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Mr. Etan

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Everything posted by Mr. Etan

  1. @Luvyo did you really just drop aesthetic shade feat magic? I'm digging it a little bit.
  2. Hey can you stop bullying my buddy @Sorcerio please?

  3. I still miss the days my $200 VIP granted me the benefits of a free pillar ): Pog tho
  4. (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.
  5. This video is just validation for all of us not to feel bad about rping on minecraft and its working I loved it
  6. Thank god. Now get the players access to paid LC and then we'll be in the golden age.
  7. 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.
  8. I can't wait to do speed- oh sorry I mean't *checks notes* Aureum Capturam
  9. Hey! I genuinely appreciate you bringing this up because its something that we did not think of. In order to amend this what we did is add a red line to the ritual. Each astral mage who participates in the ritual Greater Wish ritual is OOCly restricted for 1 month from participating in another Greater Wish ritual. Thanks!
  10. idk can you cast from a horse with voidal magic? moving probably not standing still sure,,, if a magic requires "focus" then usually it means "no multi-tasking"
  11. hello I'm calling to let you know that your car warranty is expiring 

  12. +1 this lore is epic i hope the lt accept this masterpiece the lore writer himself is amazing
  13. I really appreciate your feedback I'll be sure to expand upon this section with a bit of research. Oh hey I didn't know this I'll look into adding something for this. Thanks!
  14. “To become a Starcaller of the Night.” (Art Credit: Riot Games) Looking up into clear night skies, you observe dim white lights dotting the vast aether to form mystical constellations throughout Almaris. Some read the stars as if they are instructions to predict our future, while others gaze into them to simply enjoy their ethereal beauty. What many don't know is that these starry skies loved by all, hold an energy with immense untapped potential. One fateful night under the new moon where the stars shown their brightest against the pitch black void behind, a vision came to me. An idea.. The concept to collect starlight and bottle it up in order to harness its power. So I listened to the stars, and built the first Star Well to be used for my research that I've titled Astral Sorcery. I now leave my studies to future scholars who may find interest in furthering the knowledge of this powerful magic. Astral Sorcery takes up [2] “Magic Slots”. It may be learned from someone with a valid TA or by a Self Teach altar. It may be taught at [T4]. Astral Sorcery requires a soul that is not heavily altered or tied with strings such as connections or attunements. See the spoiler for a detailed list. [[Brief Synopsis of the Lore in the spoiler below for the lazy]] (Art Credit: Harkale-lanai DeviantArt) In your hands is a bottle of softly glowing blue liquid. Gazing into the substance with the consistency of ink, one can see a swirling galaxy mixed with speckles of white throughout; much like the night sky. Bottled Starlight, otherwise known as Vesperal Ink, is the accumulation of the energy which stars give off over the night collected into liquid form. The ink’s prime use is to draw celestial glyphs in the shape of constellations upon a blank tome to string together spells that, once combined with a catalyst of mana, allows one to summon forth astral energies in the form of spells. This liquid may have other uses which are yet to be discovered. Bottled Starlight requires an [MA] in Astral Sorcery to utilize for spells. This is because one must be taught how to draw the glyphs and what they do. If you do not have an [MA] in Astral Sorcery your glyphs will not work. RPly users are unsure why. Consumption of the liquid yields no benefits however it is a bit sweet like honey. After daily consumption for 1 irl week, the consumer may develop slight physical changes akin to starlight such as radiant skin, dimly glowing eyes or small constellations upon one's skin. This is for aesthetic purposes only. 1 Bottle of starlight will last the consumer a week and they will need to upkeep their weekly consumption. Bottled Starlight requires an ST signature to be legitimate. Starlight may be used for alchemy recipes if its called for. Upon flat mountaintops, tall ornate towers, or within the confines of any place that has direct access to the open sky, you might find an artifact of significance to all Astral Sorcerers. Unremarkable at first glance, it is either a stone well or iron cauldron setup with three layers of lenses overlapping each other either directly above the opening or in the form of a telescope with its back end over the well. This was deemed the Star Well by its originator, because it has the ability to condense starlight into a liquid form of energy after nightfall. The Lenses are created with mage gold frames and very refined glass that must be cleaned once a week as well as other daily maintenance upkeeps. The well will slowly, over the span of three irl days, produce enough Vesperal Ink to fill a bottle. If not collected, the well can only hold up to one bottle worth max. A Star Well must have a mechanical representation in the world with an ST Signature. They can only be placed by windows, under skylights or under the sky (Has to have access to seeing the stars). Wells can be destroyed by any means. If only the lenses are destroyed the well will simply not produce starlight. Wells only take a narrative days worth of work to set up however if ones ever damaged it will take time and effort to repair. This is best represented by needing [3] IRL days cooldown before it can be “repaired” when damaged. A Star Well can only produce [1] bottles worth of starlight every [7] IRL days. Anyone can take from it. Only [1] well can be active per Sorcerer. You must have an active [MA] in Astral Sorcery to make one. You can only have [1] well in a general area at the discretion of the ST: this is to prevent a guild from having several wells set up in one room mass producing starlight. (Art Credit: Katrin Minko ArtStation) The language of the stars is written in the form of constellations in the night sky. These constellations can be merged together in order to create intricate glyphs which direct the flow of steller energies into the shape of a desired spell. The Astral Magi themselves act as catalysts with their mana. There are many different Celestial Glyphs, all with various meanings. It is possible to formulate legible sentences with these glyphs, using them in writing to communicate to other scholars of Astral studies. When the glyphs are written in Vesperal Ink however, better known as Bottled Starlight, they take on special properties when weaved together in certain ways. You must have had an [MA] in Astral Sorcery to both write and read Celestial Glyphs. You require an active [MA] to be capable of stringing them together into spells using celestial ink. An essential tool in an Astral Sorcerers arsenal is their personal book of pre-written spells. To lose one's book is equivalent to losing a priceless heirloom, as these are both their personal reference for casting their pre-written spells and an implement for casting. Any tome of the scholar's choosing will work, though of course the number of spells allotted is limited by the amount of pages in a book. To simplify a proper representation of this limitation books will have 10 “chapters”. Some spells may take only one “Chapter” to store while others may take multiple. Astral Sorcerers may write multiple spell books, though it requires [1] whole bottle of liquid starlight to fill out a book. Because of this limitation, if their book is lost or destroyed it will take time and resources to create another should they fail to have multiple. An Astral Sorcerer requires an Astral Tome that has been ST signed and with a proper description of the spells within. Once these tomes are created you may not rewrite them and must create a new one for another set of spells. You must have the ST signed tome on your person to cast. If someone takes your book with adequate roleplay you then you must give them the spell tome even if its soulbound. It takes [1] Bottled Starlight to create [1] Astral Tome. You can only produce [1] Tome every [7] OOC Days. A “Chapter” refers to how many spaces a book holds. All spells take a space and some take more than others. Astral Sorcerers may exchange books in their collection or with one another however if more than one Astral Tome is on their person they will be unable to cast any Astral Sorcery until they have only [1] book. Astral Tomes cannot be translocated or stored in bags enchanted with translocation. Attempting to do this destroys the bottled starlight within its pages. Astral tomes cannot be made out of metal, stone, or other non fragile material. Astral Tomes must be books which are capable of being destroyed by the elements: Burnt, Soaked (being out in the rain wont damage it significantly enough), or outright torn apart. The process of making an Astral Tome takes time and references. Because of this you cannot make one on the go this process has to be done at a dedicated workstation with the mages references and tools. (Art Credit: elistraie DeviantArt) Once prepared with a tome of carefully scribed celestial glyphs written in Vesperal Ink, the Astral Mage may start their attempts at Spell Casting. While the tome is the main source of magic, the user must still activate the glyphs within using their mana supply as a catalyst. Mana is a limited resource stored within one's soul that replenishes itself over time. An Astral Sorcerer must be aware of their limit when casting, as to not over exert themselves. In order to represent this fine limit, we will from now refer to mana using “spell slots”. The better practiced the Sorcerer is, the easier it will be for them to conserve mana, thus providing them with more "spell slots" to expend. Astral Mages desiring to cast must always follow a simple set of rules. These dictate what is needed to cast spells and their limitations. The Astral Sorcerer requires their spell book to be open and in hand to cast. Both hands must be occupied with spell casting. (i.e one on the book the other making gestures) thus you cannot hold a shield or other weapons. While casting the Astral Mage must not be wearing too much metal protection as it disrupts the flow of the spell. The most one can wear is half plate. The Astral Sorcerer requires disciplined concentration on their spells. During the time of casting any sudden sharp pains or movements will break the mages focus and thus the spell will fail. (You cannot move while casting at all. If you desire to dodge your spell will fail.) Spells cast using Astral Sorcery can only form very close [1 meter] to the caster and never at a distance. Attempts to conjure spells at a distance will fail. To accurately track the resource mages burn, known as mana, every mage has their own pool of “Spell Slots.” You gain more “Spell Slots” as you progress through the lores tiers which allows you to cast more intense spells. You may regain spell slots through narrative rest. Has 2 spell slots. Has 4 spell slots. Has 8 spell slots. Has 10 spell slots. Has 12 spell slots. As you expend “Spell Slots” you must represent increasing exhaustion. The more “Spell Slots” used the more exhausted the Astral Mage will become. Once running out of “Spell Slots” the Astral Mage becomes “Over Exerted”. This is a state of extreme exhaust on the fine line of about to pass out. If the Astral Sorcerer expends “Slots” past 0 they will pass out and the spell fails. If the “Spell Slots” used bring the Astral Sorcerer “spell slot count” past -3 they will perish from mana exhaustion. This counts as a suicide PK. The Astral Sorcerer may only refresh their “Spell Slots” with roleplay rest in a narrative span of a few hours outside of combat and only outside of combat. Stellar Energy is the physical energy that all Astral Sorcery spells take form of. The color of this energy ranges from dawn colors such as darker purples and blues to dusk colors such as brighter yellows and whites depending on what has been assumed to be Astral Sorcerer's personality though nobody truly knows why this energy comes in various colors. When first conjured, this energy takes the form of small dots of light in the particular color that represents the caster and gradually forms into wisps of energy. From there these wisps will be manipulated into the desired effects of the spells created. When condensed by certain spells, Stellar Energy takes on a solid form resembling glass. When struck, the glass-like material resonates a hollow monotonous sound. It is quite warm to the touch but not hot enough to burn the skin. Naturally, both the wispy and solid form of this energy is iridescent glittering with small stars and looking closely, contains what seems to be swirling galaxies. The Astral Mage creates their spells by stringing together celestial glyphs written in Vesperal Ink on the blank pages of their tomes. Each spell has a special set of glyphs which sometimes slight variations in how they are transferred to the pages, but this is fine as long as it is forming a consistent concept which achieves the same end result. Abbreviations: [N] - Non Combative [C] - Combative There are many different forms of art used to express one's personality, and a practitioner of Astral Sorcery has the ability to express their own creative visions through a spell known as Stellar Manipulation. This spell strings together celestial glyphs of "Creation" and "Manipulation" to summon forth Stellar Energies and manipulate it to their own will and visions. One with this spell has the ability to create various complex shapes and displays of brilliant ethereal light so long they keep focus. T1 Spell. This spell is a simple flavorful way to manipulate raw Stellar Energies into works of art. One can do anything from create a swirling galaxy of constellations around them to forming a small star of light to illuminate their path. This spell takes [1] “Chapters” and expends [0] “Spell Slot” when cast. This spell takes [1] emote to cast. It still follows the rules of spellcasting such as needing one's book and focus. This spell CANNOT be used in combat nor can it give you any advantages outside of combat. (Stairs, Ladders, blinding lights etc). Be reasonable. The range of this spell is at most a 5x5x5 area. An Astral Sorcerer may dedicate several chapters of their tome to projecting their nature and innermost sentiments onto the pages. An animal companion reflecting their inspiration will gradually form into a life, born of stellar energy combining with the user's mana. The Astral Familiar is an intelligent and ethereal creature that serves as both friend and assistant in daily life to a Sorcerer. They are almost always accompanying their creator and completing menial tasks such as fetching objects or delivering letters. T1 Spell. Familiars may take the shape of any desired animal or mix of animals. They are ethereal, see through, luminescent and make no noise nor sound. They may deliver personal letters, fetch books or easily carryable materials and help out a bit around the home. They cannot however provide any advantage in or out of combat. These creatures cannot harm anyone or anything. They can be “killed” causing them to be de-summoned. This spell takes [3] “Chapters” and expends [0] “Spell Slots” when cast. This spell takes [1] emote to cast. It still follows the rules of spellcasting such as needing one's book and focus. Emphasis that these are NON COMBAT pets. These are to simply be flavorful companions to Astral Mages. Through manipulation of various glyphs combined with scribing a list of desired tools into their tome, an Astral Sorcerer may manipulate Stellar Energy into the form of useful tools that can assist in entailed crafts and labor. This could range from a hammer to help shape metal to a small set of lockpicks for dishonest work. T1 Spell. This spell is a flavorful way to store tools and use them. You must have the mechanical item for said tool if such is required (i.e. actual pick lock items in order to conjure picklocks) These tools have the same durability and properties of the mundane versions however they are simply formed from solid Stellar Energies. This spell takes [2] “Chapters” and expends [0] “Spell Slots” when cast. This spell takes [1] emote to cast. It still follows the rules of spellcasting such as needing one's book and focus. You absolutely cannot use this spell for combat. You must have a physical representation of the item in your inventory. Using this spell to flavor /break and /lockpick is fine. You may only have one tool summoned at a time. It desummons after use. An Astral Mage may weave celestial glyphs representing self and manipulation to conjure forth a spectral hand made from pure starlight. This hand may be used to open and close doors from a distance or perhaps activate a lever. T1 Spell. This ghostly hand can only travel up to [10] meters and must have line of sight on the hand at all times and constant focus while manipulating the hand. This hand will vanish if any force is used with it or against it or if someone or something resists the hand taking the object. Everyone can see this hand and it is rather obvious. You cannot glove the hand nor hide it in any way. This spell takes [3] “Chapters” and expends [2] “Spell Slots” when cast. This spell takes [2] emotes to cast [1 Focus + 1 cast]. Lasts indefinitely until desummoned however requires constant focus. This spell can’t really be used to fight. Attempting to harm someone with the hand in any way will cause the spell to fail. You may use it to attempt to take items unnoticed however. Your ghostly hand cannot go where you can’t physically go such as: Through bars, Through glass, Through walls, etc. A powerful spell for an Astral Sorcerer to have in their utility is Wish. This is stemmed from the concept of wishing upon a star and using one's good intention to heal with starlight. Celestial Glyphs of regeneration and healing can be empowered with an immense amount of mana to recover a handful of very small wounds up to a singular large wound. T3 Spell. This spell uses starlight to close either various small scrapes or close one large wound such as a stab, gash or slash. This leave a gently glimmering scar. This feat requires an immense amount of mana to use, be sure to emote the exhaustion that ensues. This spell takes [5] “Chapters” and expends [8] “Spell Slots” when cast. This spell takes [3] emotes to cast [1 Focus + 2 cast] Absolutely positively CANNOT be used to heal or restore: Missing Limbs, Organs, broken bones, very large gashes, heal the dying or bring back the dead. This spell does NOT cure sickness, poisons, curses, etc. Does not fix internal bleeding / hemorrhages etc. Does not restore lost blood etc. A gift that an Astral Sorcerer may bestow upon either themselves or another willing friend. This spell grants its recipient the gift of starlight vision, allowing them to see in dark locations as if it were lit by bright moonlight. T1 Spell This spell can only be used on willing targets or self. It allows one to see clearly in the dark as if there was a full moon above even if you were underground. This spell lasts a narrative hour. Any bright light sources such as large fires or sunlight will blind the user until they look away back to darkness or dispel the effects themselves. They may willingly dispel the effects by rubbing their eyes. This spell takes [3] “Chapters” and expends [2] “Spell Slots” when cast. This spell takes [2] emotes to cast [1 Focus + 1 cast] Only cast on willing targets. The Astral Mage may string celestial glyphs together to form an offensive bolt of pure starlight filled with volatile energy. Once released from concentration the bolt fires directly forward, and upon contact, explodes with a small concussive force which is strong enough to knock one back up to [3] meters or topple the target if they are unsuspecting. T1 Spell. The projectile itself is not very physically damaging alone as its force is enough to stagger someone back [3] meters or knock them over if unprepared. The Astral Mage can spend [1] extra emote & expend [2] spell slots to make the concussive force akin to a baseball flying at arrow speed. The projectile may take any shape desired. Ultimately when launched forward it will always combine into the form of a singular bolt of energy that can no longer be manipulated. This spell takes [2] “Chapters” and expends [2] “Spell Slots” when cast. This spell takes [3] emotes to cast [1 Focus + 2 cast]. You may only hold this spell for [3] emotes before needing to project it forth or summon it. The shape itself is aesthetic only and will not affect the momentum or power. You cannot alter the direction the bolt is sent once it's released. It has the speed equivalent to a crossbow shot. With the assistance from glyphs representing blade and power, as well as a sturdy hilt, an Astral Mage may conjure forth a blade of pulsing starlight upon their hilt, a rather sightly feat only achievable by these Celestial Scholars. T1 Spell. T2 for heat. The conjured blade has the durability, sharpness and weight of a mundane steel blade. This is an aesthetic way to draw a blade simply. By adding [2] extra emotes during creation and expending [3] additional spell slots the Astral Mage may increase the temperature of the blade to burn. It will singe clothes and leave 2nd degree burns on contact. Requires some material preparation. The caster must have a hilt of some sort ready. This is represented by having a sword mechanically. This spell takes [2] “Chapters” and expends [1] “Spell Slots” when cast. This spell takes [1] emote to cast. It still follows the rules of spellcasting such as needing one's book and focus however after the blade is summoned it does not require focus. If the blade leaves the user's hand it will desummon and will need to be conjured again. The blade is warm to the touch but will not burn someone unless the caster adds the extra effort for the burning effect. Cannot cast any Astral spells while this blade is conjured. The blade can take the form of a 1 handed blade (Short sword, Long Sword, etc). Has the same weight and durability and swings the same speed as a normal sword. The Astral Sorcerer may manipulate the field of battle by summoning forth an area shrouded in diffused soft starlight, speckled with various constellations. The starlight in this area manipulates local gravity causing anyone within its field of effect to move at half their speed. T2 Spell. This spell affects a 5m x 5m flat area directly in front of the caster. Anyone or anything that physically touches the ground in the area of its effect will have its movement speed slowed down by half. The affected area is clearly visible. This spell does not require focus after cast however it only lasts [4] rounds of emotes before it vanishes. This spell takes [4] “Chapters” and expends [4] “Spell Slots” when cast. This spell takes [3] emote to cast [1 Focus + 2 Cast]. The spell must be telegraphed and it requires focus only while casting however once it is placed it no longer needs focus. Cuts speed in half. Rules is 4 blocks an emote so 2 blocks movement while in this field. The caster will be affected by their own magic if they enter the field. They may not use anything to hide the field. With immense focus the Astral Mage can harness a mass of volatile cosmic energies which transform into a small swirling vortex of combustible force akin to the chaos of the stars. Supernova can either be used directly around the caster or may be sent forward as a projectile exploding in an immense concussive blast. T3 spell. The swirling mass of starlight is about the size of a basketball and moves very slowly if thrown, only moving 5 meters an emote. Upon detonation either around the caster or when colliding with anything it will erupt out with a powerful concussive blast. The blasts area of effect is 5x5x5 meters and is capable of knocking even the largest uruks off their feet. The closer to the epicenter of the blast the worst it's concussive forces are. With RO Permission it can damage structures. This spell takes [5] “Chapters” and expends [6] “Spell Slots” when cast. This spell takes [4] emotes to cast. [1 Focus + 3 Casting]. You may only “Hold” this spell for [1] emote before it needs to be used. The force of the blast may throw individuals but it will not cause immense damage beyond a broken bone and bruising unless they collide with a surface. Requires RO permission to cause structural damage. The Astral Sorcerer may create a stewalt barrier of defense for them and their allies by stringing together glyphs meaning “defensive wall.” They may conjure a barrier of pure starlight before them and their allies, placed directly on the ground in front of them blocking the way. T3 Spell. The barrier is transparent and can block anything easily and only heavy blunt force such as baseball bats swing can cause damage to the barrier. It can withstand [4] blows from heavy blunt force or [1] blows from rather powerful forces (large explosions). The shield will absorb the damage that would be dealt anyone behind it when it shatters. The erect barrier stands as tall as 3 meters and as wide as 5 meters. It can only take the shape of a flat rectangle. This spell takes [4] “Chapters” and expends [5] “Spell Slots” when cast. This spell takes [3] emotes to cast. [1 Focus + 2 Casting]. This spell lasts until broken or willingly de-summoned however it requires constant focus. Once conjured the shield cannot be moved unless it is willingly de-summoned and re-cast. Cannot multitask while focusing. By altering a few glyphs in the Cosmic Shroud spell, the Astral Mage may summon a dome shaped barrier above and around them and their allies. This barrier of stellar energy will protect them and their allies from attacks surrounding them, though it has a limited time it can be used. T3 Spell The barrier is transparent though visible and can block anything easily. Only heavy blunt force such as baseball bats swing can cause damage to the barrier. It can withstand [4] blows from heavy blunt force or [1] blows from rather powerful forces (large explosions). The shield will absorb the damage that would be dealt anyone behind it when it shatters. The aerial shroud is as tall as 2 meters and as wide as 1 meters in all directions around the caster covering anyone close to the caster. This spell takes [5] “Chapters” and expends [5] “Spell Slots” when cast. This spell takes [3] emotes to cast. [1 Focus + 2 Casting]. This spell lasts until broken or willingly de-summoned however it requires constant focus. This barrier only lasts [5] emotes before it will de-summon due to the stress of shaping the shield. Cannot move the shield. Cannot multitask while focusing on the shield. An apprentice of Astral Sorcery must be taught how to properly write Celestial Glyphs on top of learning how to use their mana as a catalyst for their spells. Tutorship of such can be done under the watch of a master Astral Sorcerer, though scattered throughout the realm are ancient libraries filled with various documents and information on the subject matter. With enough dedication to studying and absorbing the material, almost anyone can learn this expansive and whimsical form of magic. The only two ways of learning Astral Sorcery requires someone with a [TA] to directly teach you or finding a Self Teach “Altar” and completing it. Learning from a teacher is the fastest way, taking 17 weeks to fully master (roughly 4 months). You must get lessons once a week usually once a week typically consisting of exercises using the magic to get used to using your mana pool. Self Teach Altars are ancient libraries with puzzles and traps with the fruit of books that can be used to research and learn. Due to having to digest these ancient tomes it increases the progression by an additional 4 weeks. T1 [Lasts 1 week] [2 “Spell Slots”] A student's first steps in the art. They are taught of Star Wells and liquid stellar energy as well as taught how to create their first glyphs using Vesperal Ink, then how to manipulate them with their mana. T2 [Lasts 2 weeks] [4 “Spell Slots”] The new Astral Mage is able to scribe some more advanced spells and begin learning imbuement rituals. This is their first step to being independent. T3 [Lasts 5 weeks.] [8 “Spell Slots”] The Astral Mage is now independent and able to create their own familiar as a companion; they may begin the process of mastery on their own and learn new glyphs from others. T4 [Lasts 9 weeks] [10 “Spell Slots”] [Can put up a TA] By now the Astral Mage is well learned in their field. They can begin to take on students of their own and teach them the arts of Astral Sorcery while slowly progressing their way towards true mastery. T5 [12 “Spell Slots”] The Astral Mage has mastered the art of stellar energy manipulation and has access to research and discovery of some rather powerful spells and rituals. (Art Credit: KoTnoneKoT DeviantArt) There are certain extraordinary spells with power so vast, they require larger than normal glyphs and multiple Astral Sorcerers present in order to safely complete the task. Because of the special circumstances, these particular spells cannot be written in an ordinary caster's tome. Instead, they are kept in small satchels on the Sorcerer's person or stored in their library for safe keeping. Below is a list of rituals which can be achieved with the right materials and preparation. All rituals are non combative, meaning they cannot be done in combat. Two Astral Sorcerers may work together to weave the aesthetics of starlight into objects or clothing. This could take the form of a set of robes glittered with shimmering constellations, to a headband with glowing antlers or even a charming crown of stars. Components: [1] Bottled Starlight [1] Glyph of Imbuement [1] Glyph of Starlight [2] Astral Sorcerers [4] Candles Instructions: Using your liquidated starlight, brush a large enough circle to cover the exterior of the object you wish to weave stellar energy into. Light four candles around the exterior of the starlit circle and ready your tomes. Focus upon the circle, and using one's mana force, the stellar energy should weave it’s threads into your desired object and it will be imbued. Objects can take up the characteristics of starlight; the properties can be creative. Non Combat imbuement. Cannot give any advantages whatsoever for example cannot be used to disguise ones body etc. Aesthetic only. Bottled Starlight will be consumed and the ritual leaves the casters only slight exhausted. With the right components and glyphs, three Astral Sorcerers are able to convert a bottle of Starlight into an elixir that forces the body to recover mana. Of course such an elixir has harsh effects on the body. Components: [1] Bottled Starlight [4] Candles [2] Glyphs of Restoration [1] Glyph of Energy [3] Astral Sorcerers Instructions: Under the night sky three Astral Sorcerers must draw out two glyphs of Restoration and one glyph of Energy around a bottle of starlight. Set up four candles symmetrically around the glyphs and light them. Once ready, the trio of cosmic scholars will input their mana into one glyph each. Gradually their mana will drain from their own bodies and infuse with the bottle of starlight. This process takes five minutes. Once complete, the candles will go out on their own and the bottle of starlight will have turned a darker blue hue, glistening more brightly than ever. Mana Recovery Elixir is a liquid substance with a deep blue hue and a cool, dusky glow. It tastes sweet and goes down with the consistency of milk. Upon consumption, the descendants body will begin to ache and soon be forced to produce additional mana. For non Astral Sorcerers this acts as a slow recovery of their mana over a few narrative hours. For Astral Sorcerers however, the elixir will recover [5] Spell Slots in the matter of [2] emotes. Following consumption, the body will feel weakness akin to voidal poisoning. The user will no longer be capable of moving heavy objects or wearing heavy armor, and they will be out of breath very easily until the OOC day passes. Voidal users who use this elixir double their voidal weakness effect essentially becoming bedridden for the day. If you consume [2] of these elixirs in the same day it will effectively kill you in a rather painful and colorful death. The consumer will explode into a burst of starlight leaving behind a pile of glitter-like stardust behind. This is common knowledge so doing such will be considered a suicidal PK. Bottled Starlight will be consumed and the ritual leaves the casters exhausted. With the combined force of several Astral Sorcerers wishing upon the ultimate source of their abilities, they will sap an entire Star Well of all its Stellar Energy in order to achieve the greatest feat known yet to the practitioners of this mysterious magic. The ability to heal greater wounds. Components: [1] Full Star Well [5] T4 Astral Sorcerers Instructions: Under the night airglow of the aether, with a nearly overflowing Star Well present, have the individual you intend to heal submerged into the pool of warm liquid starlight. The five masterful Astral Mages should have the Wish Spell prepared in each of their tomes. Once ready, they should all cast the Wish spell in sync upon the target in order to heal and restore flesh to the desired wound. A powerful ritual that saps a well of its ability to produce stellar energy for [1] OOC week. In return for the lost source of power, this allows [5] users of Astral Sorcery to regenerate [1] lost limb or organ upon their intended target. (Arms, legs, eyes, ears, etc.) The restored appendage would be fully healed and lacking any alterations such as scars, markings or tattoos. Due to the intensity of this ritual Astral Mages are only able to perform "Greater Wish" once an IRL month. RPly the reason for this is unknown. You cannot Revive the dead or heal someone critically dying. Does not cure illnesses, curses, poisons etc. Can only restore [1] limb, organ or appendage at a time. The well used will no longer produce bottled starlight for [7] OOC days and be emptied of its reservoir. This effectively means you cannot get Bottled Starlight for a total of [14] OOC days. This ritual leaves the casters extremely exhausted. Each mage that was part of the ritual is locked from taking part in another "Greater Wish" ritual for [1] IRL month. Requires an MA to be used. You must be taught by someone with a TA or by a Self Teach altar. You may have a TA at [T4]. Astral Sorcery is not compatible with deific magics and dark magics that require a connection to a middleman (i.e has gods, daemons, etc) and you cannot cast it when your voidal scar is open (i.e if you have any active voidal MAs). All casting requires focus and can be broken. Refer to spell mechanics and please follow such. Only those with an [MA] in Astral Sorcery can make a Star Well. Only Astral Mages can utilize starlight for spellcasting. If you drop your [MA] in Astral Sorcery you IRPly are incapable of spellcasting Astral Sorcery. The reason may be determined at your discretion. Only one Star Well can exist at a time per Sorcerer. You must have an active [MA] in Astral Sorcery to make one. Both hands must be occupied with spell casting. (i.e one on the book the other making gestures) thus you cannot hold a shield or other weapons. While casting the Astral Mage must not be wearing too much metal protection as it disrupts the flow of the spell. The most one can wear is half plate. The process of making an Astral Tome takes time and references. Because of this you cannot make one on the go this process has to be done at a dedicated workstation with the mages references and tools. ((I.E you cannot make a book outside of a resting spot meaning you can't just toss a book and quickly make a new one with new spells.)) We wished to create an interesting and whimsical magic that is not sourced from the Void. Star powered magic fits perfectly with the world lore and fills the void that was left with the removal of Arcanism. Instead of a Voidal magic, this is a stand alone creative magic that anyone may learn through self teaching or being taught and works well with other non voidal magics like House Magery. Toxcat - Main Writer Vaynth - Cowriter and editor Deer__ - Contributor Zachosnacko - Contributor JuniperSelkie - Ideas and rough concept
  15. _____________________________________________________________________________________________________________________ You find a small publicly available booklet published by The Enchantry. The Lex Arcana is a guide written by mages, for mages - a set of duties for those practicing in the voidal arts. In this passage I provide a brief explanation of the void and the three most important duties of any Mage, regardless of race, creed and affliction. The Void is a vast canvas waiting to be painted upon by our minds to bring dreams forth to reality safely with pure mortal willpower. What it means to be attuned to the void and practice its arts is to learn how to access untapped potential that all is sourced from - to grasp knowledge of the arcane and its vast layers from the void to the veil and in the end become a guardian to protect against the unknown. The Schools of Magic There are three Schools of Magic of the Arcane: Evocation, Alteration and Illusion. Evocation is the act of dreaming an element of choice and bringing it forth to reality. Alteration is the ability to alter reality with a dream, simply meaning, the ability to change reality with one's mind. Finally, Illusion is the concept of manipulation of the dreams of others, a trickster's magic, though in good hands it can be used for great deeds. The Thee Principle Tenants Dealings with the Eldritch are forbidden. Those who lurk in the abyss of the void are nothing but foes of mankind and a mage must never speak or work with such sins. A mage must be mindful of their castings. Always consider the consequences of who and what will be affected by your spell. Remember your actions and how it will be outlooked. Regardless of creed or race, a mage has the sole duty as a guardian of the veil from the Eldritch of the void. We must stand to repel any attempts to consume our world. To forsake these three tenants is to forsake one's true purpose as a mage regardless of their goals in the arcane pursuit. Written By Sarrion Zytiaear
  16. Mr. Etan

    The Enchantry

    This is endorsed by Sarrion Co.
  17. what is this a forum format for ants?

  18. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

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