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Mr. Etan

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Everything posted by Mr. Etan

  1. please tell me when i can put down my npc roleplay wife again its been a lonely couple of nights ):
  2. I understand what you're saying here but I disagree considering 2/3 of the roleplay on this server is combative in the form of not only PVP roleplay but Events as well. A good portion of Evocations are literally made for killing - its supposed to be a tool for narrative. Like saying we shouldn't have cool swords because they're only used for CRP. Plenty of other magics out there that already add to the "Slice of Life" and theres plenty of Magics for CRP too, but Lightning has always been apart of Voidal Magic for a very long time and this is a rather simple compromise - costly but thus available for those who like the aesthetic for their personas.
  3. Lightning Evocation Downsides: -3/4 spells will disconnect you on use giving you a terrible headache keeping you from reconnecting for a whole emote. -The two most powerful spells you absolutely *cannot move at all* and *cannot lose focus* or you blast yourself with your own evocation and stun yourself. This means you can throw a pebble of all things at someone and it'll down them while they're taking their sweet time making a bolt. -All of these spells alone can really only be used at most 2-3 times. -Requires a whole slot just for 4 spells -Requires you to spend 4 months mastering a different evocation alone just to get lightning evocation -Cannot be enchanted easily and your enchantments will 50% of the time explode on you -Cannot use tools to avoid shocking yourself you'll blow up your own tools. -All of these spells have insane tells, its quite obvious when someone's casting. What you get: 1 shock spell that requires you to grapple someone 1 Spell that will injure someone badly. 1 Spell that deafens people in an aoe 1 spell that will do a 3x3 powerful strike but either kill you or render you unconscious right after Please explain to me how this is powergamey, I'd like some genuine feedback.
  4. Isaac you're literally the first person to give proper feedback and any feedback on most any of the lores I drop and I love you for it even if I disagree with some of it. I was thinking Conjured Lightning could have its own pre-determined properties unlike natural lightning - sort of like.. a mana lightning? What sort of Out of Combat uses could a "Mana Plasma" have you think?
  5. “The purest form of chaos.” (Art by Slawomir Maniak) Origins The lust for ultimate power comes with cost. The void is a source of chaos and entropy for those who dare delve within its starless sea. Lightning Evocation is an art wrought from the purest form of destruction, harnessed by one who has mastered one of two elements closest to its nature. Lightning Evocation is mastery of pure chaotic energy formed with intense concentration. The caster must have an innate understanding of lightning and the way it forms and strikes the earth, making this discipline of evocation one of the most potent and dangerous of its kind. Lightning Evocation requires an [MA] in Air Evocation or Fire Evocation at T5 in order to learn. It must be taught by someone with a valid [TA] for Lightning Evocation. Lightning Evocation has [3] Tiers. It will start at T3 and end at T5 and takes [3] months to master (1 month a tier). Properties of Lightning Lightning is a chaotic form of pure energy condensed into arching snaps of hot electric plasma. When controlled by a mage it can barely be contained between their very hands and cannot be conjured with an Arcane Focus, as the energy itself would simply shatter the tool. In order to keep oneself from being shocked by their own lightning the Evocationist must constantly keep their body and hands moving as the lightning charges. The lightning itself, once released, is as fast as real lightning from the skies striking its mark in the blink of an eye. It will arch outwards in the direction the Evocationist wills it, however once released there is no second chances. It cannot be bent or turned as the wild energy is out of control of the mage. If there happens to be a large amount of metal within 2 meters of the direction the bolt was shot it will veer directly into the metal instead. Lightning is as fast as real lightning however upon impact it will only cause surface burns over a large area and concussive damage as well as a thunderous clap. Please refer to each individual spells for the amount of damage they may cause. Conjured lightning is absolutely chaotic. Once summoned it cannot simply be willed away or the spell will rebound and harm its caster - it must be fully charged and fired. If the caster loses focus the spell will also rebound. Conjured lightning is uncontrollable once released. If there are any large sources of metal (A metal Rod / full plate) within 2 meters of the lightning's straight path it will veer off course and hit the metal instead. Metal Armors will stop the flow of lightning from shocking the individual however they would still suffer the burn and concussive effects of the lightning spell. One has to be wearing full plate or chainmail in order to achieve such. If the spell “Rebounds” and shocks the caster it will provide them 3rd degree burns on their arms and hands as well as paralyze them for [2] emotes. Spells [Non Combative] Conjure Sparks [T3] The first step into learning how to control the chaos is to first do so in small increments. Lightning Evocationist may conjure forth sparks and static to perhaps shock their friend, make someone's hair stick up or even light dry tinder. Mechanics Can only summon a small handful of sparks at most that can be used for various tricks or pranks. These little cantrip esq spells will not harm anyone. Red Lines Entirely non combative. [Combative] Shocking Grasp [T3] Once one learns how to conjure a handful of sparks they may do such in an offensive way. Conjuring forth a handful of sparks condensed between their hands the evocationist may physically grab someone and release an intense shock through the person. Mechanics The target, if it makes sense, will become shocked. This will cause them to uncontrollably convulse for [2] emotes and become helpless. The shock itself will cause 1st degree burns on the part grappled. If the grappled part of the target is made of metal this spell is rendered entirely useless. It must make contact with clothes / flesh. [3] Emotes to cast. Connection -> Conjure Sparks -> Grapple. This spell is somewhat mana intensive only being able to be used at most 3 times in a row. Red Lines Must make physical contact with clothing or skin. If you touch any metal armor it negates the spell entirely. [Combative] Lightning Bolt [T4] The art of condensing pure lightning into a bolt of destructive chaos. This art requires intense focus and flow restricting the mage from moving. The caster must master a form that allows their hands to keep moving as the lightning must flow until released and cannot be de-summoned. Mechanics The lightning Bolt has a max distance of 10 meters. Any large amounts of metal within 2 meters of the path will cause it to veer off course. From the point of contact a thunderous clap will ring out in a 5 meter area disconnecting any mages and causing deafness for [1] emote. Upon contact the lightning bolt will cause 3rd degree burns arching across ⅔ of the body as well as a concussive force that hits hard enough to fracture bones and they will become shocked. This will cause them to uncontrollably convulse for [1] emote and become helpless. If the target is fully armored in metal they will only receive 2nd degree burns on ⅓ of their body and the concussive force would be enough to dent their armor and potentially break bones. They will NOT be shocked. [5] Emotes to cast. Connection -> Charge -> Charge -> Charge -> Release. This spell is EXTREMELY taxing and can only be casted at most [2] times. The sheer power of releasing this spell will always disconnect the mage forcefully causing them a headache for [1] emote unable to reconnect to the void. The mage CANNOT move while casting and both hands must be moving to cause the lightning to flow. Red Lines The casting mage will ALWAYS be forcefully disconnected after casting. At any point if the mage stops their hand movements the spell will rebound. This spell is EXTREMELY taxing. You can only cast it at most twice in a row. Due to the sheer chaotic nature of evoked lightning if this spell ever hits a Ward Shield for Lightning Evo directly it will ALWAYS bounce directly back to the caster. [Combative] Thunder Clap [T4] The Lightning Evocationist may manipulate lightning into a hyper condensed form of itself creating a small condensed ball of lightning until the spell inevitably collapses causing a large thunderclap to generate around the caster potentially causing long term ear damage and shattering windows. Mechanics The mage creates a super condensed version of the spell before them allowing them to send out a rippling clap of thunder around themselves. The caster themselves will not receive damage from the sound however they will be forcefully disconnected and deafened for an emote. Anyone within [5] meters of the caster will immediately have their eardrums ruptured causing bleeding and permanent hearing damage if not healed in due time. This will stun someone in place for [1] emote while they get their bearings and they will be unable to hear for [3] emotes. Anyone within [10] meters will be forcefully disconnected from the void and deafened for [1] emote. [4] Emotes to cast. Connection -> Charge -> Condense -> Thunderclap. This spell is EXTREMELY taxing. You can only cast it at most twice in a row. Red Lines Hearing Protection will negate the damage and effects of thunderclap. If you are within 5 meters it will still deafen you. Thunderclap can only shatter windows with RO Permission per the server rules. [Combative] Call Down [T5] The ultimate ability for a Lightning Evocationist is the capability to call down potent lightning from the clouds above. The mage would focus upon the sky as they begin to conjure forth lightning freely in the clouds before summoning it from the heavens upon their foes. Mechanics A mage must have access directly to the skies above when casting a calldown and they must remain stationary with their eyes on the sky until the spell is ready to aim. The creation must be emoted in shout and the sky will be filled with rolling thunder and lightning no matter the circumstances. During the aiming phase the mage will be allowed to peer down and take aim. The area they designate for the call down simply has to be within shout chat range. Upon selecting the area anyone in the general area of the call down will begin to feel static building up on them as a final tell. The calldown will strike its mark with undeniable accuracy hitting a 3x3 area with an immense singular blast of pure and chaotic power. Anyone caught in the 3x3 area will suffer 3rd degree burns over their entire body, immense concussive damage to their head and permanent hearing loss. Most individuals caught in this downwards blast will end up either dead or close to death. Anyone within 5x5 of the calldown will be shocked and stunned for [1] emote uncontrollably convulsing on the ground. They will suffer hearing loss for [3] emotes. Anyone within shout range will experience ringing in the ears briefly and if they are a voidal mage they will be forcibly disconnected when the calldown strikes. This can be negated with hearing protection. This spell is ABSURDLY intensive to cast. If the mast has casted any other spells before this they will most certainly pass out or worse; suffer death from mana exhaustion. If this is the first spell the mage has casted they will be left extremely exhausted. [6] Emotes to cast. Connect -> Sky begins to rumble -> Lightning Crackles in the Sky ->The clouds darken -> The mage aims the spot they designate will have static electricity crackle to signal the area is about to be struck -> the call down hits the designated area. Redlines These tells MUST ALWAYS BE EMOTED IN SHOUT. Again this spell is ABSURDLY mana intensive. The mage will be fatigued, passed out or worse case die from exhaustion depending on how much they previously casted. Any form of environmental or regional damage caused by this spell obviously requires RO permission, or in the case of an event site, ET permission. Enchanting Creating powerful enchantments with Lightning Evocation is a rather difficult feat due to the chaotic nature of the Evocation. If one wished to imbue any of these spells onto an item it would simply end in the item shattering or burning up due to the potency of the magic. One would need to do a “Greater Enchantment” with a Magegold or Arcanium item to store the potent magics into an object. When any of the spells are imbued into a Greater Enchantment the item allows one use of the spell before the enchantment fizzles out. The user would need to roll out of 2 and if they roll a 1 the item the enchantment is bound in explodes shocking the user and if they roll a 2 the enchantment is removed and needs to be re-enchanted. The raw element of lightning may be imbued into mundane weapons without risk of destroying the item. Raw lightning would simply apply a shocking effect to whatever it comes in contact with stunning them (if capable of being stunned by lightning) for [1] emote when the lightning is active. If the item is stuck into a being (stabbed into) the blade will release a non stop current of lightning until the blade is ripped out effectively causing 2nd degree burns over time. Only Conjure Sparks, Shocking Grasp and Lightning Bolt may be imbued into items and are considered “Grand Enchantments” needing said items to be ¼ arcanium or mage gold. Weapon Enchants have special properties. Upon contact it will stun anything capable of being stunned for [1] emote. If it's stabbed into said person it will continuously arch lightning providing 2nd degree burns over time. It takes [3] emotes for the electricity to finish charging on the blade after activation however. CALLDOWNS ABSOLUTELY CANNOT BE ENCHANTED. Tier Progression T3 The Lightning Evocationist has finished mastery of either Fire or Air evocation and now begins their study on lightning evocation. After enough research they are able to conjure sparks on their own. Spells: Conjure Sparks, Shocking Grasp T4 The Lightning Evocationist has started to become rather practiced in the art of weaving lightning. They learn how to move their hands to create a proper flow in order to shape lightning bolts and thunder claps. Spells: Lightning Bolt, Thunder Clap T5 The Lightning Evocationist has mastered the art and learned how to condense lightning within the skies above to bring down from the heavens. They also conservice a bit more mana while casting lightning evocation, being able to squeeze 1 more extra spell out of their T3 and T4 spells. Spells: Call Down. General Redlines All spells require a line of sight and a constant motion of one’s hands, otherwise magic cannot be casted lest the Evocationist inflicts a mild zap on themselves in the latter case. Lightning Evocation does NOT allow the Evocationist to directly manipulate any form of elemental electricity or lightning. Lightning that is casted can only be given a set direction when it is released, after which it is beyond the mage’s control. Metal that is within 2 meters of conjured lightning WILL cause it to veer off its course as a result of its attraction, with concussive and burn effects of the projectile being inflicted on the metallic object instead. Failure to emote this accordingly is powergaming. Only Conjure Sparks, Shocking Grasp and Lightning Bolt may be imbued into items and are considered “Grand Enchantments” needing said items to be ¼ arcanium or mage gold. A roll out of 2 MUST be performed after use of this enchantment, where rolling a 1 causes the enchanted item to explode, while rolling a 2 removes the enchantment from the item. Lightning Evocation takes up 1 Magic Slot as an [MA] and requires you to have an [MA] at T5 in either Air or Fire Evocation. If you at any point do not have Air or Fire Evocation you lose the ability to cast Lightning Evocation. Credits: Toxcat - Toxposting Mooke - Ideas Johann - Helped the most Deer - Ideas TLDR for people who can't read Lightning Evocation Downsides: -3/4 spells will disconnect you on use giving you a terrible headache keeping you from reconnecting for a whole emote. -The two most powerful spells you absolutely *cannot move at all* and *cannot lose focus* or you blast yourself with your own evocation and stun yourself. This means you can throw a pebble of all things at someone and it'll down them while they're taking their sweet time making a bolt. -All of these spells alone can really only be used at most 2-3 times. -Requires a whole slot just for 4 spells -Requires you to spend 4 months mastering a different evocation alone just to get lightning evocation -Cannot be enchanted easily and your enchantments will 50% of the time explode on you -Cannot use tools to avoid shocking yourself you'll blow up your own tools. -All of these spells have insane tells, its quite obvious when someone's casting. What you get: 1 shock spell that requires you to grapple someone 1 Spell that will injure someone badly. 1 Spell that deafens people in an aoe 1 spell that will do a 3x3 powerful strike but either kill you or render you unconscious right after depending on how much mana you've expended.
  6. Sarrion sighed at the flyer. "Least use a better Font."
  7. “The Timeless” (Art by Maksim Krapht) Origins - Timeless the chaos may be. Endless. But only me. My words echo my mind as I peer into the starless sea. Who am I? Where am I? These questions race my thoughts as before I begin to feel. A chill shivers down my body and I feel as if I'm floating. Suddenly pain strikes me as life flows through my veins. It burns. My body labors for air yet my lungs refuse such. Then light. -A soul reborn in the Void A Perennial Soul is a Voidal Mage who has gone through the passage of the void and fully enveloped their soul exposing it and twisting it together with the endless chaos. The soul becomes forever changed in return the mortal coil is granted familiar features of the void such as timelessness and eternal life. You must have [5] Magic Slots dedicated to Voidal magic in order to complete the ritual to become a Perennial Soul. The ritual must be learned through a self teach altar upon obtaining such the mage is granted an [FA] signifying they know how to forge perennial souls. It takes [5] Voidal Mages with at least [1] MA at [T5] in order to complete the ritual and turn a descendant into a Perennial soul. The target mage being turned into the Perennial Soul or one of the participants must have an [FA] for the ritual. Physical Description - The mortal body of a Perennial Soul is very similar to the body of their original mortal form. Where the soul begins to corrupt itself with the void blood their heart is replaced with a voidally tainted version pumping endless mana into the bloodstream to funnel mana into the body. Their eyes turn a shade of the mage's Aura Color and begin to glow gently while their veins pierce the skin with a soft glow the color of their aura in dark lighting. The body of a Perennial Soul is completely unchanged except for their eyes and blood. Their eyes change to a shade close to their aura color and glow gently whilst their blood turns the color of their aura and their veins will glow through their skin in dark lighting. These features are especially prominent in dark lighting. Failure to emote these signs of being a Perennial Soul without proper lore to mask such will be considered powergaming. The magic blood may be collected and bottled as liquid essence. Due to the arcana flowing in their blood Perennial Souls all effects of alchemy that requires to be ingested / breathed and alcohol are nullified. A body formed of flowing arcana comes with a mix of benefits and hardships. The flowing mana sustains the voidally forged body allowing the Perennial Soul to survive without food, water or air as well in harsh temperatures of heat or cold the body remaining naturally at a stable temperature. However due to the magical nature of the body thanium would not only cause wounds that felt as if they were cut by white hot iron but its poisoning would be an agonizing death lasting minutes as they felt the pain of being burned from the inside out. Atop of this if the Perennial Soul was ever to walk into a Ward Shield they would be unable to pass as it acts as a physical wall despite the caster not knowing the makeup of the soul and any abjurations shot at the perennial soul would physically strike them akin to light punches. Perennial Souls do not need to eat, drink, breath or sleep and their bodies stay at a natural stable temperature despite the environment around them. They are still able to be killed by any mundane means and upon death their body returns to the void. Thanium forged weaponry feels like white hot iron upon the Perennial Souls flesh and thallium poisoning would effectively kill the Perennial Soul in an agonizing death. Ward Shields will physically stop a Perennial Soul akin to being a physical wall and abjurations will strike the Perennial Soul much like a small punch. Any lore that has a critical destructive effect on voidal magic will have a negative effect on Perennial Souls. For example Druidic Blight Healing would effectively kill the Perennial Soul with enough exposure. Mental Description - The mind being part of the soul becomes warped by the void's touch slowly bending and inevitably being addled by various mental complexes and issues to a point where they may become entirely a different person. The following are examples of mental complexes that the mind may warp into. Complexes around Immortality / Being a god. You might find yourself a higher and mightier being as you cheat death and mortality. Absolute obsession to the void. You might view it as a god, an ultimate source or even a deep poetic lover of your soul. A complete personality change. You may go from a kind hearted soul to an outright abrasive and chaotic being for example. A sudden and very deep set phobia which may spark absolute fear, terror or fighting instincts. A fractured memory and mind. You may have your memories torn and ripped apart by the void only allowing you to recall partial bits leaving you to ultimately believe you’re a new being. A sudden ability to understand Moonspeach though they find themselves speaking the odd tongue every now and then without realizing it. The Perennial Soul may come up with other odd complexes and mental warps. While they need to have at least one major change to their mental being they do not need to have every detrimental effect. Abilities - The core ability that the Perennial has is Voidal Rebirth which is the source of their magical body and timelessness. [Non Combat/Combat][Passive] - Voidal Rebirth Creation of the Perennial Soul comes from the ritual known as Voidal Rebirth. The first rebirth of a mortal decedent is a discovered ritual where 5 Masterful Voidal Mages gather around their target and focus on them. The leader of the ritual tears a rift to the void directly within the mortal and their body collapses into the rift and slowly gets destroyed ultimately killing them. After a few moments to those in the ritual but what felt an eternity to the now Perennial Soul the newly created timeless body is spit from the rift reborn in their new form. The creation ritual must have one participant with an [FA] for the ritual. It requires [1] target and [5] voidal mages with [1] T5 voidal magic and any of these individuals can be the one with the [FA]. If the target does not have [5] magic slots dedicated to voidal magic the soul is shredded into pieces ultimately killing the target causing a PK. This ritual cannot be cast without OOC permission of the target. Once Rebirthed the Pellenial Soul spends the next day finding their bearings and recuperating as their body is freshly forged and weak. They regain full strength after a few narrative days. Their new body is a carbon copy of the mortal one and all scars, marking and the current age of the body remains and is locked as such. Rebirth of the Perennial Soul also happens upon death. Their body including any remains and parts is ultimately consumed by the void once their mana lifesource is fully gone leaving behind a pile of their belongings. From there the mortal body is reborn again and created in the void where it will remain until ripped back into the material realm by their fellow mages. The longer the reborn Pellenial Soul remains in the void the more Voidal Mages it requires to rip them back to reality. Upon death all remains including heads, limbs, so forth are returned to the void. If the Perennial Soul is ever dismembered the removed limb will vanish into the void and they will remain without the limb until death and rebirth. Upon rebirth the body has all the scars, markings and amount of limbs that were there at the creation of their Perennial soul. This means if they for example were made with one arm and they lose their second arm and then die they only return with one arm. Revival of a Perennial Soul requires a ritual of [4]+ Voidal Mages with at least [1] MA that is T5 in which they forcefully rip their desired Perennial Soul out of the void into reality. At least one participant must personally know the Perennial Soul they desire to revive or the ritual will fail. For every OOC week that the Perennial Soul is not revived and trapped in the void it requires [2] more Voidal Mages at a cap of 10 Voidal Mages. If nobody revives the Perennial Soul they are effectively “soft PKed” and left to be shelved until revival. [Non Combat/Combat][Ability] - Create Monolith These twisted souls have an innate ability to twist the mana within a Voidal Obelisk and forge it into what has come to be known as a "Monolith" - the hearts of Voidal Heaths. These structures will float five to ten feet in the air and will remain in the spot they were created. Depending on how many mages help the perennial soul in its creation the influence of the Monolith will grow and the primary type of magic imbued into it will determine the properties of this monolith. Monoliths will create an area known as a "Heath" which will take the properties of the primary magic that forged it such as an elemental evocation or translocation for example. If not contained in a structure it will begin to corrupt the land around the creation causing the local flora and wildlife to take odd qualities of the primary magic in question. Inside these man made Heaths voidal beings and constructs will find ease and peace and mages who cast the particular magic that makes up the properties of the Heath have a much easier time doing so. These Heaths can grow in size depending on how many mages assisted the perennial soul. A group of 1-4 will make a heath of 10x10. A group of 5-8 will make a heath of 15x15 and a group of 9-10 will make a heath of 20x20. The look and properties of these heaths should match the primary magic forged into the monolith but its design is ultimately up to its creators. Man made Heaths will not defend themselves and the Monolith may be destroyed with the same force an Obelisk takes to be destroyed as well as magics that can heal voidal corruption can be used to undo the creation of the Monolith and its influence. Non voidal mages will find themselves rather nauseated after prolonged exposure to the Heath where as Voidal Mages will be fine. Voidal beings and Constructs will feel at peace and if they require mana to live such as Atronachs they will passively recharge. If a voidal mage casts the particular magic that makes up the Heath (example: Fire Evocation) they will use much less mana. This is considerably useful for lessons. Mages use only 1/4 of their mana when in the influence of the Monolith and casting the particular magic. [Non Combat/Combat][Ability] - Bind Greater Focus With their new found closeness with the void these perennial souls have the ability to reach out into the very center of the most mundane objects that may be used as an Arcane Focus and leave a mark of the void within them. This ultimately creates a deep bond between the caster and their focus granting them soothing comfort when close to their focus as if it was a source of true relief. Casting with these Marked Focuses the mage finds that the strain of casting their first few spells are completely nullified though this effect will not return until the next narrative day. Perennial Souls may gift a Voidal Mage with a deeper connection to their Arcane Focus. This gift only works with the mage it was made for and if it is being used in their hands following the rules of casting implements. They would feel relaxed and calmer around these tools however it does not keep them from feeling panic and fright for example. The gifted focus allows the mage using it to nullify the use of their mana the spell pulling from the mana pool bound into the focus instead. The wand starts with 3 "points" after a narrative day. T1-2 spells reduce 1 point. T3 spells reduce 2 points. T4 spells reduce 3 points. T5 Spells do not use any points and will not benefit from this. Follows all the same rules of casting implements. These particular ones will need to be Story Lore signed and in the description should say who the tool is bound to. A tool being "bound" does not keep it from being stolen or broken it will simply only work with the one its bound to. Red Lines - The ritual must be obtained by being taught or through a self teach altar. It takes 5 players with at least 1 MA in Voidal Magic that is T5 and 1 target with 5 magic slots dedicated to Voidal Magic slots and one participant must have the [FA] for the creation ritual. Creation requires OOC consent. Perennial Souls are 100% still killable by mundane means such as bleeding out, being frozen or burnt to death. They only do not have to eat, drink, breath, sleep and they can survive environments such as harsh blizzards or hot deserts (Extreme Environments that can kill a mortal being such as a fire storm or sub zero ice storm will still kill them) The physical and mental changes must occur. You must have the physical changes and at least one major mental change. The physical changes must be RPed correctly. (I.E glowing eyes in the dark, etc) The Perennial Soul will drop all items on death that are not bound to the soul by specific lores or stored in the void - your body being taken away by the void does not preserve your items. Revival requires a ritual - of course reviving someone without proper reason to assume they died is considered metagaming. Proper reason can easily be the Perennial Soul has not been seen in a while where they might have been usually around. It requires at least 1 part of the user ritual who knows the person. Upon creation of the CA the current state of your mortal body is copied into the twisted soul. This means they will always be revived with the same age, amount of body parts and markings/scars as the day they became this CA. Once you become a Perennial Soul the character is LOCKED into Voidal Magic. They CANNOT go under having all 5 slots dedicated to Voidal Magic. There is absolutely no reversing Perennial Soul transformation. Obviously you may replace known Voidal Magic MAs with another Voidal Magic MA. PK Clauses do not affect Perennial Souls as they cannot be permanently killed unless the event or lore makes absolute sense i.e something that absolutely rips apart the mortal soul and void apart. Perennial Souls can’t have children as their body is technically not real, it's a re-creation of magic. The character knows when they died but they absolutely cannot recall the events leading up to their death due to the twisting void. If a player commits suicide the bond between mortal soul and void is immediately shredded due to the sheer willpower it takes to kill oneself resulting in a PK via absolute destruction of ones soul. Anything not directly mentioned that becomes a glaring problem which can lead to a form of abuse by the lore can be amended by the Lore Team. Credit: Toxcat - Author Johann - Idiot who "Helped" OOC Note: This lore was created to make a proper CA to allow two things: Those with short lifespan races have a path to fun roleplay "Immortality" and allow people who partake to have a more lore friendly revival system which forces group roleplay and involves multiple people. This is an entirely optional CA with no benefits to a Voidal Mages abilities simply offering more narrative to a personas story. Change Log: -Removed open CA +Requires to be Taught or Acquired though an ST Altar. +Added to the Mental Effects +Added "Create Monolith" +Added "Bind Greater Focus"
  8. @Luvyo did you really just drop aesthetic shade feat magic? I'm digging it a little bit.
  9. Hey can you stop bullying my buddy @Sorcerio please?

  10. I still miss the days my $200 VIP granted me the benefits of a free pillar ): Pog tho
  11. (Art by Zezhou Chen) The Arcane Focus has been an important tool in the arsenal of a Voidal Mage since the beginning of time. It eases the strain of connecting to the void and allows one to evoke the chaotic elements of the void from a safe distance. Most objects, when adorned with a Focus Crystal, may be imbued to be used as a casting focus. Arcane Focuses requires a [MA] in Voidal Magic to create. A mage must have access to an Obelisk or Tear in which they imbue the chaotic energy of the void into their desired Arcane Focus, utilizing a Focus Crystal or similarly capable gem, Magegold, or Arcanium to contain the energy. They do not require an ST signature, unless an ST material is used in their creation. Wands - Spells are conjured at the tip of the wand and may be controlled and weaved with a flick of the wrist as opposed to using one's hands. A wand may give the mage a bit of an easier time shaping their art with specific evocations or more precision with transfiguration. When connecting to the void with this focus ethereal runes may shine in the casters aura upon the wand or it may glow in some mannerism in the casters aura. Staffs - Usually half the height to the full height of the mage these are one or two handed tools that allow a mage to conjure spells at its point with much more distance from themselves than a wand. Staffs are commonly also used in Voidal Rituals; a standing beacon that assisting mages can focus on during a ritual. When connecting to the void with this focus an ethereal glow in the casters aura will radiate in some form on the staff. Books / Grimoires - Filled with many pages, attached to the spine of a fine leather bound cover. A mage can draw magic directly from words within the pages as an aesthetic way of casting. A grimoire can provide a benefit of recalling specific details of a spell the mage knows by thinking of the spell; in turn, the pages will fill with knowledge of the spell. When casters connect to the void with this focus the writing upon the pages will begin to have an ethereal glow manifest in the casters aura. Trinkets / Baubles - A ring, necklace or brooch can be used as one's Arcane Focus; however, they must be held or worn upon the fingers. Though this type of focus would not protect from elements evoked due to the lack of distance from the caster, it is a more subtle way to use the boons of an Arcane Focus. When casters connect to the void with this focus the item would have an ethereal glow in their aura color. Gauntlet - A well forged gauntlet can be imbued with the chaotic energies of the void and used as an Arcane Focus. Evocation magic channeled through the focus will wrap around the gauntlet and its user may aesthetically cast with punches in the air. These are protective against one's own harsh evoked elements due to their nature as armor. When the caster connects to the void with this focus they may emote an ethereal glow of their aura one way or another. Bows - A well made bow can serve as a focus point for creating spells in an aesthetic way similar to drawing and shooting normal arrows. If the mage is far enough into their respective evocation they may produce their projectile bolts in the shape of an arrow with zero change to how the spell works. Connecting to the void with an Arcane Focus Bow creates an ethereal drawstring made out of the casters mana where they may manifest their projectile spell as an arrow. Swords / Daggers - Swords and Daggers may be used as a focus for casting. While they cannot be used in melee combat while you are creating your spell you may swing the blade to send forth your desired spells once created as an aesthetic way to cast. When connecting to the void the blade may either ethereal runes that glow in the casters aura color or light up in their aura color in some mannerism. Musical Instruments - Some might find themselves more at tune to the void while playing music. They may imbue a hand held instrument of sort as an Arcane Focus. With this they may play a tune as their spells conjure up around them in an aesthetic such in the shape of notes or perhaps the spell seemed to dance to the songs tune. When connecting to the void the instrument may have some sort of mannerism of the casters aura glowing, for example: the strings of a lute glowed an ethereal color of the users aura. Beard Focus - A beard of sufficiently magnificent volume is indeed worth the admiration of many, yet should it be adorned with metals and crystals imbued with voidal essence it would become a focus of itself. It's hair radiating the light of its mage's aura, dancing of its own accord to the rhythm of their casting, or even to the whims of the caster should their focus be on their beard rather then casting a specific spell. While most of the benefits of casting with a focus are granted with such, the risks are magnified. Failure of ones spells would prove a frightful venture due to the proximity of the face. As well powerful castings with elements such as fire might risk the burning of the mage's mien. Connecting to the void while in physical possession of an Arcane Focus, with the item in hand, allows a Voidal Mage to establish a deeper connection to the void due to the voidal imbued properties of the tool. In turn, Voidal Mages are not as easily disconnected from the void and newer mages will find it a bit easier to focus on their connection. [Combative] [Passive] Increased Focus When a mage connects to the void while they have a casting focus in their hands, they will feel their connection moderately eased. The potent voidal energies weaved into the focus in their hand helps draw voidal magic to the material realm and tune out distractions. Mechanics: -Masterful Void Mages can hold a more secure link to their source of magic during moments where they might have had trouble keeping focus before, such as the midst of battle or in the middle of a disquieted city. They will sustain their connection through distracting situations like sudden loud noises, though they are still susceptible to disconnecting when extremely startling sounds occur (e.g., The sharp pitch of firecrackers or the ear-splitting blast of cannon going off beside them) -Voidal Mages find that the range of their spells are doubled while using a Focus. For example if a spell has the range of [3] blocks it is doubled to [6] blocks. This is only the range of the spell not the area of effect for the spell. -New Voidal Mages still have difficulty maintaining their connection from worldly distractions, however, an Arcane Focus will allow them to find ease at connecting to the void, allowing them to reduce the emotes needed to connect to the void by [1] emote. (Min 1 Emote to Connect) Red Lines: -Does not keep mages from being disconnected outright. Roleplaying such is powergaming. -There is a bit of a size limit. These items should be able to be easily held in one hand with a secure grip i.e no massive two handed blades or tower shields etc. Concerns about the size of the item is up to the discretion of the LT. -Arcane Focuses must be held within the hand of a mage or worn upon the hand of a mage during time of casting to get the benefits of this passive ability. They cannot be hidden. -Requires an item that is named, properly described stating that the item is an Arcane Focus, and player signed. Without this item in your inventory you cannot roleplay the benefits of a focus. -An Arcane Focus must utilize one of the following materials in its construction: Focus Crystal, Titan's Eye, Quietus Crystal, Magegold, or Arcanium. If the relevant portion of its construction is destroyed, the Arcane Focus will cease functioning until it is replaced and re-infused at an Obelisk or Tear. -An Arcane Focus will not keep another mage’s elements from harming the one in possession of if. Voidally imbued gauntlets only offer minor protection, as any normal hand gauntlet would. -The casting aesthetics of each Arcane Focus does not change the spell being cast in any way and does not provide any benefit to the caster. The caster will only get the benefits outlined in Benefits of an Arcane Focus. -Though there is attacking motions for casting, that this 'attack' would not be viable to hurt someone and attack (Such as using gauntlets to punch someone AND cast, or a weapon to slash someone open AND cast,) and cast at the same time, any attempts to do such will cause the spell to fail. -Book/Grimoire Focuses can hover around the mage's hands aesthetically, though the mage may never roleplaying the focus hovering or flying away from any attacks directed at it. Beard-Specific Red Lines: Credit: Toxcat - Writer Vaynth - Editing Previous Lore: Phil Change List: +Focus Benefit changed: Helps tune out distracting sounds & Doubles your spell range. +Added red line clarifying attacking with a focus + casting is not allowed +Added a red line clarifying the size of focuses. +Added that focuses cannot be hidden, thus need to be visible and in ones hand. +Added requirement for Arcane Focus items to include the use of a relevant mana-receptive material. +Added clarification to Arcane Focus (Book/Grimoire) regarding aesthetics.
  12. This video is just validation for all of us not to feel bad about rping on minecraft and its working I loved it
  13. Thank god. Now get the players access to paid LC and then we'll be in the golden age.
  14. Hey if you want my unprofessional opinion I would say you might want to format your lore for each hex a bit more.. informative. Explanation: Mechanics: Redline per elemental Hex: It would help us digest the concept better, we're not very big brained.
  15. I can't wait to do speed- oh sorry I mean't *checks notes* Aureum Capturam
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