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Luxury

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  1. I hope you don't mean that lol. I'll translate anyway but I'll keep it flowery as it's meant to be the thoughts of a since-passed character I played! Keep in mind this entire lore piece was conceived of in game before it was written oocly. Roughly, it reads that the primal nature of 'Greed' as a mortal concept can carry consequences that can't so easily be 'wished away' by magic. It plays to the tune self-sacrifice, highlighting that the necessity of having a ritual like this forgoes the dangers incurred by the very attempt. Devising an experimental Ritual to close tears should be approached with extreme caution and not be taken lightly.
  2. The Void Crystal A handheld Focus crystal that has been embedded with the essence of both Void and Creation, and thus aptly named for its function. This anomalous stone is, in essence, a product of Voidal Alteration incited by the need to curb the devastation of magical disaster. Creation: Alterationists at the height of their craft may cast a greater imbuement spell upon a Focus Crystal, shifting it’s core function. Focus Crystals are known for their ability to allow casters to channel the Void with great tact; As such, these Alterationists have found that intricately applying their artform could create an inverse effect. Effectively, the layers of Mana are articulated in such a way that these Void Crystals act as a one way vacuum for Mana. The potency of the effects necessitates creation in the presence of an Obelisk. Effects: Focus crystals are commonly used as conductors of magical energy, and the advent of the Void Crystal introduces the inverse. These eldritch stones were found to be able to intake a large swathe of Mana and keep it within its crystalized bearing for transport and safekeeping. The Crystal’s effects ultimately may be used to contain smaller bouts of Mana or Aura that are present within the Material realm. The Active effect occurs gradually over one or two emotes where. Primarily colored by the Aura of the Alteration Mage who has imbued the spell, the contained Mana will sequentially darken as it imbibes Mana, and in the case of Aura it may even adopt new sequences of color. Passively, the Crystals will soak in Aura radiated from a handful of spell casts in a radius around them, functionally a 10x10 area surrounding the stone. The power dedicated to the metaphysical vacuum is what prevents the mass of energy from escaping prematurely and as such this energy cannot be reused, controlled, or manipulated while trapped in the crystalline form. On Destruction Should the Crystal suffer a direct blow from any sufficient blunt force or spell after absorbing Mana, the energy will release in a localized explosion and dispatch the contained Aura into the open air, making for a dazzling array of color and forms determined by the nature of the Aura therein. The force of the blast is insufficient to cause a major knockback effect, but the crystal shrapnel will embed in nearby soft tissue creating a non-threatening surface wound. The Aura array is a spectacle, but fleeting at best as it quickly reabsorbs into the environment. Redlines: -Primarily for player events and narrative functions, users must be in cooperation with ST to implement full use of this invention. -Structurally identical to Focus Crystals -May not be used to refuel one’s mana -RO permission is required to spread Void taint from a broken Crystal, using void associated blocks. -The Crystals are enchantable, but will surrender any of the above utilities rendering them as a simple aesthetic option. -Requires a Tier 5 Transfigurer, Translocater or a Tier 3 Voidal Artificer to create, being the primary arts under the Alteration archetype. -Requires Player Signing. The Aegis Seal Beholden to its primal nature, it is found that Mortal greed is insurmountable by any Arcane theory. Thus at wits end in the wake of the colossal endeavor of answering the Hallow, a binding ritual was conceived; The final claim of a Voidal mage on the Material. Not one that would bring relief to the victims of errant Arcana, but perhaps one that would carry the light of hope forward for the coming generations of spellcasters. Voidal Tears, which have long been considered the pinnacle of arcane ingenuity will now have a lock. Those who take on the mantle of the keybearer must know the gravity of their cosmic responsibility. Ritual: A sum of magi equal to the number which produced the Tear must gather for this ritual; Among them must be a leading Alterationist, accompanied by equal parts Translocaters and Transfigurers. The Alterationist themself may supplant one of the aforementioned caster types. Armed with Void Crystals relative to the size of the Tear, the assembled magi begin. An Arcane circle is drawn upon the ground with powdered focus crystal, and each mage assumes a stance around its circumference. The antithetical stones are introduced onto the Tear, yet like other materials their forms are not immediately disseminated but instead destabilizes the rift and pulls the eldritch energy towards an epicenter. The Void Crystals by design alone cannot undertake the task of closing a rift, so requiring more applied measures. Hereafter, the Voidal Artificer and their throng of coupled magi must channel vast swathes of mana into the crystal. Inlaid with the spellweaving must be the intent of closure or sealing, in order for the Mana to actualize. With all of the elements at play, the flow of corrupting energy from Void to Material emanated by the Tear is effectively reversed. Requirements -The Ritual leader must be a Tier 3 Voidal Artificer or a Tier 5 Transfigurer or Translocater aided by at least one Tier 5 Transfigurer/ Translocater scaling to be even with the number of Magi that participated in the initial creation of the Tear. Each further coupling of magi eases the strain that the Ritual imposes upon the Mana Pool. -One 15cm Void Crystal per 5m of Rift size. -One Arcane Circle crafted out of Focus Crystal dust. Effects on the Group Intentionally leaving one's soul adjacent to the Vast Infinite for any period of time is widely unheard of due to many anticipated dangers. Following the ritual, the Alterationist responsible as well as their cohorts must endure a mental barrage... The final throes of the Psionic forces lurking just beyond that breach. Visions At ritual end, debilitating visions permeate the minds of the mages, showing them potential realities wherein the fabric of reality was flippantly torn asunder by rogue magi. This grandiose invasion of the mindspace is enough to inspire fear and paranoia, long lasting indeed, such that discomfort in the presence of Voidal Tears and Voidally Afflicted spaces is commonplace; I.e. Obelisks, the presence of Voidstalkers, Horrors, etc. -Each player character who participated in the Ritual must adhere to these effects for up to Three OOC weeks after which they may begin to rehabilitate. -The players who participated may not participate in another Voidal ritual for one OOC day following the Seal creation. Effects on the Tear After the Ritual Visually, the Voidal Crystals rapidly expand in mass and solidify across the entirety of the Tear. This process can be guided, such that the formation is built aesthetically- otherwise the Crystal takes on jagged and harsh formations. In any case this is the signal of a successful ritual; The Tear is ultimately stabilized by the Seal. Within the crystalline barrier, the inverted flow of Voidal energy is repurposed to stitch together the fabric of reality that was torn. The unnatural unease that once gripped the locale begins to release, and the eldritch hum that filled the air hushes. The boons that Mages found of use are no longer provided. A First Stage Tear may be effectively and immediately closed hereafter. For Tears in the Second or Third Stage, an addition of two and three OOC week(s) respectively will be required, scaling down in intensity over the duration. A Natured or Mature Tear may not be closed by this method. While the Seal is actively closing the Tear, there exists the opportunity to interrupt the process. Provided that there is a frame to stabilize the Tear once it is freed from the crystal Seal, an equal measure of Magi to that which created the Seal may congregate to undo the ritual. However long the Seal was left active determines the power of the restored Tear. However, without the frame present, the Tear will detonate should the Seal be undone. Beyond ritualistic means, the structure is nigh impervious to any ordinary bout of Physical or Magical damage. Mundane methods no less than siege-strength war machines, or a barrage of Tier 5 spells may likewise interrupt the Sealing process but with dire consequences. Redlines -Closing a Voidal Tear requires ST approval. -Requires at least two Tier 5 magi to participate in the Ritual; One Transfigurer and one Translocater. -Aiding Tier 3 Voidal Artificers may supplant one of the aforementioned Transfigurers or Translocators. -Once a Player begins the Sealing process, they may not directly Open or Close any further Tears until the Sealing Ritual is successful or stopped. -Destruction of a Tear is outlined in the Voidal Tearing lore piece, and should be abided by. -Should a Stage Three Tear be Sealed for one week, it resumes as Stage Two; For two weeks, it resumes as Stage One. The entire passing of three weeks closes the Tear. Purpose This is a restructuring of an original concept. I’ve chipped away at some unnecessary bits and added some flavor where possible. I anticipate this piece to bring an entirely new level to Tear-adjacent roleplay. Enjoy. Credits: FadedQuartz- Ideas, Conception E__V__O- Ideas, Conception Squak- Ideas, Feedback, Review Citations: Focus Crystal Lore https://www.lordofthecraft.net/forums/topic/191688-✓-world-lore-focus-crystals/ Mana Obelisk Lore https://www.lordofthecraft.net/forums/topic/197307-✓-mana-obelisks/ Voidal Tearing Lore https://www.lordofthecraft.net/forums/topic/196066-✓-voidal-tearing/#comments ::Changelog:: -Removed unnecessary restrictions on the amount of Closing rituals a player can perform. -Added a line that would prevent one player from having multiple Seals. -Clarified some Words for easier reading. -Added a Week requirement for closing of Stage Two and Three Tears
  3. The Loom, awakened by the whisper of an unraveling thread, began to spin its tapestry of fate. Strands danced in an intricate choreography, reaching out in myriad directions, seeking the elusive weaver of Voidal calamity.
  4. GOVERNMENT NAME: Rhae’lin Ashwood SUMMER’S OLD (AGE): One-hundred-something DO YOU CONSIDER YOURSELF A CITIZEN OF PETRA?: Yes VOTE GRANTED TO CANDIDATE: Saelyth Tennallar @Dominic
  5. The closest comparison I can think of is magegold/arcaurum. Like Ruibrium Its a mage material that is ultimately pretty vague as to its inner workings aside from hinting at ‘Lithium’ which has no lore backing. I would only suggest using it as a comparison piece. Magegold ultimately exists freeform and unhindered by red tape, yet is quite different from this submission.
  6. Coming back for a second time - It would be a neat caveat if it was included that feats and items that give a player ‘mana sight’ can detect traces of these critters. If they become seen as pests instead of friends this can be a self contained way to provide roleplay for players.
  7. I believe allowing building on roads is less invasive of player agency over way the map is played, which is something that is often yearned for. Itll help the world feel more moldable and interactive. I can’t say whether that is ultimately good or bad because I am not speaking in hindsight, but at the very least allowing seems to be more natural to dynamic rp and may even be more in line with the mission statement. Curious to read what others are thinking but I wanted to put my initial thoughts into the vortex first.
  8. Poking my head in to say, this looks like a good write all in all, huge fan of Druidism and how well its done on Lotc. My request is that it be clarified/ discussed which effects are referenced here. I personally believe it is important not to leave this vague. I.e. if a Water Evoker sprays water on grass, is that causing agony? Or perhaps this refers to pieces of lore which explicitly state their effects on nature? Such as Voidal Tears, Voidstalkers, Voidal Artificery Imbuement. The point I am making is to ensure you're not inadvertently adding mechanics onto other forms of magic in Druidism Magic Lore; The better route is to make an amendment to those pieces directly, or established World Lore pieces.
  9. Writing lore for Mana Cats as we speak. I’ll be having none of these pests in my wizard cottage! Very refreshing, and a novel idea to boot. It’s giving me a want for more natural ‘familiars’, that are tamed rather than created.
  10. Just rewrite magic and call it a ‘Void Shift’ ez pz. This is unironically my favorite line in this lore. Don’t get me wrong Tox, I love seeing fresh writing. It’s like bread right out of the oven.
  11. The dissolution of lore foundations doesn’t happen in large submissions. It happens in small sentences like these dotting around in new submissions. Keeping in line with current lore, if you want Voidal Elements to stay bound to a realm they don’t belong in, you use Transfiguration. Whimsical is fine, in fact I may even prefer whimsical magic, but only if the whole system is whimsical. Lotc has a hard magic system that needs a foundation to make some semblance of sense.
  12. Typically I wouldn’t agree with the notion that Elemental Evocations should have any hidden effects outside of the effects of the elements they represent (such as a bludgeoning rock blast causing space cancer too…) But you may actually be hitting on something here; If it is supposed that the power of a natural lightning bolt is beyond the scope of Descendant control - then it could be that they draw more influence from the Void for these spells, making it that suggested ‘void flavored lightning’. Have this magic steer into the power fantasy trope in an unprecedented way, and do so not by making it powerful and flashy, but by dipping it more into the Void than other elemental evocations do. Lightning should therein be colored by caster aura.
  13. I like the essence of this post. I am personally imagining many ways to enhance my Voidal Magic roleplay utilizing this feature. Simple, aesthetically appealing, and based in solid lore foundations.
  14. I thought Id never see another Electric Evo. submission again. The fanbase for this magic are diehards. . . Its pretty refreshing actually. A Minor nitpick, would you specify how this interacts with Enchanting, given the caveat of Electrical charges. Are there non-combat applications?
  15. A dusty hat rumbles in some forsaken corridor, speaking to the rats that scamper by. Naturally attuned to such wizardly methods of communication, such as the combination of Ink Evocation with Paper Evocation. . . ”Look at Sarah go!” It’ll spout cheerily ”Next, tell meh wot becomes of all o’ th’ Aura that comes from burnin’ off Mana.”
  16. Tears generate roleplay that every player can interact with and take a stance on. Our mage playerbase has become particularly interested in them. There are undeniable similarities to the days when we first discovered Void Nodes existed irp, and that they could be used if you could find them. It really added to the mystere and elusivity of what is meant to be an ultra rare phenomenon. Veil Watchers have a unique position because they have written in abilities to interact with Tears - I agree that a mandatory post would in fact fuel this seer/prophet kind of roleplay for the meagre cost of a bit of lore endorsed creative writing. I don’t agree that the location should be hinted at on a forum post, however. Oocly speaking, it is not necessary that a tear is found by others. Narratively, they do not absolutely need to be closed. With that said, I believe the update for mandatory posts should be an addition to the Tear Creation lore page as opposed to this one.
  17. Keep showing love for the feats! This piece punctuates exactly what a Voidstaker is, and empowers character expression in a way that is not overtly outspoken. Should prove to be a good tool.
  18. Thank you, this was an oversight!!! I went back and gave it a lil more life.
  19. Amendment Move to Tier 1: Aura Sensory Tier 1 A Magi familiar with Voidal Eminence would begin to feel the physical and mental changes rather rapidly onset, likely causing some mental instability and physical confusion; resulting in cold or fever-like symptoms as the body adjusts to changes. As well, the magi is plagued by periodic headaches and miasmic visions of errant Mana as they grow accustomed to Aura Sensory. This Tier lasts two weeks. Mechanics: Week One - The Mage’s eyes strain themselves to process the new visions of aura in their field of view. Week Two - The Mage’s vision clarifies and becomes able to hone in on this Mana, now able to use Aura Sensory to it’s full effect. Reason: As is, the feat is written such that a player will have to roleplay a sick character for two weeks with no discernable interaction with the magical force that is causing it. I believe this will make the early piece of this Feat more enjoyable to roleplay, and offer a more elegant transition between tiers. Addition Add to: Aura Sensory Eminents are further evolved in their understanding of arcane and thus perceive its flow with greater clarity, allowing them to become visibly aware of one's own (or another's) exhaustion when it comes to voidal spellcasting. This is to say that an Eminent will be able to distinguish the slightest flicker in their own or another's aura as spells are cast, which implies that they may tell when an arcane mage is more or less drained by the act of mustering a spell. -This effect is wholly aesthetic and cannot provide one any sort of combative advantage (or disadvantage) in any capacity, including but not limited to relaying information about another's spellcasting exhaustion. It is but a harmless, vain tool to allow Eminents another storytelling resource and all that one may see when another (or even oneself) starts becoming exhausted due to over-exertion is a decrease in light arouund the caster's aura. Addition New Ability: [Passive] [Non-combat] Magister Magnificus It is woven into the fibre of their bearing, that these casters are certain of their ability, and by all means the very gesture of weaving spells is proven as close to them as flesh and blood. Hard pressed are they to conceive of limitations that would hamper their influence. Empowered by this ideology, only their hand can extend just a bit further than others into the depths of the unknown. Archetypical geniuses of Voidal Magic, some claim. Others deem them power hungry and covetous. Nonetheless, an Eminent seated at the pinnacle of control over the Inner Void is a proven master in every right. The precision of their influence over Mana, inherent tether to Void, and indominable focus all serves the Eminent rightly; so much that these magi may envision and compose two total Magnum Opuses over their lifetime. The first of which is the inherent claim of any mastered Mage, and the second of which replaces the opportunity to learn one. Solely a skill of those archons who take hold of Magic and mold it to their Material desires. -An Eminent may choose to replace their ‘learned’ Magnum Opus slot for a second ‘Created’ one. Note: Created Magnum Opuses cannot be dropped. -An active Eminent Affection is required to access this ability and the subsequent created Magnum Opus. -All Magnum Opus and Spell Forging redlines must be observed. -The player is required to post their Eminence [FA] when applying for the second Magnum Opus. -Magister Magnificus is a tier 3 Eminence ability. Reason: It seemed thematically congruent to have Eminents have some sort of inherent interaction with spell creation as it is considered the height of magical practice in terms of the Material realm. This ability saw a few iterations, one of which outright uncapped the limit on MOs while introducing a cooldown but I determined that would detract from the feat rather than bolster it. I believe this is a balanced position, which will further portray the style that Eminents were meant to be written into. Credits: _Grey_Wolf_: Idea Generation / Feedback Meteor__Dragon: Idea Generation / Feedback CephalonAir: Idea Generation / Feedback Exogens: Idea Generation / Feedback Squak: Beautiful writing on the initial write Vi: Writing Assistance Changelog: Further described the lore underpinning for Magister Magnificus. Added a redline to discourage players from using this feat to access the new ability only to drop the feat after. Added more aesthetic freedom to Aura Sensory. Added folks to the Credits
  20. The discussion in question was maybe 5-6 total lines of discourse between two or three players over the course of 30 minutes, and did not at all seem conclusive! With that in mind, if the underlying issue is the quantity of Atronachs being created - Advocate for a hard cap on # per player. Something like that seems easier to track and handle, as ST do not need more /sreq tickets on their plate. Alternatively, if it is found to be a specific player the option remains for a ST member to approach them privately. Not every minor issue needs hard rules and red tape to apply across the entirety of a feat/magic.
  21. [!] The Coterie has gone private. No further applications are being reviewed.
  22. In this instance I’d offer another perspective. If the elves in question supposed that they were several levels above their foes culturally, militarily, scientifically, and financially, then it could be thought of simply as an element of the superiority complex that High Elves tend to have (Celia is technically a High Elf settlement). A political maneuver like threatening war against a downtrodden opposition to bully them into submission is exactly what elves would do if they were in positions of power. Its efficient, albeit mean.
  23. [!] As the envelope is torn asunder and the contents of the letter within descried, a hasty response is penned. "Your application has been received and I would like to meet you in person - Please find your way to the Thylsealaes-Ashwood enchantry."
  24. Was chatting with some folks about this earlier actually. This post sparked alot of healthy discussion in my magic community! More or less I developed the sentiment that if anything - the Celestialist should be taking hits for the Celestial, considering they are offering them quarter and protection from Horrors in the Material. To then turn around and have them do direct battle with Mortals seems to conflict with the Celestialist ideals. I would make Celestials more fragile in constitution but perhaps you could offset this with a spell and a healthy amount of emotes. I think shifting some more attention to healing, defending, and tending the the actual well being of the Celestial itself is something that may serve well here.
  25. This Lore contains all of the essentials I’ve long felt that Void Magic deserved, but have not had the writing skills to bring to light. This is a commendable write Aelesh. Let this be the standard of love and care by which our communities lore is held to. It deserves it. Praise aside, it is definitely heavy ability wise even for a two slot magic and probably could use a touch more clarity in the abilities. Id also love to see some more interactions with Void Stalkers arise from this. Ive a headcanon that the neutrality of Void Magic is still divided into a further philosophical spectrum. <Celestialists - Artificers - Watchers - Void Mage - Scions - Emminents - Voidstalkers> Note that the two are polar opposites.
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