aggressive action, the spell will fade away immediately.
Courtly Summons
[Non Combative][Tier 4][2 Emotes]
While bound to a court, a Vex may call forth minor fae from that space any number of times by spending [2] emotes. These fae are harmless, only carrying out tasks or pranks for the Vex for 1 narrative day before vanishing once again. They must remain within [20] blocks of the Vex at all times, vanishing should they leave or if combat begins.
Spoiler- The details of minor fae are found within the court section, being identical to them.
- A Vex can have up to 5 of these fae summoned at once.
- The fae will vanish should combat begin, or should they be struck with any amount of force.
- The Vex can have them assist in tasks, but they will never do something against their nature nor put themselves in risk of corruption.
- Should they be corrupted in some way they will return to the court. Unable to be summoned again until the corruption is removed.
- Courtly summons cannot be used while a court is disrupted.
Boomsong
[Combative][Tier 4][3 Emotes]
By channeling mana towards a being within [20] meters, the Vex may cause them to be struck by a flash of nature’s song. This takes [3] emotes to cast and can be cast once per ooc day, and an additional time at tier 5. Should something be struck they will not be wounded, but instead become disoriented for [1] emote and have any casting/focus intensive activity they are performing interrupted.
Spoiler- It is up to the target how they experience the song of nature, but it can manifest in any number of ways (visual effects, chaotic noise, invasive impulses, etc.)
- Boomsong is not as harmful as a fae ring, only affecting the target for a moment. They won’t be struck to their knees or incapacitated by the spell.
- Druids, Epiphytes, Sprites, Fae, Animals, and Vexes are immune to the effects of the spell, finding it pleasant if anything.
- The spell may be counteracted by anything which repels deific magic, or by simply putting a physical boundary between themselves and the caster.
- A Vex is limited to 3 blocks per movement while casting this spell.
Misdirection
[Combative][Tier 5][3 Emotes]
A most potent but somewhat limited spell, a Vex may spend [3] emotes before extending their magic out to shroud around a single summoned or otherwise lesser companion creature to disorient them, causing its directions to be heard in a constantly changing manner. This causes the creature to remain stationary, only taking defensive actions for [6] emotes or until the Vex is disrupted.
Spoiler- For the 6 emotes after the spell is cast, the Vex is allowed to perform mundane combative actions (such as attack, block, or dodge) but is unable to cast any magic or use alchemical potions of any kind. It may be disrupted by any other means which would disrupt the Vex.
- This spell may only be used once per ooc day.
- Should the spell be directed to a dependent summon, the controller of that creature will find themselves able to act as if they were not controlling it for the duration of the spell. The caster is innately aware of this freedom, and has a 2 emote window after the spell ends to reassume control of their dependent companion before it vanishes or leaves combat.
- In events this can be used on creatures of low intelligence to disorient them, but the exact effects are up to ET discretion.
- The creature will not suddenly attack its controller or throw itself off a cliff, it will instead default to ensuring its own safety, blocking or dodging attacks as able until the spell ends.
- A Vex is limited to 3 blocks per movement while casting the spell, and 4 blocks per movement while it is active.
Greenwalking
[Non Combative][Tier 5][Passive]
Upon reaching the height of their power, a Vex finds themselves able to traverse and harvest from nature with ease. While not in combat, the mage finds themselves able to float up to a meter off the ground. Mundane plants will additionally shift to clear out of the way of the mage. Finally, the mage can harvest herbs without risking negative effects caused by harvesting them improperly.
Spoiler- Greenwalking is essentially flavor, not assisting someone to harm others in any way.
- Greenwalking has no effect on plants being directed by a druid.
- Should combat begin, the effects of Greenwalking will end.
- Greenwalking does not need to be taught, becoming innate upon reaching tier 5.
Rites of the Deepwood
“The sylvan is not one soul. The court contains multitudes”
A unifying factor, those touched by the fae who walk the mortal world may perform esoteric rituals to perform greater feats of magic. Rather than requiring one specific kind or number of individuals, a rite may be performed should the participants possess a combined ‘rite power’ of the required number or higher.
Characters with a Sycophant: 1 Rite Power
Epiphyte or Sprite: 2 Rite Power
Vexing (Tier 3 or higher): +1 Rite Power
Spoiler- Deepwood rites may not be performed in combat, nor in places influenced by incompatible magic (such as the range of a Voidal Tear or Tier 2 Shamanic Shrine.)
- Rites may only be performed within a functioning Fae Court or Fae Ring, other than a ritual to create or repair a Fae Court.
- Those with sycophants with dark magics other than blood magic or voidal magic do not possess rite power.
- Each ritual requires at least 3 emotes from each participant.
- Used rite power is exhausted, renewing each ooc day.
- Deepwood rites are common knowledge to any with rite power.
Rite of the Root
[Rite Power 4/8]
The most common of the deepwood rites, the rite of the root may be initially performed to form a new court upon the mortal world. The chosen place (contained within a 40 by 40 cubic block area, begins to surge with life, plants and animals within taking on fae characteristics. Similarly, harmless minor fae such as pixies or brownies, begin to populate the area. Possessing a bound court amplifies the power of Vexing to those within and allows the bound to reform within the court after death rather than somewhere else. Using the rite this way requires [4] Rite Power.
Should a new member need to be bound, this rite may be performed again around that individual, binding them to the court at the cost of [4] Rite Power. Should someone need to be forcibly removed from the court instead, this may be done by performing the ritual upon the incapacitated target and spending [8] Rite Power.
Spoiler- A fae court may be destroyed through rampant mundane actions or a ritual performed by dark mages (requiring 5 or more dark mages or played dark creatures). It remains in a damaged state until the rite is performed once again.
- Minor fae are essentially just humanoids/animals of less than a foot in height with animalistic/floral/other natural characteristics. They can speak broken common and perform minor tricks (as if casting Weird non combatively like a Vex), but are otherwise harmless.
- Upon creating a new court, each participant may choose to bind to this court should they wish. A character can only be bound to one court at a time.
- Those bound to a court can innately tell if another person is bound to the same court.
- Someone forcibly removed from a court is immediately reduced to tier 3 capacity if they possess Vexing, unable to bind to a new court for 5 OOC weeks afterwards.
- Removing a willing individual from a court only costs 4 rite power, and does not cause the immediate reduction of tier nor the cooldown to bind to a new court.
- Sprites connected to a court achieve better control of their communion, able to transmit messages to others without causing headaches.
- The site of a court must be approved with a sign by the ST. ST are not responsible for the build of said court, which must be done by the players involved.
Rite of Vein Bleeding
[Rite Power 3]
A process developed by courts without stable or positive relationships with druii, a circle of fae may remove affliction from one of their kin by transposing it upon a natural creature of the mortal world. A single animal or plant must be brought to the site of the rite, gaining any curses, corruption, etc harbored by the corrupted fae.
Spoiler- Only works from fae to mortal wildlife. Fae cannot have corruption forced on them, nor can wildlife be purged with this ability.
- Vein Bleeding is a painful process for the fae as the corruption is essentially drained out of them. They are too exhausted to cast or perform combative activities for 2 OOC hours.
- Anything which could be cured with Druidic Blight healing upon a fae may be cured with Vein Bleeding.
- For event curses/afflictions, the success of the rite is up to ET discretion.
- The target of Vein Bleeding cannot be one of the participants contributing rite power.
Rite of Summoning
[Rite Power 1/2/3]
By forming a temporary ring of sap and mana, a ritualist may call forth a greater form of fae than which normally inhabits the court. [1] Ritual power is required to call or recall a Sycophant, which will fade away should it immediately not be granted a host. The seed of a Fae plant can similarly be called forth by expending [2] Ritual power (although it withers if it spends more than 1 OOC week without a host. Finally, a sprite may be called by spending [3] Ritual power.
Spoiler- Summoned sprites need a valid CA to be played.
- This rite essentially acts as a flavorful way of acquiring open fae lore. It can not be used to one’s advantage or to metagame information in any way.
Rite of Creation
[Rite Power 8]
Through union of many bound fae, their power might be combined into a well of fae energy, then bound to an object or individual to grant them great power. This rite allows the leader of the Rite or its recipient to post a MArt application to create a magical artifact or potent rebirth. This rite requires [8] rite power at minimum, though more powerful items may require more power.
Spoiler- This rite is a flavorful means of creating MArt items using the magic, or producing MArt Epiphyte rebirths.
- The target of the ritual will show no signs of whether the rite succeeded, only becoming apparent should the MArt application be accepted.
- It may additionally be used to produce MArt Deepwood Rites and Vexing spells, though an individual may only ever make one of each.
Rite of Season’s Blessings
[Rite Power 4]
A pleasant distraction, many hands may come together to bring about a temporary change to their surroundings. This can manifest in a sudden surplus of fruit, a change in seasons, nature changing form, or glowing displays of mana appearing in patterns determined by the ritualist. This rite lasts within the court for 1 ooc day, and an additional ooc day for each rite power spent above [4], or continuous until the rite is performed again if 12 or more power is spent.
Spoiler- The rite bears only cosmetic or mundane effects, bringing no harm to anyone.
- With PRO consent, the rite may be extended out to the entire tile containing the court/ring, or any neighboring tile with the consent of the PRO of said tile.
- ST are not responsible for changes to a build caused by the rite.
- The rite’s effects my be ended by performing it again, or by the combined action of at least 3 druids with blight healing, paladins with purging, 3 farseers with a blessing of Scorthuz, etc.
OOC
Purpose
SpoilerThe server contains a great number of fae lore pieces which are distinct from druid lore, creating essentially an unfilled niche as the three most important ones (epiphytes, sprites, sycophants) essentially have no interaction with each other despite their lore connections. This magic intends to serve as the connection between these lore pieces so they no longer require an otherwise separate magic for their interactions.
This magic is also intended to fill the more tricksy/whimsical fairy magic niche which is absent from magics on the server, helping enable the mischievous roleplay that fae CA’s have no real way of doing (insert joke about sprite mosquitoes here.)
I tried to give the magic its own downsides and flexibility in what kinds of things can use it in order to make it an option for a wide range of communities, while not being essentially a free magic. The severe weakness to azhl (normally a non factor as fae just wear full plate which nullifies this weakness) is essentially made always a risk by the requirement of light armor. Both of these, and their inability to use magic other magical items, are prescient whether or not they are actively using their magic in order to ensure they are always bearing some downsides for their use of the magic (rather than just having a weakness which at worst makes them as bad off as any mundane person.)
People who looked at it and did cool stuff I guess
Related Lore
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A dark elf turns away, her faith having frayed.
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