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Booklight12

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  1. Transmuters’ Forge (Non Combative) Description The Transmuters’ Forge spell creates a zone of influence in a designated area which connects any mage within the zone to all materials also within the zone. This connection grants heightened control and fluidity in casting concurrent transmutation spells within the zone of influence, including the casters own. Mechanics Transmuters’ Forge takes 1 connect emote + x amount of scale emotes (Based on the size of the zone of influence) + 1 casting emote. The caster may cast the central point of the spell's zone of influence anywhere within a 5m distance away from their character. All transmutation spells cast within the zone of influence require only a voidal connection and 1 casting emote, skipping the charging or scaling emote step. Transmuters within the zone of influence may layer multiple transmutation spells atop each other simultaneously to their aesthetic discretion as long as the resultant effects are within the scope of transmutation’s redlines. X of Scale Emotes 6x6 and below - 1 emote 7x7-10x10- 2 emotes (Anything larger requires a circling ritual) Enchanting With a Mana Obelisk The only way to enchant this spell is by imbuing it directly upon an activated mana obelisk. If so, the enchantment will: (1) take on the effective range of the imbued mana obelisk’s aura; and (2) the effects of the spell remain continuously activated so long as the mana obelisk is operational. Tier Progression T1 Cannot cast this spell T2 Cannot cast this spell T3 Can cast this spell with the maximum zone of influence of 3x3 The spell has a maximum duration of 10 in-game minutes T4 Can cast this spell with the maximum zone of influence of 6x6 The spell has a maximum duration of 20 in-game minutes T5 Can cast this spell with the maximum zone of influence of 10x10 The spell has a maximum duration of 40 in-game minutes Redlines May not be used to gain a combative advantage. The caster may only use other transfiguration spells concurrently with this spell. Only spells that fall under Transmutation are affected by a Transmuters’ Forge. All casting redlines for transmutation spells still apply to spells cast within the zone of influence. For example, you cannot transmute a single object larger than 2m without a circling ritual. This spell may aesthetically be cast in a multitude of ways as long as the minimum threshold of emotes is met. This may range from using chalk to create a transmutation circle upon the ground, forming arcane glyphs around the zone of influence, or any other aesthetic means within reasonable discretion of the caster(s). If the caster (Or one of the casters in a circling ritual) leaves the zone of influence, the spell will immediately fail.
  2. I can see why the ST don't normally retcon lore anymore. Also, the difference between a 90 year old human dating a 18 year old human, vs a 90 year old elf dating a 18 year old elf is that the age of 18 for humans is both the physical and cultural age of maturation. For elves the physical age of maturation may be 18, but the elves hold a stricter cultural maturation age of 50. Elves below 50 are still considered children. This makes sense when your race is borderline immortal, as the standard in that cultural for someone who is mentally an adult is way higher. An issue i've found is how do you quantify this physical and cultural maturation distinction in a situation where you have a 90 year old human and an 18 year old elf. Technically a 18 year old elf isn't mentally different from an 18 year old human, and so culturally from the human perspective this relationship is valid. But under Elven cultural standards and the new cultural maturation rule seemingly no elven RPer could rp romance/child-reearing unless they are at least 50. So which standard would predominate? Lastly, from a policy wise what is the age of consent now for elves? Seemingly at first it was 18, but then with the new cultural update it became 50 as it is the cultural age of maturation. Now it's 18 again? Or does the cultural standard still apply?
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    Edited by Booklight12
  4. Alter Humidity (Non Combative/Combative) Description It is well known that the barrier between Air and Water is not a bright line. Any competent air evocationist will know that within the air itself moisture varies on a spectrum. From the dry desert air to the humid swamp air, an air evocationist will often find themselves first casting their magic based on the climate around in their immediate surroundings. Through experimentation the air evocationist will find that they can alter the properties of their air to a desired combination of temperature, humidity, density, and velocity, etc. This spell acts as the bright line partitioning air evocation and water evocation allowing an air evocationist to cast a limited overlap in the quantity of water particles which augment their spells. Mechanics This spell does not take a certain amount of emotes to cast as it acts solely as an augmentation to all pre-established air evocation spells/abilities (Combative and Non-Combative). An air evocationist is now able to increase the humidity of their air to such a degree that they may create a mist that can douse fire, but the quantity of water particles in their casted air cannot break the threshold of water evocation by becoming liquid. The temperature can be lowered to such a degree to create snow; but this snow cannot have so many liquid globules in it to become hail, or ice when cast below freezing point. It is also of note that because air evocationists primarily study the flow, and nature of air as a force; snow they may now cast must have an air flow directing it, or else these water particles will simply fall due to its heaviness. Redlines Cannot create liquid, ice, or hail, or snow balls; instead the air evocationist is limited to unconnect particles that can never combine into a larger structure. Snow cannot be cast by itself without simply falling to the ground. An air evocationist can only direct the snow if it is accompanied by a current of air. Following all redlines and mechanics of regular air evocation spells, Alter humidity is simply an augmentation to these pre-established abilities for aesthetic or utilitarian purposes.
  5. I felt that this spell should only be used for non-combative purposes as all transmutation spells follow this limitation. But I didn't want to completely curtail the destructive uses. If say I wanted to demolish a statue, it'd be way simpler to transmute the legs of the statue into a gelatin substance and allow it to fall. Vibration on the otherhand would simply be ineffective becuase it requires someone to shake a structure to such a degree that it essentially breaks. Perhaps this should be clarified in the cast of more brittle material. Glass for example would be able to be vibrated in a manner that an individual transfigurationist can shatter the glass; but stone/metal structures not so much.
  6. Vibration (Non-Combative) Description Being a unique permutation of the altar-position spell, vibration allows the user to create a small shift in the position of a transmutable material that is repeated in a back and forth motion to cause that item to vibrate. This is done by creating a mana anchor on an object through the void, and channeling one’s own mana into the object to create vibration, allowing them to increase its frequency at-will. Mechanics This spell takes one connect + one charge + 1 cast emote to perform. The Transfigurationist may choose an object within their Transmutation range and use their own Mana to vibrate it. There isn't a hard limit on how high a frequency an object may vibrate at, but as a rule of thumb, the more mass it has, the slower and more difficult it will be to vibrate. Additionally, an object could not go fast enough to meaningfully cause destruction, such as vibrating a statue to crumble, or cause a cave in. Although this spell's value lies mostly in the utilitarian enchantments that are made with this spell; mages may enhance this spell in circling rituals to access the magic in a more destructive form such as caving in a building which houses a dangerous creature. Though vibration requires at least 3 mages to achieve a frequency able to cause damage to a structure, this could never be used in an active combat situation. Tier Progression T1 a 1x1 block radius from the user T2 3x3 block radius from the user T3 5x5 block radius from the user T4 7x7 block radius from the user T5 10x10 block radius from the user Redlines Cannot be used to obtain a combat advantage at all, but it may be used destructively outside of combat in a circling ritual with at least 3 other mages Like Alter Position, Vibration does not require a thorough understanding of the object in question’s makeup Enchantments made with Vibration cannot be used to obtain a combat advantage in any way Unlike Alter Position, particulate matter such as sand, or liquids such as uncontained water can be vibrated.
  7. It's been a long way since Ptah's original conception of Cognatism. I hope your iteration is accepted and can create branching storylines that will entertain roleplayers for many years.
  8. “In the beginning, the Creator created. A first light spawned forth from the void and emerged the first thing. Light spread forth in all directions . The light contracted and within this contraction a series of reactions occurred. Lightning, Fire, Air, Earth, Water, Life The first evocations came forth from the light.” Voidal Light “The first substance” Material Name and Description Voidal light is both the first and only creationary substance in existence. This is the creationary substance which both birthed the Aedifex through the void and was channeled by him to create the veil and thus creation itself. Voidal light is not anything different from the void itself but rather embodies the creationary aspect of the void. This is the primary matter of the outer void, and from this element any and all possibilities exist. The voidal light would be useless without the inner void; a blank canvas far enough removed from the outer void that, if a thread from the voidal light is brought in, the voidal light can take on form. While the void in its plain understanding is seen as an empty canvas of pure potential, this is only a portion of the totality of the void. Every drop of voidal light is composed of all metaphysical possibilities. Additionally, Aedifex being composed of pure voidal light naturally imparts upon each immortal and mortal soul a spark of voidal light which grants them the capacity to exist and to cast magic. Aedifex was not merely composed of pure voidal light, but could channel voidal light into the inner void. And so, by funneling the outer void into the lower, Aedifex became the first magic user. Creationary Pattern “All higher and lower densities of voidal light make an exchange. Though the lower densities often receive in excess of what they give.” In order for anything to retain a permanent existence, it must be derived from voidal light. Each plane of existence, including the sun, and immortal realms are forged from voidal light, which after a series of contraction is able to take stable form within the veil. Some planes such as the sun will take on the form of “pure” energy due to the voidal tear it is comprised of acting as a direct source towards the raw voidal light from the outer void. This emanating voidal light further contracts into mana and natural sustains life on the mortal plane. Light Without End “Even before the Creator created, there was light.” The void is an improper term, as it indicates darkness and emptiness. Before there was the “inner void” and “outer void” there was pure voidal light. This light was without end, and merely existed as a unitary substance. There is not yet an explanation as to how this light came about, and who or what created it, but even before there was a canvas for creation all created things existed in potentia. -A representation of the voidal light from the outer void being drawn into the lower void- The Contraction of Light Eventually, the void contracted to such a degree to create the first distinction within unity. This contraction created a hole within the structure of the light, acting as its opposite. A primordial veil of chaos was needed to create this separation, as it encompasses all densities of the voidal light until it becomes nothing. With this, the distinction between the “lower” and “outer” void was created. Lower Void The lower void is the emptiness which enables creation to persist indefinitely. Here the voidal light contracted to such a thin density that the very light that emanated from the outer void took the form of ‘black fire’. While the voidal light did not disappear entirely it was in such a thin state that from this pseudo-emptiness potentiality could become actuality. Thus, only with the lower void, did the Aedifex have a canvas to carve out creation using a thin thread of pure voidal light which he drew from the outer void. Upper Void The outer void contrasts the lower void as its opposite. This is the part of the void filled with pure voidal light. Here, the raw creationary force of the void is present in a single unitary essence without distinction. This is the plane that all existent things are derived from, but only when the raw light has been drawn into the lower void and contracted to a significant degree will it develop the capacity to sustain itself in a form which can persist Inner Void The inner void is the area within the veil which has contracted to such a degree that it is now the same density as the lower void; forming an interior to Aedifex’s veil where life can exist. Here behind the veil, the immortal and mortal planes coexist as new planes are constantly forged through the contraction of the veil’s expanding voidal light. Primordial Veil .This section of the void embodies the full spectrum of density between the outer void and lower void, as the light goes through a chain-like descent from pure potential to nothingness. This structure houses a limitless quantity of inner voids including our own. Each of these multitudes have their own creators and creations, and these creations can take on an infinite number of permutations which coexist simultaneously as per gap theory. Travel between these different realities is possible, but there are a limited number of ways to do so, all of which require an immense amount of concentrated voidal light. Even planeswalkers and blood magi are bound to the confines of the planes within Aedifex’s creation. The spiritual realms on the other hand are a conglomeration of planes within a different inner void than Aedifex’s creation. Farseers however are limited in that they can only transport part of the person's soul to the spiritual realms, as opposed to a full corporeal form. Aedifex’s Veil The first thing the Aedifex did was to cause an expansion of pure voidal light to spread forth in all directions from a central point within the lower void. As time passed the innermost light from this expansion had time to contract and a cooling spread outwards to catch up to the bubble of raw voidal light expanding out into the lower void. Aedifex’s veil is similar to the primordial veil, and acts as a partition between creation and the lower void. Also like the primordial veil, Aedifex’s veil encompasses all densities of voidal light from the expanding light at the edge of the veil, to the emptiness of the inner void. At the inward edge of the veil’s expansion the raw light being created contracts and gives tangible life to veil entities. One of these veiler entities are voidal horrors, who like all other veiler entities, lacks a soul. All veiler entities feed off of the raw voidal light that is left over from the veils expansion into the lower void. However, entities like voidal horrors are veiler entities which spawn closest to the mortal plane near the center of creation and where the light has contracted most. Because of this, voidal horrors' access to voidal light is limited, forcing them to develop carnivorous tendencies. Otherwise, the beings which live closest to the expanding bubble are entities of concentrated voidal light. Some of these entities choose to stay near the edge of the veil, while others like the Aengudaemons were hand picked by Aedifex to be given a soul. In order for a being with a soul to be born they must be birthed, and thus is why all aengudaemons were either birthed from a star, or once bore a a mortal soul. In this manner creation is not a single occurrence but is ever transpiring through the veils expansion Physicality Physical life is the opus magnus of the contraction of light. The raw form of voidal light pre-contraction is an indescribable potentiality. This potentiality cannot sustain a form without limiting the number of permutations these potentialities may manifest as. Physical existence is when the voidal light contracts itself to such a degree that the corporeal form of an entity has only one potentiality it can manifest as. This complete contraction allows something to become definable, and thus physical. Though, in order for this physical thing to move on its own volition requires a mixing of soul essence, life-force, and a physical structure to contain these energies. The limited voidal light that composes a physical structure is called voidal balance, because the light has reached an equilibrium rate which sustains physicality. Non-Physicality Non-physical entities are the inbetween stage between physicality and non-existence. The voidal light in the incorporeal structure of a non-physical thing has not contracted enough to undergo voidal balance. Because of the lack of voidal balance, incorporeal things are malleable. Additionally, in order for a non-physical living entity to take a physical form, they must self contract the voidal light they are composed of. This is seen when aengudaemonic beings enter the mortal plane. When this occurs the aengudaemonic being must contract its light to such a degree that it can exist in the mortal plane without breaking the laws and regularities of the plane. The Exchange Of Light All structures in the inner void have the natural tendency to equalize their voidal density with other structures spatially near it. As previously stated, aengudaemonic beings must self-contract in order to fit into the laws of the mortal plane. This lower density state persists as long as the aengudaemonic being is confined to the laws of the mortal plane. However, the great pulling force of the mortal plane’s natural voidal density causes Aengudaemonic beings to become increasingly more ‘mortal-like’ the longer they are on the mortal plane. This is due to the concentration of voidal light composing the aengudaemon, being drawn out from the corporeal structure of a fully manifested aengudaemon. If this lasts long enough, the voidal light will find voidal balance and the aengudaemonic being will be entirely bound to the mortal plane, unable to leave unless helped by a planeswalker or blood mage who can take it to its immortal realm so it can reconnect with its voidal tether. A method some entities have used to mitigate the exchange of light is by manifesting in the mortal plane as behemoth beings. The larger their corporeal form, the more voidal light their form can hold. And because of this larger quantity of voidal light the aengudaemon can remain on the mortal plane for a longer duration before losing the capacity to transfer their consciousness to their immortal plane. Magic All magic is derived from voidal light. Depending on the source one draws from, the voidal light being channeled is from the resting voidal light that composes the source. This limits magic to laws and regularities, as, unless drawing directly from the outer void, the voidal light being channeled is already contracted and its density limited. This contrasts the Aedifex, who had a direct connection to the outer void and was able to draw on pure voidal light to form creation. Sources of Magic The ultimate source of magic is the outer void, which exists as a unified structure of pure voidal light. Any and all magic is derived from this source, but because mortals are limited by their corporeal forms, they often use mediums to draw voidal light for the purposes of magic Feasibly anything can be a source of magic. Deitism users draw their magic through another aengudaemons which act as the source of their power. Even void magic is derived not directly from the outer void, but instead is drawn from the lower void. Other magic such as dark magic may derive their magic from pacts made with malevolent entities, or from natural energies such as life force or ectoplasm found behind Aedifex’s veil. Shamanism derives it’s magic from the spiritual realm, and the entities called ‘spirits’ that live within this separate inner void. Pact Magic A mortal may derive their magic from another created being who funnels their connection with their source of magic in an accessible manner to be channeled by another. However, the magic which can be produced on the mortal plane is limited due to the lower density of voidal light the realm is composed of. This acts as a censor which prevents a channeler from accessing all the deities' magic. This condensed version of a deity's magic that mortals may use is limited to the theme of the deity which they use as their source. For Druids, their deities the aspects draw from a voidal rift that was laid by the creator to be tethered to the outer void, and thus produces a pure form of voidal light that has only contracted to a small degree as to enable absorption by the aengudaemon in the immortal plane. This tether gives the deity near endless capacity to channel voidal light, and could otherwise cast indefinitely if not for the aengudaemons soul, which limits the amount of voidal light that can pass through it. The druids themselves are themselves further limited due to both because the source they draw from ‘colors’ the voidal light which is channeled through it, and because the corporeal form of the druid can only handle so much voidal light coursing through it before it cannot withstand the toll. This further limits a druid to only be able to cast various nature magics that carry the theme of the Aspects as they relate to the mortal plane. This relation is the Aspects' history in creating the growth of plants and subsequent birthing of nature as a whole. Thus, druids are bound to the confines and limitations of the concept of “nature”, and they are given little leeway for generating magical effects beyond this theme. Pact magic includes void magic like cognatism which splits a mind between a mortal and voidal horror. And because the voidal horror itself had to go through a series of contractions to take on actual form and be an individual entity, it too is limited based on its connection to the outer void. Thus the access a Cognat has to higher knowledge is limited by the horrors limited intellectual comprehension of the outer void which they are spawned from. Pact magic also includes dark magic Lower Voidal Magic In the case of voidal magic, a mortal may derive their magic from the ‘lower’ void which represents the empty expanse which the veil is constantly expanding into. While lower voidal mages can feasibly cast anything their mind can comprehend, they are limited by the mental faculties of their being. Because the “lower void” is limited to things which are comprehensive, mages are bound by the philosophical, scientific, and religious concepts that are prevalent in their generation. While mages have some latitude to summon magic from concepts that are derived from more ground-breaking theories, the mage is limited to cast what is generally describable by words. Because of this, electric, fire, air, earth, and water evocations are the first and most common schools of magic across the mortal plane. This is because even the most primitive societies were first able to understand these basic elements of life. Dark Magic Dark magic is derived from the inner void, The inner void houses a variety of magical energies which are each themselves a different density of voidal light. Of these various natural energies do we have lifeforce, or its cousin ectoplasm. While these energies are not corrupt themselves. Instead the manner in which dark mages twist these energies and use them for malevolent purposes corrupts the neutral energies as it intermingles with the tainted being casting the magic. All dark magic has a lingering effect that is noticeable by druids, as the residual corrupted energy used for dark magic spells has a corrosive effect on nature that is far more corrupt than its neutral counterpart found in lower void magic; lower void residue. Miscellaneous Magic While magic is commonly classified as Deitism, Voidal, or Dark magic, there are many other forms of magic that shape voidal light in a variety of ways. Golemancy and runesmithing for example, draws upon voidal light through the carving of runes, and sigils which generate particular effects when made by these magi. Some magi have found methods of manipulating mana in its raw form to be shaped to their need, such as in the case of Kani, where an Oscillit is able to manipulate the voidal light makeup of the mana by causing it to contract to generate a particular effect. This exchange occurs both actively and passively for this magic. Otherwise, the last miscellaneous magic is shunting. This magic uses a similar substance to that found in genus to allow transition between different mortal planes. The difference between blood magi and shunters is that the planeswalkers are able to draw directly from the voidal light closer to the edge of the veil. Though, because of the difficulty of drawing down this voidal light, shunters must be far more methodical in their concentration upon these raw energies, as even so much as a poke will cause the shunter to need to redo their shunting ritual. Mechanics of Magic Mana The essence of mana is derived from the sun at the center of Aedifex’s veil. This point, also being the point in which the veil was created, means that it is a direct channel to the light within the upper void. This voidal tear pushes forth inconceivable quantities of voidal light that instantly contract upon entering the inner void. As a result, the voidal light must find an equilibrium density which acts as creation resting voidal density. As the mana is expelled from the sun, it is able to attach itself to the souls of various beings within creation, which both a simple mage and the most devout druid relies upon to cast their magic. Because of this, mana has become ubiquitous with voidal light as it is the first form of voidal light that can retain stability within the inner void. The receiver of mana within an entity's soul is the spark of voidal light imparted from the Aedifex when he split his soul to form immortal and mortal souls. Connection For any magic user to use magic they must begin with a connection. There is no mana cost to attaining a connection, as a mage must simply reach out to the source of magic which they draw from. This connection can be performed in a multitude of ways, such as a druid singing a song to remember when the aspects saved their grove, or a mage emptying his mind of all thought to mimic the nature of the lower voids nothingness. Connection depends on the subjective whim of the caster. As stated before, all magic relies on a source to their magic. Through this source, a magic user gains a channel to the outer voids pure voidal light, but only after it has contracted enough to be received by the source. Therefore, the only way to cast pure magic as the creator did is to have one's direct source be the voidal light in the outer void. However, due to the sheer impossibility of comprehending the nature of the outer void, mortals are limited to structures which exist after the contraction of light. Charging The casting process is the next step in the mechanics of magic. At this moment, the magic uses their connection to the outer void to turn their mana from passive to active. In this active state the mana has already been given a task, and can further be molded by the magic users to generate a particular effect. However, before the mage can get their desired effect they must wait a certain period of time for enough passive mana to form into active mana. Casting Once enough passive mana has been converted to active mana the magic user is then able to define their spell. Once a spell is defined, the voidal light at the heart of this interaction causes a spillage from the outer void to form and allow pure voidal light to enter at that spatial location. This voidal light is then in an instant contracted by the magic user to take on the defined properties of the magic they know. After all this has occurred, the spell is activated and may be maintained for as long as the magic user wills himself to contract this voidal light. Otherwise, a spell will end if the magic user loses their connection to their source or runs out of mana. Lower Void Residue Due to the sheer complexity of working with metaphysical energies, the mortal mind is limited in how much detail they can focus on when casting magic. This doesn't take on any tangible effect except in the cast of lower void magic. Because the source of their voidal light is the lower void, small fields of lower voidal light are drawn into the mortal plane with each cast. The light radiating directly off of lower void spells are known to cause a plethora of negative effects on nature. On a micro scale, a normal mage cannot radiate enough lower-density light to cause lasting harm. Nearby nature will be affected, as the lower-density light cast by the magic will linger in the area of the casting and cause the simpler voidal light which nearby flora and fauna are composed of to begin an exchange with the lower density light. This contraction may cause tangible 'pain' to flora, however fauna cannot comprehend the sensation of the voidal light contracting within them. In this small scale, the light residue that remains after a spell will quickly balance itself out by exchanging voidal light with the mortal plane. Long term effects can only be present in situations where immense amounts of lower void magic has been present. There are only 3 situations long term effects can take place: Where a large number of lower void mages congregate such as a mages guild. Where a large ritual with 10 or more individuals has been conducted Where a voidal hollow or tear connected to the lower void is present. Some long term effects include: The physical change of local flora and fauna into voidally radiant forms The growth effects of flora being stimulated, causing a rapid overgrowth in a region Nullification of pact magic in the regions. The benefit of aengudaemonic deity magic is that their aengudaemons draw from tethers to the outer void. Even cognats do not produce residual void residue, as the voidal horrors which they are connected to are spawned from within Aedifex’s veil. Only lower void magic produces this residue. Citations https://www.lordofthecraft.net/forums/topic/151740-%E2%9C%93-gap-theory/ https://www.lordofthecraft.net/forums/topic/128153-%E2%9C%93-the-theorem-of-the-midpoint/ https://www.lordofthecraft.net/forums/topic/139713-the-planes-of-existence-world-lore https://www.lordofthecraft.net/forums/topic/159728-creation-lore/ https://www.lordofthecraft.net/forums/topic/204962-world-lore-voidal-hollows/ https://www.lordofthecraft.net/forums/topic/165638-%E2%9C%93-space-from-within-the-void/ https://www.lordofthecraft.net/forums/topic/194244-%E2%9C%93-world-lore-the-law-of-cosmic-correction/ https://www.lordofthecraft.net/forums/topic/192602-the-techlock-tech-magic-complexity/ https://www.lordofthecraft.net/forums/topic/163263-%E2%9C%93-lore-the-origins-of-druidism/ https://www.lordofthecraft.net/forums/topic/151676-%E2%9C%93-seven-skies-lore-addition/ https://www.lordofthecraft.net/forums/topic/133892-superior-inferior-and-lesser-souls/ https://www.lordofthecraft.net/forums/topic/188030-%E2%9C%93-misc-feat-arcane-displacement-ancient-art-of-the-planeswalker/ https://www.lordofthecraft.net/forums/topic/151276-%E2%9C%93-the-states-of-mana/ Thanks To those who helped - @Jenny_Bobbs, @Luxury, @HistoryChap
  9. I would argue that if a character knows an evocation they should be able to willingly learn the properties of other elements and get permission to ward any other evocation. In essence it's the same magic, the only difference is the actual properties of the element you're evoking. Additionally, since evocation is the primary tool people use to do combat magic roleplay, the only viable combination of essence a abjurationist will carry (given the acceptance of this lore) is the other elemental evocations they do not know, as this is statistically speaking the most likely magic they will face in combat. As for the more obscure arcane schools that are not evocation, they should not be able to be warded except when the character learns it or has in the past learned it themselves (Or if this amendment gets accepted when you have the essence of the magic). As a closing question, if I have the 'essence' of a magic, does this also mean I could use these jars for enchanting? Or only in abjuration? I know there used to be something similar in the enchanting world a while ago but idk what happened to it.
  10. When "Voidal energy" is used in this post, what exactly is it referencing?
  11. OOC ((MC Name: )) booklight12 ((Discord: )) ((Timezone: )) EST IN-CHARACTER What is your name? Beranabus Seregon Why seek membership to the Mages Guild? To gain access to the library, labs, resources and services of the guild. What arts, if any, do you currently practice? A variety of arcane forms which can be specified in person. What position do you desire to attain upon acceptance? None When should you be contacted for an interview? A.S.A.P.
  12. Congratulations LOTC on finally realizing as a community that magic should be more mystical.

    1. Show previous comments  3 more
    2. Nozgoth

      Nozgoth

      facts about TIME

    3. squakhawk

      squakhawk

      perhaps i'd done something right

    4. tasty_cheesecake

      tasty_cheesecake

      i think all magic is just science and we should make people need to take a physics class to use magic successfully

  13. The concept of Mindspace has been explored in the following lore linked below. This is a piece of lore that has been used by many to fulfill the same purpose laid out in the mindscape here. As a knowledge bank/mind-world and is currently being rewritten right now. Feel free to contact me about the concept so we can make both lore pieces work together cohesively.
  14. @Toxolotl @Archipelego I’m ambivalent, but y’all should probably make a community feedback that is fully processed before implementing these changes. It will be an immense benefit if everyone has one place to voice their opinions before it gets out of hand.

    1. Archipelego

      Archipelego

      A feedback post is planned for a couple days from now, when things have settled and most people have read it.

    2. Scuba

      Scuba

      Welcome to the tyranny that is unwillingly to change. 

    3. Jake the Dog

      Jake the Dog

      Might want to hurry it up, cause right now those changes are major poo poo

  15. RP Name:: Beranabus MC Username: Booklight12 Discord: Jefe#3340 What Nation Are You Affliated With?: None Why Do You Wish To Come?: To aid the holy orders (Paladins) What Skills Can You Bring?: Magic, world lore, medicinal, tactical, record-keeping
  16. It should be noted that air evocation has always been able to cast a mist/fog (Able to be dense enough to dowse fire). Since humidity is a factor of air. It does overlap somewhat with water evocation, however, the explaination i’ve gotten from LM’s in the past is that it is just not able to be as dense as water evocation. Water evocation can fill the entire spectrum of water density from a light fog-> Liquid Water. Air Evocation can go from no humidity-> Enough to dowse fire. Additionally, you may want to note how air evocation can still interact with the environment, such as sand, water, dirt, fauna, etc. There are some spells you may want to add that are specifically based around interacting with the environment, as that is a big part of air evocation too. Ex: Casting twister over water to create a water spire to put a fire out on a ship. I think that is one of the big utilitarian aspects of air evocation that is often overlooked but a big divider between it and other evocations.
  17. Looks cool only thing I'd say is remove the asphixiation aspect. As previously stated a spell like a bubble of water or bubble of air around the head of an individual with the goal to suffocate, drown, asphixiate an individual has always been in the redlines for both water and air evocation due to the easily powergameable nature of it. Besides this i really like the lore post and like the aesthetic of it. Good work bud.
  18. From what ive seen in my experience alone is that upon the removal of villian applications banditry had severely declined due to there no longer being a penalty for poor roleplay and thus the threat of a va being taken from you and with it any form of villiany roleplay one may want to participate in. There is a reason most countries IRL have licensing procedures for industries besides the revenue acrewed by the applicatiom process for different licensing such architecture/contractor/drivers/industrial licensing. Its to protect the quality of these aspects of life and to assure that if rules are broken these licenses can be taken away so to prevent others from imitating these mistakes. I am a firm believer that banditry can be a good form of roleplay. But the mentalities of both bandits and banditees wont change out of good will. Staff intervention and good server policy is what can make banditing/villiany roleplay overall higher quality.
  19. Wait so Cernunnos and Cerridwen are both names of a god and goddess of nature in real life religions?

    1. MamaBearJade

      MamaBearJade

      Yes, They are celtic gods.

    2. FreeHongKong
    3. Jentos

      Jentos

      its a shame druidism in lotc has nothing to do with actual druidism 

  20. I agree with what is being said. What i actually like abouy dark magic is the lore and history behind it. Thats what is most engaging about the magic and the vast array of lore that was behind many of the dark magics were well written. However, the players in more recent years have been the issue. I feel as though in more recent years the actual purpose of dark magi has beem forgotten. Dark mages are meant to be catalysts of roleplay, specifically villiany roleplay. They are supposed to be what some people hunt and others fall victim to, but ultimately it should be something people should br able to see. I just feel as though most users are complacent with their acquired powers without ever really using them to create roleplay. This isnt an issue just within dark mages as most people sit around and wait for roleplay to happen as opposed to starting it themselves. This is an issue which has devolved much of the roleplay on the server to slice of life rp which we can all agree is pretty boring in excess. However dark mages were meant to be the best roleplayers on the server who can create roleplay for others.. This being said i am and have always been a fan of dark mages having privileges to create and host events with ET using their chars as event characters. But i havent seen this in a while.
  21. I actually really like this idea, instead of limited raids by OOC cool downs, limiting their capabilities to raid by the roleplay economic costs of raiding is actually a really cool concept. It could add incentive to roleplay decisions having to balance economic costs of a raid vs the rewards. I feel like to improve the economy, there should be more worthwhile things to spend mina on besides goods. But that topic should be discussed on a diff thread... I like the first option, but maybe make the costs per person slightly more like 200 or 250 mina per person tbh. But potentially increase the number of people able to participate in a raid. It could incentivize creating barriers that can be overcame through roleplay as opposed to OOC barriers.
  22. I have to agree with what other people say in that, for the most part, it’s the people that are the ones that make magic be perceived as some type of overpowered monstrosity. Even overpowered magic I believe at least can have a place on the server. It’s a matter of giving these magics to players that are willing, able, and have shown aptitude in creating environments where these powers can be used to express complex and enjoyable roleplay. The issue I found is that people are naturally lazy and rely on others to provide this good roleplay. This is for many reasons, that being that for the most part, the casting process of magic is monotonous, often times it feels like a chore to charge up magic and follow the pre-established flow of casting a spell. However, it is the players' duty to express emotion through their magic emotes, it is not at the fault of the lore. If people used common sense they could deduct what realistically is acceptable when casting magic, even blurring the line at some points is fine as long as it makes sense. In terms of the actual application of combat magic, no it should not be made into a uniform and restrictive spell list. People that roleplay magic for genuine reasons enjoy it because of the freeform nature of it, even combative magic. Additionally, I don’t believe magic should be placed on the same level as mundane weaponry. The argument that players invest 6 months+ into practicing magic vs players picking up a sword and being a master (Which goes against the rules of the server) is a valid one. The fact that players must constantly practice their magic and hone their skills in it is what separates it from mundane combat.
  23. Redlines shouldn’t be longer than the lore-text itself. From what I gathered this is basically an extension to transfiguration that allows an individual to bind spells to the world without the need of some type of physical conduit. If that is what this is I feel like all these redlines and tiers are unnecessary. Given this, I feel like the lore is way too specific to fulfill a specific niche, and while it is a good concept I feel like the actual lore explanation is lacking. If this is just creating atomic sized rifts to fuel spells without a physical conduit, why can’t this be used simultaneously with certain types of magic? It seems like redlining earth evocation is just an OOC method of preventing people from building random things. But it lacks an IC reasoning for this, as how the magic is described (As limited as it is) it wouldn’t make sense. Edit: I do like the concept however, it’s something people have been wanting to do for a long time and I think it’s something this server should have had a long time ago.
  24. Magic Across the plane Mages have begun to spring up amongst most cultures as they begin to integrate them into the societal structures of the nations and tribes they belong to. Among the Naevians due to the sheer number of mages within these lands magic becomes vastly idealized within these lands, while some mages worship the unnamed god of magic, others continue to worship Kazotar. Despite this due to the massive number of mages in these lands compared to other cultures they decide to create a joint temple between Kazotar and A’aus Which is able to quell the divides amongst the non-fervent culture of the naevians. While the people are relatively settled, political actions if taken could insight a conflict if mismanaged.. Overall, the Naevian people specialize in fire magics, due to the amount of mages in the nation this form of magic is able to progress but remains relatively simple in practice providing a major benefit in combat, but little for the infrastructure of the Naevian people. Other magics remain in a primitive state within the republic and are unable to be applied further, yet. The Arkelon people find the pull of magic to use magic to be overwhelming. Amongst those of the Arkelon people that practice, it appears as though the magical energy provided by the leylines that stretch across the plane of existence are able to amplify the telepathic powers of the race due to their close reliance of this racial ability. The few Arkelons that do practice this would be overwhelmed by the enhanced telepathic abilities they are given, and would feel a significant change to their mental states as they would entirely lose the connection they once felt with their race, while knowing about the hive they were no longer apart of it, they could think freely, and able to see the morality of an entire race hive mind preventing social change and divergent thought. The sensations brought about by their heightened telepathic abilities would cause many to go mad as a flush of thoughts, images, and philosophy erupt through their minds. It is a maddening sensation that only a few could withstand without losing their mental state. However, those that were able to resist the maddening pull of magic found themselves in a heightened state with new powers. While rudimentary some of the Arkelons that could use this new power would find themselves being able to form apparitions, different auditory, and visual illusions that were small but powerful. Others seemed to find themselves able to hear wisps of thoughts among those around them, and seem to be able to be more persuasive than they previously were. Mind magic has been introduced to the children of Ark. Those that did survive the experience without going mad could deduct that this was caused by the others being unable to control the sudden connection to their telepathic powers and found themselves still fully connected to the hive mind being able to read the thoughts of thousands and be unable to control the auditory and visual illusions that affected only themselves causing them to go insane. Peace eternal.. 7 years passed since Adonis had taken up the helm of the magic coalition.. It had been a stressful time, however, being the first of the mages to reach the island by feeling the pull of the runestone, and being the most powerful and accomplished wielder of magic on the island. There have been strong divides amongst the followers of different gods amongst this island being a melting pot where followers of feral and greater gods live together under the pursuit of magic. Through recent talks peace is just beyond the horizon, and recently Adonis has been able to get sleep to restore his health after long hours of debate and contemplation. Sleep has been a safe haven afforded to him by these recent peace talks, where he has been able to retreat back into the recesses of his powerful mind, and explore the cosmos that is his consciousness.. Recently as he meditated in sleep he had felt a strange pull. It began immediately after the wielders of earthen based magic on the island finished the construction of the temple meant to house and protect the runestone housing the slumbering god. It began merely as whispers in the night, faint, alien, and undecipherable. Quickly the sounds were sharpened and honed into a palatable and familiar sound pattern. Tonight like any night Adonis dreamed inside his quarters nestled within the temple to the runestone. The voice spoke softly to him ushering cryptic words of prophecy as it had done prior in a low, monotonous, yet ethereal tone. “With every breath the air grows still, Deathly cold winds howl and wail, Raging thunder pounds like drums, When something wicked this way comes.” These ***** riddles dumbfounded the magi… Blue almost extraterrestrial swirls coalesced around the magis dream world creating a collage of kaleidoscope patterns that pulsated like a membrane of a living organism, making a deep beat that shook Adonis to the core.. The riddles began to shift again to undecipherable runic sounds which were visually seen within the recesses of his dream. Uttering strange alien sounds, before reshaping themselves once more to common tongue, however, strangely enough they were not monotonous they began faint but quickly grew in volume.. “Adonis” “Adonis” “Adonis” “Adonis” “Adonis” “Adonis” “Adonis!” “Adonis!” “Adonis! Wake up!” His visual dream quickly broke down with every utterance of his name, this heart like pulsation within his mind grew loud and faster, as the previously serene dreamscape gnarled and twisted in shades of crimson, then purple, before hues of brown began to take shape and a yellow light emerged as he awoke from his slumber within the chambers of his living quarters. He blinked rapidly as he was accustomed to being awoken so suddenly, he could barely hear the words coming from the old man before him, a familiar, but normally quiet old man named Byyrni, a once feral god worshipping warrior-changed old sage. Adonis’ vision was hazy and but Byyrni shook him awake, causing him to snap to attention, uttering “What, what do you need old man, you know I rarely ge-” “The Ferals! They are attacking, there’s no time to explain, you must help us they… ****! Just come Sir.” The old man cut Adonis short and waved his hands about causing the fire in Adonis’ hearth to go out. Only then with the crackling of the fire gone did Adonis begin to actual listen, and hear… The cries of women, and muffled grunts and curses of people could be heard outside. However, this was only white noise compared to the sound of battle.. Strange sounds Adonis had never even contemplated hearing as magic was flung outside. It was war, and it was right at the doorstep of the vast temple he made for his unnamed god.. Adonis and Byyrni ran past the inner chamber which housed the runestone, it was a vast hall which was covered by 50 foot pillars of sandstone and sediment, constructed by the finest earth mages and made by the best architects found from the many surrounding nations, but most prominently from among the Argenites. Pillars of light came down and runic symbols lit up with blue hued light as if filled by the essence of the slumbering gods dormant presence.. However, this was for naught as the normally serene room was filled with riddles of war as a group of bodies seem to be charred near the entrance of the temple, likely the first of the band of feral followers and extremists that got burnt to a char by the temple magi-guards.. Adonis and Byyrni ran past these bodies and rushed outside only to be filled with sights of chaos.. The land infront of the temple was unnaturally altered, as vast boulders seemed to have fell down from a nearby mountainside, the forest surrounding the temple burning due to stray fire magic, as well as large ice spikes portruding from the ground flung from water mages. Adonis could also see the crackling of lightning, as he witnessed all out combat, it was both beautiful and horrifying as he saw the first battle of mages. Arcane energies slammed into eachother and exploded as the bodies of the dead lay, frozen, charred, bludgeoned and disitigrated. The other mages fight, in duels of their, whereas another large group of roughly 10 mages fight back a group of 20 of the extremists, they seemed to be struggling the most as they were outnumbered, only slightly aided by the superior strength due to their close worship of A’aus. Adonis was stunned but quickly went into action as he flicked his hand to the side aiming his staff head at one of the enemies who just recently slew a young temple guard named Junos. Adonis groaned as powerful energies coarsed through him, causing his veins to glow a bright orange hue, seemingly being directed into his right arm and leading into the head of his staff before lunging it forward towards the extremist, sending a bright blue and crimson hued line of fire towards at her, she seemde taken aback for a moment as she attempted to use her ice magic to form a shield around her.. However, this was for naught as the seemingly uncontrollable and anger fueled jet of honed brimfire and flame quickly melted away the shield and hit her directly, enveloping her body in flame which jetted past her, and melted her flesh away in mere second, too fast for her to even scream as she died instantly The battle raged like this for around 25 minutes, causing great damage to the main entrance of the temple.. The feral god worshippers were defeated, those that ran away either being killed in pursuit or captured after surrendering.. The day was won but it was a pyrrhic victory, causing 50 casualties to allies, as well it was found that around 23 of the conspirators were mages themselves who lived on the island. Those who were killed were given a proper send off, as traditions begin to form for death rights which see that their bodies are burnt or disintegrated using magic in a large and mournful event. Many good men and women died in this event being the first conflict within this island, and the first ever skirmish of mages.. This frightened the members who lived on the island now being comprised by a vast majority of mages but a few non-mages. Due to these events, Adonis who was previously allowing all to enter the island became largely skeptical of others, doubting the intentions of strangers. And because of this, sanctions are put up on the island for now as the heads of the island plan what they may do going forward to prevent an event like this in the future. But for now they lock down the island as they begin to erect defenses, and towers, installing an evening watch that patrols the island using mental based magic wielders. The people of the island wish to call upon the slumbering god for help, but there is no answer to their prayers or calls, causing some who believes in the runestone god to have doubts, some of these men and women calling once more to the gods they previously prayed to for help in the coming years. Magic Summary Naevian Republic now has a large fire magic based their skills are still very rudimentary, many especially those that follow A’aus are peaceful, however there is a group of roughly 200 mages that continue to worship Kazotar that are willing to fight if necessary for the Naevian republic. They are able to shoot jets, balls, and other forms of fire in a range of around 10 feet, however lack long range capabilities in the meantime as they must continue to progress further. The Arkelons get the ability to use mind based magic including, illusions, telepathy, and mind reading of those within their race (For now), additionally gain enhanced persuasion skills, however these abilties are for now rudimentary as well. and bound to non-outlandish abilities, to use these abilities on Non-Arkelons for now takes great strain, being able to more easily use their powers on their own race due to a natural hive mind. Summary Population of island is now 700 Temple finished being erected to house the runestone and protect it, only those who worship the runestone can gain entry now after sanctions are installed Sanctions put in place which slows down population growth into island due to fear of feral gods attacking Focus of magic tech shifting towards defensive and combative magics to protect island from future feral god incursions.
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