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Mephistophelian

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Posts posted by Mephistophelian

  1. MC Name:

    Mephistophelian
     

    Character's Name:

    Lorien
     

    Character's Age:
    210+ 


    Character's Race:
    Mali'aheral/Daeva 


    What magic(s) will you be learning?:
    Further Alchemy - Chimera and Homunculus creation 


    Link a MA of a magic your character already uses that is in the same archetype as the magic you are self teaching:
    N/A 


    How did you learn this magic(s)?:
    Via much IC experimentation, the knowledge that such alchemical arts exist and the use of 'The Fell Cauldron' (a Magical Artefact that acts as a catalyst for the darker side of alchemy, which includes further alchemy). Though my character has not yet made any of these creations (as this would be going beyond the MAs I have) he has developed enough knowledge and has found powerful enough ingredients to either accidentally or purposefully create a Homunculus. As for the creation of a Chimera; my character is currently in the process of creating one, travelling the lands in search of certain body parts of certain creatures to try make a nifty abomination. Whether he succeeds or not isn't the issue; he is headed in the right direction, after a few mistakes made in RP.


    MC name of OOC overseer (Note: they must either have a TA in this magic on any character or be a member of the MT):
    knghtartorias
     

    Offer an explanation of the magic(s) you are learning:

     

    Chimera creation involves the  making of a draught of life, which is a very broad term for the potion that is used to bind the body parts of and give life to the Chimera created by the alchemist. Multiple living bodies from a wide variety of species may be used (assuming they are all of relatively equal size and biological upkeep), though the effectiveness of these body parts depends entirely on the final form of the creature; if you attach large wings to a being without hollow bones, it won't be able to glide very well, never-mind fly. All Chimeras are susceptible to gold, holy magic and time (they don't live long), whilst also being vulnerable to normal weapons wielded by common folk.


    Homunculi are creatures made entirely from dead or non-present creatures/'ingredients'. Fiends are the most simple, not requiring an entire cadaver but still requiring the needed ingredients and a small bit of luck. They are basic, feral and not very smart, but can be tamed due to this odd combination of animalistic properties. The second level of homunculi are Deviants, which are created from corpses. They are the lesser versions of Doppelgangers/Aberrants, and are not as long-lived nor as diverse in their strengths and traits. They have a few disfigurements and are generally weaker than their superior 'cousins'. Finally, we have Aberrants and Doppelgangers. Both are created from PKed characters, thought whilst the Doppelganger is a perfect, soulless copy of the PKed player, the Aberrant is similar but with a few differences (be it skin colour, eye colour, etc). They inherit a few traits from the person they once were, but otherwise remember nothing of their past lives and are relatively different 'people'. All Homunculi cannot use magic, have no souls, are hurt by gold, their opposing symbol and holy magic, and are susceptible to PK if RPed poorly too often.
     
    Provide evidence you've a proper means of learning this magic(s):
    The Fell Cauldron is a tool used to facilitate the creation of these creatures and thus the learning (as less experimentation is needed to get it right). That said, a complete lack of understanding or tutoring on how these beings are made will result in a far longer time required to learn how to do so. Additionally, the great access to powerful alchemical materials needed for the creations of these creatures also eases the process (such as access to frost witch blood, strigae nails, dragon bone or whatever else tickles one's fancy).

     


    Do you have a magic(s) you are dropping due to this app? If so, link it:

    No.
     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?:

    Of course.
     

    Have you applied for this magic on this character before, and had it denied? If so, link the app:
    No.

  2. Perhaps you should add a red-line stating the user cannot have a mental barrier when using this in the limb state, else the user would be unable to use the limbs.

     

    That said, I think this totally innocent Shade rip off is pretty good ;)

  3. MC Name:

    Mephistophelian
     
    Character's Name:

    Lorien
     
    Character's Age:

    210+
     
    Character's Race:

    Mali'aheral
     
    What magic(s) will you be learning?:

    Voidal Feat - Voidal Feeling
     
    Link a MA of a magic your character already uses that is in the same archetype as the magic you are self teaching:

    N/A
     
    How did you learn this magic(s)?:

    Given a book on the subject to read through.
     
    MC name of OOC overseer (Note: they must either have a TA in this magic on any character or be a member of the MT):

    KnghtArtorias
     
    Offer an explanation of the magic(s) you are learning:

    By directing their mana to seep into an object, a mage may make multiple deductions on the properties of said object. This is done by understanding how their active mana interacts with the passive mana within the object, as well as other variables such as the active mana interacting with other active mana in the object. The deductions range from understanding the object's boiling point to comprehending the different magical properties it possess, though the more detailed and valuable the information, the more time it usually takes. Rushing the process of being anything but calm during it causes a waste of mana, as well as the prevention of fully performing the Voidal Feeling. To find the effects of magical presences, one must usually concentrate for longer, and be familiar with the intimate workings of mana. Finally, one must note that organic substances cannot be felt at all, due to their fluctuating mana and general unpredictability.

    Provide evidence you've a proper means of learning this magic(s):

    My overseer can vouch for it.
     
    Do you have a magic(s) you are dropping due to this app? If so, link it:
    Nope! 


    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?:
    Of course. 


    Have you applied for this magic on this character before, and had it denied? If so, link the app:

    No.

  4. Hey there! As is the norm with me, I have a few question to ask about your lore that will help me determine my position on it (and, ideally, help the other players and LMs). Hope you don't mind answering them!

     

     

    What exactly is the 'spirit'? Is it the same spirit that all descendants have, that allows them to use shamanism? If so, does this mean the spirit is essentially the soul of the user of this magic? If the previous statement is true, does this magic essentially allow for the self-manipulation of one's soul?

     

    If this magic is indeed the manipulation of the shamanism-related spirit, how does it affect ghosts? How would a Ish'Urkal/Dark Shaman see the users of this magic/how would the users of this magic appear to them?

     

    How does the user of this magic manipulate their spirit? Does this process take mana? If not, why not?

     

    How does the spirit provide power to the user's body?

     

    Are the limbs of the user strengthened in any way by this magic? If so, how much? If not, why aren't their bones broken when they do a triple-strong punch?

     

    How does Metztli provide power to the individual's spirit?

     

    Is this a deity magic?

     

    Is the worship and representation of Metztli required to use this magic (as Xan Holy Mages do to Xan or as Muun priests do to Metztli)? If not, why must one adhere to strict rules if it is an innate ability? If not, why can't someone practice other magics along with this magic?

     

    If it is a deity magic, does it adhere to the rule that abusers of the magic must be sought out by the other users of the magic and not simply torn from their connection? If not, why not?

     

    What are the exact abilities of this magic (you seem rather vague in your explanations, so it'd be nice to have a small list)? e.g. Increased strength, increased durability, faster healing, etc.

     

    What if a necromancer were to taint the body of a user of this magic? Since taint can't be healed normally, would they be able to heal it?

     

    What happens if a user of this magic does not take care of their physical body?

     

    What happens if one of these users is spirit-smithed by a dark shaman?

     

    If a user of this magic incapacitates but does not kill someone, then allows this person to die, will they be untethered? If so, are they forced to defend all people who are about to be killed?

     

    If a user of this magic hurts someone and they bleed out moments/hours later, will this cause them to be untethered? If not, why not? If so, why is it not like that? If there is a time limit to it, what decides this limit?

     

     

    I will probably have more questions later, I'm afraid. Either way, I look forward to your reply!

  5. 1 hour ago, ⅢSliceⅢ said:

    While the lore in itself is a good write (although a bit lengthy for its actual explanation,) it seems to really only add onto blood magic's already expansive skill-set and abilities. Although it's slightly different from Arcane Displacement, I feel as though this would do better as an attachment to their magic as it is their particular specialty and purpose, as opposed to a summoning/empowerment/creation magic that's pretty plump in content already.

     

    I don't see many instances in which this would legitimately provide much RP for anyone aside from the Blood Mages and their associates, as it only gives those that enter the experience of it as opposed to a summoning ritual that would actually interact with people. From my POV it's a means to gain more for the magic, albeit not maliciously, and provide more for the group itself rather than the playerbase itself.

     

    My main thought is that it doesn't really provide much RP to anyone other than the Blood Mages and only allows for more capabilities as opposed to other places of magic that don't want to take as much time writing up lore such as this or find it unnecessary as they're not as much of a niche group. There's a lot to be done with the way Blood Magic currently is and I don't think it needs anything else to tack on because of an idea that was had about it. I fail to see how it enables players to become their own antagonists as well. 

     

    There's a lot to say about it, but all in all it just doesn't seem like it's going to genuinely give anything to anyone except for those who know it, which might not even be all the blood mages in the already tight knit conglomerate it has going for it. It reads like there's a lot of fluff to the writing to make it larger to the eye and simpler explanations would've been better for something that altogether is looking into other planes of existence and going into them.

     

    Like I said, it's nicely written. I don't mean for this to be an insult but I wanted to throw the two cents in there along with some criticism.

     

    Thank you for the criticism, and I completely understand your point. I'd like to say, however, that this ability is not intended to be a player-only thing. Already, several ET (and normal players) have approached me asking if they could use this lore to make events with realms and this ability, inhabitants of realms or even make lore for those realms. Multiple ideas have been brought up, such as old scholars who have researched realms extensively and have come up with odd symbols as the only result (Realm Rune), and I believe that the spreading of this type of RP could create some neat little events. Off the top of my head, here is one: a group of ancient blood mages all travelled to some far off realm and couldn't find their way back/lost the Blood Mage who knows how to get back. Forced to live there, they formed a society and persevered over the millenia, eventually becoming degraded creatures that practice some twisted form of blood magic. Hey ho, now we have some beings that can be used for an event when they finally find out how to come back to one of the two mortal realms!

     

    I disagree with the 'not becoming an antagonist' thing. Imagine a group of players (needing only one knowledgable blood Mage) 'claim' a realm as their own and set out to cause havoc from the safety of that realm. They'd become a real threat, and other players would have to group together to predict their actions and hopefully jump into the rifts they open, defeating the antagonist players on their own turf. Then what if the rift closes behind them? They have to deal with that, too! In my opinion, this tiny scenario (which I just thought up) can lead to great RP. Heck, if my character was a holy warrior who defeats this antagonistic menace and is trapped on the other side of the portal, I'd see that as a fitting way to PK! Or what if there is a way to save him, and the fighters of these antagonists are forced to use one of the rift-ways, and thus sacrifice someone for their blood, to get my holy warrior back? Is one life more valuable than the next? Another dilemma and more RP!

     

    To end my points on your first point, I do slightly agree with you. Yes, perhaps this could be added to the skill group of arcane displacement, but I wrote the lore for it to fit with blood magic. Besides, the Planar Dictate is a notoriously monopolised thing, whilst I intend to spread this ability. As of now, blood magic is largely used as an enhancement to other magics (which is one of its uses), but I feel that this could enrich what it offers. Yes, you can summon beings... but why summon them from an unknown realm when you can summon a known creature from a realm you visited?

     

    Thanks for the great feedback, and I hope these answers satisfy some of your issues or questions :) If you'd like to continue debating, we could continue the discussion on Skype and post our 'final verdict/opinions' on here, after (so as to avoid clogging up the forums), no? I don't mind, either way.

  6. ~

     

    Name of Artefact:

    Voice of Dread
     Tsprekn zu'OguarMKeBgWJ.png
    MC Name of person(s) currently in possession of Artefact:

    Mephistophelian
     
    RP Name of person(s) currently in possession of Artefact:

    Lorien
     
    MC Name of creator(s) of Artefact (N/A if not applicable):

    Mephistophelian
     
    RP Name of creator(s) of Artefact (N/A if not applicable):

    Lorien
     
    Effect(s) of Artefact:
    A horn gathered from a long dead Dragon in the Fringe and shaped into a usable instrument of fear. When blown, a terrible cacophony of  screams, wails and maddened voices would fill the air, uniquely affecting the senses of every creature that hears the sound. Sentient creatures hear the cries of their loved ones, the screeches of hideous creatures, the crawling of insects over their body or  even experience a brief flash of their most primal, intimate fears, causing them to feel an incredible sense of dread and fear. Indeed, their very senses are assaulted by every possible dread-inducing hallucination. All creatures without the corruption of a Shade are affected by this soul-rending fear, and it is unheard of to see a creature braving its effects, be they holy, soulless or worse. Regardless of the creature that blows the horn, their lips and mouth are made red and bruised as blood is drawn from them to fuel the fell creation that is the Voice of Dread.

     

    In addition to spreading fear to all those unlucky enough to be within hearing distance of the sound, a type of 'suction' occurs to any and all passive mana in the vicinity. Though only a small amount of passive mana is affected, it is instantly converted into Amber, thus creating a fine, flaky blackness that drifts towards the blower of the horn. The general vicinity would darken due to the sudden abundance of Amber, causing the area to become shrouded in a smog-like mist; even the sky above would appear to blacken.


    Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

    Using a variation of Shade magic (namely the conversion of passive mana into Amber) and combining it with Blood Magic (to empower the effect and add a few other effects such as briefly draining surrounding passive mana to convert into Amber), this Artefact should be in accordance to already accepted lore.
     

    Red Lines of Artefact:

    • Being able to hear is NOT a requirement when considering the effect of this Artefact. Those being affected must simply be within hearing range. The closer, the more powerful the effect.
    • The mana-converting/draining effect is minor, and cannot fully drain someone of their mana.
    • The horn requires a cool-down period, and may only be blown once per fight/event/scenario.
    • Blowing the horn is possible if not a Shade, though the same fear would be instilled in the user of the Artefact if they are not a Shade.
    • The Amber created cannot be manipulated by any Shades unless they actively reach out to collect it into their Amber pool.
    • The darkening effect caused by the horn lasts for varying amounts of time, depending on environmental conditions. Areas with moving air will clear faster than those with still air, for example.
    • Even holy/deity individual are affected by this Artefact, as equally as all other beings.
    • Whilst the fear is immense and likely to scare away or greatly inhibit the effectiveness of the creatures that hear it, one may not OOCly force someone to fully flee.
    • Blood must be provided for the horn to work, and it must be provided upon the blowing of the horn. It is drawn from the lips, mouth, throat and lungs of the user, and extended use would cause massive internal bleeding and the flooding of the lungs with blood.

     

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artefact by using the Magic List Errors?:

    Yes
     
    Have you applied for this Artefact before, and had it denied? If so, link the app:

    No

     

    ~

     

    Name of Artefact:

    The Fell Cauldron
     OPScvDT.png
    MC Name of person(s) currently in possession of Artefact:

    Mephistophelian
     
    RP Name of person(s) currently in possession of Artefact:

    Lorien
     
    MC Name of creator(s) of Artefact (N/A if not applicable):

    Mephistophelian
     
    RP Name of creator(s) of Artefact (N/A if not applicable):

    Lorien
     
    Effect(s) of Artefact:
    Created using a mix of Necromancy, Shade magic and Blood magic, this Cauldron is lined with a permanent, pervasive source of Taint and  Amber. Any Alchemical reagents thrown within this container are changed by the fell magics brewing within, aiding in the creation of abhorrent beings such as Homunculi and Chimeras, as well as aiding in the brewing of poisons, toxins and other deadly substances. Indeed, the effects of these Alchemical creations seems to be corrupted and worsened, though not in a traditional sense. Volatile substances are made to be more unstable, poisons are made unsafe to handle, Homunculi are far crueller and more likely to develop malformations, and Chimeras emerge with foetid limbs and a deranged, feral mind. These are, however, just a few examples of this unholy Artefact's effect.


    Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

    This cauldron is made unique by a simple mix of Amber and Taint within it, meaning whatever reagents tossed inside are imbued with a corruption that (normally) negatively affects them. It does, however, aid in the creation of some abominations, and acts as a catalyst for the 'error' that Homunculi tend to be.
     
    Red Lines of Artefact:

    • One may not create any beneficial potions/creations of alchemy using this cauldron (i.e. no healing potions).
    • Whilst the effects of the potions made in this cauldron are 'increased/worsened', they must remain within alchemy lore and red lines.
    • One still requires a FA to create Homunculi and Chimeras using the Fell Cauldron.

     

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artefact by using the Magic List Errors?:

    Yes
     
    Have you applied for this Artefact before, and had it denied? If so, link the app:

    No

     

    ~

     

    Name of Artefact:

    Oathkeeper Quill il_fullxfull.681876903_fkme.jpg

    MC Name of person(s) currently in possession of Artefact:

    There are five of these Artefacts, four of which shall be spread randomly to suitable RPers from different groups. The final shall be in my possession (Mephistophelian). When the rest of the holders of the quills are found, they shall be added to this list as well.
     
    RP Name of person(s) currently in possession of Artefact:

    Lorien. When the rest of the holders of the quills are found, they shall be added to this list as well.
     
    MC Name of creator(s) of Artefact (N/A if not applicable):

    Mephistophelian
     
    RP Name of creator(s) of Artefact (N/A if not applicable):

    Lorien
     
    Effect(s) of Artefact:
    Equiped with two Blood Runes in their metallic tips - one of which that bind the writer's soul to their words - these quills do not permit the writer to lie or break the promises, statements or professions they have written down... That is, of course, if the tip is first dipped in blood. If average ink is used (or anything that does not contain blood or genus), the quill remains unpowered and thus, in effect, ordinary. Indeed, very few users of these mysterious and unique quills ever realise the true ability of the tool between their busy fingers.


    Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

    The Blood Rune that powers these Artefacts works well within the accepted blood magic lore, whilst the second Blood Rune goes slightly beyond, binding the user to their own words instead of another's soul.
     
    Red Lines of Artefact:

    • This does NOT count as a revival of Contract Magic. To clarify, it ONLY affects what the WRITER has written, and not what someone else has written. In other words, only the writer's own words can affect them.
    • If the words are destroyed or made illegible, the effect is immediately gone.
    • A tablespoon of fresh blood's genus must be taken in by the pen to make it work. This blood may be mixed in with other substances, as long as the genus of this blood is not removed or otherwise affected.
    • One cannot break the binding they have to the words, finding it utterly impossible to do so. Their very being is directed to obey what they themselves have written. That said, they may destroy the words or make them illegible.
    • Anything the writer is bound to must be possible when written. If it is impossible, the words will have no effect until something possible is written down.

     

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artefact by using the Magic List Errors?:

    Yes
     
    Have you applied for this Artefact before, and had it denied? If so, link the app:

    No

     

    ~

     

    Name of Artefact:

    Fleshwarren

    Idea credits to Meg/Eileen_The_Crow

    8CmXaDM.png

    MC Name of person(s) currently in possession of Artefact:

    Mephistophelian
     
    RP Name of person(s) currently in possession of Artefact:

    Lorien


    MC Name of creator(s) of Artefact (N/A if not applicable):

    Mephistophelian
     
    RP Name of creator(s) of Artefact (N/A if not applicable):

    Lorien
     
    Effect(s) of Artefact:
    When stabbed into someone, the modified spine breaks off and burrows into their flesh, tainting and draining it as it digs in. It moves fast, and the spiny ridges prevent it from being easily removed. Some of drained lifeforce is sent directly through a tether to the bone hilt of the dagger, whilst the rest provides the entire creation with the lifeforce required to dig through flesh and organs. If the spine has no more lifeforce to burrow through, if all the flesh is tainted or if the user recalls it back to the hilt, the lifeforce sent to the hilt would supply it for its return, provided the distance is not to great.


    Explanation of effect(s) (i.e. how it does what it does - slight bending of magic lore is allowed):

    Purely necromantic in design, the Fleshwarren is supplied by the lifeforce it gains from its victim. The lifeforce in the hilt is momentarily stored by an aurum rod hidden within, and the entire thing is commanded by some loose sort of sentience allowed to necromanctic beings.
     
    Red Lines of Artefact:

    • The blade does not provide its user with lifeforce at all.
    • The speed of the blade depends what it is burrowing through. Through solid muscle, it moves about as fast a walking rat.
    • The blade must be properly stabbed and buried into someone for it to activate. It cannot be thrown off the hilt and made to penetrate the skin of an individual.
    • The taint does not instantly form, and spreads only as fast as taint normally spreads.
    • The burrowing does not remove any flesh, but instead parts it/tears it aside to allow the snake-like spine to continue through.

     

    Do you agree to keep the MT updated on the whereabouts and ownership of this Artefact by using the Magic List Errors?:

    Yes
     
    Have you applied for this Artefact before, and had it denied? If so, link the app:

    No

     

    ~

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