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Mr. Etan

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    1997
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Everything posted by Mr. Etan

  1. Ah okay I must of been mistaken I thought Alex still ran it. Anyway currently the magic section is locked up tight and nobody can access it. I would understand if they were malevolent books but not voidal magic. Makes it hard for new players to get into that part of lore!
  2. If the Library of Dragur is technically under the world dev team then why is it still locked up to new players isn't that fundamentally backwards? I had thought originally it had just been player ran and put in the CT but now it’s world dev not even Community Team? All sorts of confused.
  3. We all died in 2012 and this is just a simulation.

    1. Show previous comments  2 more
    2. Vaynth

      Vaynth

      I’m just a figment of your imagination

    3. 𝕾𝖙𝖆𝖗𝖌𝖚𝖘𝖍
    4. Starfelt

      Starfelt

      Let the anti-virus delete me.

  4. I don’t think you could find many, if even one at all, people who do not play mages who would agree that this sort of concept for Telekinesis is a good one. Magic is more than just for those who use the lore, it’s also for everyone else who has to experience it.
  5. What would you recommend for other options? I’d love it hear some suggestions. Also if the aura and eye color is the same its just an obvious glow. I don’t know tato with the amount of brain power you waste in redundant and overthought feedback for lore on a pg13 minecraft roleplay server perhaps you should start contributing some. I’m sure you could write much better pieces than me especially when you must have much more time than myself being a working adult. I don’t mean to be rude, but maybe you can put your effort into making better lore than me.
  6. I left that there from a previous project on accident. Totally should be light manipulation though I’ll fight you on that
  7. Voidal Attunement & Connection The void. It is everything yet it is nothing. A wellspring of pure potential and for many years descendants have found various ways to tap into this source. From the beginning it started from simple forms of ancient magics such as evocation, drawing elements forth in a pure form of creation, and developing into more complex concepts such as illusion, the art of manipulation. Voidal magic is a tree with it’s base planted in the world as we know it, roots digging down to the depth of the void and its branches spewing out to different schools of magic. Everyone starts at this base and moves up to their specialty. Initial Connection: All greater souls are capable of storing a large pool of mana that can be manipulated into fuel for spell casting but before any spells can be done the decedent must go through a connection ritual to awaken their connection to the void. Connecting to the void evokes a deep trance like state that the mage practices every day of their lives to perfect, but in order to induce this trance like state in the beginning one cannot simply just meditate. Any sort of hallucinogenic herbs must be used while focusing on the concept of the void in an attempt to put oneself in a trace. Upon first connection the mind is flooded with sensations never felt before that are beyond compensation, gifting the decedent with a strong connection to the void itself. With this connection kindled, the mage begins to see, smell and feel the magic in the world around them and becomes very sensitive to such. Auras are greatly visible now, and one can even feel magic brimming in enchantments or when a spell is being cast. The next few connections to the void may require hallucinogenic herbs before the user has become sensitive enough to establish the trance like state on their own. Upon first connection the mage will have their aura color set. Whilst there are theories on what aura colors mean, the color of one's aura does not change unless there are traumatic events in one's lifetime. Some theorize the change to be their very soul adjusting to these traumatic changes. Redlines / Explanations: Summary of Changes: Voidal Trance: The trance like state mages have to cast magic is one of focus and willpower. With practice this becomes second nature though things such as very painfully loud sounds or immense pain can become too much for the mage knocking them out of their trance and and unable to re-enter the trance until the source of this worldly distraction is halted. Besides this, the mage can do many of their normal activities while in the trance. Those who find themselves entranced have their iris change an entire shade to their aura color which glow dimly especially in low light. This phenomenon has been theorized to a visualization of the users subconscious gazing into the endless void. Magic may only be cast whilst in this trance. Any attempt to cast magic outside of such yields no results and makes one look like a fool. Redlines / Explanations: Progression Summary of Changes: Final Word: I felt that a lot of the current methods for making new students have always been quite dull and boring and on top of this the way mages connect to the void has always been sort of poorly clarified and there has always been blurred lines on what they can do what they cant do and what breaks them out of connection. This lore piece aims to simply help the lore team by setting in stone the properties behind connecting to the void and perhaps inspire other pieces. Edit list: 1/6/2020 – fixed a statement and added that people under the age of 16 cannot connect to the void. Totally forgot about that.
  8. Could keep them simple and repeatable. Like a simple abandoned underground ruin dungeon that groups can re run / run once. Rply say that after its cleared out whatever monsters just re inhabit them after. Small event lines can also be ran per group. Bounties were also neat being quick pick ups with rewards for anyone willing. Etc.
  9. Just give me my small 2-3 hour D&D dungeon events for my small group of individuals and I’ll be happy.
  10. Kowa is at prom so the server is down

  11. Origin With time and research, the nature of magic began to broaden and increase in diversity, extending its hand in friendship to the dedicated scholars of the arcane. A great feat in this growth of knowledge was the birth of an art that allowed the mage to put objects in the void as a form of storage, or transport their very essence through the void and spit them out in another place on the material realm. Such a milestone became an addition to Alteration, know as Voidal Translocation. Magic Explanation Translocation is the combination of old translocation and shifting lore combined together to create one uniformed magic. The voidal art has brought the spells into one and any possessing either art now unlocked the other. The magic being very similar to each-other it was deemed to combine them. Translocation takes up one magic slot Translocation requires a valid MA to use in game. Translocation may be taught with a valid TA. Abilities/Spells Minor Teleportation [Combative] The bread and butter of voidal shifting this spell allows mages to magically teleport from point A to point B. The mage simply focuses on the location they wish to go and places a visible magical ‘anchor’ before dragging themselves to that point. Brisk Step [Combative] Known as “Blinking” to some, this is a quick use of voidal shifting over a small area. This tactic is employed by mages who want to get escape areas as fast as possible. Greater Teleportation [Non Combative] A feat that is done by those who have mastered the art of teleportation. It allows a mage to set “permanent” anchors at places their soulstones have been bound too. With this, it allows them to open up a magical rift, a door of sorts, that only they may enter and be teleported to the place of this anchor. Group Teleportation [Combative] With theory one can send themselves through the void but what about their friends? Through testing and study comes a new ability with voidal shifting to focus your magic and shift a willing person from point A to B. This would, of course, follows the same properties as normal shifting not exceeding normal standards in any way. The only difference notable is that a shroud of the casters aura would begin to cover the target, alerting anyone if they were unsuspecting. Material Teleportation [Combative] In recent times with the resources of the Enchantry study on new forms of teleportation were created, a spell called Material Teleportation is one. Following the steps of minor teleportation but instead of focusing on dragging oneself through the void you would do such with an object in a similar fashion, the only problem being that these items need to be stationary. This is a more intermediate spell learned later in ones studies. Void Pocket [Combative] Deconstruction and reconstruction are the basis of all things in the realms, similar to the void to store an item one must deconstruct it from the material world and collect it’s essence for storage in the void. The void pocket is a unique hub created by the sorcerer that’ll be a pocket in the void for storing trinkets, objects of importance and or tools for destruction. To remove an object once the essence has been stored the sorcerer needs to understand what they stored to reconstruct the item, without it, the item is lost. Half Translocation [Combative] Through experimentation and innovation with Translocation, mages have created a method to establish two constant mana anchors in two different places. Half Translocation gives the mage the ability to open two rifts within a distance of each other, allowing objects to pass through one of the rifts and exit through the other and vice versa. REDLINES: Cannot translocate organic matter in the void for storage/half rifts (unless contained). Organic matter may be teleported through the void (Shifting). Magic cannot be translocated. Cannot translocate more than 4 people. Including the caster. Cannot translocate combative potions. Translocation does not carry velocity. Half-Translocation is an exception to this. Translocation cannot be instant cast. Translocation requires line of sight. An item must be fully understood in order to be translocated. Half-Translocation is an exception to this. People may not be trapped in the void with Translocation. A proper tell is required for any spell. Simply emoting 'Shuddering' is not acceptable. Toxcat - Shifting Author Jenny_Bobbs and Isaac - Translocation Authors
  12. I’d be down to clown if maybe we stuck with elements and not the insane power of arcane which is quite literally blunt trauma force but in spell shape. To be honest I’d rather see elemental evocation merged into one solid set magic than this mess that we’re still stuck with.
  13. Too much magic to be a 1 slot magic. Needs to be broken up into 2 parts at least. Also we’re still focusing on the stupid emote counts instead of just quality in general which is terrible.
  14. Stupid amount of wait time for something equally as useless. Pretty sure we’re trying to get rid of mana gems so it might be irrelevant if enchanting gets a proper update
  15. Listen I like you as a person but this lore is pretty over the top and not needed with the stupid ton of other magics there are in the server.
  16. Some spells should be reagent based and we need a better casting system than having your character stare at someone for 5 emotes before something happens.
  17. No more magic “endgames”. lets focus on making magic actually fun to rp these days and more open to the community like how alchemy is
  18. Arcanism needs to take up more than one slot especially when it's this big of a magic. Probably one of the biggest points the LT made too.
  19. Playable horrors were pretty trash last time, I don’t think I’d want to see CA horrors again thanks
  20. I can hear the alchemy LT reeeeing from here. @Dunstan
  21. Spell lists are mandatory by LT due to the enforced lore format.
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